What are you currently playing?

Ezekiel

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I recommend you go with the new soundtrack first. SOR4 soundtrack is on par with the first two games and is better in certain aspects. Do note that there have been some update/changes that make the game a bit easier. For one, Axel's walk speed is more accurate to how he was in 2 & 3, meaning he's faster now. Though also harder in other circumstances. Also, wait until unlock Arcade mode. You only get one continue and that is the one you started with. Unlike the past games where they would start you off with 3. Who's your favorite character you like playing as so far? If you need any advice, let me know. Enjoy!




You read about them here:



[SOR4 CHARACTERS: FIXES AND ENHANCEMENTS]

AXEL SOR4:


  • Improved move speed
  • Added better recovery on-air special
  • Added additional invincibility frames on grand upper start-up
  • Added grand upper on the ground (OTG) property
  • Improved grand upper that now travels farther
  • Added neutral special OTG property
  • Neutral specials have now less hit freeze
  • Pipe swings have now less recovery
  • Improved air special: all hits connect when OTG + ignore weight class
  • Lowered defensive cost
  • Rescaled damage on grand upper
  • Fwp special better hitbox
  • Buff charge kick wall damage
  • Infinite stun-lock fix
  • Special pipe goes farther

CHERRY SOR4:


  • Cherry can now jump cancel after uppercut combo and grab uppercut
  • Added 2 frames stun on punches
  • Cherry’s flying punch from combo is now fully invincible
  • Cherry’s charged flying punch is invincible before hit
  • Full invulnerability during fall is removed
  • Special forward is faster
  • Damage Buff
  • Back throw works in corners
  • Pogo kick can hit OTG
  • Cherry damages are rescaled on normal combo

FLOYD SOR4:


  • Floyd’s attack x3 infinite is fixed
  • Neutral special life costs adjustment
  • Floyd can no longer reset his grab move counter by jumping
  • Special take less HP

BLAZE:


  • Reduced vertical speed on juggle neutral special
  • Reduced vertical speed on juggle back attack
  • Blaze’s back attack has a high bounce
  • Jump cancel on combo kick 1st hit

ADAM:


  • Fixed Infinite loop
  • Added neutral special OTG property

[RETRO CHARACTERS: FIXES AND GAMEPLAY ENHANCEMENTS] AXEL SOR1:

  • Added invincibility on headbutt

BLAZE SOR1:


  • Hitting behind with flip kick

ADAM SOR1:


  • Combo feels more like the original
  • Added body hit property to his last kick in combo as in original SOR1
  • Infinite fix

AXEL SOR2:


  • Fixed Star Move not recovering green health

MAX SOR2:


  • Atomic drop recovery is now shorter and bigger aoe

SKATE SOR3:


  • Damage nerf on blitz

AXEL SOR3:


  • Infinite fix
  • Increased run speed (+10%)
  • Fixed Star Move not recovering green health

SHIVA SOR3:


  • Nerfed Blitz damage
  • Fixed hitbox on Star Move

[BOSS: FIXES AND ENHANCEMENTS]


Diva:


  • Bug fix Diva never going in phase 2.
  • Diva charge is slower.
  • No armor on kicks.
  • Electric area disappears faster.
  • Diva has longer preparation for snake bite.
  • Diva snake bite has less depth.

Commissioner Stage 2:


  • Balancing.
  • Commissioner has longer charge punch time + lower dash grab hitbox.

Estel:


  • Police attacks are easier to dodge.

Barbon:


  • Barbon kicks can hit another player after impact.

Shiva:


  • Smaller hitbox on palm moves.
  • Shiva double has a chance to align with the player (instead of being full random).

Commissioner Stage 7:


  • Fewer armor moves.

Riha & Beyo:


  • Beyo is a little faster.
  • No more armor moves for Beyo.
  • Armor finishes sooner for Riha’s moves.
  • Less fire pond (lesser time and bigger cooldown).
  • Riha fire aoe moves are slower.

Max:


  • Throw aoe damage nerf.
  • Some AI fixes.
  • Can’t combo the player anymore with 3 shoulder tackles.

Ms.Y:


  • Ms.Y is now harder to defeat
  • Elite Shadow reinforcements during the fight.

Mr. Y:


  • MrY stage 11 harder.
  • MrY stage 12 evades more.

