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 Post subject: Re: Review Requests thread
PostPosted: Wed Jul 17, 2019 9:08 pm 


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Enter The Gungeon came up as one of the freebie games on the Epic Store a few weeks ago; Picked it up when it showed up but haven't had time to try it again.
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 Post subject: Re: Review Requests thread
PostPosted: Wed Aug 07, 2019 3:44 am 


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Metal Wolf Chaos XD

Is there actual quality gameplay to go with the cutscene laffs?
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 Post subject: Re: Review Requests thread
PostPosted: Mon Sep 02, 2019 12:07 am 


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Could someone give me the lowdown on Dead Cells and Hollow Knight?


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 Post subject: Re: Review Requests thread
PostPosted: Mon Sep 02, 2019 3:03 am 


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Both are excellent in different ways:

Hollow Knight has a set map, Dead Cells has random maps.

Hollow Knight has a strider-esque insta-slash sword attack, Dead Cells weapons have more castevania-esque windup and recovery times.

Hollow Knight's flow is the typical take-your-time metroidvania exploration with backtracking, Dead Cell's flow is more the typical roguelite "frantically search the levels for money and upgrades before going through the one-way exit."

Hollow Knight powers up by equipping a limited number of magic artifacts that give new (non-movement) abilities, Dead Cells has 3 attribute points as well as up to two weapons and two secondary attacks that can all be individually upgraded/rerolled.

Hollow Knight is very monochromatic in presentation, Dead Cells is a riot of color.

Dead Cells' movement system has much more of a feeling of momentum than Hollow Knight.

Does this help?
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 Post subject: Re: Review Requests thread
PostPosted: Mon Sep 02, 2019 8:28 pm 


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Somewhat. Are there any existing platform games you'd compare them to mechanically, or are they both fairly unique? What are the main defensive mechanics? Iframes, conventional dodging, stunlocks, speedkills, or something else? How would you say Dead Cells's level generator compares to, say, Spelunky or Rogue Legacy? How important are good item drops to your build, and especially to your damage output? Do you ever get stuck tickling bosses to death? Is there anything in particular that makes either game outstanding, or any serious flaws or annoyances to be aware of?


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 Post subject: Re: Review Requests thread
PostPosted: Mon Sep 02, 2019 8:37 pm 


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Is Dark Wizard worth playing?
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 Post subject: Re: Review Requests thread
PostPosted: Mon Sep 02, 2019 11:03 pm 


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Ajora wrote:
Is Dark Wizard worth playing?


Assuming you like strategy games yes.
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 Post subject: Re: Review Requests thread
PostPosted: Wed Sep 04, 2019 4:43 pm 


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First, a request of my own: Assault Spy

Is it more of a DMC3 "tony hawk freeform combo" game, more of a DMC1/Bayonetta "Do the right thing at the right time for massive bonuses" game, or more of a Ninja Gaiden/Mitsurugi Kamui Hikae "build up your combo meter to unleash your ultimate attack" game?

Vanguard wrote:
Somewhat. Are there any existing platform games you'd compare them to mechanically, or are they both fairly unique? What are the main defensive mechanics? Iframes, conventional dodging, stunlocks, speedkills, or something else? How would you say Dead Cells's level generator compares to, say, Spelunky or Rogue Legacy? How important are good item drops to your build, and especially to your damage output? Do you ever get stuck tickling bosses to death? Is there anything in particular that makes either game outstanding, or any serious flaws or annoyances to be aware of?


It's been more than a year since I've played Hollow Knight so I'm going to tap out on giving such granular info. I recall it's mostly just about moving out of the way. You do get an i-frame dash really late in the game but it has a huge cooldown time.

Dead Cells I'm still playing to this day. So,

- Believe it or not the platforming Dead Cells reminds me most of is Rayman, with Castlevania-esque weapon attacks. It's a very smooth-feeling movement system. Also if you get a good kill combo going, your dude switches to a faster ninja run for a few seconds.

- The main defensive mechanic in Dead Cells is a roll dodge with a fairly quick refresh time. In fact there's a weapon that gives you automatic crits for rolling behind enemies and backstabbing them. You can carry 2 weapons at a time and have the option of putting a shield in one of those shots. Enemies in this game have a little exclamation point over their head right before attacking and if you perfect-block with the shield you fully block the damage and reflect some back on the enemy plus set off the shield's special effect. Some enemies have undodgeable area attacks that need to be jumped and/or avoided. No enemy is much of a threat alone in this game, it's handling them all in large groups that's the challenge.

- The level generator is not pre-made rooms linked together like rogue legacy, nor is it a mario-esque amalgamation of squares like spelunky. Rooms come in general shapes, but the exact placement of platforms and enemies in them may vary. The map looks very castlevania-esque, lots of wide rectangular shapes.

- As for "tickling" bosses, there's a rudimentary stat system in the game and the main tradeoff is between throwing everything into one stat to make 1/3rd of the weapons in this game extremely high damage verses evenly distributing between the three stats to maximize your HP. Note that stat points do not come from XP, rather scrolls that you find scattered throughout the levels, giving a tension between thoroughly exploring the level to find that one extra scroll, or speed running the stage to get a huge reward that always includes one guaranteed scroll. I've never gotten into a situation where the damage I was dealing to bosses was "plinking" but then I haven't played the highest difficulties yet. You always start out with a competent set of basic weapons so I've never had a run "ruined" by weapon drops, especially because this game is incredibly generous when it comes to item drops.

