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How was the last game you played?
What did you like about it?
What did you hate?
Share your reviews here!

Previous thread >>244658
>>294389 (OP) 
Currently playing Void Sols, and for now I'm liking it a lot.
Like Hellpoint it's a "classic" soulslike, more concerned with exploring dangerous places and managing limited resources than memorizing intentionally misleading attack cues and far too long combos, and it does a really good job at it while also having fun combat (unlike Hellpoint): special praise for removing padding by making all consumables restore at bonfires, having all weapons share the same upgrade level, and having the ability to freely respec at any bonfire.
>>294389 (OP) 
I am playing through Fire Emblem (no subname, US) on the GBA. I think the art style is great, the game is beautiful. I really like how episodic it is, very clearly designed for "one stage at a time" play, which is only more convenient the older I get. I like the rules, the turns have a good flow, I feel like I have freedom and don't often have turns that feel like a drag, where I'm just sighing as pieces move across the board.
The bad? I'm kinda retarded, and replayed some stages more than I wanted to because I will let no soldiers die on my watch.
Replies: >>294598 >>294602
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My god this game is so WEIRD.
>Cute 2D anime grill protag. VERY well done for an N64 game. Probably the only reason this game sold well.
<Literally everything else looks like NIGHTMARE FUEL. Does Japan think melting faces look cute???
>Interesting mechanics. Every level so far has a cute 'gimmick.'
<Wtf are these controls? Is this really even the best way the buttons could've been laid out here? I have to use the C-buttons and the jump button and the D-pad simultaneously!
The plotline is chaos. It's a linear stage-by-stage setup? The bosses take 20 million hits, but aren't too bad because you can usually stunlock them somehow.
WEIRD. Just weird.
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>>294585
>melting faces
I think faces like those are usually indirect references to Haniwa statues.
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>>294587
Makes sense, but the fact that the eyes are a glowing red and the eyes droop diagonally to the side...jeez.
>>294426
>The bad? I'm kinda retarded, and replayed some stages more than I wanted to because I will let no soldiers die on my watch.
You're becoming a true fire emblem player.
>>294585
>weird
Treasure greenlit a game about pinching women with huge breasts on the PS2. They didn't don't shy away from devving whatever they feel like.
>>294426
>The bad? I'm kinda retarded, and replayed some stages more than I wanted to because I will let no soldiers die on my watch.
That's not retarded that's respectfully autistic.
Replies: >>294684
>>294585
I hope to dog you're playing the superior Nipponese original instead of the inferior western localization.
>>294602
No, the decision to not let people die isn't why I'm retarded, but the amount of times I have to replay some of these levels is due to my retardation.
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I completed ROUTINE.

Going in I expected to find a half-finished shitshow hastily patched together given the game's complicated development cycle, but instead it turned out to be a solid AA Horror game with a limited yet consistently executed scale and design.

(You) start out as an Astronaut in an alternate, possible less homosexual timeline where NASA went hard on Lunar exploration in the 1970s resulting Lunar tourism being a regular thing.
You're sent to a tourist settlement in order to debug its security system, and things unfold from there.

If there's one thing the game absolutely motherfucking nails right out of the niggering bat in a way few 7th and even 6th generation games achieved, it's the overall atmosphere, aesthetics and sound design (especially the sound design, hot fucking damn).
Both the visuals and gameplay neatly sync up with every single in-game object and tool being purely diegetic, a HUD is nonexistent save for color highlighting of usable objects (nowhere as niggered as Mirror's Creed, they're more visual aids to help you pick up small objects and distinguish a few usable devices from non-usable ones in a way that at least to me didn't feel disruptive) and a small circular reticle to help picking up small objects.
UE5 or not the Lighting is masterfully done with perhaps the best use of TAA in a long time, the blurriness only serves to add to the overall analog CRT aesthetic carrying the game and also helps to hide low-res textures, but it pales in comparison to the supreme sound design.
Not only does it come with spatial audio for free (which helps a great deal in gameplay), but the weighty, tastefully "present" soundscale creates a level of spooks I hadn't expected to feel given my experiences with older >horror titles like Biohazard.

All gameplay is done via diegetic tools, which barring some incongruencies in the later parts of the game are presented in an astonishingly believable fashion only comparable to Alien: Isolation from 2015.
The diegetic CRT UIs are eerily on point for Windows 96 in space, the environments even if designed for a game do a great job at selling "realism" and the whole combo of 12/10 audio, top-tier environmental artistry and purely diegetic gameplay create a game that even with from an objective standpoint relatively "simple" gameplay and puzzles involving sneaking from one terminal to another could be feasibly described as "brave and stunning" in a world in which Games journalism wasn't an arm of Epstein&co.
It's also refreshingly free of DEIESGBBQ niggatry (at least none that was overt), though unfortunately is infected by the "they/them" pronoun cancer like every other piece of media in this degenerate time albeit given the lack of other Zoomerite markers and palatable amount of text it's barely an issue.

The game's first half is overall excellent in its presentation, but the game's second half does suffer somewhat from a few logical inconsistencies or oddities such as your 1996 multi-tool being backwards compatible with decades-old gear or the security system being nonsensical from the point of securing the facility from malicious human interference.
Navigating the second half is also more of a pain with the puzzles being rather walkthrough-encouraging for a 'tard like me unlike the first half, but the visuals and audio remain excellent to the end.

The game's story is serviceable and does it's job, it's no masterpiece but presented well and the ending leaves enough for the user to reasonably fill in without turning into some retarded theoryshitter extravaganza (at least in my view).

As for flaws, the biggest one would perhaps be the presentation of the big guy in the second half.
He just wants a frien...

Tl;dr the tape drive arrays were comfy, would recommend.
Replies: >>301859
>>301841
Holy shit, it actually came out?
Replies: >>301895
>>301859
Yes?
It released out of nowhere in December 2025.
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These faggots are the absolute worst. I know you're supposed to run away or juke them but thanks to the retarded controls and fixed camera it's a massive chore.

Besides them, I absolutely love the first Resident Evil.
>>301897
They die in 1-2 good shotgun blasts man
Replies: >>301912 >>302579
>>301897
>you're supposed to juke them
no you juke zombies because they're slow and easy, but those are definitely a pain in the ass so I killed like 90% of them with the shotgun. I think I only avoided 1-2 at most
>>301906
Even pitbulls take more than 1-2(standard shells).
I played a porn game that had decent but pretty grindy gameplay, not the best quality art for NSFW scenes which was a big letdown as that is the major draw but the rest of the art was actually pretty damn high quality, I was willing to forgo it and make due since at the start of the game it shows an animated CG scene with a nobody character, then the REST OF THE SCENES IN THE GAME ARE ALL FUCKING STILL SLIDE SHOWS, I PLAYED THROUGH THE WHOLE THING THINKING THEY SAVED ANIMATIONS FOR KEY CHARACTERS ETC, BUT NO!! 

it had decent gameplay for a porn game but all the sex scenes and the story itself was super casual and it didn't use any of the 8 or so hours I played it (really 4 of unique content) to build any deeper than just "oh we fuck now" no depth at all, I regret it all.
Replies: >>301950
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>>301913
What ge?
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I played Spiritfarer up to the end credits, on a ChatGPT recommendation for something casual. It had its moments given the subject matter, but they would have struck harder without all the tedious resource stacking in between. I even forgot the game was about sending spirits off to the afterlife at one point early on, neck-deep in all the chores I was doing for the ship. The devs' politics bleeding into the game through removed dialogue and a worker's strike felt jarring too, as if earthly affairs can't be dropped even in purgatory.
>>301897
What do you mean by "juke"?
Replies: >>301966 >>302579
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>>301964
he meant this
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I finished GRIS looking for another game about death and moving on. It's a lot shorter and more distilled, with none of the issues I had with Spiritfarer. No weird politics, no tedious chores, no dialogue, even; just puzzle platforming and a girl grieving the loss of her mother. Pop-psychology's five stages of grief might be a tired cliche, as I'm willing to bet everyone's seen it exaggerated for comedy somewhere, but here it's used as a framework for clear-cut progression, with each new ability tying into its respective stage in a meaningful way. Following the five stages of grief in earnest doesn't make the game any less beautiful, either. I restarted a few times, thinking there was no way to replay chapters for missed collectibles, but even then, save data for this game's pretty easy to back up.
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>How was the last game you played
MISERY
>What did you like about it?

It's a blatant, shameless copy of Stalker, but without all the quests and story, focusing instead on survival CO-OP. You can play solo but I wouldn't recommend it, it will get boring and grindy very quickly. 
But with friends it's pretty fun. 

You start out in a house with 60 seconds to loot anything you can. Then you're teleported to your bunker. 
Every day lasts about 20 minutes before an emission hits. You can either go out in the zone to scavenge or stay in your bunker to craft stuff. There's also a bar area with traders too, but they're all jews.

The zone is procedurally generated every day, although within limits. There's a basic map layout that the game chooses from and then procedurally changes things to make it a bit different. The enemies get stronger with the passage of time, at first you only have to worry about gopniks and wild boars, but eventually you'll start coming across mutants. 

There's anomalies and artifacts too, but they're easy to avoid and with an exception of 2, they don't deal a lot of damage. The real danger is radiation. You can reach critical levels within seconds, and once you're in the red you're fucked if you don't have enough anti-rads. Most deaths early-mid game will come from radiation poisoning. You might think you have enough time to run through an irradiated area, but you really don't. 

>What did you hate?

There's very little enemy variety and the gear/economy progression is bad. The game is clearly still in active development even if there's no early access tag on Steam, so hopefully things will improve. 
The only way to get weapons is to find a rusty one and pay an arm and a leg to a technician to fix it for you. You cannot repair broken weapons yourself, only maintain the usable ones. The technician asks for such an absurd amount of rubles and scrap metal that half the arsenal of the game isn't worth bothering with, just make do with an axe or cleaver until you can repair an AK or shotgun instead. 

The mutant enemies are obnoxiously tanky too. Even with end-game gear they can take multiple magazines to take down, and their loot is terrible. At least you rarely have to kill them, it is easy to stay out of their aggro range or just run away if they spot you. 



Overall, I give it a fun with friends out of 10.
Replies: >>302215 >>309132
>>302213
>give it a fun with friends out of 10.
I bought it, and then refunded it immediately because I realized it was friendslop and I have none.
Replayed RE4 (2005) once through on normal, another on pro. Now I'm on my third playthrough checking out the HD mod it's excellent.

Resident evil 4 is a very weird game that ain't RE material. However the level design & layout is very disjointed - guns sound great and almost all of them are nice to use.

My biggest pet peeve is the games overall design & relying on gimmicks to enforce "gameplay". 
Second time you run into an El gigante, there's rocks you can shoot for damage or a blockade but the dude is quick enough to keep up with you making them useless. Novistadors a very nice enemy that's partially invisible but balanced quite well -- is completely undone due to retarded decisions like making their attacks instant if they're nearby you, a grapple wherein that have some hyper armor (unless you hit them hard causing knock down) which nukes your HP because you can't just get out before they vomit on you 'cos ???
It's a flawed but serviceable game & I was thoroughly impressed by the HD mod but honestly not by the game itself. Level design is looney tunes tier shit, clown car spawning mechanics at times with retarded design decisions as I said relying on gimmicks to give gameplay.

Not a boring game but not one I'll play for much longer.
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Finished RE4, and is the worst RE game that I've played, I haven't played 5, 6, 7, 8, Revelations, Chronicles, Dead Aim or Survivor, just the other ones.
Mechanically the game is fine, but the campaign is painful and frustrating to play, pacing is boring, there is no exploration like in RE1/2/3/CV, the adaptive difficult removes any semblance of difficulty, the sections where you have stand still and fight hordes of enemies is not resident evil,  the story is pants on the head retarded even for RE standards, and the worst part of the entire experience is that are some great moments, example, the Village, the garden maze, the Regenerator section, but then the game throws a fucking Indiana Jones ride and a call of duty helicopter sequence, the only thing missing is Captain Price rappelling from the helicopter and spewing military jargon.
>Nigger Down, I repeat, Nigger is DOWN
>Requesting strike in the LZ
>Alpha Beta Tango Nigger
Ashley is a useless, the castle is the worst part of the game, except the green maze, and outside of the regenerator section the island is just a call of duty segment, and fuck QTEs.
Mercenary mode is pure fun.
>>302481
>the adaptive difficult removes any semblance of difficulty
This is a hilarious admission that you suck at the game and are dying constantly.  It's not the adaptive difficulty system that's the problem, that actually makes the game more challenging for skilled players.  The problem is the fact that every Resident Evil game is full of save points and lets you retry infinitely every time you fail.
Replies: >>302484
>>302482
I started a professional run and the first 4 ganados gave me two pistol ammo boxes, even hard is not hard enough, is quite easy, the game would be 100 times better if there was no ammo, health or treasure drops from enemies. 
>This is a hilarious admission that you suck at the game and are dying constantly. 
The game rewards the player for dying and missing shots, its not my fault, its the game's fault, and I went one step further restarted  the game at every crate until I got correct reward, took me a long fucking time but I got what I wanted, it was frustrating slog to play this game.
Don't blame me, blame the game for rewarding my retarded strategy.
Replies: >>302486
>>302481
play the newer version, is way better, specially in the story. :^)
Replies: >>303717
>>302484
>the game would be 100 times better if there was no ammo, health or treasure drops from enemies.
I agree, and in fact I have beaten the game completely ignoring random drops before.  It's not really that much harder than usual, and it makes me wonder if they added random drops late in development.  FYI the adaptive difficulty system is permanently locked at maximum on Professional, so it effectively doesn't exist on that mode.
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Finally finished with Fantasy Maiden Wars - Dream of a Stray Dreamer
Great game and it kept me hooked until the end even if my expectation for playtime went way beyond what I expected
Art was great and music had some really nice remixes too
My biggest complains were how the difficulty takes a dip around the middle of the game only going back to "normal" with the occasional boss fight and during the final stretch of the game and how unit sizes are not easily viewable at a glance without checking the unit stats
Highly recommend it if you are a fan of 2hu fangames or the Super Robot Wars series
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>let's play a 2D zelda
>having fun exploring the map and battling enemies
>surprise retarded platforming
>even more retarded pot carrying/throwing mechanic
>receive six gorillion magic items but can only equip two at a time including the sword
>continuously juggling button assignments just to get through one shitty dungeon
>not a single mod fixes any of this
I really wanted to like this game as it clearly has some good ideas but holy hell talk about missing the mark. In fact this game is so bad it actually deserves a remake! Oh wait...
Replies: >>302508 >>302535
>>302507
play minish cap
Replies: >>302547 >>302562
>>302507 
<Play a sequel which is worse 90% of the time and doesn't fix the core issues awakening had.
>With added grunts!
Replies: >>302547 >>302562
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played through this with a friend. the only way I could describe this series is "let's try aping silent hill but badly because we're gay ass frogs". 2 is more of 1 but worse in some ways and better in others, ranging from simplified gameplay to more ambitious yet still garbage cliched writing. overall it felt worse and more linear. I can sorta, kinda see they tried to put more effort into the narrative and general scope by adding 10 gazillion characters and a bunch of puzzles but at the end of the day it seemed all pretty pointless, because all characters mostly play identical save for their single unique ability and the puzzles are braindead, nevermind the fact they all fucking die one by one without any foreshadowing or build up at all. some parts were very frustrating because of how the camera works.
final score eh/10, I only played it because we had played the first a few years back and were curious to see how the sequel would be and how it would improve on the first. spoilers: it doesn't really. this is the kind of game you'd find in the 1 dollar bargain bin or give for free with gaming magazines. the first one I'd recommend it under the stipulation you play it with a friend, this one, not so much.
Replies: >>302574
>>302535
Are you replying to >>302508?
Replies: >>302558
>>302547
Oh yeah, whoops.
Don't drink and write at bedtime hours. Those mistakes are all too common.
>>302508
I started playing Minish Cap today and it's so much fun, thanks a lot for the recommendation anon.

>>302535
>With added grunts!
But that's the best part!
>>302536
Those were fun movies.
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TL;DR: RE1 is a good game but sometimes the controls and camera bother me.

>>301906
This is not entirely true. I don't know if it's exclusive to the Director's Cut Dualshock Edition which I'm playing but the amount of health enemies have is randomized each time you load a save. So, if you're like me and you naturally have poor luck, Hunters will on average take at least 3 blasts each even at point-blank range. None of them have required more than 4 at that distance from what I've encountered so far but they are invariably expensive to put down even though I have almost 70 shells saved up.

Even worse is that letting them get close is a big risk. Someone at Capcom thought it would be awesome to make Hunters invincible when they jump in the air and let them have frame-perfect reactions to you raising your gun. If you aim from far away to force a jump they either don't do it or get close enough as to where they jump right over your head and cheaply strike from behind. Adding to that, you can barely see how close they are to you or simply not at all depending on what room you're in which brings me to pic related.

This one room in the guardhouse perfectly encapsulates what's wrong with Resident Evil's control scheme and the fixed camera. If you want to kill the first zombie with the combat knife without getting bitten, it is hard to gauge how close he is to you since the camera positions him directly in front of you. The camera angle when you walk through the small hallway is so poor that I was only able to do this a single time after more than a dozen attempts to clear the room without taking any damage. If you run up to the zombie and immediately stab him before he can make his way past the desk, backing away so he doesn't catch you only changes the camera angle to when you first entered the room and you can't see him at all until it's far too late; by the time his arms come into view there's nowhere else to go and the range of the knife attack is shorter than the animation has you believe (God help you if you try to slash a Cerberus). If you're counting on the zombie to walk the wrong way when he gets back up during his approach which is common in this game, you can't see him because, again, he is out of frame and you can't properly react until he's too close.

Once you finish working on that guy, the second zombie really isn't hard since he starts off in a, relative to the first zombie, large open space. This is where I learned once and for all that enemies in this game have inconsistent health pools. One time, the second zombie died in 3 stabs. On other file reloads, it took more than 14 stabs to kill him! The game just makes it up as you go along, at least on my machine.

>>301964
I meant getting close enough to force them to do their swiping attack, backing out of range at just the right moment, then running past them while the recovery animation is playing. This strategy brings to mind a couple of other issues that I wanted to address in my answer to 6d8ffd.

For one, practicing not getting hurt in this game is a huge chore. In the DXDS Edition you cannot go back to the main menu if you want to reload a save, so you have to kill yourself or restart the entire game. Then, after ten years of waiting for the game to read your memory card, you get that slow, unskippable "You have once again entered the world of survival horror" text crawl. It was cute at first but now it pisses me off to no end. I've gotten to a point where most Hunters really have to cheat in order for me to take damage, but trying to get good at this is more time consuming than it's really worth.

The second and last thing I want to say is that a lot of this could be fixed if they just let you run backwards. It really doesn't help that in this game you can't move a muscle while attacking despite the opening cutscene showing the S.T.A.R.S members both running backwards and shooting Cerberuses right out of the air mid-jump.
Replies: >>302583
>>302579
>getting close enough to force them to do their swiping attack, backing out of range at just the right moment, then running past them while the recovery animation is playing
Damn, I didn't know you could do that.
>kill the first zombie with the combat knife without getting bitten
I tried that once and it took so many tries to kill the very first zombie that I never attempted it again. The game should just let the player walk and stab at the same time, it's crazy how this was never a feature.
>Director's Cut Dualshock Edition
Any reason why you're not playing the PC version from GOG? Are you using save states?
Replies: >>302586
>>302583
>Any reason why you're not playing the PC version from GOG?
I'm playing on a hacked 3DS.

