What are you currently playing?

Samtemdo8

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Wierdly, my big issue with WW isn't so much the "edgy" tone it has at times(though the "butt intro" of a certain character is a bit cringe).. It's more that the Fortress of Time, where you spend the entire game, isn't very interesting as a setting. In the first and last game you're in an Arabian Nights setting and those have some character to them. In WW, you're in a big Generic looking fantasy fortress with two time periods but neither of them are particularly interesting. Sure, there are difference between them because one is in the past and one is in the present, but neither of them seem to feel like anything in particular.

Honestly, I guess I'm just disappointed that someplace with the premise of "The Sands of Time/Empress of Time live in the Fortress of Time" I guess I expected something more interesting visually and designwise then what we got and the fact we got something that feels so bland feels like a wasted opportunity.
Basically the Fortress just feels like a "video gamey dungeon" like the first game was in Hyrule Castle, this game is in the Shadow Temple to use a Zelda reference.

Where as the place you visit in Two Thrones and Sands of Time felt like a real place that people can live (Though questionable with Sands of Time because of how complex the level design gets and all the traps that makes you question if anyone can live in the palace)
 
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Dalisclock

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Basically the Fortress just feels like a "video gamey dungeon" like the first game was in Hyrule Castle, this game is in the Shadow Temple to use a Zelda reference.

Where as the place you visit in Two Thrones and Sands of Time felt like a real place that people can live (Though questionable with Sands of Time because of how complex the level design gets and all the traps that makes you question if anyone can live in the palace)
I do kind of like the handwave in SoT that you turned on the palace security system, which does absolutely nothing to hurt the sand monsters but makes your job a hell of a lot harder. Not that figure this out until after you've turned it on and can't turn it back off, of course.

Though arguably the shadow temple is far more disturbing with the context it was built by the King of Hyrule as a massive oubliette/torture chamber and it's directly under the village, which makes the hyrulian royal family seem less like the good guys.

I can only imagine that if Link could talk, one question would be "Your Highness, why is there a fucking torture dungeon under the village?"

On that note,

Finished the Forbidden Forest Dungeon in Wind Waker and yeah, it turns out remapping my controller helped smooth out the control issues somewhat. Also it feels like the game is finally starting to hit stride with Link getting more health and more items to get around with and solve puzzles. I am a little annoyed by the fact I have to manually play the Wind Waker metronome minigame every time I want to use it, and unlike the previous games with a flute-thing, the songs aren't saved automatically once I do them. So every time I need to change the wind direction, this is what I have to deal with. It's not terrible but it's annoying.

I do like the references to other games, like the Rito and the Koroks, though it's interesting because I played BOTW before this so while this is the first time they appear, it feels like revisiting them. Also interesting how the Rito went from "bird people" to "BIRD people"...and even more so since they apparently evolved from the Zora, who are fish people. Evolution in Hyrule is weird. Also the fact that it's kinda easy to spot that Dragon Roost Island is more or less where Death Mountain was in OoT and same with the Deku Tree and the Forest Areas. Considering I already know the "twist"(and at this point it's kinda hard to not know that) of WW, it's kinda cool to have those references there.

Of course now I have to go back to those questions of "Wait, how do all these things fit into BOTW again?" which are fun to ponder. And it's gonna be even more interesting when Tears of the Kingdom comes out and some people have already pointed out that the game will involve a lot of floating land masses.....suspiciously like Skyward Sword did and there's theories that there's going to be a Time Loop Reveal(that TotK will end the series and loop back to Skyward Sword at the beginning).
 
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Bartholen

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More Dragon Age: Origins. Bloody hell this game just keeps going. Not that I mind, but it feels like I'm on my 3rd 5-pound steak for the evening. There's just so much of it. Close to 40 hours in, and it still feels like I'm probably only somewhat close to the end. After which there's of course the Awakening expansion and the close to a dozen DLC, only a couple of which are even available during the main storyline. I've yet to clear any of those that aren't, but the idea of expanding on the storyline and characters through DLC that's designed to be played in a specific order seems intriguing.

