@bruhman I played through all of ds3 (not dlc though) and got to sens fortress in remaster before having a long break. My experience of ds3 was bonfires were a bit closer to boss fogs and other than a few levels (cathedral of the deep is an exception), most of the levels are more linear. I enjoyed 1 and would go back to it but 1 and 3 are very similar for me. Ds3 almost feels like a remake than a sequel sometimes. Bloodborne would be the one I would recommend, even though pvp is not as good as ds3, its brilliant!!
@bruhman :') Nah I'm not using a guide and don't really plan on it, while I'm having fun I'll keep plugging though, I don't really mind dropping it if it just becomes annoying I guess.
I do kind of like having multiple ways to go, some of which end up being impossible lol.
Well seeing as you said you already have the trilogy @bruhman there's no harm in trying the others out for like a few hours, see if you enjoy them more?
DS2 is considered the black sheep of the series by fans but is actually the one that was reviewed best by critics. Didn't enjoy it when I first played it on the PS3 but I enjoyed it quite a bit more on PS4. I think there's a better checkpointing?
(It's never really bothered me though personally)
DS3 is considered a greatest hits of the series. It's my favourite barring DS1. It probably has the smoothest (baring the 30fps if that bothers you) gameplay. There's definitely quite a few bonfires that are nearer bosses if I remember.
Shame you didn't enjoy Dark Souls 1 much, hope you enjoy the others more if you give them a whirl!
I’m really glad to know that there are others out there trying to make their way through Lordran. I’m taking my first crack at Dark Souls Remastered. The only other From Software game I’ve played was Bloodborne, which I really enjoyed. There’s something I find really compelling about the Land of the Ancient Lords, even though I end up dying...like, everywhere. Still, I’m starting to get parrying down to a science.
@bruhman nah it doesn't sound daft, it's a freaky game!! Im the same about alien isolation, I've nearly bought it a few times and keep wimping out at the last minute. Hope you enjoy ds3 if you give it a bash, some amazing boss fights in that game!
What is it?: A remake of the N64 classic Star Fox 64 (which itself was a remake of the much more rudimentary SNES original).
Level of completion: Unlocked all the extra routes, levels, and events, so I've beaten pretty much the entire game. Did not get the highest score on every level, however.
What I liked:
The fun animated short that was included that functions as a prologue to the story in the game. It's not going to blow anyone away, but I always find cross-media storytelling techniques like this to be, if nothing else, quite interesting.
So, in this game, you have two viewpoints: one on the TV that's third-person and gives you a sense of where your ship is, like in a traditional Star Fox game, and then one on the GamePad that's in first-person. Aiming in this game is totally liberated from the manner in which you fly your ship, so you use gyro controls to aim your blaster. And, despite my significant misgivings with this dual-screen set-up, I'll say that I really found the gyro aiming to be responsive and fun to use. As always, Nintendo reveals themselves to be the masters of the effective use of motion controls in gaming.
Ditching single-screen gameplay allows you to pull off some interesting maneuvers, such as shooting at a target while flying away from it, for example. It also allows you to have interesting camera viewpoints in some of the huge boss battles, instead of the game forcing the camera to stay locked behind the Arwing the entire time.
Some of the unlockable content is interesting. For example, there's one level that you can go back to after you receive a certain upgrade to your Arwing, and you can unlock a level where you play as Peppy Hare and take on a gigantic enemy battleship by yourself. It's not the best thing ever, but stuff like this is fun. You can also unlock some extra matches against Star Wolf's crew.
What I disliked:
Oh boy...
So there are problems in virtually every area of this game. I'll just start with the dual-screen set-up, which is the most immediate and obvious issue with this game: the unwieldy dual-screen set-up. Maintaining a sense of awareness of both is crucial, considering aiming is far too imprecise on the TV, but you still need to reference it to make sure you're not into obstacles or whatnot. This makes it where your attention is constantly split between the two screens, which is pretty much constantly stressful, even after you learn to adapt to it somewhat. Unlike a game on the Nintendo DS, where the two screens are extremely close, you're having to look down in your hands to up at a TV, back and forth, as you play. It's extremely unpleasant. What this does is rob this rail shooter of the operational simplicity that is the biggest appeal and hallmark of the rail shooter in the first place. It inserts this big, middling control issue directly in-between you and the game, and even after you learn how to manage it enough to complete levels easily, it definitely saps most of the fun out of the experience. It's even worse in free-range levels, with a lot of movement and dodging, as with certain bosses, where I constantly felt like I was fighting the controls more than the enemy itself.
