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  1. Over ten million copies sold of the N-Sane Trilogy.
  2. Having a stint of about a year between games is ideal, as they often have a linear passage of time between games reflective of their release dates (0 notwithstanding), so there is this feeling of returning to a home from home, seeing what's changed in the interim.
  3. I don't think the samurai aesthetic gets explored enough in games. It might be my overall favourite but for a medium that we associate so closely with Japan, it's a bit like the Western in terms of how much representation it gets. And then the higher profile games of that nature tend to get splices with other genres (the horror/demon aspect of Onimusha, the ridic action of the Musou games). This is arguably a big reason why Ghost of Tsushima is of great interest to me, as we've yet to get a 'pure' big budget samurai experience.
  4. Can't speak for the others, but Hard West came out in 2015 initially.
  5. I'm onto the final world of the Adventure now, and in the penultimate world was my very first instance of wanting to call bullshit on some of its decisions. Without detailing the context (I guess it could be considered spoilers) there are a few levels that force you into using skills of a certain colour. That's cool, nothing new, there are a bunch of Requests that ask the same of you, and a lot of Battle Gyms will present that optional challenge. Oh, but in these levels they decide what skills you get. I mean, okay, I guess that's a way of getting you to engage with exercises that maybe you've neglected, I can let that slide. Okay but now they'll also decide what level of that skill you get, so if you've been used to smashing out Level 3 Back Press, sorry mate you're getting lumped with Level 1. This I really don't like, as the game has been gradually building you up and those higher level versions of skills has been earned through literal sweat, suddenly sealing them away makes the battles unnecessarily long and puts it on the wrong side of grindy to me. But now you also can't skip the enemies in these levels and a surprisingly large number are colourless. I genuinely didn't want to do these levels, just so many pointless restrictions and caveats put in place to manufacture an illusion of difficulty, whereas up until this point I thought the game had done a really good job of balancing it. At least that's over now.
  6. I got this in the sale recently along with Spider-Man and Hitman 2. Definitely echoing the sentiments here, I'm thoroughly engrossed by it all, but while I collect my thoughts and try to give some more detailed musings on it, I'd just like to say that Deacon St John could be in the running for one of my absolute favourite protagonists. Excellent animation and voice work on him, there's a fraught vulnerability hiding under the exterior. Really looking forward to seeing how his story plays out.
  7. I find the only hurdle I have with the Fitness Gyms is a mental one; that you're locked into specific exercises so it feels more tiring. Battle Gyms and regular levels at least give you a degree of choice in your approach, so you can switch between Upper and Lower Body as active rests for example. 5 back to Back Arm exercises though...
  8. If people haven't seen, a bunch of Yakuza games (notably including Fist of the North Star: Lost Paradise) are being added to the Playstation Hits lineup, providing easy and cheap access to them physically and digitally. It's especially good for FotNS as that has held its price surprisingly well (I'm guessing it was a smaller print plus the license) and I've seen physical pre-orders for 13 quid.
  9. I was having a conversation about TLoU with a good friend some years back, and the thing we were in total agreement on is that the pacing is just so goddamn good. Get past the ropey intro in the city and then there's just this continuously smooth ride of heated action setpieces and slower, character-driven exploration. Bill's Town, Ish's sewers and subsequent neighbourhood, the Dam, horseback riding, the University, all of Winter, it's this near-unparalleled succession of scenarios that ramp up the tension before quickly bringing it back down to earth (until the next one...). I especially love it as it gives you good moments to be able to put the game aside and treat them like 'levels', while still transitioning smoothly enough to make continuous play feel natural.
  10. You need to do the initial hack to 'reveal' the vaults, as you can then clamber on top of them as makeshift ledges.
  11. I focused the skill tree into the red skill to counter exactly this. However, now I'm at the opposite problem where Front Press Level 2 has become so dominant that it leads every encounter, regardless of colour typing.
  12. What I really liked in that demo, something that I was wanting to see from the day the game was revealed, was the focus on lethality in the combat. While I love me some Nioh, I have been jonesing for a samurai game that properly conveys the idea that a single misstep can equal death, so to see enemies go down in a single strike is exactly what I was wishing for. One decisive cut from a blade should be enough to kill a foe if done correctly, and for me it lended plenty of immersion to that demo.
  13. Cheyenne

    NIOH 2

    Given the quality of the DLC for the first game, guaranteed to be of high standard.
  14. "I'm gonna have to say bones!" That entire sequence in the abandoned dog sidequest absolutely ruined me.
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