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File: 1562480322954.gif (242.05 KB, 500x254, 250:127, 593048509438095.gif) ImgOps iqdb

 No.46178[View All]

Other one's basically full, so might as well create a new one.
193 posts and 145 image replies omitted. Click reply to view.

 No.48412

>>48286
>I was surprised at how it was closer to a puzzle game than a survival horror
Well there's really few "survival horror" games that could really count as what we call survival today, they're mostly puzzle/adventure games with some action, as long as you don't go around shooting everything in sight you will be fine. I'm talking about late 90s/early 00s survival horror of course, like Silent Hill, Fatal Frame and RE of course
>I will be playing 0 next
While I do like zero it's really not that good, you should play RE2 if you can handle Playstation graphics

 No.48413

File: 1579439995310.jpg (94.45 KB, 992x558, 16:9, img_agarcial_20170327-1211….jpg) ImgOps iqdb

Finished StarCraft, it was good but boy does this game show its age, and I'm not talking graphics, I think it looks great, old blizzard had a way of making the games feel timeless in that regard, what I'm talking about is that it's missing a lot of QoL stuff that today would be considered pretty basic, for example: there is no way to group units in any kind of formation, so when you send a group into an enemy's base the ones who arrive first will inevitably die; max group size is just 12, so if you command a big attack you'll have to use like half of the numeric keyboard; you can set "villagers" to automatically colect a resource, and on top of that there's no "iddle villager" button; the pathfinding is terrible (pathfinding was a big issue back then, a lot of games screwed it up). I don't know, maybe I'm just a really bad player, there's just a lot of things that you'll miss if you played a more recent rts.
Like I said the game is still great, the plot and characters are engaging and they were my main motivation to keep going, looks great, voice acting is great, music is great. The three civs are really different but they managed to keep it pretty well balanced for what I could tell (I only played single player so I wouldn't really know). I don't know if I prefer this or Warcraft 3, what I do know is that I really miss old Blizzard.

 No.48414

>>48413
Glad you liked it. SC1 is one of my favorite games.

>it's missing a lot of QoL stuff that today would be considered pretty basic


Yep. Because of the lack of QoL features, the skill ceiling was so high that you had to make the game into your full-time job if you wanted to be competitive in multiplayer. The Koreans took this to such an extreme that they invented e-sports as we know it and, as far as I'm aware, remain dominant in the multiplayer scene to this day. Many of the "legends" of e-sports, like Boxer, Jaedong, Bisu, Flash, Whitera, and others, came out of the SC1 scene. 2000-2010 was the golden age of the SC1. When SC2 was released it briefly killed the SC1 scene, but when people realized that SC2 was shit, SC1 saw a revival.

The embedded video is from a 2010 tournament, if you want to see a high-level SC1 match between pros.

>the plot and characters are engaging and they were my main motivation to keep going, looks great, voice acting is great, music is great


Yep, they nailed the dark sci-fi atmosphere in SC1. The art direction was truly inspired, and even the late 90's cinematics hold up well today. The decline of Blizzard couldn't be more obvious than in the clusterfuck that was SC2.

 No.48496

>>48414
SC2 has an alright competitive scene, I think WCS might have died recently though. It was interesting to see the google AI AlphaStar beat the pros by abusing APM with like 12K actions a minute during fights.
Reading your post, it seems that starcraft was always about making less mistakes than your opponent.

 No.48501

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What a delightfully goofy game. A little on the short side, but I'd say even that worked in its favor. It ends before anything can really get too tiresome, which I appreciated. As a primarily PC only gamer for many, many years now, it was actually kinda comfy/refreshing to experience a pre-2005 sixth gen console game like this again. At the same time, it also kinda reminded me of something you might see come from Platinum nowadays and while playing this I couldn't help, but think of stuff like Vanquish or MGS: Revengeance, at least in terms of how similar it is to those two in regards to style, bombastity and just sheer Japanese wackiness.

It's a bit of a shame From Software doesn't make more random games like this anymore and are pretty much just sticking to milking the whole Souls/Bloodborne/Sekiro thing until complete exhaustion. Elden Ring might be a bit different, but honestly it looks to me to be about the same sort of thing as the rest, continuing From's sole fixation on Souls-like gameplay/atmosphere.

Anyway, it'd just be cool of From to make random games again, like Kuon or Metal Wolf. The bait & switch job they did with Sekiro, which should've been, and I was believe was even intended as, a spiritual successor to Tenchu, only to then turn out to be another Souls clone, is still something I'm disappointed with them over.

As an aside, we all have boat loads of random games we haven't gotten around to yet, but I feel I'd especially like to cross more off from around this time period. I really should try to emulate and finally play/finish some of the ones I've missed or am interested in, but, odds are, I know I probably won't, which depresses me.

 No.48502

>>48413
you sound like an aoe player. yeah it's really old now. pathfinding was also really bad for the larger units when it first came out. they built sc using the wc2 engine and it took fucking forever to come out

 No.48506

Finally done with Nocturne. Had to grind a lot to get decent skills for the MC and (re)make a good team of demons with Pierce to have a chance against Lucifer… Well I might have overdone it because my OP companions tore him a new one.
I don't think I'll replay this, and I don't really know how much replay value there is besides a few different endings. Too burnt out now anyway.
By the way, how in the world does one unlock every skill/magatama in the game? with all the grinding I've done I'm still short of like a dozen levels to get to 100%.

 No.48522

>>48502
>you sound like an aoe player
I love AoE 2, it's the only game of the series I played, and yeah I really like it.

 No.48523

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Finished Commandos 2, what a beautiful game, even now the 2d scenarios look great and the music is amazing. It's a bit easier than the first game and its expansion, but still great, fewer missions but they're way longer so they can take up to two or three hours. I loved every second of it and I'll probably replay them because I didn't get the bonus levels. To me this is how a sequel should be made, took everything that made the firt games great and added more stuff. Planning on playing 3 but I've heard it's not as good, sadly.

 No.48530

>>48501
>It's a bit of a shame From Software doesn't make more random games like this anymore and are pretty much just sticking to milking the whole Souls/Bloodborne/Sekiro thing until complete exhaustion
"exhaustion" can't come too soon
I hate those stupid meme games and their stupid goddamn fans so much, From hasn't even done anything new in 10 years because of them

 No.48537

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>>46178
I beat Superhot. Quite fun, but difficult near the end. Criminally short, and needs a level editor

 No.48545

>>48537
>and needs a level editor
God that would be so great.
If they ever make a squeal they need to include that.

 No.48603

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Beat Dead Space 1
I don't think I'd call it the worst game I played, but it's not far off that title. I'll just list off the problems
>Sensitivity is fucking dysfunctional. I played with maximum, and I still regularly had to drag the mouse across my desk multiple times to aim where I wanted to, doesn't help Isaac's about as nimble as a slug either
>Terrible storyline. I don't mind a B-movie style thing, just an excuse for everything to go totally wrong so I've got aliens to kill, but that's not what I got, the most cliche story imaginable, complete with some boring as fuck social darwinist evil scientist who claims that the aliens are "the next evolved lifeform" and shit, because, why not, a wife who I could not care less about, perhaps because Isaac portrays quite literally zero emotion, ever, and they tried to go End of Evangelion near the end, and I think they were insulting my intelligence, as if I wouldn't notice why she said "make us whole again" once every god damn sentence. What is subtlety?
>You have to save at certain stations. Don't like this in any game, let me save where I want, when I want. Now, you might be inclined to say that this was for balance purposes, but it wasn't, because every time I died, no matter how far away the save stations were, I always was right in the room where I was, so if they can implement respawning me right where I was, why not save the game there as well?
-Abysmal soundtrack. The musical equivalent of someone screaming in your ear, it was genuinely painful, and to make matters worse, it played the same 3 tracks every time an enemy was present, which isn't very good for gameplay purposes, for a horror game that's meant to be about being nervous about when the enemy's next going to show up, that's kind of nullified by them basically announcing their presence with musical cues, because all I'm doing is searching for them.
-Braindead enemy placement. Maybe if I never played a game before I'd have been surprised, but I never was. Am I meant to be shocked that I enter a room with a missing tile in the ceiling, and an enemy comes out of there? Or that this one unilluminated corner has an enemy? Getting rid of that predictability would be nice
-There was no need for the zero gravity sections, or for the Gravity Gun style mechanic, just isn't needed, I'm not interested in jumping across platforms, if I was I'd play a puzzle platformer, and the gravity gun arm was 100% useless, never to solve a puzzle, it was there for no reason, everything could've been picked up normally, but they just had to throw that in there.

So, basically, if you want a first person Doom 3 that steals its entire story and enemy design from ALIENS, and also controls and plays like shit, then I guess Dead Space is for you. But it's not for me.

 No.48631

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>>48523
Good choice, my man.

 No.48649

I ran through tales of xillia (PS3) this week using codes and someone's new game+ file

the story is dumb, the world is non-interactive, the real gameplay amounts to crossing boring fields of monsters in an A to B fashion to reach your next 10 minute long cutscene, now I understand all those complaints I've heard about modern games being nothing but movies, the game was almost entirely cutscenes

I only kept playing it because the main character is pretty, and the costumes that came with the save file let me dress him like a catboy

 No.48659

Lufia II. Good game overall although it was way too easy. I haven't done the ancient cave and dragon eggs quests so maybe there were optional bosses and stuff there I missed.
Is the first one worth playing?

