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At the Lazarus Elevator in DOOM 2016. This fight is even tougher than the earlier one. But, I haven’t broke out the BFG for it yet. Really have to save it for the last two big bad’s to be worth it though.


Finally at Raccoon City in RE: Requiem. Will be interesting to see some old locations in this new state of despair. I also installed the RE Framework for mod support but kinda want to hold off until after a playthrough.
 

The Rogue Wolf

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Dear FromSoft: Please refrain from creating combat scenarios where an enemy ends up directly above or below the player; you are incapable of creating a camera that can handle those situations.

Anyway. Got past the giant mechanical worm in Armored Core VI: Friars of Leprechaun, which I kind of expected would be the end of the game, so I was surprised that it continued after. Also, I'll give the game a few points for being realistic about how a freelance mercenary would be treated in a war as bitter as the one on Rubicon, with people I was formerly fighting alongside now wanting me dead because my actions against their side led to them suffering.
 

Old_Hunter_77

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From what I have seen, these complaints are coming from people who gave up on Assassin's Creed a generation or more ago. Pressing the start button opens up the game menu, pressing it again brings you to the storefront instead of closing the menu. Apparently that's how AssCreed has been since they became RPGs, you would know better than me if that is true. As someone who did give up on AssCreed, I can definitely see that as being an incredibly unwelcome surprise coming back to my favorite game in the franchise.

And of course there's the fact that Ubisoft bothered implementing Day 1 DLC and microtransactions at all in a remaster of game that is more than a decade old. I say more power to the haters.
No- you get o the storefront by pressing the the touchpad (on the PS5). I discovered that yesterday while trying to figure out some mechanic and was frustratingly button-mashing.
The touchpad brings up the world map, but pressing it again when some pop-ups appear can bring the storefront.

I'm talking about during gameplay, you're talking about from the very start, where I just pressed the normal start new game buttons you do with any game and saw no storefront. I haven't exited out from the game because I only play one game at a time and just use sleep mode in between gaming sessions.
 

Old_Hunter_77

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I'm playing it too, but it's been so long since I played the original that I can't be sure what's been altered or added, other then them cutting the modern day shit, which I doubt anyone is going to lament. You can have pets on your ship now which adds nothing, but eh...

Visually it can look a tad fuzzy with the contrast and the saturation feeling a bit out of whack. And this might be a personal thing, but I miss the water effect on the deck of your ship that the original had. When your ship bounced on the waves you'd get this nice layer of water traveling across the deck, but this remaster took that out.
The biggest thing they took out in terms of actual moment to moment gameplay is optional objectives during missions, which I have very mixed feelings about.

This is where you'll be doing a missions and there's an "optional" objective to, say, not get spotted while infiltrating a location or tailing someone. Successfully doing these would net a bit of money but more importantly caters to the completionists (which I am with AssCreed and I like my platinums. But I could never get platinum in the original anyway because of the multiplayer but that's neither here nor there...)

I hated them because I felt some were too hard or unfair or annoying or nonsensical like "air assassinate and ocelot" or to skin crocodiles while tailing people without getting noticed lol. But without them, there is no challenge.

When the old game had you tailing someone and you got caught, it would fail the mission and make you start at a checkpoint. Gaming trends as a whole including AC games have made that seen as a negative (look at how much flack Star Wars Outlaws got for it) so now instead you can kill your target and be told where to go next, with no negative consequences. As a casual player with shit to do, I like this and it kinda makes sense. But as a gamer, it's boring and kinda lame honestly.
 
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No- you get o the storefront by pressing the the touchpad (on the PS5). I discovered that yesterday while trying to figure out some mechanic and was frustratingly button-mashing.
The touchpad brings up the world map, but pressing it again when some pop-ups appear can bring the storefront.

I'm talking about during gameplay, you're talking about from the very start, where I just pressed the normal start new game buttons you do with any game and saw no storefront. I haven't exited out from the game because I only play one game at a time and just use sleep mode in between gaming sessions.
Square is also really close to the touchpad. I’ve fat-fingered that a few times going through combo challenges in MK games and it really sucks when you get kicked into demo mode after *almost* pulling off those tougher ones.
 

Old_Hunter_77

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Correction: it is actually start not touchpad that takes you to the storefront from other menus in new Black Flag, sorry. The touchpad thing only happened when I got some popup "reward" one time and it it was annoying. But it's not the thing that people are talking about online.
 
