Last game you finished
Because Mario Odyssey had so many filler levels and boss only levels, I think I left my 6ish hours with Astro’s Playroom more satisfied than my 30 hours with Odyssey.
It’s exactly as you put it—everything can be interacted with and you’re just waiting to find the next thing. Likewise, when you do find an artifact, you can interact with it in the screen when you find it as well as the Labo room too. And maybe climbing that PS3 in Labo will lead to more secrets.
A few little things that I loved were:
When it starts raining, you walk over to this “dead” robot with origami on his chest and you get a trophy called “JASON!”
The caption on the PSP camera accessory artifact was “Portable cameras... this will never catch on...”
I forget how I earned it, but one trophy is called “Charted!” which is the trophy you get for beating Uncharted Drake’s Fortune, which I think were my fist ever trophies in 2009 when they introduced the system.
Also, this game gets me very excited for the possibilities in a Spyro 4. Team Astrobi or whatever they are called should just get all 3D platform contracts. Silver lining to Japan Studio closing down is that a lot of people went to this studio per some random article I read the other day.
HappyGaming last edited by
Just finished this review up before the Community Showcase. If anyone's down who'd like to see the full video, here it is for Coffee Talk. I wasn't initially planning on writing a review for it, but it made a good impression on me after a difficult February.
bam541 last edited by bam541
50 Cent: Blood on the Sand
This is not just an ordinary "bad" game, it's the absolute king of bad games. I don't think there's anything out there that goes so gung-ho with it's premise like this game did, it's the dumbest shit I ever played and I had so much fun all the way through. I don't even have the thought to be offended by having to kill random middle easterners in their stereotypically disparaged environments. It reminds me of the delirious happiness I felt when I played Vanquish for the first time. Obviously this is a messier and worse game, but it has that same energy of "we don't give a fuck, we just want to look cool as heck and blow shit up!" The most surprising thing here for me is that the gameplay is actually decent: some of the guns feels really good to use, the pacing is absolute balls-to-the-walls, and the combat scoring system feels quite rewarding. For most of the game I just went straight up the enemies' faces and fill them with shotgun pellets, and it feels great. Also, shooting up bad guys while listening to some loud 2000s Hip-Hop tunes is a special gaming experience that I don't get to have often. The story cutscenes are worth it for seeing 50 Cent's nonchalant VO clashing with his aggressive dialogues. This game is certainly one of the finest pool of sevens that I ever swam in. (7/10)
DIPSET last edited by DIPSET
50 Cent's "Blood Hound" playing in the background while I click R3 to hurl vitriol at my victims while I QTE melee for extremely violent death animations is just peak gaming.
bam541 last edited by
@dipset honestly I need to check out all the tracks again. I was in such a delirious state throughout the game, I barely remembered the tracks even though I enjoyed all of it.
JDINCINERATOR last edited by
In recent times I've finished L.A Noire Remastered and Saints Row: The Third Remastered. The former preserves everything that was brilliant about the original and combining all those juicy dlc cases into one tidy package. Seeing as this is the second jaunt through L.A Noire I've taken, it's reminded me of how sublime the presentation is-it's a stunning display of what the 40s apparently looked like and the soundtrack is some of the best I've heard anywhere. As for the latter-well visually it's been upgraded well but I've experienced many instances of slowdown when the action gets busy-but this is the kind of performance I'd expect on the Nintendo Switch not on a PS4 Pro. L.A Noire Remastered is worthy of an 8/10 and Saints Row: The Third Remastered is lucky to get away with a 6/10-though I could see why someone would give it a 4 or a 5.
Phbz last edited by
Brandon Jones mentioned this game when talking about smaller games that nail movement and as it was on Gamepass I decided to give it a go. The world is very limited, with little variation and a lot of (quick) loading screens, but music (by Danger) is pretty amazing and the writing is up there too.
Very light RPG mechanics, and a combat system that's competent enough to keep you engaged. It has a cool loop of you having to clear "rust" sector by sector while gliding through the levels. Very very simple but satisfying.
Some awkward design decisions, like forcing you to repeat steps to make several items, and making you go back to base to do some basic stuff, get a bit annoying. Also, I'm usually a player that never fast travels on any game, here I mostly fast traveled because sectors are small and loading screens get frustrating.
