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  1. But isn’t this just basic marketing? Make the difference between the cheapest option and most expensive option relatively small, so you get people interested with the low entry price but then they’re tempted to buy the next one up because it’s comparatively better value. You know, like every phone sold in the last 10 years, and cinema snacks (which for some reason was the other most egregious example I could think of). It’s also inevitable that every console will go this direction at some point during the next gen.
  2. CarloOos

    XIII Remake, Winter 2019

    I wonder what the logic is of this, is it the 10th anniversary or are they considering a sequel? It’s quite a left-field choice for a high profile remaster otherwise.
  3. CarloOos

    Edge #332 | Control

    Mechanically Sekrio is probably FROM's best game, but structurally I'd say it's their worst. Lumpy pacing, dodgy ratio of bosses to exploration, not many environments and lots of repetition. To be honest I'd probably lean the other direction and give it an 8.
  4. CarloOos

    Sekiro: Shadows Die Twice

  5. CarloOos

    Sekiro: Shadows Die Twice

    Gun Fort is really good for farming sen & skills, you can pop a balloon and backstab everyone in the area for about 1500 XP in roughly a minute. Rinse and repeat.
  6. CarloOos

    Watch Dogs 3 - SW2/SW9

    Maybe I'm being optimistic here but if it is set in London then the lack of firearms would tie in nicely to a more focused non-lethal approach. It would be so refreshing to play a lavish open world game where the main interaction doesn't involve combat at all. I actually bounced off WD2 because whilst I appreciated a lot of what it was doing, it felt even more jarring when you were forced to shoot and/or strangle your way out of a situation than it did in the first game. At least it semi-made sense with Aidan because he was a hypocritical criminal arsehole, intentionally or not.
  7. CarloOos

    Sekiro: Shadows Die Twice

    There really aren’t that many bosses, several of them share their initials and you fight most (all?) of them more than once, which has made this thread an absolute clusterfuck to read. For story reasons I understand spoilering maybe one or two from towards the end, but the others seem absurd at this point.
  8. Looks like they've pivoted from orange & teal to green & magenta instead. Not ideal for skin tones, which is why cinematographers usually hate it.
  9. CarloOos

    Sekiro: Shadows Die Twice

    For what it’s worth I didn’t play like this at all (keeping close that is), I ran wide circles around him and dashed in with hits between his moves. You can normally get quite a few in, and he should stagger at least twice during the fight at which point you can go all in to knock him over for a decent chunk of health.
  10. CarloOos

    Sekiro: Shadows Die Twice

    Yeah I haven’t bothered upgrading it for the same reason. Tried it a few times and just seemed to get hit as usual.
  11. CarloOos

    Sekiro: Shadows Die Twice

    Yeah, LB didn't need her second phase and arguably GenA didn't need his middle one either. The progression could have stayed linear until you'd cleared the top of Ashina Castle, with those two fights being slightly easier, and then the other paths could have opened up from there. Would have made for a much smoother experience, the real Sekiro starts here etc. I'd say I'm actually a type 1, just a type 1 who doesn't agree with some of the decisions they've made. Ninja Gaiden 1 & 2 were two of my favourite games of their respective generations, and they also relied heavily on blocking and parrying, but they were much more reliable with their implementation. In NG a parry was a parry, not sometimes a parry which also causes you chip damage depending on the enemy. Same with the dodging in Bayonetta, there's no 'you successfully dodged but take some damage anyway because this is a boss'. It annoys me there's no hard rules, you're just expected to trial and error your way through everything.
  12. CarloOos

    Sekiro: Shadows Die Twice

  13. CarloOos

    Sekiro: Shadows Die Twice

    Yeah I should clarify that I’d already done Mt Kongo and the Gun Fort by the time I beat GenA, which is the point for me the dynamic of the game changes. It was a weird choice to open up a bunch of future areas as gated-off dead ends, because I’ve now faced five bosses in a row with another two ahead of me, and that’s without counting generals like SAS.
  14. CarloOos

    Sekiro: Shadows Die Twice

    It’s not really 7 ‘areas’ though is it, it’s 7 checkpoints in a single area (Sunken Valley). The only really significant area between Ashina Castle and GuarA is the gun fort, and there’s another boss there too. Mibu Village was fun, albeit very reminiscent of similar areas in BB and DS3, but it doesn’t really have any of the same Tenchu-lite stealth gameplay that they tease with Hirata Estate. In the second half of the game stealth is mostly used as a method of finding the optimum route to a boss/general.
  15. CarloOos

    Sekiro: Shadows Die Twice

    I must admit, after finally defeating GuarA and CM one after the other, I found being almost immediately confronted by two more immensely difficult bosses pretty tiresome. The pacing and balancing of the game feel all over the shop to me, it's front-loaded with incredibly fun stealthy exploration hijinks but in reality once you reach Ashina Castle the majority of that stuff falls by the way-side for something which feels more like a boss rush with occasional cannon-fodder for farming. There's almost zero player empowerment, it's a constant exercise of being taught one thing by one boss and then being immediately punished by the next one for the temerity of trying to use that knowledge again. It's difficult to settle into a rhythm when the game is constantly trying to prove that you still don't know how to play it.

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