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XsjadoBlaydette

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There's an Exoprimal open beta running this weekend, and I got fuck all better to do so gave it a quick bash on the tutorial (am working up courage to do anything online, as the hassle of other ppl with their own nefarious motives can get a bit much). Uses the RE engine, looks and plays quite pleasantly too. Pitch simple: You are mech rider and you fight dinosaurs! But you also can swap between mechs during gameplay it seems, with a rather vulnerable feeling moment as your squidgy flesh sack of a body is thrown out to the environment before you can summon the new mech class. Tho while this has exceeded cynical expectations, nothing clicked to where I felt I should be following this game with keen eyeballs.

That was.

Until.

They gave me a T-Rex.

To kill. To mutilate. To suffer the injustice of not being able to scratch one's own arse! No game has been made worse from giving anyone a T-Rex. Look at Mario Odyssey! 10/10s all around the mediasphere! You think that reception was for anything other than the gift of a playable T-Rex??
 

BrawlMan

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They gave me a T-Rex.

To kill. To mutilate. To suffer the injustice of not being able to scratch one's own arse! No game has been made worse from giving anyone a T-Rex. Look at Mario Odyssey! 10/10s all around the mediasphere! You think that reception was for anything other than the gift of a playable T-Rex??
 

Hawki

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Giving this game what little credit I can, the story's slightly more interesting now, though that's like saying adding a few dots of blue onto a white piece of paper is adding "colour" to the paper in question.

You know what I'd really like? Just scrap all the gateway nonsense, scrap the whole "heroes from across the series" thing, and just focus on the conflict between Embla and Askr. It's not a particuarly engaging conflict, but it works better than all this dimension hopping which doesn't even make sense in the context of the series (e.g. Valentia and Ylisse take place in the same canonically, but are called the "World of Shadows" and "World of Awakening" respectively, not to mention being separated by thousands of years in canon as well). Of course, I know why the whole gatcha hero system is here (sweet moolah), but still, bleh.
FIRE EMBLEM: PATH OF RADIANCE
As before, random thoughts:

-Either this game is much easier than the previous FE games I've played, or I'm just better at playing, because at this point, my characters are just a death machine. That's not to say I have nothing to worry about, but on the other, I don't really feel challenged at this point, especially compared to the game's earlier chapters.

-Did the mission where you storm the Daein border fort, no real problems.

-The mountain pass mission is easily one of the toughest so far. I actually nearly got a number of units killed by Naesala, as to my surprise, he attacks as soon as a unit comes in range. So basically, he nearly killed Lethe, then Ike nearly killed him, then I finally talked to him with Ulki, but then he was still flying, so I tried to keep my units at bay, but then he talked to Rayson (bizarrely, you can't initiate the conversation with Rayson, you have to have Naesala approach him), and then what few ravens there were retreated, after I'd already killed most of them. Um, yay?

-This is a minor point, but I like how the background shifts at home base. This isn't new, but when doing supports, it's actually a nice touch, as it conveys the idea that these are just passing conversations within an army camp.

-Next mission is where you need to take out the enemy in time before the opened floodgates destroy everything. It's at this point that I deployed Tanith, and quickly realized that she's a death machine, and not just because you can summon an additional 3 pegasai to the battlefield. Yeah...

-What follows this mission from a narrative standpoint is pretty neat. Namely:

1: Poor Jill. That I had her B support with Lethe not long before this mission aside (where the poor girl is chewed out, figuratively and almost literally), she also loses her father, and that's handled well via the info conversations after said battle.

2: While this isn't some in-depth look at the cost of war, I do want to give the game credit for addressing it. By completing the mission and stopping the floodgates from being open too long, Ike's army is able to continue its march, but the entire surrounding farmland has been devastated, along with homes being destroyed. Ike wants to give some food, but the army just doesn't have the resources to spare much. Again, examining the human cost of war in fiction is nothing new, but I appreciate the game for doing so.