Robot:


  • Mr.Y and Ms.Y final fight lasts longer (before the robot appearance)
  • Some robot hitboxes are smaller.
  • Legs positions have changed.
  • Twin getting into the robot regains full life.
  • Additional damages on the robot.
  • Fixed a bug preventing Mr.Y from throwing grenades.
  • Spider robot now has the same attacks in phase 1 & 2.
  • Fix a bug with Ms.Y not grabbing in stage 12 last fight.

STAGES / ENEMIES:


  • Galsia weapon hitbox nerf.

Stage 9:


  • Apple added in the changing room.
  • 1 apple upgraded to chicken.

Stage 12:


  • Less green life at the beginning.
  • Fixed pheasant and sparrow rising move not triggering properly.
  • Shorter electric vial time.
  • Steam hazards hitbox reduced.
  • Lots of enemies rising armor moves removed/nerfed.

Karate:


  • Longer parry recovery time.
  • Easier massive punch dodge.

Caramel and Candy:


  • Headbutt nerf: hitbox + hitbox depth nerf.
  • Lower hp.

DIAMOND / palettes:


  • Jump kick track less.
  • Slap is slower.

Dylan:


  • No armor.

Raven / palettes:


  • Slower kicks.
  • Slower knee while rising.
  • Turn toward the target when rising.

Taser Cop:


  • Slower start up.
  • Smaller hitbox height.
  • Less HP.
  • Bronze enemy is not armor anymore during his attack.
  • Donovan and palettes have a slower jab punch.
  • Lower nb of hits to destroy bikes : 3.

Big Ben / Gourmand:


  • Gourmand jump attack tracks less.
  • Gourmand doesn’t do 2 hits anymore with air attack.
  • Armor removed on Big Ben fire attack.

Elite Cop:


  • Slower shield regeneration.
  • Slower attack.

Boss Rush:


  • Barbon clone bug fixed.

Signal R & D:


  • Faster walk speed before grab.

VARIOUS

  • In Battle Mode, special burst would be very annoying, so it is deactivated.
  • Enemies hurtbox while jumping on screen is bigger.
  • You can pick up an item that is in the air if it is in your character height.
  • All characters can hit at point blank.
  • You cannot charge a move while doing a charged move.
  • Forward specials are not triggered when pressing up or down.
  • Wall bounces increments the combo counter.
  • A character that is in « Body Hit » mode will collide more easily with other characters.
  • Nora palettes aren’t armor anymore.
  • Donovan can hold a hammer.
  • Gold reinforcements on stage 10 boss.
  • Stage 11 more score items on the plane.
  • Stage 12 ninja floor changed a little (removed spike ball, added Big Bens).
  • Faster transition on stage 1_2.
  • Donovan with a hammer on stage 3_1.
  • Boss Rush MrY & MsY robot trigger threshold as in Story Mode.
  • Bikes are now breakable in Stage 6.
  • Walking upward in front of Roo makes spawn 3 vials.
  • Score : combo bonuses don’t have a point limit now.
  • Better reinforcements spawn code preventing some reinforcements from spawning out of bounds.
  • Combo counters stay alive when hitting shields or guards.
  • Falling into holes breaks the combo.
  • Lowered Koobo control weapons number (2 flying at the same time).
  • Fixing Grenade throwers on roff throwing their grenades out of bounds.
  • Damage reduced on players when comboed by enemies.
  • Fixed a bug where you could infinite combo an enemy and refill his life.
  • Fixing pickup bug when several items overlap.
  • Weapons start flashing in red at 1/3 life (instead of 1/2).
  • Sledgehammer freeze reduced a bit.
  • Fixed input bug when canceling blitz by fwd special near a wall.
  • Fixed some scripting issues in 5-2 bar fight.
  • Better reinforcements spawning.
  • Throwing knives does 36 damage instead of 35 preventing some weird 0hp enemy situations.
  • Some K-washi shield issues fixed.
  • Retro Shiva boss fight reworked.
  • Added 10 frames of stun after vault jump.
  • Pummel moves fix preventing some infinite.

Thanks, but I'd rather just get the feel for it naturally. Plus, I rarely have the patience to watch YouTube videos or read guides.

I'm getting better. Got to level 7 without Game Over this time.

With most games where it's an option, I pick the girl. Blaze was my character in SR2. Same in 4.
 
