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theacidskull

"I don't Dance!"

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theacidskull

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#1  Edited By theacidskull

Anyone here read the King in Yellow?

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theacidskull

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I just wrapped it up, here's what I liked:

I liked the graphical evolution of the game. Storywise and aesthetically it kinda made sense. The first STEM is in it's more prototype phase, where as the new one is far more polished. The gameplay and movement has also vastly been improved. While still tankish in nature, the controls allow me to maneuver Sebastian far more efficiently. The crafting and upgrade system has also been seriously diled up. scavenging for parts and materials to make bullets and weapons with was pretty great, especially when you are in a tight situation. Speaking of which, the stealth has been vastly improved in this game. In the last one I've literally never used stealth as an option because I was repeatedly punished for it, here, there were entire segments were I would go out of my way to avoid the enemy. I don't remember the last time i've been this nervous too encounter a standard zombie, especially with so many other more dangerous monsters running about.

The design of the monsters were also again interesting(though not as diverse as the first one), and whenever clumped in a claustrophobic corridor they mixed really well with the gameplay.

Now for what I didn't like:

I mean, I expected the story to be campy, so I won't really berate the game about that too much. There were some touching moments that didn't make me laugh hysterically, but can we fucking talk about the main villain? Or the absolute lack of one? So who is my main antagonist here? Theodore? Stefano? Myra? The weird Mobius matrix dude who points at the camera in the most awkward fucking way ever? They are all over the place, and three of those villains can be clumped with just being power hungry megalomaniacs who hold very little presence in the game. Ruvik may not have been an insanely great villain, but he held a presence within the game. You learned about his past, and as a player you had some relationship with him. Stefano was extremely annoying, and the boss fight was not only easy but very tedious. I felt no sense of dread or anxiety whatsoever . Theodore, on the other hand, had so little going for him the bosses from the first game had to come back to fill in for his dumb ass (which ironically is my favorite part of the game.) They were really pushing Theodore to be this Jigsaw Kruger type of dude with the whole fire monsters and mind games, but you can't really be convincing if your presence in the game is not felt. Oh, and I completely forgot about the mobius guy until he appeared in the end and just...well, died.

It's clear the game wanted Myra to be the main villain, so why didn't they just go with that? it would have made the final game far more impactful and meaningful, especially if they kept her identity secret. Theodore and Stefano could have been mobius agents who became corrupted with Union falling apart, and they would have naturally fit into the story of the game without having to jeprodize the flow of the narrative.

Also, why do horror games break what doesn't even need fixing? The location's were excellent in the last one, and worked well with the style of gameplay. There was literally no need for the inclusion of that much open space. Union isn't even a full sandbox, it's just a tedious elongated hub that hurts the pacing. That much spaces does not MIX with the way sebastian moves. He gets tired in a few seconds and starts slowly pacing towards wherever it is the game wants me to go. Not to mention that the enemies that spawn in the city are way to powerful at the beginning, but because they're in such an open space I never had to fight them. I ran away, and if I got past them they quickly forgot I even existed. But even running away was a chore because after a few seconds Sebastian libs like he has a stick up his ass so the enemies are basically following me the entire way. It really undermines the sense of dread the first game consistently enforced and turns it into a chore, which essentially kills any desire in my to replay the game. The best sections of the game are in controlled, narrow spaces that allow sebastian to move around perfectly and use the environment to survive. You can't do that if a dozen powerful enemy spawns are attacking you from all ways.

Also scavenging is less fun, because for me to get more AMMO, i need to venture into different parts of union, for which I usually lost the resources I had as opposed to gaining them.

I liked the game by the way, but for all the steps it took forward, it took a few key steps back.

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theacidskull

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If the lore is interesting, absolutely.

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theacidskull

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#4  Edited By theacidskull

@theacidskull: I think it's pretty funny that most of the complaints in this thread can be 'fixed' by unlocking upgrades. It's a design choice for sure. I'm 7 hours in right now and I'm halfway through most skill trees. I already feel a lot more powerful: +150% Weapons damage, increased stealth, increased stamina meter and regen. Walking is normally slow, but with the upgrade of increased walk speed while aiming it goes pretty fast. Upgrades are meaningful and powerful in this game, but I have a feeling this game will get a lot harder just around the next chapter.

