• 1 Post
  • 503 Comments
Joined 3 years ago
cake
Cake day: June 13th, 2023

help-circle
  • Started Octopath Traveler 2 this week.

    Didn’t play too much, only did the introduction for 4 of the characters. Initially, I really struggled with myself on how to approach this game. Just go with one character for the challange, do everything for 4 characters and then do the other 4 or just everyone at once. In the end, I’ll probably juggle all 8, but it’s really annoying that I can’t remove my starting character (which is why I considered the solo run, you can remove them after their story is done).

    No matter what I do, I’ll proabbly end up overleveled for a lot of stuff, which sucks.

    Otherwise the game is great, but I still think the main gimmick - 8 more or less independant characters and stories - just doesn’t work all that great on a fundamental level. Maybe I’ll think otherwise after finishing it, supposedly it does it better than the first one.





  • Finished Persona 5 Tactica. Overall, I like the story and new characters, but the gameplay remained too easy. Until the final boss, which took well over an hour, I didn’t even bother healing once. Of course, it’s the best battle in the game.

    I think it is better than Strikers, which I thought didn’t work at all.


    On the final stretch of AI Somnium Files: nirvanA Initiative, likely in the final psynch.

    Almost all beans have been spilled, and the big revelation was explained. I still prefer the first games resolution, but this one is growing on me. It went from “That’s total bullshit” to “Wait a minute…” and finally “Shit, it’s actually somehow coming together”. To fully appreciate it, I think you’d have to play it twice.


    Up next is likely Octopath 2, but maybe I’ll go for Nioh 2 or 13 Sentinels instead. Those 3 are my entire backlog atm.






  • Playing on merciless, I completed them all in the minimun amount of days possible. You are forced to leave palaces before their respective boss or at certain breakpoints for the story to continue.

    I often got to these points by the skin of my teeth, but I love resource management in dungeons and think they are best enjoyed this way. But no shame in leaving more often if that’s more fun to you.


  • There is only one hard requirement if you want to see everything and get a ‘true’ ending of Persona 5 Royal. Depending on your other choices, some additional scenes may vary. The requirement is a confidant you need to level:

    Name/Rank/Deadline

    Muraki / rank 9 / before 11/17

    To get the most out of royal, you should level these 2 as well:

    Name/Rank/Deadline

    Kasumi / rank 5 / before 12/22

    Akechi / rank 8 / before 11/17

    Everything else doesn’t matter. You cannot complete all confidants, so don’t stress about them. Just do what’s interesting to you. Just meet these three characters whenever they are available.

    Oh and don’t wait until the last day of a deadline to finishes Palaces. Until after a Palace is done you cannot level you party member confidants.



  • It’s been a while, but my gaming progress has been at a snails pace.

    I’ve finished SMT V:Vengeace! Overall, I still really like the game, but it didn’t leave as big of an impression as the vanilla version did. I’d still recommend Vengeance over Vanilla, I’ve just played so many SMT games that I eventually hit a bit of a fatigue.


    Now, ironically, since then, I’ve been playing another SMT game: Persona 5 Tactica. Unlike with the main games, I don’t care about completely filling my demon compendium in this one, which is the thing I got actually fatigued about.

    Tactica has a lot of similarities to the Mario & Rabbits games, which I did enjoy. These aren’t proper SRPGs in my book, but rather puzzles with light SRPG mechanics. Often times side-quests even want you to do them in a single turn. The one new mechanic added to the formula is the main thing you’re trying to do as much as possible: All out attacks. Basically, under certain conditions, your characters get another turn and you deal massive damage to all enemies within the triangle created by the 3 characters you play with. All you other options just serve to set these up.

    The gameplay can get a bit samey. To counteract this, maps themselves are movement puzzles with switches to stand on and similar things.

    I like the new story and characters, although the game is unexptedly wordy. If you’re good at the ganeplay, half the playtime is cutscenes.