3: I'm lumping these points together. In the mission, if you talk to Daein NPCs, it's clear that they really hate Crimeans, as in, despite Daein being the attacking country, they hold the Crimeans responsible for the loss of family members who've fallen in war. From an objective standpoint, of course Daein's in the wrong, but I'd actually argue this is a very honest look at how people process grief. You've lost your son/father to the enemy? Well of course the enemy's to blame, of course they didn't die for nothing, of course your country's in the right, because if not, your loved ones DID die for nothing. Furthermore, in the above-mentioned support conversation with Jill, the game has one of the starkest examinations of this I've seen, where Daein refugees recognize Jill (and don't recognize Ike, just assuming he's her bodyguard or something), and express joy that she's still alive. Where one of the refugees says (paraphrased), "I don't care how long it takes, the Crimeans will pay for what they've done. If I don't kill them, my daughter will, and if she doesn't kill them, her daughter will; I don't care how long it takes, we'll get revenge" (the actual writing is much better, to be clear). Such is their hatred, the elder sister prevents her younger sister from accepting rations from the Crimean Army, despite the fact that she's starving.

Now, to be clear, Fire Emblem has dealt with the cost of war in at least one case that I've played (Sacred Stones), but that was more a case of offhand reference, to how Renais is suffering under Grado's occupation, and even tones it down a bit (e.g. women are "kidnapped" rather than "raped"). Still, giving Path of Radiance all due credit, this is excellent writing - those girls we talked to? They're almost certainly going to starve to death (bear in mind that it's winter), and if they don't, they'll grow up hating Crimea, and the cycle of hatred will continue. Yes, I know that's not what actually happens as per the events of Radiant Dawn, but in the specific context of the moment? Powerful stuff.

-Minor note, but had Marcia and Tanith's C-level support conversation. Marcia's still hilarious. That she's my most valuable flyer at this point bar Tanith herself is academic.

-So, the army makes it to the capital, and simultaniously, we have very strong writing followed by very poor writing. For starters, as we see Daein generals discuss matters, it does convey just how bonkers Ashnard is - fully half of Daein's army is still in Crimea, likely preparing for war with Gallia, yet despite combined Crimean-Bengion forces marching on said capital, Ashnard is refusing to send any reinforcements. It really conveys the sense of desparation among the Daein commanders, and through Eirena, the realization that Ashnard doesn't give a damn about Daein, he's just using it as a sacrificial lamb to follow his own mad schemes.

On the other hand, this is a case of gameplay mechanics dictating poor strategy. It's established that at the capital, Daein's forces still outnumber the Crimean-Bengion Army, yet Eirena's plan is to...sigh, let them in, shut the gates, then attack. Um, why? You have the defender's advantage, you have superior numbers, what the hell is this plan meant to accomplish? From a gameplay standpoint, I'd argue it's because FE doesn't have mechanics that translate well into a siege (at least on the micro-level), but even so, Eirena's strategy is highly questionable. Especially since, as she's revealed to be a dragon, her plan as Daein's secret weapon is to...sigh, stay on the throne and wait for the player to fight their way to her rather than, y'know, taking to the field and breathing fire. Again, gameplay mechanics, but frustrating concessions all the same. It isn't helped that as high-stakes as the battle is in-game, my army's a deathball at this point as well, so challenge is lacking.

-Hey, Marcia upgraded to be a draco knight and oh my God, did her unicorn grow a horn? What horrible mutation is this creature? An alicorn? Maybe I should call Twilight Sparkle or something. 0_0

-Ashnard casually drops the name "Fire Emblem" as an alternative name for Lehran's Medallion, continuing the tradition of the series casually name dropping its namesake. Also, speaking of said medallion, is it just me, or is it glowing far brighter now on the loading screen than it did towards the start of the game? If so, it's a nice touch, considering how the medallion operates.

So, yeah. Overall, game is solid, but my main gripe is that it's just too easy at this point. Granted, I'm playing on normal, but again, I'm not sure if said easiness is due to the game's mechanics, or whether I'm just better now than when I first played FE (which was back in the 2000s with FE7).
 

Hawki

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They gave me a T-Rex.

To kill. To mutilate. To suffer the injustice of not being able to scratch one's own arse! No game has been made worse from giving anyone a T-Rex. Look at Mario Odyssey! 10/10s all around the mediasphere! You think that reception was for anything other than the gift of a playable T-Rex??
GIganotasaurus or bust.
 