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meiam

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I noticed I never saw countermeasures but I'm so used to dodging missiles I didn't really miss them. You know what I also don't miss?

MISSLE MISSLE MISSLE MISSLE MISSLE MISSLE MISSLE MISSLE MISSLE MISSLE MISSLE MISSLE MISSLE MISSLE MISSLE MISSLE MISSLE MISSLE MISSLE MISSLE MISSLE MISSLE MISSLE MISSLE

It's far less obnoxious in 4 at least.

I also noticed planes don't seem to soak up missiles as much as 7 either.
Missions are a bit shorter, so health and ammo are lower in response to it. iirc not a single plane as over 100 basic missile and most plane go down in 2 hit.
 

BrawlMan

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Thanks, but I'd rather just get the feel for it naturally. Plus, I rarely have the patience to watch YouTube videos or read guides.

I'm getting better. Got to level 7 without Game Over this time.

With most games where it's an option, I pick the girl. Blaze was my character in SR2. Same in 4.
No problem. If you know certain tricks, Blaze is a straight up game breaker. Even with the most recent patch. I won't spoil them for you. Glad you are having fun and getting better.
 

BrawlMan

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Waiting for my other PS4 controller to charge so that I can play Streets of Rage 4 on my PC.
I recommend you get the HORI PlayStation fight pad. It works on PC, PS4, & PS3. It is a wired controllers, so you never have to charge it. I suggest you check a Meijers, because it is cheaper there, than Amazon. I got mine for $40.

 
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hanselthecaretaker

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I recommend you get the HORI PlayStation fight pad. It works on PC, PS4, & PS3. It is a wired controllers, so you never have to charge it. I suggest you check a Meijers, because it is cheaper there, than Amazon. I got mine for $40.


Damn that looks sweet. I thought they just made fight sticks. Never seen one at Meijer though. I did get lucky finding a mini SNES there when there was a shortage though.
 
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Dalisclock

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Missions are a bit shorter, so health and ammo are lower in response to it. iirc not a single plane as over 100 basic missile and most plane go down in 2 hit.
AC7 missions did feel a bit longer but also had in-mission checkpoints to compensate.

I've also noticed the Annilation missions so far are a lot more lenient, as opposed to fucking "LONG DAY" in AC7 which I hated so much. SAMS all over the place, Drones show up near the end and a very high score barrier.

That and Bandog flat out lies to you and tells you that you're not allowed to use the return line when you totally can. Once I realized that missions got a bit easier.
 

NerfedFalcon

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AC7 missions did feel a bit longer but also had in-mission checkpoints to compensate.

I've also noticed the Annilation missions so far are a lot more lenient, as opposed to fucking "LONG DAY" in AC7 which I hated so much. SAMS all over the place, Drones show up near the end and a very high score barrier.

That and Bandog flat out lies to you and tells you that you're not allowed to use the return line when you totally can. Once I realized that missions got a bit easier.
After Count and Full Band do it, and Bandog lets them with a reprimand that they'll regret it, I'm pretty sure a tutorial prompt for it pops up. Which would indicate that you are allowed and indeed supposed to use it.
 
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Dalisclock

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After Count and Full Band do it, and Bandog lets them with a reprimand that they'll regret it, I'm pretty sure a tutorial prompt for it pops up. Which would indicate that you are allowed and indeed supposed to use it.
You're right but it's easy to for that to get lost in all of the chaos. It also doesn't help that the mission briefing pretty much tells you to "Fly around and get shot at to test their air defenses" but the score counter is telling you otherwise. It's narrativly well done but as far as clear understanding of objectives it leaves something to be desired. Especially after the 4-5 missions leading up to the Prison arc when you're being told what you need to do correctly, suddenly "Do this! No, actually YOU"RE WRONG ASSHOLES!"

I did appreciate that in a later mission if you let you CO's plane get shot down, Bandog will flat out say "Mission Failed, but nothing of value was lost" implying even Bandog hated him.
 

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Sorry, I'm sure it's a great controller, but I gotta *****. It offends me they put a Nintendo style d-pad on a Sega 6-button design.
The Dpad works well, though trying to 360 motions is cumbersome. Even when it set to LS (Left Stick mode). Speaking of the S6B it does not work as well on SOR4 (Switch) as I hoped. It does not help that the controll customization is limited. For example, you can't use the ZL/ZR buttions for custimization, unlike the PS4/XONE/PC version. If you set the controls to classic mode, it can kinda work, but if you're used to modern control scheme, it will take time to adjust. I think if you have the Steam version, the S6B can work just fine with all the buttons. Considering the customized control options are the same as PS4 & XONE, they should work the exact same way.
 
