Author Topic: 6th Annual NWR Four on Four  (Read 19943 times)

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Offline Evan_B

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Re: 6th Annual NWR Four on Four
« Reply #25 on: April 21, 2026, 05:51:11 PM »
Pragmata is the game I forgot that I needed. While I’ve been out of the Resident Evil loop for quite some time and would be curious if more recent games reflect this mentality, Pragmata very much reminds me of Resident Evil Revelations, a game that I got partially because I wanted a graphical powerhouse for my Nintendo 3DS and ended up adoring because of its pacing, variety, and absurdity. In a similar way, I needed something that felt a bit more premium on my Nintendo Switch 2, and Pragmata’s demo did a great job of selling its potential. Like a good demo, it also doesn’t give away too much of its narrative and gameplay conceits, so starting and playing a hefty chunk of Pragmata over the weekend was a surprise and delight.

While enemy variety isn’t incredibly varied, it’s the thoughtful combination of environmental design and the number of enemies that keeps Pragmata feeling consistently fresh, though the slow trickle of new weapons also helps things also. The great thing about a science fiction game is that the weapons get increasingly cool: you start with a pea shooter, then a shotgun, then a grenade launcher… and you eventually get your railgun, decoy spawner, concussive shield, mini rockets, and autonomous drones. The one thing that feels only a bit underbaked is Diana’s hacking system, which has sorts of strange modal variations and a chip system that is much more random than the loadout prep system would lead you to believe. In my opinion, the game could have leveraged less health packs (especially with the evasive movement Hugh possesses) and more chip slots, though I understand dispersing them throughout the hacking planes might have been too extreme a task.

Jeez, I’m not doing a great job of explaining the hacking. I will say that the targeting system is elegant and allows for much more freedom of action than I initially thought. I was a bit worried that breaking eye contact would reset a hacking plane, but your progress on multiple enemies is saved if you should have to break line of sight due to evasive measures. It’s a bit unfortunate that the D-Pad and the weapon wheel are on the same side of the controller, as switching guns mid-hack can be a bit cumbersome, but I also think the appeal of Pragmata is its clunkiness. Even if you are supposed to be controlling two characters simultaneously, their controller real estate makes them feel like a single unit, and it’s satisfying to get more proficient with their particular quirks. There are a couple of things you can do to make the game feel a bit less flow-chart-y: it can sometimes feel like the gameplay is always “Execute your Diana actions first, then deal damage with Hugh,” but some of the modal modifications you can make to Diana’s side of things can make dealing damage during a hack more rewarding. There’s also some weapons that Hugh possesses that work well as pre-Diana actions, such as dropping decoys, knocking enemies off their feet, and some neater, weird mid- to endgame options. I do think the Right Bumper is unfortunately underutilized in gameplay, which is weird since the Left Bumper is used consistently throughout the game, becoming a full-on contextual attack in the final act. Said contextual attack is also far from a permanent solution, with Hugh having to do some fast shooting in order to properly capitalize on exposed enemies.

While the data logs in the game are pretty light fare and inconsequential overall, the narrative is well-paced, to the point where I am reminded that games don’t have to be these protracted, grind-heavy experiences in order to justify their price. Rather, a game can present a nice, ten to twelve hour narrative and enough novel scenarios to still feel premium. The story is twisty enough to satisfy some, but I found it a bit predictable in its main hooks, with a third act introduction of some context that is hinted at environmentally, but still feels like a late trickle. The nature of the environments you visit never really feel justified, save for the lunum mines that are impressive from a scale and gameplay expansion standpoint. Still, the lack of environmental context is excused by the fun inherent in the scenarios: why do we have a wonky, 3D-printed version of a city being stalked by giant toddler robots? Why am I exploring varied biosphere simulations? Because it’s fun.

There’s a couple of ways that Pragmata pads its playtime and limited environmental space: its chock-full of collectables tucked in every corner, an extensive and sometimes unreasonable set of training missions, and a few progression gates- both literal and metaphorical- that you’ll have to double-back on in order to unlock. But all of these things are easy to access, with a pretty generous scan feature that shows your direct proximal relationship to items in the environments. The map could be a little less obscure, but every location is linear and telegraphed enough that it’s never too tedious to get where you’re going. I do wish you could fast travel between emergency exits a bit more immediately instead of having to return to the Shelter in order to pop up somewhere else in the same environment. The game leans heavily on making sure your initial loadout can get you where you need to go, so it’s somewhat excusable, but its also pretty generous about giving you weapons before and even during enemy encounters. This loadout feature is a core part of the game’s challenge: for half of the campaign (and even after that point, though slightly lessened) you will have to complete a sequence of encounters with a limited set of tools, and whatever scattered extras the game is willing to offer you in a certain arena. The fast travel system works for the forward momentum of the campaign, less so in doubling back.