>Are you using save states?
No. The QR code I scanned to download the game doesn't come with that feature unlike most other PS1 games I've emulated onto the system. I pirate pretty much all of my games from hShop and https://www.reddit.com/r/3dsqrcodes/ so I almost never have to take the SD card out.
Replies: >>302587 >>302595
>>302586
Wasn't aware 3DS could even do PS1 emulation.  Do you need one of those newer models with a stronger processor to handle it or is the original 3DS actually powerful enough to emulate some PS1 games?
Replies: >>302594
>>302587
Yes, you need a New 3DS to play them. Most games are playable with varying degrees of quality and some don't work at all.
Replies: >>302596
>>302586
Why not Deadly Silence, then?
>>302594
I don't know why anyone would bother emulating anything other than DS games on a 3DS
Replies: >>302598
>>302596
Well for starters the 3DS is literally the only platform capable of faithfully emulating the Virtual Boy.  You must not see any value in emulating old console or handheld games on a handheld device though.
Replies: >>302599
>>302598
>You must not see any value in emulating old console or handheld games on a handheld device though.
You're not very bright if that's the conclusion you drew from that. The 3DS as a device just isn't very good for emulation. Its weak, its overpriced, its ergonomics are mediocre, its screen and resolution are terrible. A phone with a controller, a chinkheld, a hacked Switch or Vita would get you better results in most respects for a handheld device emulating shit, its only unique advantage is DS games for obvious reason.
>Well for starters the 3DS is literally the only platform capable of faithfully emulating the Virtual Boy.
No, it isn't. The Virtual Boy was intended to be used with an eyepiece. The 3D effect of the 3DS is not remotely the same as putting your eyes through an eyepiece that covers your entire field of view (plus the Virtual Boy's controller is very different from the 3DS)
Either way, the Virtual Boy was shit so that's a pretty fucking terrible point if that's your argument.
Replies: >>302604 >>302618
>>302599
Wow, you've convinced me anon.  I'm going to place my 3DS in a dumpster now and go out and buy a smartphone with no buttons and attach it to a peripheral like a tumor.  Clearly the superior handheld gaming experience.
Replies: >>302646
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Best handheld for emulation coming through.
It even runs PS1 games natively, what more do you need?
>>302609
Maybe if you already own one. Every 3K being sold online is done with living.
>>302599
>its only unique advantage is DS games
Ackchually the 3DS also has the advantage of being able to run GBA hypervisors in addition to DS backwards compatibility and the ability to display emulated VB games in proper 3D.
Yes it's not "faithful" to the OG VB for the reasons you mentioned, but it's also objectively less cumbersome or straining to the eyes compared to the real thing.
3DS emulation is also far from perfect in addition to suffering from copyright virtue signalling and takedowns.
Replies: >>302646
>>302609
To this day, the PSP is still my favorite handheld of all time.
That thing was so far ahead of its time.
If it also had the right analog stick, L2/R2 buttons and cartridge based games it would have been perfect.
Still amazing for being a 2004 device.
Replies: >>302830
>>302604
Goal wasn't to convince you, especially if you're retarded enough to say you're throwing something I literally called "overpriced" in the garbage instead of selling it like someone with a functioning brain would do. 
Even worse you chose the worst option of the ones I listed as your replacement for it, but there's no accounting for extreme retardation I suppose.
>>302618
>3DS emulation is far from perfect
Last I remembered Citra was well-developed but I haven't paid attention to it in forever.
>GBA hypervisors
GBA is easy enough to emulate on most devices, not much of an advantage.
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>>302646
>Goal wasn't to convince you
Explains some things.
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Just finished Minish Cap, my first complete 2D Zelda.
>the good
I loved the massive, detailed world of Hyrule. So many side quests to do, hidden items to find, and characters to meet. It was a joy to explore and even backtrack throughout the game because there's almost always something new to find. Link gets new abilities as he progresses and the game makes creative, sometimes surprising use of them. I found myself saying "I didn't know he could do that!" quite a few times.
Also the pixel art is absolutely gorgeous. In fact I think this is the best looking GBA game I've ever seen. The colors are great and the animations are so smooth, Link has never looked this fluid. He feels fluid, too, with responsive controls and a wide attack range. That's something I'm not used to with 2D Zelda games.
>the bad
Unfortunately the game got really frustrating towards the end, to the point that I stopped enjoying it and only powered through to reach the ending. Navigating the dungeon with the last element up to the final area was an outright miserable experience. With zero payoff, too. All the rooms started looking the same, spamming the same annoying enemies over and over and over. And those stupid timed puzzles with the clones, I hated every single one.
Now the final boss battle, that was a fucking nightmare. There's a million projectiles on screen and touching any single one triggers a domino effect of pain. Got hit by lightning? Link is now frozen in place. Got hit by fire? Link is now uncontrollably running across the room. Got hit while your sword was slowly charging? Too bad, start over... I save scummed my way out of it and breathed a sigh of relief afterwards, but still felt bad.
And guess who gets the magic cap in the end? Fucking Zelda. The character who turned to stone and did fuck all during the whole ass game. Bullshit.
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>>302820
Why would you start your first 2d Zelda on the GBA? 
>>302620
So you use a phat psp?
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Accidentally posted this in the wrong thread earlier, てへペろ

GAMEPLAY

As far as stealth gameplay goes, this is perhaps the most stealth game since the OG Thief but where that game focused on careful exploration this one has a strong focus on pushing buttons to make shit happen or solving very simple >puzzles while avoiding the horny black predator trying to rape you amidst a variety of other threats.
The Alien is undoubtedly the star of the game and among the best AI-controlled enemies in video games as a whole, its appearance and behavior are a near exact match to its movie likeness with its autistic searching and roaming reflecting that of an active predator out to get (You).
Unlike the other threats in the game the Alien always knows roughly where you are and will eventually find you if you don't move (though it never knows your "exact" location if you don't give it away), which creates a very tense gameplay focused on you moving from place to place and employing distractions when necessary as opposed to quietly staking out enemy patrol patterns.
The Alien however isn't the only threat on the station, with humans and Androids also serving as obstacles throughout the campaign.
While these also have their own AI which on its own would be more than serviceable, they also unveil a noticeable flaw with the Alien's AI:
The nigger only ever wants (You), and (You) only. Any noise you make WILL attract him to (You), but other station personnel can leisurely walk around and talk to each other while the Alien pays them no mind if they don't shoot their guns or enter its line of sight.
You can still sic it on human opponents of course but if there's half a dozen humans in a room and they all run into different directions after it drops down in response to noise it will never chase after a fleeing human it can't directly see and will instead home in on (You) after killing the humans in front of it.
This is also further compounded by the Alien somehow getting better at tracking (You) in environments with lots of noise, fire and other humans running around when logically the noise should mask your movements to a degree, but this is almost never the case and given the fact that these moments often occur towards the end of a given chapter in the story it feels rather scripted dunno if it is since it never gets to the point where he teleports behind you, but still.
In order to help you survive the game employs the mandatory early 2010s survival horror crafting menu, though from what I could tell the DLC doesn't increase the spawn rates of crafting resources and there's no DLC-exclusive crafting faggotry like in Dad Space 3 which is good.
The crafting menu and items in themselves aren't offensive and quite useful, but they expose a somewhat significant flaw in that the early and mid game showers you with resources+items you can't use (small inventory) or simply have no need for since the Alien and other threats in those parts of the game can be evaded more easily, while in the late game item scarcity escalates a bit too rapidly for my taste, often right as you unlock new stuff which would be really helpful if you could actually craft or use it.
Biggest criticism aside from all that in my opinion are the late-game Androids.
They wear simple hazmat suits that not only greatly increase their protection from stun rods and the flamethrower but also ramps up their resistance to regular firearms as well for some ungodly reason.
The Androids up to that point were an interesting tradeoff gameplay wise but these niggers are just annoyingly stubborn obstacles that force you to expend already limited resources thanks to being placed in ways that makes traditional evasion near impossible, which compared to the Alien that while unpredictable and aggressive never sticks to a fixed patrol route or just blocks your path just makes the latter half of the game much less fun in some ways given that Ripley isn't John Halo and rarely has enough ammo to destroy the Androids in front of her outright.
Aside from the regular gameplay there are also a few quasi-walking simulator sections, but aside from an egregious example early in the game these tend to be visually excellent set pieces that make sense from a logical standpoint and don't take very long when they do occur so my gayman sensibilities weren't offended.

STORY

(You) play as Amanda Ripley, daughter of Ellen Ripley sent to retrieve proprietary Weyland-Yutani salvage from a backwater space station run by a failing competitor megacorp, but even in the depths of deep space illegal Aliens are an issue the authorities struggle to deal with.
Not exactly deep or anything but authentic to the point that the game could've been a sequel or spinoff to the OG Alien movies and no one would've complained in terms of muh lore.

PRESENTATION

In all respective metrics, this game is the best looking AAA gaym of the 2010s and arguably the second-prettiest game of all time behind the OG Crysis, with its audio perhaps ascending to the very top (which itself is more than impressive given 2014 is generally regarded as part of the dark age of vidya audio following the industry expulsion of ((( Creative ))) in the mid-2000s).
The devs had access to the entire Jewlywood archive of the Alien franchise including concept art and old film props, were arguably enthusiastically autistic fans, legitimately skilled at video game development unlike some people claiming to be at the time, had AAA-level funding, and crucially little to no proto-DEI ((( oversight ))) with the majority of the game being developed pre-Gamergate.
The result is a game that is by all means a motherfucking VIDEO GAME and looks 1:1 like one would expect an interactive Alien movie to look and especially sound like, every asset is 100% on point and the lighting+effects look like something out of a 2020s AAA game except way fucking better due to the lack of UE5 Lumen/TAA/Nanite slop.
But that clearly wasn't enough because in addition to all that the game is also hyper-optimized to a degree seldomly encountered outside of TempleOS, on my RX 9060 XT 16GB I was able to maintain a stable 240hz at native 4K with HDR enabled because of course the game also has native HDR support that looks fucking fantastic with the only issue being that due to the high frame rate the sounds when the Alien catches you only played intermittently or desynced which IIRC can't be fixed outside of framerate limiter mods (my game ran entirely unmodded on GNU/Linux), but this didn't bother me.
Granted my hardware is much more powerful than what was available in 2014, but the game is generally regarded to run very well on period and sub-period hardware so take what you want from it.
((( Dolby Atmos ))) support is supposedly present, but turning the dynamic range to full in settings gave nice spatial audio on my headphones for free because what else could a man ask for.
The developers themselves had spent their entire careers pumping out top-down strategy games, seriously how in the fuck.

MUSIC

Not much to talk about here, the music the game has isn't bad and fits the visuals but the dynamic music implementation is far from perfect and heavily overshadowed by the 1979/2014 soundscape.

OTHER

There is DLC, but it's short and forgettable.

VERDICT

It makes perfect sense in retrospect that Routine didn't release in the mid-2010s, the game's basic gameplay mechanics are near identical and with Routine having a much lower budget and scope the game would've been rapistically compared to Alien Isolation by filthy ((( journalists ))) at the peak of their power.
Thankfully releasing in 2025 long after A:I allowed it to be judged on its own merits, though it's doubtful there will ever be a sequel.
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>>303239
Played it many years ago at this point. Maybe I should give it another playthrough. What mods are worth checking out?
>>303239
I just couldn't get into this shit The start where they have suddenly a bitch who just screams and runs off where like 20 gun men run into the room where you have to just perfectly navigate and run past basically everyone by going one route out of probably dozen just filtered me because it was so retarded which I even tried keep going after that but it didn't get any better and the weapons may as well not exist since the game basically shoves the wrench back in your face basically saying why are you hitting yourself...
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I cleared Little Rocket Lab. It was shilled as Factorio meets Stardew, but the devs just mashed together surface-level features of both games without much thought nor depth.
>What do you do in Factorio? Throw down machines, slap them all together with a disorganized mess of conveyor belts, then launch a rocket
<Not enough space for clean, organized, scalable, and permanent builds, with optimal constructor/resource ratios; no logistics networks nor delivery drones
>What do you do in Stardew? Wake up in the morning, talk to NPCs, give them stuff you foraged, then go to bed at night, as the four seasons go by
<No town festivals; no sheds for housing machines; no heart events nor crafting recipes for befriending locals; no consequences for bullying locals

The game even insists on treading on NPCs and their property, with an series of late-game side quests where you're tasked with building factories inside peoples' homes. After a major accident in the rocket silo, the NPCs gladly offer their living space for you to cram with machines at their expense, so you can recover faster. None of them even want you to build in their basements, where it would make sense to have machinery churning away. No, let's clutter up the tavern, the town hall, the local shops, and people's living rooms, so Morgan, the player character, can get back on their feet. It's like the game wants you to be a bad neighbor, and that doesn't mesh well with a game that's supposed to be wholesome and "cozy."

I refused to disrespect the NPCs and plaster the town with machines, even though there's no reason to care, and there's no tools that can help with that. With only belts to move resources around, I saw no viable solutions to scale up the factory without doing either. There's Loaders and Unloaders, which compress resources into crates and unpacks them respectively, but crates can't go through underground belts, and Cable Cranes, which can move them over obstacles, are also a bottleneck unless you use clusters of cranes to maintain throughput. I ended up handloading the factory the entire time instead, riding on top of Morgan's large mechanical toaster robot for more speed, sparing myself the headache of running belts through multiple zones under stubborn self-imposed restrictions.

Toasty's the only NPC that matters, too. Story-wise, he needs to be repaired in the Winter, after saving Morgan during the silo fire. Losing my mount would cripple my handloading, so I put off advancing the story past Fall until I had enough resources to blitz through the repairs. The seasons only change with story progression, so it felt like the town became frozen in time while I stacked materials. It reminded me of grinding Perfection in Stardew Valley, where past events and dialogue start repeating after year two, and you're stuck doing the same chores until you buy the exorbitantly expensive Golden Clock. The game asks for a trivial amount of roof tiles to fix the silo after, so I put that off as well just to savor Winter a little bit longer, stacking rocket resources in advance instead.

The whole game was just one huge blur of running around with a full backpack and manually stuffing its contents into machines, for lack of better logistics and automation. None of my builds had more than two or three layers of optimal resource processing, and my builds for complex late-game resources only had one layer for sheer lack of space. It was often equally effective to throw down simple dispenser-processor-receiver chains without caring for optimization, since I was bottlenecked by handloading everything anyway, and I didn't care for playing past the credits. You can't launch subsequent rockets, and the Replicator you can only craft after clearing the game can't clone yourself nor your dog, even though the item description clearly states that it clones any living being that goes inside it.

I only suffered through this game because I didn't want the devs to win; people who've openly belittled their critics and would probably cheer if anyone and everyone who didn't agree with them were killed (https://ri.nadeko.net/a/bRCRvvs). The university's research assistant in particular, a Muslim woman who some people threw fits over, prompting the devs' vitriol, could've been a male atheist, a trans woman, an Orthodox Jew, or any other combination of skin tone, outfit, and creed, but that doesn't change the lack of anything substantial with the townsfolk whatsoever. At most, the NPCs have one-and-done quests that introduce them, but there's no follow-up that lets them develop and have lives outside the rocket; they all might as well be faceless husks. This Factorio/Stardew mashup's as shallow and performative as having token minorities for NPCs.
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>>303306
Thanks for the salt.
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On suggestion from anon over here >>302439 >>303048 for a good dwarven beatemup game, I played Baldur's Gate: Dark Alliance.
It's basically Diablo. Move up to enemies and smash the attack button. Once I got whirlwind it felt REALLY satisfying to just engage with full dwarf mode and slog my way through hordes of enemies. I wish I realized that "Improved Block" would've made whirlwind possible to use much earlier in the game, but no big diff.
Was the game difficult? No. I just grinded through enemy hordes.
Was the plot good? It was nice. But I was there to release Dwarven adrenaline.
Was there a lot of strategy? I guess. If you count smashing your axe like a barbarian on everything's skull like a kind of strategy.
Just kind of relaxing blow off steam kind of game. That's all. But that's all it needed to be.
DWARF.
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>>303578
>It's basically Diablo.
So it's click-to-move trash?
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>>303585
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>>303669
I take it that's a yes then?  Don't ever refer to click-to-move dogshit as a "good" beat 'em up (let alone any other kind of arcade action genre) again.
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So I made the terrible mistake of trying out Rune Factory 1 and 2 after playing Rune Factory 3 for a while.  And my goodness... I had some decent words for certain aspects of Rune Factory 3 but ultimately thought it it was broken at a fundamental level.  The games that preceded it, though... just seem like complete garbage.  Bad controls, tedious gameplay, even worse frame rates (why do these games even need to be 3D in the first place?). About the only thing to say in their favor is they seem to have more dungeons than 3.  It's hard to even understand how the series lasted long enough to make it to 3 with games like these.

I've been playing and critiquing games in the Harvest Moon games since the first sequel, and I think these games really solidify my impression of die-hard "fans" of the Harvest Moon series as little more than trash-consuming zombies.  They may have been developed by another company, but Rune Factory 1 and 2 feel exactly in line with the other low-effort garbage with the Harvest Moon name on it that got pumped out every six months for decades by Marvelous.  Rune Factory 3 made some rather impressive improvements off of these turds, shame about its other fundamental problems.
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>>303694
There's a reason they were desperate for a thing like Stardew Valley
>>302481
I played it months ago and already don't remember why the bad guys had to take Ashley all fucking over the place and do a billion rituals that do nothing instead of letting her be rescued with the parasite right away.
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>>303679
Do you actually want to fight irl? Wtf? I think I will now just because it'll piss you off.
>>303679
>Post is just an image with the filename "yes"
>"I take it that's a yes then?"

Watch out boys, we're dealing with a true intellectual here!
>>303701
Saddler believed his own hype I guess. Also Leon had learned about the plagas and they had to either kill him or stall until his parasite hatched or they were fucked anyway.
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Finished pic related recently I actually didn't realize there was a remake coming out until after I started playing. Would of played the original anyways though. I never played this series back in the day, so playing this and the first game on PS2 is my first experience with it.

Not ashamed to admit that these games actually scared the hell out of me when playing. Something about the visual and audio design with the Japanese ghosts just gets to me. But I really loved the aesthetic of the game and the tense feeling I get playing it. 

The combat in these games is incredibly clunky. It always feels awkward going from third to first person, and it doesn't control in a way you'd expect and always take a bit to get used to. But honestly this adds to overall feel of the game and makes encounters more tense. There's a few spirits that are incredible annoying (more so in 1 than 2) but overall I think making the game feel better to play would take away from the experience way too much. Haven't played the remake demo yet, but I hope it plays the same.

There was a couple moments in the game where I was lost with no idea what to do. Both times I looked up a guide only to find out I just missed some minor annoying aspect that locked my progress. I don't regret looking up how to progress instead of spending hours going around the same areas.
So I played this open source game which I'm not going to name, you'll know the reason soon. I liked the autistic tinkering a lot but then I came across at least one gay couple, an entire wakanda faction, nonbinary pronouns for no fucking reason and finally, a thinly veiled trans allegory which turned out to be an in your face trans allegory in case players would not get it at first.
Get this: it's a non profit open source game and you still get this shit. Apparently it takes just one dev to put this crap in and a dickless project manager that's too scared to block it.
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>>302481
>Finished RE4, and is the worst RE game that I've played, I haven't played 5, 6, 7, 8, Revelations, 
RE4 was the beginning of the end for the series.
From 4 onwards it only gets worse.
>>302485
>play the newer version, is way better, specially in the story
What did they change in the story?
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>>303714
If it's a good FOSS game with solid mechanics then there might be a non-pozzed fork, and if not then /agdg/

>>303717
>What did they change in the story?
He might be referring to RE9 actually, where you get to play as both Leon and Ashley Grace.
>>303717
>What did they change in the story?
I think he is talking about the dialog that got censored Leon doesn't hit on girls and stuff like that and also it is no fun allowed dialog that is more serious.
>>302609
>Best handheld for emulation coming through.
>It even runs PS1 games natively, what more do you need?
"What more"?
How about:
>PS2/Gamecube/Xbox emulation
>L2 and R2 buttons
>A second analog stick
>>303714
Is it Canadian? Is it funded at ALL by Canada?
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>>294389 (OP) 
>How was the last game you played?
It was Legend of Heroes (Arcade), I was in the mood for a Mulan video game and this seemed like the best despite not being officially licensed, and honestly being a shameless rip-off. I like it for what it was still. It's just a shame it never got a console release, my only option was emulating the arcade title and either trying to go for a 1CC, which I can't because I just suck, or give myself infinite credits, which did make this more enjoyable since I could just shill and beat people up, maybe that's too easy and mindless, but I feel that for a Disney title, even if a fake one, it makes sense for it to be comfortable.

>What did you like about it?
It looks fantastic, I love the sprites, animation and backgrounds, also the SFX and OST, it looks and sounds just like a Mulan video game should. I also love the very concept of a Mulan beat 'em up, it'ss great, and the dialogue is great, with Mulan being an absolute savage sometimes, not caring about her opponents' deaths and actively mocking them so often.

>What did you hate?
It's a quarter muncher, especially near the end, typical for a cheap arcade title, but I never like this design, also when there's a lot of stuff on screen, again especially near the end, it lags a lot. I'd say my main issue though is that it's difficult to hit enemies unless you're perfectly aligned to their vertical position, which in a beat 'em up is just annoying, not satisfying.
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>>303767
The profanity on your screenshot made me think you played Art of Fighting: Trouble In Southtown for a second.
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>>303767
That's cool and now I want to download it, but good goddamn that CRT shader is miserable. I wonder how hard it would be to make a patch or MAME cheat to give your attacks more Z-axis.
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>>303771
Is that one any good? How's it like?

