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Retroguy

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Everything posted by Retroguy

  1. No, not reading it wrong- there are whole dungeons towards the end of the game, and even one bit with a dungeon and a whole other area you have to backtrack through where they disable fast travel. And it’s not like anything happens story wise in that bit they force you to go through. It’s crazy, you even have to fight the same monsters on the way back. Critical JRPG sin!!! And yeah, the last quarter of the game definitely needs some heavy editing. I’m guessing they just ran out of time and/or money, but it sticks out like a sore thumb.
  2. Wow this really goes to pot in the last section, even aside of where the story goes. It almost becomes a visual novel with how little gameplay there is in comparison to cutscenes, and I say that as someone who usually likes lots of story in a game like this. Then you've got side missions suddenly appearing which are way beyond your level, containing battles which just appear out of nowhere. Up until this point all the side missions have been totally doable at the point you get them. And then a lot of the areas force you to retread your steps for absolutely no reason- early dungeons give you a quick way out or allow you to quick travel, but this just gets totally ignored after a certain point. It's like they just gave up with the game three quarters of the way through. Very disappointing.
  3. Not sure where you thought I was talking about the treadmill, but no, that wasn't my point at all. My point is CD made a number of promises before/on release which still haven't been kept. They said something like 'you won't believe how quickly we'll be releasing new heroes after launch'. Which, I suppose is true, but only ironically. Again, I'd point out that Spider-Man was advertised pre-launch but still isn't out over a year after release. Content promised for just after release like the clone labs still isn't out, and the patrol mode has disappeared from the roadmap. There's also the issue of the laughable number of enemies and villains. Then there are the gameplay issues like the mustering points I mentioned, the fact that you hit the sky box when jumping on certain buildings, and having to walk the bifrost up stairs etc. Then you've got the bugs which persist since launch such as falling through the floor, enemies getting stuck in the floor, checkpoints failing to trigger, stuff like that. You sadly only have to watch the developer feeds to see examples of those. It took like over six months before you could even replay through the campaign. Multiplayer matchmaking is still broken as you pair up with people of totally different power levels. You still have to wait a minute when other people join the game because the ability to speed up the countdown is broken. And regardless of how you personally find the levelling, it's certainly a dick move to say 'the faster levelling experience is breaking the game experience, we need to slow it down', and then introduce microtransactions for more experience points just after. Especially as another promise before launch was that 'we will have no microtransactions apart from cosmetics'. For me, I'd say I'd gotten my money's worth out of it, but the backlash is totally justified. It was advertised as a game which would have frequent content following launch, and at several times they've said they will do right by purchasers and turn it around, but this has never materialised. Again, live service game without the live service- it wasn't advertised as 'what you get in the box is it'. Now, there's an argument that at this point in the games industry, if you believe anyone will keep these kind of promises, more fool you, but that isn't quite the point here. As it is, they deserve the roasting they're getting, and hopefully this has at least had some tiny, tiny little impact with anyone else trying this crap. I doubt it, but hey...
  4. It’s a live service game which forgot to add the live service part. A continued stream of broken promises and persistent bugs which plague the game over a year after release, with a hugely underused universe and incredible lack of game assets. It’s not hard to see why it gets the level of criticism it justly deserves. But you’re right- at times it can nail the feeling of playing as some of the heroes, which is what makes all of that even more of a shame. Sadly, people have been clamouring for an expanded roster which was promised ever since release. You have to remember that Spider-Man was announced at the pre-order stage, and still hasn’t come out. Hawkeye, Kate Bishop and Black Panther were known to have been in development pretty much since last September- no other characters have even been mentioned by the developers. I don’t see any way this will have more content past the obligated Spider-Man. Their most recent roadmap, a chance to show people the future of the game and keep interest going, refused to go any further than the end of the year and had nothing substantial on it other than one raid (to pad it out, the first panel on it was stuff they’d already released). I think that’s a pretty certain answer.