In some ways, Pragmata is a movement shooter, if only because Hugh’s thruster dodge makes him a lot more slippery than one might expect upon first impression. With the amount of evasive opportunities you are given and how range focused the encounters are, you’ll be zipping around arenas and avoiding enemy attacks on the regular. One of the game’s most intense boss fights pits you against a highly mobile enemy with a number of area-filling attacks, but it all feels as if its in good fun. Verticality is not Pragmata’s strong suit, however, and the few areas that do possess levels often prove a bit more cumbersome than one might hope. You can avoid a larger enemy early on in the campaign simply by climbing up on a ledge that it could very easily surmount, itself.

…I should have just put this in reader reviews.
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Offline broodwars

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Re: 6th Annual NWR Four on Four
« Reply #26 on: April 21, 2026, 11:15:26 PM »
I've enjoyed my time with Pragmata so far, but if I don't get Astral Chain done now I'm never going to. That game is such a goddamn slog. Finally on the last chapter, btw. Never underestimate Platinum's ability to repaint the same monster designs and give them new names with slightly different stats.

Wild Arms 4 also takes priority because that game's been one of my gaming white whales since back on the PS3, where I owned the PS2 copies of both it and Wild Arms 5, and both of them were one of the few games to not work on any PS3 after the original model. You spun up either of them, and you were rolling the dice every 30 seconds. The game would hard crash your console at any time, which was especially frustrating since I was really enjoying what I was able to play of those 2 games. But it's pretty much impossible to make any progress in a turn-based JRPG reliant on save points that can crash at any time.

The PS4/5 port of Wild Arms 4 looks quite lovely...so long as it's not in a cutscene. The in-game models are very crisp and look great, but the cutscenes all appear to have been recorded videos using the in-game assets, and they just look terrible. No helping that, I'm afraid. Still, SOMEONE at Sony had to care about this game to jump through all the legal hoops with XSEED to get it up on PSN after they basically said "no" years ago. Hopefully, that same person is also getting Wild Arms 5 in there.

The world needs the return of the Black Fenrir (https://www.youtube.com/watch?v=xsNdqOpVo-M) and the Genocide Circus (https://youtu.be/zxql5apis3Y?t=194).
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Offline broodwars

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Re: 6th Annual NWR Four on Four
« Reply #27 on: April 22, 2026, 08:29:42 PM »
I've rolled credits on Astral Chain.

That final boss is fucking awful.

I mean...really? It has high health, high damage, high combo ability, the ability to teleport at will, and the ability to split into multiple copies & attack you from behind WHILE teleporting? Like the entire 2nd half of the game, it's just not fun to play.

Oh, and you have a heavy dose of the game's awful platforming before you even fight it.

It doesn't even look cool to fight, as it just looks like every other copied & pasted humanoid chimera in the game.

Good riddance to this game. Yes, I know there's a bunch of sidequests you can do in the epilogue post-game chapter. I don't care.
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Offline M.K.Ultra

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Re: 6th Annual NWR Four on Four
« Reply #28 on: April 24, 2026, 01:09:40 PM »
I've rolled credits on Astral Chain.

That final boss is fucking awful.

I mean...really? It has high health, high damage, high combo ability, the ability to teleport at will, and the ability to split into multiple copies & attack you from behind WHILE teleporting? Like the entire 2nd half of the game, it's just not fun to play.

Oh, and you have a heavy dose of the game's awful platforming before you even fight it.

It doesn't even look cool to fight, as it just looks like every other copied & pasted humanoid chimera in the game.

Good riddance to this game. Yes, I know there's a bunch of sidequests you can do in the epilogue post-game chapter. I don't care.

I was really hoping you were going to like Astral Chain. I don't remember the final boss being such a pain. I still have some of those epilogue quests to take care of.

Offline M.K.Ultra

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Re: 6th Annual NWR Four on Four
« Reply #29 on: April 24, 2026, 01:31:03 PM »
This week I beat Tron: Evolution on PlayStation 3. This was my first PS3 game making use of the Move controllers. While I have those from PSVR I did need to pick up a PlayStation Eye camera to make them compatible. These are pretty cheap online, even brand new. The game also includes stereoscopic 3D support which is decent for games from that platform. Not knowing much about the game, I was expecting to be throwing discs with my move controllers, but the motion controls are only for steering the light cycle (same as the Wii version). The game is mostly a beat 'em up with some 3D platforming connecting the battles. The story was decent and serves as a prequel to the second film. I was surprised to see Bruce Boxleitner and Olivia Wilde reprising their roles in the voice acting. The game only takes about 5-10 hours to beat, though without the online trophies the Platinum is no longer available.