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Hawki

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So I'm skipping ahead a bit in Path of Radiance. Did the bridge mission, and my experience can be summed up as thus:

Jill is killed by a balista.

Me: Damn it, I liked Jill. Makes it even worse since I can't recruit Haar now. But hey, it's still good.

Haar kills Astrid

Me: Damn it, Astrid was one of my most useful units. Well, anyway, way too far in this mission to restart now.

Plough on until the end is in sight. Mist is killed by a bow knight.

Me: Fuck it, I'm out. :(
 

meiam

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Giving this game what little credit I can, the story's slightly more interesting now, though that's like saying adding a few dots of blue onto a white piece of paper is adding "colour" to the paper in question.

You know what I'd really like? Just scrap all the gateway nonsense, scrap the whole "heroes from across the series" thing, and just focus on the conflict between Embla and Askr. It's not a particuarly engaging conflict, but it works better than all this dimension hopping which doesn't even make sense in the context of the series (e.g. Valentia and Ylisse take place in the same canonically, but are called the "World of Shadows" and "World of Awakening" respectively, not to mention being separated by thousands of years in canon as well). Of course, I know why the whole gatcha hero system is here (sweet moolah), but still, bleh.
FIRE EMBLEM: PATH OF RADIANCE
As before, random thoughts:

-Either this game is much easier than the previous FE games I've played, or I'm just better at playing, because at this point, my characters are just a death machine. That's not to say I have nothing to worry about, but on the other, I don't really feel challenged at this point, especially compared to the game's earlier chapters.

-Did the mission where you storm the Daein border fort, no real problems.

-The mountain pass mission is easily one of the toughest so far. I actually nearly got a number of units killed by Naesala, as to my surprise, he attacks as soon as a unit comes in range. So basically, he nearly killed Lethe, then Ike nearly killed him, then I finally talked to him with Ulki, but then he was still flying, so I tried to keep my units at bay, but then he talked to Rayson (bizarrely, you can't initiate the conversation with Rayson, you have to have Naesala approach him), and then what few ravens there were retreated, after I'd already killed most of them. Um, yay?

-This is a minor point, but I like how the background shifts at home base. This isn't new, but when doing supports, it's actually a nice touch, as it conveys the idea that these are just passing conversations within an army camp.

-Next mission is where you need to take out the enemy in time before the opened floodgates destroy everything. It's at this point that I deployed Tanith, and quickly realized that she's a death machine, and not just because you can summon an additional 3 pegasai to the battlefield. Yeah...

-What follows this mission from a narrative standpoint is pretty neat. Namely:

1: Poor Jill. That I had her B support with Lethe not long before this mission aside (where the poor girl is chewed out, figuratively and almost literally), she also loses her father, and that's handled well via the info conversations after said battle.

2: While this isn't some in-depth look at the cost of war, I do want to give the game credit for addressing it. By completing the mission and stopping the floodgates from being open too long, Ike's army is able to continue its march, but the entire surrounding farmland has been devastated, along with homes being destroyed. Ike wants to give some food, but the army just doesn't have the resources to spare much. Again, examining the human cost of war in fiction is nothing new, but I appreciate the game for doing so.

3: I'm lumping these points together. In the mission, if you talk to Daein NPCs, it's clear that they really hate Crimeans, as in, despite Daein being the attacking country, they hold the Crimeans responsible for the loss of family members who've fallen in war. From an objective standpoint, of course Daein's in the wrong, but I'd actually argue this is a very honest look at how people process grief. You've lost your son/father to the enemy? Well of course the enemy's to blame, of course they didn't die for nothing, of course your country's in the right, because if not, your loved ones DID die for nothing. Furthermore, in the above-mentioned support conversation with Jill, the game has one of the starkest examinations of this I've seen, where Daein refugees recognize Jill (and don't recognize Ike, just assuming he's her bodyguard or something), and express joy that she's still alive. Where one of the refugees says (paraphrased), "I don't care how long it takes, the Crimeans will pay for what they've done. If I don't kill them, my daughter will, and if she doesn't kill them, her daughter will; I don't care how long it takes, we'll get revenge" (the actual writing is much better, to be clear). Such is their hatred, the elder sister prevents her younger sister from accepting rations from the Crimean Army, despite the fact that she's starving.

