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  1. It's really annoying that despite very closely aping Castlevania's controls and movement, you can't cancel an attack with a backdash! Also not being able to change the controller bindings is a bit lame. I wanna backdash with L1, like I'm playing AoS, not with triangle a la SotN!
  2. Oops, forgot to quote.
  3. I'm quite tempted to try this myself... Maybe after Gods & Glory comes out! In the mean time, I'm going to try and complete the game in under 5 hours... And then maybe try to bump that up to finish 100% under 20, as I realised I don't have to get 107% to do that!
  4. I don't know if the sewers are strictly critical path, but they're worth going to. There's more than one way in though, if you don't have a key!
  5. I've just got my last entry in the Hunter's Journal yesterday, finishing up my 107% playthrough at 44 hours. The 23rd cannot come soon enough. Sorry for the incoming wall of text! Holy fuck what an incredible game this is. I basically rage-bought it after playing through Chasm, which felt so lightweight as a metroidvania experience that I wanted something more substantial to sink my teeth into, and boy did I get it. I kind of wrote this game off when it came out last year despite the hype, having felt disappointed by almost every indie metroidvania of the last 5 years, especially those like Guacamelee, in which you never felt out of your depth, or Ori and the Blind forest, where the hand-drawn art style felt detrimental to gameplay (all of those foreground elements blocking your view of platforms for tricky platforming, the hit and hurtboxes feeling imprecise, exacerbated by the overdone use of light and particle effects making for exceptionally wooly feeling combat). So, I feared this would be the same. And at first, like a few others have mentioned on here, upon starting I thought my fears were well founded; the controls seemed imprecise in areas, especially playing on the Switch joycons which don't have a d-pad, I was struggling to consistently do down strikes, etc, but the thing that made me overlook that red flag and keep playing was the simple feeling that the developers really understood metroidvanias. The world was massive; as soon as I jumped down that well into Hallownest, there seemed like overwhelming options for exploration, and there was plenty of stuff in plain sight that I couldn't access until later. Grub babies, swtiches, locked doors... It felt like a game with a lot of secrets to reveal. And I'm so glad the exploration and world was so enticing, as 25 hours later, when I'd finished the path of pain (which I had to redo at least 3 times after reaching the end, as I was fairly underpowered for the fight), I definitely didn't have any complaints about the controls any more. Before playing, I was also a bit suspicious of how much the game seemed to borrow from Dark Souls, but I think it was pretty great in all regards, the lore is interesting enough for me not to mind how similar a lot of stories and locations are, and the equivalent bloodstain mechanic is absolutely spot on. I love the extra layer of tension the threat of dying provides when exploring new areas, especially when desperate for a bench like in Deepnest! It's just perfect for a metroidvania game! I love the fact there's actually a little fight when you reach your shade too, which adds a little something extra to the process when there are several enemies or hazards nearby. For a game with such excellent mobility options, where you can cover a lot of ground relatively quickly and safely, merely touching an inanimate spot on the ground wouldn't have had the same effect it does in the Souls games, so I think it was a stroke of genius to make it an easy but occasionally annoying fight. The Souls-like NPC dialogue is a little variable in quality, but enjoyable for the most part, I really came to love a lot of those characters! The thing that really makes this game feel like it was made just for me though, is the boss design. From the early bosses like Hornet and False Knight who teach you Souls-esque lessons about patience and the virtues of dodging, to the full on bullet-hell zone gaming brilliance of NKG, I think they did an amazing job. Especially towards the end of the game, with the harder optional bosses feeling like they would be right at home in a Megaman Zero game. I'm not going to list my favourite moments, as there are a lot, and it's basically the same as Joeplus' list anyway! TL;DR This is probably in my top 5 games ever now.
  6. Not until you finish their entire story, I'm afraid.
  7. I'm a backer of the 2013 kickstarter, and I've been playing this game for a couple of days as I've had early access to the final version on steam. It's pretty good on the whole, with notably beautiful sprite work, but is definitely lacking the densely packed feeling of the Metroid and Castlevania games that inspired it. There's very little variation in enemy design until late in the game, and sadly, even powered up and with more movement abilities, navigating earlier sections looking for secrets and/or the path to progress is a bit of a chore as you're often funnelled through a gauntlet of long corridors filled with uninteresting enemies to get to a point of interest. Which is probably something you'll have to do quite often as you play through, unless you have a memory like a steel trap or are a serial note-taker. Anyway, it's just a bit of a shame, as each area feels like it actually has more in common with the design of Portrait of Ruin's discrete areas than Symphony of the Night or Aria of Sorrow's densely interwoven castles. Still, aside from a few other niggles about the overarching structure and subquests, the feel of your character's movement and attacks is fairly true to modern Castlevania, and feels fun enough moment to moment, even if the game feels a little calorie-light on the whole. I'd say those scores linked in the first post seem about right.
  8. Hey Tim - I would advise taking off the encounter-lowering skill, as I had my main character around level 20 by that point. That said, I'd suggest trying to find your way to each chapter 2 town, there's some good stuff to discover a little further out, but the battles are a bit tougher, so you might not actually want to have the normal encounter rate as you explore. Also you might have passed by a few optional dungeons, there's one near every starting area IIRC, and provide a good space to do a little levelling while getting some nice items at the same time. Sharky OB - I agree with you for the most part, it can feel quite formulaic while going through chapter 2 and 3 stories. I found myself revitalised after that though, the story threads start to interweave in a subtle manner around then, and there's non-critical path stuff that I found some of the most enjoyable content in the game.
  9. My girlfriend (who is a massive fan of the Witcher) was a little bummed out by the hypermasculinity of the trailer last night. I'm assuming that the trailer is cut for maximum E3 excitement, and probably won't be fully representative of the final product in that regard. I didn't really mind it so much, the narration almost felt to me like Ray Liotta's character from Goodfellas, and I'm also fully on board the hype train, but I agree with her in that I definitely expect a little more queerness in a cyberpunk experience.
  10. imp

    Super Mario Odyssey - ALL CAPS

    Is there any signposting to the new hints or am I going to have to scour every world again?
  11. imp

    Bayonetta 1 & 2 - Nintendo's Witch

    Well, that's one way to discourage grinding! Thanks very much.
  12. imp

    Bayonetta 1 & 2 - Nintendo's Witch

    What’s the button combination?
  13. imp

    Super Mario Odyssey - ALL CAPS

    Well, you do have to buy at least one moon from each world's shop.
  14. Add me to the list. I am not too cool to brag about this.

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