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Everything posted by Retroguy

  1. Just firing it up now! Literally just finished Atelier Ryza so I’m ready for another JRPG!
  2. The strange thing is, like was pointed out in the video, they almost seem to accept that people are fed up repeating the same tasks. There are lots of places you discover which have no enemies to fight at all, and lots of loot. That’s not really much of a solution though- as it just feels like you’re getting something for nothing, no challenge. Why have anything there in the first place?
  3. Certainly all of the criticisms in that video review in the thread are true. I’ve just saved a second village, and you get exactly the same dialogue choices as the first village. And then exactly the same quest to gather wood. I don’t know why they didn’t delay the game a little further and have less cookie cutter content. I’m still having fun with it so far, but I’m only about 6-7 hours in. It is a crazy kitchen sink of ideas, and I’m sure it could have been better if they’d have cut out some of the unnecessary stuff.
  4. Put in about 5 hours so far, so just some random thoughts so far. I’m finding it quite a hard game to judge- it’s got everything and the kitchen sink thrown in there, and I can’t decide if that’s good or total madness. It’s quite a ‘gamey’ game- you never forget that you’re playing a video game, and there are lots of old fashioned design choices. There are some very strange things, like the fact that almost every character speaks in nonsense sounds, and you then have to wait for the narrator to translate that. The tone of the game is all over the place- the light/dark system is represented by the classic angel/demon characters, and the fact that they exist and talk in a cartoon fashion just seems really incongruous. There’s a lot of loot in the game- you can make weapons from component parts, improve existing ones with different components, add parts on to armour and even kind of level both weapons and armour up separately. You’re opening a lot of chests and random containers. There are quite a few different weapon types, even within just melee or ranged categories, and they each have their own different attacks. But like most of these games, I haven’t really come across any time where you need to use these specific moves. You can just stay back and shoot pretty much all the enemies. Then there are bio attacks. And psi attacks. And mounts. The graphics are a bit of a mixed bag. It’s definitely at its best when you’re viewing the massive outside areas. In the smaller indoor areas it looks a little rougher where the lower res textures draw your eye more. The grass effect is the worst- it just seems to be rows of 2D grass constantly swaying. Again in the open outdoor areas where there’s lots of it, it doesn’t look too bad, but when there are only a few bits, it looks incredibly basic. I’m guessing that’s a throwback to how long the game has been in development. I’ve even found outposts which are exactly the same layout, even down to the loot box placement, which is disappointing. Its quite an interesting world to explore though, and I’m looking forward to going back to it, so it’s obviously doing something right!
  5. I’m only a few hours in so far, but there is definitely crafting- you can make both weapons and armour, and I think improve your existing weapons and armour too.
  6. Ahh thanks, that’ll be it- assumed it was just an instant thing without a code. I haven’t received any email yet but I’ll keep an eye out.
  7. Does anyone know how long it takes for extra Gamepass sub time to appear on your account after buying it with reward points? I bought three months of Xbox live gold membership for 15,000 points earlier this evening, and the 50 days of GPU haven’t yet appeared when I check my subscription on the console.
  8. The issue of getting stuck in a skill animation is definitely a lot worse since the latest patch when you join someone else’s game. If you use a skill that involves an animation with a single target, and they get killed before the skill finishes, you’re left stuck in the middle of it. All you can do float around unable to fire guns or use another skill until you either reach a cutscene or leave the game and come back in. Used to happen maybe once every few hours, but now it seems to happen once every 10-15 minutes. It’s especially annoying considering how long it takes to log back in. Why is the net code so bad in a multiplayer-focused game??
  9. Andddd done- new Hawkeye content takes about 2 hours and that’s it. Aim bots all the way through, and one new boss fight at the end. I’m not sure why they think it’s worth trying to keep the game alive if the ratio is three months for two hours’ worth of new content...I know you get a new character and all, but when all you’ve got is the same old activities and enemies to fight...it’s all such a wasted opportunity. Hawkeye does feel very similar to Kate, with grappling arrows instead of teleport. His movement feels really janky, and every time he jumps it’s like you’re on the moon.