Now, to be clear, Fire Emblem has dealt with the cost of war in at least one case that I've played (Sacred Stones), but that was more a case of offhand reference, to how Renais is suffering under Grado's occupation, and even tones it down a bit (e.g. women are "kidnapped" rather than "raped"). Still, giving Path of Radiance all due credit, this is excellent writing - those girls we talked to? They're almost certainly going to starve to death (bear in mind that it's winter), and if they don't, they'll grow up hating Crimea, and the cycle of hatred will continue. Yes, I know that's not what actually happens as per the events of Radiant Dawn, but in the specific context of the moment? Powerful stuff.

-Minor note, but had Marcia and Tanith's C-level support conversation. Marcia's still hilarious. That she's my most valuable flyer at this point bar Tanith herself is academic.

-So, the army makes it to the capital, and simultaniously, we have very strong writing followed by very poor writing. For starters, as we see Daein generals discuss matters, it does convey just how bonkers Ashnard is - fully half of Daein's army is still in Crimea, likely preparing for war with Gallia, yet despite combined Crimean-Bengion forces marching on said capital, Ashnard is refusing to send any reinforcements. It really conveys the sense of desparation among the Daein commanders, and through Eirena, the realization that Ashnard doesn't give a damn about Daein, he's just using it as a sacrificial lamb to follow his own mad schemes.

On the other hand, this is a case of gameplay mechanics dictating poor strategy. It's established that at the capital, Daein's forces still outnumber the Crimean-Bengion Army, yet Eirena's plan is to...sigh, let them in, shut the gates, then attack. Um, why? You have the defender's advantage, you have superior numbers, what the hell is this plan meant to accomplish? From a gameplay standpoint, I'd argue it's because FE doesn't have mechanics that translate well into a siege (at least on the micro-level), but even so, Eirena's strategy is highly questionable. Especially since, as she's revealed to be a dragon, her plan as Daein's secret weapon is to...sigh, stay on the throne and wait for the player to fight their way to her rather than, y'know, taking to the field and breathing fire. Again, gameplay mechanics, but frustrating concessions all the same. It isn't helped that as high-stakes as the battle is in-game, my army's a deathball at this point as well, so challenge is lacking.

-Hey, Marcia upgraded to be a draco knight and oh my God, did her unicorn grow a horn? What horrible mutation is this creature? An alicorn? Maybe I should call Twilight Sparkle or something. 0_0

-Ashnard casually drops the name "Fire Emblem" as an alternative name for Lehran's Medallion, continuing the tradition of the series casually name dropping its namesake. Also, speaking of said medallion, is it just me, or is it glowing far brighter now on the loading screen than it did towards the start of the game? If so, it's a nice touch, considering how the medallion operates.

So, yeah. Overall, game is solid, but my main gripe is that it's just too easy at this point. Granted, I'm playing on normal, but again, I'm not sure if said easiness is due to the game's mechanics, or whether I'm just better now than when I first played FE (which was back in the 2000s with FE7).
Usually FE game have a very strong negative difficulty curve, since they have to partially balance for player who lose most of their unit as the game progress. Even more so for path radiance and on since they introduced difficulty setting, so the normal is easier than in previous game. The sequel to path of radiance is the worst for that, toward the end of the game it just give you a couple of unit that are so obscenely powerful they can pretty much solo the rest of the game, most of your unit are obsolete by then. It's not as bad as awakening being a walk in the park, but it's still a bit disappointing.
 

wings012

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FIRE EMBLEM HEROES
Hasn't the story pretty much just been the Askran gang just doing random original story things? The heroes from across series thing hasn't really been at the forefront of anything besides Xander having a bit of prominence serving Veronica in the early books. Not sure where you've played up to but they already concluded the Askr vs Embla conflict in book VI.

So we're kinda just back to twatting about with random vaguely Norse inspired stuff, like with the fairies and the dwarves.
 

