Those games are Ghost Recon in name only.Ghost Recon Wild Lands is truly a game.
The gunplay is punchy enough, but good Lord, being open world does absolutely nothing for this game.
I'd say it is fairly similar to Future Soldier. But without all the presentation, which was essentially the only thing Future Soldier had going for it.Those games are Ghost Recon in name only.
Even Future Soldier is a better Ghost Recon game than those two crappy open world games.I'd say it is fairly similar to Future Soldier. But without all the presentation, which was essentially the only thing Future Soldier had going for it.
It’s basically just so they could call it Wild Lands. It was fun having an assortment of vehicles to cover the expanse of terrain in different ways, but yeah the objectives got very Ubisoft after a few hours. Felt like the longest game by the time I finished all the story missions.Ghost Recon Wild Lands is truly a game.
The gunplay is punchy enough, but good Lord, being open world does absolutely nothing for this game.
Glad you finally got to it. The last stage can be tough and believe it or not, it was actually easier pre-two patches beforehand when the game first released. It wasn't until 2021 they decided to change the last stage in one section, cuz they felt it was too easy. I really wish they didn't do that.I played a bit of Streets of Rage 4 and it's pretty good. Not much to say, really, you go around punching people, which is nice. I mean, the punching is good, good gameplay for what it is and all that. I do like the character art. Gave up in the last stage though, the difficulty spike was tremendous. Maybe I'll restart with a different character and in easy mode if I get the itch to play some more.
Yeah it's the part where they throw like 20 of those fat dudes at you... like wtf. I actually liked fighting them up until that point and then it's non-stop.Glad you finally got to it. The last stage can be tough and believe it or not, it was actually easier pre-two patches beforehand when the game first released. It wasn't until 2021 they decided to change the last stage in one section, cuz they felt it was too easy. I really wish they didn't do that.
Who did you play as on your first playthrough?Yeah it's the part where they throw like 20 of those fat dudes at you... like wtf. I actually liked fighting them up until that point and then it's non-stop.
Just a major pet peeve of mine in games where at the end it's just waves and waves and gank squads. I don't have that kind of endurance. I suppose I should have expected it in a game that is deliberately recreating an earlier era.
What I did really like is how weapons/objects work, and that I was basically able to figure out the "advanced" moves on my own, like when you grab someone and flip direction, or bounce-catch something you throw at them.
Ken. Or, the blonde dude that reminded me of Ken from Street Fighter. I just generally go with all the default choices when I play a game for the first time.Who did you play as on your first playthrough?
Axel Stone. Ironic enough, he started off as a Cody clone (Final Fight, Street Fighter Alpha 3, SFIV&V), and then turned into blonde Ryu. Then again, he already had some of Ken and Ryu's moves in the second and third game. Axel is coming full circle at this point. He is a good starting character for people who just started the game. That's always been his role. Jack of all stats. Blaze (the lady with the leather jacket and red skirt combo) is the Jill of all stats. She has balance power in speed, but moves faster than Axel. Cherry Hunter (the teenager with the guitar) is your fragile speedster of the group.Or, the blonde dude that reminded me of Ken from Street Fighter.
I think what's making it feel incredibly long is that a lot of the skill tree is for some fucking reason tied to collectibles.It’s basically just so they could call it Wild Lands. It was fun having an assortment of vehicles to cover the expanse of terrain in different ways, but yeah the objectives got very Ubisoft after a few hours. Felt like the longest game by the time I finished all the story missions.
Super agree on the combat, both brawling and stealth.I've been working my way through Arkham Knight for the first time, and last night I had a sobering reminder of why I once played Arkham City for like 12 hours straight. Rocksteady are just wizards with their pacing and making the simple act of traversal so fun that I just fall into a trance and zip around the city, clearing outposts and doing the usual (mid-2010s) sandbox stuff. It also helps that this is one of the most gorgeous games I've ever played. It's wild that this came out over 8 years ago, because it could be released today and still blow many mainstream releases out of the water in visual terms. It's not just the technical prowess with the lighting, detail and physics, but the artistic vision as well: the rain-slick, neon-lit streets just drip with atmosphere. The environment design is so good that I actually thought of just walking through the sandbox to appreciate it all. The Arkham games have always had a phenomenal eye for environmental detail, and here it's taken to new heights. Every location is absolutely strewn with small details and touches that make the world feel truly lived in.
Where this game falters, albeit minorly, is in how it feels like the series has done everything it can, and most it can do is just throw in more mechanics. Which can at times feel bloated. There's so many different tools and solutions to problems, but having been firmly trained in Arkham City, basic sneaking behind enemies is still often a perfectly viable solution. Which just makes me feel like I'm letting the game down somewhat. In the combat sections it often feels like the game's struggling under its own weight: there are so many different enemy types and elements at play that it feels like the game's struggling to juggle all of it. Many times I've hit the combo disarm function to try to take out a shield or an electric baton, and end up just cracking a baseball bat in half.
The story is something of a mixed bag, and it feels unfocused. There hasn't been much of a sense of momentum or things building up to something. It feels more like a string of tangents and side missions put together. But that I knew going in, so it's not that big of a deal.
Nail on the head on this one. Easily the most engaging addition to the stealth has been the guys who can track your use of detective vision. It places a timer on it and forces you to take in enemy placements and memorize stuff more. In theory anyway. Mostly it just means that guy is the one you always take out first, and then it's business as usual.As for the stealth... yeah, I think Asylum and the later games really missed a trick when they let you use unlimited Detective Vision.
Those are extra scenarios and campaigns from the 3DS version put into the definitive edition of the game. If you have the Wii U version, you don't get those extra stories. You can get the characters, but you don't get their campaigns. That said, the Wii U store has been closed already, so it's pretty much impossible to get those characters on that version now unless you already have them installed before the store shut down.Wind Waker arc! (on a side note, Linkle is pretty OP and I love it)
And all that talent wasted on the last 8 years making a live-service game, because WB Games is the worst.I've been working my way through Arkham Knight for the first time, and last night I had a sobering reminder of why I once played Arkham City for like 12 hours straight. Rocksteady are just wizards with their pacing and making the simple act of traversal so fun that I just fall into a trance and zip around the city, clearing outposts and doing the usual (mid-2010s) sandbox stuff. It also helps that this is one of the most gorgeous games I've ever played. It's wild that this came out over 8 years ago, because it could be released today and still blow many mainstream releases out of the water in visual terms. It's not just the technical prowess with the lighting, detail and physics, but the artistic vision as well: the rain-slick, neon-lit streets just drip with atmosphere. The environment design is so good that I actually thought of just walking through the sandbox to appreciate it all. The Arkham games have always had a phenomenal eye for environmental detail, and here it's taken to new heights. Every location is absolutely strewn with small details and touches that make the world feel truly lived in.
Where this game falters, albeit minorly, is in how it feels like the series has done everything it can, and most it can do is just throw in more mechanics. Which can at times feel bloated. There's so many different tools and solutions to problems, but having been firmly trained in Arkham City, basic sneaking behind enemies is still often a perfectly viable solution. Which just makes me feel like I'm letting the game down somewhat. In the combat sections it often feels like the game's struggling under its own weight: there are so many different enemy types and elements at play that it feels like the game's struggling to juggle all of it. Many times I've hit the combo disarm function to try to take out a shield or an electric baton, and end up just cracking a baseball bat in half.
The story is something of a mixed bag, and it feels unfocused. There hasn't been much of a sense of momentum or things building up to something. It feels more like a string of tangents and side missions put together. But that I knew going in, so it's not that big of a deal.