One thing I've come to appreciate the most about this game is (and yes, I'm fully aware of how boring this sounds) the economy, and how well it's balanced. In almost any RPG I've ever played, even the truly fantastic ones like Witcher 3 or Divinity original Sin 2, I've had mountains of cash by the midgame, and once I've bought the most valuable items money tends to lose all meaning except for very specific god-tier uses (like the grandmaster sets in Witcher 3). Here it seems there's always more good stuff you can buy, and it never feels like you can just empty every merchant inventory in the world Skyrim-style, you have to actively consider your purchases. Even crafting materials are priced right so that you can't just buy them willy-nilly, except the ones for the very lowest-tier items.

I stumbled upon a pretty unforgivable design fuck-up in this game though: at a point in the game there's a brief section where you're taken to prison, and are forced to break out. I'm playing a Rogue, and had maxed out lockpicking and close to maxed out Stealth, so first I just waltzed out without engaging in combat once. Only to discover when I got out that while my equipment had found its way back onto my character, literally everything in my inventory was gone. The way it's designed is that you're supposed to take on the jailer solo (a very low-level enemy you can kill by sneezing at), and using a key you take off his body you unlock a nearby chest which contains all your items and equipment. However, due to presumably a gas leak at Bioware, someone decided that the chest should only even be highlighted as an interactable asset after you've killed the jailer, meaning that if you can lose your entire inventory purely by accident for a reason you had no way to know beforehand.

But wait, there's more! In the section you're meant to get a guard uniform to disguise yourself and walk out in it. Said outfit is unbreakable, and cannot be unequipped. The aforementioned chest containing your inventory automatically equips whatever you were wearing prior to the prison section when you open it. Meaning that if you open the chest after getting the guard disguise, all the gear you had on you simply disappears into the void, it just doesn't exist anymore. So there's actually a double fuck-up here. Thankfully the game autosaves extensively enough that fucking yourself over is mostly avoidable, but it's still a pretty damn bad design error.
 

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They've decided to add some kinda crafting mechanic with no explanation and I'm just so tired of that being in games when it doesn't need to be.
That was technically already there in GoW4, but it was usually meant for your armor.

Additionally I started running into enemies with multiple health bars, something about needing to break their ice bar and then normal health or something and its just a headache.
Use flame weapon to break blue health. Use ice weapon to break red health. It's basically DmC (2013).

A FAR better game then Sands of Time imo. But holy shit is this game LOOOOOOOOOOOOOOONG. And worse then long, the second half of the game requires you to pretty much re-experience the first half again but with a twist. When the platforming in this game is technically so easy and automated I feel like I am playing this game on auto-pilot mode, that I am controlling.
It's why I rather play Sands of Time or Two Thrones again. Combat is better in Warrior Within, but it's not worth going through the monotony again.
 
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XsjadoBlaydette

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Monster Hunter Rise.
Only just started this, but I know how these monster hunters go so is a dependable quality of experience ahead. Surprised at the textures being not as obviously born of Switch hardware limitations as I'd anticipated. And the movement feels so much more liberating, the hub is cuter, the animals are just...more. There's more of the darling helpful buggers. The saturation visual option is greatly appreciated as I pumped that as high as it allowed before the colours bled into each other, so now the hub looks fucking fantastical like a Mario/Pixar dream land.

The Legend of Tianding.
Chinese side-scrolling brawler metroidvania with comic book visuals (traditional Chinese manga, according to the game's description) and set in early 20th century Taiwan. Apparently based on real events and ppl, which am going to take with a pinch of the mightiest salt as my character double jumps across moonlit rooftops like peasant batman. Feels and looks nice to play, reminds me most of Guacomelee in the style of brawler combat powers being also directional keys for the environment. Haven't found anything to spend my money on other than the one single poor beggar who seems to be able to run a few metres down the road after I given him cash so he can pretend to be a different beggar asking for cash. I wouldn't mind the hustle so much if he even bothered with a disguise. No new hat, no fake moustache, no different trousers, nope...the exact same look with the same response each time. I cannot, in good faith, respect his hustle until he ups his game.

