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NerfedFalcon

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If you happen to enjoy the battle system and are into JRPGs then I can highly recommend Grandia for the PS1/Sega WhateverSystemName.
It's also got a sequel, originally for the Dreamcast but then released on the PS2 and released again on Steam. I know remasters are a controversial issue these days, but maybe you've got a Dreamcast or a PS2, IDK.

Personally I liked 2's story better but that's just me.

We don't talk about Grandia 3.
 

meiam

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Grandia 2 is the obviously superior game of the franchise, and none of them are related so you can pick them however you want.

1 is pretty good, but its a bit simplistic in all aspects. The most interesting/weird aspect is that the main love story is between a young adult women and some 10 year old kid. But really its just a fun adventure game with a good combat system.

2 push the combat system... unfortunately its also crazy easy and you can breeze trough most of it without using most of the systems. I think the remaster introduced some difficulty setting, so it might help. But the real selling point is the story, or more specifically, one of the character in the story, its the only game I strongly recommend playing with english voice acting. You have, iirc, the little mermaid, just chewing the scenery and having a great time playing as this succubus-ish demon women, its great and worth playing just for that.


Then there was extreme, I recently replayed trough it again, but honestly, its just a so so game. Its a very pare down game, barely a story to speak of, there's only two town in the whole game (and one is barely one), so you just always go back to the same one, very little world building and progression. Most of the game are going trough these massive dungeons that takes a really long time to go trough. Thankfully the combat system is really good, difficulty was increased from 2 and there's a lot more character customization to be done, with a somewhat deep skill and magic system.

I played trough it again because the first time I played it, I didn't use a specific character who's the only character who can steal in the game. Turn out, the post end game is this massive 100 floors dungeon, and to get the best equipment, you need to steal them, but character not in your active team don't level up, so I remember as a kid being massively bummed that my progression trough the dungeon was hampered because of that and I dropped it. So I wanted to try again to really finish it. Turn out once you get to floor 100, all there is a short cutscene, no super optional final boss or anything...

3 is... look I remember almost nothing about it. It was okay I think? But really not memorable. The only two thing I kinda remember is that it played the tropes of "mystic girl fall from the sky onto main boy lead" straight and there was a cool subversion of the usual parent tropes, where the main character mom join him on his early adventure as a playable character. So you think she'll die at some point, right? Nope, she just find herself a boyfriend and just tell her kid to do whatever he want, she'll just settle down. I would like them to remaster it just so I can replay it and see if there was anything interesting about it, I'm sure the gameplay was decent.

(there were some gameboy games somewhere, but never played them)

Anyway, fun franchise but also show that turn base JRPG combat can be pushed more even back in the PS1 era, so its a shame most of them never really did anything more with it. Would love some sort of spiritual successor.
 

bluegate

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We don't talk about Grandia 3.
The only thing I remember about the game is the time when I played it; summer after high school graduation, all the time in the world and a freshly FreeMCBoot'ed PS2 ( game never released in Europe ).

And the opening song;
 
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Fun fact: The reason he learned gravity magic was so that he could continue to ride his tiny horse, who would otherwise be unable to carry Radahn's weight.

OT: Well, I was gonna play Mina the Hollower, and even bought it, but then I decided I'd rather start Silksong again while Nine Sols is still relatively fresh in my mind so I can do a proper comparison of them. Haven't gotten that far into it, but I can say that I think Silksong "gets started" a little faster; while I don't dislike the opening village section in Nine Sols, I could see people wanting to skip it on repeat playthroughs, while reaching The Marrow only takes a couple of minutes and then the ball is already rolling.
Reminds me of a good ole Reddit joke -

Also found a couple others
 
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meiam

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Been playing kunitsu gami


Sorta tower defense, very Japanese. Its visually very interesting and the story is very minimalist in a kinda neat way.

But the big problem is that there's no difficulty, and the game is stuck at very easy. You would think as a tower defense, the tower (in this case, peasants given role) would be very important. But your avatar is so strong, most missions I barely need the peasants, so there's no strategy toward placing them and what composition to use.

You can replay the mission to get optional objectives, but even those are very easy, some require you to not be really involved personally in the fight, so I was hoping that then you'd need to strategize more, but you still barely need to. Most of the role are crazy powerful, one just stun for multiple second everything in a wide area around it (while also doing damage and lowering defense), get two of those bad boys and you're good in almost all circumstance.

So its fun, but I was hoping for more.
 

BrawlMan

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Speaking of Capcom, tried out the Onimusha: Way of the Sword demo, and it is excellent. The combat, the environmental interaction, and the feeling of those parries and single slice executions brings back that old school goodness with new school. I do wish you have the option to zoom out the camera a little more, but that only seems to happen in wide/larger arenas. Other than that, the combat depth is great and there are so many ways to attack/defend against your opponents. This is a grounded hack n slash action game I can get used to fast. Some people complained that the demo is too easy, but that's only if they're used to these type of games. I had little trouble, but the boss took me three tries. I did make it harder on myself though. This a day one purchase for me!

I did a round of Survival Mode in Street Fighter V. Beat it as Sakura, and I beat it with Laura a few days ago. Both on Normal mode.
 

NerfedFalcon

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Speaking of Capcom, tried out the Onimusha: Way of the Sword demo, and it is excellent.
I thought it was a remaster of one of the original Onimusha games; I played Warlords but didn't really go for it, and the first level of Dawn of Dreams once*. But if it's a brand new one, that might actually be pretty cool.

Pity about Denuvo on the PC version, but hell, that's what my PS5 is for, right? I'll keep an eye on that one and if my schedule's been cleared up by September I'll give it a shot.
 

