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Nintendo Gaming / Re: Official Sales Thread
« on: January 18, 2021, 07:34:26 AM »
Usually January charts were Playstation time but it seems like they lost even that...

Nintendo Gaming / Re: Official Sales Thread
« on: December 30, 2020, 02:07:05 AM »
Konami kicking CD Project's and Nintendo's ass with Train Monopoly game.

Nintendo Gaming / Re: Nintendo Switch 2020 Statistics!
« on: December 23, 2020, 12:31:37 PM »
Hours spent on Switch: 402 (that's pretty respectable considering i play games on PC and XBone mainly, especially this year)

Number of games: 14

Most played games:
Slay The Spire (probably with a big margin too)
Devil May Cry 3SE (with Switch-exclusive style- and weapon- switching! hell yeah)
La-Mulana 1
Yoku's Island Express (neat if gimmicky game)

Asassin's Creed: Odyssey (Xbox One X):

Did all achievements in 200+ hours. It was exhausting. But still finished it 100%, the feeling is similar to how i felt after completing MGSV -- they really should have cut down most of the content and stayed slim and brief. Game is largely the same as Origins and some things are slightly improved from Origins, but the overall bloat  just becomes tiresome instead of enjoyable. They wasted so much of own their time and hard work for such a little and underwhelming outcome. It feels like they stretched their devs and talent so much -- most of the quests felt like busywork and there was no quality and impact felt for anything in the game.

The decision to make both Kassandra and Alexios playable as main characters, that alone doubled if not quadrupled their voice acting time and budget. I picked Kassandra and her VA is okay, but from what i heard of Alexios as main character in youtube videos -- he just sounds as loud buffoon. All that time these 2 actors spent on their lines (and motion capture!) feels like a complete waste on Ubisoft's part because the game is so monotonous -- NOBODY is gonna be in a hurry to replay it just to hear different VA.

Other NPC voice actors also feel like they were stretched thin. It feels like there are only 5 people doing the voices even if imdb page lists hundreds VAs. One guy especially stands out, his voice and mannerisms are so noticeable and cartoonish he always takes me out.

Gameplay-wise Odyssey is pretty much the same as Origins. Everything good that Origins brought is still there: brilliant eagle vision redesign, BOTW-like climb everywhere, less emphasis on a map and NPCs giving you directions based on actual in-game sights (again -- very similar to BOTW), great graphics, interesting setting and gorgeous vistas. The game is even more colourful than Origins and visuals really pop with HDR.

They fixed a problem i had with Origins with UI elements. Because my TV is prone to burn-in i always try to hide all UI elements but in Origins a few of them were always shown. Odyssey fixes that, allowing you to remove everything. For some of the bosses i had to bring back my health indicator and ability icons because i needed to see cooldowns on abilities and when i need to heal, but most of the game i played without most of the UI.

One of the differences from Origins is notoriety system, like in GTA or very first Assassin's Creed games. Of all things to bring back they reintroduced the most annoying one. Now you get penalized for looting and killing people (yeah, the game called Assassin's Creed penalizes you for killing -- figure that one out). Eventually the heat on you gets too unbearable with soldiers, mercenaries and even citizens and random dogs attacking you -- you're forced to run away. It's just annoying and breaks power fantasy of roaming around in this open world doing whatever.

The main villains are now yet another secret organisation they made up instead of Templars because neither Assasins nor Templars can't exist properly before Crusades start. It's not a big deal but i wonder why had to make up yet another new power-hungry "not-Templar" secret society when they already had Order of the Ancients in Origins. It is especially dumb because in DLC story Order of the Ancients shows up too! And the game have even more secret societies than these two -- there are also Followers of Ares! How many masked cults can one country have?

Odyssey also removed a longstanding tradition of baddies having post-death cutscene which at least gave some characterisation to their villains and was a signature feature of the entire series. Was that also because of bloat? They made so many cultists, they couldn't afford doing the lavish death cutscenes for all of them? It's really a shame.