>>303772
I like it, though I know most hate it, it's just that my other shaders didn't look as good as they usually do for me, so I went with my backup that I don't use often since I know it's not the best, but it's one of the few lightweight shaders with glow/bloom/halation that my hardware can run without any driver issue.
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>>303772
>>303839
>crt shader
try newpixie, it looks really good if you tone down the edge curvature and interference, and add some generic brightness shader on top
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>Silly Polly Beast
Its shit, dont bother
Weapons feel weak, enemies rarely if ever flinch and feel spongy, a barely useful melee combo where only two of the three attacks actually hit and some tacked on abilities that rarely appear and are not even worth using when they do
Gameplay also shifts during one of the chapters out of nowhere from this fast paced shooter to some Resident Evil item hunting with shitty enemies that insta-kill you when they get you 
Choices are pretty meaningless too and only one mattered during the entire game and the ending is a generic "continue the cycle/be evil" or leave hell with the girl you revived through a satanic ritual
At least the protag looks somewhat cute
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>>303839
>Is that one any good? How's it like?
I've seen it be called the longest beat 'em up you will ever play.
I haven't exactly gotten around to beating it, only played 4~ levels, but here's what I saw:
>Around 20+ levels last I checked, possibly more because there's a fuck ton of undocumented easter eggs, such as one involving hidden alien eggs that takes you somewhere
>There's several mini-games and odd-ball levels like car chase levels
>Game starts with Ryo, Garcia and Yuri as playable characters, with post training ark versions of them (Such as Kung-fu Yuri) and almost the entire cast of AoF and KoF as unlockable characters
I said the profanity Falan reminded me of it because the tone is kinda sleezy and unhinged compared to actual SNK games. Characters cuss  and spout ancient references way more than their canon counterparts, and there's way more sex and gore than would be in a normal SNK game (Bosses die, shoot guns at you, there's a level that takes place in a whorehouse where the enemies are sprite edits of Angel, Morrigan, Poison and Shermie, etc.).
It's so sincere and unapologetic, I love it.
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>>303843
I'm playing on my tablet, so I'm not sure if it's Android's fault, but Newpixie never looked right for me, though on my PC it always looked pretty good. I know my shaders look poor on screenshots, but they're better when looking at my tablet, and I feel it might be a driver issue on Android, but most shaders I like on PC look subpar, only a few have a glow effect I enjoy.

>>303865
This looks damn good, I might give it a shot next time I'm in the mood for a classic beat 'em up. Falan/Mulan is indeed pretty unhinged in her dialogue, if you loved the sincerery and how unapologetic Art of Fighting: Trouble in Southtown is I think you'll enjoy Legend of Heroes/Mulan too, even if not the best beat 'em up I've ever played, it was fun and satisfying.
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This isn't a complete game review (ffs, the game is so large idk how you COULD do it justic), but I just wanted to review a single quest-line from a game: The Twin Lamps quest line from Morrowind.
When I first played Morrowind long ago, I always stumbled into rumors about The Twin Lamps, but I NEVER found their group. Seeing as how I've played the game on and off in different ways for nearly 20 years now, I figured I'd finally just follow a walkthrough and go through the Twin Lamps.
This is one of those things where your first impression are FAR different from how you think about it in hindsight. My first impressions were:
>How the actual fuck was I supposed to find out about this?
I'm following a walkthrough and aside from slaves I've freed telling me it vaguely exists, I STILL don't know how you could know about it. I've found nearly every quest in the game through some in-game mechanism. Either because I walked in the right place. I read a lore book. I talked to everyone in taverns. Etc.. There are lots of means that the game hints at quests and you can naturally and organically figure them out. The Twin Lamps you only have Khajits tell you that they exist--nothing else--once you free them by stumbling upon them in odd caves.
>This is punishingly hard!
Freeing slaves from plantations is REALLY HARD. You think escort quests are hard? Try escort quests in a game as glitchy as Morrowind, when you can easily get a bounty for freeing a slave, it's so easy to accidentally aggro when you're just trying to even cast a spell to help you out.
>The rewards for the questline are nonexistant.
In order to find the Twin Lamps you have to free so many slaves that you're already EXTREMELY high level by the time you're doing this. This quest isn't easy because of all of the typical glitchy Elder Scrolls game bullshit. And your reward is...nothing. I mean, you get some reputation points, which you likely already have with the Hlaalu even just to get to this point. Why did I do this?

Now, looking back, I really like the Twin Lamps questline. I've seen so much propaganda shoved down my goddam throat in videogames, particularly when it comes to racebaiting bullshit, that I don't think Morrowind gets the credit it deserves. In any other game, there would've been a character who would have morally reprimanded the world for using the word "N'Wah." In Morrowind, it's part of the world and it's just a word, no biggy. Sometimes there's nothing bad meant by it ("It's what they're called."), and other times it is, but you just have tough skin about it. I think that's a far better message than what any game could've done about it, as controversial as that is in modern day.
And the Twin Lamps questline could've--would've--been the traditional launch point that any other game would've gone into PROPAGANDA OVERDRIVE, but instead Morrowind just calmly says, "Hey, guess what? If you look in history at what the abolitionists did...it was hard, they were putting their own lives on the line, and they weren't getting rewards for it (of course not! Slaves don't have any possessions to give you!)." I ended up learning a lot more about the history of abolitionism because Morrowind didn't thrust it down my throat than any modern game would've done by thrusting it down my throat, and because they just presented the facts of the situation (granted, in a completely different context) and didn't force me to come to their conclusion.
It also does something I like in historical fiction that I feel like I don't see enough of: it lifts up the heroes instead of putting a spotlight on victims. Morrowind could've done the victim politics bullshit, but instead they made the abolitionists the heroes.
You don't do the Twin Lamps questline because of the loot, the rewards, the reputation, because it gives you a cool NPC ally, or some hidden relic. You do it because it's just...the right thing to do. It's the shopping cart test of videogame quests.
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>>294389 (OP) 
>How was the last game you played?
Space Jam (PS1) on RetroArch.

>What did you like about it?
It went for sprites instead of 3D models and in general feels like an attempt to translate one of my favorite films and IPs into a clone of titles like Arch Rivals and NBA Jam, which I'm very much down for, I also like how many options it gives customization wise, so you can choose 2v2 or 3v3, and even a few of the rules. Overall I'm glad I played though it.

>What did you hate?
It's a pain to get the ball back, not as satisfying as the titles it's ripped off/took inspiration from, but losing the ball or missing a shot's way easier, so the CPU scores 95% of their attacks and you score 75% or something, I struggled to win the main mode, the Intergalactic Championship, on "Easy", because of this, especially because it requires 5 wins in a row, it's BS.
Replies: >>307098
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>>307097
I'm not into funny animals, but...
Replies: >>307099 >>307101
>>307098
It's alright, anon. Lola's the exception for most and that's perfectly fine, don't feel bad.
Replies: >>307101 >>307102
>>307098
>>307099
nigga, just embrace your inner xenophile. Ain't any different than whence your forefather's tried race mixing (if they did).
Furries are gross, anthro women are not & hmofa is a glorious fetish.
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>>307099
>>307101
I guess 5 is as far as I go.
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>>307102
I'd only go for 8 and a very shameful 1
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>>307102
Nanachi counts as more human/anthro than Lola?
Replies: >>307114 >>307121
>>307105
I mean it's a twitterfag's rehash of the old "nigga das a rabbit" chart, consistency is not a requirement. Nanachi isn't even a rabbit kemono furry anyway, she's some fucked up Abyss mutant.
Replies: >>307115 >>307120
>>307114
Well, she used to be human Maybe that makes her more anthro or something...

Nah, I agree. That fag is wrong and an idiot and fuck him.
Replies: >>307120
Is Nanachi a male or female? I mean before he was transformed into a were-rabbit.
Replies: >>307124 >>307145
>>307114
>>307115
>she
>>307105
There's something vaguely human about Nanachi's face, whereas Lola is a cartoon rabbit head glued onto a pair of tits, which she wasn't even drawn here.
>>307103
Only respectable choice.
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>>307118
IIRC deliberately unspecified because in-universe worldbuilding that the successful abyss-creatures don't need to procreate because they're agelessly immortal but it looks like a girl, it acts like a girl and it's voiced by a girl, so I'm gonna say girl, despite 2% of fags running with a faggot point of view
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>>307124
I can't rest until I know the answer.
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>>307127
Here is the background of Nanachi.
He was born male named Teccho, but indentified as a girl and used Mika as his new name, his adoptive father tried to use the abyss to give him a female body, but turned him into a female monster instead. She changed her name to Nanachi after transformation.
Replies: >>307140 >>307146
We need a LOL thread to contain you gorilla niggers.
Replies: >>307140
>>307134
Smells like bullshit but one is left to wonder, considering the mangaka is a confirmed degenerate.
>>307135
Containment threads don't.
>>307118
>>307124
>>307127
Female (but "Anal Insertion" Akihito doesn't want to say no to shotafags).
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>>307134
I don't remember this being in the manga, that being said I stopped following it 5 years ago.
But I definetly remember yuri jokes and art in made in abyss threads, but I might be confusing characters. (never mind, I'm thinking of pic related)
If anything gelbooru tags nanachi_(human) as 1other so unless there is lore to back it up, it's deliberately ambiguous.
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>>307146
I was shitposting.
>1other
Holyshit this is bad.
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Dynasty warriors has been deteriorating the last few generations so now KT tries the remake card.
So far the engine runs smooth now and battlefield objectives are actually fun. BUT

Game is designed by assholes, everybody in the story is gay for you, and shu dicksucking is out in full force.
DPS checking is not a skill, grinding is not a challenge fuck you.
Requiring NG+ for anything cool when the main story is beyond 12 hours speedrun is CANCER
Better off sticking to DW empires/XL titles, any of them.
In other words, DO NOT SPEND ANYTHING ON THIS PILE OF SHIT. Neither your time, nor your money.
Replies: >>309201
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>>306999 
Welp. I finished Nier Automata. Well, all the main routes. I'm not going to go ending hunting. I feel like that would destroy the game for me. So, I'm going to finally post here instead of QTDDTOT.
I also just want to say thank you to everyone who replied to me in >>305755 and generally kind of actually encouraged me to keep playing it. I'm used to people on chans shitting on you no matter what you do, so I found it a welcome surprise. A lot of what I'm going to say here is a repeat of what I said in QTDDTOT possibly.
I went into this game SOLELY because of the box art. I figured "Military goth loli girl, even if it's a bad game, I got good art" and I got to say fuck the people who say you shouldn't judge a book by its cover. Sure, you might be wrong sometimes, but goddam does it save a LOT of time!
Combat/Quests/Music/StoryEnvironment
My full review is really still >>306545 more or less, and my opinion basically hasn't changed since then . My only gripes are:
>Combat got REALLY grindy after the first route.
>This whole game felt like a longer Sonic Frontiers with better combat and plot.
>The sidequests ruined the game for me. After completing 2B's sidequest, I remained overleveled for EVERY route afterwards.
>Then again, the balance in this game is really weird. Being underleveled doesn't feel hard; it feels like you're just bored as you hack away at a healthbar more.
But I really have to emphasize that I know the dodge mechanic is so simple, BUT IT'S SO SATISFYING. Every time I felt like a God. However, by the end I was just repeatedly tapping R2 over and over and it wasn't so satisfying by then.
Also, A2's personality was a breath of fresh air. Picrel. I'm not an Asuka main, but there is something satisfying with Asuka having having suffered through the "personalities" of Shinji/Rei. Likewise, having suffered through 2B/9S, A2 just felt so pragmatic and grounded that I really liked her. Actually, out of all of the characters in this game, I like Anemone the most: still does the hard work, has bad memories, deals with her bad memories, still does more or less the right thing. I appreciate it. She's also a great novelist.
More Story Thoughts
Any of you play the last disc of Xenogears? You know. How you're having a fun time on disc 1 with mechs and JRPGs and this unraveling dual superspecies plotline and
WHAM
HAHA, YOU THOUGHT YOU WERE GOING TO BE PLAYING A GAME. SORRY, BUT XENOGEARS IS A VISUAL NOVEL NOW :D.
After reading the Attack on Pearl Harbor, the Gestalt Files, Popula and Devola's backstory, and the secret pages all right in a row in a foreign language because I decided to play this game to help me learn Spanish for some goddam reason (it really helped btw), I was taken back to memories of Xenogears' final disc.
Fond memories of that visual novel genre-twist actually, I liked the change of pace, and honestly I found the Attack on Pearl Harbor to be probably the coolest plotline (regardless of its simplicity, but then again plotlines don't have to be complicated). I also thought it was the coolest music in the game, but that's me.
Overall, I was going into this game expecting the plot from Nadesico, was surprised that there WERE aliens, but otherwise I was actually really half and half on the plot twists. Like I kind of already guessed at the 2B being something "like" a 2E. and I figured they went through a deletion cycle routine because of two sidequests that already hinted at that. I still appreciated that twist, I guess, but at the same time I was way too invested in A2 by then. I also fell for the "Yorha is made of machines" plot and liked it even though in retrospect I was already primed for it by thinking, "Why am I able to 'hack' across species?" I wasn't taken aback by the "Humans were already dead" plotline. In fact, when that "reveal" happened, I basically shouted at the screen, "I knew it!" Still, half and half is really damn good.
In retrospect, I'm kind of disappointed that Pascal apparently didn't matter? But then again, he's a literal fucking communist, so who cares?
In short, I know there's the horse meme (>>306568 ), but I really liked this game.
REAAAALLLLYYY gripy gripes
I was and still am honestly kind of confused about *sigh*, I just have to say this outright. Alright, so...is 9S supposed to be a really effeminate boy or a butch lesbian?
I don't understand the "I'M SO CRAZY I'M LAUGHING" thing. In fact, it's so cliche and something I've never actually seen a crazy person do (at least, in a reasoned, still articulate, measured--I have seen drugged up drug zombies on the street run and laugh, but they're just not there) that it really pulls me out of it.
Invisible walls really throw me out of things now, and I haven't realized it, but the last few games I've played have been REALLY good at having no invisible walls that I wasn't realizing how immersed it was keeping me.
Double jumping is fun, but like invisible walls, it's one of those weird quirks of mine that really throws me out of the immersion--unless there's a shotgun-jump or jet blast or something like that. When I see a character just jump on air it pulls me out.
>>307263
The first Nier game 'spoils' some of the shit in Automata, so going into it after beating the Replicant remake there are some plot points that were wholely unsurprising. Devola/Popola and Emil were nice sorta-carry overs.
Replicant is different from Automata but I do recommend playing through it too. Some bits are more of the same, but if you ended up liking the Automata story overall it's worth a shot. Like automata, you have to go through the game twice I think. And then again after completing the endings, though that third playthrough is short and special.
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>>307263
You pretty much got the experience I expected while lurking your posts

<Gameplay
It's a bad point in difficulty, since the easy difficulties are a snooze, while the harder difficulties don't add anything extra aside from HP bloat. I'm not against HP bloat (eg, if an enemy goes from a 1HKO to a 5HKO, you innately are forced to interact with their moveset more, change your approach from blind aggro to opportunity seizing, and if the game has tight combat and fair punishes, that's going to be more rewarding), but there's a line where adding more health doesn't actually do anything aside from waste your time, and it's one Automata just fucks up. Replicant at least has a wealth of minigames / level design / sidegameplay to keep you engaged, but Automata is just the combat, and Normal is too Easy while Hard is a waste of time.
Yeah, at least the music was good.
<Story
Again, it's similar to my takes, just from the perspective of somebody who at least got a kick out of the reveals. And if you're like me, you'll stew on it for a few days, and it'll sour and sour more and more. Maybe not too much, since you didn't play Replicant, but you will as you think things through.
True Ending is even worse, essentially it's just an actually everyone survives :) and libes hapby eber afta! shit that de-escalates and invalidates everything further + another ripoff of one of Replicant's clever narrative mechanics (which is a spoiler I'm not gonna ruin for you). You're right not to pursue it.
The main game's "reveal" is so blindingly obvious that you can tell it from a mile off; except while you found it satisfying since you didn't have the previous game in mind, I personally found it disappointing that there wasn't anything else to it. The names ultimately mean nothing too - the political and historical references might have got a kick out of you getting to beat on philosophers/ies you don't like, but to me it was just wasted expectation. The WW2 reference means nothing - the war references the East Coast conflict, but for no reason it's set on the West Coast states. The Communist namedrops mean nothing. The philosophy references are hollow - at one point Pascal references fucking Nietzche, and it means nothing. And it extends to the rest of the game - numerous details, about the core world and worldbuilding mean nothing. YorHa is an stated to be an acronym in-game, but Taro stated that it means nothing, it's just a name. Then you'll find out that everything down to sidequests are hollow - a stickler for me is one sidequest (https://nier.fandom.com/wiki/11B%27s_Memento) it was Fandom, Fextra or IGN; it was the best of a bad bunch where the conclusion changes based on your answer, so you always make the "wrong" decision. Except that's not satisfying, it causes an intrigued person trying to figure out the subtext (me) to go "oh, wow, that was a bit extreme, I wonder what would have happened if I did it the other way {looks it up}  .....wtf?". Everything about the story's details are utterly vapid. Everything about it screams that Taro had ran out of ideas, but was surrounded by farthuffing yesmen, who didn't whip him in line like they did with Replicant.
And it does matter - because as you also noticed, by the end of it, the game switches almost entirely to VN mode. It expects you to care about the story. But the story is meaningless.
So all it actually does do is ruin some of the reveals of Replicant, which are far better written and executed, like Anon said. Replicant does come left-field. Replicant does have solid writing foundations. The cultural references in Replicant are there for a reason. It's what Automata so badly wants to be, but isn't.
<9S
Is a bitch because Taro is a hack and wanted the same character as Replicant's ....but subverted?!?!?!? whatwhat???. Except, by doing le epic subversion, it doesn't make the character intriguing, and it isn't a fresh surprise for people with experience with the previous game either, it still just makes them illogical and unlikable - because a difference character is a different character, and seeing the same character in a different character is only an OOC PoV.
You thought the laughing was bad? Try listening to it in the JP audio, it's grating as fuck. Watching a poorly acted breakdown makes you think the character is just pretending, for some greater plan he has in mind, an ultimate deception, a shameless gambit. Maybe he doesn't even fool what he's trying to fool - which was my initial assessment of why A2 stonewalls him. But no. That really is what 9S was doing. That was his big emotional moment - pissing and shitting and crying on the floor having a selfish temper tantrum at the end, over an entire self-centered plot / problem. The ayylmaos really weren't lying when they suck up to him as le chosen one (even though he clearly isn't the only Android developing a consciousness, which is a plothole). And then A2 gets on her hands and knees and gives him an emotional sympathyblowjob for being such a sad pathetic twink. He's rewarded for it. And the entire narrative conclusion is practically a self-contained character drama boiling down to 9S having a tantrum, and if you 'agree' he's somewhat justified or if you disagree with him (and are forced to agree with him for the other endings anyways). Then watch his tantrum 4 extra times for each main ending.
I had the displeasure of watching Shinji's show recently, and disregarding my thoughts on that or my disagreement with your comparison, at least Shinji still has a few realistic moments, and is a believable fuckup. A child way out of his league, with immense pressure and people actively fucking with his head to trip him up. Unlikable, but (at times) (at times, as in, not all the time....) realistic, and speaks to a personalitytype that does exist, and doesn't get much exposure because it's innately / instinctively unpleasing to look at. 9S's reaction is unrealistic and unlikable... made even worse since he's naturally compared to Nier (who he's an obvious rip of) who was mature and reserved, over a situation which is magnitudes more fucked, magnitudes more nuanced, and is magnitudes more significant to the plot of the world around him on what you choose to do. 9S, and his wider game ends up being nothing more than a shallow wannabe. Automata is the Incrediboy Buddy to Replicant's Mr. Incredible, but without the Syndrome.