That's hardly the end of this game's issues, though. For one thing, it's incredibly derivative. A lot of the missions in this game are just straight up lifted, aesthetics and all, from Star Fox 64, and, unlike that game, it almost never successfully introduces new level designs or engaging mechanics. There's a sense of "been there, done that" the whole way through. It's incredibly uninspired.
When the game does attempt to do new things, it's pretty much always to its detriment. One area where this becomes especially clear is when the game introduces new vehicles to the mix. The worst of these is the Gyrowing, which is a clunky, difficult to control, and slow moving helicopter of sorts where you spend the majority of a level awkwardly navigating your way from one boring environmental puzzle to another. I'm not sure what the game is going for in these levels, but it's pretty much the opposite of what you'd want or expect from a high-speed space shooter. The walker (or, as I call it, the Star Chicken, because it looks disturbingly similar to a chicken) itself is a total nightmare to control, and any level that employees it heavily often sees me frequently crash into walls as I try to navigate the level geometry. The game pushes Star Chicken transformations in boss battles, but, more often than not, I find it to be such a hindrance that I'll opt for the Arwing even when its not suited for a level. This becomes especially the case in the obnoxious final boss encounter with Andross, where the challenge really comes from trying to juggle multiple different styles of control simultaneously to even do something as simple as move, aim at the boss, and shoot where you want. Apparently the Star Chicken was introduced in Star Fox 2 on the SNES, but, having never played that, I don't know if it's any more tolerable there.
Visually, the game is bland, and reminds me of what a launch GameCube game might look like upscaled to 720p. This is probably due to the game streaming two different views of the game at all times, which must be costly in terms of resource requirements. Of course, the game doesn't do nearly enough new stuff with this to justify moving away from the series' traditionally single-screen gameplay.
The narrative presentation is especially unambitious and does nothing that the original Star Fox 64 didn't already do decades ago. The music is serviceable, but the best tracks are all taken directly from SF64.It fails as a story, fails as a tech showcase, and even fails the basic test of being a fun, approachable rail shooter.
Final thoughts: Innovative in ways that didn't require innovation and unchanged in ways that make it feel stale, this game represents a solid backward step for the franchise as a whole. I really wanted to like it, but I just didn't. Definitely not the worst game ever made, but I do think it deserved to be savaged the way it did. This lack of polish is totally unacceptable for a major Nintendo property.
Yakuza Kiwami is finished. Inconsistent gameplay married to a consistently excellent story You can really feel that PS2 architecture lurking in the background. Some of the boss fights are a bit of a chore, but with the right abilities unlocked and a stack of healing items, they're all right. They overdid the Majima element massively - I'm sick of the sight of the guy.
@ShogunRok got a bit of stick for the review at the time, but six out of ten is bang on. I'm going to play Kiwami 2 next (though not just yet) and then probably Zero. After that, well it depends what happens with the western re-releases of 3-4-5. It's all gone a bit quite on that front. Anyone heard anything about them?
Good job, Parappa. You can go on to the next stage now.
@Kyroki Undertale only felt like a "complete" experience to me when I got the true pacifist and genocide mode endings. And definitely don't neglect genocide: the best bosses and a solidly different approach to the gameplay and plot are locked behind it. It's also where the game's best satirical jabs at traditional JRPG game design can be found.
@Gremio108 Unfortunately, no news on the remasters as far as I know.
Kiwami was where I started with the series. I figured the datedness I heard about as well as being a remake of the original would make it an optimal starting point for me. I enjoyed it a lot but it does have a PS2 game feel. I definitely agree with that.
I think Jingu was the most annoying boss, even as the penultimate one. Shooting potshots while his mooks do most of the work meant I spent more time than necessary on it.
"We don't get to choose how we start in this life. Real 'greatness' is what you do with the hand you're dealt." -Victor Sullivan "Building the future and keeping the past alive are one and the same thing." -Solid Snake
@ShogunRok Ha, you're welcome. It's the gaming equivalent of a brand new Jag with a Reliant Robin engine under the bonnet. Anyone annoyed with that review hasn't played it.
Since you're here and you're a Yakuza veteran, a question - how confused would I be if I were to skip 3, 4 and 5 if these re-releases don't happen? Would Yakuza 6 still make sense?
@DerMeister My logic was kind of the same. I didn't want to go from the silky smooth (apparently) Yakuza Zero to Kiwami's antiquated engine. Prior to this, the only Yakuza game I've played is the PS2 original, and I never completed it, so I don't remember much of it. I'm very much looking forward to playing more.
