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Alan Stock

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    Games, Photography, Travelling, Films, Clubbing, Dog's bottoms.

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  1. Its really not scary in general, although there is an element of underlying dread and it does have some physcological horror to it, but that is a very small part of the game. It's certainly nothing close to a traditional horror game. There's lots of dark humour to it. If you have played any other of Dan's games (Pony Island/The Hex) you can expect the same kind of spooks.
  2. Hard to say exactly because I left the game idling for a number of hours. It was probably 15 or more hours, bearing in mind I spent a lot of time secret hunting and so on. Playtime will vary quite widely depending on how many runs you do, secret hunting and how quickly you progress the story. I'd say 10 hours for those who are rushing through it. I've started playing again already, trying out some different deck focuses and already got a horribly OP combination with my squirrels giving me free items. Love it! @Harsin The sliding puzzles can be really tough. What it doesn't explain is that you need to imagine how the cards would react on a real board as the turn is taken, in terms of them dying off, moving or whatever. You also have to understand the exact rules of the icons. The 4th one in the cabin cupboard I brute forced the first time around without understanding it. Today I messed around with it for ages and solved it again by accident. It was only after staring at the solution for a loong time that it finally clicked why it worked. Pretty genius design really.
  3. Finished this last night, was totally hooked! In the end it was much longer than I expected, but then I'd set myself up thinking it was going to be really long and ended up being gutted that it ended when it did. There are still secrets I've missed so that's an excuse to go back and play again. Some of them are obvious things I just didnt do, but I'm sure there will be an ultimate meta secret the internet has to work together to find, just like Mullins other games. Anyway, this is by far the most expansive and deep the gameplay for one of his games has gotten, and it manages to retain that creepy/funny atmosphere for the story as well. Although the deck building aspect isnt super in depth, it embraces wild synergies and overpowered cards, which is just as well because its not only fun but helps you against the many devious setups the encounters have for you. My only criticisms are the pacing goes a bit off at times, and I just wish there was more of it! The art design in this one is miles ahead of the previous games and judging by the credits there were a bunch of artists on Insyption, which really paid off for both immersion and the more polished feel that this game has. I'll save spoiler chat until more people have finished the game, and maybe I can find some more stuff hidden away in the meantime. Inscyption gets a big recommend from me.
  4. On the topic of the wolf masks, there's an optional objective to get one but I never figured out how to do so. What did I miss?
  5. This game is great! And much longer than I thought, I'm at least 8 hours in now. Atmosphere A+ Gameplay is the best of any Dan Mullins game so far. The card game's really compelling and constantly adding new twists, units and encounter types. The Slay the Spire choose your mission path is really addictive and as you advance so does the meta narrative. The card game has quite a bit of depth to it, of course it can't rival the champions like Hearthstone, Slay the Spire etc, but its fun and has a cool balance of long and short term choices within the battles. For example one-use items that persist between encounters, or cards that can be permenantly powered up but require specific deployment. It's way more polished than his previous games and just keeps getting better as it goes on. Its also much more expansive than I first thought, I felt like I was getting to the end within 3 to 4 hours but that was definitely not the case! The story and premise is, as usual, really compelling and just gets more interesting as it goes on. And of course it is comically dark. I would definitely recommend Inscryption, and will post more impressions once I'm done with the game (whenever that is, who knows at this point!).
  6. I imagine what they are envisioning is a 'Twitch chat plays' style of competition, where the public would have control over a team of streamers and try to bring their team to victory. Paying for kick privelidge is a bit weird without any context, maybe the idea is that there is a monetary reward at the end for the public or the streamer gets some compensation for being booted off a team. Regardless its best not to read too much into this, gaming patents are approved all the time and never see the light of day. Would be interested to hear more about what they had in mind though.
  7. I was just thinking that Dwarf Fortress has a lot of parellels with Star Citizen. A never-finished game with a mind bogglingly ambitious scope, that (at least until the Steam release) relies a lot on player donations to fund its development. Dwarf Fortress will probably never be finished in the true sense of the word, just when the developers get fed up with it or the money dries up. Of course there the parallels end: - Dwarf Fortress's main game mode was completely playable from very early on and just gets iterated on - It follows a roadmap where steps on the roadmap actually get implemented - It has shit graphics so people are 'paying' for gameplay alone - It has multiple modes like Campaign which actually work - It doesn't sell promises of features to come as standalone items customers can buy - It doesn't have a huge team of developers to support and thus have to come up with things to keep them busy What I find interesting is that Dwarf Fortress is niche but you see the same pattern of players who are invested enough in the overall dream to keep the money rolling in. But the difference is that Fortress players have a constant stream of meaningful updates. The longer Dwarf Fortress goes on, the more it gets into crazy minutiae and systems. However I guess the thing is that these all just prop up or add to an already incredibly in-depth and playable core game. I wonder if Star Citizen had taken a much less aggressive approach to monetization, and been honest about it being an ongoing sim project without an definite end, whether people would have been more enthused about supporting it in the same way as Dwarf Fortress fans are. Just happy to contribute to a fascinating, ever-growing virtual world. Because strip all the bullshit away and at its core I appreciate what Star Citizen was envisaged to be originally, I like hearing about all the crazy systems and ambitious things they put in it. Its something I could get behind if they didn't scam people and if they actually delivered a proper core game to build on.
