Author Topic: Shocktober 7: NWR 3D  (Read 22079 times)

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Offline M.K.Ultra

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Re: Shocktober 7: NWR 3D
« Reply #25 on: October 16, 2026, 06:41:54 PM »
5 more Kleidos Challenges down in Lords of Shadow 2, with 2 left to go.

I have only played the 3DS Lords of Shadow game. Is this one also developed by Mercury Steam?

Offline broodwars

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Re: Shocktober 7: NWR 3D
« Reply #26 on: October 16, 2026, 06:55:06 PM »
5 more Kleidos Challenges down in Lords of Shadow 2, with 2 left to go.

I have only played the 3DS Lords of Shadow game. Is this one also developed by Mercury Steam?

All 3 Lords of Shadows games were made by Mercury Steam. However, 1 and 2 are very different from Mirror of Fate, the 3DS game. The first Lords of Shadow is very much in the spirit of the original God of War trilogy. Konami interfered pretty heavily in the development of Lords of Shadow 2 (with Kojima no longer protecting them), leading to a much less cohesive 3D exploration platformer with heavy combat...but one that also does a lot more series references than the original Lords of Shadow did. You also saw this with Mirror of Fate. Lords of Shadow was very much trying to be its own "thing" with its own lore, with only minor references to past games like featuring Cornell from Castlevania: Legacy of Darkness and Carmilla from any given Castlevania as bosses.

Apparently, the 3DS Lords of Shadow game impressed Nintendo so much with its tech that Nintendo gave them the Samus Returns shot. Unfortunately, Mercury Steam these days seems to have trouble finding success outside their Nintendo work.
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Offline NWR_insanolord

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Re: Shocktober 7: NWR 3D
« Reply #27 on: October 16, 2026, 10:05:41 PM »
Apparently, the 3DS Lords of Shadow game impressed Nintendo so much with its tech that Nintendo gave them the Samus Returns shot. Unfortunately, Mercury Steam these days seems to have trouble finding success outside their Nintendo work.

It's a testament to the quality of Nintendo's producers how many developers there are who have a dramatically higher batting average working with Nintendo than they do outside of that.
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Offline broodwars

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Re: Shocktober 7: NWR 3D
« Reply #28 on: October 17, 2026, 07:11:38 PM »
Put some time into Castlevania: Belmont's Curse. Up to Dracula's Castle, which isn't as late in the game as you would think it would be. So far, I'm quite liking the game, particularly how platforming has become a major part of the gameplay again for the first time since...probably the 16 bit games. I can think of a certain former podcaster on this site that would be absolutely giddy at just how much grappling hook traversal is a major core of this game.

Also, it looks like my time with Lament of Innocence wasn't a complete waste of time in preparation for this game.
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Offline M.K.Ultra

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Re: Shocktober 7: NWR 3D
« Reply #29 on: October 18, 2026, 03:38:41 PM »
I was looking over my collection for some spooky games and was reminded of Flipping Death a Switch game I picked up at a time when I was buying way too many games. I tried playing it as a couch coop game but it did not go over well with the group and we gave up on it. Now, about 8 years later I finally got around to playing it all the way through. The game functions a lot like a point and click adventure game and has good funny writing like some of the better games in that genre. The art style is a like a diorama which supports the flipping mechanic where you can go between the land of the living and land of the dead. The game is also nice and short only taking about 6 hours to run through. There were some additional challenges and a set of character cards to collect but I am not sure if I will go back to it for that or not. The main problem is the puzzles. You have some main objective that is reached by completed 5-15 sub tasks, some of which are sequential. These sub tasks are often not explicitly stated and rarely intuitive. You can just experiment with possessing every character and stumble across them or you can use the in-game hints, neither of which are really puzzle solving. Completing the challenges and cards would probably be even worse and just devolve into me using a guide from online. The game has pretty good reviews with NWR's Daan Koopman giving it a 9 so maybe it just didn't click with me.

Offline broodwars

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Re: Shocktober 7: NWR 3D
« Reply #30 on: October 18, 2026, 06:00:21 PM »
OK, time to tie a little bow on this month so far, because after a lot of time, effort, and frustration I finally obtained my 434th Platinum by completing the Kleidos Challenges in Castlevania: Lords of Shadow 2 on my PS3 on "Prince of Darkness" difficulty.







It was a 14 year long journey, but I'm glad I came back to finish it off. I'm also glad I did, in fact, create a new profile on my PS3 just to replay the first 5-6 or so hours of the game on a fresh save after getting the Platinum. It reminded me that I really do love this CV sub-series when I'm playing the story campaign on normal instead of a series of absolutely insane combat challenges on the difficulty level harder than the game's Hard mode.

And Christ, this game still looks absolutely stunning at times. Some of this texture work wouldn't look out of place on a PS5 game. Hell, a LOT of this game looks artistically better than most PS5 games I see, adjusted for resolution scaling. It annoys me somewhat that if Konami hasn't remastered this series by now, they probably never will.

And IMO, Mercury Steam is one of the best...if not THE best...when it comes to selling the physicality of melee combat. When you slam your chaos claws into an enemy shield, the game absolutely SELLS the sheer raw power of the strike, between the camera, the audio, and the force feedback on the controller. When you perfectly block an enemy attack, the game slows down and rings like you just caught one of the bells of Notre Dame. The combat is deliberate and heavy, and I love how it feels when it's not being pushed beyond its limitations like it is in the combat challenges.