  10. Just tried the new Hawkeye operation, and it crashed on the cutscene/loading screen after you talk to Clint Should have expected that I guess.
  11. I don’t think there’s ever been any hint that any content like that wouldn’t be free- I think at this stage, they’d get even more slated if they did that. Got to love that ‘Summer and beyond’ release date for Black Panther too, amazing Before the announcement today, streamers were told in advance of what they were going to say today. They were all ‘you won’t believe what they’re going to tell you, it’s amazing!!’ And this was what it was?
  12. I finished this the other week after 113 hours. It's a strange ending- after the various different stages at which the game is 'over', you don't get credits or anything, just an upswell of music. I had to actually google whether I was missing something, but that was it. And it leaves a fair amount of stuff unexplained, but I guess we're well into the place now where you need DLC to finish the whole story. There are still so many vestigial elements to the game though. The boat is barely useful after you leave Norway. The bird is all but an afterthought on the standard difficulty. Building up your village after a few early buildings largely nothing accept boosts to feasting, which in itself is largely pointless. Jomsvikings don't really seem to do much, and raids are don't really change how you play the game apart from occasionally reviving a friendly viking. Even the abilities are largely uninspired- I spent a lot of the game with 4 filled adrenaline slots purely because it was quicker to kill enemies with regular moves; the only time you use them is to occasionally mix things up a bit. And I spent 90% of the game in the first armour set because nothing you get seemed as strong in 1 on 1 combat, which is where the challenge is. The whole levelling/gating aspect needs a total overhaul too. I played on hard, and after one or two territories in England, I was massively over-levelled. So, I had two choices- I can either release some skill points, or steamroll through stuff. Neither of those are great options, and I spend the latter third of the game constantly with 30-40 skill points waiting to be spent. And that just means you're not growing your character, which is kinda half the fun of a game with RPG elements. Why can't they just either scale difficulty to your level, or at the very least make it that later levels take more experience points? Don't get me wrong, it must be doing some stuff right to keep me playing for that long, but by the end I just wanted to see the end of the plot and be done with it- once again as in previous AC series entries, the core gameplay loop is nowhere near compelling enough for the length of game. I just felt sorry towards the end for all those hours some poor designer spent creating world missions I'll never play!
  13. God yeah- I did that one yesterday and it was like the game was trolling me. What I don’t understand is that the reward for these side quests is often totally pointless, like a tiny amount of gil. You get more than that as a random reward when you’re cutting the grass with your sword. What’s the point?? Quests like that don’t build the world either.
  14. No worries!! That should make the game much more manageable now and prevent you running out of SP so much. It’s worth noting that the SP skills have more of an AOE effect though. Also, if you ever get overwhelmed, just hold down the button to pick skills- it freezes the battle and gives you a chance to think and check enemy positions.
  15. If you check out the tutorial section once you’ve used each character, it’ll tell you what their combos are, and which ones end in a summon skill. It’s usually light-light-light-heavy attack for most characters, but some have other combos too and add persona attacks with master skills.
  16. You don't regenerate SP automatically over time. Your have a few different ways of refilling it though: 1. Leave the dungeon and come back at a checkpoint 2. Use items 3. Rely on the bond skills which replenish some SP 4. Rely on Futaba's support skills (when she gets them) that occasionally refil some SP during battle The main way to prevent the issue is to avoid using those skills so much though- you shouldn't really have to use them on the majority of regular mobs around a dungeon, mainly for just the named shadows, mini bosses and proper bosses. You want to focus on using combos that end in persona skills rather than using spells as much as possible. This still exploits elemental weaknesses (if you're using the right persona), but doesn't use up valuable SP. Remember that you can switch your team around at any time outside of combat too though (not just as checkpoints), if you find yourself with a member totally out of SP.
  17. Haha that’s great! You don’t need to memorise them all, just like one for each character which ends with a persona skill. Usually musou games are far more forgiving with which combos you use, but this is a little different from typical musou games. I’m really loving it!
  18. Yeah swapping out is good too, you can do this any time between fights. At first I was a bit overwhelmed by being presented with a whole roster of characters instead of being slowly introduced to them, but you can just equip them all with good gear slowly. Agree with that first proper boss! It was challenging but not unfair. Some of the regular mob fights can get a bit chaotic at times but everything was clear with that fight and unobstructed. Really had to think about what I was doing rather than just button mashing.
