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Subscryber

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#1  Edited By Subscryber

Didn't have a problem with the marauder. Just a different challenge. Only shows up like 6 times after the initial boss battle. The activation range for his parry-able attack is a bit finicky, but otherwise you can deal with everything else. Dog doesn't spawn unless you shoot his shield, and it can be killed in one SSG blast.

For all the people saying, "It's not a difficulty thing, it's tedious," that sure sounds like a difficulty thing. He is easily dispatched in 20 seconds or less if you use the SSG and ballista, and I don't even know what the "optimal" combo is or how to do it. Given you fight him about 6 times, maybe a bit more, that's like maybe a a couple minutes of fighting the marauder in a 15 hour game. How is that tedium? How is that overused?

Second argument of "I have to kill everything before him." Well, yes, that's the ideal way to kill him. It's generally inadvisable to fight him while being attacked on multiple fronts. Why is that bad?

Sounds like people want to play Eternal like 2016, where the last half of the game became a mindless repetition of the same circling the arena and using the same weapons and tactics on every enemy. Eternal mixes things up, and not even that often, and for me, it's enough to keep it fresh.

If you ask me, the Archvile is the most poorly designed enemy in the game and the least fun to fight. Fortunately (and unfortunately) he can be killed with the sword, so it almost feels like the Archvile is barely anything more than buff totem with annoying AOE attacks. The Archvile deserved better.

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#2  Edited By Subscryber

Going to second someone else here and say Heaven's Vault. It's an exceptionally well written game, and the way the threads of the story function as a cohesive game system is a really remarkable achievement in game/narrative system design (there are some cracks in the system, like when the narrative feeds you information you shouldn't know, but they are forgivable given how complex all the interactions are.) It starts out a bit slow, but once the overriding mystery gets going, it really picks up, and there's such a great natural flow to the game that feels unique to the individual player. It also doesn't really trade in any cliches, which is so refreshing for a video game story. I wish there were a few more puzzle elements, but translating stuff is a pretty fun mechanic that breaks up the constant narrative stuff pretty well, and makes you feel like you're learning a language (I guess not "like," you literally are, though it's a simplistic made up one).

It wasn't as good as Outer Wilds, but it presents a lush world full of mystery in much of the same way that Outer Wilds does. Heaven's Vault and Outer Wilds are my two favorite games this year, precisely because they both build worlds in truly unique ways and let the player explore them without restriction. They do that in very different ways, but the core feeling I had with both games was the same, that I was an explorer in a mysterious world.

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#3  Edited By Subscryber

I think the game is fine, fine if you're really looking for a game like this. It feels paint-by-numbers, but with some decent writing to prop up its mostly empty world. The world is extremely static. I feel like I'm interacting with notice boards with how static the quest givers are in this game. And the close-up conversations make me feel claustrophobic in a weird way.

The worlds aren't particularly interesting to explore. There's no mysteries to uncover while exploring, really, at least not in the 5 hours I've played. Gunplay is extremely weak, and the AI is atrocious. Gun variety is weak, guns aren't fun to shoot in general. Too much focus on random looting, which I suppose isn't unique to this game, but it also feels necessary to loot for ammo so I'm kind of forced to do it.

All the story is in the dialog with characters. World-building outside of dialog is extremely weak aside from the over the top corporate dystopia visual theme they've got going on. Honestly, everything "impactful" happens in dialog. With Edgewater, you can make your "big choice" but it doesn't really have any impact outside of something you read. And the writing ain't that good, guys! If it was a visual novel, I'd be bored, but I'm honestly bored with the gameplay of this game because all I do is run from waypoint to waypoint, engaging in some bad shooting with terrible AI, and then run through a dialog tree. Rinse and repeat.

I honestly think this game is boring as hell. Didn't love Fallout 4, but I found it way more engaging than this. And this game has nothing on New Vegas. Such a weird dialog and hype around this game. Give it a year and no one's going to think this game was very good.

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#4  Edited By Subscryber

@efesell:I am literally admitting to some level of addiction and agreeing with him from personal experience. I'm fueling it with my own personal experience, and extrapolating from other gamers I know, and others I know who frequent this community. It's an educated GUESS, but it's not unfounded, and it's merely my opinion. I find your rush to invalidate my opinion to be suspect, but again, I don't know you, nor am I trying to impute any truths onto you specifically. Those who are addicted will never admit it anyway. They are either enjoying their addiction or don't realize they are addicted. Of course, again, not everyone who denies having an addiction is addicted, either. I think his argument is a bit extreme, perhaps, but it touches on a lot of truth for me. I also think most people arguing against him are completely missing the point.

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#5  Edited By Subscryber

Well, you're getting a lot of hate, but I agree with your argument. You're pushing up against a group of people (here on Giant Bomb), that very likely have some level of addiction to both content consumption and video games. I know I have some, so I tend to agree with you. I also tend to push back against games and content when I feel they're wasting my time.