JDINCINERATOR last edited by JDINCINERATOR
I completed Heavy Rain on PS4 and my opinion has vastly changed since I first played it on PS3 in 2010. I still really dig the adventure and how accessible it is but I've noticed a lot of flaws that dig into my whole appreciation of the game. Firstly the button prompts for rudimentary activities are unnecessary and superfluous to say the least, later on there are moments where you have to play the hands version of Twister to input button sequences correctly-and the use of motion controls is quite dated on PS4 though that's a main part of Heavy Rain's gameplay experience. The characters are really bad and they lack depth and a reason to care-makes me think David Cage and Quantic Dream gave us emotional moments in the game for the sake of it rather giving them weight or importance. Whereas I gave the PS3 version a whopping 9.4/10 back in the day, I give this version a 6.8/10-which includes my updated understanding and opinion of the game-I was 17 when I played the PS3 version and now I'm 28 and in that time a whole lot of learning has been done to make me come to this verdict.
bam541 last edited by bam541
This game has been quite the rollercoaster ride for me. Leading up to it's launch, while I thought that the trailers look good, I wasn't very interested in playing it because there's nothing that struck me as being something special. I pretty much ignored this game up until I checked out one of the story trailers near its release out of curiosity. The trailer I saw had showed some phenomenal minimalist animations that served a love story arc that I didn't expect at all, and because of that I decided to try this game out. After finishing it, I'm happy to say that I love this game. It's consistently fun and engaging to play, and there's some lovely story moments sprinkled throughout.
I'll get the story out of the way first. The main character is a ship captain that got stranded in a unfamiliar land after a storm hit his ship and wrecked everything, and he need to find a way to return home with his fellow castaways. The game leaves a lot to the imagination, since most of the dialogues are pretty vague, little is explained, and it's the main way of building its world and setting. The thing that impressed me the most is how well the game conveys emotion and detail in many of its story scenes (mostly through the animations), while being constricted by its simplistic nature and art style. It also uses interactivity to great effect at certain points. There's a very intimate interactive moment between the main character and his lover at the very end of the game that actually made me shed a tear.
This game is essentially a semi-linear action platforming game that takes a lot of cues from 2D games of recent years. It channels that metroidvania-esque feel of discovering new areas and solving obstacles along the way, while staying true to its simplistic nature. Each of the main areas in the game has a dungeon that I need to go through in order to get keys that'll unlock the next set of areas. Every once in a while there are boss encounters after each dungeon, while other times there are only puzzles.
The levels themselves are quite varied in terms of aesthetics, from dark caves full of mindless slaves to beautiful yet not-so-peaceful forests. The levels are designed around my trusty harpoon's ability, which allows me to teleport to wherever the harpoon is thrown. I think the best thing about the level design is that it strikes the balance of being not too stressful and confusing, but also not too straightforward which would make it feel boring. Maybe the only criticism I have about it is that the levels doesn't feel so different in gameplay, outside of the visual aesthetics.
Speaking of using the harpoon, the combat in this game is quite fun. The impact of hitting the enemies feels satisfying, and I often see their bodies explode with surprisingly gruesome detail as I smack them against a wall, which adds a lot to that satisfaction. I think the combat really shines during the boss battles, especially the later ones. I was quite impressed by how frantic and intense some of the bosses are, and most of them have really cool visual designs. My favorite part about these boss fights is that it always starts with me being confused as heck and getting my health bar very low in the process, but then as I start to figure out what the bosses are doing, I manage to comeback into the fight, which feels very satisfying.
The difficulty of the game is a bit on the easy side (I think I only died three times), but the game never got boring to me, mostly because of how well it keeps me in check by putting all sorts of hazards and situations that'll eat my health away if I got careless.
As the game progresses, I get to have not only more side weapons (a crossbow, for example), but also hats that gives me unique abilities, such as allowing my harpoon to accumulate lightning energy to use against enemies. Some of the side weapons are limited by ammo, but I never encountered situations where I totally run out of them. As for the hats, I can only obtain them through crafting, and the resources I need are scattered in the main areas, with some resources only appearing later on. Some of the hats are certainly more useful than others, and not all of them fits my play style, but at the very least they're fun to try out at least once. I do wish that obtaining these hats doesn't feel so random, it just feels like I accidentally got enough resources while I explored the main areas at times. It would prefer if I had to actively look for specific things during exploration instead of this scatterbrain-ish approach.
While it's not the most special and unique game out there, Olija makes the most out of its minimalist approach and it even punches above its weight in some aspects. It's not a long game, and I seen some critics taking issue with that, but I had a great and satisfying time with it. (8.5/10)
734Games last edited by
The last game I finished was Detroit Become human. I finished this game three time, and I even got the true ending.