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Drathnoxis

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This War of Mine. It's really boring. I made it to day 17 so far without really finding anything very interesting to do. There's minor base building, but you don't really have that many interesting options. Now I've got an animal trap and a vegetable garden, and it feels like food is completely a non issue now, not that it ever really was. Scavenging is boring and your inventory is pathetically small. There's barely a story and it's not interesting at all. The main thing I was short on were the basic components which is kind of annoying because most of the stuff you can craft takes a massive number of them and there are barely any in the later areas. A lot of the time is just spent staring at the screen as meters fill up.

I ended up losing a guy because I tried to crowbar a door with a armed thug in another room down the stairs and got shot, but I'm kind of done with the game anyway.
 
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Johnny Novgorod

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Started Blasphemous. I forget if there's a difficulty option at the beginning but so far there's nothing too punishing about it. Bosses go down in 2 tries tops. There are some bullshit deaths involving spikes and poison mist but it takes only one and you learn your lesson. Timing jumps to gusts of wind looks harder than it really is, thankfully. Movement feels a bit slowish at first but nothing you can't get used to. About the worst thing for me is the obscurity of certain sidequests and objects that means you're potentially fucking yourself or missing out on stuff without a guide, but that goes with thw territory.

So far so Soulslike. Big difference is when you die you don't lose your currency, instead your magic meter and ability to fill it are crippled until you recover the game's version of a bloodstain. You get the option to pay yo get it back as well, at a rate that I assume is incremental. So far I don't find magic all that useful; your starting AOE spell has such a long wind-up it's not very reliable as the crowd control button it's meant to be.

After a lifetime of superfluous Japanese takes on Christian iconography it's kind of amazing I'd be drawn to a game wholly dedicated to such imagery or that it could feel so effectively passionate or macabre. Obviously it's a big deal there's a Spanish studio behind it but it's the specificity behind the imagery what makes the game feel so authentic. It's not just Christian iconography, it's the grim superstitious strain of Southern Spain that revered pain and misery and produced all those Prado paintings I love. The brutal, punishing nature of that culture also goes hand in hand with the brutal, punishing nature of the genre.
 

hanselthecaretaker

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Finally got the last the of collectibles quests done in RDR2; the exotics. It wasn’t as time consuming or frustrating as the hunting requests for perfect carcasses, but just excessive for no other reason than to pad completion time. The story behind the quest itself was exceptional for VA performances and the climax was kind of a dark humor twist, but it was a relief nonetheless to check it off the compendium. At least I got a cool new weapon out of it, and again the way it was acquired was thoughtful, but it probably will get little use other than towards completion. So speaking of I’ll probably get the last few weapons I need next. Never thought of getting Micah’s revolver, but it’s mine now, you sunuvabastard.


Which brings up another thing, that weapons back then seemed to have so much more personality. Instead of mere fabricated death bringers they were more like pieces of art that gave insight to the owner’s personality.
 
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Dalisclock

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Which brings up another thing, that weapons back then seemed to have so much more personality. Instead of mere fabricated death bringers they were more like pieces of art that gave insight to the owner’s personality.
Engravings give you no tactical advantage in a firefight.
-Naked "Big Boss" Snake

With that out of the way, I used the Gunslinger custom weapons for my handguns pretty much the entire game(Though I mostly prefered the Lancaster Repeater and the Semi-Auto Shotgun for any given situation). Once I finished the Gunslingers quest, I used Callaways Revolver pretty much whenever I needed a handgun, because it's really cool.
 
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Drathnoxis

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Finished This War of Mine. God that was dull. I probably only scavenged another 5 nights from my last post and just coasted by on the supplies I'd already gathered and my base constructs until day 45. I picked up another two survivors but it didn't really matter in terms of resources. I was basically out of everything by the end but that was with minimal effort. Most days I'd just replace the water filter and end the day. I never killed anybody, I never stole, I only refused one request for help because I just didn't have 2 medicine. I thought this was supposed to be a game that pushed you into difficult situations? I only lost a guy because I was getting bored and careless.

