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meiam

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I've played enough of The Outer Worlds 2 to comment now I think. I'm very sure that there are a lot of people who consider it an improvement over its predecessor. But it isn't. They've toned down the role playing element and focused it on action. And the combat is improved... But that wasn't something I considered particularly important and perfectly functional in the first game. The story is completely the anthesis of the prior game's in a couple of key ways.

First, less narrative freedom. In the first game the player character is one of a couple thousand frozen colonists, thawed out and let loose on a colony system. You could be anybody. Anything chosen in character creation made sense. In 2... you are a special agent sent to a system to aid an ongoing intelligence operation. Playing anything other than a soldier or spy makes no narrative sense.

The companions. There were some interesting ones in the original game. So far I've collected 5 in TOW2, and 1 has a halfway interesting story. And by a strange coincidence that is the only one even halfway useful to have around. In the original game, having a companion around was useful in and out of combat. In TOW2, they are only useful to draw bullets away from me in combat until they go down and have to be rounded up and revived.

The enemies. The original had alien monsters and the forces of late stage capitalist corporate oligarchs to contend with. And that was interesting. Who are the bad guys in TOW2... fascists. Insert standard fascist bad guy here fascists. Boring.

Don't get me wrong. 7 out of 10. I like TOW2. I'll probably finish it. I'll probably play through again and again with several different character builds. But, that kind of game is my jam. And it doesn't mean I'm not disappointed in how good it should have been.
I sorta agree with most of this, but I still think its better than 1 because the gameplay improvement helps alot, I think it ultimately is one of the most important aspect of any game simply because of how much time you spend doing it, but also because it influence the role playing aspect. When the gameplay is boring and easy, why even consider doing the unethical stuff for better gameplay reward?

Similarly, character build are far more interesting than in 1, really limiting skill point and the flaw system are really good additions.

As far as narrative freedom, most of the main character background emphasize how much your character isn't really aligned with the earth protectorate. And your ultimate goal is really more to make sure you don't die from the rift. There's still quite a lot of leeway there, especially since you're unattached to any faction.
 
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Out of curiosity I checked in HLTB and OG appears to be slightly longer than the remake, whether you tally the optional stuff or not:


The remake however takes longer to "complete" I guess because of the extra difficulty settings (?) and all the farming you have to do to unlock everything in the shop.
I did have fun with the remake though, and got scared a couple of times, so coming in with 0 expectations I'm not really complaining.
Thanks, and glad you had a great time.

I completed Ninja Gaiden 4 and Double Dragon Revive a few weeks ago. Revive I beat in a single night. Revive is a good game, with some minor jank and few difficulties spikes. Mainly the next to last final boss. Ninja Gaiden 4 is so addicting. I got all of the weapons and move sets unlocked. I've been doing chapter challenge and purgatory challenges in-between for great fun.
 
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NerfedFalcon

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Thanks, and glad you had a great time.

I completed Ninja Gaiden 4 and Double Dragon Revive a few weeks ago. Revive I beat in a single night. Revive is a good game, with some minor jank and few difficulties spikes. Mainly the next to last final boss. Ninja Gaiden 4 is so addicting. I got all of the weapons and move sets unlocked. I've been doing chapter challenge and purgatory games in-between for great fun.
Haven't seen you in a while BM. Ninja Gaiden 4 must've really drawn you in. Honestly I see that as a stronger endorsement than any reviews I've read (admittedly not many).
 
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Ninja Gaiden 4 must've really drawn you in.
Yes....it did. It;s going to be hard to go back and Sigma 1 or Black, but that was already challenge to begin with for me. Though now it's going to be much harder going back to Sigma 2 or Vanilla II. Though II Black already did that. And Razor's Edge I only come back to play as Kasumi or to do challenge missions every now and then.
Honestly I see that as a stronger endorsement than any reviews I've read (admittedly not many).
Glad to help. This game has mainly been getting 8s across the board, but I do feel this game is more of a 9, if I wanted to add a score. It's the worth the full price, but I am not paying for $20 DLC just to get costumes that are supposed to be unlockables by beating the game. Not at least until it's half off or the extra story DLC has a release date. I do recommend this game, and it's another worthy list of the Stylish Action genre, and true return to form for Ninja Gaiden.

When Dead or Alive 7, KT and Team Ninja? You aged up Ayane, so she's in her actual 20s now with the Kusanagi SAC hair cut. Which means Kasumi and the rest of the DOA cast has aged now. With the youngest characters now being full adults or young adults.
 

Johnny Novgorod

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Playing Pepper Grinder.