Offline broodwars

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Re: 6th Annual NWR Four on Four
« Reply #30 on: April 24, 2026, 04:14:36 PM »
I've rolled credits on Astral Chain.

That final boss is fucking awful.

I mean...really? It has high health, high damage, high combo ability, the ability to teleport at will, and the ability to split into multiple copies & attack you from behind WHILE teleporting? Like the entire 2nd half of the game, it's just not fun to play.

Oh, and you have a heavy dose of the game's awful platforming before you even fight it.

It doesn't even look cool to fight, as it just looks like every other copied & pasted humanoid chimera in the game.

Good riddance to this game. Yes, I know there's a bunch of sidequests you can do in the epilogue post-game chapter. I don't care.

I was really hoping you were going to like Astral Chain. I don't remember the final boss being such a pain. I still have some of those epilogue quests to take care of.

I don't...dislike...Astral Chain. I'm mostly fed up with how bored I was playing it by the end. My issue with it is that it's a 30 hour game with enough ideas for a solid 8-10 hour game. The 1st half has pretty good pacing to it, but the 2nd half is just a bloated, awful mess. Just endless recycling of the same environments & the same enemies with new names. It's still probably my favorite Platinum Games product, but I don't like that studio's output in general. IMO, Platinum is a 1 trick Pony, and by Bayonetta 2 every other company making action games was doing that trick as well as improving on the rest of the experience. Platinum never grew as a developer. Even their "best" game, Nier Automata, mostly benefitted from only people like me ever playing the original Nier, or they'd have realized how little new Automata did.

Tried playing Fire Emblem Engage on my Switch 2 over lunch. That game runs pretty badly in handheld mode, with sound constantly dropping and desyncing.
« Last Edit: April 24, 2026, 04:18:52 PM by broodwars »
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Offline broodwars

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Re: 6th Annual NWR Four on Four
« Reply #31 on: April 24, 2026, 04:21:03 PM »
This week I beat Tron: Evolution on PlayStation 3. This was my first PS3 game making use of the Move controllers. While I have those from PSVR I did need to pick up a PlayStation Eye camera to make them compatible. These are pretty cheap online, even brand new. The game also includes stereoscopic 3D support which is decent for games from that platform. Not knowing much about the game, I was expecting to be throwing discs with my move controllers, but the motion controls are only for steering the light cycle (same as the Wii version). The game is mostly a beat 'em up with some 3D platforming connecting the battles. The story was decent and serves as a prequel to the second film. I was surprised to see Bruce Boxleitner and Olivia Wilde reprising their roles in the voice acting. The game only takes about 5-10 hours to beat, though without the online trophies the Platinum is no longer available.

Weird. I owned this game back in the day. A co-worker gave it to me after he got tired of it, much like his copy of that Terminator game from around that time that was a 3 hour Platinum. I don't remember it being a Move game (and I do have a Move & Camera), but I do remember it being a surprisingly decent game based on an underrated movie.
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Offline broodwars

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Re: 6th Annual NWR Four on Four
« Reply #32 on: April 25, 2026, 06:01:13 PM »
Well, might as well talk about Wild ARMS 4 now that I'm pretty far in, past the part where I originally had to stop playing this PS2 game on the PS3 due to all the crashes.

The Wild ARMS games are a series of Western (as in "Old West") RPGs, but Wild ARMS 4 is an odd one that tried to shake up the formula by being post-apocalyptic, taking place 10 years after a global war that ravaged the planet. You play as Jude, a kid who's world is literally shattered when an army smashes through the invisible dome protecting his village in search of an ancient weapon: the ARM (a laser gun), which it turns out he's compatible with. Fleeing the destruction of his village with a rescued girl, he teams up with a pair of mercenaries to try to find out why this military splinter group is trying to revive the war and stop it.

So, all in all, pretty standard issue JRPG so far.

Where Wild ARMS 4 really shook things up for the series was in the battle system, throwing out the then-typical 3 person Dragon Quest-style combat and replacing it with a grid of 7 Hex-shaped positions on a circular board. When the battle starts, your 4 person party and the enemy are semi-randomly placed across the board. 3 of those Hex-spaces have elemental affinity, which affects the spells available to your casters and the damage received from elemental attacks. Player characters and enemies cannot enter each other's hexes, but multiple player characters and multiple enemies can occupy the same hex.

There is exactly 1 reason to ever have characters in the same hex, and that's that any item used on that hex affects everyone, like healing berries. But in general, you should avoid this at all costs, and the game WILL try to bait you at times into forgetting to spread your forces out by starting boss fights with everyone in the same hex. Attacking a hex attacks EVERYONE in the hex, so it's real easy way to get party wiped.