The bloat also probably hurt quests -- so many quests feel like so generic like they were autogenerated. And many of them WERE: game features special time-limited quests that pop-up randomly and these are your generic "deliver this to that guy", "kill this person". Some of them are just "i'm down on my luck, gib me money plz" -- these are the best because you just get an exp right then and there without all that delivering or killing business.

The sheer number of story and side quests was why quality of writing took a major nosedive. And to make things even worse -- Ubisoft was so eager to utilise their new dialog branching systems -- number of lines were multiplied several times over. And many of the decisions you make in dialogs DO change the story rather significantly which is good in theory but looking back feels like yet another wasteful decision on their production team because they multiplied their writing and quest making budget for seemingly no result -- because again who is going to replay this huge open world game.

I actually got to see the impact my decisions make on a story -- because of a bug. Due to random error my save file got overwritten by previous version and i lost 20 hours and had to replayed some of the quests. Man, i was so demoralized because of this, i didn't touch the game for a week. But still -- what else am i to do sitting home? So i came back and it wasn't too bad and i got to see different outcomes.

And the impact of my dialog decisions also turned out to be yet another underwhelming mess. My choices definitely DO make changes but they're don't really follow any logic and just feel random. When i didn't kill one person first time around that led to additional time wasting and when i DID kill him after file-save bug it led to cutting that quest line down to 10 minutes instead of 20. There isn't really any logic or reward for doing things one way or another even if you DO replay quests.

And some of the writing is just plain bizzare, like one quest line involves an NPC asking me to kill his grandma? And this is supposedly a good and standup guy? Oh by the way, the game features "romance" system in dialog and i can romance this dude too in-between all that grandma killing. Really sets the mood.

That "romance" system is kinda hilarious for how out of the blue it is. Sometimes you just walk up to random NPC and speak for the first time and a dialog choice with heart symbol appears right away. It almost feels like a parody of romancing options from Saint's Row but implemented completely seriously.

I am okay with the fact that open-world games like AC: Origins are mostly auto-generated these days. But i really dislike the trend of not only autogenerating the map but to also fill it with autogenerated mission as well, like Shadow of Mordor does.

Odyssey introduces similar system to Shadow of Mordor orc generals with mercenaries than you occasionally have to hunt down or they start hunting down you. And as i mentioned -- some side-quests are auto-generated too. Publishers really want to cut down costs of making these huge open world games and it feels like you're being tricked.

Odyssey also has user-generated missions, though i never opened them even once. From i've seen it's bad, but i like the aspect of opening-up dev tools for quest making to players.

But the most obvious autogenerated thing in Odyssey are tombs. These are just mazes, with the same generic copy-pasted corridors and same rooms, it feels like an 8bit RPG with confusing 3d labyrinth that was added just to pad time (and it's not like Odyssey needed to add any more padding). There is no climbing, no grand set-pieces, like we got in previous games with churches and secrets inside them. We just roam around in these tombs and occasionally move some blocks to clear the way. It's especially insulting when you compare them to pyramids from Origins because each pyramid was entirely unique outside and inside.

Combat is basically the same as in Origins and the same loot system. There are now even more abilities -- they even added a second melee wheel of abilities. Lower enemies you can just kill by assasinating them one by one, but bigger enemies and especially bosses require to run around spamming arrows and waiting until cooldowns on abilities end and then activating. That's how i was killing most of the end-game enemies in Origins and the strategy stayed mostly the same here. Only this time there are no healing arrows so i have to circumvent that with different loot weapons. Overall all bosses are huge bullet-sponges so battles span a lot of time doing the same thing -- running around shooting arrows and dodging and activating abilities. It takes a lot of time and is really annoying when you die right at the end and have to redo the entire boss encounter. Cerberus boss fight was especially infuriating because it (literally) dropped you into this boss fight so the game was checkpointed and i couldn't even go back to previous point in the game and change and upgrade my loot accordingly. I think that alone took me almost an hour of retries.

Speaking of loot, they also added another annoyance -- if you get too many loot weapons and armour you become "encumbered" and start to move really slowly, so you're artificially forced to either dismantle all your trash weapons or sell them to the nearest blacksmith. Loot is just became more annoying to deal with especially the procedure of dismantling hundreds of loot trash weapons and clothing out of your inventory.