 No.48660

>>48659
>Is the first one worth playing?
It's not bad, it's just kinda meh. And very easy as well.

 No.48823

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I wasted all february on tales of xillia 2. It's a typical JRPG suffering from sequelitis and spits in your face at the end by killing your main character to save some whiny ass little succubus sidekick who doesn't even really exist, who's just an NPC from a fake parallel universe, because muh bleeding heart or something. Even though the whole game is about unscrupulously destroying those same fake parallel universes (and everyone in them) to save your own. You can, alternately, choose to live and let the annoying little shit blink out back into the void where she came from, but that gives you the bad ending. It's a fucking joke.

You can honestly sum up this whole load of crap as Suicidal Altruism: the game.

Fuck you japan. Give me february back.

 No.48858

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>>46522
So my brother came back early this year and we finished Phantasy Star 2 this time. What an amazingly frustrating game. It's so frustrating that we were laughing our asses off at several points. The dungeons are designed to make you lose your mind. All of them are huge mazes with dozens of empty corridors that leads nowhere. Exploration is rewarded with huge amounts of backtracking. You either draw a map or you risk getting lost virtually forever in several of the later dungeons in this game. Items are extremely expensive so you'll be grinding A LOT to be able to afford anything.
After my brother went to sleep I would stay for another couple of hours just grinding outside the dungeon we had to go next in order to make progress possible next day. You never get strong in Phantasy Star 2. The monsters are always not far behind or ahead of you in terms of strength. You have specialized characters that can kill a particular type of enemy but they all come mid game or so at lvl 1! It's so frustrating you start to imagine the developers had a sadistic intent to torment their players.
I'm not going to give any spoilers but the story is what you expect more or less. It's basically a big bad again trying to screw everything up and this time there's a interesting plot twist to it in the end. It's just a rather silly, jrpg scifi plot, I liked it to be honest, my brother thought it's dumb as hell (which I agree but still I enjoyed it).
I liked the characters a lot and I think my main problem with this game, apart from the insane dungeons, is how poor the battles look visually. It's always the same background "even in the first game you have different background that reflect your place on the map". The monsters look OK for the most part but not as charming as the monsters in the first game imo.
Music is good and the graphics look pretty much like a generation previous to the Genesis. It still feels like a Master System game, pretty much. The way the menu work and everything else. Anyway we didn't have time to finish the game properly so we had to cheat on the last boss but I didn't mind, it would be too much to NOT see the ending of this game after all the suffering we went through. Yet it was a lot of fun in a way. You know the sort of game that manages to fuck you up in unexpected ways. Just to give you an example, don't read the spoilers if you intend to play this as it contains major spoilers. You have to learn a tech named Music that costs a bunch of money. So we had a character, Nei, to learn it. You only use this tech once 15 hours later in the game so we completely forgot about it. You use this tech in a piano deep inside a huge dungeon. Nei dies before this so we realize we'll have to go back all the way to another planet to have another character to learn this tech in order to proceed and redo the entire dungeon again. Now imagine this game is filled with such moments.
Despite all of this, I actually enjoyed the game for what it is. Too bad I'll have to wait a whole year to play the third one.

 No.48860

File: 1583184755385.png (1.59 MB, 900x742, 450:371, sigil-litho_900x.png) ImgOps iqdb

Don't know if you'd count it as a game, but beat John Romero's SIGIL
>Good architecture and satanic imagery
>Well constructed levels, for the most part
>Too fucking dark, it reaches Doom 3 levels at points
>Levels 5, 8 and 9 are utterly fucking abysmal from beginning to end, 9 especially, could there be a lazier way of ending your WAD than by giving the player a ton of plasma ammo, then putting them in a room with a spider mastermind, then a cyberdemon, and that being the end of the level, which barely had any enemies in it?
>Too many lost souls
>Good soundtrack

Overall I'd say it's acceptable, 6/10, mostly enjoyable and I'd rank the episodes 1 > 2 > 5 > 3 >>> 4

 No.48878

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>>46745
>>46746
I just finished it, having got it for free on the Epic store. This was the first game I'd played more than ten minutes, let alone finished, in three years. So, it must be good. I'm glad they didn't cuck on the immersion of the game. The night vision potion is the only immersion breaking thing. Unless such a potion actually exists, they should force you to do everything by natural light or torch. The other potions like the healing potions are so weak, they seem realistic.

On combat, you described it well. I mainly just aimed for bow headshots from the horse. Which is most likely what the developer intended you to do. I don't see any other way to win a fight against a team of five bandits. The questline major battles were unchallenging as you described. The developer should have just followed every other developer and made it so the NPCs only care about killing the player, rather than actually trying to win the battle.

I didn't expect what you wrote in the spoilers. I expected him to be a traitor and collaborating with the invader at the start, as he looks like a Cuman rather than a Bohemian.

Isn't Witcher 3 the same as this game with a fantasy element? Anyway, I hope there's a sequel. I really liked Mafia II by the same guy, as well.

 No.48879

>>48878
>The night vision potion is the only immersion breaking thing. Unless such a potion actually exists,
i suppose it could. People have known for centuries of drugs that could forcibly dilate the eyes, which could help with night vision. Dunno if anyone ever actually used it that way though.

 No.48886

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>>48878

I'm the guy who wrote those posts, along with this >>46797 one, and it's good to hear from others who also played it, since, overall, it's actually a great game & definitely one of the most unique open world games/RPGs out there. In retrospect, I gotta say that I was far too harsh on it and that it was more or less my sense of ornery burnout talking. In my case, I basically played it everyday for 3 weeks straight, so it certainly kept my attention and, like yourself, was something that ended up really gripped me, even if certain aspects of it did get on my nerves at times.

>Unless such a potion actually exists, they should force you to do everything by natural light or torch.


Yeah, I liked that as well. Later on however, I started knocking back tons of night vision potions merely for the convenience. I never really used any of the other potions from what I recall though, aside from healing potions, stamina/coffee potions to stay awake & of course save potions. I remember when I was riding my way to Sasau for the first time in the middle of the dark with only a torch lighting my way before I got yanked off my horse & ambushed by bandits and I basically just sprinted like mad into the blackness with my torch while having no idea where the hell I was going. Moments like that were really neat. Like I said, it's a shame there weren't natural predators in the world like wolves or bears to worry about, which would make wandering in the forests after dark especially perilous.

>the only immersion breaking thing.


Enh, I'd say the voice acting could be pretty immersion breaking at times, to be honest. Henry and most of the main characters are fine, but hearing some random NPC with horrible voice acting with a North American accent would often just really take me out of it.

>The developer should have just followed every other developer and made it so the NPCs only care about killing the player, rather than actually trying to win the battle.


Yeah. I think they should've also removed the invulnerability of plot-specific NPCs and had them get temporarily knocked out, or something (ala Elder Scrolls), so that they aren't just unstoppable terminators. The battles just never had any risk insofar as you might lose them, outside of the player actually dying, which kinda sucked. It also would've been cool if there were more pre-planning that went into major battles. Like what formation to take, or how well equipped your soldiers are, which would help to decide their outcome. It's weird because during the lead-up to the battle of Pribyslavitz you're asked to scout it out first and sabotage some enemy supplies before reporting back, but it didn't really seem to affect the proceeding battle all that much. Stuff like that was the right idea though and I wish it actually meant something and was applied across all the major battles in the game.

>I expected him to be a traitor and collaborating with the invader at the start, as he looks like a Cuman rather than a Bohemian.


Yes, I also thought he was going to be revealed as a traitor, since he seemed quite shifty & suspicious. Not to mention the convenience of his story what with being able to flee from Skalitz while it was surrounded by enemy forces had me convinced he was bullshitting and was actually in cahoots with Sigismund.

As far as Henry being revealed to be a nobleman, I guess it just seemed like the sort of thing to eventually have happen in a game like this. Also the fact that Sir Radzig would take you on as his squire for no real reason seemed a bit odd to me and that it'd essentially be impossible for someone who's a low borne peasant to receive such a title, so I had a suspicion that Radzig knew there was something special about Henry. The fact that he was actually his father was still a bit of a surprise for me, though. Another thing which surprised me was how friendly Sir Capon becomes to you after a little while. I assumed he was just going to be some piss ant, stuck-up Joffery-tier nobleman for the whole game, but he actually is more or less just a rowdy fratboy who doesn't really care or hold grudges against anyone. Still annoying in some sense, but not as annoying or predictable as I expected. That drunken priest dude was also kinda like that as well and that whole, "Dude, I totally forgot my sermon cuz I was so shitfaced last night, you gotta cover for me bro!", felt like some medieval version of a 70s fratboy movie like Animal House. To be honest, he was one of the characters I wanted to kill the most, funnily enough.

To be honest, I was way too trusting in this game towards NPCs. Like that one guy who tries to kill the dude who builds the trebuchet you need to go & find near the end of the game. I caught the guy sneaking up to the dude's house and he was all like, "Don't mind me, nothing to see here.", and I was like, "Alright, he seems to be telling the truth, lol.". Then later on, the guy just shows up out of nowhere right in the middle of the siege for Talmberg as all the main NPCs are gathered around the main camp area, before they just all dogpiled on & annihilated him. I basically just had a 'surprised pikachu.jpg' face the whole time and was like, "But he seemed so honest!". Well, it was pretty funny either way, especially since the trebuchet guy refused to talk to me after that and just told me to piss off becuase I was a gullible dumbass. I also got fooled during the side-quest which involved investigating the foreman at the church and I walked right into his attempt to murder me without even realizing it.