- I think the fast movement system is the game's biggest selling point, it's way more thrilling to play than any other roguelite platformer I've played.

- The main downside of this game (and it may not be a downside for everyone) is the absolute assload of unlock cancer. This gives Rogue Legacy and Everspace a run for their money. Unlike those games however, with the exception of increasing the number of charges in your healing vial (that requires standing still and not taking hits for a couple seconds) none of the unlocks affect your survivability in this game, they're just new weapons and abilities. You can totally clear this game on a virgin run if you know what you're doing.

I don't know why Shmups Farm is so suspicious of this game. I think Dead Cells is in the absolute top-tier of action-roguelites.

Note that while the "Rise of the Giant" DLC is free, you still have to "buy" it and run the installer seperately, at least on GOG.
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 Post subject: Re: Review Requests thread
PostPosted: Wed Sep 04, 2019 8:14 pm 


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Ajora wrote:
Is Dark Wizard worth playing?


I liked it. It struck me as a shorter and less robust version of Brigandine for PS1, superficially similar to Dragon Force. I was able to beat one the character quests pretty quickly but didn't really feel the need to go back and beat the others.


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 Post subject: Re: Review Requests thread
PostPosted: Wed Sep 04, 2019 8:17 pm 


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Vanguard wrote:
Could someone give me the lowdown on Dead Cells and Hollow Knight?


Both games are worthwhile, but how well you enjoy them depends on your tastes. (Keep in mind I'm playing both of these on their Switch versions.)

Hollow Knight is basically a straight-up Metroidvania with Dark Souls type gameplay, high difficulty and just enough story to launch a thousand different fan theories (there are people on YouTube whose channels consist of basically nothing but Hollow Knight lore and theory videos). It's a $15 game that's better than a lot of $60 ones. It also has a sequel (Silksong) on the way soon. As a self-contained single player experience you're not going to find much better out there. It's probably going to take you a while to get through this, bosses can occasionally feel cheap, and replayability may not be great, but you're going to throughly enjoy the time you spend on it. The soundtrack is superb.

Dead Cells has elements of Roguelites and Metroidvanias in it, but it's better not to think of it so much as either of those and just to just treat it as a straight-up procedural action game. Difficulty can vary from fairly easy to tough-as-nails (there's basically six different difficulties you go through progressively, I've been stuck at the second one for quite a while) but there is a decent amount of customization available to suit your playstyle (if you don't mind disabling achievements you can customize your starting loadout and restrict the game's item pool to avoid "bad" weapons and items), and there's just enough story to string together a flimsy excuse plot with a decent amount of fourth wall breaking. The core combat mechanics are quite good though. The game is still being actively updated (updates come fairly quick on the PC version, much slower on console versions.) So far the updates have been free but it is possible there may be paid DLC later on. Even without any paid DLC there's plenty to keep you busy for a while.
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 Post subject: Re: Review Requests thread
PostPosted: Wed Sep 04, 2019 9:20 pm 


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Mischief Maker wrote:

Vexorg wrote:

Good revews, thank you! Both games sound pretty worthwhile.


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 Post subject: Re: Review Requests thread
PostPosted: Fri Oct 11, 2019 2:23 pm 


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What about Okami? I know people worship it, but all I usually hear praise from is goons. I trust this place way more than my scrublord friends that hate my guts. I tried to start it a few months back and was bombarded with like 15 minutes of kind of weak exposition. By the time it was over I had to leave for a birthday or something and it put a real sour taste in my mouth and I haven't been in the mood since. Worth it, or is it just pretty affair?


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 Post subject: Re: Review Requests thread
PostPosted: Fri Oct 11, 2019 2:49 pm 


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^ re: okami, there is a 10-20 minute (if you count cutscenes or not) boss fight that you have to do 3 times over the course of the game, and it is the exact same, jarringly tedious fight every time. a 100% play is like 30 fucking hours (the speedrun WR is like 8h39m) and a regular clear ain't that much shorter. the first and only time i played it, i not only never died once, but i only used a single one of the game's revive items in the hardest optional challenge in the entire game, and i'm pretty sure i remember correctly that the game spews those at you (i very nearly didn't need to use it). unless you are really drawn into the visuals and narrative, you're basically just playing the world's (now only 2nd, thanks botw) longest, easiest, talkiest 3D zelda game.

i got sucked into it a bit at the time but later wondered what on earth i was thinking.
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 Post subject: Re: Review Requests thread
PostPosted: Fri Oct 11, 2019 8:31 pm 


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It's been some years since I played Okami, but I am inclined to agree with kitten that it 1) is quite easy, and 2) pads out its playtime a fair deal. I did still enjoy the presentation and overall feel of the thing - just zooming around with flowers blooming in your wake still sticks with me - but there is plenty to criticize if you're looking for something even remotely "arcadey", as this definitely isn't that.
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 Post subject: Re: Review Requests thread
PostPosted: Sat Oct 12, 2019 2:10 am 


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Let's make this three thumbs sideways. I'm a big fan of Zelda and Zelda-likes (2D & 3D), and I thought Okami was a bland experience and that even the touted visuals got monotonous - there is no crescendo, no memorable location, boss, etc. I play these types of games primarily for the atmosphere, so that's a killer.

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Yes, like a Wind Waker with even more gabbing and handholding. Levels of Navi never thought possible.


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