Game has lots of extra costumes, ships and costumes to buy but i was more than fine with what game was giving me, though for half a day Ubisoft REALLY wanted me to buy anything from their costume store so they've been showing an ad for their DLC sale every single time i was opening a map which was kinda annoying.

Speaking of DLCs. Game has 2 extra DLC campaigns. Each has 3 episodes each and are pretty long. One is on the same map as regular game just with added missions and other one features a new pretty big maps for each of the episode.

Legacy of the First Blade is more focused on the story -- however it just exposes further how tired Assassin's Creed's "revenge story" has become really. In both main game and in this DLC especially you always know that everyone main character becomes close to WILL die violently at the hands of baddies du-jour so they can fuel the story.

Fate of Atlantis i liked more because it had 3 rather big location with fantastic and different style. I loved "floating-islands" design of Elysium and grand gold-laced futuristic Atlantis. I really like fantastic architecture in videogames and movies -- the weirder and more aesthetic the setting is -- the more i like it.

Speaking about weird, Odyssey did something really, really, REALLY strange in (one of it's) ending and i actually kinda like it. They actually pushed the envelope on the sci-fi side of a series and changed the relationship between main characters inside and outside the animus. So kudos for that.

Overall the biggest problem with the game it is filled too much with filler. Where Origins quests and story felt brief and meaningful, Odyssey is almost all filler and at odd with itself. In Origins they purposely capped themselves to only leave the most interesting quests in and in some places there wasn't even much to do, but at least it played good. While in Odyssey it feels like bar for quality was lowered so much -- nothing leaves an impression.

It's a good game in minute to minute gameplay, but they really should have cut like 70% of it instead of stuffing it so much.

General Gaming / Re: What are you playing?
« on: April 13, 2020, 02:23:00 AM »
Azeke, do you have any ability to do a Stadia trial through VPN, or is that a no-go with the distances involved in any case?
My interest in streaming platforms in almost entirely academic and from technology geek standpoint. I aint jumping through hoops just to try it out.

General Gaming / Re: What are you playing?
« on: April 12, 2020, 06:38:42 AM »
I am actually very interested in Stadia and basically all other similar game streaming platforms.

My interest is a bit more from technological point of view, because i just think that the concept is just so cool and has many interesting upsides. And it's own unique downsides too -- but these are very interesting to me as well.

Seeing how Stadia is likely not to launch in my country until 2030 (if ever), i am more hopeful about trying out Microsoft's streaming platform. Me having a library of games on Xbox helps, and one can stream from their own Xboxes to say PC in my workplace without having to wait until Microsoft deploys their servers.


This is my first experience of the game, and it's really grabbed me. Reminds me of Rez on the PS2. I ended up playing an hour without noticing it. Very fun, great DMT-trip presentation, but even as someone who 100%ed the first two Bit Trip Runner games, it's hard as hell. This is not aided by the noticeable Stadia input lag. It doesn't matter at all in something like Gylt, but here it definitely feels like the timing is off, and I'm basically learning to play it "wrong" to account for it.

AFAIK Stadia version of Thumper has massively relaxed timings compared to regular versions.

Movies & TV / Re: Better Call Saul
« on: March 01, 2020, 11:06:21 PM »
Really like this show.

TalkBack / Re: Devil May Cry 3 (Switch) Review
« on: February 21, 2020, 02:53:22 AM »
I remember when style switching was a mod for broken PC port, that you had to jump through lots of hoops and even disable music to make it work.

So awesome there is now an official way to play superior form of DMC3.

General Gaming / Re: What is the last game you beat? Thoughts/impressions?
« on: February 14, 2020, 07:43:40 AM »
Assassin's Creed: Origins (Xbox One X):

I bought Origins with my Xbox One more than a year ago now. Have been playing it in spurs and finally finished it (plus expansions) last month.