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Casual Shinji

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The biggest thing they took out in terms of actual moment to moment gameplay is optional objectives during missions, which I have very mixed feelings about.

This is where you'll be doing a missions and there's an "optional" objective to, say, not get spotted while infiltrating a location or tailing someone. Successfully doing these would net a bit of money but more importantly caters to the completionists (which I am with AssCreed and I like my platinums. But I could never get platinum in the original anyway because of the multiplayer but that's neither here nor there...)

I hated them because I felt some were too hard or unfair or annoying or nonsensical like "air assassinate and ocelot" or to skin crocodiles while tailing people without getting noticed lol. But without them, there is no challenge.

When the old game had you tailing someone and you got caught, it would fail the mission and make you start at a checkpoint. Gaming trends as a whole including AC games have made that seen as a negative (look at how much flack Star Wars Outlaws got for it) so now instead you can kill your target and be told where to go next, with no negative consequences. As a casual player with shit to do, I like this and it kinda makes sense. But as a gamer, it's boring and kinda lame honestly.
I'd forgotten about the little optional objectives, and I can't say I ever cared for them in any game. If it made sense in context - like 'don't shoot an iguana or it'll ruin the skin' - I wouldn't mind too much, but it was always just random parameters.

And insta-fail stealth *shudders*... yeah no, I don't mind that going the way of the dodo neither. Stealth in games is never accurate enough, it pretty much can't be for it would be impossible otherwise. So just make it engaging. Does Assassin's Creed do this? :unsure: Skyrim is notorious for how dumb enemies are during stealth, but stealthing them is still remarkably satisfying (for me anyway).

Resynced has added specific crewmates that give you a ship boon, like ramming speed. It's very obvious with the new voice lines from Edward, and with how not great the cutscene is directed when you recruit them.
 

Ezekiel

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Argh, I was ready for Resident Evil: Code Veronica to be over, but now I have to play as Chris Redfield. I checked a playthrough and found my spot in the story at 4 1/2 out of 7 1/2 hours. Of course my playthrough is already far longer.
 
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I'll probably get back into Art of Vengeance later this week. Though DenshAttack just came out yesterday, and I have to get that.
 

Worgen

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Whatever, just wash your hands.
I'll probably get back into Art of Vengeance later this week. Though DenshAttack just came out yesterday, and I have to get that.
DenshAttack does look pretty cool. I was pretty disappointed by Art of Vengence. It played decently and looked great, but I found its levels boring to navigate, the gameplay was a weird mix of linier but exploration, with both feeling bad, and the story was offensively bad, aside from Joe Musashi just grunting at everything.
 

gorfias

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On the EA app, my Mass Effect games stopped working so it was only $15 to buy them all again polished up.

Now Assassin's Creed Black Flag got a "re-sync" and I went on to Ubisoft. Phew. My OG still works. Odd thing, after a Windows 11 update, starting up a lot of games defaults graphics to the lowest 16x9 setting available. I started playing saying, "gotta admit, this looks like @$$" only to realize the issue and set it to 4K. Not sure I need the upgrade but gotta admit, the re-sync looks very pretty. But is it really the best AC ever so far? Long story short, after all these years, I've barely scratched the surface, restarting the game 50 times so, when done with Forza Horizon 6, may try to finish this next.
 

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DenshAttack does look pretty cool. I was pretty disappointed by Art of Vengence. It played decently and looked great, but I found its levels boring to navigate, the gameplay was a weird mix of linier but exploration, with both feeling bad, and the story was offensively bad, aside from Joe Musashi just grunting at everything.
Story doesn't bother me too much. I've actually liked what i've seen so far. I heard about the level design and it's mixed for certain people. I will judge for myself when I get back to it.
 

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Street Fighter II Champion Edition (Genesis) - Tried out Balrog and then E. Honda. Balrog's standing firece is a game breaker. It doesn't always net you win, but it's one of his most useful attacks in the game. I also forgot E. Honda has a knee bash attack. That is not a legal move in sumo wrestling. I know it's called Street Fighter, but Honda is a thicc guy.
Update on that. I did another playthrough with the turbo settings maxed out and it his hilarious and awesome. This something the SNES version of Turbo will never have. You can literally go up to 10*s in speed, while the SNES version only barely gets under half of that. This is a personal preference opinion, but Blast Processing for the win!
 

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@NerfedFalcon, @Worgen, @ExtraWildGames, @Dalisclock, @The Rogue Wolf, and @Old_Hunter_77 get in here!