  5. It’d definitely make one hell of an interesting story to find out what happened in development. Even now, there are tons of vestigial game design nightmares hinting at the trouble behind the scenes and the various different directions the game took. I found my favourite one the other day- one of the boss missions in the future desolate landscape, you get to one of those points where you have to gather the whole team together with a countdown. The door opens, and then there’s another point in an elevator I think. That takes you down to a little room which you sit in for about twenty seconds before eventually another door opens. Behind that…another gather point!!! WTF?? Leaving aside the bugs, I can’t believe no one’s given them a hard time for this stuff (although granted that’s moot at this point). It’s certainly a prime example of a bodged job. This is interesting too, because Marvel doesn’t seem to want to totally ignore its existence, but the tie-in with the upcoming Hawkeye tv show is a nameplate- the most cursory of acknowledgements. And obviously you have the movie costumes now too, so maybe Marvel isn’t too bothered as long as it’s making some money off the project?
  6. Yes it’s probably the only thing to keep it going now for maybe another few months- they could have handled it better though, especially having made a big song and dance early on saying the game will only ever have cosmetic MTX, and it coming so soon after the ‘we’ve increased the XP needed to level so you enjoy the game more!’ fiasco. I assumed they’d get a bit more money from people buying costumes now it’s out on gamepass, but they must really be desperate. It’s still a slap in the face though, as the game is still far from finished. They had to cut the developer stream short the other day after an embarrassing bug which none of the developers acknowledged despite it being on screen for like five minutes.
  7. Why would we need XP boosters though? CD said the levelling curve was unmanageable just a little while ago and increased the amount of XP needed to level up so that they could improve the gaming experience!!
  8. The battles are good in this, but it’s a shame the strategy options are a big step back from previous entries in the series. You have to set a strategy for the whole group rather than individuals, which is pretty restrictive even with the gambit-style system. There’s also no way to force all your party to even attack your target, let alone set individual targets. You can kinda do it by switching characters and changing their targets manually, but it’s a massive pain having to do it that way. It also seems that the enemies are biased towards attacking the player controlled character to balance the lack of strategic control. It’s all such a wasted opportunity, god knows why they abandoned it- it robs the game of a whole strategic layer which would have made it much deeper for those who wanted to delve into it. You just never feel like you’re properly equipped for a situation and just have to bodge it.
  9. The story in Neo actually continues on after the additional section only available in the recent Final Remix version released on the Switch, so it’s even weirder than that (although technically a much shorter amount of time). The only thing I found a bit odd is how late they add the final difficulty level. For me, I’d rather have had access to it before the end of the story.
  10. Yeah there is way more detail in the environment than in typical Tales RPGs. The only thing that stands out to me is the character mouths though- they’re all incredibly basic and postbox-like, especially considering everything else. I’m assuming they only did the lip syncing for the Japanese voices, since it looks terrible for English, but it’s more the way the mouths move/look.
  11. Yeah, that’s already been confirmed- Double Feature should be out in October, and American Horror Stories starts on Wednesday
  12. Yeah if you’re a marvel fan, it’s worth it for the campaign. I wouldn’t recommend going any further though- it’s still bugged to hell, and with loads of stupid gameplay choices. An example- one point in a level, you have to activate a terminal and get your whole team together. A door opens, and what’s behind it? An elevator, where you have to press a button, and get the whole team together. I don’t know why this stupid infrastructural elements like this are in a game in 2021 anyway, but having two of them?? That almost grates more than all the remaining bugs like missions failing to progress to the next stage, starting a mission in the middle of an endless ocean, and enemies getting stuck in scenery or standing in mid air. It also still shows your starting party on the ground for a split second before the intro cutscene plays for each multiplayer level, which has been a bug since day one. I’m assuming there’s only a skeleton crew left on it at this point, and all the staff with relevant knowledge of the game are working on something else. That’s the only explanation I can think of as to why all these issues still over a year later.