One of the new things in this one is a new Skyrim-like compass-line system showing you directions to the icons on the map. Even beside that fact that i usually disable mini-maps and other UI elements like these, i never understood how to make sense of these compass-lines. Especially now that i have OLED tv that is prone to burn-in, it's even more important for me to remove all static icons. At first i tried to remove all UI altogether but you still need enemy silhouettes and health bars on for combat, so i kept only that. There was still an icon-reminder that i have an ability point and for some reason you can't disable it. This is bad because some of the later abilities require more than one point and you eventually run out of abilities that cost only 1 -- so this icon might stay there for quite a while.

Without minimap and all kinds of nagging reminders of what you need to do and where you need to go, game looks less "check-the-box"-y than it really is.

Eagle vision in previous Assassin's Creed games was basically just a Batman-vision ripoff with weird limitations, like in Unity you could only keep it up for 2 seconds tops. But someone in Origins team came up with a fantastic idea about "eagle vision". In Origins, when you press eagle vision button, camera is yanked up high and you get a literal EAGLE vision, so you can scout around from bird's eye view perspective. You don't have to bring up map every time you need to check up your immediate surroundings nor does the world turns into magical blue-hue allowing to see through walls and automatically highlighting things of note. New eagle vision is simultaneously more "realistic", more useful AND gives player more agency.

It even makes more sense lore-wise! Eagle was a symbol of the series since Assassin's Creed 1 and each game had eagle as visual element symbolizing the main character, and only in Origins eagles actually became useful -- as camera-men, like Lakitu is for Mario 64. It's hilarious how simple this idea is.

Eagle feathers also were a part of the mythology of the series, and they were brought them back too and re-connected to the myth of Judgement of Maat. Very smart.

Setting-wise i had doubts at first, because despite that the game celebrating the history of Egypt it is set during the times of Caesar and Cleopatra which is thousands years AFTER peak of Egyptian kingdoms when they actually were building pyramids and Sphinx and stuff. Egypt as a Roman province interested me less because we kinda got too much of Roman stuff in movies and shows. Still when i started playing i actually really much enjoyed a mix of cultures represented in the game: Egyptian and Roman but also Greek. It kinda reminded me of the first AC game where cities had different architecture, religion and languages.

Diversity of nature: from deserts of Egypt to lush mountainous forests of Lybia to flooded riverbanks of Nile. Culture-wise, it would be all kinds of buildings and artifacts from (already by that time) ancient Egyptian Pyramids to Ptolemaic Lighthouse of Alexandria to glimpses of Roman domination over both Egyptian and Greek legacies -- there are a lot of sights to see and climb around.

After i finishing the game, i also fully completed Discovery tour. I especially loved fantastic detailed illustrations and maps made by professional archaeologist Jean Claude Golvin used as reference. Fascinating stuff and i like that several times they specifically note how they go against historical facts to deliver a better game. At first i thought i will only do the parts required for the achievements but ended up doing them all.

Previously, Assassin's Creed game had similar missions like these where you were being shown a normal daily life of people of that historical era, i really enjoyed the one at the end of Assasin's Creed 3 because it was a conclusion to you building this village and bringing these people there at different times during campaign and as a reward you got to see them going about their daily life. Kinda like Tarrey Town quest.

Discovery mode is like an expansion of this idea and seems like a great re-use of historical material they collected for the game. It is a great mode if you don't actually want to play the game and just want to chill out and gawk at the sights and maybe read some historical factoids.

RPG combat and all the pointless loot management is really annoying at first, combat is still pretty bad. Enemy levels are really prohibitive at the start of a game during the first hour of a game where you don't have armour, weapons and abilities. A random soldier one-hitting you is just annoying. Of all things they fixed after Unity fiasco that RPG things was one thing that they unfortunately kept in.

Climbing is pretty good, both in the cities and the nature. The way how you can climb any rocks is kinda similar of BOTW. The mission design also took a few notes Breath of the Wild -- Origins is way more exploratory and trusting of the player. In previous games -- when you get a mission -- game would just plop an icon at the exact location on the map but in Origins mission givers would just say: "go to the west, there is cave there and do this and that". It is so much more immersive to navigate the space yourself and just look around without the game just leading you like a sheep towards an icon on a map.