Phbz last edited by Phbz
Like SimCity but in an apocalyptic world where everything goes wrong all the time. This is a really hard game, yet restarted it several times because it's pretty fantastic and every time things fall apart you learn something for the next run. But it is a bit too obscure with its mechanics and that can get frustrating.
I had to turn some settings to easy on my last run and even then the final stretch was completely insane and apotheotic. I guess I suck at it because some beat it on hard mode but I still love it.
I guess it demands a bit of trial and error and some online research to ace it. Still amazing game where even failing is good fun.
Considering you restarted it a few times, how long did it take to finally beat the game? A few days ago I think you said you failed and were restarting.
I’ll adjust the difficulty settings and restart myself once I finish a few other games.
Phbz last edited by Phbz
@dipset Not sure because time flies with this game. Maybe around 5 hours using a lot the fastest fast forward.
Scotty last edited by
I tried the "Maiden" demo for Resident Evil VIIage and I'm impressed. Game looks good. If it's any indication about upcoming PS5 based games' graphic quality then we are in for a treat!
Even that short demo was fun and I wanted to play more! Capcom is doing great since the VII with remakes from there and now this. Please bring every RE game with this engine and similar mechanics, interfaces etc.
Axel last edited by
@scotty I completely forgot about that demo, thanks for the reminder, downloading it now!
paulmci27 last edited by
Finally finished Monster Boy & the Cursed Kingdom after a whopping 20 hours that's with about 3/4 of secrets found. It's now up there with my favourite Metroidvanias. It's actually quite challenging as well without being cheap. The Graphics, soundtrack, level design & boss fights are all top tier. A must for any Sega fan boys.
Marvel's Spider-Man Remastered (PS5)
On Sunday evening, I finally finished this blockbuster from 2018. It also placed really highly in our Games of the Decade thread, but I had actually played this game very briefly back in 2019 so I had some expectations going in. I quit it due to the introduction of a disgusting amount of radio tower and base clearing missions. I just wasn't in the mood for it and the story didn't reel me in in any way whatsoever up to that point. So I claimed my time and quit.
Well, my PS5 came with Spider-Man Miles Morales which includes a downloadable copy of the original game remastered, so I figured "what the hey" and you know what, I like it! Yay!
I have a lot of problems with this game. I can safely say that if my childhood affinity for Spider-Man didn't exist, I probably would've quit this game again. I think the game is confident in some areas, but insecure about itself in other areas. It's in the hands of one of the best studios in all of gaming so I feel like they should've taken more risks on the game design front. Ultimately, much of the game design boils down to fighting the exact same types of enemies but they belong to different factions in the world of Spider-Man. They never really switch it up much except for some solid boss battles at the very end. I never really felt like I was growing very much as Spider-Man, and I definitely didn't feel especially attached to Manhattan or the greater universe here.
I appreciate the layers to the plot here in that all of the different storylines end up feeding in on themselves into one straightforward conflict and motivation for everyone involved. It's a pretty fantastic final 30-40% of the story where things really start to focus more. But the first 50-60% of the plot has such a jarring and disjunt storytelling method that almost comes off as confusing. For example, you start the game fighting Kingpin and locking him up, then it introduces you to a ton of mundane gameplay and story moments like helping prep Aunt May's retirement party at the F.E.A.S.T Shelter, then next thing you know you're doing mundane mini-games in the laboratory with Dr. Octavius. Then suddenly you switch to a stealth mission with Mary Jane.
The early story telling just doesn't flow together well and you aren't sure why you are doing anything you are doing. I get that the conflict hasn't started yet, but that's the problem. It goes on for way too long with no obvious goal in mind for the storytelling. It's almost like the game is more interested in introducing these little mini-games like Mary Jane's photojournalism, than actually focusing in on something. It's like really bad at the beginning here.
But then once all of the villain's are in play, Peter starts having his own internal conflict, and the stakes are heightened, the storytelling actually becomes really great. Like I said, the plot sort of begins to feed in on itself and all of these little separated relationships from earlier actually matter in an intertwined way. Like most comicbook conflicts, there are such massive absolutes of evil, revenge and the like, but I really think it's done quite tastefully here where I kinda understand why the villain's are so upset and want to stop anybody in their path.
The way they reeled it in was great, but I think this is a case of a movie being 2 hours and 10 minutes when a lean hour and a half would've sufficed.
