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BrawlMan

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Farcry 3. Never played any Farcry before, just playing it because its so prominent in Ye Gamer Discourse.

Seems pretty good so far. Some nice new (-ish, for the time) mechanics, like letting predators out of cages. The radio tours can fuck off.
As far as main line entries go, this is considered the best one. Far Cry 3 is just a better version of 2 but easier and not as tedious.

Not really seeing the allure of Vaas as a character. So far he just seems like a pompous bellend. This guy is one of the best villains in the medium...? Nope, not seeing that.
Vaas reeks of "this is my first serious/'mature' villain energy for teenage gamers and 20s something people. Or if Andrew Ryan wasn't enough for them, or certain gamers thinking the villain was "too smart" for them. Vaas is fine, but it's mainly his voice actor and motion caption actor that does all the heavy lifting. But yeah, there are plenty of villains better than him and single player FPS games or any story focused games in general. Vaas is just a Latino version of Joker with a pirate hat.
 

Old_Hunter_77

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Cocoon

Played the whole thing over the weekend and I am please to offer my most highest recommendation for what is at the moment my GOTY.

Folks, I needed this game. Before Friday I didn't touch my Playstation for a couple of weeks, not having the give-a-shit to deal with Armored Core's seizure enducing gameplay, Baldur's Gate 3's Excel spreadsheet busy work, or Street Fighter 6's thumb-breaking advanced mechanics. These are great beloved games that I just can't even with personally. My heart was crying out for simplicity, dare I say purity.

The marketing for Cocoon crowed about it being "from the makers of Limbo and Inside" and I like those games, but was kind of weary of the schtick half-way through Inside already. The early reviews for Cocoon intrigued me by talking about the game not having any dialogue at all (not even text) and only one interaction button. Plus it's colorful and cute (one of the reasons I got tired of Inside and Little Nightmares is squinting at the darkness).

Cocoon is "video game" distilled to its bare necessities and it is all the more glorious for it. You are a bug-like creature and you go around figuring out how to get from place to place. Yes they are "puzzles" but they don't feel like puzzles so much to me. I tend to stay away from puzzle games because I often don't know if I get stuck because I can't figure out the solution, or the solution is unfair, or it requires mechanical dexterity that I am failing at, and being stuck between those three disparate trains of thought is an unpleasant and frustrating experience.

Cocoon avoids that by imbuing its micro-level and macro-world design with great intensity and focus, and offering almost no manual dexterity gameplay challenges. In fact, in the rare instances where the latter does come up, I got angry because it was so out of step with the rest of the game. But that was literally 2x so I got over myself.

I think this game is not for everybody. Many games are praised for allowing the player to solve problems their own way, or have multiple solutions. Cocoon has one solution for every problem- it forces you to meet the world on its terms, not yours. Of course this only works if the world design is absolutely brilliant which it is. The perfect combination of visual simplicity and recursive complexity as you progress results in a feeling of absolute delight as you solve each little puzzle. If you're the type of player that likes to "break" things and work around solutions, then you will not get that here. This is a game for those of us that like to be wowed and impressed.

Some games get traction by people sharing their own stories. Baldur's Gate 3 is of course the king of this right now- I used this, I figured it out that way, etc. Cocoon isn't that- your play-through will be the same as mine. It just feels pretty ballsy to me now to put out a game that will succeed if the story people tell each other is "I played it and it was good" the end.

The other reason it might not be for everyone is that it's rather easy, I think. So if you're a puzzle game veteran you'll blow through this game in 3 hours. I am not so I didn't.

The key gimmick is that the game world is really like 5 sort of connected worlds or dimensions, and you can literally carry those worlds around as a ball and also use the ball to unlock stuff. Of course the game builds on that starting you in just one world but after a couple of hours you'll find yourself thinking like "well if I have the white ball firing pellets into the orange world which has the black diamond, do I hold it from the left side in the purple world, let's try that.. oh damn I left the green world in the white world lemme go get that first" and such.

