Comments 4,430

Re: Big Silent Hill News in Next Silent Hill Transmission Livestream This Week

Nepp67

@Dogbreath Old ND excuse pioneered off of TLOU1? I don't know if I believe that since it's been demonstrated multiple times through gameplay and cutscenes that he isn't average but I guess that was a PS3 thing. I played TLOU1 back in the PS4 era and never thought it was laggy or sluggish and waaay less compared to SH2 for that matter lol.

Anyways you do make a fair point, but James running is just simply there for balancing purposes which I think is fine as long as they're aren't barely jogging like Fatal Frame 4. I do agree though that it could've been shortened by a lot and I believe that the main issue was the "content" that was added by Bloober mainly in the prison and labyrinth was just, "Hey you gotta pick up these items in each of these rooms that are filled with enemies before you can do the actual puzzle itself." If that issue was fixed I think it would be much better paced.

Honestly for the enemies I struggled a bit and not from the controls but because they'd throw me off with delayed attacks or tanking through my hits to hit me. One of them that I actively avoid or shoot on sight is the nurses with knives. I could never once get an idea how to properly dodge their attacks since they are so rapid and spammy with their attacks lol.

Re: Big Silent Hill News in Next Silent Hill Transmission Livestream This Week

Nepp67

@Dogbreath You're an average person, not a war veteran so it feeling sluggish is how it should feel and especially in a survival horror game. Also rarely do I ever utilize 180° features in games(Usually because I forget it's a thing, but it's also disorienting) and have never had an issue with turning around quickly in this game. If you're getting ambushed that badly then I don't think you're clearing rooms properly.

Re: Big Silent Hill News in Next Silent Hill Transmission Livestream This Week

Nepp67

@Dogbreath The combat in 2Remake was some of the best feeling combat in a SH I have no idea what you're talking about. The impact of hits and reaction of enemies getting hit made it incredibly satisfying to beat down enemies. The only issue I had with combat in SH2R was that there was too much of it during the prison and labyrinth. If those areas were reduced in enemy density it would be perfect. Walking sims for me are just boring because there's no fails or fear of death so any tension and scares is thrown out the window because I know I can't die.

Re: Monster Hunter Wilds 'Large Scale Expansion' to Be Revealed This Summer, New Update Incoming

Nepp67

I'll certainly come back for those 10 star fights and the expansion. That Gogmazios update was probably the most disappointing monster fight for me in this series because he looked so damn cool... only to find out that he's mostly a gimmick fight. Wilds has been pretty frustrating for me and I hope the expansion comes in swinging hard with its difficulty like with the Omega fight.

Re: Big Yakuza Kiwami 3 Demo Beats Down PS5 Tomorrow

Nepp67

Much better feel in combat than the original which I couldn't stand for more than 10 minutes, although I did not like the weapon combat style they gave to Kiryu. Just felt off putting and would have much preferred something similar to Yakuza 0's combat styles.