Started thr Shadow of the Erdtree DLC. Literally about 5 minutes so far, but after playing Elden Ring nigh exclusively for over a year and a half, it just feels good to have something new in it.
Both.Do you mean story or gameplay? Because I just got past all the initial stuff I think and I'm about to venture into the open world proper. Story is butt- typical video game bullshit. But that's fine, it's what I expected and was in the mood for. The video game equivalent of my recent watching of the Reach TV show.
I've been playing Shadow of the Erdtree, and good golly the first real boss sucks. It's like a greatest hits of shitty Fromsoft boss design: interminable combos where you get maybe one attack opportunity for every 5 the boss does, jerky movement that spazzes the camera out, the boss design is an incomprehensible mess of flailing parts making it basically impossible to read if you get close, and it's only made worse by the cornucopia of flashy effects in the second half, blinding the player almost completely. There's the trademark heat seeking missile tracking where the boss rotates on a turnstile, the boss having a host of gap closer moves, meaning you spend a lot of the fight just chasing the damn thing down... it honestly blows. At least it has the decency of not having a "fuck you, I win" super-move like Malenia. But it's basically a more frustrating version of Maliketh, which is just really really bad. I have a feeling this boss is gonna get patched some, because fighting it just hasn't been fun. Playing it has made me miss Sekiro and Lies of P, because compared to them, Elden Ring's boss fights feel really passive: it's basically a turn based game except in real time. In Sekiro and LoP you always have the option to parry, giving the player more agency.
I was curious, but now you have my#Blud
Pleasantly animated brawler-crawler (the internet says it a dungeon crawler but it more like small-town narrative brawler to me) take on Buffy the Vampire Slayer with a sort of Dexter's Lab/Powerpuff Girls art style. Some awkwardness in movement going through doors at points, but otherwise a surprise gd game. A few of the enemies and bosses especially have that quivering wobbly quality of Cuphead to their movement animations too. Loved the early-ish lovecraftian goat boss as tricksy as it was! Is best to see in motion instead of screenshot though. The protag's dodge roll is nice n nifty...a nifty dodge roll can carry games through even average tiresome combat systems. It carried my grandad through world war trenches too I tells ya! Don't ask which war.
Almost passed on it while browsing cause there's a lot of phone/low-key-scam-type games with similar-at-a-glance aesthetics in store screenshots being added weekly or daily even, but before doubt fully took the wheel, noticed unread phone messages had "pat stares at #blud" from some ongoing livestream within them, so basically just got real-time won over watching a hugely coincidencally-timed stream right there and then with the store page still open and teetering on edge of dismissal lolI was curious, but now you have myerectionattention. This games looks like a cross between a late 90s CN show (as you mentioned) crossed over with a little bit of Fairly Odd Parents. The main character in pinks has the same bucktooth design as Timmy Turner. She even does Dee Dee's dance animation from that one episode in Dexter's Lab. I might check this out on a sale.
I'm quite liking the back hand blades also. Along with Milady and the perfume bottles. I feel like the perfume bottles will get nerfed since their run heavy attack easily does 2k+ damage to larger enemies/bosses.More Elden Sherdtree. Covered most ground of the main level of the first map. The backhand blades have a sweet moveset. Really feels like a more mobil, useful upgrade to the quickstep skill with a jutting attack on enemy’s flank. Also the Blackgaol knight dropped what will be my next load out for a STR build.
It took me a bit to beat the lion, but I also don't use summons or ashes. Perfume bottle did great against it.I’m pretty convinced they designed some of these main bosses to be more spectacle than anything else. I mean, I beat the dancing lion thing on my second attempt last night but can see someone under leveled struggling for sure. There was probably some luck involved since I clearly didn’t learn its moveset, but I also have 60 vigor and used the NPC summon, plus a level 10 Oleg spirit ash during his second phase. It does have an opening after all the jumping and whatnot. Managed to posture break it three times. One of those fights where lock-on is probably better off since it’s big enough to melee without. Casters might need to toggle it often, idk.
Nope.Hi Fi Rush isn't very good.
The upgrade system is fine, practical, and works. You can even get refunds if you don't like move or want to grab it later. I'll take a standard upgrade screen/system over lame "skill trees" any day of the week.Sighed and kind of thew my hands when I got to the upgrade screen. All the same, always the same.
They are in the world. Collect 4 pieces each to extend Chai's life bar. Not all of his health upgrades can't be bought. Same thing for the Reverb Gauge. You need collect 3 in whatever levels to extend it.Would say health upgrades should just be in the world,
Music great. You're literally at the beginning still.Music is not good enough.
Then you don't know people much and I question your tastes in music, if these beats are "lame". I know musical tastes are always YMMV and that jazz, but yeah, no. You're wrong that one. The dynamic helps carries HF and a big part of its identity. No different from Metal Gear Rising, Streets of Rage 4, Devil May Cry 5, and even DmC.No one would snap their finger and walk in such a swagger to these lame beats.
That one you do have a point though. The parry introduction could've been done so much better and not be a forced tutorial. Honestly, parry should've been introduced before facing Rekka, or at the very least given after the first two combat introductions.Think I'm gonna quit now that parry plays a role. Really annoying tutorials, by the way. Fail the tutorial and you have to start the area over again and tap/wait through all the messages again.