This is where my biggest gripes with the game come from. I just think everything about this game is played far too safely. The game boils down to unlocking the map of each neighbourhood in Manhattan, then doing repetitive side missions to clear each section of the city which gets you XP and tokens to rank up skills and gadget abilities. You do some main story missions, then knock some side stuff out, rinse and repeat. And repeat you will. These tasks are mindless enough to be a simple distraction for 20-30 mins, but also engaging enough in the core combat mechanics to keep you amused enough to keep going.
And that's the thing with this game. It just edges through in it's basic repetitive game design to be "amusing enough", but that isn't necessarily something I'd stride for as a product. In fact, the side activities are purely boring at first until you really start to upgrade your combat skills to feel more powerful and give you more tools in these base clearing missions. On the note of combat—it's fine—but it definitely is missing the weight of the Arkham games and the controls are needlessly complicated.
Likewise, combat itself can be hit or miss with a lot of awkward lulls due to a few design decisions. Spidey doesn't just snap to enemies like Batman does in Arkham, so you are forced to press TRIANGE to zip towards enemies who are spread way too far around these sometimes massive combat arenas. This makes for really awkward moments in many combat encounters. You can be max rank, with fully upgraded stats, and there will still just be random enemies alive somewhere like 200 meters away, maybe hidden behind an object, or perhaps he fell off the building but didn't die so he's on the streets. One thing that happened to me often was using my web bomb to tie foes up, then my force blaster to launch groups of people off the roof. Normally, that would either stick them to a wall deeming them incapacitated, or they are just so far out of the combat area that they are "taken out" so to speak. But the game will sometimes let one person live because somehow he hit another random rooftop pretty far away, and didn't fall far enough to die, nor hit any objects to stick to. So once I finish everyone else, I have to circle back to once again finish him and that will involve trying to figure out where the heck he might be because he's nowhere in the combat area.
Once Spidey is fully upgraded, I think there is a good variety of tools which gives the combat some options but there aren't many enemy types, and most of them can be taken out with the exact same methods. So again, it's engaging enough to keep you going, but bland enough for you to want more. I think there is a prototype in Arkham and in a world where God of War and DMC5 exist, it leaves the combat here sort of mundane.
In terms of other gameplay elements like Spidey's stealth combat, Miles missions, and Mary Jane missions. Well... they are fine. Nothing to write home about, but it generally works with simplicity. I think Miles and MJ have some really good missions at the end which tie into the story wonderfully, but we could've done with maybe ONE of those instead of the amount we get.
The QTE's are extremely disappointing however. In a world where Uncharted 4 lets you sprint out of a crumbling pirate ruin and do the last second jump yourself, why is Spider-Man of all things getting to have all the fun in cutscenes and QTE's. The final boss fight was a prime example of letting the play control a setpiece moment, and I don't know why they weren't confident enough to let the player just play throughout the game.
I'm glad I finished this game, but I wanted more. I actually did go through everything and accidentally got the Platinum which was nice. It's also good that it's pretty lean for an open world game in this new era of 100 hour games, so that is something I appreciate. I think the way the story unfolded while simultaniously dangling a sequel carrot helped me fully finish an open world game which is no small task for me. I'm officially in on Marvel's Spider-Man.
Hazz3r last edited by Hazz3r
@dipset That's awesome to hear!
Not sure if you played them yet but but the DLC leads directly into Miles Morales, especially the last one. They're not super long to crit path, but the only relevant stuff is a cutscene and some phone calls here and there, so you can also go straight into Miles Morales if you really want.
I was actually pretty eager to just get to Miles Morales so I jumped in for about 30 minutes this morning and I felt right at home having not played the DLC.
I gotta say, right off the rip Miles Morales just shoots you in quick and dirty and that's what I think the first game needed. Also, that mission with Rhino was amazing and it low key does more than the majority of the boss battles did in the original game. I'm pretty excited for this one. It's already doing more than I expected it to and I'm just 30 mins in.
Sometimes, just say "yes" and you learn something new. I guess I can graduate onto other open world games now like Ghost of Tsushima, but that one specifically must have a PS5 version coming down the pipe so maybe I'll wait.
Phbz last edited by
As much as I loved Eternal I would kill for a more horror focused approach on the next one. This was my first time with Doom 3 and it completely surpassed my expectations, specially considering it's a 2004 game.
Well paced and just the right length, really nails the balance between more quiet moments and action and it does a good job delivering it's silly narrative and lore.
My biggest complain is how bad the guns sound.