If I were you, give it 2-3+ years until you get to Replicant. Try to forget Automata (at least as many details as possible, since you've had the main thing spoiled, namely multiple endings and spoiler). Just remember this post, and hopefully you'll still get a kick out of the few twists it still has outside of that. Original Replicant is the bread+butter (you actually have a choice between the MC being a prettyboy young adult looking after his sister or a grizzled shredded action-hero dad looking after his daughter; depending on the EN / JP localised version you choose), the Remaster looks great and is faithful (brother-Nier-only but has some unrelated-to-the-story alt-reality father-Nier gameplay) and has a good main quest addition + boss to the main narrative that helps add some meat to the game's bones (since it gives you more time with "the main party", so their time together feels longer, which adds to their dynamics / the scope of time), but the tacked on extra bonus ending unique to it is farthuffy bullshit.
Basically, just play the ver1.9709375443684666151651623178489802398740 remaster, and ignore the bonus end.
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>>307276
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>>307277
Do you know which thread you're in right now?
<bix nood muhhfuggin shit dey dum dip dup
Is that more in line with your reading level + attention span? It's under 200 characters too, lucky you.
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>>307282
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>>307283
>>307263
Good job finishing the game, I agree that it's overall good but sometimes it feels like it does annoying things on purpose. Story-wise, as a standalone game it's fine but as you can tell from >>307276 Yoko Taro doesn't actually give a shit about continuity or lore and will half-ass things for the hell of it. Which is also similar to Eva, since Anno admitted a lot of the lore was there just to look good. Also, 9S is male but swishy enough to double-jump without assistance.
Replies: >>307349
>>307276
>HP bloat
That's a great way to describe it.
>The philosophy references are hollow - at one point Pascal references fucking Nietzche, and it means nothing.
Heh, isn't that actually kind of apropos for Nietzsche?
>11B's quest
I forgot about that sidequest. I can see it now for what it was: a soft-tutorial about collecting previous body remains. I don't know if this is a Japanese thing or not, but I feel like every Japanese game where you have a choice between "lying to help someone's emotional state" and "Tell the truth at all costs" that they ALWAYS punish you for the latter, and that that is not a thing in the West. I told 11B the truth, and was kind of disappointed how she seemed broken forevermore :(. Also, this and Operator 6O's comment about being rejected made me think "Yuri world" which is why I was/am confused about 9S being a butch or a boy.
>VN Mode
I'll have to write a review of Xenogears here one of these days. I really have to emphasize that Xenogears REALLY goes VN to an insane degree. It's such a whiplash that I'm surprised it's not talked about more or considered more infamously than it is. While I'm on NGE analogies, it's like how the penultimate episode of NGE has a complete tonal whiplash because there's ZERO budget.
>Watching a poorly acted breakdown
https://www.youtube.com/watch?v=9OVv-J-LXQU
> A child way out of his league, with immense pressure and people actively fucking with his head to trip him up.
That's fair. It's frequently noted, but deserve to be repeated again that everyone always forgets that Shinji is 14. On the flipside it just occurred to me that I don't know how old 9S is. I don't even know whether the "age" of something who's continually being reset even makes sense. ...huh. You know, it would've been a little more interesting of a plot development if they leaned into the memory erasure thing at that point and did something like, "9S is le whiny tantrum crybaby because he's never able to learn emotional lessons because we keep resetting him every time he learns one."

>another ripoff of one of Replicant's clever narrative mechanics (which is a spoiler I'm not gonna ruin for you)
>Replicant does come left-field. Replicant does have solid writing foundations. The cultural references in Replicant are there for a reason. It's what Automata so badly wants to be, but isn't.
>If I were you, give it 2-3+ years until you get to Replicant. Try to forget Automata (at least as many details as possible, since you've had the main thing spoiled, namely multiple endings and spoiler). Just remember this post, and hopefully you'll still get a kick out of the few twists it still has outside of that.
If I find a copy of Replicant, I'll play it for your sake. Cheers.

>>307282
He's done this before. I'll repeat what I said before about that poster because I'm not sure he has the mental capacity to remember that he's already done this before, but I actually pity him. He's obviously just a kid, but the fact that he has such little reading comprehension really kind of makes me sad. You and I were just laughing and shooting the shit about games going "VN mode" but he's never going to experience that because he can't read more than a paragraph, and he blames the rest of the world instead of himself for it. Just think about someone like that getting a job or trying to go through life at all. He's really going to struggle through life. More fitting to this board's purpose: he's never going to enjoy a lot of the really great games out there.
The other sad thing, though, is that it's not just him. A lot of gen alpha really can't read and are on the verge of complete illiteracy. The school system/single mother system clearly failed not only this guy, but his entire generation. That's the future we're looking at. It's been a long time since I felt the emotion of pity so strongly for anyone.

>>307342
Thanks man.
>Also, 9S is male but swishy enough to double-jump without assistance.
top kek.
>>307349
>A lot of gen alpha really can't read and are on the verge of complete illiteracy. The school system/single mother system clearly failed not only this guy, but his entire generation.
It wasn't a failure; they were intended to be blood sacrifices and spare organ caddies, and that's what they've been trained to be.
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>>307351
Calm it with the antisemetic remarks.
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I´ve been playing a couple of demos the past couple of days, having fun finding new games to keep an eye out for
>Hope 01
Sidescrolling extraction shooter set in some infested underground hab system with the end goal of finding Hab-01 as a safe haven
Gameplay loop of scavenging and shooting feels nice and weighty even if the melee system feels needlessly complicated (press C to switch between knife and flashlight, hold LMB to take out knife and then press Space to attack) and the hunger&thirst drain seems a bit too fast
Protag has a pretty interesting design
>Platoon Commander
An attempt to make a modern Close Combat game, but imo feels pretty flaccid
Time to kill is pretty low, weapons sound weak and there doesnt seem to be ammo or psychological state for the soldiers
Maybe I just missed it, but it still makes the game feel like a cheap imitation
>Brigador Killers
Brigador is back, but still pretty jank with placeholder stuff all over the place
Not sure about the direction its going from quick-to-get-into action to having first scavenge and assemble your war crime of choice and all the logistics behind it, losing it all if you croak during a mission
Still plenty of fun though
>Iron Blight
Super pleasant surprise on this one
First person survival horror with everything related to your hud being part of the environment (watch shows health, remaining bullets in a mag need to be counted) and some good atmosphere
Combat feels nice albeit unresponsive at times (especially when it comes to melee) but it doesnt get in the way of gameplay too much
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>>307378
>Hope 01
Looks interesting, can't get enough sidescrolling horror games. Reminds me of Anthophobia, altho that one is an H game. 
>>307263
These games always did seem overrated to me. Doesn't help that the fanbase is obnoxious.
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>>307385
Its definitely worth a try even with the melee and bad dodging
Also the game runs on Microsoft Edge WebView2 for whatever reason
>Reminds me of Anthophobia
She is even rocking the h-game heroine look
>>307349
>A lot of gen alpha really can't read and are on the verge of complete illiteracy. The school system/single mother system clearly failed not only this guy, but his entire generation. That's the future we're looking at. It's been a long time since I felt the emotion of pity so strongly for anyone.
It's not just them. I'm in my thirties here now, and back in late high school around the 2010s, even community college after (which is to say, not required education; people chose to pay money to be there), the vast majority of the students could barely read even after a decade of schooling, stumbling hard over words more than five or six letters long. And not weirdly spelled foreign words that only came up in older works (I can't fault whoever had to try to properly say "guisarme"), but words commonly said aloud in regular speech. Makes me wonder if, by the time a few more generations have passed, we're apt to go back to having a noble scribe class who are the only ones who can read and write.

Do modern kids even want to do either properly in the first place? Have they really just been failed to be taught how by society, and would happily learn to with the right instruction and/or material it would open to them as reward, or do they embrace their illiteracy by active choice, like Socrates once did (his philosophy and teachings only surviving because his students Plato and Xenophon privately disagreed with his notion that it made humans stupid)?
>>307402
Zoomers don't even know how to use computers anymore, let alone how to read. They are retarded subhumans and should be treated as such, why do you think yellow paint and lobotomy markers in video games have been normalized for years now?
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>>307402
> Plato and Xenophon privately disagreed with his notion that it made humans stupid

And look where are we now. We went from having everything in our heads to outsourcing memories to written text only to outsource comprehensive reading to searching, and almost immediately outsource searching to stochastic autocompletion services. People themselves little more than selective parrots. It is undoubtfully efficient, as it is degrading. We are aiming to become ever more specialized cogs in the machine of the Mankind, not unlike cells in the body, a logical next step in the evolution of communal beings.
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>>307349
>>307402
Have you ever looked into Critical Literacy? It's an uncomfortably close match to how many people nowadays talk about art.
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>>307403
"Bro this game is so CRYPTIC, where tf am I SUPPOSED TO GO!"
I never understood that chain of thought. Does anyone else feel the same? Because when I play games and they'll let me loose of the chain and encourage me to just fuck around and explore with no clear objectives I LOVE IT.
>>307402
>>307403
>>307423
>>307461
I would've agreed with you guys a year ago, but what's going on with the Mississippi Miracle does give me some hope. I'd really encourage looking up some of their stats if you want to have a little hope for the future; it's impressive.
>>307461
>MAGAtards are white pill
eh, idk. Most MAGAtards I've met are extremely blackpill.
>>307430
No. Is https://en.wikipedia.org/wiki/Critical_literacy really what it is?
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ALRIGHNGTE!!1
To stop you faggots from staining thread with this shit talk about how garbage the world is any further, which everyone here knows already, I present super short review of a videogame for a personal computer, or, PC for short.
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Chantelise
Very fun, sweet, short action game, you swing sword, you pew magic. Apart from having a cute style some of you familiar with, gameplay, as in every good gheym, proves to be challenging, don't let the annoying mind sundering brain flaying sound of *LOW HP WARNING* nor the CRAB OF HELL filter you out, for the adventure is worth it. 
Need more reasons to play this already appealing .exe? It has a voluptuous shopekeeper you want to stop by, and the fishing is hilarious. Also don't visit the priest, fuck that, visit gamefaq instead, who wants to donate their max hp for vague tips? Not me for sure!
The most unique thing about this game is the "graphics" being doomey 3D area with 2D sprites *hehs* I LONG for more, yet after searching the net briefly, I found none like that, what the FNUCK? It feels and looks amazing. That's sums up my review, if you know any games featuring cute pixel-portrayed girls adventuring in 3d-enviorment, say it!
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>>307473
I guess this came out after recettear?
How bad are the dungeons? Is it all copy pasted corridor shit as well?
And does the character scream every time she take a hit?
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>>307473
>The most unique thing about this game is the "graphics" being doomey 3D area with 2D sprites
Holy crap, those graphics actually kinda work. It's like what Sega Saturn was in my imagination.
>>307476
I think yeah, I haven't played recettear yet though.
Dungeons aren't copy-pasted at all, simple small areas, couple of those might drive you mad if bosses give you trouble, if you faint at the boss you have to run back, but allowed to skip monsters, most stages are quick to cross, yet there is a certain mountain that weak climb not. Let's say you aren't a real gamer if you don't tolerate a bit of cbt to enrich the joy of victory.
>And does the character scream every time she take a hit?
Better question would be if she screams every time she swings a sword. HIYAH!
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>>307476
Speaking of Recettear
>try picsrel on android phone
>it's actually a really solid little mobile knockoff of recettear
>except... recipe discovery in the cooking minigame and loot gathing, while clearly well designed, in order to be played the proper intuitive way rather than degenerating into constant wiki whoring, relies on familiarity with nip cuisine, meal arrangement, and broader culinary culture
>i'm a pretty good cook irl, but my knowledge of azn food and cooking is shallow at best
>mercilessly filtered
Maybe a moar hardcore weeb than me would appreciate it properly
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>>307512
It is time to git gud at nip cooking, anon.
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>Cargo Hunters
Another extraction shooter that I thought looked interesting but ended up rather disappointing
"Big" change is that everyone is a robot now and you can use an angle grinder to cut up the dead to use their parts besides their usual loot
The robot part thing has been a big disappointment so far though with most parts being more of a slight down- or sidegrade and if there are robots with multiple arms/legs in the game I havent managed to find them yet
Loot also feels kinda weak right now with loot lacking in variety and the grind for certain items being awful and with how auto-combine works makes things more annoying than anything
Combat is similarly weak lacking punch and feeling kinda delayed additionally to having AI that prefers to hide while also getting to shoot you the instant they or you turn the corner
It also has a weird quirk where adding a red dot to a gun seems to almost completely remove bullet spread and recoil
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As a side note, whoever does their art for the updates does a pretty great job
>>307538
>It also has a weird quirk where adding a red dot to a gun seems to almost completely remove bullet spread and recoil
Funny, original Deus Ex had the exact same bug.
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>>307542
I dont think its a bug in this case
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I just finished Operation: Darkness, a relatively unknown little Xbox 360 exclusive. I talked about it for about a month or so, here is my review for anyone who never heard of it(so most people):

>What is it?
Tactical console RPG similar to X-COM and Valkyrie Chronicles, but it also personally reminds me of Yugioh: Capsule Monsters Colosseum, if anybody played that gem. It is very similar to Valkyrie Chronicles, in fact you could consider this the Xbox 360 equivalent of that game, where as VC was a PS3 exclusive(until later). The major difference is that the setting is WW2 Europe, the game doesn't dance around it by setting itself in "Europa" or anything like that, in fact many real major battles and people are found in this game. The only problem is that swastikas and certain other symbols(most bafflingly the red cross on the medic's armband) are censored or removed, altho this is hardly unique to this game, sadly, and it doesn't ruin the experience. It is very much a launch era title 360 game, there is a lot of jank and weirdness and the game isn't optimized that well, in fact you could almost excuse it for a late 6th gen era game and that's because it was originally being worked on as such until Microsoft offered Success a deal to make it a console exclusive for their new hardware.

>How is the gameplay?
The game is a grid, turn based role playing title. Each turn, every unit can either use their spell or move and/or use and item. When they get close to a corpse, they can loot it at any point in time. There is a 5 slot inventory for both weapons and aid items, 10 total, while there isn't a weight limit(you can carry 5 HMGs if you want) the actual weight statistic is VERY important and I will be getting to it. Almost every single mission involves killing every single enemy or doing so under a time limit. There is three main characters that can never die, sometimes there is additional ones as well(not all of them controllable by player). You get a selection of both more mundane weapons like guns, rocket launchers and grenades, all era appropriate, as well as swords and magic spells. It is a good idea to specialize each unit into a certain playstyle, equipping every unit with an LMG to maximize their firepower is a TERRIBLE idea and I will get into why that is. Point is that there is a ton of customization as far as your squad goes, there is named characters that each have their own roles to play(that includes unique dialogue during missions) and have access to magic spells, and there is generic units that have weaker stats and no access to magic spells. There is a limit of 16 units on your roster, but you can never take more than 13 at any one time(each mission has a different limit), generally if you recruit every available named character you have space for 5 generic soldiers so you should never recruit more than that unless you're doing some niche "generic soldiers only" run. Each unit has stats, which determine their attack/defense as well as their turn rate, how far they are able to move and how likely they are to hit enemy units. Each weapon has it's own maximum range and damage radius(grenades have a very short range and can be thrown over obstacles, however they have a 3x3 damage radius with an additionally ring of splash damage that hits targets for 1/2 health, meanwhile a sniper rifle has dozens of grids worth of range but can only hit one grid per shot without special abilities). There is a very rudimentary cover and destructible environment system, but it doesn't play a large role, most often you will be in an open field and you only have other units and trees that can block your shots. The game has a large variety of enemies, there is soldiers and tanks but there is also supernatural enemies as well as bosses. I won't spoil them, but it is worth going thru the game at least once just to see what it will throw at you. There is also three different "Cover" modes, one for having several units moving all at once in unison when a tagged unit moves(used with slow units tagging a very fast unit), one which attacks any enemy before they have a chance to, potentially killing them(but overwatch mode shots are only a fraction as powerful as your normal shots, so this mode is useless) and ambush mode which simply has your unit acting as a turret and firing at any enemy that enters it's range(the only mode I used during my playthru). All Cover modes stop when the unit has either ran out of ammo or gets hit by an enemy once, when their turn comes up the player has a choice to end the Cover mode as well and get a normal turn instead. There is a very rudimentary shop which mostly stocks Western/Allied weapons, there is an age old problem of having a ton of money and nothing to buy, so you will likely only come here to get more healing supplies and more ammo/grenades as weapon upgrades are relatively rare, most of the weapons you want to use are found out in the field. There is side missions, but they are "one and done", the only way to grind out levels is to repeat the same side mission over and over again as when you move away from that mission to play a main story mission, you can never go back to the side mission again(greyed out). The only exception to this is Eagle's Nest endgame dungeon, but that is only available as a side objective before the final mission AND requires players to collect all 12 Valhalla Report pages(one per mission) towards the end of the game, something I am positive nobody will do without a guide. I will say right now, the game's meta is HEAVILY geared towards magic rather than using any sort of weapons, so don't expect this to play like your typical tactical war game. I will talk more about this in the Cons sections. While units are generally pre-made for you, there is a slight factor in control as to how you build them by choosing skills for them, things like raising certain stats/doing more damage with certain kinds of weapons/being able to resist certain kinds of attacks/unlocking special abilities, like doing more critical damage, and more. There is 5 skill slots, but one will always be taken up by "auto-restore" since otherwise, your unit dies if it gets it's health depleted(with the skill, it will auto-heal if it has a healing item, essentially giving it an extra health bar), there is no real way to play the game without it and some characters will cause a game over if they die anyways, making this one skill essential(it is unlocked at mission 2, so the game knows this too). 

>Story
The story is very predictable, it is a JRPG so there is some tropes, such as bad voice acting and weird character interactions you can expect. However, what sets Operation Darkness apart is it's historical setting, the game starts out in North Africa and follows a spec ops unit as it fights thru Europe up until the raid on Berlin, as well as one final mission(and Eagle's Nest optional dungeon) as an epilogue. You will meet real historical characters, as well as play out various real battles, of course with a heavy dose of fiction added to it. The other reason that this setting is so unique is that there is an emphasis on fantasy, meaning that there is a lot of paranormal monsters to fight, there exists magic in this world that many characters(mostly enemies) are able to wield, literary characters like the Frankenstein's Monster and Herbert West as well as Count Dracula and others just exist in this world and they are all involved in World War 2 to some extent. This creates a unique experience that despite somewhat one note characters and forgettable dialogue makes you want to play further to see how it all ends up. The game's events MOSTLY follow real historical events and how they played out in the real world, however there is some that happened differently and I will leave it at that. What I will say is that the villains are very weak and story twists predictable, Hitler is who I would consider the main antagonist but there is someone else whom you will deal with during most of the game and he feels more like a cartoon character than anything else, treating your squad in the same way Dick Dastardly treats the pigeon or Wily E Coyote treats the Road Runner and just like both he always gets outwitted by your characters. His assistant is a much better character since someone told her VA that she is actually supposed to be playing someone intimidating, that's why it's best to treat Operation Darkness more as a historical game with a paranormal subplot since if we were to judge the story by itself, as you would with other RPGs, it would fall flat. The setpieces and unique twists this setting has on what would be otherwise normal operations and battles are the best part and that's what should keep the players engaged. The ending is really weak and there is no satisfying conclusion since the devs were baiting a sequel for a Cold War game in this setting that never came due to poor reception, so you should consider the penultimate series of mission in Berlin as the game's real climax and treat the actual final mission as an epilogue that only exists to kill the last remaining antagonist. Oh, and that guy isn't even the real final boss since he summons a Neon Evangelion Genesis Mass Produced Eva Model at the last minute as the real-real final boss, not even kidding and it is exactly as disappointing as it sounds since up until this point, the game was rather grounded. Overall, I would say the setting is above average and the story/characters/writing are just average, enjoy the early game because that's when the game's story is the most engaging and starts losing steam as it goes on.

>Presentation
Operation: Darkness has an anime aesthetic, which is a little jarring when you see cartoon representation of nazis, Adolf Hitler and other characters. Fantasy characters have a similar art style, but look rather more generic, the most interesting are the fantasy designs which look like they belong in WW2, such as SS-Waffen Vampires or your squad members. As I said, swastikas are censored so get ready to see a lot of iron crosses, that includes one prominently seen on Adolf Hitler's armband. Voice acting is bad, as should be expected from a JRPG in the same way you wouldn't want to watch an anime with dubs, and re-use of the same voice actors to voice different characters(friendly and enemy alike) is common and easily noticeable. Think of the game as an obscure, budget anime that has been localized by a small team, that's about what you should expect. Music is good, but most tracks are forgettable and many are generic JRPG-esque tracks, not a lot of them make you think you're fighting nazis in the trenches or in town ruins. The best tracks are, thankfully, available during missions, the more forgettable ones are found during cutscenes. I didn't notice any problems with the sound, but the camera in this game is godawful. Thankfully, the game is turn based so you have time to correct it and doesn't really ruin the experience, as much as it annoys you. Graphics are ugly and look more like a 6th gen game, which I already covered why, optimization is also pretty spotty at parts, get ready for frame drops when actions gets too intense. 