    Lastly, I finished Ai: The Somnium Files and started the sequel: nirvanA Initiative. Still a really good time, but this time around, you don’t play as Date and there are less branching paths. You know, the best things about the first game. I’m close to the end, I think, and my overall opinion is heavily dependant on the resolution. The mystery is fun, but it only stays fun if the explanation is both good and had a lot of foreshadowing - once again, like the first game.


  • I’m somewhat disappointed. Mind you, I’ve only played via GameShare and watched my partner play it.

    Coming from Dragon Quest Builders 2, which is phenomenal, I was hoping to get more of that. However, it’s not that. The areas feel quite small and the mining/building process felt more cumbersome to me. I could work with these drawbacks, but the biggest thing for me are all the non-voxel buildings you can (and sometimes must) create. They kind of kill the aesthetic and on top of that, I don’t vibe with the real time waiting times at all. Also, these buildings introduce loading screens.

    In DQ Builders 2, you would place your blueprint, add all materials to a chest and the NPCs would literally take them and place every individual block for you. Every building was made out of voxels. Furniture of course wasn’t, but I’m fine with that. Watching them go was one of my favorite things to do.

    Maybe it will click with me if I go for a full playthrough myself, but it’s certainly not the game I wanted it to be.


  • I just don’t see how this could provide any value. Assuming a new games comes out, there is literally no information to train on but the game itself. You kind of need existing guides for that and if developers have to write them themselves, you might as well add those with a good full text search.

    On top of that, the age of guides seems kind of gone. Most games are quite on the nose about everything and tend to present more tutorials than you will ever need.

    And lastly, I just don’t want to write stuff out on a console and neither do I want to wear some kind of microphone for my single player games.




  • De_Narm@lemmy.worldtoGames@lemmy.world*Permanently Deleted*
    link
    fedilink
    English
    arrow-up
    1
    ·
    1 month ago

    Ignoring your uncalled for insult, that’s just not how I play games.

    Once I was free of the tutorial area, I set off in a random direction and did my thing. I completed multiple divine beats before ever setting foot in Kakariko.

    If I wanted to follow the direct path as described by NPCs, I might as well go play a linear game. I got to the destinations eventually, but almost never on the beated path.


  • De_Narm@lemmy.worldtoGames@lemmy.world*Permanently Deleted*
    link
    fedilink
    English
    arrow-up
    8
    arrow-down
    5
    ·
    edit-2
    1 month ago

    It’s a game about free exploration, it’s silly to expect the player to directly follow these instructions. Just make him part of the mandatory tutorial area or have him come to you after collecting your first 10 seeds or something.

    I only found out about the guy after finishing the game.


  • De_Narm@lemmy.worldtoGames@lemmy.world*Permanently Deleted*
    link
    fedilink
    English
    arrow-up
    25
    arrow-down
    4
    ·
    1 month ago

    God of War 2018

    I gave it a full playthrough, but since then it has pretty much become my definition of AAA slop.

    • The game is littered with “puzzles”. The solution is always obvious within seconds and on top of that you get commentary on how to “solve” it. They just waste your time.

    • Stats don’t matter. Early on you get your first weapon upgrade, I think I tripled my damage. The very next enemy got some commentary about “showcasing” my new weapon. It took the exact same amount of hits as the same enemy type did before ugrading my weapon. Since weapon upgrade materials are fixed drops from bosses, everything just scales alongside you.

    • The battle system in general is a slog. 9 out of 10 times throwing your axe feels like the best option. Even the post game bosses are annoying at best.

    • Also, why is the camera so darn close. Your “cinematic angles” mean shit when the gameplay suffers from it.

    • There are so many “cutscenes” that have you walk at a snails pace. If your “gameplay” can be executed by a rubber band on my joystick, then just give me a proper cutscene. Annoying me isn’t immersive.

    • You get awesome godly powers - for as long as cutscenes are running. Your super healing and mountain splitting punches mean nothing against any random draugr.

    • Probably some more things, but it’s been a few years.

    The story was fine, but I would have enjoyed watching a cutscene compilation more than playing the game. In fact that’s what I did your second entry.