Denshattack - I am loving the shit out of this game. This a fucking Dreamcast and early life PS2 game! This is looking to be another better Jet Set Radio than the official Jet Set Radio. Hell, this is the best 3D Sonic game ever made right now, but with trains! I won't be playing much else for a while, aside from when Avatar Legends comes out.
 

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@NerfedFalcon, @Worgen, @ExtraWildGames, @Dalisclock, @The Rogue Wolf, and @Old_Hunter_77 get in here!

Denshattack - I am loving the shit out of this game. This a fucking Dreamcast and early life PS2 game! This is looking to be another better Jet Set Radio than the official Jet Set Radio. Hell, this is the best 3D Sonic game ever made right now, but with trains! I won't be playing much else for a while, aside from when Avatar Legends comes out.
Ive been meaning to check it out
 

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PsychedelicDiamond

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Finished South of Midnight a couple days ago, as part of my quest, not to be weird about this, to play every game starring a cute black girl. Which, unfortunately, means I have to play stuff like Forspoken (which was some of the dullest shit I've seen) or Dustborn (which was really quite bad, but at least kind of intrestingly so. I've been meaning to write about it one of these days.) South of Midnight ist better than either, low bar as that might be.

So, South of Midnight is an action platformer set in swampy Louisiana, starring one Hazel Flood. Hazel is a normal girl living in the Bayou with her mum, when one day their house gets carried away in a... well, flood, and the mum along with it. Hazel embarks on a journey to rescue her, where she learns about her own magical power, meets a bunch of quirky creatures based on local folklore and explores a magical version of her home.

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South of Midnight was made by a studio called Compulsion Games, incidentally one of the studios recently cut off from Microsoft as part of their ongoing purges. They were responsible for We Happy Few, a janky but kind of interesting Action RPG set in a dystopian Britain. Much like We Happy Few, South of Midnight tries to sell itself on the atmosphere of its setting by drawing from its real life culture. Which is quite funny, considering Compulsion Games is, in fact, neither from Britain, nor Louisiana (they're Canadian, for the record) so in both cases, they're very much taking the perspective of an outsider looking in. Which suits me just fine, because, obviously, so am I. The only thing connecting me to the Deep American South is having seen Oh Brother Where Art Thou a lot, being able to cook a pretty decent Jambalaya, and liking the song "Jambalaya".

So what I can say is, South of Midnight's primary selling point is its atmosphere and rather unique setting. The gameplay is... functional. It plays rather like Psychonauts 2, I guess, it's mostly relatively simple platforming, some very minor puzzle solving and a combat system that, I can almost promise you, you will be sick of by the end. It's... functional, but boring. Got your attack. Got your couple of magic spells with cooldown timers. Got your designated combat arenas. Yeah.

The story meanwhile is, to a fault, that of a teen (or, I suppose, we call them Young Adult) fantasy novel. "[Protagonist With Meaningful Name] thought she was an Average Teen living in [Boring Small Town, USA, With Meaningful Name], but one day she finds out she's [Special Magical Person], last in the line of [Special Magical People], chosen to fight [Supernatural Threat] with the help of [Whimsical Creature]! Insert "Hazel Flood", "Prospero, Louisiana", "Weaver", "Weavers" and "Corruption" and "Talking Giant Catfish" and you got SoM's plot, with just about all the plot beats you'd expect. There are thinly veiled metaphors for the struggles of a young person trying to find their place in the world and a reckoning with her family's history and personal growth being represented by fancy outfit changes (The Hunger Games series really liked that trope), you get the drill.

Now, as you, with the exaggerated swagger of a black teen, make your way across the enchanted Bayou, South of Midnight touches upon the regions sordid history of slavery, racial segregation, institutional neglect, wealth disparity and many cases of personal tragedy but it touches upon them the way something clearly meant for a younger audience would, in a way that's not quite euphemistic, but definitely giving you the family friendly version. The focus lies more on the whimsy of local mythology and folklore, which it brings to life very effectively. The games artstyle, designs and character animations invoke sort of a gothic stop motion look, clearly going for kind of a Studio Laika-y, Henry Sellick-y, Tim Burton-y feel and no doubt, South of Midnight looks really nice. The swamps and mountains and flooded farmlands ooze with atmosphere and I love the lighting!