Now if that sounds kind of insane, the way the game mitigates this is by sort of railroading you. Areas lock behind you, jumping platforms are one-way only, so everything you need is always within reach. And without any bullshit obfuscation techniques like cryptic verbal messages, blurry special effects or absence of light, you have only your brain, eyes, and faith in the game design. I was never like "oh no do I screw myself out of a solution because I have to go back to the beginning for an hour" or whatever.

There are even boss fights, but those are just faster puzzles, really, and they are delightful.

My love for this game largely revolves around what it lacks:
- Menus
- Inventories
- Talking (now, I do love my cut scenes in cinematics in Sony/AssCreed/etc games, but this isn't that). I mean none of that NES/PC era text scrolling across telling you about a great evil blah blah... because..
- Nostalgia. It's indy and cute but has nothing to do with Zelda or Chrono Trigger or Final Fantasy or even Limbo (other than the vague "you're in a cool but weird and a little creepy world"). It's its own thing.
- Tutorials. I mean it's just direction and interaction, why you need a tutorial lol
- Jumping
This last one is extraordinary to me. Like every game has some sort of jumping so the first thing I do when encountering an obstacle is to jump at it. If there's a puzzle solution that requires transporting your character you have to figure out if you gotta jump and when and where exactly and did you jump right or I am even supposed to be jumping and this game doesn't have time for that noise.

Playing this game, I giggled and gasped in delight like a child. I think maybe one reason for all this indy nostalgia stuff is people wanna feel like kids again but that stuff just makes me feel old. Cocoon made me feel like I imagine I must have when I played Space Panic on Coleco Vision or A Link to the Past on SNES.

I should say I'm in a bit of a minimalist/purist groove in all my art/media appreciation and consumption and man did this game hit my right where I'm at. Absolutely lovely experience and if you're thinking about it, do it.

When some walkthroughs or guides come out, I will replay it in order to get all the optional collectibles (there are only a few and found some but not all) and also to just appreciate how the whole game works now that I discovered its secrets on my own, both for platinum and to just revel in its beauty.
 

The Rogue Wolf

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Not really seeing the allure of Vaas as a character. So far he just seems like a pompous bellend. This guy is one of the best villains in the medium...? Nope, not seeing that.
You get some insight into him that might change your view of him (YMMV, of course). Honestly, when he died I lost all interest in proceeding, because I just couldn't find it in myself to continue the story of someone who says "killing feels like winning".
 
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Absent

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The boring one
Vaas is fine, but it's mainly his voice actor and motion caption actor that does all the heavy lifting.
I was about to say that, but not in a derogatory way. His delivery is always hilarious, and as far as I'm concerned that made it. It was always a joy to have a cutscene with him - just like any scene with Nacho Varga was a joy in Better Call Saul.
 

laggyteabag

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Finished off the Borderland 3 DLCs.

Some were definitely better than others (Bounty of Blood/Fustercluck > Tentacles/Jackpot), but overall, the DLC experience was much superior than just playing the main plot. Its a good thing that the character creation screen just lets you skip the prologue, and allows you to just jump straight into these, as well.

A decent time all around.
 
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XsjadoBlaydette

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Tried a bit of Scorn recently, like only a taste of the opening parts. Not enough to get to the actual gameplay yet, so an extremely brief first impression here. One thing did stand out I hadn't anticipated though: where the fuck is the atmospheric ambience and score? You can't have visuals n environments like that without supplying the bare minimum of a throbbing dread bass and clear unsettling omnipresent background machination noise, you just can't. It's immoral negligence of the genre's strengths goddamn it! The audio sounds kinda low quality too, unless it's my own hardware falling apart. Perhaps it improves further on, though I wasn't feeling particularly engaged or threatened enough to find out...these ears are hungry for meaty industrial horror and you have been found wanting, Scorn.
 

Worgen

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Grabbed the dlc for Ion Fury, Aftershock. Really good, but it also throws you into it right from the start. The there are alternative versions of some existing enemies that are annoying, especially the gas grenade guys, also there are a ton of grenade guys at the hard difficulty. But the new ammo types are fun, like the minibomb shotgun spread. There are also a lot of great new use items that are much much more powerful then the use items in the normal game. There is a golden chip that acts like the tome of power from heretic where it changes up how all your guns fire and makes them much more powerful, there is a slow motion drink, and a lot more, there is even a portable chair. So yeah, its pretty damn good.
 