Modern segment of the plot is becoming smaller and smaller with each new iteration it seems -- it's just one small cave this time around. However i still really enjoyed sci-fi time-travel segments with weird-ass visions inside pyramids and sphinx. I know i am the minority here but genuinely love that element of the series and i'm sad that they listen to their playerbase and keep reducing it. Egyptian pyramids have always been a magnet for all kinds of "ancient aliens", "secret society", "super advanced precursor civilization" conspiracies so it was fun for AC that is so seeped in all these conspiracies to finally go into the pyramids.

Assasin's Creed looks amazing, plays fine, Discovery tour is a nice extra and is fun in by itself. RPG levels-based combat is still annoying at times, but at worst you can lower combat difficulty and enjoy other parts of the game -- exploring and climbing around. A fantastic reinvigoration of the series. Very polished and a great game all around.

Podcast Discussion / Re: Episode 659: Sometimes It's Okay to Bean a Child
« on: February 10, 2020, 02:50:55 AM »
When Rhythm Thief segment started, i thought it was some kind of ad for some semi-historical fictional podcast....

TalkBack / Re: 140 (Switch) Review
« on: January 20, 2020, 10:37:58 PM »
Played the third level boss just yesterday.

Made me rage so hard. Mostly at my inability to do such a seemingly simple task. But it's probably the coolest thing game has going for it.

Devil May Cry 5 (PC):
In that view, I found Wonderful 101 and Bayonetta 2 perfectly enjoyable, with involving spectacle, well implemented gameplay variety, and tight pacing. DMC 5 by contrast had loading screens between menu options, and loading screens in between asinine cutscenes.
You probably forgot that W101 has just as many loading screens in between chapters.

DMC5 is a brilliant game, imo and it's one of only two games of 2019 that i actually enjoyed and the only one i played past several hours (the other being Mario Maker 2).

Playing DMC5 for hundreds of hours across two platforms (Steam and Xbox) offset the disappointment from Astral Chain which i couldn't even finish...

As to my games

Luigi Mansion (3DS):

I've had 2nd game and bought a remake of the first years ago by now. Release of the 3rd game motivated me enough to actually play and finish these games.

First game is a nice adventure type game. Some decent camera tricks here and there, some very cool environments (space room was very cool).

Collectathon element with Boo hunting gets a bit old by the end.

I liked it, though maybe there was an expectation of something more substantial if you go by nostalgia-adled fans.

Luigi Mansion 2: Dark Moon (3DS):
Now this one is a real deal.

Pretty much everything is dramatically improved here: animation, scale, design.

First starting missions are paced kinda bad -- they're way too long and have you going back and forth between very few rooms for no other reason than to show you cutscene that then unlocks a door for you to progress. But after that game kinda gets into the rhythm and improves both on the pacing of each individual missions and designs of actual environments. Some of the game's best level design is in later half which is kinda of a shame. Two of the bosses that end chapters are very bad (ice sled boss and the ladder guessing game), but thankfully they're one and done affair and usually you also get 3 starts on them on first try.

Scoring all over the levels and looking for boos is actually fun this time around -- you have to look out for things that are notably missing in the environment to find boos. I was actually motivated enough to find all Boos on all levels. Didn't really felt the need to 3-star rank all levels but i definitely see how one could get into the groove of 100% everything in that game. Jewel collectibles are very fun too.

I REALLY liked it. I liked it so much -- this is the game that ruined my circle pad -- the rubber thing came off exposing cracked plastic nub behind it. I still played and enjoyed the game with just that nub.

The Witness (Epic Store):

Got the game for free back in, i don't know April? -- and have been playing it.

Finished with almost full completion. Just one puzzle away from full 100%. It must be one of those stray panels lying somewhere in the forest...

It's a very smart game, puzzle design constantly pushes you to rethink everything you see by doing seemingly minor changes and i enjoy that. Solving some of the puzzles was very tough, but i enjoyed the process of analysis and trying to glean what designer wants of me.

I had to employ external tools to solve some of them. Obviously, screenshots and notes on paper, but even beyond that i used color picker from MS Paint for one kind of puzzle. I am not sure how one can solve these without doing that and knowing colour theory.