Hawki

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Hasn't the story pretty much just been the Askran gang just doing random original story things? The heroes from across series thing hasn't really been at the forefront of anything besides Xander having a bit of prominence serving Veronica in the early books. Not sure where you've played up to but they already concluded the Askr vs Embla conflict in book VI.

So we're kinda just back to twatting about with random vaguely Norse inspired stuff, like with the fairies and the dwarves.
I'm not even up to the end of Book 1 yet, so I can't speak too much. So far, the story basically boils down to:

1: Embla invades world

2: Askr defeats Embla and enslaved heroes.

3: Rinse and repeat.

The only real interesting plot point I've found so far is the whole Bruno/Zacharias thing, but "interesting" is being as generous as possible.

Really, playing Heroes at all at this point is from obligation.
 

Drathnoxis

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I've been playing Bloodborne for a couple of days now. It's pretty good but a little weird. It seemed to take forever before they let me level up. Is killing the first (second?) boss actually a requirement? I was beginning to wonder whether I was missing something. Anyway, now I've defeated the Blood Starved Beast which was a pretty tough fight and gotten the chalice.

So the chalice dungeons are randomly generated dungeons. Why did they think this is what was needed in a Soulsborne game? I'm doing them because I'm assuming it will matter at some point, but it really doesn't feel like I'm accomplishing anything. I'm not completely sure what the difference is between the different chalices. The Root Chalice says that it can break multiple seals, but I have no idea what that means. I haven't done anything that seems like breaking a seal because when I've reached the end of the dungeon it just ends after the third boss and there's no more and nothing's been accomplished. The center chalice is obviously a higher level one because the second boss, The Keeper of the Old Lords, can kill me in one or two hits. I've had her down to half health a couple times, but I'm gonna have to try again when I'm less tired.


It was around this point that I started to realize that I obviously wasn't supposed to focus on the chalice dungeons right now and it turned out that a 'closed' door in the church had opened up at some point. Not sure what triggered that. Guess I'll head up there next time.


Oh, also why are we back to farming for health drops? The Estus system was a really good improvement over Demon's Souls, but we've totally regressed. Now if I get stuck on a boss and use up all my health I need to spend a while grinding out more souls to buy more blood packs. That sucks! Also 20 heals seems kind of excessive.
 

Old_Hunter_77

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The Chalice dungeons are for three things:
1. Messing around with friends. I have not done it but it seems really cool for players to go through the dungeons together, help each other get materials.
2. Those materials are for making very fine-tuned specific builds. I don't remember the details 'cause I never got into it but it's a whole thing, and these builds are really for PvP from what I understand. There's a whole world of Bloodborne multiplayer.
3. Trophy hunting, which is why I did it. There is an actual boss with important lore implications at the very end of the last dungeon which is why I did it.

Many players who go through all the dungeons do it on NG+ because the difficulty does not scale with NG+'s like the rest of the game does, it's all set. It definitely is the hardest part of the game- there's one set of dungeons where you have half your health ferpetesake.
So I would strongly recommend skipping it until you're towards end game and then only going back to it if you want that trophy or to get into mp.
 

hanselthecaretaker

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I've been playing Bloodborne for a couple of days now. It's pretty good but a little weird. It seemed to take forever before they let me level up. Is killing the first (second?) boss actually a requirement? I was beginning to wonder whether I was missing something. Anyway, now I've defeated the Blood Starved Beast which was a pretty tough fight and gotten the chalice.

So the chalice dungeons are randomly generated dungeons. Why did they think this is what was needed in a Soulsborne game? I'm doing them because I'm assuming it will matter at some point, but it really doesn't feel like I'm accomplishing anything. I'm not completely sure what the difference is between the different chalices. The Root Chalice says that it can break multiple seals, but I have no idea what that means. I haven't done anything that seems like breaking a seal because when I've reached the end of the dungeon it just ends after the third boss and there's no more and nothing's been accomplished. The center chalice is obviously a higher level one because the second boss, The Keeper of the Old Lords, can kill me in one or two hits. I've had her down to half health a couple times, but I'm gonna have to try again when I'm less tired.


It was around this point that I started to realize that I obviously wasn't supposed to focus on the chalice dungeons right now and it turned out that a 'closed' door in the church had opened up at some point. Not sure what triggered that. Guess I'll head up there next time.