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Bob_McMillan

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In 10 hours I have reached Dathomir and officially surpassed my progress on the PS4 version of Fallen Order. Now that I have more or less unlocked all abilities, I am enjoying it significantly more.
 

Bartholen

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I've played roughly the first 2 hours of Outer Worlds. It's perfectly fine, and the writing's actually really good as you'd expect from Obsidian. There's also plenty of details and opportunities for roleplaying. But I can already see why this game came and went like a fart in the Sahara: It's one of those games that keeps reminding me of other games, feeling like a mashup of several things without a distinct identity of its own. The retro-future aesthetic reminds me of Fallout and Bioshock, the space western vibes, soundtrack and enemy designs remind me of Borderlands, and the visuals remind me of No Man's Sky, which I haven't even played.

I feel the need to draw attention to the visuals specifically, because there's just something off about them, which I haven't fully been able to articulate yet. I can point to at least three factors that just give the game a sort of artificial, stagey feel that prevent me from getting fully immersed:
  1. Everything is way overlit. There is basically no functional difference between night and day in terms of lighting conditions, and even in underground caverns you can see everything clearly. There's next to no sense of shadows or light contrasts, everything's illuminated pretty evenly. Which rather detracts from the satisfaction of playing a stealth-focused character I'm aiming for, as I don't really get a feel of skulking in the shadows.
  2. The color contrast. It's hard to notice at first because you're mostly outdoors, but indoors the color contrast and saturation is turned up so high that it almost resembles Michael Bay movies. Everything also has either a reddish, orangish or magenta-ish hue, which further heightens the stagey feel. Am I making sense at all?
  3. The visual design is just... bland. So far everything looks monumentally bog-standard from the locations to the weapons to the enemies to the assets. Funnily enough for a game that reminds me of other things, things just sort of blend together into a homogenous, sci-fi visual design 101 blob, but also thanks to the extreme color contrast. When everything is so bright and overlit, important things don't really stand out either. This is best illustrated by when the game told me I'd unlocked a vending machine, and I actually spent a couple of minutes looking for the thing that was right next to me, because it looked nigh identical to the dozen different crates and boxes surrounding it.
It's also got the deadest NPC eyes I've seen in quite a while. Every NPC has lifeless, ligthless eyes like those of a corpse, which was forgivable in New Vegas, but Outer Worlds came out in 2019. We'd seen games like The Last of Us, The Witcher 3 and God of War 2018 by then. This game has no excuse.

Still gonna keep playing though, I feel like I'm getting into a groove with it now that I can headshot weaker enemies from stealth.
 
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Worgen

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Whatever, just wash your hands.
So, Ion Fury Aftershock.... Well, the normal gameplay is still good, but they added this hover bike that I kinda hate. Its too powerful not to use, but it controls awkwardly unless moving at full speed and its weapons, while powerful, are boring since they are homing explosive lightning balls, so its really just point a direction and fire a few times to kill most things. Which sounds good and it is, but its just boring. If you only used the hoverbike for a few levels it would be fine, but it really over stays its welcome.

Ended up installing and playing Dark Tide again since the 2.0 patch released and the new talent trees are pretty fun, plus they have added a pretty good amount since I stopped playing, which was about a month after release for me.
 

BrawlMan

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The Making of Karateka - Comes with a documentary, a remake of Karateka, it's various versions, prototypes, and remake of a cancelled game Deathbounce that's a twin stick shooter. Digital Eclipse did another great job. They are nailing it with these ports, remasters, or remakes of old games. This game is pretty much the first beat'em up ever made. A classic, fun, game with a solid remake included.

I got Bomb Rush Cyberfunk, but I am saving that for tomorrow.
 

Kyrian007

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Farcry 3. Never played any Farcry before, just playing #3 because its so prominent in Ye Gamer Discourse.

Seems pretty good so far. Some nice new (-ish, for the time) mechanics, like letting predators out of cages. The radio tours can fuck off.