Persona 4 golden royals.
Wait, why am I not starting with P3 first as it came in the same bundle?

P3P (drugs are bad, kiddos)
I haven't started this yet. Not sure why am still even talking tbf.

muppet-family-christmas-muppets.gif
 

BrawlMan

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Monster Hunter Rise.
Only just started this, but I know how these monster hunters go so is a dependable quality of experience ahead. Surprised at the textures being not as obviously born of Switch hardware limitations as I'd anticipated. And the movement feels so much more liberating, the hub is cuter, the animals are just...more. There's more of the darling helpful buggers. The saturation visual option is greatly appreciated as I pumped that as high as it allowed before the colours bled into each other, so now the hub looks fucking fantastical like a Mario/Pixar dream land.
Would you believe that all this is running on a modified RE engine?
 
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Bartholen

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Whew, Dragon Age Origins is finally over. Well, the main game at least. Turned out I was a lot closer to the finale than I thought, which to be honest 1. kinda sucked 2. I felt kind of shafted by and 3. Came by pretty fuckin' quickly. For one, it deprived me of Sten's personal quest because Redcliffe had been overrun. For two, the final battle itself was just... very basic. A string of combat encounters and a big sack of HP at the end which you hit a whole bunch. And... that's it. But all things considered, I don't really know what I was expecting. This game is incredibly basic and traditional fantasy after all, and having now finished it the "dark fantasy" emphasis put on this game on its release feels borderline laughable. While there are some disturbing elements like the Broodmother, some of the demon stuff and Morrigan overall, compared to something like Berserk, Dark Souls or even The Witcher this is practically Masters of the Universe. Like I said previously, this is like a greatest hits album of every fantasy trope and cliche you've ever seen. While executed very well, the story brought absolutely no surprises or interesting twists to these very familiar elements. But sometimes there's a place for that, and I happily played through the whole game after the initial bumps had been cleared. The writing is strong enough to sustain going through all these familiar motions, but the real meat lies in the characters, about only half of which I even got to know well. But they're all very charming in their own ways, even Sten and Morrigan, and all genuinely interesting to learn more about.

The game does lose a bit of steam towards the end. Once you've maxed out all the useful skills and character upgrades, more added on don't add a whole lot. By the end Morrigan had an entire laundry list of spells about only a third of which I even used. I also encountered a few pretty serious bugs, one of which locked me in a room with no way out one time. But beyond that there's not a whole lot of serious criticisms I'd level at this game. Time to head to Awakening and the DLC next.
 

Dalisclock

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The game does lose a bit of steam towards the end. Once you've maxed out all the useful skills and character upgrades, more added on don't add a whole lot. By the end Morrigan had an entire laundry list of spells about only a third of which I even used. I also encountered a few pretty serious bugs, one of which locked me in a room with no way out one time. But beyond that there's not a whole lot of serious criticisms I'd level at this game. Time to head to Awakening and the DLC next.
Be aware that Awakening has a BIG bug at one point when you reach a Mine Dungeon in the forest, so please save before you enter. Like items can be lost from your inventory forever.
 
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hanselthecaretaker

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So I acknowledge that this could just be whiplash from having just finished God Of War, but I played a couple hours of GOW Ragnarok and I put it down and haven't come back to it. It feels different and not in a good way. They've decided to add some kinda crafting mechanic with no explanation and I'm just so tired of that being in games when it doesn't need to be. Additionally I started running into enemies with multiple health bars, something about needing to break their ice bar and then normal health or something and its just a headache. I canceled my Ubisoft subscription specifically to get away from this kinda shit. I may be overreacting, I did like that God Of War added RPG elements, but I already work 8-12 hours a day I don't need a second job.
I thought whatever crafting was in Rag to be pretty superfluous to the progression as a whole. At least in that it didn’t feel like I was wasting any time on it, but OTOH I was looking for every chest and fighting everything along the way too. The upgrade system was basically a matter of what gives the highest green #’s, so I basically just went with whatever was available at the time. No farming for me (hopefully there’s not much of that required for Platinum this time or else I might say nah).
 