It's not often that I play a game that forces you to pay attention and to doubt what other NPCs are telling you. In most RPGs I'm just like, "Yeah, yeah, yeah. Tell me what I need to do and shut up already.", so the fact the NPCs will often lie to you or try to misdirect you was a bit hard to get used to. Also the fact that NPCs will often sound sincere & genuine, even when they're lying to you made something like L.A. Noire & its semi-obvious NPC cues/tells seem like nothing by comparison. Personally, I wished I'd backstabbed more characters during my playthrough. Especially those two idiot "friends" Henry has in particular. I actually wanted to sell their asses out during the quarry heist, but was worried that doing so would screw me out of future quests/story content.

It's also cool how quests can take divergent paths in that game. For instance, I remember how that German guy you need to chase from one of the charcoal camps, can be caught if you mange to stay on his tail & catch up to him. I hit a tree branch and went flying off my horse, so he got away, which then forced me to track him down to the inn he was staying at and confront him there instead. Just the fact that quests are that malleable in an organic way is something more games should replicate.

>Isn't Witcher 3 the same as this game with a fantasy element?


I've never played it, but yeah. I suppose it is. I guess just wish for something like that, but first-person and with combat/atmosphere similar to Kingdom Come.

>Anyway, I hope there's a sequel.


So do I. The game ends on a bit of a cliffhanger, (such as the fact that Henry still hasn't found his father's sword or that you haven't confronted the general who burned down your home yet), so it'd really suck if it never got another installment.

 No.48887

Is it playable vanilla or is it one of these games that's so broken you have to download and micro-manage a billion mods to get a decent experience?

 No.48888

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>>48858
>>46522

That sounds really nice, wiz. I wish me & my brother could do something like that, but he doesn't have the time, or really the interest, to play any video games with me. Certainly not a whole one with the two of us playing it together from start to finish, like you and your brother did. The last occasion I can recall where he and I played a video game together was like 7-8 years ago. I needed his help in this really crappy PSN game called 'Flock', or something like that, since I was trying to get all the trophies for it, but there was a really tough co-op campaign, but it lacked any sort of online mode and was local only. To his credit, my brother stuck with me for the 2-3 hours it took for us to get through it. Afterwards I offered to load up 'Renegade Ops', a much better co-op game, as a sort of palette cleanser, which he'd never played before or heard of. We finished the first stage together and, while he seemed to enjoy it a lot, he was quite tired & just wanted to pack it in for the night. Well, like I said, that was the last time we ever played a game together. It's a shame because it'd of been nice to finish the rest of 'Renegade Ops' with him, or really any other co-op/singleplayer game. My brother, to my knowledge, doesn't play video games anymore and, outside of that one time years ago I just described, he hasn't since we were kids. Even back then he mostly just played MP games though, like CoD 2 or the original Halo. One genre we shared an affinity for was RTS games & city management games. Age of Mythology & the Caesar series are games I can remember us playing together, along with other random stuff like Tony Hawk's Underground. He still watches anime though, so at least we talk about that from time to time. Anytime he visits us he's always busy with his university stuff, or some such other thing he's working on and he never has the time to do anything like you & your brother did. It's kinda depressing, but that's just how it is. It'd just be nice to share the hobby with someone every once in a while and play something together. I have no internet friends/acquaintances, so I basically have no one else.

 No.48889

>>48887

Kingdom Come? Yes, it's quite playable without any mods. I don't recall playing with any, other than one which optimized the engine & graphical options a bit. I had thought about downloading one which added a crosshair to the bow, but I never got around to it. I'd say that's the extent to which mods are necessary for that game. Simply for tightening or streamlining a few minor things, but that are, again, entirely optional & up to the player's taste depending on what's bothering them.

 No.48897

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Rodea for Wii was great, it has all the spirit of a sonic adventure game. So fun

 No.48899

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Finished Dragons Dogma: Dark Arisen around a month ago, including all DLC and Bitterblack Isle. It's a strange experience with such a vast disparity between the more quality aspects of the game design and the more awful aspects of the game. My main qualm is that there are some elusive mechanics coded into the experience that you basically need the wiki to even hope to maintain any sort of grasp of and even then you may as well keep a tab open regarding said mechanics because you'd need some superhuman memorisation to keep track of them, lest you unintentionally cripple yourself. The beloved mechanic is poorly implemented, with the beloved's affinity decreasing over time for no apparent reason and making them the beloved in the first place is tedious enough with you having to balance the affinity of every other character in tandem with them and ensuring that you max their affinity at the exact right point in the main quest (which you wouldn't be able to deduce without a wiki, again). The inclination system would've been neat had it not been fluid, leading you to have to constantly check your pawn's stats menu to ensure their inclination hasn't once again changed to something undesirable (which it will). Vocations are also a major pain since for you to have the optimal strength for late-game, you almost always need to play up to level 200 in literally every other vocation except the build of preference and by that point you've basically completed the game anyway.

The lore, story and narrative isn't particularly developed and mostly just serves as context to whatever event is currently taking place but it's not a resounding issue because I never really prioritised lore in my playthrough experience anyway. There's also enough of it to provide some general flavour to whatever NPC or locations it's attached to. That said, there are a few instances where I really would appreciate some more context (Frontier Caverns, sky turning a dull green post-game, most of the caves and dungeons you have access to). Exploration is still very engaging though. One of my preferred areas to revisit was the south-west of Gransys, encompassing the Vestad Hills, Verda Woodlands and leading up to the cliffs and bluffs near Bloodwater Beach. Perfect balance of different biomes and aesthetics, variability in enemies, crevices and secrets to discover and it's also sufficiently rewarding for the point you have access to it. Other areas like the Witchwood also had a particularly immersive aesthetic, as it really accentuated that whimsical, magical vibe of a classical interpretation of a fantasy Witch's grove, though without many darker themes (the short melody playing when you enter the location also helps). Most NPCs don't have a plethora of interactions or backstory to flesh them out to the extent of most games in the genre, but they're still sufficiently engaging in the interactions you do have with them and every interaction with them defines their character in different ways.

The only resounding flaw is that the post-game is so infuriatingly repetitive and obnoxious that I dread it every time. Most of the mechanical issues aren't particularly noticeable before defeating Grigori, but they are accentuated tenfold by the time you reach the Everfall and Bitterblack Isle. Grinding galore, relentless spam of reskinned pre-Grigori enemies with buffed stats, constant need to revisit the same locations and run through the entirety of them each time (with the loot being devoid of anything rewarding most of the time due to frustratingly low drop-rates or reliance on luck based "features" like purification) and punishment of certain playstyles and classes because these post-game areas were clearly built around certain classes. It just becomes too linear a game after a certain point. I'd still rate it around 7.5/10 because the world of Gransys and core gameplay is so entertaining.

 No.48905

>>48899

I can recall really enjoying Dark Arisen the first time I played it on PS3, but a little while ago I tried to replay it again on PC, but I just couldn't really enjoy it as much, or really at all. Traveling was fucking tedious as hell and having to run everywhere just got on my nerves a lot. I also hated the dumb as shit vocation system and, like you said, having to play other classes to optimize the class you actually want to play as (like playing as an assassin being the best option for maxing strength so you can eventually play as a warrior, as an example) just really pissed me off and made me despise the whole thing, since by the time you get that far you're already done with the game anyway. The quests/story/characters were also all laughably terrible and appeared as if they had been all slapped together in a single afternoon. I also hated all the junk loot & the lame crafting system. I disliked the pawn system immensely & I hated how useless they are and that they're so suicidally retarded all the time. Even when I got to BBI, all the mechanics there just pissed me off too, like cursed items that need to be purified & shit like that. I just wanted the game to be fun like I remembered it, but it just got on my nerves & was either supremely boring at best, or downright annoying at worst.

I also strongly disagree with you that the world was fun to explore, or that it really had anything unique or interesting in it. Maybe it's because I played it before, but so much of the world is dull, lifeless, or uninteresting. It's so damn small, but at the same time also annoyingly large enough to be a chore to navigate. There's also nothing in the world that isn't really generic or otherwise forgettable, aside from the enchanted Berserk-esque woods where the witch's apprentice is. Funny how a lot of Dark Arisen just apes Berserk in terms of its tone & visual style. It's no surprise it had promotional ties to the Golden Age arc movies that came out around that time. Even that brown skinned knight lady sorta looks like Casca & Garnsys/Gran Soren may as well be Midland/Wyndham castle, the princess is basically just Charlotte, the little loli who's an apprentice of a witch gives Schierke vibes (etc.). All the other characters can barely even be described as characters, since they're essentially just empty NPCs with names and that's it. There's the ditzy merchant lady & the evil captain with Griffith hair, that's about all that stands out for their characterization and really stood as a testament to how little effort went into to the story/lore/characters.