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The other standout is the voice acting, which really makes the setting and characters come to life. The Cajun accents all sound very authentic (I mean, to me, at least) and they all sound very distinctive, the way in which you'd expect the characters in an animated movie to. Particularly Hazel herself, played by Adriyan Rae, who's sassy and witty and confident and pretty and would totally be my girlfriend if she were real and... sorry, what was I talking about? Anyhow, it's a good performance that really carries the game, along with Walt Roberts who plays Catfish, her companion and narrator of most of the game, with a smooth Cajun accent that's just pleasant to listen to. Most of the supporting cast is also quite good, but never quite feels like it gets enough screentime to shine, which is a shame.

South of Midnight is a pretty decent game. Not a great one, it's kind of a 6/10 that rises to a 7/10 if you vibe with its setting and art direction. I played this not expecting to be blown away by it, and I wasn't, for one because it feels a tad longer than it aught to be, but it's a decent game of modest scale. The definition of a AA production, which seems to be exactly what the western studios and Microsoft in particular seems to have mostly given up on. I don't know if this game made money, I reckon it didn't, but there's something to be said for the fact that this sort of thing seems to be relegated to the indie market at this point. If Microsoft and Sony want to solely focus on massive juggernaut projects that take hundreds of millions to make and 10 years to come out, smaller studios will have to pick up the slack for everything coming out in the meantime, and it's a shame the big console manufacturers seem to be actively disinterested in supporting them.

I hope Compulsion Games will land on their feet, because South of Midnight is a pretty decent game and a pretty significant net improvement on We Happy Few. It would be a pity if that's where their work as a studio ended. There's room for improvement but there's obviously a solid foundation there and, I suppose, potential to turn South of Midnight into a franchise, if that's where they want to go. Would be a shame if they couldn't recover.
 
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Bob_McMillan

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I got maybe 6 or 7 hours into GoW Ragnarok, and I have been enjoying myself. I missed these characters, although I maintain Atreus looks so weirdly similar to the first game and so he took some getting used to. I did not expect Thor and Odin to be so funny and come off more as gabagool gangsters, which I enjoyed in the moment but wonder if I will end up being annoyed with later on. Also, is Santa Monica particularly good at animating characters? Every time Sindri is on screen, I can't help but smile.

That said, there are a lot of gameplay choices that I raise an eyebrow at. It's generally quite seamless to move through environments now, with Kratos using the blades as a grappling hook. But for some reason, they also litter in a crap ton of Uncharted-esque climbing sequences. The main difference from Uncharted being that you can't spam the jump button and so need to watch Kratos slowly move his big ass across the screen as if he didn't just pick a whole tree up and swing it like a baseball bat.

A lot of the early enemies are quite annoying too. They are almost exclusively stomach-height to Kratos, meaning you never actually see what they're doing if you're facing them. It also feels really dumb to be the God of War fighting iguana-sized enemies and actually being threatened by them. But the worst is that despite clearly being fodder enemies, they feel weirdly spongey. I think I genuinely had a harder time with these basic grunts than with bosses, if only because there are just so many of them I have not really unlocked much crowd-control runes.
 

Old_Hunter_77

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@NerfedFalcon, @Worgen, @ExtraWildGames, @Dalisclock, @The Rogue Wolf, and @Old_Hunter_77 get in here!

Denshattack - I am loving the shit out of this game. This a fucking Dreamcast and early life PS2 game! This is looking to be another better Jet Set Radio than the official Jet Set Radio. Hell, this is the best 3D Sonic game ever made right now, but with trains! I won't be playing much else for a while, aside from when Avatar Legends comes out.
Yep, on my short list. I was meh on it when it was revealed at first and thought I'd be interested only if:

- It reviews well
- It's on Switch- just seems like a neat handheld game
- It's $20 or less.

It's a yes on all three, so I'll probably get it after finishing Black Flag.
 
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Old_Hunter_77

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> liking the song "Jambalaya".

Which version? Hank or Jerry Lee?

I've been vocal about my adoration of this game so I'm glad you enjoyed it.
Re: it making money or not, if didn't because it took a long time to make and was on Game Pass. It's sort of become one of the go-to examples of how "unsustainable" modern gaming is to some because it's like a high production AA game that caters to a niche audience because one's enjoyment is mostly dependent on one's connection with the setting and story.

I enjoyed the game including the combat, but then I like Witcher 3 combat, so my opinions on combat would disqualify me from being a modern games critic, so whatever.

The sequences with the tree boy and the whole thing with the mom's ex-bf were some of my favorite gaming narrative experiences of recent years.
 
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