For one of the hardest challenges in the game i even wrote a program in javascript that solved part of the challenge for me because these were annoying for me to deal with. I enjoyed writing that program so much, i kept rewriting it with many different tools and frameworks which also helped me to stay more or less up-to-date professionally. So that was fun in by itself too.

Some aspects of the game can feel pretentious to some but to me they felt too elementary if anything. While i was nodding during some voiced messages in the game, i was like "yeah-yeah, i get it" for most of them.

When i was just starting -- a big question for me was -- "why is this game in 3d to begin with?" Wouldn't it be better served just as a 2d sequence of puzzle panels since at the start that's all you see. While the game somewhat justifies placing it's puzzles in 3d i still feel the world in this game holds largely decorative function, which is a function in on by itself i admit.

Visuals are striking and beautiful and the game very consciously guides the player to move him from one impressive vista to another, even highlighting some of them with very strategically placed couches or just by with a clearing in bushes with a coastal view.

It's not a game for everyone -- you need a LOT of effort to play it and complete it and then actually complete, and then ACTUALLY for real complete it.

Herei's how my folder looked like by the end:

New challenger approaching:

TalkBack / Re: Brothers: A Tale Of Two Sons Comes To Switch May 28
« on: May 22, 2019, 04:58:15 AM »
It's a cool game and creators refusal to implement local co-op makes sense if you actually play the game.

This game should also have one of best uses of Switch's gimmicks.

I liked Phantom Hourglass better because the power-ups and later bosses with dual-screen and touch control gimmicks were extremely ingenious, but Spirit Track has better story and is overall more streamlined. Very neat final boss too.

TalkBack / Re: Nintendo News Report: Let Us Off Atlus's Wild Ride
« on: April 04, 2019, 02:44:56 AM »
Beating Lost Levels is easy modo compared to Punch-Out!

General Gaming / Re: Google Stadia
« on: March 25, 2019, 02:07:26 AM »
People who say it's not gonna work because of poor infrastructure and data caps are hilarious.

How many hours did you spend today watching Netflix, Youtube and/or Twitch? Maybe not many if you have data restrictions but there are people who can easily hit 10 hours of streaming daily. Your infrastructure may be poor but both Netflix and Twitch prove that there are millions and millions and millions of people who are not encumbered by it at all. More importantly -- paying people.

General Gaming / Re: What are you playing?
« on: March 11, 2019, 01:18:53 AM »
Finishing up Assasin's Creed: Origins (already have long notes about the game for "what game did you beat" post). Only have endgame stuff left (got 100% on main map already) and doing DLC.

And of course daily sessions of Binding of Isaac, Slay The Spire with some Tetris 99 sprinkled in. I dug up my old 3DS Tetris gamecart to practice on my combos and t-spins.

Last weekend was all dedicated to Devil May Cry 5. This game... is weird. New character, V kinda sucks but massive progress on both Nero and Dante redeems it.

They finally made Nero fun -- on third attempt, after two stubs of a game (DMC4 and DMC4SE). I didn't even dabble into arms movement at all but overall improvements to movement are very big deal. Air taunt, divekick are great.

Dante... I am at the point in the campaign where the game goes full-on anime JRPG and i don't know if like it. Combat kinda devolves into watching bars getting filled up and then pressing the win button.

Still, because of general improvements to moveset i am actually getting to be somewhat okayish with Dante which is a major progress after DMC4 where controlling him felt like writing a PhD every time you had to do a move.

TalkBack / Re: Happy 20th Birthday NWR!
« on: March 07, 2019, 09:55:31 AM »
Here's to 100 more.

Don't turn off insta-drop on Tetris 99.

Just use joycons -- which are superior controllers for Tetris anyway.

On Final Fantasy Legend: SE trademarked "Final Fantasy Legend" in Europe and US recently.

Celeste (Xbox One):

Got the game from Games with Gold on Xbox One and since my 1$ subscription was gonna run out at 16th of January i kinda put aside Assassin's Creed Origins for a while to finish Celeste to at least reasonable degree before my Gold subscription runs out.

A great game. Really, really good level design. It's a shame the game is more known for other aspects instead of great game and level design it has. The way how game teaches your movement options and at the very same screens hints at the tricks you can do to abuse them to reach optional strawberries is very smart.