Setting up port crystals helps to alleviate the tedium of navigation, but unless you set up a bunch of them in the right places, you still need to deal with how much of a pain in the ass it is to get somewhere. I really wish they'd just given the player a fucking horse, or something. There just aren't enough enemies/meaningful secrets in the game world to make navigating worthwhile or interesting. Fucking every chest just has a RNG junk loot in it anyway, which makes them about as exciting as smashing a pot to get a small pouch of gold. So, in other words, not at all, basically.

Again, the way the main quest is structured is so painfully, excruciatingly dull & boring. Being given list after list of a bunch of boring bitch tasks to go and complete was just aggravating to the extreme. It really, really comes off like an MMO that's been contorted & dislocated to appear as a normal game when it's just a crappy MMO badly masquerading as & badly wearing the skin of a solo RPG. It's just that how could they have thought that any of it was good enough, when it's so blazingly awful? Generic fetch quests to pad out your main campaign and for that to literally be the main focus? Seriously? What the fuck, did they run out of money/time or something? Funny that an MMO is exactly what its "sequel" was. And, again, it's basically what they wanted even the original game to be anyway, it seems.

You know what would've made this game cool? Just make it a modern 3D version of an old retro game. Think the side scrolling Dungeons & Dragons games or Magic Sword, except 3D. Again, BBI was a semi-good realization of this. Just make it all about the combat & the loot and cut out all the other bullshit completely. In my eyes, that would've been great and would've made this game way more fun & enjoyable had it focused on its sole strength, which is its combat system. Remove the vocation shit, the lame open world, and just have a really tight & well designed hub areas to explore, or even just a series of handcrafted levels. Not saying they're perfect, but Platinum Games could've done Dragon's Dogmas a lot more justice, since they would've had the sense to follow this particular approach I feel.

 No.48910

>>48823
Have you played Graces F? story and characters are trash (even by tales standards) but the gameplay was pretty good.

 No.48913

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Enjoyed this one. Turned out to be a pretty great sequel to the original HeXen. Between the two I'd say I actually preferred HeXen II overall, but the original is still good too. The expansion was good as well and the introduction of a new character was a pleasant addition. Even if it's a literal demonic succubus. Surprisingly fun to play as, though. Having a purely ranged character is quite nice, just like the mage/wizard was in the original HeXen, and it kinda bothered me that the necromancer wasn't pure ranged since his starting weapon is just a melee weapon, like the other 3 default classes.

It makes me sad there's no modding community for this game, since it'd be nice to check out some user maps/campaigns, or something, but there are none. Weird. I had thought that HeXen II would've at least had something after all these years mod-wise, but apparently not. Like I said, it's just quite disappointing & sad, since it'd make for a good game to mod, assuming the interest was there and it seems quite bizarre to me that it never garnered that sort of attention when the original HeXen, or even Quakes, did.

As a random aside I had a bit of a depressed chuckle reading the biography for the necromancer class. An ostracized wizard taken to the path of the bitter warlock. Poor wizzy.

>The Necromancer spent his early years in a small village of Thysis, huddled in the shadow of a monolithic pyramid. His people were lean and wiry, but the Necromancer was thinner and weaker than most. He lived in a great, cavernous house with only his aunt to mind him, his parents having died in a plague not long after his birth.


>An unattractive appearance and the lack of a family conspired against the Necromancer, robbing him of confidence and making him morbidly self-conscious. His days and nights were spent inside his aunt’s decaying mansion, and very rarely did he emerge. He longed for a power — any power — that would increase his stature in village society. He wished to be handsome, or strong, or wealthy, or clever in conversation. But as time wore on, and he grew from a lad to a young man, it became clear that he possessed none of these skills.


>Bitter and alone, the Necromancer’s desire for acceptance slowly withered into hatred. He no longer wished to impress the villagers, but rather, to frighten and punish them. His thoughts turned to the ancient pyramid that overshadowed the village. For the villagers, this monument was an object of superstitious dread. Seeking to partake of that power and dread, the young Necromancer entered the pyramid.


>Within, he found what he sought: a set of ten crumbling papyrus scrolls, each inked with runes of great power. Through study and diligence he learned the magic scribed therein, and soon began to terrorize the village with legions of undead servitors.


>But the coming of Eidolon quickly ended his reign of terror. No longer was the Necromancer dreaded by the villagers; Eidolon and his minions were now the focus of their dread. The Necromancer, it seemed, was no longer all-powerful.


>Bitter and enraged by the helplessness welling up from within, the Necromancer came to a desperate conclusion. Eidolon must not be allowed to steal his precious power. Eidolon must be destroyed!

 No.48963

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>>48913
Embrace your inner demon

 No.48981

Finally beat GTA5.
Overall it is a great game, but man are there a lot of boring bullshit time wasting missions you have to go through just to get to the super fun parts.
Really that is the only thing holding it back from perfection in my eyes. Boring filler missions that keep you from the good stuff and have no business being in the game.
Everything else is great.
4/5, would highly recommend to anyone who has a lot of free time on their hands.

 No.48986

>>46179
I'm like 3/4 a way through. It's fun but tedious. 2nd one is pure shit.

 No.48997

>>48986

>2nd one is pure shit.


So I heard. A shame, I guess, but to be expected. Although I didn't mind the first one, it was indeed quite tedious after a while. Kinda glad the 2nd one turned out so bad, since maybe that will force Ubisoft to re-evaluate the series and try something else. Wildlands was OK, but was still mostly an anomaly for me, always teetering on the edge of becoming a horrendously dull slog, but remaining just engaging enough to keep me going to the end. In the end, it was very unlikely that they would manage to improve, or even pull off the same thing, for a sequel. I haven't played an Ass Creed game in years, since I got quite tired of those games as well & Ubisoft's open-world games in general.

 No.48999

Finally good ending in Touhou EoSD, feels great. touhou music is even better when you are playing it

 No.49018

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That's it, I finished it. 102 hours in, I reached the ending of Dark Souls 3. I feel so conflicted about it. It's been years since I've put so many hours into a game and for the past two I barely touched any games at all. Dark Souls 3 feels like a huge event in my life right now. For the past 16 days I played it every free moment I had. I would wake up thinking about it, I would imagine myself talking with the characters while I was having my meals, I was making assumptions about the plot before going to sleep and while I was in the shower. I probably walked every single inch of the game, I'm finally checking the wikis for the locations and NPCs and I've seen everyone and everywhere. It's odd. I feel guilty as fuck for having put so much time into this. It feels like I shouldn't have done it and the feeling is very intense now that the game is over. Now that DK world is done there's nothing. It's strange to be coming back to reality, the mind really takes some time to adjust.
Anyway about the game. It's Dark Souls again. I really wasn't enjoying it the first 20 hours of it, I seriously consider giving up because everything felt like the exact same thing I had done in the previous games. By the time I got to the catacombs though, everything changed and I began to get immersed big time. I really like how DK's universe look. The tombs, the buildings, the long stairs, the mountains at a distance, the sound gates make when you open them, the sound of steps on wood, the rusty levers, the ruins and statues and paintings and everything else. I like how everyone has little idea of what the hell is going on and yet everyone seems bound by these weird grand events we can't escape from. Everyone has this sense of an impending doom coming soon but at the same time it's so vague and even people that should know what the hell is going on the lords of Cinder, the Fire Keeper seem to be relying on shaky legends to understand what is going on with the world, rather than actually understanding what's going on. The characters have goals but at the same time they feel a bit lost. Everyone is looking for something and many times what they're looking for is long gone or is not what they think it is.
I loved the items and the descriptions. You can piece a lot of the background of these characters by reading items descriptions. This is not new I know but it's done so well here. I like the obsession this game has with rings. When I played the previous games I didn't quite noticed this because I was playing as deprived with clubs and swords, but playing as a pure mage with absent vitality really made me an expert on DS rings.
Exploration is very, very rewarding. There's always a passage somewhere, a view, an item or generally something interesting to see for those who look around. You can finish this game and lose more than half of its content, it's pretty cool.
Another thing, you find many characters in prisons and they all seem so calm and accepting of their cloistered fate. This is very personal but it felt really inspiring to me every time that happened. You're in a dark dungeon somewhere, a place completely forgotten by everything and everyone, long abandoned and you take a turn and through a long tunnel there's some guy sitting inside a cell dozing off or lost in thought. It really hits me for some reason. Every time I felt tempted not to bother (but of course, wanting to do everything the game had to offer, I always found the key and freed them anyway). Or instead you find a guy who found for himself a nice tucked away corner inside a ruin and cloistered himself in there with a bunch of books. Downstairs there are roaming undead and the guy doesn't even give a shit. This game is filled with little moments like this.
Anyway, I had a really hard time with the bosses. A couple of them took me 10 hours to finally beat them. Good thing I'm a pacient individual. I really don't care about getting good but when your build has low HP and DEX, you WILL memorize those movesets, believe me. The bosses were my least favorite part but some of them are pretty fun and the character designs are usually interesting enough.
Oh well. So many good moments I spent playing this and now it's over. The thought I should have done something "productive" instead with this 100 hours is really making me depressed though, fuck.
>>48995
I just wanted to let you know I read your post, wiz. But yeah, it did leave a strong impression on me. BIf you want a TLDR version of why I liked DSIII, the thing I will always remember about this game is how all characters feel so damn solitary. Not lonely, but really, they feel so isolated in their concerns and literally isolated as well. And yet they all have this amor fati and even some inspiring sort of humor about it. It's really hard to describe and it's possible I'm projecting a good deal and seeing more than it's there, but that's the best thing about the game for me. The mood of it. It spoke to me. I had really vivid dreams after playing through the catacombs and Irithyll dungeon. I guess the imagery of it all hits my unconscious or whatever. But again, this is the first time I actually sat down to carefully play a video game in years. I really doubt any game would give this impression back in 2014 when I was binge playing shit 24/7 to forget my shitty life at the time. I guess moderation really ads to the experience after all.

