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Topic: User Impressions/Reviews Thread

Posts 2,381 to 2,398 of 2,398

SingleStooge

Robocop Rogue City - PS5

Was disappointed with the ending battle between Robocop vs Robocop 2 (old man). Would've been better to end it after killing Wendel, and Robocop and Anne Lewis responding to the disturbance at OCP HQ. It is highly recommended to see the 1st and 2nd films before this, as you won't get all the references / easter eggs that's thrown at you every 5secs.

There's one thing that Teyon either overlooked or didn't think it's great as a gameplay thing. Robocop replenishes his organic parts with baby food. Where was the baby food dispenser at the holding cell? Couldn't Teyon implemented that in there? Maybe, it would be silly to have jars of baby food lying all over the place eg. sewers, steel mill, old Detroit, etc.

Overall, I had a great time with this old-fashioned kablammo, with Batman-style scanning for clues gameplay thrown in. This and the Indy game are two of the best licenced film franchise games that I've played this year. Even the skill tree and auto-9 upgrade systems were great.

Apart from the Robocop sequel coming out, I look forward to what other project Teyon would make. Either another licenced game or an original IP. If another licenced game, they have loads to choose from.

Die Hard
Aliens
Dredd – which one, the Sylvester Stallone or the Karl Urban one?
another crack at Rambo
Lethal Weapon
Blade Runner

8 / 10

SingleStooge

LtSarge

Just finished Paranormasight: The Seven Mysteries of Honjo on Switch after about 10 hours of playtime. This is one of the best visual novels I've ever played. The story was so captivating from start to finish. A horror setting during 1980s Japan is right up my alley. Due to the horror setting, there are tons of cheap but effective jump scares.

Furthermore, it was fun experiencing the story through different characters, which I really liked, that eventually cross paths. The bite-sized nature of the story in terms of episodes made it more thrilling and your progress more clear. Also, sometimes there would be requirements in order to progress, for example doing something with one character and then switching over to the other character to fulfill the necessary criteria.

Moreover, the way you interact with the story through external means was really cool. It's a bit unfortunate that the true ending was really hard to figure out on your own as the rest of the game was fairly straight-forward.

I can't forget to mention the phenomenal soundtrack. The main theme instantly sets the vibes for the game:

All in all, this was an absolutely exceptional game. I haven't experienced such an impressive visual novel since Steins;Gate, which I played years ago. If you like visual novels, you absolutely have to play this one.

LtSarge

oliverp

Ninja Gaiden 2 Black Review (PS5 ) - spring 2025

So yeah I recently played, and well beat Ninja Gaiden 2 Black some time ago. What did I think about the game? Well I think you can say that it was a very cool game with some interesting characters and moments.

I am not sure if it had something to do with the fact that Tamco Namco, or Team Ninja, used Unreal Engine 5 for the game which I guess can have contributed to make Ninja Gaiden 2 black look very nice, and well good imo.

Other than that I find the main story in Ninja Gaiden 2 Black cool and I can also state that I find the extra material in the game somewhat interesting as well. Not sure how many who have taken the time to explore it but I can very much recommend folks to have a look at it if they have a chance becuse it might be something something. Over what most ohter games have to offer . Its something with the game and franchise.

I feel lots of “good” things tend to happen on the screen when you play Ninja Gaiden imo:) So yeah guess it would maybe be something of an understatement to state that that the games look cool to me.

Beside the graphics and controls, I find the choices you make in the game are very cool. Because it very much opens up the game(s) in a kind of an (un)expected way . Its like chapter inself to me tbh. Elements .

I also think the characters in the Ninja Gaiden games, is cool as well. And underappreciated maybe. Not least from a graphics or animation standpoint of view so to speak. Not least the femele ones tbh are cool to.
I guess you can ask if the animations in Ninja Gaiden are one of the better in industry? Even if there is of course some competition in the space or market.

One question I have asked many times when it comes to Ninja Gaiden is btw why the franchise is not more well known then it currently is. It does not feel like Tamco Namco or Team Ninja never get that credit for the work they do which I do find kind of unfortunate in a way. Not least if we look at things such as animation and the general systems which exist in at least in the modern Ninja Gaiden games. To me it's like a little bit of a mystery in some ways because I understand that Tamco Namco is not like a major crop but I guess a quite small studio at least compared to some other studios in the video game business. To me Ninja Gaiden is something special. And a series I dont want to foregot about.