2D platformer where you power through chunks of sand and dirt with a big ass drill, doing dolphin jumps, following gem trails, etc. It's like a high-speed version of when you turn into a mole in Yoshi's Island. It's neat. Nothing to the story but I always like tropical settings. Wish there was more to gems and pirate coins than fiddling with sticker albums.
 
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Bob_McMillan

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I'll probably share my full view about Dispatch in more detail later on, but two quick thoughts:
  • Is it just me, or are the controls kind of fucked on controller? I find dispatching quite hard because they expect you to quickly switch between all the events, but I swear to god the game has a mind of it's own. Maybe it's because I'm using the thumbstick instead of the d-pad, but then the quick time events and hacking pretty much require you to do so.
  • That first "sex" scene was probably the best I have ever seen in a video game. Didn't feel like two emotionless automatons bumping uglies, as I think Yahtzee used to say about Bioware games.
 

Kyrian007

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As far as narrative freedom, most of the main character background emphasize how much your character isn't really aligned with the earth protectorate. And your ultimate goal is really more to make sure you don't die from the rift. There's still quite a lot of leeway there, especially since you're unattached to any faction.
I did notice that. But my takeaway was, it was just such a copout. I suppose it could mean that the backgrounds are there to say your character isn't necessarily there to act on behalf of the Earth Protectorate. But to me, that's a copout... they ARE there to act on behalf of EP. In the first game there is a reason for a janitor to be frozen on the Hope. It is believable, Halcyon presumably needs janitors. No matter their motivation or level of allegiance, there's no reason for EP to send a janitor to Arcadia. And no, janitor isn't on the background list this time... kind of my point in there being less role playing potential. TOW had 15 aptitudes to choose from, TOW2 that's down to 6 backgrounds. And really, only Lawbringer makes total narrative sense. As the EP would have to be really desperate to send a Roustabout or Professor on a mission like this, and downright stupid to send an Ex-Con, Gambler, or Renegade.

Similarly, character build are far more interesting than in 1, really limiting skill point and the flaw system are really good additions.
I didn't really think about it much, but there is some truth there. I wouldn't say more interesting, because I liked pretty much every one of my builds from TOW1 better than what I'm dealing with at the moment. But their simplifying of skills really means you have to min/max specialize to be able to do anything. I didn't notice, because that's how I do all of my builds. But going back in my head... someone who wants more than 2 or 3 "main skills" isn't going to be able to get much of anywhere in the game. You basically can take 2 non-combat and 1 combat skills. It seems like splitting it up any further means you won't be able to pass the majority of skill checks in skills you specialize in through the first half of the game. And I approve.

But I'm not feeling it on my current build. I generally like staying a little over-leveled to feel comfortable in any given game. And I haven't felt in any way over-leveled yet playing this game. And when I hit Cloister, I found so few quests and chances to get XP before moving on that I just decided to unfog the whole map just to not miss anything or any chance at getting XP. And I'm still feeling under-leveled. And you see so many checks for skills you aren't using... it is annoying. In the original, a small investment in some skill PLUS the big bonuses you could get for using the right companion gives you some incentive to have a small investment in skills you aren't specializing. In TOW2, there is NO incentive to put points in a skill you aren't specializing in... because no bonuses affect skill level. No companion bonuses, no equipment bonuses. You just have to accept that if you aren't specializing in lockpicking... you will never open a locked door without a key. But if you put a few points into lockpicking, you still wouldn't be able. AND your specialized skill wouldn't be high enough to pass checks.

Oh, and flaws are worthless in TOW2. At least there was a reason to take them in the first game, free perks. I have yet to see one in TOW2 that doesn't basically cripple you for no real benefit now that they don't give you a perk to choose from. Heck, I'd be tempted for some free skill points. But nope, just some kind of random buff that isn't worth a crippling flaw in every one I've seen so far.

In my estimation so far, TOW2 would be a much better introduction to Obsidian style RPGs for people more used to fps games. The rpg elements are just so streamlined and simplified compared to the first game. No inventory management necessary because there is no limit on encumbrance. It is rpg-lite with more focus on fps.
 
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Old_Hunter_77

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Well, f*** the Alters. Everything I feared about it being a survival / management game came out in full force and turned me off of it, despite all the descriptions of it being easy. I guess these games are just not for me- I mean I already knew that, but I was hoping the premise and story would push me through that. It did not. The annoying world exploration (walking around making shapes to find resources felt like a bad joke), the constant running out of storage space to put resources I never had enough of, and worst of all the soft-locking of progress was already pissing me off. But then after I felt like I did what the game kept telling me to I still lost. Am certainly not in the mood to go back, figure out where I went wrong, and repeat all this stuff, especially since the core gameplay loop of 1) stare at menu; 2) wander around awkwardly; 3) get bitched at by NPC is not my idea of a good time.