 No.49031

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Surprisingly decent, actually.

Gameplay is snappy & on point, although the way enemies will constantly respawn can make combat feel somewhat tedious after a while. Telekinesis can feel a bit too overpowered at times as well, since often you can simply hang back & lob projectile after projectile which, when fully upgraded, usually leads to a one hit kill on most enemies. Telekinesis also works as such that you can always throw something at an enemy, since your character will literally just pull chunks out of the floor or walls to use as something to throw if nothing else is nearby. The other abilities were mostly more situational, or more navigation oriented. Levitation is cool and is what I'd consider to be the next most useful when compared to telekinesis, or your generic dash/air dash ability. I almost never used the telekinetic shield or mind control abilities since, being that they're more defensive abilities, I just never needed to use them.

I'll also say that I'm not a huge fan of the whole, "one weapon only, but it can modulate into others", type thing you sometimes see in shooters. Republic Commando is pretty much the only game that pulled that sort of thing off well, but, even then, you still had a couple other weapons you could switch to. Doesn't help that only 2 of the configurations of your main weapon are actually useful. That being the default pistol configuration & the high damaging sniper/magnum configuration. The fact that you can't switch between all the configurations on the fly just seemed like a bad design decision to me. Only two configurations are accessible at any given time. To swap one with another you have to access the menu and manually swap them there which, as you might imagine, is extremely tedious, so instead I just stuck with the two that were the most useful. Never even bothered trying out the grenade launcher configuration, since I could annihilate everything with either telekinesis, or just the two weapon configurations I mentioned previously.

One last thing in regards to the gameplay is that it's a joy to see a game with an actual physics system again. The environments could've been more destructible, but, even so, Remedy really did a great job with this sort of thing here, I must say. Overall the graphics are actually quite good, although the facial animations could've been a bit better.

Another thing I liked in this game is the exploration & the freedom of movement. Yes, the environments can be quite stale & clinical for the most part, but it's fun to backtrack & find random secrets & such once you have the appropriator ability to do so. This game is a bit "metroidvania" in that sense and, I don't know, personally I always tend to like that sort of thing in games. I'll say that the initial gameplay loop of, "fight a bunch of enemies, then seize the fast travel point", can be quite tiresome. Once it opens up a bit more later on however and you have more places to go & things to do, that sort of thing becomes less of an issue.

I'd say another thing which surprised me about this game was the quality of the side content & the optional bosses you can fight. The boss fights, to their credit, are actually quite well done & varied for a shooter like this. Next to the boss fights I'd actually say the favorite part of this game for me were the, side quests related to containing & defeating the various SCP-like objects scattered throughout the facility. Each one has a bit of their own small gimmick when it comes to cleansing/containing them, which was neat & allowed a nice sense of variety. I kinda wish the whole game had just been that, to be honest.

As far as the story/characters are covered, they could've been better, but it's not abysmal or anything. Jesse, (the main character), can somewhat grate on the nerves after a while, but it's still not too bad. I actually had no idea going in that this game, was going to be so heavily inspired by the SCP foundation. Literally the entire thing is based around you wandering around an SCP-like facility that's suffering a catastrophic containment breach. If anything, I actually quite enjoyed Remedy's take on this sort of thing and would even go so far as to say it's quite a but superior to SCP in a lot of ways. The fact that the facility itself is an anomalous object and is modeled off of the space that's described in "House of Leaves", was also pretty cool.

As far as the story, it has a weird sentimentality to it which feels very similar to something you'd see in a Stephen King novel. The whole driving backstory of the main character & the brother she's looking to find, felt extremely "It"-like, to be honest. Overall the story was kinda predictable & tedious, not to mention a bit confusing. Hedron or Polaris, or whatever the fuck its name is, is something I'm still somewhat confused over, as an example. The lack of a final boss fight was also kinda disappointing, to be honest. I assumed there'd be a final confrontation with the brother character, but nope. Just kill a bunch of random enemies and that's it. Pretty lame, to be honest.

One other small thing I liked was how the events of Alan Wake are incorporated & touched on, although only in random hidden documents & areas. I actually thought the gameplay of Alan Wake was quite dull & slow and very un-Remedy like for the most part, but it'd still be interesting to see a sequel to it someday. It was also nice hearing the guy who voiced Max Payne lend his voice to this game, as the enigmatic former director of the facility. I found it funny that pretty much everything he says is exactly the sort thing you'd expect to hear in a Max Payne game, in regards to how Max always talks in noir metaphors all the time and stuff like that.

Well, like I said, I was pleasantly surprised by this game. I'd imagine it got some pretty bad flak for being an Epic Games store exclusive and all that, which is a shame since it's actually a pretty decent game and it's certainly some of the best stuff Remedy has done since Max Payne. Apparently Remedy is currently working on some major DLC for it and I'm looking forward to see how that turns out.

One other aside, but the little show Remedy are known for putting in their games are always something I've enjoyed. The little show they did for this game was was just great & fantastically creepy. Definitely something I felt like was missing from their past game, Quantum Break. Speaking of, another thing they did much better this time was the live action stuff. The live action video recordings you sometimes find playing in the environment here are done quite well and the guy who plays the main scientist (Darling, I think his name was) does a really great job selling the world & adding to the atmosphere.

 No.49032

Decided to emulate & play through the entire Syphon Filter trilogy for PS1 just recently. I'd say it's actually one of the few games that stands out for me from my childhood, at least from what I can still recollect from that time. For instance, I remember playing the opening level from Syphon Filter 1 as a little kid and being too stupid to know what the hell I was supposed to do. Pretty much all I did was just run around & used the rather wacky taser this game has to just set guys on fire. I think the furthest I ever got as a kid was the park area, just before the first boss with that flamethrower guy which, itself, was actually a pretty neat stealth based boss fight, especially for a game of that time.

Well, it was certainly weird going through the entire thing now, after all these years. Certain things gave me some nostalgic tingles, like the sound of the text & how characters will kneel on the ground as the camera pans around them when receiving additional information. Overall though, I'd say the entire series was kinda dull & tedious. Pretty much all three of the games are the exact same gameplay-wise, with only slight differences between them, and those are mostly in regards to the graphics/presentation.

The story in particular was just super convoluted & dumb. The third game especially mostly just felt like excessive padding, since it seemed like the developers didn't know what else to do at that point. Literally the entirety of the third game is just spent playing unrelated flashback missions that have little to nothing to do with the main plot. The fact that the main characters are supposed to be wanted fugitives/terrorists, but are called in for a formal senate hearing where they recount random past missions in this almost weird attempt at courtroom drama just felt super frigging weird. Again, the fact that the actual relevance of these missions amounts to something like, "So, there I was eating my grand slam at Denny's when all of the sudden I was ambushed by a squad of heavily armed soldiers. Well, I'd need to react fast if I was going to survive.", (proceed to mission), just made the whole thing kinda ridiculous. Only at the very end does the game suddenly remember the plot from the past 2 games and it just culminates in a rather unsatisfying & rushed last couple levels. I mean, the fact that your characters are screwing around and running ops against disrupting Syphon Filter, in-between being grilled in this senate hearing crap, just felt as if they were taking turns skipping detention, or something.

The stealth mechanics in this series are also quite primitive and a lot of what takes place in these games is very trial & error and can be quite frustrating to deal with. Movement is stiff and the first person aiming is extremely clunky, but being able to lean around corners while doing so was at least kinda nice. Even compared to other games of the time, (like Tecnhu or MGS), Syphon Filter feels pretty half-baked when it comes to its stealth mechanics. You get a radar of sorts, but it's mostly pretty useless. The stealth sections, like the rest of the game, are highly linear & rigid. As in, you proceed until a guard turns a corner & notices you, the alarm instantly goes off, you retry, you now have foreknowledge of that guard being there so you take him out, you proceed further only for the same thing to happen until you can map out & perfect the entire stealth section. Most of the stealth sections are highly punishing in the sense that if you're seen you immediately fail the mission and are sent back to the nearest checkpoint, which just sucks. It's pretty much the sort of thing everybody hates about forced stealth sections in games.

Outside of that however, most of the game is pretty much just pure action & shooting. Again, with often highly rigid enemy placement & set pieces which can be pretty annoying to deal with. One thing I actually thought was cool about this series was how the boss fights are designed, in the sense that they're all almost like puzzles. Instead of them being health sponges, or whatever, you need to find the correct way to dispatch them for an instant kill, (like using a gas grenade to take out the final boss fight in the first game, or knocking that one guy into the helicopter blades in the second game, or taking out that one lady from the roof of the train car in the third game with the X-Ray gun).

I'd say one thing the sequels somewhat improved on, especially the third game, was having an open area to move around in as you see fit, versus a traditionally linear level. It doesn't really amount to very much, considering it's just an old PS1 game, but it's just something I noticed & appreciated. Beats the sort of shit from the first game where you'd reach the end of a long level, only to have to backtrack to the very beginning because you happened to miss one of the random things you needed to pick or interact with for your objectives. That easter egg hunt crap was really bad in some of the missions of the first game, I gotta say. Especially in the cathedral mission.