[Edited by oliverp]

Handysugar05051

Kraven

I picked up Labyrinth of the Demon King since the reviews have been solid. I’ve played about two hours of it so far and it’s really interesting. The act of walking can feel a bit stiff, but everything else is good, and sometimes even great.

The atmosphere is incredibly unsettling. It’s set in this gothic Japanese locale, and features that retro PS1 graphic aesthetic. It’s essentially a first person survival horror adventure, with elements of Sekiro (parry system) and Dark Souls (enemy designs).

Meanwhile, you’re traversing castle grounds, underground caverns, and cramped buildings with finding maps and solving puzzles akin to Resident Evil, all the while using your sword to kill enemies. There are also side quests, where you can upgrade your weapon(s). I’m not sure if there is a variety of weapons, but I’ve found various items that suggest there are.

So far, just in this short amount of time, the game has been great. I think my feelings will change, whether positively or negatively, on how long the game is, and if it will lose its luster. Right now, however, it’s worth the $15.00. It’s on PlayStation, but I picked it up on my Switch.

Kraven

Pizzamorg

Life to the living, death to the dead.

Tjuz

[Edited by Tjuz]

Tjuz

Ralizah

@Tjuz How did I miss this post? Anyway, great write-up! You'll be happy to know that XC2 vastly improves the Heart-to-Heart system, making it very easy to see those sequences without arbitrary affinity levels getting in the way, and XC3 changes up that system altogether.

The Definitive Edition definitely makes a lot of positive changes that actually allowed me to complete the game on my third attempt (tried the original on Wii and 3DS and struggled to get into it on either of those systems), but it's still a wildly flawed game. It's worth playing, though, even if it is my least favorite one in the trilogy, and yeah, once you get to Future Redeemed, there'll be SO many callbacks.

It's cool to see someone opening themselves up to JRPGs for the first time. Do you know when you'll get to the sequels? And are there any other Atlus games you're planning to get to besides Metaphor?

Currently Playing: The Hundred Line: Last Defense Academy (PC)

PSN: Ralizah

Tjuz

@Ralizah Thank you! I'm happy to hear that improvements are made to the Heart-to-Hearts in particular. I think they were a great idea for developing the characters, but just poorly executed in their current form. I've heard very divisive things regarding people opinions comparing the first to the second game, mostly in terms of the tone of each. I'm sure there's much that they undoubtedly improve though, and the fact that you prefer it overall gives me hope that I might feel the same! But yeah, I'm not surprised it was a struggle for you to get through initially as well. It seems to be a shared experience by many fans, but at least the ones who persevere are rewarded!

I'm not sure when I'll get the sequels. I'm an incredibly impulsive person when it comes to deciding which games to start when, and with over 70 games installed between my PC and Switch, it's hard to say when will be the time I press play. I think it'll be sooner rather than later though, but having just finished up The Outer Worlds 2, it might take me a few months to recover from one humongous game before jumping into the next. I don't currently have any other Atlus games on my radar, since neither Shin Megami Tensei or Persona have ever really appealed to me in terms of their setting. I'll admit I know a lot less about the former than the latter though, so it might be worth looking into it more at the very least. I think most likely I'll try to get into Final Fantasy 7 Remake next, but I've also been eyeing Octopath Traveler 2 fairly often since installing it! Whenever I get to a new one, I'll let you know!

Tjuz

Tjuz

[Edited by Tjuz]

Tjuz

Ravix

@Tjuz I have fond memories of the first, too. But I never finished it. I think the studio is perhaps stretched a little too thin now. I love them and their creativity, but they deserve bigger backing, more time and staff/resources. In a way i'm kind of thinking maybe I want to mess around in this game now (or go back to the first)

Would you say, as an RPG and Sandbox where you can just do stuff without worrying about the story or factions or anything, that it is still a bunch of fun and has its moments unlike other games?

Maybe they should make a detective game (Well, I suppose they did in Pentiment) Or lean heavily into the detective elements rather than factions. They are good at those little stories hidden within the world, the conspiracies and investigations that help them unfold. And the way those type of stories unfold is usually quite user-driven and interesting, too. Was there an element of that this time?