The fight with Majima in the batting cages was my major hurdle. I'd been investing points into health and attack, and I was lacking in special moves. After that I made an effort to be just the right side of overpowered for every boss, as well as going in with plenty of healing items. For sure, the Jingu fight would've been horrendous had my Kaz not been an absolute machine by that point. When his mooks got up off the floor and came back for more, I sighed and paused it to go make another coffee.
@Gremio108 Yeah I think you can miss out on 3, 4, and 5 and still enjoy 6. Don't get me wrong, it's not ideal, but if you've played Yakuza 0/Kiwami/Kiwami 2 then you'll know what the series is about and that'll be enough for 6 to make sense.
6 also has a full recap thing, which is handy. The bottom line is that although every game is a sequel, they all have their own individual stories that start and end within each game. 6 is no different. Yes there are returning characters, yes there are nods to previous games — but full back-to-back knowledge of the series certainly isn't a necessity.
I really enjoyed Kiwami and might actually have preferred the slightly tighter story compared to Zero, although that really is an excellent game. The Kiwami moves in fights were such a terrible idea though as even if you had the move unlocked and ready to go, the enemy still often got just as much health back as they had before.
The little nods to Zero they worked in were neatly done too. Zero is a great game but almost 100hrs was a lot (damn you hostess mini game for contributing so much to that play time).
@Thrillho Sorry! The plot was superb though, all the way through. I enjoyed it more than I remember enjoying the original. It was just the combat I had a problem with really. Some of those boss fights were a war of attrition.
Good job, Parappa. You can go on to the next stage now.
I started and finished What Remains of Edith Finch today. I think this is one of those games which you need time to process before you really know what you make of it. In the initial aftermath I felt like the ending had sold itself a little short, but now, having had a few hours to think about it, I can appreciate the beauty of what they did.
The swing scene really, really got to me, I'm not sure why. More so than anything I've watched or played for a long time.
Overall though I think I still prefer Rapture. Maybe I'll feel different after another day or two of thinking about it. Which I definitely will be.
Good job, Parappa. You can go on to the next stage now.
Xenoblade Chronicles 2 - Torna: The Golden Country
Platform: Nintendo Switch
What is it: An expansive DLC prequel to Xenoblade Chronicles 2. You play as Lora, an orphaned Driver (a person who can resonate with a core crystal and share their life with intelligent, powerful beings known as Blades) who is searching for her mother alongside her two trusted Blade companions, Jin and Haze. Through circumstance, she becomes involved in a wider-scale quest to help save civilization from a legendary Blade called Malos who is intent on wiping out human life.
Level of completion: The entirety of the main plot alongside the vast majority of side-quests. By the end, I logged about 30 hours into the game.
Thoughts:
First, this game is an expansion in the truest sense. While the game's 25 - 30 hour play time (longer if you want to complete everything) is a fraction of the time it'll take you to beat the epic base game (XC2 took me 105 hours to complete, and that didn't include most of the game's side-content; it could potentially take hundreds of hours to see everything), it's still incredibly impressive for a DLC campaign and compares favorably to the playtime of most AAA retail releases. More crucially, the game mostly puts this playtime to good use, and I was enthralled by the story from beginning to end. In any other genre, this would be a full-fat retail game. This feeling of "fullness" extends to almost every aspect of the production.
Arguably the defining aspect of this DLC, and its most controversial feature, is the extreme degree to which it puts an emphasis on side-quests. The two explorable titans in this game (for those unacquainted with XC2, the landmasses in these games are enormous flying creatures called Titans) play host to a large number of characters, and the majority of them are unique, named people who you'll help over the course of the game. The focus on sidequests is so central that there are several times that the game will stop you from progressing the "main plot" until you've completed a certain number of them (this is framed as adding people to your community: helping people via side-quests will win them over to your 'side,' to to speak, and this is depicted in its own sub-menu as an expanding circle of trust). While this is seen as a crippling flaw by some people, it didn't bother me too much.
Speaking of side-quests... they're excellent here. This is easily the best set of side-quests I've encountered in any Xenoblade game to date. Almost every one is substantive to some degree, so there's almost nothing in the way of plain fetch quests here. I mean, you might have to go fetch something, but it's to do something, and it ties into a character's life, and it's incredibly well presented. Also really neat, given this game's focus on community and learning about the lives of others, is gradually figuring out how the people you encounter throughout the game are related. This is all done very organically, so you get a lot of moments where you're surprised by a connection you hadn't seen before. "Oh, so this person is behaving this way because of the person I encountered in a side-quest hours ago." It's very neat.