Great job Pat, and thank you @XsjadoBlayde!"pat stares at #blud" from some ongoing livestream within them, so basically just got real-time won over watching a hugely coincidencally-timed stream right there and then with the store page still open and teetering on edge of dismissal lol
Are those an actual weapon now and not just consumable?It took me a bit to beat the lion, but I also don't use summons or ashes. Perfume bottle did great against it.
It’s what happens when it’s like the 6th or 7th game in a string of them. More stuff, bigger levels, harder bosses, etc. To scale back or change the formula, it’d need to be significantly different game type without people complaining about getting less by way of content or challenge. Sekiro was somewhat of a departure, but not enough to change the general trend of things.Some more Shadow of the Erdtree, and I have a feeling this is where the limits of Fromsoft's combat design have reached their limits. So far I've beaten the Dancing Lion, and reached Rellana the Twin Moon Knight and Bayle the Dread I'm beginning to see a worrying pattern emerging: the only way Fromsoft can seemingly up the difficulty anymore is
Now, obviously all Fromsoft fights can be described like point #3 to some degree, but in Dark Souls the attack chains were rarely more than 3 attacks. I think even the Fume Knight, objectively the hardest boss in DS2, does at most 4 attacks in succession, and even that's quite rarely. In Shadow of the Erdtree it seems the minimum amount of attacks is like 5. In conjunction with the inordinately high HP and their tendency to bounce around the area forcing you to catch them, it drags out every fight.
- Giving every major boss a metric fuckton of health
- Giving every phase 2 its completely own moveset, forcing you to learn how to fight basically two bosses back to back.
- Making every boss a Manus or a Gwyn. Ie. bosses have endlessly long attack chains with no window for attack, and the damage is turned so high that trading damage or blocking isn't really viable either. Which, like I mentioned previously, makes most of the fights completely reactive for the majority of their duration as you dodge, dodge, dodge, dodge, dodge and only then get to attack safely.
On a sidenote, Fromsoft have possibly created the single best boss design of their entire catalogue with Bayle the Dread. My god, what a design. I'd never imagined a chunky dragon with ram horns could create such an instantly striking visual, but here we are. Even getting to him in the first place takes like 10 minutes of pure traversal, so it's genuinely amazing that they managed to create a boss fight that matches that amount of buildup.
Yeah, they have fire, lightning and poison (might be others I just haven't found yet) and you use them just like normal weapons, they don't even use FP and they feel really strong.Are those an actual weapon now and not just consumable?
Poisoned the well with repetition, upgrades always suspect now. Never can tell if added because they thought it would enhance the game or because it's expected. Can't help but think of my learning the upward and downward attacks in Streets of Rage years after I started playing. Satisfaction in finding them by accident. But if made now, would have to probably unlock with tedious menus full of stats and written descriptions.Nope.
The upgrade system is fine, practical, and works. You can even get refunds if you don't like move or want to grab it later. I'll take a standard upgrade screen/system over lame "skill trees" any day of the week.
They are in the world. Collect 4 pieces each to extend Chai's life bar. Not all of his health upgrades can't be bought. Same thing for the Reverb Gauge. You need collect 3 in whatever levels to extend it.
Music great. You're literally at the beginning still.
Then you don't know people much and I question your tastes in music, if these beats are "lame". I know musical tastes are always YMMV and that jazz, but yeah, no. You're wrong that one. The dynamic helps carries HF and a big part of its identity. No different from Metal Gear Rising, Streets of Rage 4, Devil May Cry 5, and even DmC.
That one you do have a point though. The parry introduction could've been done so much better and not be a forced tutorial. Honestly, parry should've been introduced before facing Rekka, or at the very least given after the first two combat introductions.
I played BPM EX Mode in HF Rush, and it is much more difficult than BPM on Normal. Me playing this in a tired/heat exhausted state didn't help much, but I will give it another shot later today. I am much more energized. Right now I am playing Wild Guns.
That's a you problem on that one. What would you want exactly? Because any other method wouldn't be ideal or worse.Poisoned the well with repetition, upgrades always suspect now.
It's called read, watch, and pay attention. You can get through the game fine on minimal upgrades. This isn't an RPG or game with "RPG elements". Seraphim17 pretty much proved you can get through the game on the hardest difficulty and barely have to upgrade anything. You can through the entire game with Chai's basic super move, Power Chord. There is practice mode where you can play around with your combos as much as you want. You can even try moves before you buy them. So you have no excuses on that. That's all on you and not the game.Never can tell if added because they thought it would enhance the game or because it's expected.
Then you might as well be mad/complain at nearly any action game modeled after Devil May Cry, because nearly all of them do that. That's why you have health upgrades you can buy, or heart/health containiers you find in 3 or 4 pieces to upgrade health, your super meter, etc.I think I wouldn't even put health upgrades in the world of my action game.
That rarely ever happens and are fringe extreme cases.Because if the player doesn't find them, the game can become almost unplayable later.
You do realize SOR4 came out in 2020 and doesn't do that. Now it does have new and alternative moves you can unlock by playing Mr. X's Nightmare (when it released in 2021). That one is a grind, but as long as you make it to floor 25-30, most alternative moves will be unlocked per character. Though you do have to pay for the DLC to even play the mode and unlock those moves, and the 3 characters that come with it.Can't help but think of my learning the upward and downward attacks in Streets of Rage years after I started playing. Satisfaction in finding them by accident. But if made now, would have to probably unlock with tedious menus full of stats and written descriptions.