  13. Just gone back to ace the second scramble slam- actually didn’t take as long as I thought. Got the points in about an hour and a half, and it only took my four stacks of normal enemies and the orange slam ones. For anyone attempting it, these are my tips: 1. Don’t try to get points the for second scramble slam when you do it first time around. It will take ages and you’ll do it much faster later on. I came back around week 3 day 5. 2. Remember that with each orange enemy, you can chain additional red enemies in to your max chain limit, and they’ll all count for scramble points. Do the same with humans- chain one less than your max amount of enemies, then run into the human to start the chain battle. 3. Have a couple of low damage, easy to combo pins in your deck, and use these to build the combo meter to 5. 4. Have a couple of high damage, single hit pins in your deck, and use these to finish off your enemies. The more powerful the final hit on your enemies, the more points you get. You also get even more points for using attacks which hit their weakness elements. Remember you want one hit attacks, don’t just look at the damage pins do as this’ll be split over multiple attacks for most of them. If you’re trying to hit weaknesses, stay away from the AoE attacks like the bomb- there’s a good charge single punch you can use. 5. Wait until your combo is at 5 before killing any enemies, especially the enemy with x3 over them. I wouldn’t leave them til last like most people say since it’s much more likely you’ll accidentally hit them with low damage attacks when you’re fighting other enemies. 6. I think you also get more points for the final blow if you time it in a beat drop orange segment. I’d never noticed this before and never seen anyone mention it online but I definitely seemed to get more points when I finished off an enemy this way. 7. Save your 300% special attack if you ever get low on health- you do not want to die mid-stack and lose all your points. I think it’s also possible to use pins which give you a bonus on damage when an enemy is airborne and launch them first, but I didn’t need to do this. I was getting 80-100k of points for every 15 stack battle this way, so it really doesn’t take long. You can’t just button mash though, and you’ll be cursing those wolf and bird enemies that incapacitate one of your crew mid combo, but you’ll easily get there.
  14. I’ve actually been ignoring the healing pins for most of the time (apart from with my compulsion to master every pin I come across), so maybe I need to try them more with that in mind. I’m just starting to get to the stage where I’m paying far more attention to the element I use in mashup attacks now too, having largely just triggered them whenever they where available before. Some are definitely way better at triggering their own beat drop opportunities than others. I’m going to go back and redo some of the dive battles soon I think (I’m mid way into week 2 still), as I’m running out of FP. Just wish there was a way you could trigger them instantly instead of having to play through to the point in each day that they become available. It’s a shame that more people aren’t discussing the game- I hope that’s not an indication of how many people are playing it. Between this and Monster Hunter Stories 2, it’s been an amazing few months for JRPGs!!
  15. I’m still really enjoying this, but the scramble slam in week 2 has slowed the pace of the game right down with how much I’ve been chaining battles together. What makes it worse is that it doesn’t explain the scoring- you get far more points if the killing blow delivered to an enemy does a lot of damage, but I found that out online. I spent ages wondering why in some battles I got way more points than others, despite having the x5 multiplier and killing the x3 bonus enemy last. As it is, I’ve spent about four hours on this section and have nowhere near enough points for even the basic prize. It’s great how the game constantly forces you to change your approach though, and the different pins make it such an incredibly flexible system. It’s really satisfying when you find pins which gel really well together, dropping beats all the time. For me, the scramble slams are just a little bit of a misstep.
  16. Yeah I’m only in week one but trying to work out how much grinding to do can be hard, especially since you can be doing fine coasting on hard one day, and then suddenly get pummelled the next day. What makes it worse is than even when the game does give you a level indication (for the dive battles), of course your level is really very little of a guide, since that only affects your HP. What it really comes down to is how often you’ve been eating, and what stats you’ve been boosting. It’s a brave system in a way, but difficult to judge as a player. What I’m not so keen on is that because each character needs to eat at each restaurant, and each restaurant tends to favour certain stats, it makes it very hard to maintain characters with specialist roles. Also, being able to see your stats whilst in a restaurant as a guide to what you need to boost would be useful too. Does anyone know whether difficulty levels affect dive battles for the time requirements? In other words, should you just put it on easy before each one so the noise are weaker, or does the game not allow that anyway? I don’t fancy going back to gold star some of them- wish there was a quick way just to replay the ones you need to instead of having to replay the whole day up to each one.