[Edited by Ravix]

When it seems you're out of luck.
There's just one man who gives a f*************ck
⚔️🛡🐎

Ralizah

@Tjuz XC2 has a lot of anime cringe in it, unlike the other games in the series (and even XC2's expansion, Torna: The Golden Country), so that was very off-putting to a lot of people. The gameplay and presentation also have a ton of rough edges, so I'm really hoping it gets a remaster at some point like XC1 and XCX did.

That said, despite its innumerable flaws, the things it does well it does so well that I had a great time overall with it anyway. Primarily the character growth and how well the overall story comes together, which resonated with me in a way that XC1's plot and character trajectories just didn't.

Which seems to jive nicely with that Outer Worlds 2 review you just posted. Plot and characters are so important to most RPGs: you can forgive so many flaws if they grip you, whereas, if they're lacking, they'll bring down an otherwise extremely competent game, as seems to be the case for you here.

TOW2 does seem to have landed with a bit of a thud this year, which, yes, does make me question peoples' reaction to the original game. I still need to play the original, so I'm hoping to get to it in the next year or two. It does feel like people are slowly cooling on Obsidian between the reactions to Avowed (which seems to have vanished from the public consciousness like a fart in the wind lmao) and now this game.

[Edited by Ralizah]

Currently Playing: The Hundred Line: Last Defense Academy (PC)

PSN: Ralizah

Tjuz

@Ravix @Ralizah Yeah, I am surprised by the output Obsidian manages to have despite (to my knowledge) still not being a huge studio when it comes to its employee count. Having three big-budget games between Avowed, The Outer Worlds 2 and Grounded 2 release within one year from the same studio is practically unheard of nowadays! It's a shame that both of the former haven't really connected, and I don't know enough about the latter to be able to say whether people are into the sequel. I think you're right though Ralizah, that it seems many people are getting somewhat disappointed by the studio nowadays. I haven't played enough from them overall to have any fully formed opinion on the studio, but it's a shame to see them have such a big year while at the same time a disappointing one overall.

@Ravix I'm sorry to say I don't think treating it as a sandbox without worrying about the narrative will make it a better experience. The worlds are densely packed with content, but a lot of it relates instantly back to either main quests or companion quests. You can do stuff like clearing out encampments and such before getting to the quest that'll require you to go there, but it'll be nothing more than a shooting range for the time with maybe some good loot then. There's not really any random events happening like you might expect from something like Fallout and the world state is barely alterable, whether through exploration or any big decisions. Despite having something around every corner, I wouldn't say it's particularly exciting content for the most part.

There's not much of a detective/small arcs element here, but there are a few exceptions. One of the quests where you can recruit a companion is a little "murder mystery"-type deal, which was fun but doesn't last for a very long time. I think mostly the companion quests are the ones you can point at as having those little arcs that try to do something different for a little bit. When it comes to anything that ties into the main quest, it comes across more as either a fetch quest or completing some type of task.

@Ralizah I wonder how I'll react to the more anime cringe tone. I do love campy stuff, so maybe I'll be totally fine with it... but of course anime cringe is still a far cry from what westerners see as campy. I have heard only good things about the narrative itself barring the tone, so I'll definitely get to it at some point sooner than later. It'll probably take me a while to complete it anyway, so I might as well start!

[Edited by Tjuz]

Tjuz

LtSarge

Finished Trails through Daybreak on PS5 after 100 hours of playtime.

The game is an excellent evolution of the series. The fact that you can now attack and kill enemies in real-time makes battles less tedious. You don't always need to engage in turn-based battles, which makes for a better pacing. Although turn-based is the way to go against tougher enemies when you want go gain a lot of experience points as attacking weaker enemies in real-time doesn't net much obviously.

In previous arcs, you would attach quartz and just get arts/stat boosts. Now arts and quartz have been separated, as arts can be learned through so called plugins. They're basically like TMs from Pokémon; once you acquire them, you can teach anyone an art as many times as you like as long as there is space for it. This is a much better system rather than having to learn arts through quartz.

The new shard system is very interesting as well. The function of quartz now (on top of them giving you stat boosts) is that if you combine them in a certain way, you gain new shard skills (abilities). For example, you can gain a shard skill of performing a finisher on an enemy with low health or an extra attack every time you use an attack art. It was really fun experimenting and finding out on my own all these different shard skills.