Oh, also why are we back to farming for health drops? The Estus system was a really good improvement over Demon's Souls, but we've totally regressed. Now if I get stuck on a boss and use up all my health I need to spend a while grinding out more souls to buy more blood packs. That sucks! Also 20 heals seems kind of excessive.

The blood vial as a consumable thing, most likely was to add tension and encourage use of the regen mechanic. Having to farm is a mild form of “punish”; I say “mild” because of how plentiful they are even early on. I’ve read it also apparently has some lore implications, where it makes sense that blood is a physical (ie more tangible), finite commodity vs having a “magical” flask, and a hunters’ perpetual thirst for it is partly what led to things getting FUBAR’d in the game story. I think having twenty of them available is there because the game is meant to play aggressively and to encourage going further, vs relying on lamps to replenish, as their main function here is transport to Hunter’s Dream.

Once I stopped comparing it to Dark Souls I ended up appreciating the differences as being uniquely appropriate to the world and design of Bloodborne.


As an aside, this Friday marks the 8th anniversary of the game’s release. I might just start a new game for the hell of it. The blood beckons.
 
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Drathnoxis

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The Chalice dungeons are for three things:
1. Messing around with friends. I have not done it but it seems really cool for players to go through the dungeons together, help each other get materials.
2. Those materials are for making very fine-tuned specific builds. I don't remember the details 'cause I never got into it but it's a whole thing, and these builds are really for PvP from what I understand. There's a whole world of Bloodborne multiplayer.
3. Trophy hunting, which is why I did it. There is an actual boss with important lore implications at the very end of the last dungeon which is why I did it.

Many players who go through all the dungeons do it on NG+ because the difficulty does not scale with NG+'s like the rest of the game does, it's all set. It definitely is the hardest part of the game- there's one set of dungeons where you have half your health ferpetesake.
So I would strongly recommend skipping it until you're towards end game and then only going back to it if you want that trophy or to get into mp.
Ok, so nothing important for progress, that's good. I was kind of getting Pikmin 2 vibes and was worried 3/4 of the game was going to consist of randomly generated dungeon crawling. I never do MP because I'm not shelling out for a PS+ membership.

I probably will play through them though... maybe.

Edit: beat Keeper of the Old Lords after another hour of attempts today, gonna see what the next boss is and then give the chalice dungeons a rest.
 
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Bartholen

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Well, it's finished. Dragon Age Origins and Awakening that is.

I mostly really enjoyed this expansion, though it's got some issues. The new companions were pretty interesting (if in part a bit of a retread), the story was definitely engaging, and the new areas were fresh. Unfortunately I got spoiled of the new antagonist's plan ahead of time, which seriously deflated the mystery. Most of the time I was genuinely intrigued as to what was going on, and I legit couldn't tell at points who was supposed to be the "good guy".

Difficulty definitely got turned way the fuck down in this. I played through Origins on Easy, and even then there were still moments where I had to really think tactically. Here, however, Easy was so easy that it became completely unsatisfying. It might as well have been called "story mode", because I rarely could even register combat before it was already over. As such, I turned it up to Normal, which was still incredibly tame, but I at least had to pay attention somewhat. Though on the other hand it definitely captures the feel of a high level tabletop RPG campaign where you're just cutting a swathe through waves of bad guys.

The biggest problem holding this expansion pack is its length and pacing. It's about 15 hours which is not short by any means, but it's definitely overstuffed. 6 different companions, castle management and whole new mechanics with Rune Tracing (which I only used at the very very end) alongside tons of quests meant that I definitely lost track at times. I don't know how good the companions actually are, because it felt like there was hardly ever a moment to chat with them. It could have been 4-5 hours longer and not really suffered for it, not least because the finale felt like it came kind of out of nowhere, and I think something might have bugged out because I was flat out unable to finish some rather important quests.

But the ending was definitely a wet fart of a letdown. You fight the final boss, get a short final blow cutscene and bam, cut to epilogue. No final cutscenes, no last chat with your companions or the Architect, no falling action of any kind. Definitely reeks of Bioware having had to meet deadline in time. Like the main game, I kind of need to play it a second time now, so I can actually do things properly.

