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Everything posted by BadgerFarmer

  1. I really liked a lot of what the game was doing, but just found the execution far too messy and unreliable for what is a pretty difficult game. I wouldn't disagree with much of the EG review, but felt a little more negative towards the game by the end. The hiding in lockers thing is one aspect that wound me up, because sometimes one of my gang would just refuse to hide, even when there were empty lockers available, and stand there in the open as an enemy returned on patrol. When you're trying to hit a target of 80% rescues on each level, these little quirks and glitches add up.
  2. I didn't, no. But I'm familiar with the series from the PS1 days and Stranger's Wrath. I watched some vids of New n Tasty recently and Soulstorm looks like a step up in complexity, although the fundamentals are the same. I think it's perhaps trying to do too much in some respects, with the camera and the allies, and that's where it comes undone. On the other hand, you have some nice extra dimensions like the scavenging and crafting aspect, which I think work rather well.
  3. I'm coming towards the end now. There is some good stuff here. Plenty of variety, especially after the first 3 levels. But it lacks the precision and polish it really needs. Too often it's too hard to execute fairly simple sequences, or to tell exactly what's going on. It's doubly irritating when you're trying to guide your mates to safety. I've been swinging between really enjoying some bits and hating others. There's a small update now, so maybe that'll make some difference. Better ally AI would be a big help.
  4. A lot of it is less fun that it should be because controls are so slow and fiddly, and the camera isn't exactly friendly.
  5. The bugs that are still there are supposed to be minor ones. Whatever the big one was, it's been patched. But it did delay review copies.
  6. I'm reviewing it. Only got it late last night though. I think it's similar for everyone.
  7. I feel like the comparison is already stretching to breaking point, but what if 'assist mode' in this instance actually means all the words being changed into easier to understand words, the sentences being rewritten according to nice standard grammar rules, the themes being explained clearly, and so on? Because otherwise you read a few pages and wouldn't understand much of it and just give up? But then if you do that you've lost the unique form that made the book what it is in the first place. The Outer Wilds example is a perfect one for me. I didn't like the 22 minute loop either
  8. I'm all for assist modes generally. It works especially well in Celeste because I think it fits with the game's themes. But I can't quite get my head round it when it comes to Soulsborne games (not including Sekiro). I mean, they're games that demand effort in various ways beyond skill level, and pretty much every option they offer is intertwined with the game experience. So if even asking for assistance takes a bit of work, that's consistent with what they're about. I'm not particularly good at them. But a big part of why they work is that you can find lots of little tricks and st
  9. Have you tried Joyce? Now there's a high difficulty level. I know this going back over old ground, but I think it's kind of funny to see assist modes mentioned in regards to Souls, as series which has the ultimate version, i.e. you can literally call for assistance. If anything, assist modes in other games are kind of compromised versions of that. Sekiro is a different matter, of course. I think that should have more options. I have also been thinking recently about what @Unofficial Who was saying though. I wonder how long I'll be able to play some of these genres I've
  10. Yes, it's not so much a CRT filter as an aging CRT filter. The contrast between the glare and the washed out blacks is turned right up. There's a ghost-like echo around the main character. The sound has a slight muffle. It's more like a specific screen that's seen better days than a generic 80s style. Or that's how I saw it anyway.
  11. Yeah. The d-pad has other uses later.
  12. The pixel art and soundtrack really are excellent. The game itself is pretty ordinary, and the story is a load of techno-waffle.
  13. I've had a digital sub for the last few months and it's been fine. Turns up on the release day and no issues with images. I bought it through Magazines Direct and access it on Pocketmags.
  14. The clue's in the title.
  15. I'm thinking of playing through it again now I've got the PS5. I had a quick look at the base game the other day and just the loading times will make a difference over the PS4 version. The performance of WotC was so unstable when I first played it that I never tried an Ironman run. Maybe now's the time.
  16. I don't think it's been touched on much, but isn't the main thing here that Nintendo has kept its platforms pretty exclusive in terms of AAA content in the last couple of decades? You get a few third-party conversions, like The Witcher or Doom, which you're better off buying on another machine anyway if you have one. But mostly, if you want a full-size game to play on a Switch, the chances are you're going to buy one of the Nintendo ones. If Nintendo ever did release a console that was comparable in power with the others and the flood of third-party games arrived, would they be abl
  17. Can't remember exactly, but shoot the bees if you can. Especially the second lot that come on screen from the right directly level with you. I was playing on Squire difficulty though, so maybe easier said than done if you're on a harder level. Also, my sort of review of this was published yesterday, for Gamesradar's 'Have you tried' series: https://www.gamesradar.com/uk/have-you-tried-seeing-how-your-arcade-skills-have-aged-with-ghosts-n-goblins-resurrection/
  18. Yeah, I definitely feel that with Darkest Dungeon. There's a lot of simple luck involved. In CotDG it's only the curses that work like that, and many of their effects are negligible. In terms of the choices you make putting together a build each run, I think it's closer to something like Dead Cells.
  19. I suppose I like that. They've managed to make each new weapon, relic and upgrade a decision that's worth thinking about for a few seconds. Vastly preferable to a loot style system where most things just get chucked on a pile and never looked at again. I especially like that they even give you a small reward for refusing something, because it makes something out of the mismatches that often come with RNG. And the curses, if anything, I found a bit underwhelming. Most of them have very little impact on the way you play.
  20. Recently I've been playing Curse of the Dead Gods quite a lot. And it's pretty great. Think Hades style action with Darkest Dungeon style presentation, weapons systems and synergies a bit like Dead Cells and Slay the Spire route selection. No, it's not that original, but it's taking stuff from the best sources, it's extremely well balanced and polished, the weapons are meaty, and it has a few ideas of its own.
  21. Aren't most of the examples quite old now though? For the most part, the old-fashioned escort mission is pretty rare these days, presumably because everyone knows they're shit. Now we're more likely to get something like TLOU, Bioshock Infinite or A Plague Tale, where the vulnerable AI is effectively invisible/invincible. In fact, I feel like in most cases we've swung too far in the other direction. Squad-based games where AI partners never get killed, NPC companions who do most of the work for you etc. The problem seems to be finding a workable middle ground.
  22. You shouldn't need to grind for levels, not if the enemies are running away from you. More for JP if you think it would be worth having a particular skill for a boss. Using the ship exploration thing when you're not playing is worth it for extra JP and XP orbs too. Once you're into the second area and unlock one of the first jobs there, there's a fairly solid tactic for quite a few of the bosses after.
  23. The same banners, I think. Just that annoying default option not to use them. Plus more enemies and Arthur's armour breaks in 2 hits instead of 3.
  24. The first chapter/area does hold your hand quite a bit. Expect it to change once you move on from there.
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