  19. The solution to your issue is remembering at least one combo per character In this game, the combos make a real difference- some end in a persona skill, and some end in character attacks. Using persona skills in this way is how to exploit elemental weaknesses without using SP. I'm about to open up the second dungeon and not that far in yet, but Persona games typically start with SP being an issue, but after a certain point, this becomes far less of a concern. So this might just be a repeat of that too. Also, when you say you're only going back to HQ to refresh HP/SP after one 'map', do you mean you're using the checkpoints to do this? This will help if not, and I'd say definitely something to take advantage of every time you reach a new one. One little bugbear I have with this is that I don't know why the checkpoints don't automatically refresh HP/SP when you touch them- you have to manually exit the dungeon, then go straight back. There's no penalty for this, so why not make it automatic without having to go through the whole process? It certainly isn't an easy game- I've died twice on normal already, both in the same bit where you're limited to just the main character against masses of enemies. But, you have to use the systems the game presents you with, at least on the normal difficulty setting. It's challenging, especially compared to other musou games, but not frustratingly so. I find some battles end instantly when I ambush, whereas others with the hard variant monsters can take a little while- there doesn't seem to be much in the middle right now. Sub bosses especially take longer, but they're often fun and give you a chance to dive more into the tactical options available. I'm actually enjoying the hacking battles too, since being on defence changes how you play quite a lot too. It's certainly way more of a 'Persona' game than a musou game, which I wasn't expecting at all. But that's fine with me. It does suffer from the same pacing/structural issues as most Persona games, with large, solid blocks of narrative between proper gameplay segments. I kinda like spending more time with the gang, but other people might find that particularly frustrating when they're waiting to get back to battle segments.
  20. Wait...so despite being delayed, this patch still doesn’t include the invasion multiplayer mode that the other Watchdogs games had??
  21. Retroguy

    NIOH 2

    I still love how the combat is so intricate in this that the difference between total failure and quick success can be something as seemingly trivial as always dodging boss attacks in a certain direction.
  22. Yeah, in the deep dive video and all the promo shots, it’s just him fighting the same robots, jetpack and mech suit guys. They still haven’t fixed bugs with level geometry (see the stream session their staff did a little while ago where embarrassingly one of them fell through the floor of the level), enemies failing to respawn stopping game progress and daily missions not working. They’re not likely to add new enemies any time soon, at least not without making a massive song and dance about it. If they ever do, that is. That’s why they’ve gone with Maestro as the new villain (who I’m guessing you at least fight at some point) so they can get away with just using a reskinned Hulk model.
  23. I don’t really know, other than they’re some kind of multiplayer collaborative activity- apparently they haven’t been able to test them properly since testers keep dropping out of online sessions.
  24. But it's set in the aftermath of a Kree invasion*! *The invasion is over and you're still fighting the same Aim bots. Meanwhile, promised content such as the Clone Labs remains unreleased since they haven't been able to fix their netcode.
  25. Similar, but in terms of combat, Valhalla gives you the most options and progression in terms of building your character I would say. It still needs to do more for the length of game it gives you, but it’s a further step in the right direction. It also has a much bigger variety of side activities, but there is much more of a focus on straight on combat rather than stealth assassinations. It also has a darker story, which can be pretty downbeat and draining at times. There’s also a lot more detail that has gone into little incidental areas of the world which the previous two entries were missing. Origins has a nice sense of place in that each quest hub / town you go to is unique, and a few of the side missions in the area build on this. Odyssey loses this for a lot of extremely similar settlements bar one or two places, but because of the setting is a much more vibrant area to explore, and the story and quests often have more lighter and comical touches. And I would say as well that certainly playing as the female main character in this and Valhalla, Valhalla’s is a lot more dour and less charismatic. However things like hunting down the cult element are way too drawn out, and this has at least been tailored back somewhat in Valhalla. In summary, I would say it depends how you take to the story and tone of each, but Valhalla probably gives you the most things to do, and most ways in which to do them.
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