Well, I guess I'll get to the last of the DLC when I get to it.
 
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meiam

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Finished chained echoes, tons of potential but I'm guessing mid way trough production they had to really shorten the game because the last half felt incredibly rushed to the point where it went from JRPG homage to parody, which is a shame because I really liked the first half. Entire segment seem like they only exist because they're supposed to be in this type of game rather than because they serve any narrative purpose or will help the story along. The main character gets depressed at some point, a party member just show up and tell him to stop being depressed, so he just does and gets over it, the entire scene is less than 2 minutes. At some point you meet a village and an hour later (most of which is just a dungeon) they all die and the scene of the character acknowledging that is maybe 10 lines of dialogue, it serves no narrative purpose except to make you hate a faction in a very roundabout way, because they didn't have the time to properly setup that faction as villainous. The main character has a big twist that should completely change who he is, but he doesn't, he's just the same throughout, strangely enough the main character doesn't even really have an arc despite constantly ending up in situation where he should completely change. There's also tons of threads that are left unfinished, some of them are sequel setup, but other are just kinda... there, too minor to be worth remembering in a sequel but to big to left unanswered. The ending is also really weird, it's one of those where the big bad guy essentially win because the main character inevitably set events in motion toward where he'll destroy the world, and it just end with them going "w/e, we'll probably figure it out", except the main character, who's the only one who has any chance at maybe figuring it out, just decide he can't bothered and leaves humanity to its fate. The end, what an ass, actually a lot of the game weakness steem from the main character, who's just an annoying Gary Stu overshadowing far more interesting character. I'm sure all that will be paved over in a potential sequel, but again it all feel like it's stuff that'll happen because that's how these game story goes rather than natural evolution of the story.

Gameplay is pretty good, but with plenty of small problem that mare something that could have been some of the best turn based combat. There's this nice system where you can exchange your party member mid fight, but the system is very buff focused so doing it is almost always a terrible idea since you have to recast those buff. The game has a nice skill system where you need to pick and chose what skill you'll unlock, but by the end you're showered in so many points it doesn't matter, for maybe the last quarter of the game I wasn't even looking at what I was unlocking, limiting them would have really helped. You also need to level up skill, but they level very quickly anyway so it never really felt worthwhile, I actually started using skill I never wanted to use just to level up because why not. There's a system to socket gem into weapon/armor that's just the worst, you switch gear fast enough that it's never worth doing and gathering and leveling up gem is just a pita anyway, I completely ignored the system and was just fine without it. Actually the base gameplay is too easy, after the first 1/3 of the game I was just facerolling trough encounter, I wanted to set it to higher difficulty but couldn't find the option, turn out it's in the option under adaptability for some bizarre reason only found out at the very end. You can do mech fight every once in awhile, but those are just less interesting version of the regular gameplay, long story short there's a pretty limited amount of "character" in mech combat so they become very samey very quickly, they also tend to have even lower difficulty than regular encounter. I could go on but you get the idea, none of these problem where big on their own, but by the end it felt like the system died from a thousands paper cut and barely held together to the end.

This sound more negative than it is, it's still a good game, but it could have easily be something like hollow knight (ie, a new entry in an established type of game that raise the bar for everything else) but instead its just a decent entry.
 

BrawlMan

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Hong Kong Massacre (Switch) - A John Woo style game combined Hotline Miami. So nearly everything and the player included, is a one-hit death. I played it before on my bro's PS4, but never actually finished it. He didn't either. I find HKM better than Hotline Miami 2 at least. I like the fact you can dive to evade bullets, vault over obstacles, and pick up weapons while diving for that true stylish look. My only gripe with the game are the boss battle where it's chase them through some always while trying to whittle down their health bar. Gets repetitive fast on that end. And suffers a similar problem to the HM duology, where you'll be hiding behind or around door corners for protection. Generally because the levels get longer, more elaborate, thus facing more dudes. HM is still the worse with this, but there are times the AI is either input reading or their shot goes before their aiming animation finishes.
 

mirbrownbread

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Remnant: From the Ashes on a Swich Lite!
Haven't played this game in like one year, but it's definitely a top-notch action game/soulslike. Gunfire Games really surprised me with this one since Darksiders 3 turned out so freaking average.

