CarloOos

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About CarloOos

  • Birthday 08/02/1987

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  1. Dark Souls 3! Miyazaki Directing! PRAISE THE SUN!

    Yeah I've finally got access to Bloodbourne now, figured I'd finish this first and then move onto it. Save the best for last and all that. The combination of Lovecraftian horror vibes/aggression based combat is more up my street so I'm expecting to swoon pretty hard.
  2. Dark Souls 3! Miyazaki Directing! PRAISE THE SUN!

    I've only played it briefly so I might be mistaken, but isn't that how Bloodbourne works?
  3. Dark Souls 3! Miyazaki Directing! PRAISE THE SUN!

    Far from building tension I'd argue it does the exact opposite, because you're never more than five minutes away from absolute safety. Imagine casually popping back to Firelink Shrine during the descent into Blight Town, it would have killed that area even deader than the framerate. All it does is ruin the pacing and immersion with a load of entirely unnecessary loading screens.
  4. Dark Souls 3! Miyazaki Directing! PRAISE THE SUN!

    Yeah I really don't understand their obsession with making you warp back to a base to level up, that's three games in a row they've done it in now and it's felt pointless in each of them. Just let me carry on exploring.
  5. Dark Souls 3! Miyazaki Directing! PRAISE THE SUN!

    I'm articulating myself terribly in this thread because I'm well aware that Dark Souls 2 is full of absolute nonsense like going through a mansion to an elevator that takes you to a magical dragon sky castle that simply didn't exist from the ground, but in terms of the game itself and the order those levels have been placed in, ie different spokes in different directions, it made the journey towards each Great Soul feel much more more like actual exploratory forays rather than a long line of magical fortresses you stroll through in an almost entirely linear fashion. Also this. Without even mentioning the DLC areas; Heide's Tower of Flame, No Man's Wharf, Lost Bastille, Huntsmans's Copse, Earthen Peak, Iron Keep, Drangleic Castle, Shrine of Amana, Aldia's Keep... these places were fun, they gave me the fear, they were oppressive and progress was rewarding. Dark Souls 3 on the other hand has numerous visually stunning levels but progression-wise it's all been very one-note, so whilst it is always nice seeing where you're going/where you've been in the distance, it doesn't actually carry any of the satisfaction that should come with it because chances are it was only five minutes ago you were on that horizon. Saying that, I've just reached Pontiff Sulyvahn which is easily the best boss fight so far.
  6. Doom 4

    Make sure you single jump rather than double jump over the lower attacks, and you don't need to crouch for the higher ones. Also it's worth noting that you have infinite ammo for the fight, if you run out just re-equip the weapon and it'll be back. Whilst the Gauss cannon does more damage, I found the lock-on rocket launcher was by far the easiest thing to use, meant you could focus on dodging attacks and still keep chipping away.
  7. Dark Souls 3! Miyazaki Directing! PRAISE THE SUN!

    I'll agree the level design is decent in this, but the 'world design', as in how those levels fit together, is the worst of the lot. It all feels very arbitrary, a criticism I could also level at DS2, but at least when you headed off in a particular direction in that you felt the length of the journey by the time you got to the end of each 'path', whereas this generally feels like a brisk stroll through some Dark Souls inspired screen savers.
  8. Dark Souls 3! Miyazaki Directing! PRAISE THE SUN!

    It's not that it's bad, it's more that I'm just kinda strolling through it and stopping to enjoy the scenery every once in a while. It's not particularly tense, it doesn't feel dangerous. Bortheal Valley was the first area in the whole game that actually posed a decent threat. The bosses have been mostly rubbish (so far), Yhorm possibly the worst one of the entire series. There's still some of that magic sauce sprinkled about, but it's all just a bit straightforward otherwise. There's no way anyone who criticised the world design of DS2 could possibly defend it in this with a straight face.
  9. Dark Souls 3! Miyazaki Directing! PRAISE THE SUN!

    I haven't finished this yet so I've only been dipping in and out of the thread, but it seems the consensus is broadly very positive? In which case can I ask, having just beaten Yhorm, whether I have any big surprises still in store? Because so far I'd say I vastly preferred DS2 over this, which at least still had the excitement and danger of Dark Souls in its DNA in spite of some naff areas. The highs were higher and the lows were lower, but I'll take that over my current impression of Dark Souls 3 which is that it's very pretty, very polished, and very boring. I mean it's Souls so it's obviously still 'good', but it's definitely bottom of the pack so far.
  10. Uncharted Collection

    IIRC the original Hitman was the first game to do that, along with ragdolls and cloth physics, way back in 2000.
  11. Uncharted 4: A Thief's End

    See, when I read stuff like this I wonder whether some people were even playing the same Tomb Raider as me. Massive, dynamic, multi-platform, emergent battles with a nimble protagonist against a large number of smart, aggressive enemies that frequently segues between stealth and action perfectly describes Tomb Raider's combat. In Tomb Raider's case you can also add in all the extra tools at your disposal, rope arrows and a fire system to take apart buildings and cover, a far superior dynamic cover system, along with a larger variety enemy types and a large emphasis on reaction-based close quarters combat and takedowns for larger foes. You simply can't play Tomb Raider as a cover shooter, at least not on the higher difficulties, because you get decimated in seconds as they pin you down, burn your cover to cinders and flank you all at the same time. The best thing I can say about UC4's combat is that it's taken a lot of its cues from Tomb Raider, and that's not a diss in the slightest. After all its only fair considering how much the latter-day TR series has cribbed from Uncharted 2.
  12. Uncharted 4: A Thief's End

    Tomb Raider's combat is more like a vertical Resi 4 than a cover shooter, I like Uncharted's 'combat bowls' but I think the original TR reboot in particular walks it. When it comes to bombastic setpieces and characterisation Uncharted is way ahead, though.
  13. Just to be clear: everyone hated the sour and grimdark Into Darkness, so they released a light and jovial trailer for the third film harking back to the original which everyone enjoyed. Everyone hated that trailer, so now they've released a dour and grimdark follow-up trailer, which is being hailed as a 'return to form'. Did I miss anything?
  14. Ghostbusters (2016)

    Astonishingly enough Shrew I don't think Sony's core demographic for this film or its merchandise is 30+ man-children who still have their Extreme Ghostbusters action figures and lunchbox, they're aiming for actual children. Your assertions that it's going to bomb because you and handful of other extreme fans don't think the property has been treated with enough reverence is more than a tad delusional and reminds me of the all the hardcore Transformers fans who were up in arms about their particular 80's toy line, right up until those films grossed $1 billion+ by appealing to a different generation of kids. Prior to the first Transformers film Paramount did market research into the Transformers fanbase to see how much sway their opinion held, turned out there was actually only a few thousand of them across the world. Whilst the original Ghostbusters film certainly holds more pop-cultural relevance than Transformers, the market for adults who lapped up all the tie-in properties and would consider buying all dat 'merch' is probably around the same size. An irrelevance, basically. I think the film looks like utter dross, for what it's worth.
  15. Doom 4

    For whatever it's worth it took me until about the third level for Doom to 'click'; partly because the combat is so antithetical to almost every other cover-reliant shooter that I had to rewire my brain a bit to adjust to the old-school instinctive pace of it, but also because they spend those first levels drip-feeding you the mechanics. You don't get a real taste of the actual combat, with a decent horde of varied enemies and all the gameplay systems in place, until that third level, and even then it's barely an entré to the madness that follows.