Not really seeing the allure of Vaas as a character. So far he just seems like a pompous bellend. This guy is one of the best villains in the medium...? Nope, not seeing that.
I think some of the allure of Vaas, is he comes off much better by comparison. With whom? Well, a lot of folks really. Some of them are spoilers for FC3, so I won't mention it here yet. But also, the whole trope of "villain periodically shows up to talk crap and make you hate him more" was really hitting its stride when FC3 came out. I enjoyed Vaas' antagonism mostly because they weren't trying to do a Handsom Jack rug-pull with comedy masking the malice. And they weren't trying to backdoor humanize him to garner some sympathy for either a face turn or a bigger rug-pull later. Vaas is exactly as bad and insane as he's portrayed throughout. He is credibly dangerous, visibly unstable, and you never need any more motivation to kill him than they give you right away.

With Jack, Borderlands 2 did the same thing but kept trying to "one up" the motivation. "Oh, he just threatens you while eating pretzels. Oh he's cute, he brags about being rich enough to buy a diamond pony and name it Buttstallion." But then every hour or so you find out about some atrocity he's committed, "oh he's funny but you have to take him seriously." But the saddest thing about that story is, just like Vaas, they tell you exactly who he is right away. But with Jack, they keep trying to "up" the motivation. Oh, he (reveal about Angel,) oh, he (major character death,) oh, he (strangles random lackey for no particular reason.) And yes, that's bad. But all I needed was the reveal when they played the audio log of Helena Pierce's death, and I was as motivated as I would ever be to take him down. He could have bowed out entirely from that point until the final boss battle and the game wouldn't have changed a bit.

In a way, as a contrast to that Vaas was refreshingly straightforward. With Jack it was "yadda yadda snark, yadda yadda malice, yadda yadda atrocity... can I just kill him now?" While with Vaas I was always interested in what would happen the next time I heard from him. Now, there's one HUGE reason why in general (and in the face of everything I've said already) Jack is a better villain than Vaas. Unfortunately, that's tied in with a spoiler. But I think "by comparison" is a decent reason why Vaas is in the "villain Mt. Rushmore" conversation. In the conversation mind you, not on the mountain.
 
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BrawlMan

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In a way, as a contrast to that Vaas was refreshingly straightforward. With Jack it was "yadda yadda snark, yadda yadda malice, yadda yadda atrocity... can I just kill him now?" While with Vaas I was always interested in what would happen the next time I heard from him. Now, there's one HUGE reason why in general (and in the face of everything I've said already) Jack is a better villain than Vaas. Unfortunately, that's tied in with a spoiler. But I think "by comparison" is a decent reason why Vaas is in the "villain Mt. Rushmore" conversation. In the conversation mind you, not on the mountain.
Honestly, I consider Vaas a better villain than Handsome Jack. Jack didn't annoy me, but I felt similar to Vaas, it was the memes from fans of the franchise that go head over heels for the guy. As you pointed out, the man got very repetitive. I can think plenty of better villains from the 7th generation of consoles better than Handsome Jack.
 
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So yeah, after reading some good feedback about the game’s state and some intriguing missions lately, I took a break from MK11 and reinstalled Cyberpunk: 2077. I’d played at launch and it ran pretty well, until I got onto street level of Night City and then all bets were off. I knew my GPU could handle it, even though it’s only a GTX model, but the lower memory and access speed issues coupled with the game being notoriously buggy meant shitting the bed an inevitability.

Now though *knocks on wood*, it appears those issues have been resolved as I’ve been stomping and cruising around a good chunk of this rather wonderfully realized futuristic setting very smoothly, and have gotten far enough for it to dig its hooks in a bit. I really didn’t want to start this again, knowing I still have probably over half of The Witcher 3 left to finish but eh you know what, I’m having more fun with this. The game oozes atmospheric details both visually and audibly, where it makes certain missions feel appropriately tense and unsettling where it matters. I’m usually out off by games with skill trees and upgrade stuff but here it feels more thematically appropriate. There’s a level of care to the details that draws me into this world, and so far being in it feels more like it was probably meant to.

I’m going in as blind and organically as possible, other than some mild save scumming before special item hacks and such. Started as a Nomad like before with a weapons focus, but also plan to dabble more heavily in hacking stuff. I’ve played so many other games as straight shooters as well as melee stuff, so that will probably take a back seat in this for when shit goes south. There’s so much other gear that’s too cool to ignore.
 