People think you're being a moralizer, but I don't think you are at all. You're saying games are worse because of these practices, and I agree with you there, as well. The nature of monetization and "capturing" an audience causes all kinds of games, F2P or not, to be designed in a way that wastes (is disrespectful of, whatever you want to call it) everybody's time, whether they are coerced into putting money into it or not. Yeah, some people may like whiling away their hours like that, but I think there comes a point where manipulating people into engaging with systematized meaningless for too long is an objectively bad thing.

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I'm playing with all indicators off and no monologue hints. It's honestly better. Yes, there's bit of awkwardness to finding some of the climbable ledges that is a result of this being a band-aid fix, but I don't feel like I'm just being guided by glowing symbols everywhere (there are still the big text prompts that can't be turned off, it seems). The game has issues with lighting that makes not having the glowy bits annoying at time, as well, but I feel more immersed in the game. I'm enjoying it more than the previous two entries, I don't get all the lukewarm-ness. It's a good middle ground between the last two games in the series. Though, I didn't really care for Rise that much, the story and setting were just super boring. I like the ancient South American civilization stuff a lot more.

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Excellent review. I only played four hours of Spider-Man, but watched someone else play most of the rest of the game. I didn't find it that much fun to play, too much open world busywork, so yeah...

It honestly just seems like the entire game is "like Arkham, but worse." There's less of a dynamic flow to the core combat, and it lacks the same level of visceral impact. The Arkham games were good at ramping up combat challenges, introducing new enemies, and Spider-Man is really bad at that. You basically fight the same enemies throughout the entire game, and that makes the combat get tiresome.

Pacing in games is something at exists both in the gameplay and the story, and both are important or maintaining engagement with the game. Arkham City is paced by the little vignettes it spins with each villain, and each villain incorporates new gameplay. Many villains in City even have "dungeons" that break up the pacing, and allow for environmental puzzle solving and just new environments in general. Spider-Man tries to break up its gameplay, but does so with weak stealth sections that hand-hold too much and the "Life is Strange" sections that are just boring.

It probably sounds like I have more to say, and I do, but my thoughts are going to be disorganized. I enjoyed your review, but you seemed to be more positive about the game in the end. Now, I only actually played four hours, but the game just wasn't able to maintain my interest, and watching someone else play it, well, I'm glad I didn't really put in the time.

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10 hours in and I don't really care for it. I dread doing the open world quests, as they're somehow even more tedious than MMOs, due to the sheer distance you have to travel for some of them, so I've stopped doing most of them, unless they seem to unlock something like chocobos. I did that Deadeye hunter mission and it was a tailing mission around a circular arena, that culminated in a boss-ish fight with clunky mechanics built around exploding barrels with magic. I just had this two hour period of the game where it was doing so many things that are wrong with open-world games.

The story is weak thus far. Not sure where it's going. Like MGSV, the story doesn't know how to integrate into the open world and create a worthwhile plot or flow. Just a few unsatisfying morsels here and there, interactions with seemingly interesting characters that are cut way too short.

The combat is a mess, and the camera doesn't help. The combat looks really cool. However, the feedback is poor, especially the sound effects. Have you used the guns? They barely even make a sound. Attacks don't make approriate sounds when they connect. The whole experience feels floaty, and like I don't have that much input into the weird theatrics that occur. I've won so many battles by fumbling my way through. Even when I do a little more skillfully, I don't feel like I did anything.

And holy shit, you spend way too much time in an auto-driving car. The open world isn't very interesting. It's extremely sparse, filled with trinkets that don't really do that much to help you or boost stats. Sure, you could run around and collect car paint, but I'm not going to do that.

That said, I don't think it's a a bad game. I think it's a perfectly average game. It plays like the original Xenogears, but with a less interesting and far less dense of a story. I also think the combat in Xenogears is a way better evolution of classic JRPG mechanics into a modern game. I can't really understand why this game is being praised. I feel best about the game when I'm in the car, listening to music from past FFs, feeling nostalgic for their more interesting stories and characters - and I'm not even the biggest FF fanboy. This game is weak, for a lot of reasons.

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@zurv said:
@subscryber said:

If it makes anyone feel better, it runs like garbage on PS4, too. Must be sub-30 most of the time. Doesn't look that great, either. Must be very low settings, as the lighting is super flat. All the pre-release stuff looked awesome, so I'm more than a bit disappointed. Game feels kind of dated overall, too. I'm sure I'll get more immersed in it as the game progresses, though.

On the ps4 can you tell the diff between the gameplay and the eye cancer pre-rendered stuff? I've not played stuff on a console for sometime, but i can't imagine that it is as bad as the FMV :)

I honestly didn't notice a difference, but maybe I wasn't paying that much attention. The enclosed interiors actually look really nice, but everything else has such flat lighting on it that it looks super dated. That, combined with the lip syncing, and other weird technical hiccups make this game feel kind of strange for a modern release.

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#10  Edited By Subscryber

If it makes anyone feel better, it runs like garbage on PS4, too. Must be sub-30 most of the time. Doesn't look that great, either. Must be very low settings, as the lighting is super flat. All the pre-release stuff looked awesome, so I'm more than a bit disappointed. Game feels kind of dated overall, too. I'm sure I'll get more immersed in it as the game progresses, though.

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