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About Stanshall

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  1. @deKay @Jamie John I own it elsewhere but never played it much. I really enjoyed Paladins on the Switch for ten or twenty hours when that came out. Overwatch is 30fps versus 60 elsewhere and 60 for Paladins. It's got gyro controls. "It is what it is". It's fine but my conclusion is that I still don't really like Overwatch or most FPS.
  2. Overwatch + 3 months of Online is £18.99 at cdkeys, versus £35 on the eShop.
  3. It's The Witcher 3 - on the fucking Switch. I don't know what people are expecting.
  4. Stanshall


    I've been hammering Futari Black Label God Mode for the last few days and feel like I'm connecting with it like nothing I've played before in the genre. I absolutely adore it, the music, the colours, the weird playful atmosphere and the overwhelming, addictive intensity of point blanking and bullet cancelling as late as I possibly can. Numerous scrapes in this stage run where I survived by a matter of pixels. Anyone played much of this mode? I can massively recommend it.
  5. I'd say it's harder than Sekiro, yeah, but it's more apparent what you're supposed to do for each encounter. There's also very little luck involved, I found that I gradually got better at each stage until I cleared it. That dragon boss is a bigger spike than almost anything else in the game, though. That saw me off first time around on the XB and I didn't pick it up again until the Switch. My advice is save your bomb to cut short that final phase. I actually think it's the Genishiro of Cuphead. If you can do that, you've broken the back of it no matter how hard it gets afterwards. You'll know you can do it.
  6. I don't think we disagree on the merits of the combat in Sekiro or the incredible satisfaction of some of the bosses. I didn't really criticise it for not having the variety of Dark Souls builds but rather the pointlessness of much of what is there. That's what makes it hard to replay. Without the carrot of illusory rewards, there's not much reason to engage with that stuff and in hindsight, much of the mechanics and tools and items were very shallow or confused. I had much the same experience, especially with the final two bosses, both of whom were better than almost any Souls bosses, but as I said, the heights don't completely discount how unsatisfying much of the game was, from the world to the area design to the lore to the underlying concepts (none) or the uneven quality of so many encounters and scenarios. I'd be curious how far you made it in Dark Souls or Bloodborne given your thoughts on this before it clicked. They are superior in so many ways. Smashing a fully charged Stake Driver into Ebrietas' face is a thousand times more satisfying than playing La Cucaracha on L1.
  7. Mate
  8. Stanshall


    A few things: - Following Gus's incredible Futari Ultra runs at Stunfest 2019, he's been accepted to AGDQ 2020 to run Futari Ultra 1.01. I watched him clear it on stream over the weekend and talking about GDQ. He seems excited and quite nervous. It's a pretty big thing for the shmup community, I reckon. Rare to have such a high profile platform to show off the genre. - STG Builder is coming to the Switch with an English patch by the end of the year, as well as a couple of games made in it, Mecha Ritz: Steel Rondo and Graze Counter. Really looking forward to it. - Somewhat inspired by watching Futari Ultra runs, I've been playing a bit of Futari BL God Mode. One of the most amazing and alluring things about Futari, and the reason I bought a 360 and imported it, is the spectacular bullet cancels. As pleased as I was to 1CC Original Mode, I've always felt like I've only scratched the surface of what really drew me to the game. Turns out that BL God Mode is quite a bit easier than 1.01 Ultra but it's an incredibly good fun mode with lots of the truly spectacular scoring tricks and full screen cancels. This is definitely my next main game, I'm having a blast with it. Stage 3 is my limit for now but I'm making steady improvements.
  9. Odd thing is that it is probably still sitting near the top of my GOTY based on that first playthrough and the heights of the highs. It's just that almost everything besides the core mechanics seems rather ill-considered for a Miyazaki game. The tools, the skill tree, the mortal blade stuff. All totally half-arsed either obviously essential for certain encounters (purple brolly) or just vaguely handy against certain enemies. There's no depth or flexibility or creativity to anything in the game. I've never watched someone do anything clever or unusual in a playthrough. It's just hammer L1 perfectly four or five times and get the deathblow. There's no point in using the tools. It's a mechanical lead up to nothing in particular. Anyway, I've had my whinge. It's still top three but I don't think it's been a year for great games as much as it's been a great year for games. Lots of stuff I've enjoyed but little I've really loved.
  10. The actual good extra story bits are post-game. The challenges and gear and advanced map info and stuff are available as soon as, but they're nevertheless more completionist tools. I wouldn't really want to use some of the gear besides finding collectables.
  11. After months and months away, I played an hour of this on NG+ just now and I find myself quite disappointed with it, in hindsight. I may have unreasonable expectations and I am likely making an unfair comparison but almost nothing of Sekiro has stayed with me like with the Souls games and Bloodborne. As much as I found the last two bosses incredibly rewarding and exciting, overall I found it a very uneven game and one which has almost no appeal for subsequent runs. The notion of attack as defence and defence as attack is an interesting one, and a necessary move away from Souls combat. I quite enjoyed the hookshot stuff. I liked the environments, although they were largely very familiar and lacked personality. Beyond that, I can't find much to love going back to it. A lot of the mechanics are superficially implemented and seem to have no deeper purpose. Dragonrot is the worst offender here. The different types of death and resurrection or whatever still aren't completely clear to me. The Platinum style sugar items seem like an attempt to allow player-determined difficulty but then several other items like the balloons are an acknowledgement that the game is just a bit of a grind at times. The pellets seem like a something and nothing concession to the difficulty spikes. The upgrades and skill trees are so restrictive as to be pointless. I'd sooner just be given these items throughout the game, rather than having to grind intermittently and make decisions about buying various moves which have such limited use, for the most part. I appreciate that they didn't intend for this game to be sequence broken or for players to run different builds and the like but in retrospect, the excitement of what would come next masked what are now pretty glaring flaws. I would very happily play some DLC but this is very much the bottom tier of Miyazaki games for me, and one I doubt I'll ever pick up again.
  12. Excite Truck on the Wii is a total ripper. Still incredibly exciting and careering today, as much as it was then. Best is no fuckin competition as stated in the OP. "I wanna go far away!"
  13. I started skipping the story stuff around Rank D and feel I've missed out on nothing. I've simply gained some of my life and brain cells back.
  14. I got stuck walking around after the second dungeon. Looked up a guide. I see. It's going to be one where everything you assume is side quest fodder is actually the main quest. That's me conditioned by years of side quest fodder, basically.
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