So I dropped it and am playing fun games instead:

Keeper
Double Fine's (Psychonauts) new short adventure game where you're a lighthouse with a bird friend.
I absolutely loved this and is currently GOTY for me.
First of all, I think it looks gorgeous. It's not "just" pretty- Psychonauts is kind of ugly in its own beautiful way, and some of that style is here, but it's also just beautiful, too. The music is sick- not just pretty and atmospheric (nothing wrong with that, it was great in Sword of the Sea) but really catches the ear and is a key part of the presentation.
I was ready and find for it to be just walking around awkwardly but the game does add variety- you get to float and jump around, and then completely transform towards the end, concluding with some surprisingly fast-paced action.
This is not a game for hardcore gamerz though because there's no fail state, no consequences for bad decisions, and what passes for "puzzles" are not even, heck a dummy like me that always has to look things up online to progress wouldn't call these puzzles. It is all vibes and prettiness, and it just does it really really well.
~5 hours to beat, with the only extras being some hidden statues that I cleaned up via a generous chapter select. I suspect even some people would declare this doesn't even count as a game, because there's no challenge or fail state or getting gud, and that's fine. But it's not just a walking sim either (I don't like those). It's more like an interactive movie, I guess.

Ball x Pit
When Devolver Digital presented this as their only game in their last annual showcase, I dismissed it as being "Indy Game: the Game." But it still looked cool and I said to myself I might buy it only IF it's < $20 USD AND it's on Switch AND reviews are overwhelmingly positive. And all that happened, so here we are.
Why is it Indy Game: the Game?

- Nostalgia bait: well it's basically Breakout, which I know better as Arkanoid. You shoot balls at descending and ever-growing enemy blocks. It's also old-school 16-bit looking graphics.
- It's a Vampire Survivors-like, because as you play you get power ups and level ups and have to constantly make decisions about which thinks to add and level up.
- It's a roguelite, because there is meta-progression and you just do the same shit over and over.
- It has a base-management element.

The most brilliant thing this game has is an autofire option so you're just moving your little guy around. But where Vampire Survivors bored me to tears because that, and the level up decisions, are all you do, here you also point your gun and that makes all the difference. Trying to get your balls to bounce around as much as possible and commanding a column of enemies instead of the walking around a whole level focuses the gameplay and makes it feel active not passive, and for me, hella fun.

The meta progression lies in building things at your pace that make you stronger, and also your character levels up, allowing you to eventually get through the various areas even if you suck at games like me.

The music and sound effects are really good but because it's just the same gameplay over and over, I can play it with the sound off while doing other stuff. This is also why I only wanted it handheld.

What I wanted was a game I could dip into for 10 minutes or a couple hours at a time and this fits the bill perfectly. If you're looking for a cute, fiddly, satisfying game- maybe like a second game to companion a bigger game- this is like it was made in a lab for this express purpose.
 
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Ball x Pit
When Devolver Digital presented this as their only game in their last annual showcase, I dismissed it as being "Indy Game: the Game." But it still looked cool and I said to myself I might buy it only IF it's < $20 USD AND it's on Switch AND reviews are overwhelmingly positive. And all that happened, so here we are.
Why is it Indy Game: the Game?
I'll have to try this one out after I finish Yotei, Shinobi (I still have to buy it, but I can't right now), and when Dancin Divas comes out near the end of November.
 

Ezekiel

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I really don't like the overworld in FF7. Liked the game when it was linear, but now I'm just wandering aimlessly, which makes the random encounters and the turns that are like unskippable cutscenes more annoying. "Guy with a big sword went to the field in the east." Well, I've been there!

Chocobo was too much a pain in the ass to seduce with expensive greens in fights for how easily you lose it.

Will probably not finish.
 
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BrawlMan

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@Old_Hunter_77, if you ever get a chance to play Double Dragon Revive, I recommend you go on easy mode. I was able to be done all normal, but the last two bosses can be frustrating. I'm mainly referring to the next boss though. I suggest you do it in co op, so you can have somebody to help you out and have fun. I did be the game solo on normal, though. You will love the soundtrack as well.

Ninja Gaiden 4 i will tell you to wait for a deep sale in your case. The game is much more parry and dodge focused.
 