  8. Yep, out today and only 15 quid on Steam. Website reviews are positive so far, Metro calls it as having similar themes and ideas to Pony Island, making it feel like an almost sequel. That's no bad thing in my eyes, I know what I'm getting with a Dan Mullins game and half the fun is seeing where he takes things and what darkness lurks beneath! Downloading now!
  9. If its a morph-ball sized gap you can hang off the edge and then jump elsewhere. It teaches you this right at the start. You can also wall jump by jumping in the opposite direction when you hit a wall, but the game never tells you this and I think its not necessary to progress, just a nice optimisation to get around quickly and to get some of the optional powerups.
  10. Spoilered just in case people don't want to know how this works:
  11. Weaponised negging, absolutely love it. We should have a competition to see how quickly you can get banned by the mob. The topic I'll choose is mouse vs controller players, wish me luck!
  12. Yep just move the cursor over the icon and it tells you if its already been collected. Although does it appear on the mini map as well? But its happened to me too - the icon should be more greyed or something. There's quite a few missiles I've detoured to get before headslapping when I realise I have them.
  13. Well, I'm very late to the party on this one. Picked this up ages ago on a Playstation sale and finally got around to starting it. It's great so far, I'm maybe 8 hours in, towards the end of the first map, and it's just getting better. Having just watched the Netflix Witcher series, it was the perfect time to hop back into the Witcher world. The atmosphere is on point, even with the stylised visuals the grim, wartorn and monster-ridden countryside is just as emblamatic as the Witcher 3, with very a well written and voice-acted set of characters. Running around the world map picking up resources is a bit tedious, but the overaching goal of collecting cards, making story decisions and getting upgrades is compelling. The freedom to tackle events and combat in your own order and side content is also appreciated. Unfortunately so far the resource gathering has felt a bit meaningless, I've only bought a few cards from the deck shop so far and have been spending all of my coin on camp upgrades, but thats still satisfying. As for Gwent itself, even in this modified version of the classic Witcher 3/Gwent-standalone its still excellent. I have poured many many hours into the previous Gwent iterations so I felt comfortable hopping in on the hardest difficulty and so far its been a good challenge. It is full of variety, there has barely been a standard Gwent fight, which is a bit of a shame, but has kept things very fresh. Even in the classic style fights there's usually a special ruleset, a limited turn limit or a boss to contend with. The puzzle battles are superbly designed and quite fiendish, on par or even better than Magic: The Gathering's videogame puzzles. My only real complaint is an annoying lack of information on the combat screen. Some icons are not explained, and there are usability issues. For example when issuing attack commands, it doesn't showing you how much damage you will do (some units do variable damage), or struggling with seeing how many cards you can fit into a row (I know now it's 9, but its annoying to have to count). To begin with you start with a fairly standardised deck with a couple of main synergies to focus around. I was worried at first that it would get boring being limited to just this. But the game does a very good job of forcing you to learn and adapt those synergies and is slowly expanding the deck to add more interesting cards and synergies. I was also worried the game would be quite short when I saw the world map, but turns out there is more than one map (I just read the playtime is around 40 hours and I've seen screenshots from other areas). So I am confident there will be more variety in your own deck moving forwards. I wasn't very convinced about the story/exploration element at first but it has grown on me. Reading this thread I see rllmukers and reviews have been singing the story's praises. For now its not the main thing I look forward to in the game, but I'm enjoying the developments enough to hear out all the voiced dialogue as things are slowly ramping up. I can't believe I've sat on this for so long, its the perfect aside game from other titles like Metroid I'm playing at the moment. Hopefully the hardest difficulty won't prove too punishing if I make bad choices or mess up in the resource management. So far I am appreciating you can retry with no punishment, but there's no manual saving so I'm trusting you can't take things to an unwinnable situation. Happily they have included the option to switch difficulty mid-game so there is a fall-back if needed. My only regret is not picking this up on the Switch (assuming its on there), like Slay the Spire it is perfect for handheld.
  14. Spoilered just in case people dont want to know how far in he is:
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