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rllmuk

Moz

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  1. Moz

    Vanquish

    Great analogy! Except I'd say it's Gears more than RE4, as that gives the impression of tank controls.
  2. Moz

    Vanquish

    I think you could draw a few shaky parallels between Vanquish and Titanfall 2. Enough to warrant checking one out if you like the other.
  3. I finally started playing this and sunk abut 12 hours in over the last week. It's tough to get started on account of there being so much stuff all over the table. After a single session I chucked half of it back in the box and switched to using Gloomhaven Helper and Gloomhaven Campaign Tracker apps (the first is free if run in a browser, the second is free). They massively speed up the game in a good way and give you a great visual indicator of the stuff you're trying to hold in your head while you argue/look up rules for 15 mins between turns. It's a huge improvement and I really recommend it. The game itself is great. It really, really reminds me of Divinity Original Sin I and II, to the point where I'm using those rules to make assumptions about Gloomhaven and finding it right most of the time. The hardest rules to absorb are probably enemy movement and line of sight, but after muddling through for a few hours you'll figure out your own brain-shorthand for it. There's a really good app for calculating line of sight, focus and movement here: https://gloom.aluminumangel.org/ I left the box on the shelf for a year as I found the contents so overwhelming. I really recommend simply getting stuck in, bumble through it slowly with some music on. Watch the Gaming Rules videos for how to play and get started. The game recommends that if you're playing solo, to bump the difficulty up one notch in order to account for your open-hand playing. E.g. you know exactly who will have initiative and who will be performing which spells when because you're controlling every character! However while I was learning the rules I actually bumped it down a level and found that a much better fit for getting my feet wet. The main tips I can give you are: Enemies don't move or attack unless their card explicitly says so. Enemies move the minimum of spaces required to hit their target. Enemies target the person the fewest number of hexes away, in a tie they target the person nearest as the crow flies. If it's still tied they target the person with the lowest initiative. If it's still tied, they target the person who went (or will go) first (initiative ties are decided by the group). The only thing that breaks line of sight is walls. If you can draw a straight line from any corner of a hex to any corner of another hex without hitting a wall, you have line of sight. Don't don't don't don't burn through all your cards which go into your lost pile (versus your discard pile) until you absolutely have to. You should mostly ignore the abilities which require you to lose the card, and use the alternative ability on the card or use the generic move 2/attack 2 instead. In my first game I equated these powerful abilities to source spells in Divinity or general ultimate abilities and expected to pick them all back up at some point. Nope! Save these for the real do or die moments as you won't get them back until the next scenario. As every card can also be used for move or attack, the more cards you lose the fewer options you have each turn and the more often you have to rest (which also requires you to lose a card!) There are ways to recover lost cards later on, but not at the start.
  4. Moz

    The Outsider

    Well, nothing happens in this weeks episode.
  5. Moz

    The Outsider

    I’m really trying with this. Everything lines up perfectly on paper and it’s executed well. But... well, it’s a bit boring, isn’t it. The same people have been doing the same things for 6 episodes without really moving the story along much. The audience seems to know more than the characters (it’s a creepy thing! There’s a creepy thing going on!) which makes it more inert and frustrating than anything else. The Guardian called it CSI on tranquillisers and I can’t shake the tranquilliser part of the analogy. It’s very lifeless.
  6. That was... ...Really good?! (I don’t love Raffi, but it’s fine)
  7. Moz

    Outer Wilds

    Ok just wondered. I played a bit with keyboard and mouse and found it really difficult. But I didn’t find the bit you were talking about very troublesome. In zero gravity you thrust and then keep moving forever, so you can do that bit without touching the controller if you line it up right. i did have one heartbreaking failure but got it on my second attempt. I really wonder, and this isn’t aimed at you, if a lot of people don’t understand how thrust works in zero-g and keep building up speed by thrusting like a racing game instead of thrusting to the desired speed and coasting the rest of the way. Would explain all the comments about smashing into planets etc.
  8. Moz

    Outer Wilds

    Alex. You're not playing it on a keyboard and mouse are you? It is a terrible game though to be fair. A gold-plated diamond-encrusted shopping trolley with a wobbly wheel.
  9. “There were millions of lives at stake.” ”Romulan lives.” “No, lives.” It’s telling that this has a better and more emblematic line of dialogue in the first 15 minutes than two seasons of Discovery could sick up.
  10. Moz

    Outer Wilds

    Oh for sure, I wasn’t denigrating Uncharted. They have very different aims. But as they both have puzzles, it’s an interesting comparison.
  11. Moz

    Outer Wilds

    Aye, I don't want to suggest "if u don't like this game ur stupid" though I'm still wrestling with that notion. It boggles my mind that anyone with any semblance of taste wouldn't like it, though I know that's unfair. Sure it's frustrating at times, but most of the best games are. The sense of reward and discovery on offer far outweigh any frustration (and I got really frustrated at times). The way the story makes sense from the micro to the macro level no matter which order you discover it, the way it totally sticks the landing, the way it makes you feel like a genius space detective and the trust it puts in you to solve its mysteries. The way it swerves the expected story tropes. The way it touches you unexpectedly multiple times. I love a good Uncharted or whatever, but the puzzles on offer in most mainstream games are like early learning centre toys, "fit the different shapes in the different holes" type stuff. They mostly don't inform the wider story, add to the worldbuilding or require any real thought. The closest thing to Outer Wilds is probably The Witness, puzzles inside puzzles designed to build context and meaning, but even then it's pretty different. Where the Witness wilts into pretentious musing, The Outer Wilds crystallises into a well told, emotionally satisfying story set in a fleshed out environment with a logical sequence of events. Outer Wilds is far more straightforward in that respect, but manages to say more about discovery, science and humanity than The Witness did.
  12. Moz

    Outer Wilds

    (Note, I wouldn't click any of those spoilers, figuring out how the quantum stuff works was one of the biggest joys of the game. Pure childlike Zeldaesque bliss when it finally clicked.) A vague clue More specific clue Even more specific clue Even more specific clue: Even more specific clue: Me telling you where to go to learn how to do it yourself: Me just telling you how to do it:
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