>Cons & Quirks
The major quirk of this game is it's balance. I have started playing this game in 2008, when it came out, and I only finished it now. I gave up on it shortly after playing it first as a certain mission was a roadblock for me, I didn't pass it until much later and only made serious progress when I played the game in 2017. Even then, I met a similar roadblock later, I only finished the game now in 2026 when I sat down and seriously dedicated myself to finishing the game and even then I met yet another roadblock right at the end in the Berlin chapter. You might think I just suck, but I will tell you the common factor each of these instances which gave me trouble shared: your units are too slow. The game only has a handful of tricks up it's sleeve when it comes to raising it's challenge, and it's favorite one, by far, is turning the turn rate of enemies up at a certain point of the game so that they literally run circles around your squad and you get to move 2-3 times after the enemy, if not more. Each time I had to stop playing was when a major instance of this happened, when my usual loadout and strategy simply didn't work and the enemy flat out stomped me with dozens of individual turns more than my guys had, there was no chance of fighting back. There is a way to beat these missions, of course, but that requires one to engage with game mechanics, and that's the first major flaw with this game: there is a surprisingly in-depth focus on builds for your units but it is NEVER EXPLAINED to you how this works. You want to keep your soldiers as light as possible, the less the better(with end game usually having no weapons or only knives/grenades equipped on your units and depending almost entirely on spells), however the game does not start with the paranormal elements and so the first few missions you play Operation Darkness as you would your average tactical game: by using guns and explosives. Naturally, this incentivizes you to keep a well balanced squad: a sniper, a heavy gunner, bazooka units ect. except this is a TRAP and the game never tells you this. When the faster units show up, it feels like the game pulls a rug from under you as now the computer gets several cheap shots on your unit before you even get one, and you never know why. Once you learn that you need to keep your units light, it is actually very simple(and enjoyable) to build up your own squad, however that is never tutorialized to you and that's why I had to keep restarting the game years apart: I played for a little bit, enjoyed myself, got to the bullshit parts, got frustrated and quit since I didn't know what I was doing wrong, until I brute-forced progress in 2017 and learned a little bit about how it works then. Suffice it to say, in the process of finishing the game fully, I learned even more and I did so progressively as I played, even at the very end I found out my squad had inefficiencies I had to stamp out if I had any hope of finishing the game. This is a fun title if you're a min-maxing build autist, but you will need a guide to tell you what to do or simply guess thru trial and error what works and what doesn't, Operation Darkness can be an enjoyable experience but it will SUCK if you play it casually without understanding it's mechanics properly. Since optimal builds are vital for having fun with the game, I will actually post mine in a follow up reply to this post, if you plan on picking up this game don't make the mistake I did treating it like any other WW2 Turn Based Tactics game and instead follow my guide as a base, as you progress thru the game and learn how it works, you will be able to make adjustments based on what you want to see. There is other flaws, but this was the main one that I think will ruin the entire experience for many people, the more minor flaws include:

*Many elements are underutilized, they appear at the start and then maybe a few more times at random later. There is little variety, a lot of the missions will just have the same hordes of enemies with increasing difficulty and power level.
*As I mentioned, the game balance favors magic heavily over guns, making a lot of the loot useless and some end game guns straight up never used unless you really want to double down on inferior infantry units like I did.
*No randomized generic recruit unit stats, there is three kinds of generic recruits(two male and one female) and each kind has the exact same stats, the only thing about them that changes are their names. It would help if you had a pool of recruits that each had different sets of stats for different builds/playstyles, moreover they should scale up to whatever the current power level is. Since you will always get the very same lv1 recruits no matter how far you are in the game, you can easily just hire 3-5 of them at the start and keep them for the rest of the game(even if they die they can be revived during the mission) or ignore them entirely, they are a very underutilized mechanic. There is no way to customize their portraits or how they look on the battlefield either, meaning that if you have several generic soldiers of the same kind in battle, you will never know who is coming up next in the turn order and it might mess up your strategy. Lastly, the generic recruits can never use spells(despite there being generic mage soldiers for the Axis) and only the females can use sniper rifles, meaning that at best, you can use these grunts as additional Bazookas as infantry(especially heavy gunners) are useless. 
*While auto-restore works, there is no way to auto-restore status conditions if you have an item that heals it, meaning that this item is useless, as are most aid items. You never, ever want to walk into a mission without 5 health items(you can reserve 1 spot for ammo/mana restoring items and 1-2 for bazooka rounds if applicable). It doesn't help that a lot of the later missions start out as an ambush that will end up with your units taking unavoidable damage, sometimes losing all their health before they get a single turn, so have fun if you don't have at least 3 healing items and auto-restore skill. This ruins a lot of build variety, it is simply not viable to, say, run a stimulant that increases turn rate and damage since this is a slot that could be used for an extra health bar and speed can simply be gained by lowering your weight(guns are useless, so just drop those).
*Speaking of auto-restore, for some baffling reason new recruits that join you mid-mission do not have the skill, meaning they will die if their health reaches zero. Some of these cannot die either so the mission fails if that happens, hope you keep your medic around in every mission as the unofficial fourth main party member that cannot die as there is no other unit that can resurrect other units!
*Game likes to give you faulty hints and straight up lies to you, for example by telling you to "take cover behind rocks"(enemies can still hit you as nothing short of a truck or a wall blocks shots) or "use grenades against tanks"(they are useless and are a pure anti-infantry weapon, you will need rockets or later on, spells to take down tanks at any point in the game). 
*You cannot skip cutscenes, so have fun skipping dialogue in missions you have to restart if there is a long one before mission start. 
*General low budget feeling, it could be a lot more than the current sum of it's parts.


>Is it worth it?(TLDR)
Yes, if you like JRPGs or turn based tactics games, this is a pretty decent one. The game is flawed and you will absolutely need some sort of a guide to get the most out of it, but once you figure out how the game wants you to play, it is an enjoyable experience. In fact, the game is probably better the second time around, when you know how the mechanics work and what builds to make and what to expect from various missions, as there is quite a bit of build variety and I can see myself trying out different kinds on replay. As a one-and-done, it is an alright experience provided you're not the kind to quit games easily. Operation Darkness didn't sell, in fact it sold a paltry 5000 copies in Japan and is the sixth rarest title in the West for the Xbox 360, and I can see why that is. Expect a flawed, oddball experience, but if you can find a copy for the 360 or a ROM for Xenia I do recommend it, if for no other reason than to be able to say you played it. Suffice it to say, there is a lot of missed potential and I hope someone takes a crack at a game like this in the future. I will try out Valkyrie Chronicles in the future, see if I like it as well.
>>307816
>Gee, anon! You sure bitched a lot about build variety! What did you complete the game with, then?

Let me just quickly talk about each of the units and how I equipped them, since build variety is such a vital part of the game. Feel free to use it as a template if you plan on picking it up yourself, at least it will save you the frustration that I had initially. Note that these are NOT as optimal as they could be, but they worked and they took me thru most of the game(some had to be re-balanced when the earlier roles did not suit the unit as well as it could). If you don't care, feel free to ignore this post.

*Main Character(Edwards) should be a spellcaster, give him only a Sten and a sword since both his spells depend on you using them. Despite Edwards being one of a few units that can use sniper rifles, Assail spell works much better and has about as long of a range(if not better) than sniper rifles, anyways, plus it does several grids worth of damage than just one with sniper rifles. Assail doesn't penetrate armor, for that he has his Crimson Slash spell which does but has lower range. Don't give him grenades either since Bestial Rage skill is pretty much a free grenade that uses up mana. Keep in mind that Assail(your main spell) uses both mana and ammo, so make sure to bring either extra ammo or a mana healing item but not both, you need 4 healing items as this unit can never die. 

*Jude Lancelot is absolutely useless, slap him with whatever you want. I gave him an HMG since I wanted him far in the back as to not get killed, he is one of those characters that gives you a game over if he dies. He cannot use any spells, so just treat him like a generic soldier.

*Cordelia is a dedicated spellcaster, however I made her a swordsman. I gave her a pistol, three grenades and a sword, this led to her being very lightweight but also very deadly in close quarters. For long range, I used spells and for close range, I used one of the weapons, it should be noted that you cannot use a spell and move, so I could keep her mobile and have her attack at the same time. Eventually, she unlocks a healing spell, turning her into something of a cleric, at that point she should be kept as a supportive role since she will use a lot of her turns healing units instead of attacking.

*James Gallant is a super unit, his special state uses mana so make sure to take the skill that extends mana pool you get. I initially made him a Bazooka man(knife, handgun, Bazooka and two grenades) but he ended up being too slow and wasting too many of his turns(every action in super state burns mana, essentially putting him on a clock, that includes friendly and enemy actions btw not just his so every skipped turn wastes mana too). I ended up giving him a PPsh SMG(unique, found in some late game mission, use a guide) since it has low weight but highest magazine capacity out of any automatic weapon and LMG tier damage, meaning that Gallant was a fast anti-infantry unit late game. He should be given a knife and three grenades as well, typically most units should be given those unless you are running a pure magic build and you need to shave off grenades as well. For vehicles and other armored targets, he has spells, so this isn't a problem either. He is essential at fighting bosses since he has a spell that lowers their turnrate, dealing with end game bosses is borderline impossible without this spell.

*Keith Miller is another super unit, so everything I said about Gallant applies to him too. I made him an HMG gunner, and I should say he is the only unit that can actually use the machine guns properly due to his super state, as you want Gallant with less weight due to his spells. He moves slower than Gallant, but does even more damage to infantry and bosses with his MG, likewise give him a knife and three grenades as well, those are important since his late game magic spell increases the damage his grenades do, and the super state  further doubles any normal damage you do as well, making him the most powerful grenadier in the game. 

*Frank is a weird one, he has one of the most powerful spells in the game but he only unlocks it later on. Until then, he has somewhat mediocre stats, except for his quick speed(ie faster turn rate), which is why I initially made him a swordsman like Cordelia. Unlike her, he can take less damage and doesn't deal out enough to justify either his sword or his handgun, so I turned him into an infantry unit with an STG later on. The STG is similar to the PPsh in that it has the best of both words, lighter weight than MGs but better damage than SMGs, however it is not as powerful as the PPsh, so expect Frank to do much less damage than Gallant. That said, his main role is buffing other units with his Defense boosts(this protects you against both magic and spells at the same time), later on when you get the OP area of effect spell, you can just use that whenever you use up a healing item(late game healing items restore both health and mana when used). For reference, this spell is so powerful that the penultime final boss, Uncle Adolf himself, uses the exact same one except it's reskinned. Once you unlock it, you can turn him into a pure mage, however I kept him as an infantry man and only used his OP spell in the last mission, his STG damage and his defense boosts were more important to me as another unit got an equally OP spell later on and I liked him better. 

*Cynthia is a sniper, for most of the game I actually gave her an LMG since her damage and accuracy is great so she could cover the entire map if needed(she was also the best overwatch unit for that reason). During one of the missions in Belgium you find the unique Anti-Material Rifle, which while not a sniper rifle(meaning you can't use her spells), is easily the best weapon in the game. It has enough damage to kill every single infantry unit in the game, it penetrates all armor, meaning it can be used to hurt tanks just as well as rockets do, it has the best range in the game alongside the generic sniper rifles, and it uses generic ammunition rather than the expensive and heavy rockets like Bazooka does. This comes at a cost of being the heaviest weapon in the game, limiting how many turns your unit can take even more than LMGs and HMGs and Bazookas do, however this isn't an issue if you set your units in overwatch mode...which Cynthia is easily the best unit in the game to do so, at least in my opinion. So, in other words, just give the best sniper in the game the best non-sniper rifle and just ignore her spells, how weak the normal sniper rifle is doesn't make up for how powerful the spells are and there is zero reason not to equip the AMR when you find it anyways. Don't forget to give her a knife and three grenades as well, just like with every other infantry unit. 

*Herbert is a medic, he is the unofficial extra main cast member as you want to restart a mission when he dies every time, he is the only one who can revive other units. Playing without him is useless, don't bother. He is easily the weakest member of your team, he dies easily and can't deal much damage, this is why I gave him an LMG so he wouldn't fall behind damage wise and had him sit in the back, he mostly healed the team when his turn arrived. In fact, you should stop using him in combat when you reach level 32 as that is when he learns his last spell, all of them relate to healing so at that point, he should just be a full-time medic. At that point, it's best to take all of his weapons aside from a knife as well to maximize his turn rate, but I was a stubborn bastard and kept his BAR, knife and grenades the entire way thru, there were a handful of times he was useful in actual combat and that was good enough justification for me(especially since I had a skill equipped that gave him a small chance to insta-kill enemies, making his low damage output irrelevant). 

*Jack the Ripper is easily one of the fastest characters in the game, meaning he has high movement grid range and high turn rate, however he is easily one of the weakest ones defensively as well, making him a glass canon. I initially made him a Bazooka man for that reason, and he was very effective at that, however towards the end of the game, I needed someone who had the lowest possible weight and highest possible turnrate possible and he drew the short straw. Unsurprisingly, his main gimmick are knives, he has two spells that all relate to knives and so you should equip him with just that and nothing else. Melee weaker enemies when you move, otherwise stay in one spot and lunge with Blade Dance for as long as possible(area of effect spell), use Blade Lunge against bosses since this attack has a chance to stun them, therefore wasting their turns. If you find the game turning up the bullshit meter up and making their units much faster than yours and it gives you trouble, bring Jack along to even the odds, just remember he has no guns(you shouldn't pick up any either) and he is absolutely useless against armor.

*Van Helsing is similar to Jack, however she is even weaker offensively and has less useful spells. I tried giving her an STG, but I found she did too little damage even with how fast her turnrate was, so I gave that role over to Frank. Instead, Van Helsing should only use her unique sword(as light as a knife but more powerful than a broad sword) since she needs it for her spells, anyways. Play her just like you do with Jack: no guns or grenades, stab enemies when you move her, otherwise stay in one spot and lunge at enemies. Her basic lunge is much weaker than Jack's and she has no upgrade but it can kill skeletons instantly(very useful since they always come in hordes and have armor), however she has a powerful close range spell so she should always get up close to bosses and then use her second turn to use the spell for better damage than normal attacks. She has the same role as Jack, take her when you need someone quick(alternatively, when a mission throws a lot of skeletons at you and the other units aren't pulling their weight).

*Lewis is a spellcaster except he doesn't use guns, I guess that makes him a specialist. Similarly to Cordelia, he has weak stats and mostly depends on his spells rather than weapons, this is why I didn't bother turning him into a swordsman and just gave him a handgun(required for his basic spell) and a knife, no grenades. At the beginning, you can use the akimbo spell as your basic attack, it deals heavy damage to bosses and kills any basic infantry guaranteed, however his real main weapon is his airstrike that he unlocks later on. It is similar to Frank's OP spell, in that it goes thru walls(no line of sight required like with guns and some other spells), has a large splash radius and does the most amount of damage a spell can do in this game, only problem is that it uses up a lot of mana. This is why Lewis should be given skills that specialize in mana, both extending how much he has and how much is used per spell casting(this can apply to Frank as well, but with how weak he is I found giving him gun related skills or at least boosting his defense was a better idea). Additionally, he also has a fantastic skill that raises the attack of your units(note that this also increases spell power, just like with Frank's boosting ability so it can be used on spellcasters as well), this is essential in later parts of the game to deal more damage to bosses and to help weaker units get the edge they need to one-hit kill tougher units. Overall, he is one of the best units in the game and he should never leave the party once you get him, just keep in mind that his akimbo skill uses up ammo so you need to keep a mana boosting item AND ammunition on hand, which means he can only carry three healing items. 

*Max is a hidden unit, so I will just tell you how to get him first: in mission 19, you will find powered armored troopers. The one with a red shoulder pad malfunctions, once your main character(Edwards) shoots him or he shoots at Edwards, he disappears. In mission 21, he appears again, now you have to kill all units BUT Max and at the end of the mission, he joins your party. He only has two skills, one that requires an LMG/HMG and one that requires a sword, since he is a great rusher/has fast turnrate unit just ignore his HMG skill and turn him into a swordsman, just like with Cordelia. He is very fast and since wears power armor, he is essentially bulletproof. Note that he is still vulnerable to melee, explosions and spells, so he is still going to die quickly to bosses but basic infantry is useless against at taking him on. Thanks to his swordsman spell, he has a short range anti-armor projectile(similar to the one Edwards has but inferior), otherwise rush at the enemy just like you would with Jack or Van Helsing but with the added benefit of a handgun and grenades, which makes him a very dangerous assault unit that is useful against both infantry and tanks/bosses and especially against other powered armored units. Shame you can only use him for a handful of missions, due to the fast turnrate he is also very useful in Eagle's Nest missions. 

*You should hire 5 generic soldiers and keep them for the rest of the game. If one of them dies(ie you can't be bothered to have Herbert revive them) then tough shit, good luck grinding out side missions to get a baby level 1 soldier up to the current powerlevel. I did, twice, one in a side mission that had a dragon and one all the way at the end in the Eagle's Nest when dragons there killed my long time Bazooka user, I wouldn't recommend doing either so make sure to have Herbert resurrect everyone before a mission ends. Like I said in my initial post, grunts don't have spells so give them whatever weapons you want. There is three kinds of grunts: males are very slow but very powerful, females are faster and have higher accuracy plus they an use sniper rifles but they have low attack, specialist males(the one with vests in their profile picture) are something inbetween. Like I mentioned, you should hire five, any combination of the three types will do. I made one male a heavy gunner(MG34/42) with a big focus on dealing anti-infantry damage and due to his slow speed I made him a permanent overwatch gunner to help out Cynthia, I made my second male a Bazooka man(knife, pistol, Bazooka and two grenades, two spare Bazooka rounds and no spare ammo for the handgun since it is an emergency weapon), I made my specialist male a Bazooka man as well but he was much faster(and weaker) than the male, one of my females was also a Bazooka unit and she was the fastest, but also the weakest(she was also the most accurate, letting her "snipe off" tanks and other units), meanwhile my last female was using a Bren for maximum effectiveness, due to her better accuracy and speed than her male counter part, making her a mobile machine gunner(or a third overwatch unit) and fulfilled the same purpose Cynthia did before I had her switch over to the Anti-Material Rifle. Bazooka units deal heavy damage to tanks and bosses, obviously, but they are also important in taking out large amounts of more powerful infantry units like spellcasters and vampires later on, so make sure to bring along at least one Bazooka man in every missions just in case. As a general note, EVERY mission has at least one armored vehicles, sometimes multiple, so if you don't have anti-armor units even at the start, you will have a very hard time, this is what generic infantry is for if you don't want to slow down your main cast. 

There, this is how I got thru the game, now you have no excuse either. Naturally, there is more optimal ways to build your squad and I highly encourage you to do so. If you have any trouble getting started, just use this guide for reference and just like that, the biggest flaw Operation Darkness has disappears, the rest you will learn as you play thru the game.
>>307819
Lewis is a spellcaster except he doesn't use magic
Also, forgot to mention he is a very fast unit if you just give him a knife/pistol, just like Jack/Van Helsing/Max, which gives him a unique role as a mostly ranged fast turnrate unit, thus making him easy to level up(and unlock his ultimate spell to steamroll thru the rest of the game). Likewise, he isn't any better at melee than your average non-swordsman unit, so he shouldn't use that unless absolutely necessary.
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>>294389 (OP) 
I finished Michael Jackson's Moonwalker (Arcade) for the 1st time after growing up with the SEGA Mega Drive title. It was a treat! I suck at arcade titles in general though and only managed to pull it off because I get infinite credits when emulating, no 1CC I'm sad to say for all the arcade enthusiast who'll love to tell me about how I didn't beat it and showed 'em how funky and strong is my fight. Anyways it's a fun isometric beat 'em up that's satisfying and let's you turn into an overpowered and badass robot more than the console ports, I recommend it for fans of the KING who are in the mood for MJ after that film.
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I've been playing Clifford the Big Red Dog The Last Guardian (Oh boy, real original joke). I'm not finished with the game yet, but I'm getting near the end I think and I'm really just going through the motions right now and I don't feel like my mind isn't going to change about my thoughts so I'll post something now before I forget them.