BrawlMan

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But if it's a brand new one, that might actually be pretty cool.
Way of the Sword is a brand new mainline entry, and not a remake/remaster. It is a soft reboot, but each game has a different leading protag, aside from the original and third mainline entry.
 

Casual Shinji

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Played the demo for Onimusha: Way of the Sword, and if this what we're getting I think I'm really going to love this shit. I was curious how a new Onimusha was going fare as a hack 'n slasher in an industry so thoroughly dominated by Soulslikes. Was it maybe even just going to be another Soulslike? But thankfully not - the controls are very smooth and the combat is darn fun. The return of the strawhat mooks and the spikey lizard guys was very appreciated. It's also like this game tries to compensate for how boring and flat both Samanosuke and Jubei were in the older games, because Musashi is honestly one of the most likeable Capcom protagonists I've ever seen. He's got big himbo badass energy in the vein of an Onizuka (GTO) or a Kaneda (Akira).

The light attack being on triangle and heavy on circle took some getting used to though. It still feels a bit odd.

But yeah, this has me pumped.
 
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Johnny Novgorod

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Still playing Child of Light. The fights are busier than they seem at first and there're plenty of ways you can inadvertently waste your turn. It can be hard to tell what, if anything, enemies are weak or resistant to, and some (impossible to tell) will counter physical damage by dealing it back double, or counter you for attacking them within their action window. Lots of "that's a paddlin" rules to keep track of and nothing much to do but stumble upon them and memorize them. Bosses tend to have a stupid amount of health too to the point they tend to outlive their own threat - you could be interrupting them for 5 minutes while dealing damage and they'd still be trying to fight you.

The most Ubisoft part of the game is the crafting mechanic wherein you take 3 of a gem or 2 different gems and craft a superior version of it and so on across 4 levels I think. You equip 3 per character across 3 slots and a single gem's effect changes depending on where it's slotted. Again, there's lots of busy switchboarding between battles and treasure chests. And since they add stat effects to attacks it's entirely possible to screw yourself in the next battle when suddenly (again, impossible to predict) you're up against water types and running on fire gems.
 

Old_Hunter_77

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Ooh, Child of Light? I remember really being charmed by that game. Enjoy!

I have also played the Onimusha demo and overall it didn't really do much to change my initial impression of "this could be cool but not a must-play" for me. It's look, vibe, setting, combat/gameplay, basically amount to "yet another Japan." I feel a little guilty and spoiled about it but I feel like we're drowning in these Black Myth Wo Long Fallen Feathers Ninja Gaiden Plus That PlayStation Exclusive Everyone Quickly Forgot About genre. A genre whose high water marks are Sekira and Ghost of.. and unless a game matches the former for combat and the latter for story/vibe, then these are all nice-to-play-whenever-if-even for me.

I know Onimusha is a long running franchise but since I've never played one, I can't or won't look at it as anything other than a new game on its own. Based on the demo I think they're going for a general audience, trying to be all things to all players. Unless the full game will be significantly different, it handles difficulty interestingly- it offered only two difficulty modes- story and action, or some such- but then also two choices on control schemes, claiming the more "offensive" one was for people "comfortable with action games," vs a "defensive" mode.

Other than some weird choices for where to put buttons, it's your standard combat kit: regular attack strong attack block/parry evade. For 95% of the demo I didn't need to parry, then for the final boss I needed to parry and dodge perfectly. Ugh, whatever. I fear the "trying to have its cake and eat it too" approach will make the difficulty spikes feel messed up in the full game.

Overall the combat feels fine, much better than some of the other games in its space that I tried and fell off of. Most importantly, no significant delay-parry bullshit in the demo so I didn't want to throw my controller out the window. Seeing if that was the case was my main reason for playing the demo and it passed my test.

The thing that might piss me off is the environment design. No minimaps or yellow paint just generic brown gloomy video game Japan surroundings. I know it's only a demo but I did not get the impression that this will be the kind of game where exploring the environment for interesting sites or items will be a draw. Yes we all check every corner and room but if it doesn't offer anything other than buff items then I'll just get lost running around in boring circles. But that's the kind of thing a demo isn't enough to determine yet for sure.

Best case scenario for me is that the game has a ~40 hour campaign and will be on GamePass some day so I can subscribe for a month, play it and a couple other things, than quit.
 

Xprimentyl

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Still playing Child of Light. The fights are busier than they seem at first and there're plenty of ways you can inadvertently waste your turn. It can be hard to tell what, if anything, enemies are weak or resistant to, and some (impossible to tell) will counter physical damage by dealing it back double, or counter you for attacking them within their action window. Lots of "that's a paddlin" rules to keep track of and nothing much to do but stumble upon them and memorize them. Bosses tend to have a stupid amount of health too to the point they tend to outlive their own threat - you could be interrupting them for 5 minutes while dealing damage and they'd still be trying to fight you.

The most Ubisoft part of the game is the crafting mechanic wherein you take 3 of a gem or 2 different gems and craft a superior version of it and so on across 4 levels I think. You equip 3 per character across 3 slots and a single gem's effect changes depending on where it's slotted. Again, there's lots of busy switchboarding between battles and treasure chests. And since they add stat effects to attacks it's entirely possible to screw yourself in the next battle when suddenly (again, impossible to predict) you're up against water types and running on fire gems.
I don't remember much about the game except that it was really pretty, charming, and I enjoyed it enough to 100% it. Hope you're enjoying it too.
 

Johnny Novgorod

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I don't remember much about the game except that it was really pretty, charming, and I enjoyed it enough to 100% it. Hope you're enjoying it too.
It's a neat game, I like how puzzley the fights feel. They make them very easy to skip but I keep triggering them for the hell of it.