  17. Yeah I did nothing with mine, the stable limit just increased automatically, and the new recipes appeared in my combine menu?
  18. I’m enjoying it a lot so far, but I think I’m only a little further in than the demo, just a little after the second village. I wasn’t sure about that, but so far there’s enough depth there- double attacks with a team member, using a kinship attack to block the enemy’s move, you can even use some of the kinship gauge to choose your monstie’s moves. There’s a lot of stuff there knowing how to react to your partner’s moves even if you can’t choose them, and they even use potions when necessary. Not sure that’s any different from the demo though, so if you weren’t keen on the battle system from that, I’m not sure if the full game would change your mind.
  19. Just firing it up now! Literally just finished Atelier Ryza so I’m ready for another JRPG!
  20. The strange thing is, like was pointed out in the video, they almost seem to accept that people are fed up repeating the same tasks. There are lots of places you discover which have no enemies to fight at all, and lots of loot. That’s not really much of a solution though- as it just feels like you’re getting something for nothing, no challenge. Why have anything there in the first place?
  21. Certainly all of the criticisms in that video review in the thread are true. I’ve just saved a second village, and you get exactly the same dialogue choices as the first village. And then exactly the same quest to gather wood. I don’t know why they didn’t delay the game a little further and have less cookie cutter content. I’m still having fun with it so far, but I’m only about 6-7 hours in. It is a crazy kitchen sink of ideas, and I’m sure it could have been better if they’d have cut out some of the unnecessary stuff.
  22. Put in about 5 hours so far, so just some random thoughts so far. I’m finding it quite a hard game to judge- it’s got everything and the kitchen sink thrown in there, and I can’t decide if that’s good or total madness. It’s quite a ‘gamey’ game- you never forget that you’re playing a video game, and there are lots of old fashioned design choices. There are some very strange things, like the fact that almost every character speaks in nonsense sounds, and you then have to wait for the narrator to translate that. The tone of the game is all over the place- the light/dark system is represented by the classic angel/demon characters, and the fact that they exist and talk in a cartoon fashion just seems really incongruous. There’s a lot of loot in the game- you can make weapons from component parts, improve existing ones with different components, add parts on to armour and even kind of level both weapons and armour up separately. You’re opening a lot of chests and random containers. There are quite a few different weapon types, even within just melee or ranged categories, and they each have their own different attacks. But like most of these games, I haven’t really come across any time where you need to use these specific moves. You can just stay back and shoot pretty much all the enemies. Then there are bio attacks. And psi attacks. And mounts. The graphics are a bit of a mixed bag. It’s definitely at its best when you’re viewing the massive outside areas. In the smaller indoor areas it looks a little rougher where the lower res textures draw your eye more. The grass effect is the worst- it just seems to be rows of 2D grass constantly swaying. Again in the open outdoor areas where there’s lots of it, it doesn’t look too bad, but when there are only a few bits, it looks incredibly basic. I’m guessing that’s a throwback to how long the game has been in development. I’ve even found outposts which are exactly the same layout, even down to the loot box placement, which is disappointing. Its quite an interesting world to explore though, and I’m looking forward to going back to it, so it’s obviously doing something right!
  23. I’m only a few hours in so far, but there is definitely crafting- you can make both weapons and armour, and I think improve your existing weapons and armour too.
  24. Ahh thanks, that’ll be it- assumed it was just an instant thing without a code. I haven’t received any email yet but I’ll keep an eye out.
  25. Does anyone know how long it takes for extra Gamepass sub time to appear on your account after buying it with reward points? I bought three months of Xbox live gold membership for 15,000 points earlier this evening, and the 50 days of GPU haven’t yet appeared when I check my subscription on the console.
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