Anyway, I'll probably continue on to finish the rest of the franchise, but man does Omega Strain seem fucking awful. I actually emulated a bit of it the other day and holy shit was it just tedious & dull. It seems like it was mainly designed to be a MP/Co-op game and the open, almost score attack, like nature of the missions really rubbed me wrong. The look of the game is also just really dark & depressing and just makes me feel like shit. I'd rather just skip it and play the proceeding two PSP Syphon Filters instead, but damn it. OCD is a bitch, I tell you. One shitty game preventing me from moving on to other games in a franchise before I finish it. It's fucking Clear Sky all over again.

 No.49033

Finally finished Silent Hill 1 after I dropped it a while back when I got stumped on one of the late game puzzles. Overall, I really enjoyed it, but trying to run past certain enemies could be kinda frustrating at times. Especially those little bastards with knives that will lunge & latch on to you. I kinda wish I'd just resorted to combat more often, since I was pretty overstocked with resources by the end of the game and could've afforded more of a combat approach earlier. At the same time, I'm glad I had so many med-kits on hand since, when fighting Alessa's demon at end of the game, I had to pretty much chew through like 6-7 medkits since I couldn't see how else to avoid its lightning attacks so I just had to stand there & tank the damage instead while I kept blasting it with the hunting rifle. This was me playing on hard mind you, so his attacks pretty much took me to the red after nearly every strike.

I also managed to get the Good+ ending and I liked the mournful, but also hopeful, music that plays, which helps to evoke the bittersweet nature of Alessa's fate & her sacrifice. Although, I'm still not clear on why Alessa looked like an adult. I guess that's what Alessa would otherwise look like if she weren't charred & deformed? On that note, what exactly happened to Alessa? How did she get to be that way? Did her Dhalia deliberately set her on fire, or something? What was her goal before Harry uses the Flauros on her? How is she able to split her soul into other living, thinking entities? What was that stuff in the safe? Was there actually some unrelated drug smuggling going on, or something? Why didn't Lisa have one of those demon parasite things growing on her back if she was also part of Alessa's nightmare? Could Harry have used some of that red stuff to heal her, the same way he used it to heal Cybil? Also, somewhat unrelated thing, but I couldn't help shake my head at what's required to get a 10 star rank in this game. Talk about obnoxious. To be honest, I never understood why Silent Hill even has a results screen in the first place. To me it just seems really out of place, putting in such a gamey, arcade-like addition, such as a final score screen. It sorta makes sense for RE, but for Silent Hill, something that really is more about the story/atmosphere than the gameplay, it just seems odd to score players at the end for something that should otherwise be irrelevant. Well all I'm saying is that, personally speaking, I just find it a bit distracting and ideally it's the sort of thing I wish wasn't there.

Well, like Silent Hill 2, I really like the earnest, down to earth quality of the characters in these games. Harry & James are, to me anyway, very likable & determined for video game protagonists. It really helps add to the atmosphere, I feel. Well, I'm glad I finally came back to finish Silent Hill and I'll probably move on to finally checking out Silent Hill 3 pretty soon as well.

 No.49051

>>49033
>I kinda wish I'd just resorted to combat more often, since I was pretty overstocked with resources by the end of the game
A tip for subsequent walkthroughs: You don't need a single bullet to kill the final boss so don't worry.
>How did she get to be that way?
Ritual went wrong, she burned the house to the ground, probably to stop the "god" from being born.
>What was her goal before Harry uses the Flauros on her?
Basically she was trying to stop the cult from bringing the demon to this world, that's what the seal of metatron (those symbols you find all over town) are for, Harry is unknowingly doing Dhalia's bidding by using the flauros to make Alessa lose her powers and control of the otherworld.
>How is she able to split her soul into other living, thinking entities?
She's just that fucking powerful I guess.
>Was there actually some unrelated drug smuggling going on, or something?
Yes, someone (the cult probably) was smuggling a drug called PVT aka White Claudia. They probably thought you could communicate with the dead or something using it.
>Why didn't Lisa have one of those demon parasite things growing on her back if she was also part of Alessa's nightmare?
A theory is that she was immune due to her being a junkie, no one knows really.
>Could Harry have used some of that red stuff to heal her, the same way he used it to heal Cybil?
Probably since that stuff is apparently really powerful.

Check our Silent Hill Origins as well for more stuff about Alessa. Most people don't like it but I thought it was decent

 No.49053

File: 1584936073134-0.jpg (40.66 KB, 660x400, 33:20, Resident-Evil-4-Switch-660….jpg) ImgOps iqdb

File: 1584936073134-1.jpg (574.35 KB, 600x800, 3:4, Half-Life.jpg) ImgOps iqdb

Haven't posted in a while so I have to post two games.

First one is Resident Evil 4. I had already beaten it before but now I also cleared all the extra missions. Game's really good, kinda adicting, really, upgrading weapons is really fun that there's lot of variety. The plot is alright for what it is, pretty cheesy but that's a given with these kind of game. The one thing I absolutely HATED about the game are the quick time events, especially playing with keyboard and mouse, since you get prompts like "5+6", how the fuck am I supposed to know which buttons are those? So I kept dying at QTEs, but I guess playing with a controller would solve that issue.

The other one is Half Life, I started it like a hundred times but had never finished it. The game is a fucking classic so I won't deny its greatness but, man, it's really buggy. I kept getting stuck in elevators or random objects constantly, don't know how many times I had to load the game because of some stupid shit like that. Also towards the end it has some platforming sections, I never liked platforming in FPSs and I really disliked platforming in this one.

 No.49058

>>49051

>You don't need a single bullet to kill the final boss.


Really? How? Do you need to save the red stuff for when fighting the demon instead of using it on Cybil, or something?

>Ritual went wrong, she burned the house to the ground


I don't recall that being mentioned anywhere in the game, but I guess that makes sense. So Dhalia was the one who started the fire then, as a result of failing to complete the ritual and just left Alessa to burn inside, or something like that? Seems weird she'd just abandon her like that, given how important she is to her and her plans for summoning Satan. (I know they refer to it as "god", but to me it just looked like some generic Satan type thing).

I also have some more questions, assuming you wouldn't mind answering them wizzie.

Firstly, what was that flashback between Alessa & Dhalia all about before Harry fights the final boss? Dhalia says something to the effect that she realizes she never even needed Alessa since a succubus's womb is all that's required to summon Satan and that she could've just done it herself. If this is the case, then why commence the ritual with Alessa as the vessel and not herself? I guess because she was just already there, or something? Shouldn't Dhalia also have some special power as well, being that she's Alessa's mother? Is Dhalia actually Alessa's mother? If not, where did she come from exactly?

Why do Alessa's wounds never heal? Is it a consequence of her psychic energy gestating the demon inside her, or something? Where exactly is Alessa's real body? Where do the demon parasites come from? Are they fed to people, or do they just appear spontaneously? Dhalia must've fed Cybil a demon parasite after knocking her out, right? Is there a "special seed" of Satan, or something? Some monsters appear to be a projection of Alessa's power/nightmare, while some are just people, or are they just the ghosts of people whom are trapped in the otherworld? Is Lisa real, or is she just a ghost? Why were Kaufman & all the other doctors in on this? Were they seriously all cult members looking to summon Satan for power? Kaufman & Dhalia used Alessa to summon Cheryl back to Silent Hill, correct? Why did they wait 7 years to do this? What had they been doing in the meantime? Was the otherworld and the nightmare already happening before Harry & Cheryl showed up? I don't think so, since Kaufman says he just took a nap & ended up there after waking up.

Does Alessa hate Lisa? If so, why? Lisa was her nurse and did everything she could to try and help her. It seems sadistic of Alessa to trap someone like Lisa in her nightmare, assuming she has any control over that sort of thing. Why was Alessa referred to as a "thief" by her classmates? I assumed people bullied her because of her crazy mother?

Did Alessa actually have any sort of psychic, or spiritual power before any of this happened, or was that all a result of the subsequent fire somehow awakening them in her? As in the trauma & agony was so great that it somehow led to Alessa's thoughts & nightmares invading the real world. Is Alessa even alive anymore? Is she just a ghost? Like say you managed to kill what's left of her real body, would that be the end of her? Is all that's left of her now found in the new baby she created, otherwise known as Heather?

>Basically she was trying to stop the cult from bringing the demon to this world


Ah, I see. So she was the one creating those symbols then and with that purpose in mind. To be honest, I thought she was just kinda fucking around randomly and had no real goal whatsoever, aside from remaining in control of her nightmare only as a means to maintain her own power for its own sake and to continue to get revenge on those she felt had wronged her and also anyone foolish enough to wander into Silent Hill. In that sense, I had assumed that Alessa had become a bit of an unrepentant demon herself, similar to Sachiko from the Corpse Party games. Reuniting with her other half in Cheryl seemed to be the trigger point for the otherworld's invasion, however. Before that she was just rotting away in the hospital and her powers were very weak, correct?

>flauros to make Alessa lose her powers and control of the otherworld.