The rest of the gameplay was just staring at the screen as characters ran around the house and meters filled up. Boring.
 

SilentPony

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Has anyone played Star Wars Squadrons? I was excited to play it, but I totally missed it had actually come out, and I haven't seen any reviews nor heard about anything. Just kinda a silent fart in an empty room.
 

Dalisclock

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Has anyone played Star Wars Squadrons? I was excited to play it, but I totally missed it had actually come out, and I haven't seen any reviews nor heard about anything. Just kinda a silent fart in an empty room.
Reviews have been pretty good that I've seen. I think Gerger12 mentioned playing it about a page up but didn't have much to say about it.

I'm kinda surprised too. I thought more people would be talking about it.

Especially since the Dev Team has said it's not getting any DLC or anything else. You pay the $40, you get what's there. Which for EA is a bit of a shocker, honestly.
 

meiam

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Finished This War of Mine. God that was dull. I probably only scavenged another 5 nights from my last post and just coasted by on the supplies I'd already gathered and my base constructs until day 45. I picked up another two survivors but it didn't really matter in terms of resources. I was basically out of everything by the end but that was with minimal effort. Most days I'd just replace the water filter and end the day. I never killed anybody, I never stole, I only refused one request for help because I just didn't have 2 medicine. I thought this was supposed to be a game that pushed you into difficult situations? I only lost a guy because I was getting bored and careless.

The rest of the gameplay was just staring at the screen as characters ran around the house and meters filled up. Boring.
It's possible the game got easier since release with patch and such. I remember when I played I ended getting a character killed cause the control where atrocious and he decided to close a door in the slowest way possible instead of hiding

For SW: squadron, I think it's because it feel like a small side release rather than a full game, its not full price and it's apparently pretty light on content overall.
 

hanselthecaretaker

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Engravings give you no tactical advantage in a firefight.
-Naked "Big Boss" Snake

With that out of the way, I used the Gunslinger custom weapons for my handguns pretty much the entire game(Though I mostly prefered the Lancaster Repeater and the Semi-Auto Shotgun for any given situation). Once I finished the Gunslingers quest, I used Callaways Revolver pretty much whenever I needed a handgun, because it's really cool.
Yup I’ve rotated through all the repeaters and settled on the Lancaster too. It just seemed to have the best balance between fire rate and damage. I like the sound of the Evans most, but there’s not much else that stand out on them personally. The Lancasters though, with express rounds it’ll easily one-shot gators, which were otherwise a pain to deal with for much of the exotics quest line.

I’ve used the Repeater shotgun ever since the Grin and Bear It trophy, and in general for crowd control like bandits. Schofields has been my revolvers of choice for most of the game, but have also liked duel wielding the double action’s. The Callaways I haven’t used much, but will try them out again.
 
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sXeth

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Genshin Impact (because its free, so why not)


There's a very baseline Breath of the Wild comparison to be made, as many have. But thats mostly just the climbing/glider traversal. Kind of like the deluge of "souls like" just the games have a drop your gear and respawn mechanic, I'm not sure that really fits as an apt comparison.


GI for its part, has a drastically more dense world then BotW, and is generally laid out more like an MMO then anything. I haven't gotten to the point where the gatcha stuff is any sort of requirement and haven't bothered with it as such, so no real evaluation on that.


The combat is something along the lines of the last Xenoblade game I played. You fight regularly, there's some dodging mechanics thrown in straight of an MMO (big ominous red circle attacks, etc), build up your element attacks. Elements however build up combos that you can then chain together for the big wombos. Soemtimes there's some environmenetal stuff throw in to. So you can, if things align, freeze some enemies in water, electrocute them, shoot fire arows at the shoreline, then whip up a tornado to carry them over to the burning shore and the various elements interacting will do a bunch of combined effects in the process. That said, that sort of combo seems to be fairly rare. You can only have four characters and there's seven elements, so you're relying on environmental bits to give you some of the other ones.



The one glaring issue I've encountered is thatm, going along with the MMO layout, enemies are often leashed. So if they get outside their leash radius, they just pop back to their original place at full health. Given that there are various knockback attacks such as the aforementioned tornado, knocking enemies out of this range is actually pretty easy. So for some of the challenge encoutnters that pop up with a tighter radius you're having to spend a bunch of time repositioning so you're pushing back inwards from the invisible boundary