Bartholen

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I've finally gotten around to Another Crab's Treasure, after it sat installed on my computer for like a year straight. I've cleared the first area, and compared to all the complex RPGs I've played this year and the frenzied action of Space Marine 2, this feels like unwinding after a busy day at work. It's very reminiscient of PS2 era action platformers, with almost the graphics to match. The writing is very sharp, and hits that perfect sweet spot of being family friendly without talking down to its audience. There are lots of funny jokes hidden throughout (like a crab having been sentenced for possession of seaweed), and in one particular aspect it gives me a boatload of nostalgia: the way the environment is made of and littered with discarded everyday objects reminds me of the Bug's Life videogame from the 90s. It's surprisingly difficult, but not in a frustrating way. It slims down the bloated complexities of Soulslikes to just the basics, which is refreshing.
 

meiam

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Oh, and flaws are worthless in TOW2. At least there was a reason to take them in the first game, free perks. I have yet to see one in TOW2 that doesn't basically cripple you for no real benefit now that they don't give you a perk to choose from. Heck, I'd be tempted for some free skill points. But nope, just some kind of random buff that isn't worth a crippling flaw in every one I've seen so far.
I think most flaws are worth taking a good look at, I think I already had three or four by the time I left the first planet. There's a couple that you have to build toward, like skill point one or the one that force you to take every future flaws, those aren't worth using if you're not building toward. But the one that make you move faster while sneaking or the one that massively increase mag size but you get a debuff if you run out are worth using and do a good job of varying build.
 
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NerfedFalcon

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Finished Shadow Generations - at least, to the end of the main story.

A lot of people have said it, and I agree: this is the best Sonic game in a pretty long time. As I mentioned before, the effort put into making Shadow mechanically distinct from Sonic pays off in spades, and between that and the best-in-show level design, it makes replaying stages for S-ranks and collectibles a lot more engaging. The main story isn't that long, about four hours in total, but you'll get a lot of extra time out of it by going for 100%, and I intend to do that. The story's also very well-written and respectful of Shadow's character, returning him to his better depictions and letting Kirk Thornton finally sell his take on the role without being weighed down by needing to be edgy all the time.

And if the short runtime still puts you off, the game comes with Sonic Generations packed in, and that game both has a weighty amount of its own content and is extremely fun to play. With that in mind, I can't recommend it more highly to anyone who's ever enjoyed a Sonic game in the past.

Considering that I've finally run out of Sonic games to (re)play, though, it might be time to drop the hyperfixation and find something new to play. Maybe I'll get back on Silksong or Ghost of Yotei. At least, for the next week until Old School Runescape releases the Sailing update, which will probably rule my life until Christmas.
 
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laggyteabag

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Playing through Dispatch, and i've just completed epiode 4.

Its definitely even more of an interactive movie compared to the TellTale games, but in exchange for much brisker pacing, im really glad they ditched the walking around sections.

Also on-and-off replaying Halo CE on my Steam Deck, and god, the Assault Rifle is just the most satisfying gun.

Otherwise, I haven't touched Overwatch 2 for about a week. And I picked up Wayfinder on the cheap.
 
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Sentences I never thought I'd hear. The CE assault rifle always felt to me like firing a Nerf gun, both in damage and feel.
They were clearly trying to go for the Alien Pulse Rifle, but didn't want to sound too close and get sued, thus we got this in Halo CE. Black has better sounding assault rifles five times over.
 

Ezekiel

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Zamza is almost always the first enemy I lose lives to in Streets of Rage 2. I hate that spinning bastard. I should probably just make a quicksave there at some point so that I can figure him out.

Switched from Kega Fusion to Ares after having slowdown in fullscreen. It's a multi-console emulator, but I find it already easier to understand than RetroArch. Set up my 8BitDo M30 for Mega Drive games very quickly, whereas I couldn't figure it out again in RetroArch.
 

BrawlMan

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Zamza is almost always the first enemy I lose lives to in Streets of Rage 2. I hate that spinning bastard. I should probably just make a quicksave there at some point so that I can figure him out.
The easy way to beat Zamza is to carry a pipe/sword with you. Let him do his Blanka spinning attack and strike him right before he collides into you. Max is the easiest to do this with, because of his long reach and quick recovery frames. There also a way to exploit Zamza, and grab him immediately after he does his claw uppercut and miss. Basically, you want to do a downward knee jump. The timing is a bit trickier, but once again, Max Thunder (The Mighty Glacier of the group) has the easiest time doing this, because of his quick recover frames.

I did some Streets of Rage 2 as Blaze a few weeks ago on Very Hard.