"It feels like people trying to write an edgy action movie type of script, but there's enough weird turns of phrase that, this wasn't originally written in english was it?"
please don't tease!
As bad as they are making it sound It just makes me want to play it even more. I was expecting Witcher caliber, but now I'm expecting so bad it's good B movie.
When Dan first got on, he seriously annoyed the hell out of me. But when I saw how much he annoyed everyone else I realized it was going to be something special. Watching the Witcher lately, Vinny was the Tissaia de Vries managing Dan's chaos. This is certainly the end of another era in Giant Bomb. I'm glad Abby has come in since, and am kinda excited to see who Vinny hires next.
I'm super curious of the story, but the animations are bugging me. Maybe they could have added a month in development to inbetween the animations? Its fine for a graphical novel style in dialogue, but a little stilted in traversing the map. It stands out too much when everything else looks pretty decent. Probably wont stop me from eventually picking this game up. The mystery has me piqued.
Did Jan mention what the binary looking patterns on the bottom of the cards are for? Maybe I missed it.
Brad asked about it, and they don't know what it means. They resemble old IBM mainframe punch cards, which have 90 vertical columns from 0-9. This only has 14 columns of the zero and the one.
It would be interesting to see if there is a pattern to the punches that represent each card, or if it is just randomly generated and pasted on the card's image.
This makes me want a Switch. I have had dozens of hours with the first one, and can say looking at this they have captured the exact movement of Sophia to the pixel. The QoL they've tuned is great without tarnishing the mobility the first game offered. The level design ethos feels very familiar. The overhead levels seem to be a little more chaotic. I think Brad could have done a little better understanding and mastering the controls. Design seems to follow that 8 bit era mastery of just knowing where the sweet spots are at when enemies shoot or pop up on the screen. I could give Brad the benefit of doubt with using Joycons, but some of the turret enemies looked like you needed to keep a distance to dodge bullets and Brad kept trying to get in close.
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