It runs and looks great on a Switch, though I'm yet to try it in multiplayer. In a word: it's a blast!
 
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Hawki

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On the subject of Path of Radiance. So I skipped ahead awhile back to the bridge mission, but now I'm going to recap stuff:

-An order of priests held captive in service to the Fire Nation (sorry, Daein) is approached by Aang (sorry, Ike) who seeks to learn more about being the Avatar (sorry, Lehran's Medallion), and discovers how bad the situation really is, because everything was peaceful before Ozai (sorry, Ashnard) got all uppity.

I know, it's a stretch to compare either of these IPs, but meh, I did it anyway.

-The mission itself is very good, what with the priests being used as human shields, and in a grid-based game, that's a lot more difficult to deal with than you might think. Had to restart once or twice. I nearly lost Shinnon, because I assumed the main priest guy would only attack if attacked first (since he's being forced against his will), but nup, I put Shinnon next to him, the bastard attacks my best archer (and yes, I said best archer - sorry Rolf, but I don't really have a reason to use you now). Luckily, neither of them were killed.

-Unless the wiki's missing something, we apparently never find out what happened to Reyson's sister (not Leanne, the one who was kept prisoner in the temple). Weird, huh?

-Certain plot revelations occur, and all the pieces fall into place - 20 years ago, the Bengion apostle was murdered (either by Ashnard, or someone operating on his orders), which caused Bengnion to attack Serenes, which gave Ashnard the cover he needed to retrieve Reyson's sister and Lehran's Medallion, in the hope that she could awaken the dark god said to lie within. That didn't work, as Ike's mother fled with it, and it ended up in Mist's hand. Now, Ashnard is trying to engulf the whole continent in war.

I'm really mixed on this - I mean, apparently, you can't just have a war that breaks out, it has to be part of a convoluted scheme by one man (how would Ashnard know that Bengnion would turn on Serenes for instance?) who is able to manipulate almost everything to further his own desires. That being said, is that a fair criticism - of the other FE games I've played for instance, take FE6 or FE8 - both have continent-spanning wars, both of said wars are revealed to be part of darker motives. That said, the difference between FE6 and 8 (for me) is that Lyon's tale is a tragedy and he's a compelling character, while Zephiel...isn't, despite them having many of the same traits. So I guess this is somewhere in the middle - it's clear how the events in FE10 have been 20 years in the making (in-universe), but on the other hand, it's almost a bit too neat, yet almost also too convoluted.

-Anyway, made it to the bridge mission. Still not sure why we're being called "the Crimean Army" at this point, since there's almost certainly more Bengnion soldiers overall, but fine, whatever.

-Really love the design of the map, despite it flooring me. At this point, definitely feels like a war is being waged. Enemy has a fortified position with ballistae and a catapult, have to sweep across and hope you don't stumble into traps, Daein launches an attack from rear, while Crimean knights attack from the southwest...mwah! (blows kiss).

Anyway, that's it. It floored me, and I restarted, but I'm not doing an Ironman run, so sue me.
 

The Rogue Wolf

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Remnant: From the Ashes on a Swich Lite!
Haven't played this game in like one year, but it's definitely a top-notch action game/soulslike. Gunfire Games really surprised me with this one since Darksiders 3 turned out so freaking average.

It runs and looks great on a Switch, though I'm yet to try it in multiplayer. In a word: it's a blast!
That's the only Soulslike I've played that I didn't find tedious and frustrating, primarily because it gives you guns and lets you get the hell away from a fight if you need to.
 
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BrawlMan

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Darksiders 3 turned out so freaking average.
What didn't help matters is that game went through a rough development cycle. Considering THQ went out of business before the game was even developed, it fits into the equation. Them trying to copy Dark Souls of all things, was not the best move. They later made an optional patch that made the game play more like the first two, but that's what they should have done in the first place. This is always been a problem with the Darksiders franchise. Each game just copied whatever was popular at the time. To the point that each game becomes dated in some way or fashion, based off of whatever trend it was following at the time.
 
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