Hoping the game soon goes on sale so i could buy for reals and finish the fight. Some strawberries still left here and there and some extra levels.

General Gaming / Re: What are you playing?
« on: January 23, 2019, 12:15:23 AM »
Slay The Spire (Steam):

This is the one. This the one game where i see numbers coming out of enemies and i don't discount it immediately as dreck not worth of attention. While bad games (aka RPGs) debase their game design to idiotic "see the numbers go up and maybe enjoy the cookie cutter story" Slay the Spire dodges the problem of numerical stats gracefully and brilliantly.

I don't think i've seen such a prowess of game design mastery in... maybe ever. For any type of game -- be it video, card, or board.

The genius idea of making the player build a new deck each time reveals astonishing depth of design put into each and every single card, each and single relic, each of classes, all of the enemy behaviours, interactions between all that and interactions of these interactions.

Just like Binding of Isaac where it is delightfully fun to construct a hilariously overpowered build, similarly Slay The Spire teaches a crafty player how to put together synergies upon synergies upon synergies to crush everything in your path and have an intense, harrowing fun while doing it.

Yes, all you do is pick the right cards for the right build -- but there are virtually endless combinations how you can "solve" enemies ahead of you. You can turtle and tank your way through the game by blocking all incoming damage and slowly chipping away at the enemy until it dies, or you can cleave and bludgeon through monsters without blocking at all. And there are countless ays both in between of these edge cases and also on the side of them, like The Defect who can somewhat "randomly" output both burst block or burst damage depending how you set it's orbs up. Poison decks, Claw decks, Rampage decks, Bludgeon decks, Electrodynamics, Frost decks, Dark Orbs decks -- astounding diversity of viable builds and situations.

300+ hours and dozens of "aha!" and giddy "oh wow!" -s later Slay The Spire is by far the best (designed) game i played across 2017, 2018 and most likely 2019.

Can't wait for the game to hit Switch so i can add it to daily rotation of Binding of Isaac.

General Gaming / Re: What are you playing?
« on: November 25, 2018, 11:24:22 PM »
Slay The Spire:

Such a smart game.

The design of deck building coupled to roguelike progression.

Balance curve that unlocks cards as you go introducing the player to interactions and synergies in natural manner.

Hundreds of incredibly ingenious mechanics with stacking relics, events, cards, card draw and discard piles, orbs.

Enemies' attacks are telegraphed in advance and you can gain a control over what you draw each turn so inherent RNG gets tamed but still provides fun variance.

Not taking cards, or outright removing cards from the deck is another great way to ensure you get specific cards more often -- for example the more basic Strike cards you throw away the more often other attack cards you will pick up along the way will crop up -- and ALL of them are stronger that just basic Strike card in one way or another.

Just amazing.

I've been watching this game on streams for several months now and was just waiting for a sale. -20% discount last week was basically an excuse for me to actually buy the game for myself and start playing.

Already put 20 hours into it and it feels i barely even started -- i was mostly playing just one character (Ironclad, 1 out of 3). Mostly just figuring things out. There are still other two characters, dailies, ascension mode, the real ending and achievements...

General Gaming / Re: La Mulana 2 announced
« on: November 18, 2018, 08:38:35 AM »
Spent last weeks by mostly being ill but also playing La Mulana 1 once again. This time on Hard with the goal of getting as much achievements along the way as i can.

Got the one for beating all bosses without using sub-weapons on Hard mode -- this one really requires you to study these bosses' patterns because on Hard they hit very hard and have more health. Ellmac who is usually an early and easy boss becomes a true nightmare on Hard because of his erratic patterns. As always -- getting an Axe early helps immensely, especially boosted with software combinations.

While playing LM1 i am once again shocked how much stuff it really has -- developer rooms, secret scanning spots, extremely obscure shortcuts between levels, treasure chests that only appears on escape sequences. It's astounding that i can play the game for like 10th time and still find new things. And of course Hell Temple and it's own set of secrets.

La Mulana 1 really makes the sequel look rather poor content-wise...

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