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submitted 11 hours ago by Ashtear@lemm.ee to c/jrpg@lemmy.zip

Durante strikes again.

[-] Ashtear@lemm.ee 3 points 1 day ago

Would be foolish not to go patient on it after Reforged. After D2R, I'm not completely writing it off, though.

[-] Ashtear@lemm.ee 2 points 1 day ago

Developed by Vicarious Visions, a recent Activision Blizzard acquisition.

And I thought it was an excellent product (although I stopped playing before they started making larger changes in patches).

[-] Ashtear@lemm.ee 9 points 2 days ago

I had an absolute blast with it for about 15-20 hours earlier this year and then it started getting super repetitive. Ended up dropping it for a new release.

Great villain, though. I'll probably go back to it just to see how the story plays out.

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submitted 3 days ago by Ashtear@lemm.ee to c/vgmusic@lemmy.world
[-] Ashtear@lemm.ee 2 points 3 days ago

You made it farther than I did, lol. Got worked by Ymir.

[-] Ashtear@lemm.ee 2 points 3 days ago

IGN's reviewer really didn't like it, scoring 5 out of 10. Probably an outlier, but the overall consensus does seem on the low side for a Mario game.

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submitted 3 days ago by Ashtear@lemm.ee to c/jrpg@lemmy.zip

cross-posted from: https://lemmy.world/post/21621969

Naoki Yoshida, also known as Yoshi-P, the director and producer of Final Fantasy XIV and Final Fantasy XVI, has expressed his desire for Square Enix to re-release two classic PlayStation 1 RPGs: Vagrant Story and Final Fantasy Tactics.

[-] Ashtear@lemm.ee 4 points 3 days ago

Also the easiest way to play the PSP version with the combat slowdown fix, which is essential.

[-] Ashtear@lemm.ee 8 points 3 days ago* (last edited 3 days ago)

My top four haven't changed in a while:

  • Chrono Cross
  • Nier Gestalt/Replicant (original version)
  • Persona 5
  • The Witcher 3: Wild Hunt

I love EDM, so any game that uses it or is inspired by it holds a special place in my heart, like Streets of Rage, Rez, Dance Dance Revolution, or the Trails of Cold Steel games (especially the second one).

[-] Ashtear@lemm.ee 2 points 3 days ago

I love that one can still web search for that and still find the song 😂

[-] Ashtear@lemm.ee 1 points 5 days ago

Ya, a player has to be okay with the calendar system. I hope it feels better for players; I think at the very least it certainly feels a lot better not to have a rank up require multiple hangouts now.

[-] Ashtear@lemm.ee 2 points 5 days ago

Agree about the last third of the game. Kinda goes off the rails a bit.

[-] Ashtear@lemm.ee 3 points 6 days ago

I had to actually get my hands on it to find out what appeals. For me it was a combination of challenge, routine, and a clear sense of progression. Hunting materials for gear gave me clear milestones while I was also getting better at the combat at the same time in a more intangible way.

Monster Hunter World was the one I spent the most time in, and my favorite part was the multiplayer. Unfortunately, frustration with that is also what led me to eventually drop it. Co-op with a friend in that game was bizarrely restricted, with a really janky way of going through the story (I eventually figured out that it was just better to do the story independently). On top of that, the multiplayer had technical issues on PC at launch.

I hear that Wilds will have a similar setup for the main story co-op--outright bizarre for a AAA game releasing in freaking 2025--but here's hoping it won't have the other issues at least.

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submitted 1 week ago by Ashtear@lemm.ee to c/games@lemmy.world
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submitted 1 week ago by Ashtear@lemm.ee to c/games@lemmy.world

I'm a little late, but I finally got around to taking on the demos that caught my eye during Steam's Next Fest this past month. All positive experiences, with one big stand-out.

Uncle Chop's Rocket Shop is a repair sim with a wild story driven by roguelite progression. Think of it as Papers, Please or Hardspace: Shipbreaker but with the grimy, whimsical styling of Spongebob Squarepants or (dating myself here) Ren & Stimpy. At first, I felt like a fish out of water and couldn't tell my encoder from my pancake, surely by design. It wasn't long at all before everything clicked in a big way--gameplay, story, themes, visual design--and I was happily clearing alien waste out of toilets. Very much looking forward to this release.

Keep Driving is a nostalgic road trip sim. Hitchhikers make up your "party" as you take on harrowing encounters such as slow tractors on country roads and birds that won't move. Great soundtrack and UI design that's all evocative of a low-information time when roads meant possibilities and places to discover. I think I'd need to get my hands on the full game to be more sure about the gameplay loop and the meta-progression. I'm also not entirely sure about the drunk driving quest.

Keylocker describes itself as an "unforgiving Turn Based Rhythm JRPG." This is timed hits turned up to 11. The game's combat doesn't integrate music like I was expecting, at least not as far as I got in the game. Lack of music is a plot point for the game, and most spaces have some great ambient sound design to fill in the soundspace. The difficulty is certainly challenging, but the visual and audio cues for it are designed well. The sprite art is gorgeous stuff, with plenty of animation and distinct character design. It's still rough around the edges, and the writing is a bit much (even for me, as someone with built-up tolerance for this sort of thing), but I'm interested after it gets a little more polish.

Knights in Tight Spaces is a high-fantasy follow-up to the well-received Fights in Tight Spaces. I loved Nitro Kid, a similar melee card battler with 80's styling, and this is right up my alley. I'm much more into the detailed environments and characters here than Fights' minimalist silhouettes. If the animations/camera perspectives get polished up a bit, it'll be a treat. That said, I do want to know how much content I'll get out of this before I buy, so the price point is going to be important.

How about you? Any finds from Next Fest?

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submitted 3 weeks ago by Ashtear@lemm.ee to c/jrpg@lemmy.zip

The question of difficulty came to mind while playing Metaphor. It was pretty challenging early on when resources were very limited and I was also learning the gameplay systems, but I'm starting to feel powerful now mid-game (while still being challenged a bit). That's where I like to end up, typically. It has a nice ludonarrative feel for the games that typically have you killing god.

What do you like?

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Ashtear

joined 1 year ago