I might keep playing this game for fun, but I'm glad my memories of this game weren't as rose-tinted as I feared. A lot of the stuff in the "modern setting" still isn't great and the way the game incorporates context-sensitive climbing SURE is Uncharted-era gaming, but I remember an ungodly amount of whining about the forced stealth sections back in the day and it really does feel overblown. The game's also just plain weird at times for what feels like the sake of it.  Honestly, all the "I'm DRACULA! Why aren't I slaughtering everything!" reminds me of the blowback against Bioshock 2 back in the day when people were unhappy with how underpowered you were as a prototype Big Daddy at the start of the game, forgetting that these are still GAMES and the player has to be able to lose.

With time and people seeing just how worse the series would get with Bioshock Infinite, Bioshock 2's definitely gotten a much more positive reappraisal over the years, and I hope this game (and this series) does as well. It's a game made with passion by a team of talented artists who thankfully were not fired when this game underperformed, thanks to Nintendo's intervention.
« Last Edit: October 18, 2026, 06:04:50 PM by broodwars »
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Offline M.K.Ultra

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Re: Shocktober 7: NWR 3D
« Reply #31 on: October 19, 2026, 05:25:28 PM »
And Christ, this game still looks absolutely stunning at times. Some of this texture work wouldn't look out of place on a PS5 game. Hell, a LOT of this game looks artistically better than most PS5 games I see, adjusted for resolution scaling. It annoys me somewhat that if Konami hasn't remastered this series by now, they probably never will.

Those top two screen shots do look current gen  8) Very nice looking game.

Offline broodwars

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Re: Shocktober 7: NWR 3D
« Reply #32 on: October 20, 2026, 10:59:27 PM »
Have to admit, as we get to the end of the month, struggling to find much interest in playing anymore horror games. Belmont's Curse is good, but kinda feeling a little "Castlevania-d out" at this point.

Thought I'd try spending a few evenings playing a game I originally intended to get to back during Backlaugust, but...well...you saw how that went: A Plague Tale: Requiem. Been putting that one off for a few years now, so long in fact that the game's already got a character action game sequel a few months ago. I guess even the developers realized they couldn't keep the horror act up.









Well, I'll give Requiem this much: while it takes a longer time to get to the point than the first game did, it can certainly be just as ****ing grim as that one was at times. Perhaps too much so.

Taking place in 1400s France, Requiem picks up 6 months after where Innocence left off. The De Rune family is on the run after you murdered the pope in Notre Dame in a battle of psychically-directed flesh-stripping magic plague rat tornadoes-

There. I just lost you, didn't I? Yeah, A Plague Tale: Innocence kinda completely goes off the deep end by the end, and it's clear the developers really want you to forget how stupid that was because they are super eager to re-establish the threat of the magic horde of plague rats fairly early on in Requiem. Sorry, devs, I can't. It was really stupid, and I've beaten Innocence twice over the years between the PS4 and PS5 versions.

As with Innocence, this game is 1/3 walk-and-talk adventure game, 1/3 linear horror puzzle game, and 1/3 stealth game. And like its predecessor, it's that last 1/3 that's the real problem and the one that makes me want to put the game down. I enjoy the grim atmosphere. I enjoy having to create safe havens of fiery light and finding creative ways to bridge the plague rat tide as you dash from safe point to safe point. I can't ****ing stand the incredibly annoying stealth arenas, where you have to get from one end of a large open area to another  avoiding patrolling guards.

I'm not good at stealth games to begin with, but I managed alright with the first game's rudimentary stealth sections. You could kill any guard without a helmet with a single swing of your sling, but your sling made a ton of noise so you'd alert any nearby guards. You could extinguish the torches of patrolling guards using crafted ammo for your sling, which would leave them at the mercy of the swarm. Finally, you could distract them by throwing pots or chucking rocks at crates of armor. That was all you could do.

The developers decided the best way to "improve" upon this system was to have the game passive-aggressively judging you now. You now have a skill tree with perks related to improving your (stealth) combat; your alchemy; or your stealth, with point gains depending on whether you murder every last mother****er in the arena, only most of them, or very few of them. Nice idea in theory, but the problem is that the arenas are absolutely stacked with guards, there are items you want to find hidden in the environment, and when you get spotted you have very few options for returning to stealth. The best option you have is to get out of sight and duck under a bed or table, but I just spent over an hour in one arena attempting to clear it without being an absolute psychopath and it was just impossible. Guards are frequently stationed directly in the path of where you need to be, with few non-lethal options to get them out of the way. I'd escape detection 1 moment only to find the enemies change up their patrol patterns and instantly spot me again from the other side of the arena.

This offered me this chilling challenge: to find a way out, which ended up being behind a bunch of plague rats I had absolutely no chance of stealthing through with a torch without getting spotted by 3-4 more guards! Ironically, this is one of those games that could have actually used more modern guidance, as I spent quite a long time trying to find the intended way out of that arena, which was only briefly hinted at by a door opening for an NPC that I absolutely could not see at the time they came in.

Of course, in the end, there was always MY way: killing every single one of them so I could clear the traversal puzzle in peace. As I received that huge boost to the combat XP bar after I was basically forced to murder an entire legion, it makes me feel like I wasn't really allowed to play the way I wanted to play, as well as wonder how possible the REST of the game is going to be to try to play even semi-stealthily.

And then there's the length. This game is 17 chapters long, and after 2 nights of play I'm only at the start of Chapter 4.  :-\

Definitely feeling like this game is a bit "much" right now. Think I'm going to jump over to the Zombie Roguelike Stupid Never Dies once it arrives tomorrow. Played the demo, and it feels like the spiritual successor to a Suda 51 game. Feels like possibly the right game for the mood I'm in right now.
« Last Edit: Yesterday at 12:36:20 AM by broodwars »
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