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Dalisclock

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WInd Waker cont.

Got the three pearls and the Curse of the sea has dissipated, which admittedly was kinda spooky. Also the fact monsters seem to show up on the sea at night, like those GIANT FUCKING SQUIDS that seemingly pop up out of nowhere. I feel bad for anyone who has Thalassophobia trying to play this game. I can only imagine it's fucking terrifying(2nd only to subnautica, which is probably one of the spookiest games I think I've played).

I need to figure out the who sea map thing, which some fish kinda explained to me(as you do) but I've been ignoring it. I have been pulling up treasure chests from the depths of the sea, which is a fun little mini-game and now that my wallet has been upgraded several times it feels like it's worth it to collect money now. I don't have much to actually spend it on ATM but I've been mostly mainlining the main quest. Apparently at some point I need to pay tingle off to maintain his slaving operation instead of keelhauling him as he deserves.

A while back I was watching a review of the game and the person doing it (Mathewmatosis, I think) basically pointed out that since the late game makes you sail around the map looking for triforce pieces and a lot of stuff requires the tools you find as part of plot progression, might as well just wait till that point when you're sailing around all around the map to do the side quests as you go, so I'll find out soon enough if that's a good idea or not.

On a slightly tangential note, me going down the mythological study rabbit hole(and following people like Zeltik and Monster Maze) who actually look at Zelda lore and details for the last couple years has given me an appreciation of a lot of the details these games have and how there is more of an underlying logic that makes more sense from a Japanese Shinto POV then a Western(nominally Christian) one though there's a fair number of western fantasy tropes there. Notably how prelevant spirits and gods are in the Shinto worldview and how much Zelda tends to reflect that.
 
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meiam

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Playing tales of arise, I really lowered my expectation for story/writing of JRPG in the last couple of decades, but is it really too much to ask to not make the guy whose going to betray you look obviously evil? Or at the very least, maybe don't act like its a big reveal when he does betray you, it really feel like the writer think the player are just moron. Oh also, maybe have the characters acknowledge that he got literally nothing out of his incredibly convoluted backstabbing plan, cause he just look like an even bigger moron making his big "MWAHAHA I betrayed you all" speech when he effectively accomplish nothing and just blew his cover.
 

The Rogue Wolf

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I caved into the pressure and got Vampire Survivors. (Spoiler: There are no vampires.) Everything about it truly is just one big dopamine lever- continuous unlocks, numbers constantly popping up (unless you turn them off), extremely flashy treasure animations, casino-like sound effects (the dev helped design slot machines, and it shows)... it's basically everything you'll find in AAA microtransaction-laden addiction-luring games boiled down (to the point where the only control is to move the character around), only without the predatory monetization. And while the graphics are extraordinarily basic, though nicely stylized and evoking the 16-bit era of RPGs, the music shows a lot of polish.

There is a surprising amount of complexity to be found. Each map is shaped differently, with different enemies, and the weapons and items you're randomly allotted to unlock can synergize with each other- for instance, having a fire wand (shoots fireballs) and spinach (boosts damage) both boosted to maximum level turns the wand into "Hellfire", which shoots giant flaming meteors. So having to plan around what you're able to get in a map requires a fair amount of strategic thinking.

I ran into a strange, though I guess not unexpected, phenomenon: I turned off the sound and music because it was just a bit louder than I liked, and the game lost a fair bit of its draw for me. It's still enjoyable enough, though.

Tales of Arse
This sounds like a porno magazine for Renaissance Faire aficionados.
 

Drathnoxis

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Feeling the need to restart Rimworld again. I've gotten to the point where I can attempt the final raid gauntlet and get off the planet, but my base design and equipment doesn't hold up on the second highest difficulty, and I can't get by without a bunch of save scumming. I could redesign my base or move, but I really don't feel like it and the way threat scaling works makes it feel like it's a better option to just restart. I'm a little sick of the game, but I need to get a legit victory before I move on.
 
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