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  1. I'm avoiding reviews of the dlc. I just want to know one thing. Is it standalone or tied into the main game?
  2. Just so you know, even if you take a hit, you can still get the boost if you don't get hit in any subsequent rooms. It's not a one-time thing.
  3. The way its narrative and mechanics directly feed into eachother. Story has never been at the forefront of these kinds of games (at least, not in the same way). That, and the overall quality and reception of the game, causing great critical and financial success. Imitation will surely follow.
  4. You can't really go wrong with either Dead Cells or Hades. They're both tight and satisfying mechanically. There's more weapon variety and map variety with Dead Cells (up to a point), but Hades is the absolute pinnacle of the genre for me. Everything works together to make such a complete experience in Hades and runs still felt fresh and unique 100 in, whereas Dead Cells started to feel a little samey after a while. Runs are significantly longer, or at least seem that way. I just realised I don't know where I'm going with this post but, in conclusion, both games are excellent. However, Hades will probably change the genre and I predict we'll be seeing a bunch of "Hades-likes" soon enough.
  5. Started from scratch just to see how far I could get on my first unupgraded run (died to Meg) and how long it would take to get all the way through and beat the final boss (6 runs). But, I'm having so much fun, I can see myself doing everything again. This game!
  6. It's pretty easy to absorb the button locations through repetition. The biggest issue I'm having right now is playing Slay the Spire on Xbox after 300 hours on Switch. It uses the same buttons but obviously they're in different places in the controller. The number of times I've ended my turn while trying to check a relic it use a potion is ridiculous.
  7. I love Lethal League. If you're looking for some multiplayer shenanigans, then give it a try at least. Goes quite deep, but also a low barrier to entry at the base level (hit the ball, ball go fast).
  8. Yeah, I don't really get where the Hades comparison came from. It seems a bit basic to me. It's a wave-based shooter with some crop management.
  9. From the overworld when you leave town. Might take about 15 minutes to get there. I'm half an hour in and already had a hard crash where the game didn't respond to my inputs. Edit: Twice in the same spot now - at the "setting up camp scene" after the first boss, the first dialogue box. Anyone else getting this? Also, Lethal League Blaze on GP - hell yeah!
  10. My go-to gungeoneer is the hunter. I like her crossbow for the first couple of floors and her rusty pistol is one of the more solid starter weapons. The dog helps for extra economy too, of course.
  11. I agree with most of what you've said there Ketchup (if accessibility options can reasonably be made available, then why not?) but why do all games have to be made for everyone? I'm not talking about accessibility here, I'm talking about types of game. You wouldn't say that all films should be made for everyone (I hope). A film like Primer has quite a complex plot that is quite difficult to follow, but putting the work in can be satisfying. But saying it should be simplified takes away from that. The film should have subtitles / language options / audio descriptions for accessibility, but at some point, if you don't want to put the work into understanding the plot, then maybe the film just isn't for you.
  12. Quote? What is "easy" to me was very tough for me before, but you get over it with time, perseverance and patience. You can have fun with a game while also finding it challenging/difficult. I have no problem with difficulty options (as you say, it makes no difference to me how you play a game), but as I said before, if you're able to get to the Dragun several times, then you're already most of the way there. The difficulty curve is built into the game. And even if there was an easy mode, what would you actually gain by blasting through it? It's like going on a rollercoaster but taking some kind of drug so you don't feel the speed/motion. Sure, it would make it easier to manage, but you're kind of defeating the purpose of the rollercoaster.
  13. The things that you're complaining about are what bring most fans to this genre. The fun comes from figuring out the systems and learning how to deal with situations, persevering through all the tough stuff til you realise it's not so tough anymore. That IS the rogue genre. If you've already fought the Dragun several times, then you've already done most of the hard work - it's just a matter of becoming more familiar with its patterns. I wouldn't say the devs have a "git gud" mentality either. Most of the balancing they've done since the original release has made the basic run easier to win, while adding more challenge to the optional / endgame content.
  14. People like Far: Lone Sails for this sort of thing. Personally, I didn't really get on with it, but it might fit the bill for what you're looking for.
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