No worries. I still haven't gone online yet. Right now I'm trying to save money, and I hope to get PS plus around the end of the month. The full year that is.got it on PC; don't know if there's crossplay, but I probably wouldn't want to face BrawlMan in the ring on day one anyway. No offense, I'm just really rusty and never had much training to begin with.
Gotta hand it to Capcom this time around. They actually cared about offline content!No worries. I still haven't gone online yet. Right now I'm trying to save money, and I hope to get PS plus around the end of the month. The full year that is.
Capcom has pretty much learned their lesson after Street Fighter 5. More fighting game companies need to look at what Capcom is doing and expand their fighting games. This is mainly a problem for a majority of Japanese fighting games. All you're getting is just an arcade game with sometimes training, survival, or both and that's it. You're really paying 60 to $70 for an arcade game without much bonus content. I give the Indie fighting games more leeway, as most of them are working with smaller resources and charge at a far cheaper price.Gotta hand it to Capcom this time around. They actually cared about offline content!
The game has two major roguelike aspects: the dungeon map is randomized for each playthrough, but stays fixed during it. The loot you get off monsters and containers is randomized on each restart. Getting a valuable item instantly makes the game more intense until you find a save spot, because if you die and have to restart from that last save, you're not getting that item back.I find that person's style of delivery too grating to watch for more than a minute. Couple questions, are there any roguelike elements in the game? And would you (and Bartholen) say that the game is worth playing?
Ok, cool, maybe I'll give it a shot.The game has two major roguelike aspects: the dungeon map is randomized for each playthrough, but stays fixed during it. The loot you get off monsters and containers is randomized on each restart. Getting a valuable item instantly makes the game more intense until you find a save spot, because if you die and have to restart from that last save, you're not getting that item back.
Considering it's only like 7 bucks I'd say it's very much worth playing if you have a stomach for really uncompromising and fucked up games. The gameplay's not very deep or tactical, the game's strong points are its atmosphere, exploration intensity and lore. It captures that same feeling of delving deeper and deeper into dangerous places that Dark Souls has, but Fear & Hunger explains itself even less. Using a guide is almost necessary. For example, in certain situations, save spots included, the game asks you to pick heads or tails on a coin toss. Not getting the side you picked can mean a save failing or certain death. What the game doesn't tell you (without reading item descriptions) is you can hold down shift to flip 2 coins instead, and if either one is the side you picked, the toss is a success. The game is absolutely full of stuff like that.
It can be fairly repetitive, since you'll have to retrace your steps quite a lot upon death, but it wasn't a dealbreaker for me because the map's fairly condensed, and learning all the routes felt like its own reward. The last thing to mention is that the game is rated adults only, which you'll have go specifically turn in your steam settings to show, since most AO games are just porn games. IMO Fear & Hunger earns its rating though: it's not the most graphically explicit game by virtue of being made in RPG Maker, but there's tons of references to horrific subject matter and the text descriptions are very blunt and evocative.
This was foreshadowed by having the hamsters press the elevator button a couple of times during the chapter, so that you know that the hamsters are trained to remotely press buttons. Hajime is also told in confidence by the murdered robot that he has a button that will turn him off. The combination of those two details wasn't that hard to put together, IMO. Out of context it seems ludicrous, but in context it's properly set up.So, the totally ridiculous thing I had to prove was that the killer used his trained hamsters to reach the murdered Robot's deactivation switch on the back of his head.
No objections here. I had to get to the end of the Panic Talk Action, see the sentence I could form, and I immediately went "Oh, yeah, now that I see what sentence I can form, it is obvious.". It was the fact that it was ridiculous out of context I was talking about.[The thing you had to prove] wasn't that hard to put together, IMO. Out of context it seems ludicrous, but in context it's properly set up.
Chapter 4 was probably the first time where it felt like I was ahead of the characters for the majority of the trial. At least the parts that involved figuring out something major about the case, namely the layout of the crime scene. I obviously also hope I will like the chapter, in particular now that you've acted as a teaser.I liked Chapter 4 in SDR2 a lot, but Chapter 5 is easily the best one. I hope you enjoy it as much as I did.