I wonder why it has such power. If Alessa lost control of the otherworld shouldn't it cease to exist, since it's a dimension built on her nightmares, or does the dimension she created simply have a life of its own now? On that note, how is Harry able to teleport around the way he does? Is this a result of Alessa guiding him, perhaps?

>was smuggling a drug called PVT aka White Claudia


Oh weird, huh. That must be something they expand upon in the other games, I'd imagine. It seemed odd to me to think that it might very well just be cocaine or heroin, or something. Heh, there'd be a funny joke ending, alright. Everybody was just high on drugs the whole time & before a bunch of cops come on in & bust everybody.

>A theory is that she was immune due to her being a junkie


Interesting. She's the only one who remains somewhat conscious of herself in Alessa's nightmare, so it's odd all the same. She also seemed much more bloody than any of the other possessed nurses/doctors. What's with that exactly? A special punishment from Alessa, or something?

>Probably since that stuff is apparently really powerful.


That's sad then. If only Harry had managed to fill two bottles, instead of just one.

>Check our Silent Hill Origins as well for more stuff about Alessa.


Yeah, I might. That's the prequel one that takes place 7 years before the events of Silent Hill 1, correct? I'd imagine that'd probably answer a few questions I have, although I wonder how much of it is retconned, or whatever. I'd imagine there's an "otherworld" in that game, but if there was an otherworld 7 years ago, that seems to raise a lot of questions as well. I guess it sorta makes sense, in the way that Alessa split herself into two, thus losing too much power and therefore being unable to maintain or project her nightmares via the otherworld. Partly the reason why I liked Silent Hill 2 so much is that it really doesn't have anything to do with Alessa, or the cult stuff. It's basically just its own entity and the town is merely a mirror into the darkness of our hearts. I've always thought Silent Hill as an anthology series would be pretty good in theory, but without Team Silent, or an equally creative team, it largely wouldn't matter. I know there's an ending where James intends to resurrect his wife, with a bit of a reference to devil worship and all the cult stuff from the past game, but it's still mostly inconsequential as a tie to the other games.

Sorry for asking so many questions, by the way. Like you said, playing some of the other games would probably answer some of them, but any additional clarification on your part is appreciated.

 No.49065

File: 1584973206945.png (645.34 KB, 1196x715, 92:55, alessa and cheryl.png) ImgOps iqdb

>>49058
>Really? How? Do you need to save the red stuff for when fighting the demon instead of using it on Cybil, or something?
It's really dumb, if you get to the boss without bullets just aim at him and try to shoot, he just dies, try it out. I guess it's a way to prevent people from getting stuck at the last boss. I tried it with the baphomet looking boss, not with the "incubator" but I guess it works with both.
>I also have some more questions
Alright I'll try to answer what I can.
>So Dhalia was the one who started the fire then
There are a couple of theories, one is that Alessa's psychical powers got out of control when the ritual was being performed and she caused a boiler in the basement to blow up, causing the fire. That's the one I was referring to. In the PAL and japanese version of the game you find a newspaper that reads:
>Investigations show source as basement of Gillespie home. Blaze now believed caused by malfunction of antiquated boiler.
Other theories say that it was actually Dhalia that started the fire since the ritual uses a lot of fire and it got out of control.
>what was that flashback between Alessa & Dhalia all about before Harry fights the final boss
The other world is created by Alessa's psyche, she's just traumatized because of how abusive her mother was.
>If this is the case, then why commence the ritual with Alessa as the vessel and not herself?
I believe because Alessa was more powerful and thus a better vessel. Or maybe she just didn't want to die.
>Is Dhalia actually Alessa's mother?
As far as I know, yes.
>Why do Alessa's wounds never heal?
She was burn to a crisp and is being keps alive by a spell (or the god inside her I'm not sure). The question should be why is she alive.
>Where exactly is Alessa's real body?
It's right there where you fight the final boss (see pic)
>Where do the demon parasites come from?
That I don't know and, from what I've seen, not even the game devs know. Some people believe they're the manifestation of Alessa's hatred for nurses and doctors. Which could also explain why Lisa doesn't have a parasite, since she's the only person who actually cared about her. But that doesn't explain Cybil.
>Is there a "special seed" of Satan, or something?
Apparently it manifests in the womb of the succubus via the ritual
>Some monsters appear to be a projection of Alessa's power/nightmare, while some are just people, or are they just the ghosts of people whom are trapped in the otherworld?
Probably just people who got caught in the entire mess, just like Lisa, Cybil and Harry.
>Is Lisa real, or is she just a ghost?
She's real afaik.
>Why were Kaufman & all the other doctors in on this?
Kaufman is part of the cult, and he runs the hospital. I think only he and Lisa knew about Alessa since she was locked in the basement. But that would contradict what I said earlier about Alessa hating nurses and doctors, so I'm not sure.
>Kaufman & Dhalia used Alessa to summon Cheryl back to Silent Hill, correct?
No, Alessa called Sheryl to SH so she could finally fuse her soul and kill herself so she could stop the god from being born.
>Why did they wait 7 years to do this?
I don't know, maybe that's just how long it took.
>Was the otherworld and the nightmare already happening before Harry & Cheryl showed up? I don't think so, since Kaufman says he just took a nap & ended up there after waking up.
I have no idea but that's an interesting thought, if you don't consider Origins to be canon (a lot of people do not)
>Does Alessa hate Lisa?
I don't think she does
>It seems sadistic of Alessa to trap someone like Lisa in her nightmare, assuming she has any control over that sort of thing
Maybe she doesn't have that much control, maybe all she could do for her was allowing her to keep her human form.
>Why was Alessa referred to as a "thief" by her classmates?
I have no idea about that.
>Is all that's left of her now found in the new baby she created, otherwise known as Heather?
When finally fused back her soul together she was reborn in Heather. She is Alessa's reincarnation, if you will.
>Partly the reason why I liked Silent Hill 2 so much is that it really doesn't have anything to do with Alessa
Yeah a lot of people think like that. I actually like the cult stuff, but I'm in the minority.
>I know there's an ending where James intends to resurrect his wife, with a bit of a reference to devil worship and all the cult stuff from the past game
Yeah that was my favorite ending in SH2

 No.49072

File: 1584995039369.jpg (80.63 KB, 1000x625, 8:5, SH1.jpg) ImgOps iqdb

>>49065

>It's really dumb, if you get to the boss without bullets just aim at him and try to shoot, he just dies, try it out.


You know, that's funny because I was actually wondering what somebody would do assuming they didn't have enough resources for the final boss, aside from needing to load an earlier save. Crazy that it works that way, but also quite merciful to allow an instant kill like that. I'm curious though, does that you mean can't have any bullets in your inventory at all? If so, then I'd imagine most people must just blast what's left of their ammunition before the final fight, I guess. Would the game still do this if you had one of the "hyper blaster" variants, though? Isn't that a weapon with unlimited ammunition, so would that same thing still apply?

>In the PAL and japanese version of the game you find a newspaper


Oh, is that so? I played the NA version, so I guess that explains why I didn't find anything like that. Kind of an odd thing to leave out, frankly. Then again, apparently you need to read every other document in the game to have it show up, so I probably would've missed it anyway, heh.

>Other theories say that it was actually Dhalia that started the fire since the ritual uses a lot of fire and it got out of control.


Hmm, I guess, but, either way, it's mostly inconsequential in the end. For me, I'm just still curious about whether Alessa's powers were present before, or after, the fire. Like, before this fire, was Alessa able to project her fantasies into reality? Was it the ritual which bestowed this power onto her, or awakened it in her? I mean, I don't think she has telekinetic powers, or anything, so I don't know how she would've caused the boiler to explode. Again, maybe that was the result of Dhalia lighting too many candles, or fire spewing out from hell, or something.

>The other world is created by Alessa's psyche, she's just traumatized because of how abusive her mother was.


Yes, but it seems the otherworld only exists in the first place as a result of that abuse & trauma. Then again, the fact that there are demons & other such entities at play would suggest that it's not all just a product of Alessa's power. I think part of the otherworld is her psyche and the rest is some separate dimensional offshoot of hell, or something. Whatever they were trying to summon clearly seemed to exist outside of everything that was going on in the sense that it came from somewhere outside traditional reality, or even Alessa's psyche. That, to me, seems kinda weird, in the sense that, among everything else that's going on which is more down to earth and is about Alessa's trauma & suffering, there are also literal hell demons trying to breach reality and conquer the planet and shit.

>The question should be why is she alive.


Well, like you said, it's either her psychic powers, or the demon/Satan thing that's keeping her going. I can recall Dhalia saying something to the effect that Alessa's nightmare and suffering for the past 7 years has helped nurture the demon/Satan thing that she ends up releasing at the end of the game, so maybe, to Dhalia, her getting burnt to a crisp may have just helped the process along. Then again, maybe not, since we see that Dhalia & the doctors are frustrated that Alessa has so little power and are eager to summon her other self, that being Cheryl, back to Silent Hill, so Alessa can be properly harvested for her power. Again, I don't know why they waited so long to do this, but it clearly didn't pan out for them, since Alessa/Cheryl was too much for Dhalia to handle without Harry doing most of the legwork for her.