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Old_Hunter_77

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Platinum complete for Cocoon. Turns out there’s a menu from which you can load at any checkpoint so with a handy youtube video i was able to clean up the remaining collectibles in 20 minutes, which just revealed a few more nice little areas. Yet another way in which this game just focuses on the good stuff.

Here is the game designer speaking directly to my heart about "good" puzzles don't have to be hard:

Last night on Breakout podcast stream Marty was describing the game as "elegant" and making jokes about raising your pinky when you drink tea etc and I guess that's kind of where I'm at? I've been listening to and reading about classical music and amusing myself with parallels between composition style and video game design. Cocoon is Bach's non-vocal work.
 
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Drathnoxis

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Still playing Void Stranger. It's a fun puzzle game with some neat ideas but it's padded to heck and kind of wastes your time. The main problem is that you need to keep redoing the same puzzles over and over again. First you have limited lives and if you run out you need to either restart or enter an infinite live mode (Void mode) where you can't find the collectibles. Figuring out how to solve the puzzles and get the collectible is part of the fun. So for my first playthrough I didn't use Void mode at all (I did use it during hard mode after my second restart, because hard mode is really hard) opting to keep the tension of limited lives, but this meant that I played through large parts of the game 3-4 times until getting the first ending. This sucks because doing a puzzle you've already solved and know the answer to is just busywork, especially since eventually you can figure out how to unlock certain items that make the puzzles a joke (I did make sure I solved every puzzle and got the collectible without using them once), and going through rooms at that point is pure wasted time. Sure it only takes 10 seconds to get through most rooms, but there's over 200 floors and while there are shortcuts and ways to skip to different parts of the dungeon they aren't very convenient and you might not figure out some of them until you've played through the game many times. To make this worse is that there is actually quite a lot of stuff hidden throughout the game that you will need to come back to once you've gotten hints later on so you will find yourself going through the same puzzles over and over again trying to put the pieces of the meta puzzles together. I've skipped through the puzzles so many times at this point that I could do it in my sleep.

Also annoying is that while those items I mentioned before are a fantastic time saver, to use them you need to draw little symbols on a 6x6 grid before each run... twice... for each item. It's so annoying, especially since the game has the symbols you've unlocked sitting right there on the screen. JUST LET ME SELECT THE ONES I WANT AND LET ME MOVE ON ALREADY. Actually drawing it myself wasn't interesting in any way the first time and is just a pure waste of time at the 10th. Oh I also hate that the game closes itself whenever you rest at a tree. Like, I'm going to keep playing, stop making me boot up the game. It didn't add anything to the experience when One Shot did it and it doesn't add anything here.

Another problem is some of the meta puzzles are not all that good. Figuring out the brands and how to draw them on special floors itself is a fantastic idea and really reminds me of Tunic as an excellent way of hiding extra puzzles in the world that feels organic and makes you use the game mechanics in clever ways. However, two in particular are really BS. For all brands you are supposed to look at a mural and write down/screenshot what you see, but 3 of them are broken and require puzzle solving to figure out what is supposed to be shown. One is ok, and shows 1s and 0s in the broken area and that's simple enough to figure out, but the other two are nonsense. One shows you a different half of the image depending on what side of the mural you are looking at. I can't even describe how dumb and illogical this is. To be clear this is a 2D grid based game, and the mural is 2 grids wide. Every other mural in the game shows the exact same thing on both sides because why the heck wouldn't it?! Just look at this image It's shown in two different colors schemes for clarity's sake, I guess, but it would be one color if you were playing the game. It doesn't even make sense, if you look at the left side of the mural you see the entire mural but the hole is on the right, and if you look at the right side of the mural you see the entire mural but the hole is on the left. Why does the hole move depending on which side you examine?! I didn't even think to do this, because why would I?
The other problem mural doesn't sound that bad. You get some pretty decent hints about it. You get told something about a tail connecting the brand and a bunch of the levels you go through afterward have a tail running through them. It doesn't take a genius to figure out that you are supposed to fit them together in some way. So I took a screenshot of all the levels in that area and sat down in paint to fit them together. An hour later I'm still trying to put them together because THEY DON'T ALL FIT TOGETHER. I know I'm on the right track because some of them clearly do fit, but I end up with big gaps, and I don't end up with enough together to really be sure I'm on the right track or not. So this is the solution. I'd like to say that if the hints were more clear I would definitely have figured it out, but honestly I'm not sure. Some of the parts I was sure I had pieced together and was sure had to be correct because they fit so well ended up being wrong. This definitely needed some additional design work to make sure that they only look right going together one way and some clearer hinting. Honestly I didn't even really get that I was supposed to be assembling them on a 6x6 grid, though I probably should have assumed that. I was just hoping that after I joined everything together something would make sense, because I wasn't sure how exactly how the images were going to reveal the brand. To make it worse, the solution is actually the inverse of what you need to enter, the sections with the snake depict the gaps in the floor. I spent probably 15 minutes trying to enter it until I finally figured that out. So yeah, bad puzzle.