I really liked Ico and Shadow of the Colossus. Ico was the first game I picked up after not being able to get into games for like five years, so it's really special to me for "rekindling the spark", and I look back on Ico fondly. Shadow of the Colossus continued that trend. So, I was hoping The Last Guardian was similar. I mean, don't get me wrong, it's not a bad game, but...I'm not liking it. I'm not hating it, but I'm not liking it. It's there. It's alright.
The primary issue really comes down to what I'm pretty sure is: it's glitchy. Every emotionally impactful scene that WOULD have made me love this game got ruined by some Bethesda-tier glitchy behavior. Examples:
- The first part in the game where you have a trust fall was ruined because the fucking bridge Clifford Trico was standing on disappeared. I had to guess there was a bridge there and jump on thin air before I reloaded the game.
- The first time I thought, "Oh shit, I could do that better, let's do that again.", I loaded back to an old checkpoint--only this game loads the NEAREST checkpoint, so I jumped AHEAD and skipped an entire really interesting segment (the first time you have to eliminate the eye-on-a-mobile thing--it skipped half the jump sequences I had to do).
- I keep wigging out on Trico's geometry. There were many times I needed to do a jump, only to SNAP onto Trico instead and ruin it. And the space was so tight I couldn't really put Trico anywhere else.
-- Or sometimes I DIDN'T snap to Trico. There were at least two other on-rails sequences where Trico is supposed to catch you and the game made Trico do the correct animation for catching, but I somehow whizbanged through the hitbox and ruined the cutscene while falling into a death plane. Then on the very next reload I did the exact same thing and DID get the correct preprogrammed action to go through.
- Ohhh, the auto-camera is a pain. The number of jumps I failed because the camera just unexpectedly did a little "HAHA FUCKER, I'M GOING TO POINT OVER HERE NOW--YOUR UP IS MY DOWN!"
-- During the bridge fight scene with the rival Trico I failed five times in a row. My fault. I kept fumbling even after figuring out the auto-camera movement points, but it kind of completely ruins the emotional impact when you see it five times over.
I'm not doing this justice thinking of the examples now, but I need to stress, like maybe a quarter of the scenes that would've made me think, "How wholesome." got ruined by Bethesda-glitchery in the background. I do know it's impacted me because for example, when you're traveling with Trico underwater and lose grip off of Trico I immediately thought, "Oh dammit, I glitched out on Trico's geometry again.", and was about to restart the damn game.
A secondary issue is how linear it is. What made Shadow of Colossus so great was what Nomad Colossus' whole Youtube channel is about: explore every nook and cranny. Really soak in the grandeur. Get a FEEL for the place by moving in any direction. I've revisited so many buildings in this game, but I am still so directionally lost. I don't have a sense of really how much space I've traversed and how much I've gone through and seen because it's like a bad, linear horror trailer ride. There's no "Earthbound hot coffee" moment.
A tertiary issue is how rushed I feel. It's weird because technically you "aren't rushed". But idk man, it's something about the dog that makes me feel like I had to keep moving quickly the entire time! Especially since there were a number of areas I could in theory relax and take it in, but then Trico would do that whine that dogs do or keep looking at me and then where I should be going and I'd think, "Alright alright, I'll get a move on!" Ico had plenty of scenes where there was a threat you had to eliminate, but it also had a LOT of scenes where you could LOOK, WAIT, and TAKE IT IN.
A quarternary issue is the modern gamedev elements. It has "yellow paint" everywhere that Ico/Colossus didn't have (blue tile to "hint" at where to go and blue butterflies to "hint" at secrets). It really leaves a bad taste in the mouth.

I mean, it's still an alright game, but the thing is...this really should've been a movie, not a videogame. It'd've been a GREAT film. It's an...O.K. videogame.
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>>307816
>>307819
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>>307816
>>307819
>>308122
>>307816
Apologies for Reddit spacing. I'm doing it because in making a reply, it's hard for me to format out the different sections of the post I'm replying to.
I don't think >>308122 and >>308156 are helpful, but they are funny. As we've already mentioned repeatedly to tourists of this thread: this is a review thread, so be prepared to read. I don't mind actually reading, so as a REALLY subpar poster myself, let me give some constructive review criticism here: a lot of what you wrote about is something the gamedev QA team or a competing company would care about, but normal people don't. Tl;dr, you've written a good spec/analysis document, but I'm not so sure a good review.

>lots of hyper-fixated detail on the gameplay
A lot of the things you wrote gloss over the typical reader. We're more interested in: did you find it fun? What were the most interesting mechanics? Just focus in on that instead and ignore the rest. For example:
>equipping every unit with an LMG to maximize their firepower is a TERRIBLE idea
I think you could've removed everything after you said this to immediately explaining why you think that was a terrible idea would've made the review better. The reason I say this is because a LOT of the things you mention:
>There is a limit of 16 units on your roster, but you can never take more than 13
Yeah, character caps are common in TRPGs.
>Each weapon has it's own maximum range and damage radius
Yeah, I could've guessed that.
>There is a very rudimentary cover and destructible environment system, but it doesn't play a large role, most often you will be in an open field and you only have other units and trees that can block your shots.
Interesting, but ultimately unimportant in the rest of your points.
>There is side missions, but they are "one and done", the only way to grind out levels is to repeat the same side mission over and over again as when you move away from that mission to play a main story mission
Uh, yeah, grinding is how RPGs work.
etc., etc..
You see what I mean? You're mentioning a lot of things that aren't really important either because they're already VERY common in TRPGs, or because they ultimately aren't important to the most salient points of what stuck out to YOU PERSONALLY about the gameplay. I think what people like about the gameplay part of a review is "This aspect sucked the most" or "This aspect was awesome" as opposed to, "Alright, here's a full breakdown of how it worked so you can build a specification document for the dev team."
Meanwhile a point that a typical reader might find interesting, like
> the game's meta is HEAVILY geared towards magic rather than using any sort of weapons, so don't expect this to play like your typical tactical war game.
Is just BURIED in the middle there.

Your entire story section COMPLETELY contradicts itself. You spend so much time giving examples of how predictable and terrible the story is:
>The story is very predictable, it is a JRPG so there is some tropes, such as bad voice acting and weird character interactions you can expect. However, what sets Operation Darkness apart is it's historical setting, the game starts out in North Africa and follows a spec ops unit as it fights thru Europe up until the raid on Berlin
You start off criticizing JRPG tropes...but leave out the fact that this historical setting is in and of itself the biggest goddam trope.
> literary characters like the Frankenstein's Monster and Herbert West as well as Count Dracula and others just exist in this world and they are all involved in World War 2 to some extent
Is this "Tails Gets Trolled" as a videogame, just throwing in cheesy tropes and franchise characters?
>Hitler is who I would consider the main antagonist 
Bro, I'm sorry, but this made me laugh really hard. Yeah. Hitler's the antagonist in a WW2 game. I don't think you needed to waste text on stating this even if your point was this was redundant trope-filled narratives.
BUT THEN YOU CONCLUDE:
>Overall, I would say the setting is above average and the story/characters/writing are just average, enjoy the early game because that's when the game's story is the most engaging and starts losing steam as it goes on.
WHAT?! What did you like?!
>Oh, and that guy isn't even the real final boss since he summons a Neon Evangelion Genesis Mass Produced Eva Model at the last minute as the real-real final boss, not even kidding and it is exactly as disappointing as it sounds since up until this point, the game was rather grounded.
Man, that sounds like the only thing interesting that happened!

Your entire Presentation section I would've just said, "Sub-tier anime nazis."

>I have started playing this game in 2008, when it came out, and I only finished it now.
This should've been your beginning sentence in the whole review. I think it would've given some more people patience to read it all. It gives people the pause to think, "Oh, this has been on this guy's mind for a long time, that's why these posts are so long." and they'd've probably empathized a bit better.

There are moments where I think if you knew some modern gaming terminology it would REALLY help you summarize what you're trying to say. For example, I'm going to start reducing huge blocks of text of yours. Note, I'm just using better vocabulary here:
>your units are too slow. The game only has a handful of tricks up it's sleeve when it comes to raising it's challenge, and it's favorite one, by far, is turning the turn rate of enemies up at a certain point of the game so that they literally run circles around your squad and you get to move 2-3 times after the enemy, if not more. Each time I had to stop playing was when a major instance of this happened, when my usual loadout and strategy simply didn't work and the enemy flat out stomped me with dozens of individual turns more than my guys had, there was no chance of fighting back.
<This game has a SHIT action economy.
>There is a way to beat these missions, of course, but that requires one to engage with game mechanics, and that's the first major flaw with this game: there is a surprisingly in-depth focus on builds for your units but it is NEVER EXPLAINED to you how this works. You want to keep your soldiers as light as possible, the less the better(with end game usually having no weapons or only knives/grenades equipped on your units and depending almost entirely on spells), however the game does not start with the paranormal elements and so the first few missions you play Operation Darkness as you would your average tactical game: by using guns and explosives. Naturally, this incentivizes you to keep a well balanced squad: a sniper, a heavy gunner, bazooka units ect. except this is a TRAP and the game never tells you this. When the faster units show up, it feels like the game pulls a rug from under you as now the computer gets several cheap shots on your unit before you even get one, and you never know why. Once you learn that you need to keep your units light, it is actually very simple(and enjoyable) to build up your own squad, however that is never tutorialized to you and that's why I had to keep restarting the game years apart: I played for a little bit, enjoyed myself, got to the bullshit parts, got frustrated and quit since I didn't know what I was doing wrong, until I brute-forced progress in 2017 and learned a little bit about how it works then. Suffice it to say, in the process of finishing the game fully, I learned even more and I did so progressively as I played, even at the very end I found out my squad had inefficiencies I had to stamp out if I had any hope of finishing the game. This is a fun title if you're a min-maxing build autist, but you will need a guide to tell you what to do or simply guess thru trial and error what works and what doesn't, Operation Darkness can be an enjoyable experience but it will SUCK if you play it casually without understanding it's mechanics properly.
<The mechanics are hidden and obscure, and the game design (and even its own tutorials sometimes) was outright incorrect about how you should build your team.

When you list minor flaws, that's honestly the best part of your post, and I think more of the sort of thing people are expecting in a written review. But in IBs, we're used to using ">" instead of bullet points with "*" .

>>307819
This post is fine and interesting, and is good being separate from the main review. I maybe would've started this post with "APPENDIX" at the beginning, but I'm splitting hairs.
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>>307832
I've been watching gameplay of this game. It's built like a giant meme. You moonwalk to save children from molestation camps. How tf did you even hear about it?
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>>308161
Thanks for the reply. I actually wrote a longer, but more cohesive review, but it didn't fit within the character limit. I had to gradually start trimming down what I wrote until you get what I wrote, I wanted to keep the most important part(the meta/balance) as indepth as possible to explain exactly the frustration I had with the game. If you know how to play it, then OD is an enjoyable experience, but if you're just playing it casually as your average WW2 tactics game you are going to have a miserable time. Your mileage will vary depending on how much experience you have with JRPGs and turn based tactics titles.

>Bro, I'm sorry, but this made me laugh really hard. Yeah. Hitler's the antagonist in a WW2 game. I don't think you needed to waste text on stating this even if your point was this was redundant trope-filled narratives.
Oh, you would think Hitler would be the main antagonist in your WW2 game, but he's a secondary antagonist at best. You only see him several times thruout the game before you face him off in one of the harder boss fights of the entire experience with a brutal difficulty curve, Heinrich Himmler is actually a better candidate for the game's primary antagonist since he appears in more cutscenes despite being of lesser importance. Or rather, he would be if the game didn't have a clear antagonist that overshadows Hitler himself. I won't spoil who that is, but he is a disappointment. Just like that final boss, I think the devs really did just put it there because every JRPG has to end with a bossfight against god, it's as random and comical as I made it sound(not fun to fight either since it likes to target NPCs that cannot die). 

>WHAT?! What did you like?!
I'm not sure if that part was cut out from my editing, but in the original draft I said that my favorite parts were the historical re-enactments, in other words real battles with a pinch of fiction thrown in. If the entire game was just this, I would love the story, but as is, what it does the rest of the time is try to be a sub-par forgettable wartime anime with WW2 as a background. It is exactly as jarring as I made it sound, you would think Herbert West and Frankenstein's Monster teaming up to kick Hitler's ass would be front and center instead of what the game actually offers. Very disappointing that the literary/fantasy elements mostly sit on the side, I think they were saving more of that for the sequels since the revelation of Count Dracula is a last minute reveal that escalates into a full blown cliffhanger that will never get resolved. In other words, great idea for a setting but half-assed execution that at best creates a memorable enemy and friendly unit roster, but is an unremarkable WW2 story otherwise. The game peaks in the early-mid game precisely because that's when it sticks closest to history. 

>But in IBs, we're used to using ">" instead of bullet points with "*" .
I know, I chose to do this for aesthetics reasons. Maybe red text would have been better, now that I think about it. Thanks for the shorter summary, but honestly, after 20 years of trying to beat that game, I don't think I had it in me to just write a short summary of my thoughts. I wanted to write exactly what was wrong with this game in detail because nobody else ever will. BTW, in case I didn't make it clear, I do recommend the game, despite how much parts of it frustrated me, definitely a "know what you're getting in for" kind of experience.  

If I write reviews for games that don't take me 2 decades to finish in the future, I will keep in mind to keep technical details to the minimal and focus on shorter summaries.
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>>308162
>You moonwalk to save children from molestation camps.
More like you put them under new management.
>>308166
>I think the devs really did just put it there because every JRPG has to end with a bossfight against god
Why not just follow the alleged historical play where he shot himself and make big H ascend to godhood and transform with that?
>>308169
>Why not just follow the alleged historical play where he shot himself and make big H ascend to godhood and transform with that?
>You catch Big H in his bunker.
>He's standing in a demon summoning circle with his whole family.
>You stand there ina frozen WTF? State
>Big H gets Big Grin, "You are too late, mein freund."
>You piece it together, run forward, try to stop the sacrifice.
>NOOOO
>Big H and the entire family lay on the circle: bleeding out.
>rumble
>As he slowly dies, Big H does plot reveal on how the entirety of WW2 was for this moment. The holocoaster, the millions of deaths, all of it.
>Portal to Hell opens
>True final boss emerges
Would be the most metal beginning to a videogame.
>>308166
I do want to emphasize: all told I did like the review. Thanks for the sport man.
You can call me fat anon cause I know I got a weight problem and I just don't give a fuck
>>308169
>Why not just follow the alleged historical play where he shot himself and make big H ascend to godhood and transform with that?
I covered what the fight against Hitler looks like in the game, so if you want to check that out, go look thru the recent posts in the Friday Night Thread. The battle takes place OUTSIDE his bunker and the supposed gunshot to his head wound came from your guys(which makes zero sense since in my game, he was jumped by half a dozen men and shanked to death as he was trapped in the pile, unable to move). 

>>As he slowly dies, Big H does plot reveal on how the entirety of WW2 was for this moment. The holocoaster, the millions of deaths, all of it
You would be surprised how close you are to guessing the game's biggest plot twist. This is why I say that fighting a big bad monster at the end ruins it, what could be a striking emotional moment is nullified when your brain realizes it is playing an RPG and any association with the real events and real people that died in that war just vanishes. This is why I said in my review that the final fight should have been against Hitler, even actually fighting against Dracula would be less jarring because the game eases you into believing that vampires are normal in that world. Alt history secret organizations of monsters that puppeteer humans and cause WW2 would have been kino, but alas the writers didn't go there.
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>>308161
>I don't think >>308122 and >>308156 are helpful, but they are funny.
I'm fine with people posting TL;DR game reviews, I just needed an excuse to dig out that page from It Hurts.
>>308108
Update: I finished it.
The ending was worth it. It had a twist (Soylent Green) that actually took me by surprise. In the last moments it gave me back the shield, all the skills I built up came together, and then it really made me care for Trico. It all came together by the end and made it worth it.
Also, in playing more, I thought more and more about how, "O.k., this is glitchy as fuck at times, but they did have to program it to guess whatever the fuck an idiot with the controller would do. Despite the flaws, for the pre-LLM times it's impressive.
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>>308169
I kek'd.

>>308162
I played the Genesis title as a kid and heard about the arcade then, the film got me into MJ again so I played this one.
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I've long since lost the accounts related to it, but I'm the only guy who wrote the only Gamefaqs walkthrough for this game. From time to time I still put out the disc, blow the dust off of it, and shit around with this game, and I feel like the only reason I feel like this game is special to me is because I feel like I'm the only one who's played it. I've never met anyone else who knew about the game, so it's felt like ''my'' personal game, as egotistical as that sounds.
It's actually a RIDICULOUSLY simple sim. The mechanics basically circulate around two scores: the economic score, which I've figured out how it's exactly calculated (and it's very easily calculated), and the popularity score, which if someone could crack exactly how that's calculated, then that'd make the endgame scenarios maybe actually possible (*). Nonetheless, the popularity score depends heavily on...the economic score sorta.
The economic score being the most important, you'd think it'd be important to spend time hammering out trade deals, but NOPE because time doesn't pause in the trade deals, AND not addressing trade deals causes you to lose relations with other nations. So that means you HAVE to open EVERY trade deal and click edit and close out of them! That means 90% OF YOUR TIME WILL BE SPENT DOING THAT, AND NOT ACTUALLY PLAYING THE GAME.
I never said the game was good!
Also, because the economic score is so easily calculated, it's very easy to cheese it. It's clear that the way the economic score is calculated was done by an economist who hated export-driven economic theories more than Josef Mengele surrounded 50 bound up homosexual degenerate Jews.
The scenarios have different historical themes, but they're really just "easy/medium/hard/insane" difficulty modes + "speedrun mode" in disguise. My favorite scenario is playing as France in the oil crisis scenario. I dunno, I've always liked the idea of a nuclear power renaissance, so being able to rp that has always felt nice.
I legitimately do not believe that anyone has beaten the "insane" difficult modes. I have to stress how insane they are. Even with cheats they are hard. I do not know if they are actually even theoretically possible to beat without cheats. If someone here manages to do it, I tip my hat to you and I'd LOVE to hear how you did it. Like I said in my now decade old Gamefaqs article, I think the South African map might be possible without cheats.
Anyways, it's a fun game to roleplay and shit around with in a Goat Simulator sense; but it's not a fun game to get serious with. Also, the opening cinematic is kinda funny, and I'd suggest watching it.
(*)
I'm GUESSING it log-weights the following components over the past six months:
>economic score
>propaganda spending
>tax rates
?
I say log-weight, because propaganda spending usually has the biggest adjustment after a single month, and then doesn't do much after month 3. Likewise, if you keep the tax rate crazy high, you're hit at first, but then it seems like people forget by month 6. Likewise with economic score, if it jumps up, great, but then people forget.
I also don't know HOW economic score enters into popularity. Because it does seem like exports help popularity for at least one month? But then afterwards the economic score calculation kicks in and your popularity crashes.
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>>308122
>>308156
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Some quick game reviews
>Company of Heroes 3
Played a bunch of skirmish matches against the AI and while a couple of things like the reworked (rather back to the beginnings) doctrines and factions are nice and enjoyable, some things feel like a rehash of stuff from older CoH games (eg Wehrmacht base buildings are just a mix of CoH1 Wehr and PE buildings)
The AI doesnt seem stellar either and fails both in army composition and counter
When faced with an early sniper or an early Flaktrack, it just builds more infantry instead of getting squad AT or an AT gun until the tanks come around
It also isnt much of a teamplayer ignoring the medical facilities I build or suiciding its armor into the enemy rather than letting my pioneers repair it
Really frustrating after comparing it to the AI in CoH2
Not worth a pirate if you just want to compstomp
>Rune Factory 4 Guardians of Azuma
The beginning is nice and simple only starting you out with one village to manage but by the end of the first (what I consider the first anyway) act you have to manage 4 different villages (1 for each season)
Each one requiring the daily grind of watering, planting and growth dancing crops, gathering materials to build more buildings (this includes the fields to grow crops btw), doing the same village quests to get the village to a higher level just so you can unlock more buildings and space to grow shit and not turn a minus on daily income
The game tells you that the villagers that move into your village will do the tasks you assign them, but for crop tending this seems like a blatant lie seeing how at the end day half my fields are barren and unwatered
That said the placing/planting/watering is all pretty efficient since the game allows you to switch to a top-down perspective when editing the plots of land and even allows the use of your mouse
Combat is pretty basic with 3 types of melee and 2 types of ranged weapons plus the shrine tools that double as weapon, but flows well enough to be neither bad nor outstanding
Overall not worth it 
>Sudden Strike 5
Played the first german mission and so far I´m not sold on it
Graphics look washed out and the AI is pretty dumb too, being able to be baited into getting bombed if they arent just taking it from the get-go
Its still using a similar commander system to Sudden Strike 4, but more basic in that you get a perk card or 3 after the end of a mission plus some doctrine points that can be used to augment your commander
I´ll play a couple of more missions and see if it clicks or I just drop it until the inevitable first dlc
>Granvir
Surprised on this one
I initially wanted to dismiss the game because its a roguelite but decided to play it anyway since mech games are few and far between
Got over to 450 mech parts to mix and match your mech of choice, 5 character classes and 3 campaigns (4th is currently in dev) to test them out
The lite part of roguelite is really lite since there is no carry over currency nor upgradable skills and the only random things that seems to be random are the parts you get during a campaign and the maps in said campaign
Besides that you got a NG+ mechanic after winning a campaign which allows you to take your current loadout and either repeat your current campaign or take it to a new one
Pretty cool game overall and worth a recommendation