The difficulty balancing of this game is...erratic. Characters don't gain XP at the same rate. Once battle starts, every character starts with an XP multiplier of 1.0, with bonuses that kick in depending on actions during battle. Dodge an attack? +.1 to the XP multiplier of that specific character. Kill an enemy? +.2 or .7 depending on how many enemies. This severely disadvantages Yulie, who will never get XP bonuses of any kind since she's a primarily a healer and there's no bonus for healing. This severely advantages Racquel, a character who's just completely broken since she can move AND attack very hard in the same turn very early in the game. It's also easy for Arnaud or Jude to rack up multiple kills since they have ranged attacks that can hit multiple enemies and multiple hexes at once. You have to work to level up Yulie, and considering she's the healer you know she also has absolutely no HP once enemies start going after her.

And bosses will absolutely kick your teeth in if you don't make the right moves very early on in the fight.

On the flipside, battles go by pretty quickly, and you fully regain health for all party members after every battle. You don't regain MP, so segments of the game meant to be battles of attrition can get very hairy, but for the most part things are pretty breezy. While the game has random encounters, you can usually fulfill certain conditions to turn off them at nearby save points if you really want to. I don't recommend it since you need the XP, but hey...you CAN do it. And while death can come easily and swiftly, you also always have a quick retry option. These features were not common at all back at the time this game came out.

On a strange note, the game has a large emphasis on time-based 2D platforming to break up the RPG combat, and it's not very good in general. Jumping into or towards the screen feels very awkward, and there's a certain slippery nature to movement and jumping that can send you to the nearest bottomless pit extremely easily, requiring you to restart the section. And you are meant to play these sections somewhat recklessly, as there is a slow motion mechanic you can trigger that also makes invisible currency pickups appear in the air you can combo together. It's an interesting experiment, but I'm glad they ditched it for Wild Arms 5.

Equally strange is the game's character growth system. Like most RPGs, you unlock skills for each character as they level-up, but where Wild Arms 4 differs is that it also awards a set of re-usable skill points to each character at the player's discretion. All skills will eventually unlock on their own as you level, but you can use these bonus points to unlock later skills earlier without any hard commitments since you can reallocate the bonus points at any time and you get them back when the skill unlocks at its intended time. I get the impression this system is more important in the late game than the early to mid game, as you get more bonus points as you level and skills start to spread further apart.

So far, Wild ARMS 4 is a good RPG with a decent setup and a creative combat system with some surprisingly forward-thinking quality of life features, but generally poor production values (the insides of houses strictly speaking don't exist, as trying to enter one will just bring up a static NPC conversation image). I'm interested in seeing where the game goes now that I can finally play it properly, but the game I'm really hoping to see soon is Wild ARMS 5.
« Last Edit: April 25, 2026, 06:05:24 PM by broodwars »
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Offline Evan_B

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Re: 6th Annual NWR Four on Four
« Reply #33 on: Yesterday at 05:58:15 AM »
Happy birthday, broodwars! It’s been fun following your April odyssey, and not just because we’re two of the handful of people who still post here.
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Offline broodwars

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Re: 6th Annual NWR Four on Four
« Reply #34 on: Yesterday at 06:37:24 PM »
Happy birthday, broodwars! It’s been fun following your April odyssey, and not just because we’re two of the handful of people who still post here.

Thanks. I try to participate in these things when I can, though I thought we'd see a few more of the regulars this month.

Gonna play Saros when it arrives in a few days, but I did manage to clear the first 3 main areas of Pragmata. Quite an enjoyable game that's doing a good job of keeping combat interesting by continually introducing combat scenarios; new enemies; new weapons; and new mods, which is always a challenge with shooters. RE Requiem certainly failed that challenge with its spectacularly boring 2nd half. That said, even by the end of the 3rd area the game's already starting to re-use a few early game enemies with a bit more armor/power and a new name. Can't say I love that, but it hasn't gotten egregious yet. So far, it's the best game that truly came out this year that I've played (a stipulation I have to make since Rogue Prince of Persia technically came out last year, despite getting a physical release this year).

Been running into intermittent technical issues with the game on PS5, from Diana's hair sometimes rendering in a substantially more "fake"-looking way (where it looks kinda gray; sparse; and shimmery) in the shelter to sometimes sound effects getting muted altogether until I close the game and reload it.

Oh yeah, and I'm up to Chapter 5 in Fire Emblem: Engage. Yep, I can definitely see where people are coming from when they say that the hero worship of the main character is extremely obnoxious.
« Last Edit: Yesterday at 06:41:41 PM by broodwars »
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