It's not that necessarily. I'm not saying the open world is a crutch you can't get around, but by far the best sections of the game happen in small, tight spaces. Whenever a monster appears in such situations, I always become anxious and nervous. Whereas the open world, especially for the amount of time you spend time in it, seems like a chore you know?

The upgrades do help, but aesthetically it keeps it from reaching it's full potential, IMO at least.

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theacidskull

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What's with Horror games changing up the environmental formula? The best sections of this game are in small, confined arenas. The clunkiness and limited stamina makes it very strenuous to avoid a multitude of enemies. It kills a good chunk of the dread that comes with seeing a powerful enemy in the distance. the "oh fuck!" turns into "ugh, not again."

Which is a shame, because the rest the game is a lot smoother and excellently designed. I'm glad they are taking risks, but the environment should really be designed around gameplay.

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theacidskull

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I've only ever played Outlast II, and it was alright.

It isn't a bad game, and I'll admit it's pretty fun when you're playing with a friend, but it's not localized and at times it just seems unfair to be honest. I beat the game on hard, and while there were fucking SWEET sections of it it just wasn't focused enough. The areas SEEMED big but were actually pretty narrow for the amount of enemies you faced at the same time. There was way too much going on, and the fact that you can't fight back doesn't work with that kind of formula. Even on hard, I literally let myself die once or twice, and then I would figure out how to outrun the monsters until I reached my required destination. There's no real urgency, more like a chore. Trial end error is not a bad quality about a game BTW, but you're death needs to come from YOUR mistakes, but from the inherent design from the game.

The story is also largely incoherent too, and if have a hard time buying that the main character can't jusut beat the shit out of half these villagers. I understand if you can't go toe to toe with the giant scythe waving woman, but the Gollum looking freak I'm sure you can kick in the face. And at other times the main character would pull of amazing feats of resilience and strenght like ripping nails away after getting crucified straight out of the wood, and other times some mangled sickly old man could literally fling him across the room.

The school sections were much more localized IMO. It was far more interesting than the village too, but I just don't see how those two stories are cohesively connected. The story in fact is just a jumped mess.

Anyways lol, alright game, but if everything i've heard about outlast one Is true, then this was a huge step down.

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theacidskull

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theacidskull

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#8  Edited By theacidskull

The only real flaw with DOOM was the fact that there weren't enough bosses. Also, DOOM is one of the most wholesome FPS games out there, therefore there probably won't be a lot of changes to the gameplay mechanics beyond minor tweaks. That's why I think that the only true way to improve the sequels experience is to further diversify the enemies and they AI move sets. Figuring out how to deal with 3 different demons at the same time while staying alive and scavenging for health and armor is what made DOOM a "balls to the wall" type of experience, so making the AI attacks more aggressive and diverse is something DOOM's campaign would benefit from.

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theacidskull

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I bought it full price and enjoyed the fuck out of it. Normally, if you don't like the kind of experience that punishes you if you aren't cautious, I'd tell you to stay away from it, but since it's 5$ bucks I'd definitely give it a go.

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theacidskull

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#10  Edited By theacidskull

@theacidskull: First of all, your English seems good to me. No worries there.

Secondly, I don't know if it's just misremembering the feelings from playing Halo all those years ago, but I do seem to remember the battles in that game being much more "epic" than anything in Destiny, especially with the use of vehicles and large-scale battles. In that sense, I can kind of see your point. Destiny never quite reaches that point. In addition to the forum poster above me, I'll also agree that strike bosses could have used more of the sort of variety that raid bosses offered.

The game did get a lot better with The Taken King, though. Here's hoping that Destiny 2 can be even more of an improvement.

I've replayed them a couple of times with my cousin when the Collection came out and i have to say that they really holds up. Destiny had all the tools to recreate an epic experience but it just couldn't get there.

I agree, here's hoping that Destiny 2 kills it.