>>308279
>Monte Cristo
Now thats a name I havent heard in forever
Played the fuck out of the Fire Department games
>I feel like I'm the only one who's played it
You might as well be judging by a quick youtube search
Besides some OST videos searching Political Tycoon gave me 2 short videos and using the alternative game name Economy War gave me 5 results all about a decade plus in age
>>308338
Average manga MC:
>What do you mean by that?
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I recently played SNK vs. Capcom: Card Fighters' Clash, a neat little card battler where you crawl the local arcades and stores as a 90s kid, dueling people for scraps. The early to midgame locations all have real life counterparts from when the game was released in 1999, making the game a quasi-period piece of when SNK had fuck-you money and could afford to run multiple indoor amusement parks. Things stay grounded at first, with most of the locations being contained in Osaka, and the semifinals taking place in Tokyo, but they go a bit off the rails for the finals, where you and your rival fly out to Las Vegas just to play one (1) game of Card Fighters, not even a best-of-three, in a stadium on top of a fictional hotel, jointly owned by SNK and Capcom. It's a cool spectacle for a child, but as an adult, I'm just thinking "this is how SNK fell into bankruptcy." There's no reason for the finals to not also take place in Tokyo, and at any rate, there's a missed opportunity to have a fleshed-out second city to explore after clearing the early game in Osaka. While the postgame has a twenty-man gauntlet at the Las Vegas stadium for you to complete, you only get three random B-rarity cards at the very end for clearing it; you still get the usual scraps for winning each game during the gauntlet, but slugging it out just to get a few uncommons on top of everything else feels more like pity for not pulling any rares than a worthwhile reward.
The card game itself was mindnumbing at first, where all you can do is bash rocks together with a weak starter deck, and there's only one equally weak opponent to repeatedly play against in the early game to build a collection. It opened up to some proper deckbuilding after the initial grind, and the power level feels just right when all you have is a pile of junk, from which to build something passable on the spot. However, the opponents don't escalate in power enough to seriously match a well-oiled lategame machine. It seems the developers didn't expect anyone to grind out full playsets, three of each, of all the best cards let alone have emulator functions to fast-forward the grind. As such, there was personally no reason to run anything other than a standard card advantage engine, where most of the individual pieces can remove two of the opponent's cards for the price of one. Akuma and Yashiro in particular were quite devastating, as they unconditionally knock out or return to hand respectively any other character on the field when they enter, and there's a huge tempo advantage in forcibly undoing the one character drop opponents can play per turn. They're also strong enough to close out games on their own, so it wasn't unusual to win in only three or four turns by resolving multiple copies of these two cards, without even letting the opponent play. After obtaining playsets of Akuma and Yashiro, the remaining fourty-four cards were either more two-for-one value pieces, or cards that boost the lockout's consistency. The only hard counter I found for this strategy was to win the coin flip to play first, then play Guile on turn one to shut off entry abilities. Even then, Guile only showed up once the entire time I was playing, and near the end of that one specific game, after my deck did its thing. Whenever the opponent does get to play, the computer frequently makes questionable decisions. For example, they'll attack with everything they have immediately after I've done likewise, even when they don't have lethal damage on board and I do on my next turn, and when assessing threats, they only consider raw numbers and ignore abilities entirely; they'll consistently let Morrigan through to drain their life points and add to your own, blocking a slightly heavier hitting but dumb threat instead.
All in all, while I still got to scratch the limited, build-with-only-what-you-have collectible card game itch, this game doesn't quite scale up for well-constructed decks as much as it could, and there's room for more places to crawl outside of just grinding for cards. Hopefully the sequel's enough of an improvement to not just build the exact same deck and trample over everything again.
>>308122
>>308156
Have a tangentially related textman.
>>308356
Could it be that she l-l-likes me? No, no I'm sure she was just being polite..
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>>308591
>It is our ultimate fate which can never, EVER be averted or altered in any way. We SHALL become one with out masters, we SHALL become eternal slaves, and there is NOTHING we can do about it!
Nice job calling yourself a pedophile, Will. Now face the wall.
Replies: >>308594
After finishing all official Ashes Doom 2 TC episodes, I've been playing the fan episode Ashes: Blackwater. It basically reuses some of the old maps, shuffling npcs, paths and monsters around. So far it's been an enjoyable ride.
Difficulty is sometimes higher than in the originals. I don't play on the hardest difficulties, but mutant ambushes are challenging. Good that monster infighting is a thing.
New radiation mechanics force the player to manage resources more. Trading foodstuffs into cans into vodka, which removes some radiation, is now important. At first I completely missed the fact that cola gives temporary radiation resistance.
>>308592
...has nobody really made a Moonman platformer/shooter shitpost game yet?
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>>308594
>...has nobody really made a Moonman platformer/shooter shitpost game yet?
Replies: >>308611 >>308626
>>308608
Made by /pol/tards in 2016 so it's a barely playable hack of Samsara with hideously unfunny lines and broken weapons. Just replay pol.wad for the 9001th time, all the good parts of the moonman mod were stolen from it.
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>>308611
>unfunny mod made by /pol/tards
...isn't that the point? what else would you expect from moonman? if you want edgy mass shooter simulators, just play postal 1 or hatred, I don't know what else you would want. I doubt anyone is going to put any actual effort into creating a proper moonman game, ie a mass murder simulator where you kill shitskins, especially when you consider how quickly the recent "plantation simulator" devs folded when they made a mild joke game not even as bad as that.
Replies: >>308619
>>308616
>what else would you expect from moonman
Something actually funny that remembers Moon Man was created as a parody and not a political movement. It's like how you can tell an original trackkk from one made after Trump's presidential campaign because the newer ones are shit: identity politics became the primary goal and not entertainment.
>>308619
I don't see how you're surprised that Moonman tracks got more political, they were always supposed to be offensive and the truth of the matter is that being even more racist than before + praising the orange man is about as offensive as you can get today. Times have changed, the character has not.
>>308608
https ://upload.disroot.org/r/b_vU8R9z#p9kreu9hMirt9Zo0ZGRK+MtDYoY8IsR35F8MK/i8ucs=
>>308619
There are people alive today who don't even know it started as a joke on YTMND.
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I don't remember if I reviewed this game, but I 100%d it nearly a half year ago now and I know I have to write a review for it because I miss it. It's so rare that I completely 100% a game, but this is a game where I not only 100%, but I fear I 100%d out of ''desperation''. I just did not want it to be over.
The game has a single gimmick: you can summon objects into existence. I expected--like other Zelda games--for the dungeons to pair with this gimmick so that each dungeon gave access to a new item you could summon. But no. It only just gives you more objects you can summon. I find it incredibly rare for a Nippon game to actually give you freedom and creativity to do whatever the fuck you want and sequence break because I'm so used to playing JRPGs, that I'm pleased when I am suddenly offered incredibly amounts of freedom. What can I say, I loved it. I loved being able to offer a cheese solution and the game saying, "You know what, I should have seen that one, fair."
I also really liked just having a simple and pure plot. No realpolitik bullshit. Just: this guy's evil, so you beat him up, and that's it, the end.
Tl;dr, endless creativity, simple endearing friendships, and hope.
As an abrupt sidenote, this game has me thinking I'm a cancer aids mega faggot. Because this is clearly "Videogame for Girls!" vibes (there's pink everywhere, you're a fucking princess, and there's a huge plotline over getting a pony), and the last time I felt something when playing a videogame was Musical Rhapsody, which is basically just a JRPG only you replace the cutscenes with musicals.
>>308619
>implying moonman was ever funny
Nobody has ever seen moonman as more than tryhard inmature "racism funny!". It was widely mocked back in the day, newfag.
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>>308619
>>309126
<Nobody has ever seen moonman as more than tryhard inmature "racism funny!". It was widely mocked back in the day, newfag.
It was always hilarious, newnigger. I remember laughing at tracks long before I became an actual race realist and brazen counter-semite. Are you one of those zoomers that thinks we spoke in hushed, polite tones about trannies when instead everyone knew them as mentally-ill weirdos as well?
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>>309126
>widely mocked
In your faggot circles, maybe. Let me guess: you're going to start telling us that 8/v/ always hated /pol/ because every so often you saw a visiting /leftypol/ anon sperg at a racial slur and call random anons /pol/yps. It was really obvious they were /leftypol/ visitors too, as they kept outing themselves as a bunch of newfags through embarrassing, utterly clueless interactions like pics related.
>>309127
Millennials used to laugh their asses off at shit and pull worse versions of things they now ruin peoples' lives for.
>>309128
>Millennials used to laugh their asses off at shit and pull worse versions of things they now ruin peoples' lives for.
That fag we both replied to annoys me on a deeper level too: leftists act like they're rebels against the system (and yet all governments and major corporations plus media match their philosophies / cater to them), all the while people actually creating right-wing content (or simply non-woke) end up in prison, with the key thrown away. We get prison sentences worse than actual murderers and rapists or the gangsters which lefty faggots idolize (hats off to Mr. Bond).

All real bleeding edge artists and creative minds are de facto right-wing in the modern day, and it's amusing in a sad sense that the so-called champions of the outnumbered, outgunned starving artist in history comply fully with the state to try and eradicate us—all the while they're too stupid to realize we're exactly the underdog their mythos is built around supposedly defending.

We have zero funding, jewish payment processors themselves come after us, the government comes after us to haul us away and sends armed personnel to our doorstep, paid angry mobs potentially show up or insane violent loners, all of academia is opposed to us, the literal child-eating pedophile elites build global projects to kill us, the mass and alt media slanders and libels us, the military prioritizes us for conscription and dangerous assignments, corporations go out of their way to prevent us from ever getting hired in the first place, and deranged e-mobs do their best to get us fired. And yet we still find a way to produce shit that's funny with a grin on our faces, even at times when it lacks quality. I can't think of any better testimony and embodiment of a true artist, musician, and creative individual's spirit besides the modern day fascist, national socialist, or ultranationalist in the West and global North.
>>302213
I believe MISERY is by some or most of the core creators behind Misery mod for STALKER, making it less of a rip-off of STALKER than Misery Mod. Misery had a rough start, but it inspired much of the hardcore survival community games such as Anomaly and others. It also got way better over time with newer versions, so I imagine MISERY will follow suit—their developers were dedicated enough to travel to Chernoybl and Pripyat to do photography / architectural studies before the Ukraine War broke out in order to give Misery its distinct feel and look.
>>309128
>8/v/ always hated /pol/
I certainly hated /pol/ both before and after the migration.  You obnoxious faggots can't keep your politics on your containment board and constantly feel the need to slide other topical boards with your bullshit.  It's actually really ironic how much /leftypol/ still lives rent-free in your head considering how much more often (a factor of 10:1 might be a reasonable estimate) it's actually /pol/tard bullshit shitting up discussion on other boards.
>>309128
Fuck off idiot.
>muh /v/
jesus christ dude
>>309137
>ID hopping to be retarded
GEE WOW. You sure don't fit in d'ya?
>>309137
You aren't fooling anyone.
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>>309137
Funny of you to refer to me as a /pol/ anon when I haven't touched one in many years. I didn't accuse the anon I spoke to of being from /leftypol/, yet knowing my shit and posting screencaps means I'm associated with a board I don't use or give a rat's ass about.
A /v/ anon laughing at Moonman is "/pol/" in the same way an Vietnamese-flagged /int/ anon saying nigger is "/pol/," or the same way anyone who calls you a faggot is "/pol/." Deal with it.
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>>307349
>I'll have to write a review of Xenogears here one of these days.
Fuck it. It's been forever since I've played it, but I'll give a review from my scattered memories.
How big do you like the scope of your videogames?
Save the Princess?
Save the village?
Save the Kingdom?
Save the world?
Save the galaxy?
Save the universe?
Well, Xenogears scope is so huge that by the end of the game I'm not exactly sure where I am anymore. In fact, the last time I talked about this on this board, I went on and on and on about "how insane things got by the third disc." It took an embarrassingly long time before finally someone else on here called me out by saying, "Third disc?"
And I had to pick up my old copy again to remember that that motherfucker was only on two discs.
So it's traditional JRPG grind until you flirt with deicide by the end of the game. It's got the traditional turn based combat. Traditional character arcs. Traditional story arcs. Traditional cutscenes. Traditional everything. But it's so polished that it does every one of those things in such a GOOD and unique way that I find it difficult to write this review.
E.g., yes the combat is turn based, but there are also mechs and an AP system that puts enough strategy into things that it makes you think twice. Yes, it's got traditional story arcs, but it keeps getting bigger and bigger and bigger in scope with each of its multiple plot twists that I'm not even sure how to describe what the hell even happened? Yes, it's got traditional character arcs that help you bond with the individual characters, but in the middle of a dungeon one of the characters just starts talking about how he was molested as a young boy, or the walking theme park mascot is the clone data from two other characters' past lives' child??? Then, just like in NGE, you can tell that the scope and ambition was so big that midway through the second disc it just becomes a goddam visual novel, and then it stops and the world is now a post-apocalypse? Yes, there are cutscenes, but then one is the first time I've ever seen the closest to a sex scene I've ever seen in a not-hentai game.
I feel like I'm too dumb for this game. It's probably the real reason I never wanted to write a review for it. It's just TOO BIG and kind of destroys my mind in every way, and is not what I was expecting in the beginning for what would happen by the end.
However, if you're a guy who likes 100%ing and doesn't want to "miss content", then boy oh boy do NOT play this game. You HAVE to go into this game expecting you are only going to get like 10% and be O.K. with that.
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>>309155
I played xenogears considerably more recently than you did, and something you're forgetting is that the VN portion didn't start partway through the second disc, it was almost the entirety of the second disc. There was no overworld exploration at any point between the start of disc 2, and right before the final dungeon. The closest we got to how disc 1 played was the two anima dungeons, before being thrown right back into more cutscenes and boss fights. That being said, I may well be mistaken, because I don't think I ever attempted to leave either of the anima dungeons early.
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>>294389 (OP) 
I'm playing through Coraline on DS... it's fine, I like the looks and sound, the atmosphere, it was my favorite part of the book and film and it's done alright here, but playing it is just a matter of going here and there, clicking things on the touchscreen, playing some minigames here and there, there's not much to it, but it's short so I might aswell finish it, it's just too uninspired.

I'm made this artwork of Coraline after finally reading the book and loving it.
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New dlc for Starship troopers TC dropped so I finally decided to play all of them in order starting with Raising Hell
Megacorp lead by a poo-in-loo calls for Federation help and it quickly turns out that the poo and the mercenaries they hired (merc lead voiced by Jon St John I think) do some shady dealings regarding bug capture
After that story pretty much goes the way you expect it to, with mercs getting too greedy and after getting cut off they get destroyed by the MI while the corpo lady gets off scot free
Unit wise the merc and dlc units are pretty underwhelming barely worth getting called a sidegrade, but at the very least they buffed the fire grenades the engineers throw and the fleet liaison since the last time I played and you can now set automatic target priorities
Shotgun mercs are nice, same with the bipedal walkers, heavy gunners and drone sniper, but the rifle mercs lack something that makes them really stand out, the quad hovercraft cant seem to fire on the move (and keeps getting stuck on terrain and units) and the power armored versions of the engineer and officer come way too late to have some fun with
Meanwhile the bugs get straight up annoying variants that made my blood boil
Armored ranged flyers, kamikaze flyers and mini-tanker bugs that get a phase 2 with explosive suicide charge
Overall pretty underwhelming in both units and story and fuck the new bug variants
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>Urban Onslaught
Cops and MI fighting bugs inna city
Story follows a police negotiator called Sgt Keys after bugs decide to crash a hostage situation ultimately finding and killing a brainbug
Police units are pretty cool and are pretty heavily armed and armored
The basic police squad lacks the numbers of a standard MI rifle squad, but is pretty fast and gets a small taser drone to draw attention of most bugs, their officer unit is a bipedal mech with a grenade launcher and the riot shield squad is fucking great being able to eat the flame of a tanker bug and be none the worse while still going toe-to-toe with tiger bugs
The rest of the units added by the dlc are pretty great too, actually getting some air support, an autocannon hovercraft that can actually fire on the move and a cool missile launcher mech with huge firepower
New bug variants arent too bad either, hornets with their high spawn quantity and the burster can get pretty annoying, but the hornet tanker and the ravager arent too much of a challenge
Overall pretty good and worth a playthrough
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>Eradicators
>use bio-weapons to kill bugs
>use radiation to kill bugs
>use bugs to kill bugs
>has flirty red haired adjutant
Oh baby
A bit light on story though, since its using their new territory gamemode as basis for the campaign
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>>309183
>manjaw
>mistery meat
No thanks.
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DYNASTY WARRIORS ORIGINS (and a biased history lesson / commentary on the wider state of Musou)

Because of course when you have something to say, some uppity nigger gets in early >>307172 and ruins your groove. Then sturg disables onion for a few months and most of the exit IPs are banned for 3 years because of the nigpill so you can't post anyways. I did make a few posts about it in other threads, so hopefully the other Anon saw those and is ready to argue over an abstract concept, cuz he's fuckin wrong. >>>>>>>>>>>>paying for videogames full stop (outside of the rare usecase of access to online servers)

Overall, as I said in other threads, Origins is an excellent, well-executed and completely justified reboot, and feels like the original vision the series always had, but couldn't be - be it due to hardware limitations, short development windows, or a divided fanbase giving poisoned feedback.
As for some wider commentary on the state of Musous - I've always found it weird that they're almost exclusively an Omega Force thing. There's practically no "alternatives" aside from the Fate one (Basara never picked up any steam, and was crushed under the foot of SamWar anyways). And of Omega Force's output, Dynasty Warriors has been the weakest of it's own IP's (followed closely by their secondary "main IPs", Samurai and Orochi). I'm not nofun to the point I'll say DW3 and DW5 weren't significant leaps and solid entries for their time period, but for a 2 decade old franchise with ~40 entries before Origins; DynWar has arguably the worst sub-dogshit track record of any long-running franchise, if you're even able to recount them all to begin with; kept alive by DSP-supporter grade / gachapon-grade paypiggies.
Rather, it really does feel like Omega Force has put out consistent hit after hit when they're doing their crossover Musous / anything other than their main IP's. Gundam Warriors took full advantage of the lower entity count and simpler maps on older hardware. Hyrule Warriors was arguably the best game the Wii U had and was a love letter of genuine fanservice for the Zelda franchise + the last good 3rd person game the Zelda franchise. Persona 5 Strikers was another absolute hit, and completely curbstomps Persona 5 Royal for the better of the two continuation timelines. Fire Emblem Three Hopes was kind of a dead fish, but it did try some good ideas that absolutely puts it a step above most of the DW games. Not played One Piece ones.
Basically, it's not Omega Force holding Dynasty Warriors back. They know how to make a good game, and have repeatedly put much bigger franchises to shame. The problem with Dynasty Warriors, is Dynasty Warriors.

I can appreciate you might be an outsider, so let me give you a QRD of the franchise history of DynWar;
>DW1: Virtua-fighter knockoff, not even a musou
<DW2: Primitive proof-of-concept of the musou genre, first of the PS2 games
>DW3: Full iteration on DW2, complete with sovljank and an infamous kino 4kids-tier retranslation early-00's memedub. Put the franchise on the map, and considering what they squeezed onto a PS2 game, was impressive and significant.
<DW4: Basically just an enhanced version of DW3, sold gangbusters off of the reputation of the previous one
>DW5: Massively expanded the character side of the game, and progressed the continuity into the later 3Kingdoms period all the games are full rehashes of the same core narrative, but 5 extended the narrative to cover the latter periods. Last of the focused PS2 games, although DW6 did get a gimped cross-release.
<DW6: PS3/XB360 generation soft-reboot, with fully reworked combat and an improved engine. Treated as an absolute disaster black-sheep release.
>DW7: More conventional franchise gameplay / "le return to form". Regarded as having the best characterfag story mode.
<DW8: Added a ton more surface-level gimmicks, but the main thing was attempting to give every character a unique moveset
>DW9: Possibly the worst open world ever made (auto ride your horse for 2 minutes doing nothing, to wail on 20 NPC's in a glowing square that get oneshot). I mean, it's a really nice map of Ancient China. It's just empty. Completely empty. And huge.
<Xtreme Legends are all just G-Rank expansion versions, a la the 3rd Pokemon games in a gen or Monster Hunter Ultimate games, mostly just rehashing assets from their game to pad out content. More of a content pad than the previous examples, less unique assets / new mechanics.
>Empires are all just custom-campaign custom-character shit where you're fighting the AI on auto-generated missions. Some ""people"" somehow like this autogenerated crap, I've never got the memo or the meme.
Thing is, what sells isn't necessarily what's good or healthy long-term. There was a distinct shift in focus with DW5 / after DW6, in an attempt to placate rosterfags, who REALLY wanted to play as Ding Dong and Fu Qishit, and would bitch and whinge if their goy's rehashed campaign wasn't in it (even if it was an OC character). Even if their character was just a clone of another, with less mechanical complexity than Pacman. Even if adding their OC came at the cost of the rest of development.
There's a lot to say about this, but I feel like this focus on placating the fanbase and it's repercussions in design and gameplay is what made the franchise so repellent for the last 2 decades. Yes, you read that correctly, DynWar has been shit for longer than some over-18 posters have been alive. DW6 was the real turning point - it had flaws (loading times), but it was the correct move in the correct direction; and it was shunned for trying to evolve the IP. People looking for an action-strategy game would from then on no longer find it in Dynasty Warriors, as long as this direction persisted.
Instead, you got overpowered shounenshit that could sluggishly fly around, oneshot the map, complete with insular fanservice, lack of new additions and "made up for" with controversial core systems changes (that didn't shake the boat too much, or the fanbase would complain). All of it was excessive icing on an increasingly aging and stale cake. While you'll hear DWfags jack off DW5 and DW7 especially, they were received with dismal sales - the games before DW3 & DW4 each broke 2m in sales, DW5 pushed just past 1.5m despite the momentum and increased devtime, then all the games after DW6 averaged 500k and none broke 1m. At the same time, Omega Force's spinoff crossover musous were selling gangbusters - One Piece's broke 8m, Persona's blew past 2m last time it was reported (even before going F2P for a period), and Hyrule Warriors was one of the Wii U's best selling games full stop.
The Dynasty Warriors fanbase was quite literal cancer (a classic gaming trope, and one of many, but a rare one where both the JP and EN bases were equal cancer). I can recognize that DynWar is trying to juggle numerous and extremely distinct gamers. Historyfags, Action-strategyfags, Fujoshi Infiltrators, Powerfantasyfags, Characterfags etc. The thing is, the games are marketed (as in, the definition of the title in JP) as 1vs1000. Yet the mechanical stagnation of the game (in fear of pissing off it's vocal fanbase) meant that from DW3 to 9, the entity-count on screen never really changed all that much - roughly 25-50 tops. The maps (including 9) all boil down mostly to empty squares, glowing squares in an empty space and hallways with a pathetic render distance, the difficulty went from standard in the PS2 era to literal nonexistent buttonmashing - and the games for each platform all blur together as a homogeneous blob. Wouldn't want the game to "not to feel like Dynasty Warriors", even if Dynasty Warriors was not meant to be small in scope. Fanservice was put before gameplay, and it killed the IP.
Basically, every time I hear the phrase "Characters are missing" from a hardcore fanbase DWfag, rather than take a shot, it makes me want to load a gun and take a different kind of shot on a very personal genocide crusade. 