The story and pacing were great as well. Seeing as how the first entry in a new arc tends to be a slow burn, I'm happy to say that this game kept me invested from beginning to almost the end. The requests felt more varied in this game, although there still were a fair amount of repetitive ones in the form of wild goose chases. The characters got a lot of time in the spotlight and the structure is akin to the Persona series where you recruit a new member every chapter in contrast to the Crossbell and Erebonia arcs where you have your entire primary team from the start. Because of this, I got more attached to the characters compared to the aforementioned two arcs' characters.

In my previous paragraph, I stated that I was invested in the story until almost the end. The reason for this is that I felt the game was too long and had some padding towards the end. In the final chapter, there was simply too much talking and too many repetitive objectives that were both mandatory in order to progress. They definitely could've made some changes to this chapter or just removed huge parts of it and integrated the rest with the previous chapter. I would've been happy having finished the game after the second to last chapter in all honesty and at that point, the game would've been over after around 80 hours.

It's unfortunate whenever I feel like this with games, as I genuinely enjoyed my time with this game for 80 hours. Unnecessary parts can be enough to sour the overall experience, which is what happened with my experience of Trails of Cold Steel IV as that game had way too much padding. Trails through Daybreak was nowhere near as bad as Cold Steel IV though.

In conclusion, if they had handled the end part of the game better, I honestly wouldn't have had any gripes about Trails through Daybreak. The game has made a lot of changes to the series, which are huge improvements. The story was engaging almost the entire way through. Except for the last chapter, I had an absolute blast with this game.

[Edited by LtSarge]

LtSarge

RR529

Currently Playing:
Switch - Blade Strangers
PS4 - Kingdom Hearts III, Tetris Effect (VR)

Pizzamorg

Life to the living, death to the dead.

Th3solution

@Pizzamorg That was really an insightful and well illustrative review of AC Shadows. I’ve not played the game (not sure when and if I will) but I found your analysis really intriguing. Partly because I’ve been curious to see feedback about the game, which kind of got lost in the shuffle between so many feudal Japan action RPGs in recent years, but mostly because a lot of your criticism extends to gaming beyond just AC Shadows and applies to so many RPGs, open world games, and even games of a more linear variety which seem to go just a little too long. And sometimes way too long.

Excessive bloat in games is something I’ve been thinking about and have discussed around here on one of the threads recently. I ended up making a goal for this year to try mainlining one of these longer games to experiment with doing my own form of editing out superfluous content.

I’m not sure at what point games became too overstuffed with meaningless side quests, loot, upgrades, and repeated map locations. Having been a gamer going back to PS1, I know that mainstream games weren’t always like this. If we use the Ubisoft universe as a guide, it was probably AC Origins where it started and then escalated to the tipping point of Valhalla. Origins is the last AC game I’ve played and I quite enjoyed it, but I did end up skipping some of the content towards the end of the game and finished the game with some of the supplemental map areas unexplored. Although I spent a lot of time enjoying ancient Egypt, I could start to sense the creep of needless content toward the end.

But I don’t know if the Origins-Odyssey-Valhalla crescendo of playtimes and side content is a symptom of a more ubiquitous illness plaguing all games, or whether the series is the epicenter from whence the virus originated. I always look to The Witcher 3 as the game that may have inspired the movement toward epic open world gaming with copious side quests and map markers. But we really had some other 100+ hour single player games that predated that, like Elder Scrolls games and the Bethesda stuff. Maybe Skyrim is to blame. Regardless, the issue seems to be that somewhere along the way developers lost the art of meaningful material in place of filler, perhaps attributing some of those mega-popular epic RPGs success to sheer amount of content rather than quality of content.

It’s not all bad though, and I do think some games get it right. Having just finished Baldur’s Gate 3, clocking at just over 300 hours, I thought it was fantastic. But I’d be lying if I said I didn’t start to waver around the 200 hour mark, thinking that I was drowning in a never ending quest log. However, each time I went out of my way to complete some optional quest, I almost always felt some satisfaction with it, even if it was purely fringe dressing on the main course. It definitely had some of the issues you mentioned about diminishing returns on the loot and gear you acquire through a meticulous playthrough. Especially since you (or at least I) hit the level cap when you’re only 2/3 through the game, and so any improvement in your spec from there is just fine-tuning things, hoarding potions and scrolls, and getting better at the strategy of the game. The depth of gameplay really helped here, because there really is so much openness to how one can approach battle, so there’s not any boredom that kicks in when you can experiment with different playable characters, roles, spells, weapons, and tactics.