>It's right there where you fight the final boss


Oh shit, that's her? I had no idea. Huh, weird. I didn't even notice that thing behind her, to be honest. So that's the "real" Alessa then, and the kneeling Alessa is the image of herself that's she projecting as an avatar for her spirit before being burned, correct? I guess that's why that flash of light happens, which coalesces into the adult/teenage Alessa in the white gown & everything. Alessa in the wheelchair reminds me a lot of those things one sees strung up randomly around the town, like in pic related. Maybe those hanging things are actually reflections of Alessa, or at least images of her, given their strong similarity to what she really looks like.

>Or maybe she just didn't want to die.


Yeah, that could've been it maybe. To me though, based on the way she says this, she seems to insinuate that any succubus could serve as a vessel. If so, I wonder why they didn't just abduct some random person and then just use them as a sacrifice against their will, instead of going through all this additional trouble with Alessa. I know Alessa has spiritual power, but, again, was this in effect before or after the ritual? All the flashbacks we see of Alessa doesn't seem to suggest she has any power whatsoever before the fire, or the ritual. Alessa feels very similar to something like Stephen King's Carrie however, so maybe she did have a bunch of powers that we just never see.

>Some people believe they're the manifestation of Alessa's hatred for nurses and doctors.


I thought they were basically just hellspawn, separate from Alessa's nightmare/otherworld. In my eyes there are three factions in the otherworld. Alessa & her projections, lost or possessed humans, and then literal hellspawn trying to breach into the real world via the otherworld by incubating in humans & taking shape from there.

>Apparently it manifests in the womb of the succubus via the ritual


I assume only to succubi who can handle the strain. Again, it's just weird that Dhalia says that she could've done it herself, since then the whole need for Alessa doesn't make sense in the first place, since if Dhalia could do it, then couldn't any other succubi have sufficed in her place? Maybe it was just easier, or something. As in, abducting could risk the cops getting involved, so let's just use my daughter instead.

>I think only he and Lisa knew about Alessa since she was locked in the basement.


Dhalia knew and a couple other random doctors did as well. One of the cutscenes shows this, as they're all crowded around Alessa's body and are upset/frustrated that Alessa is too weak to harvest and that they need Alessa's other half to return so they can receive the power of Satan, as dumb & self-defeating a goal as that is, to be honest.

>When finally fused back her soul together she was reborn in Heather.


But Alessa's original form still exists even after she creates the baby, since she opens a portal for Harry & Cybil and allows them to escape. Does old Alessa just disappear after that and is she fully gone completely, aside from what's left of her in Heather? What about Cheryl? Did Cheryl basically cease to exist the moment she returns to Silent Hill after being reabsorbed by Alessa? Why did Alessa create Cheryl in the first place? Another chance at life? To stop the cult from using her, by diminishing her own power? If the second one is true, then why would she reabsorb Cheryl and thus completely undo what she had wanted in the first place, while also putting everything at risk again? Literally all Alessa needed to do was not reabsorb Cheryl to stop the cult's plans. She goes around making those symbols, but I don't know. Maybe that was her trying to have her cake and eat it too, I guess, in the sense of remaining whole, while also stopping the cult.

>Yeah that was my favorite ending in SH2


I'm like most people in that I prefer the "In Water" ending the most, since it feels the most thematically consistent for James' story. Next best ending for me would be the one where he simply manages to leave Silent Hill & continue his life without Mary and, in that sense, you could say that it's actually the one which is the most wizardly out of all of them. The others, like the joke endings or the ones where he succumbs to Maria's influence, are the ones I just don't really care for.

 No.49075

>>49072
>I'm just still curious about whether Alessa's powers were present before
I think they were, the wiki says she was born with metal powers but I don't know where they get it from, also the kids at school bullied her for that reason too, apparently. She was heavily inspired by Carrie so there's that.
>there are demons & other such entities at play would suggest that it's not all just a product of Alessa's power
Yeah it's kind of weird, but there seem to be two powers at play. That or Alessa is serving as some sort of catalyst for the city's power
>I assume only to succubi who can handle the strain. Again, it's just weird that Dhalia says that she could've done it herself, since then the whole need for Alessa doesn't make sense in the first place
They retcon this in Origins. Basically Alessa is the one with the highest chance of success at summoning the god.
>One of the cutscenes shows this, as they're all crowded around Alessa
You're right I had completely forgotten about that.
>But Alessa's original form still exists even after she creates the baby
Yeah it doesn't make much sense, but it is what it is.
>Why did Alessa create Cheryl in the first place?
To stop the ritual, apparently you can't summon god with half a soul. But later she called her back because that's also the only way to die and put an end to Dhalia's plans. What's funny to me is that she would've succeded if it wasn't for Harry using the flauros.

 No.49103

File: 1585156324449-0.jpg (88.55 KB, 616x353, 616:353, capsule_616x353.jpg) ImgOps iqdb

File: 1585156324449-1.jpg (794.4 KB, 1920x1080, 16:9, Warsaw-05.jpg) ImgOps iqdb

Pretty bad and shallow DD ripoff, but it was mostly OK for one playthrough, although it is highly repetitive. As it happens, my great-grandfather fled with my grandfather and the rest of his family from Poland just before the war broke out there. They weren't Jews, very devoutly Christian actually, but were still part of the segment of people who saw which way the wind was blowing and left before it was too late, instead of being trapped living under a harsh military occupation by a foreign power. I guess you could say that me checking this out was just partly an act of curiosity on my part for playing something from this time and from the perspective of Polish resistance fighters. I'll admit that I felt like a bit of an idiot for not realizing until playing this that the Warsaw Uprising was altogether a different affair versus the Ghetto Uprising that happened a year prior, since I used to think they were the same thing. In that sense, the game doesn't have much of a Jewish focus to it and is more just about the doomed and forsaken uprising of the Polish Home Army against the Germans. Playing this actually got me reading into the whole thing further and the game really didn't even come close to conveying how downright brutal, genocidal and merciless the response by the Germans was and how they pretty much massacred and destroyed the entire city in retaliation, while letting their rabid, scum ridden dogs in the form of the Dirlewanger run amok and commit atrocities and mass executions left, right and center.

 No.49108

>>49053
Alright continuing from Half Life I just beat its two expansions.

Opposing force was pretty good, a lot of new enemies and weapons, almost feels like a different game.

Blue shift, wasn't bad, but no new stuff and pretty short. It's not a bad expansion but compared to Opposing Force it feels kinda meh.

 No.49109

File: 1585194666221-0.png (373.87 KB, 360x450, 4:5, Sin títul2o.png) ImgOps iqdb

File: 1585194666221-1.png (328.56 KB, 360x450, 4:5, Sin título.png) ImgOps iqdb

>>49108
Forgot pics

 No.49111

File: 1585205429739-0.jpg (98.64 KB, 1280x720, 16:9, maxresdefault.jpg) ImgOps iqdb

I just finished Dead Space.

Overall it was a bad game and doesn't deserve to be called one of the "greatest games of all time".
Apart from lacking originality the game is laughably bad in many aspects. I expected a survival horror game like Silent Hill or RE but I got an action-comedy instead.

>Positives

The atmosphere, sound design, the main character design and the main character being a silent protagonist

>Negatives

>Weapons
Aesthetically the weapons are great but they're worthless when their practicality is considered.
Only the first weapon, plasma cutter, that you get is any good the rest are gimmicky and worthless because of the flaws in enemy design.

>Enemy Design

The enemies are clearly designed to irritate and frustrate you. They're not even scary, maybe a 12 year old would become scared looking at it.
The game designer must have felt really smart when he came up with the idea to make the torso and head immune to any attacks and make the limbs as the weak points. To ALL the enemies. He must have thought he has invented the next greatest thing to ever happen in videogame industry. Downright frustrating because Shotguns, Machine guns, Grenade Launchers, Flame Throwers sound good but when the enemies need to be killed in a special way by targeting their limbs they become useless.
Some enemies are really fast. Maybe the designer thought, "Hey let's just make the player character slower and the enemies faster, like really fast, they sometimes just zap in front of you. We need to irritate the player more!".
The bosses are really pathetic. I think there are only 3 fights that's even worth considering as a boss and that too they ended up reusing a guy who's invincible because they need to keep you irritated. The rest of the boss fights have a clear indication of "SHOOT HERE THIS IS THE WEAK POINT!" so that even a 12 year old can point out his mouse and shoot it. Really pathetic design. The final boss was really horrible and offered no challenge.

>Level Design

Really lazy. The game consists of fetch quests and push the button quests for the majority of the time with monsters added in between the backtracking to irritate you and keep you occupied. Half the game makes you revisit already cleared up places because the developers probably ended up their budget so they just threw their hands up and reused existing assets.
There's nothing else to do except for killing irritating enemies that are used to keep you occupied while doing fetch quests and push the button quests, occasionally you get the "dump this garbage out of space", "shoot the garbage in the area" and block puzzles quest but they aren't that much, open containers to get ammo and upgrade your weapons and suit. Nothing else left to do.

>Story

The worst aspect of this game. The NPCs are laughably bad, devoid of any character or personality, they have no backstory, nothing and exist only to order you to do fetch quests. They just ripped off the usual shock clones like using a TWEEST to make the players feel confused.
The twist came out to be hilarious. Really bad writing but excusable because it's clear the developers never intended to tell a story but to use the story as an excuse to hit you with irritating enemies and make you push buttons.
The hilarious thing is a brown arab and a strong independent succubus are main antagonists. This wouldn't happen right now thanks to the PC culture.

Dead space, more like dead slow. 2/5.


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