The battle system has been revamped and streamlined. While combat isn't quite as deep as it was in the base game, it also seems much more intuitive now. Battles are generally faster and more thrilling. There's a cool "tag" system where drivers and blades take turns actively battling with enemies. Their "swap arts" can have different effects (if you've inflicted "break" on any enemy, for example, main character Lora can swap with her Blade, Jin, who will topple the enemy, temporarily subduing them and setting them up for a longer driver combo). Swapping with a character, in a neat, Bloodborne-esque twist, can also help recover recently lost health, encouraging the player to continually cycle between blades and drivers to keep their health up and continually set up new combos, especially for chain attacks. It's all very dynamic.
The weird fanservice moments and more risque character designs from the base game seem to be almost entirely absent. I'm apathetic about this, but it might make some people happy (or, hell, disappointed).
The soundtrack is still high quality stuff, although a bit conservative insofar as it uses a lot of the music from the base game. Still, the new battle theme is positively sexy, and older Gormott has a fantastic remix for its theme.
Torna has seen some sort of change in its graphics engine that has resulted in somewhat more stable performance and a higher level of detail in environments. The game is simply stunning on the TV, and I didn't notice huge resolution and framerate dips when the game was docked. This, unfortunately, is not the case in handheld mode, but it still fares better than the base game when undocked: things could get fuzzy in the midst of really heated battles with multiple enemies and flashy skills going off, but I never noticed the game reducing itself to an impressionistic smear on the screen when just adventuring around a large environment, as happened to frequently in the XC2.
The structure of the game is sort of brilliant, and reminds me, in a way, of the classic Nintendo game "The Legend of Zelda: Majora's Mask." As I mentioned before, a significant portion of the experience is structured around side-quests that allow you to help and befriend the people of (old) Gormott and Torna. The plot is also, as mentioned, building up to an incredibly tragic climax. As in Majora's Mask, it's a game where you continually insinuate yourself into the lives of people you know are soon going to have their worlds quite literally torn apart. This brings a sense of irony and sadness to even the game's silliest segments. The constant harmony between love and sadness, lighthearted reverie and crushing sadness help to give Torna: The Golden Country its very unique feel.
The final main story boss fight is more engaging than it was in the base game, and introduces a neat mechanic that helps boost the sense of urgency as you fight. And then the true final boss fight happens, and it helps bring closure to an element of the game you thought had been abandoned near the beginning. It also helps develop another aspect of the story that becomes more relevant in the base game.
Gort is actually a pretty good villain. Sometimes the most satisfying monsters to slay are the ones who live closest to home, as opposed to the ones who objectively pose the biggest threat.
Verdict: I loved everything about this game. This is the first Xenoblade game I can say I've well and truly fully enjoyed with almost no reservations about the game design. It simply excels on every level and, if it were longer, I would call it my favorite entry in the series. As it stands, I think it has to be considered alongside the base game it sprung from, which certainly elevates my already pretty high opinion of Xenoblade 2.
@Gremio108 I’ve been interested to hear people’s report on WRoEF since it was given on PS Plus. I think I agree with you that immediately following the game I was impressed but not necessarily blown away, until I had some time to let it resonate a little. Looking back on it I think I am more smitten with what they did. The ending actually hit me pretty hard though, and I didn’t see that coming. I did realize she was pregnant but I think I was too dense to even think about her dying in childbirth. And it makes sense of her trying to connect with her cursed family, knowing surely she feels her days are numbered. To leave behind a baby, that’s pretty poignant. I’m not even sure I remember it all correctly, since I played it back a few months after release.
But the best section was the fish cannery section. The gameplay was so interestingly woven in and the outcome of how the guy bows his head and decapitates himself in the midst of the delusional waking hallucinatatory state in the midst of the mundane rhythmic work load... it just was so interestingly and hauntingly done
But many of the sections were very well done, but a few stick out more to each person, depending on your circumstance.
Completed Onimusha Warlords the other night on Switch. It's obviously a tad dated in places, but as someone who never played it before it actually really sucked me in.
Currently Playing:
Switch - Blade Strangers
PS4 - Kingdom Hearts III, Tetris Effect (VR)
@Th3solutionNo, I didn't see the ending coming either, although I was kind of thinking something bad was going to happen to her. At first I was unhappy that we didn't get to hear the rest of grandma's tale, but then that's the point isn't it? Grandma Edie and her stories, that's the real curse, and after what happened to Lewis at the cannery, Edith's mum snapped and said enough is enough, and she got herself and Edith out of there. At least I think that was the point. That you can view a series of unfortunate happenings as a curse if you wish, but you're only perpetuating the idea. That's what I took from it anyway.
Good job, Parappa. You can go on to the next stage now.
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