Nevertheless, some of what you’re saying about AC Shadows really spoke to me on a larger scale. For example, another game I really quite enjoyed last year was It Takes Two, and yet, I think it went just a little too long and even though the gameplay constantly changes to help stave off any boredom, the core story suffered from the lack of focus and dragging pace of the narrative.

Games that hit the perfect balance of content value are rare, but do exist. A lot of it boils down to personal preference, of course.

[Edited by Th3solution]

“We cannot solve our problems with the same thinking we used when we created them.”

Pizzamorg

@Th3solution Appreciate the kind words!

I have been trying to place for myself too where this fracture started. I do think for my own personal experience, it is a more recent thing. In my late teens, early 20s, gaming was just one hobby of many because I had so much more free time. Because of this, I rarely pushed to finish games I had grown bored of, in fact there was a point well up until probably my mid 20s where despite gaming all of my life, I finished a tiny fraction of the games I bought. It is probably why so many games from like 2007 hold as such important games in my life, is the two or three games I beat that one summer break from school might have been the most amount of games I had completed like a decade either side of that.

It was only really in 2019 I think when I got a gaming PC for the first time since I was a kid, I really pivoted to making gaming my sole hobby focus (helped along I am sure by having far less free time to experiment with having multiple) and suddenly when I was now seeing almost every game through to the end that I could, I was like... WOW games sure are long, huh?

But I do think your point around level caps is kind of the main issue for me too, weirdly enough. In the sense that a lot of the time I don't even necessarily think the length of games is as much the issue as is that the quality is not stretched along with it. Odyssey was able to sustain me for a 90 hour playthrough because the various systems underpinning the experience were designed for a game to be played for that length of time.

I think of a recent example like Dragon Age Veilguard, where for the last 20 or so hours effectively you run out of long term progression entirely and at least for my tastes, when a game becomes static in that way, you've effectively lost me. Valhalla tried to solve this same issue by making the largest skill tree known to mankind, but this isn't the solution either. Veilguard's skill tree probably needed to be three times as big as it was, but if they achieve that with '+1 percent crit damage' nodes, you've actually just compounded the problem, you haven't fixed it.

And that is I guess the weird thing about these conversations, is I have almost the opposite problem to many. I actually think the live service looter rpgification of a lot of genres is actually a positive for my tastes. You take pretty much any game and slap a loot system onto it, my interest in that game has automatically gone up, and you've probably tempted me to try something I wouldn't have otherwise tried. I love fashion end game in loot games, playing around with transmog to make the perfect look.

But Shadows and Valhalla both failed to me at different levels, because while the loot systems got me in the door, the loot lacked the evolution and transformation to hold me until the final hours, when all the other shaky parts around it began to crumble and fall apart.

If that makes any sense whatsoever.

Life to the living, death to the dead.

Th3solution

@Pizzamorg I found myself really getting into the fashion options in the late game for BG3, so I can understand where you’re coming from there. It was especially enjoyable because I had a party of around 10 characters and all armor, all camp attire (the casual clothes you wear at camp, if you’ve not played it), and all undergarments are wearable by all characters. Then on top of that there’s late game dyes for clothing you can find and basically change the color schemes of your outfits too. So the combinations are nearly endless and are a nice distraction when there’s no more leveling up to do.

Sometimes the fashion looting doesn’t work out though, and many games I’ve played with copious outfitting collectibles don’t hold my interest enough to inspire me to pour over the countryside looting chests and dead bodies. Jedi Survior comes to mind. Loved the game, but the cosmetic rewards for the side activities and exploration weren’t enough to motivate after I had my 10th saber casing and 15th hair style. I collected all the suits in the Spider-Man games but only wore like 3 of them. Loot that gives extra skills or defense definitely holds my interest more, and so I definitely agree on the idea of the loot needing to be transformative or somehow to evolve, whether it be in the gameplay department or creativity department.

And that’s a good point about the absolute runtime not being the issue per se but whether the game was built to go that long. The Souls games are good about this — they tend to be on the longer side (I can’t remember my exact game time with DS2 last year but I believe it was north of 100 hours) but you always feel like you’re leveling up, either literally with skill points, or tactically with new challenges from the late game enemies and the constant spectacle of the art design. The games are really good about having copious weapons, all of which feel different to use, and your build and leveling choices make tangible differences to how the game feels to play, so you really feel invested deep into the game.

[Edited by Th3solution]

“We cannot solve our problems with the same thinking we used when we created them.”

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