The last thing I have to complain about is that I'm just really not that into the story. I don't like any of the characters, most of them are forgettable (which is bad because some puzzle solutions revolve around the Void Lords, but I have a lot of trouble keeping them straight) and some are just straight up unlikable. The princess in particular is just awful. She's so bad that even after going through 250 floors of puzzles and monsters specifically to save her, her guardian, Grey, decides to instead save her week old bastard fetus who's father was an insane murderer that tried to kill everyone she ever loved. WHY DOES GREY CHOOSE THE FETUS? Honestly, I just don't understand it in the slightest. And then she gets sent back to the modern day instead of her Medieval castle? I don't know. Also, it's kind of weird how 95% of the characters in the game are female. It's so skewed it feels like the author is either pushing an agenda or a fetish or something. The pixel art is also generally pretty nice, but some of the character expressions just look bad. Like a character will do a shocked face or something where the eyes suddenly become dots, and it just looks bad.

When I'm finding new content the game is definitely a lot of fun, and it has a lot of creativity and clever use of mechanics, but I don't think it's going to dethrone Baba Is You from my top spot of puzzle game that just keeps getting deeper and more clever the longer you play it. I still have a bunch of things to do, though, even after getting 3 endings, so I think I'm going to still be playing this for a while longer.
 
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Bartholen

At age 6 I was born without a face
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Finished the starting area of Outer Worlds. I'm starting to like it a lot. I'm actually glad that this game left no mark on the cultural consciousness at all, because that means I'm experiencing it completely unspoiled and blind, and everything's a surprise. The systems are opening up, and there's actually a really good innovation with the leveling system: the most important part of leveling are skills that work on a 1-100 point scale like in Fallout. The difference is that here they're categorized into several different categories like tech, guns, melee, leadership etc., with individual, more specific skills as subcategories. Up to 50 skill points you level each category as a whole, so if you level guns, you're leveling handguns, long guns and heavy weapons all at once. But after 50 you start to level each subcategory individually, forcing you to consider your build more carefully. It seems like a really good system, allowing you to experiment with different styles early on without having to commit to a specific playstyle from the outset.

The writing's just great. Despite being much more of a fantasy than a sci-fi guy, I'm really digging the space western vibes, reminds me of Cowboy Bebop a lot but in a good way. The characters so far are really well written and interesting, and I'm aching to see what the game has in store for them. The first area ended with a genuinely tough moral choice that actually gave me some pause. And that's just the first area! But even the minor dialogue, like text logs, I find myself wanting to read through. So all in all I'm getting real excited about what this game has in store.

It's way too goddamn easy though. Ammo and health are everywhere, and even after switching to Hard I'm barely challenged at all. Possibly due to playing a stealth character and settling for mostly capping fools in the head from cover.
 
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meiam

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It's way too goddamn easy though. Ammo and health are everywhere, and even after switching to Hard I'm barely challenged at all. Possibly due to playing a stealth character and settling for mostly capping fools in the head from cover.
That's one of the big issue I had with the game, I just breeze trough it all on the highest difficulty, I don't even remember how I played I don't think it mattered though.