So it got rebooted.

Origins blows the previous games the fuck out of the water and casually drops a tutorial mission that ends with 500+ enemies on the screen, and peaks with what I would guess is an active entity cap of 10,000+. Genuinely, the first time I've had in gaming since Planetside 2 where it actually feels like you're immersed in a real, interactive warzone on a macro-scope.
Did I mention the previous games all ran like shit and had excessive loading times? Well Origins looks a generation ahead, runs buttery smooth, with quick load times and zero lag.
And the sweetest act of genuine spite.
One. 1. Character.
You can also bring along one partner character corresponding to each of the weapontypes, but they play identically to your own moveset for the limited time you're allowed to use them during Bond Attacks - they just have lategame skills unlocked far earlier than you would.

Rosterfags.
In.
SHAMBLES
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<Story
It's 3kingdoms. A lot of dogshit journo sites and advertising material imply that it's set beforehand, but everything covered in the game is just the first portion of the Romance of the Three Kingdoms, starting from the Yellow Turbans Rebellion, and ending at the Battle of the Red Cliffs / the Chibi Military Disaster. It's the formation of the historical Three Kingdoms period, but it's still the Romance of the Three Kingdoms narrative. Distinct and very fucking important difference. The director of the game has confirmed that it was initially intended to be a standalone, with space for a followup, but during development and with the success of the reboot, they've switched more to planning for it to be a trilogy. As such, you can feel some slight pacing hiccups at times; but overall it still feels like a coherent narrative, and is.... probably understandable for newcomers to the setting.

I'm going to assume you know your 3kingdoms backstory, if not, just know it's an investment, but one I think is worthwhile to get into - because you can start understanding 3kingdoms shitposting like dropkicking a baby or the ladder strategem or Sima Yi's girly dresses (but it's Liu Bei who ghey), and of the classical Chinese Literature, it's the best of the 4 novels. Basically, a gateway to a lot of fun shitposting and injokes and chinky shitposting in general, if you're more used to weebshit. Start with the 2010 chinky live action /tv/ show San Guo, it skips over the Yellow Turbans and waters down some of the supernatural stuff, but otherwise is mostly intact, is well subbed, well paced / an easy watch and is what's often referenced in the memes. Warning: It's still 60 hours long even excluding intro / credits, so it's a time investment. The 1980's live action /tv/ show is also there if you want a more accurate and complete narrative, at the cost of less accurate battles / effects / costumes / setpieces and it being more of a slog to get through due to marginally worse pacing.

Contrary to Anon's take, Dynwar Origins isn't Shuwank in the slightest. Rather, all three factions are wanked off, and all characters wank you off. Bit gay since this is a war drama and most of the characters are men, but all the women basically line up to have implied sex with you too (including the ones who are married or were legendary lovers with another). Almost all the edges are sanded off, and none of the factions (aside from the non-3 factions) have any meaningful downsides unless mandatory for the narrative. Easiest example: Cao Cao is shown to very lightly control the Emperor, but you don't see any of his brutalist policies, you don't see him actually blackmail the Emperor, the blood-written letter is completely left out, and you don't even see his migraines, aside from a slight mention in one extremely missable doctor's note.
Despite this, it's leagues ahead of the usual DynWar writing. Because the factions have more depth to them than a piece of paper (a conscious development and writing choice). Cao Cao is no longer "muh ambition", but rather characterised as a coldly logical bureaucrat with significant sunken cost fallacy from what started as minor territorial disputes that boiled itself over into world domination. Liu Bei is no longer "muh benevolence", but rather warm friendliness and emotive ruling (and the dangerous disorganisation and weak will that comes with it). And paraphrasing the wise words of Vin Diesel - Sun.... it's about family the weakest of the three motivations, but they do have a side-theme of nationalist separatism, that would define the following later Jin period.
What really pleased me however, were the characterisation of the "villains" - the franchise moved away from them being one-note blind ragespergs, and gave them more depth and nuance, especially in the DLC what-if campaigns. Zhang Jiao isn't treated as an evil wizard, but rather a weak-handed philosopher who started a justified rebellion yet couldn't control the ensuing anarchy. Dong Zhuo isn't a cartoonish evil old fat man with a big stick, he's an extremely self-aware and intentional tyrant who is disgusted at the proliferation of weakness and sees savagery tempered with usefulness as the natural order (and to me felt like he brushed closely to making an implied case for good ol' historical Chinese war-cannibalism). Yuan Shao isn't a deludedly arrogant and entitled aristocrat, but rather a young and righteous nobleman crushed under the expectations of upholding his family name while surrounded by familial corruption; playing it too safe too many times (a peacetime ruler in a wartime period). Lu Bu isn't treated as a power-obsessed giddy traitor, rather as an unaffected warmongrel who couldn't care less about the grand politics he was inevitably included in, until it got him killed.

Does it get kinda fuckin gay at times? Yeah it does.
Is it full-blown BL otomege? No, it's mostly just the kind of "intentionally vague" which doesn't take a retard to fill in the >implication - and it feels like it's all in service of a top-down prompt of the whole "make everyone love the MC" taken for a ride by a fujo that wormed her way into the writing department. The worst paraphrasing it gets is when you meet in your chambers, and a general "needs you" / "must have you" (on their side). Nothing shown, just easily twisted words; all gone by the DLC alt-campaigns. And that's not just what I felt from it or what was rumored - it's what the director of the game inadvertently confirmed, in an interview with none other than Hiroshima (yes, that Hiroshima, the 4cuck one) (small world, huh).
JP Raw: https://news.denfaminicogamer.jp/interview/250425b/3#i-1
ENG Summary: https://automaton-media.com/en/news/dynasty-warriors-origins-gay-undertones-were-kind-of-an-accident-series-producer-admits/
The same summary also confirmed what I was talking about above in regards to the cancerous fanbase reviewnuking titles that didn't appeal to them, and that the format of the DLC is closer to their original vision for how the game would play, switching between a home-base of travelers inns and taverns, and a world map; rather than a world map with bases that let you access a tavern-menu. If there's an Origins 2, keep an eye out for that.
If there's any "cemented" take, it feels like the game is intended to be beaten as Wei first (since it's the only route with a unique final boss, and it's a challenge on Hard, without needing Ultimate Warrior), and the MC ends the game as an unrecognised shadow-hitman for Cao Cao, shacking up with a fake-dead Diaochan by the end of it. It's intentionally left vague and up to interpretation, but from a neutral PoV, that seems they way they nudged the final story to be. The "best" ending seems to be the alt-timeline Wu ending, where you stall for time at Chibi to save the Han Emperor and restore the throne with the Sun clan, but I don't know if new player going in blind would understand the significance of it, since Cao Cao is never really treated as a traitor, just a different perspective of 3 different leaders.


While I will rag on about characterfags until the crows come home, there are still some some clear missing historical figures / fuckups. For example, I'm not gonna pretend that Lu Lingqi (insecure knightly tomgirl in skimpy armor chasing her father's impossibly unmatchable shadow) (with NO FRIENDS) doesn't make my dick diamonds, but if a game wants to take itself more seriously, then who cares if she's missing, she's bullshit semi-OC anyways. The tonal whiplash of Dong Zhuo being taken far more seriously as an unapologetic savage, and his DynWar OC bastard daughter Dong Bai being a bratty gothic lolita would also definitely detract from the game's narrative.
On the other hand, Cao Ren was the chief general of Cao Cao, and is notable for being the key figure who fucked up the Eight Gates formation at Xinye, which has an entire mission dedicated to it on Liu's plotline - which is instead pushed onto Xiahou Yuan. Word on the street is that it's bacause Cao Ren is the franchise directors favorite character, and he didn't want his introduction to the reboot being his 8GatesFormation fuckup, but I can't find sauce on that claim. Most of the internal family strife of the Cao's is also left out - so no Cao Pi / Zhang / Zhi / Chong at each other's necks for heritage (Cao Anmin dies as a faceless officer at Wan Castle, but it's given no importance, and you don't even see Cao Cao grieve compared to the strategic significance of losing Dian Wei), and they're going to have to start the next game with the most significant series of events for the Wei with no lead-up.
We don't see Liu Biao aside from being a generic on-field general, which seems like a disservice for the Shu narrative too.
Since the game takes place over a multi-decade period, I thought it was cool that you see the Shu faction age up (namely, Guan Yu growing his beard out), but what was sorely missing was that Sun Quan is presented as the getgo as a young man, and not a literal child. While the Sun faction don't get much early on in the narrative (and what they do get is fully covered + more to pad out time), it's a huge disservice not only to the scope of the narrative chronology, but it also skips over many of Sun Quan's achievements in the process (namely a ballsy-timid 11yr old diplomat walking alone into an enemy camp to negotiate for his father's dead body, and walking out holding all the cards). Instead, what you get is Sun Quan being a significantly weaker Commander a.k.a instaloss condition, so on Ultimate difficulty you have to run perma-bodyguard for him a minute before he's in trouble, because he crumples like a bitch if you take your eye off of him - which treads over into gameplay and just isn't fun. They had a model / rig / skeleton for a child character with Bailuan too, so that's not an excuse either. Also Sun Jian dies at Xiangyang, not Sanjin River - which, I guess is so you can save him for the alt-timeline, or so it saves the "big river battle" for the finale; but either way, it's inaccurate in a bad way. I'm surprised they had Bailuan presumably as replacement stand-in for Yu Ji for the Sun campaign, considering there's a free DLC costume for Wo Long (also a KTecmo IP), and Yu Ji is the final boss there / always somewhat significant as "the other" magicman antag after Zhang Jiao - but that's just personal opinion, and not a big deal for the narrative.
Others I can respect are probably just being saved for later, but Cao Ren, Liu Biao and Sun Quan's age in particular are sticklers that really should have had more importance, especially compared to some of the literal who's that made cameos. And Lu Lingqi only exists to give the Lu faction a bit more variety, so she might not have been as much of a reach as I first said, at least for Lu Bu's DLC campaign. And I'm a hypocrite because she makes MY DICK HARD.

The OC donutsteel MC side of the narrative is fine. It's the usual inoffensive silent protag stuff (dude's basically a 1:1 rip of Persona 5's Joker) (which I vaguely suspect isn't an accident, given Persona 5 Strikers); though I would have appreciated at least the main three faction routes offering different backstory snippets for the protag during his flashbacks, so all 3 routes = seeing the full story, rather than skipping the same cross-faction cutscene each time after the first. That, and the alternate routes actually offering an alternate route complete with alternate missions, not just a change in side-objectives at the very end and a happy cutscene where your guys "won" (definitely a lategame letdown). The OC donutsteel's rival also always finding some excuse to try to kill the leader you pledged too felt a bit forced too, even if in the alt-timeline for the Sun clan, you eventually do "get along". It feels natural that the rival would want Cao Cao dead, but he feels out of character assassinating Sun Ce, and just plain forced when he goes after Liu Bei.

Still, in total, it's a good 3Kingdoms narrative. Approachable, easy to understand, no egregious errors, 90% of the significant characters, and only let down by the implied faggotry that is nuked the fuck out of orbit by the DLC's superior writing. Come Origins 2, the writing should be on point, especially since the middle-portion of the 3Kingdoms narrative is the heaviest on the nuance and interpersonal dynamics / loyalities / backstabbings / character interactions.
The game ends at Chibi / literally just before Sima Yi is introduced... probably for that reason too, since DynWar usually delineates the Sima clan as their own sub-4th Faction. That said, it's an awkward place to end, since it's ~40% done - neither a third or a half. A sequel would feel too short, a trilogy might feel bloated.
If I had to guess what the loose plan is, considering Origins covers Yellow Turbans -> Chibi (184-208), I'm guessing the Origins 2 will cover the Kingdoms-Empires period (208-225), while Origins 3 will cover the Sima Expansion and the start of the Two States (225-263) or the consolidation of the Jin / End of the Empires (225-280).
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<Gameplay
First of all, presentation is immaculate.
DynWar has always had solid buttrock OST (with this entry including hype as fuck dynamic tracks that match the tempo of how the battle is going, as well as instantly changing as you lead a huge charge), but now the graphics are on point to follow them. Good amount of detail to everything, but things are still clearly indicated so you're never lost in a crowd of 1,000 minions. A big winner this time around are the maps - there's a ton of them, that cover a ton of terrains and layouts, they all have dynamic weather + time-of-day, some are reserved for one-use battles or factions to keep them fresh, some have unique mechanics (eg horse-jumping across valley-pits, or moving naval platforms) and they never feel like a series of linear box corridors or glowing squares like a ton of previous games did. Minor skirmishes are just kept to a few areas, but are contained enough and used limitedly enough that they never feel overused, aside from the very start of the game when you're stuck replaying 2 maps as a not!tutorial. While I wish there were more "dedicated" map objectives than Base-Captures and Gate Sieges, it never leans too hard on them, and it doesn't get stale in how the game approaches them (eg, you can crash a gate with a Ram, use a Siege Tower, wait for a side-objective for an enemy officer to defect and open for you, or go around and open from the back to let your force in).
My only criticism is that there are a few collision issues in parts - such as a tree hitbox preventing you from hugging a wall and insta-stopping your horse's momentum, or a few naval landing platforms that won't let you cross them because they're just too narrow of a connection - they aren't nitpicks, but they're not concerning either.

Combat has never been one of Dynasty Warriors strong suits, and it's attack strings usually boil down to a light attack chain terminating in a unique heavy - Heavy, Light/Heavy, Light/Light/Heavy, Light/Light/Light/Heavy, Light/Light/Light/Light/Heavy and if you're lucky, Light/Light/Light/Light/Light/Heavy. That's the concession the franchise has had to make, so it can give 50+ returning characters "unique" movesets for the last few decades. They tried something different in DW6 and their hardcore fanbase hated it. If anything, it feels like it just picked up off of polishing up the massive improvements of DW6 - less Renbu system, but retaining almost everything else.
Origins does away with that dogshit, and instead gives you 12 much deeper, much more distinct weapontypes. The basic core of lights terminating in heavies is still there, but now it's complete with dodge attacks, aerial attacks, guard attacks, custom-attacks and weapon-specific gimmicks - each which chain into each other as fluidly as you'd expect.
tl;dr
>Sword (Jian) = Bread and Butter light-termination moveset
<Spear (Qiang) = Trying to chain into a slow-setup triple-heavy flurry attack which is undertuned and not really worth the time + risk to setup
<Fists = Holding one of 4 heavy-inputs (neutral, mid-chain, dodge-heavy, guard-heavy) has a unique stance which lets you choose between two attacks with a mulititool-of-properties lights are way undertuned and the stances can feel clunky with the delay / which input you entered into stance from at times
>Wheels = Timing-focused, any heavy attack input when the wheels "return" enhances them nice idea, but Sophia in Strikers did it way better
<Podao = Charged heavies which feel like shit because you get minimal superarmor, and while their damage is alright, it's not worth the charge time + are usually attached to attacks that like to whiff
>Staff (Dao) = Hold-to-channel heavies
>Twin Pikes (Dual Ji's) = Heavies have long input, but subsequent heavy spam is much faster, and the final hit does a pulse with timing
>Lance = Hold heavy to take grey health / vengeance, and after a set amount of hits, it buffs+alters your attack (way overtuned, but will get you killed on Ultimate difficulty)
>Crescent Blade (Gundao) = Spamming the same attack charges the weapon's damage + is consumed to augment a heavy attack
>Halberd (Postgame only) = POSTGAME BOSS WEAPON! / slow movement (walking + short dashes) in exchange for powerful attacks
<Bow (DLC) = Default is weak disengage melee, Guard to fire shots, attacks charge up your ammo so you can quick-fire heavy shots
>Rope Dart (DLC) = Mid-chain movement, able to pull yourself / enemies around

They're not all perfect in the slightest, some gimmicks fall flat, and there's significant imbalance (mostly in terms of which weapons have the ultra-damage high-cost bravery custom attacks - reserved only for Fists not!Izuna Drop, Crescent Blade not!Wuxi Finger Hold Skidoosh, Lance's Attack-Horse + Parry-Gauss-Rifle + Shinra Tensei Almighty Push; and the DLC Podao's mega-slash), but on the first playthrough, everything is at least viable. 
As is standard for the genre, the first playthrough is largely irrelevant in terms of difficulty, and you unlock the real difficulty after your first clear. You play your first NG using the weapons basic movesets to kill enemies. Ultimate Warrior is where the real game begins, where you need to more carefully manage your numerous nukes sourced from your Bravery gauge, Musou Gauge and Bond - because basic attacks are not gonna cut it, but you can't be wasting your numerous area-clear attacks on nothing and you're often running against a clock before one of your commanders is in trouble. I get that they want you to get your basic skills + to unlock your own minion squad so you're not softlocked on certain maps without the ability to summon a portable battering ram for small bases + trinkets online before letting yourself get thrown to the wolves on Ultimate, and for the gear curve to even out a bit so it's less of a determining factor as to how strong you are; but it's still annoying that Hard difficulty very rarely forces you to strategize the battlefield and think about your routing or keep an eye on your officers. It just punishes you for rushing in alone and roids up Lu Bu if he's ever present.
Basically; Easy is Journalist, Medium is Journalist+, Hard is Normal, Ultimate is Hard, and the optional challenges on Ultimate are Fun.
The Ultimate Challenges really are where it's at - ranging from forcing you to B-line straight for the enemy commander and kill him in 2 minutes while surrounded by 2,000 enemies that can delete your healthbar (aka EZPZ, since you can generate Bravery like a motherfucker and just spam the ultra-damage AoE Bravery attacks - the harder part is often reaching the commander with enough time to spare to burn his bar down), to making sure you finish the level with 12+ minor officers that die in 20 seconds when left alone and which have less of a survival instinct than a headless chicken when it comes to charging at full-health high-courage enemies (aka getting the Piercing Luan is the game's proof-of-completion) (not either of the Red Hare's, contrary to what you'll hear online, Lu Bu + Diaochan double trouble in under 5 minutes is somehow easier lol). While you're not really incentivised to clear all the challenges, since ~2/3rds actually offer unique stuff, they're still well designed and get you thinking outside of the box while forcing tight execution and flexing of your skill. I only wish there was some kind of watered down side-objectives for the first playthrough, or at least getting Hard Mode some more novel strategic elements. My biggest wish would be the gimmick from the Fire Emblem Musou getting the second chance it deserves, where you can command certain officers to move around the map to reinforce or do objectives by themselves (rather than them all sticking to set paths and behaviors). The map sizes are big enough now, and it's a heavy strategy element that fits right into the genre, and would heavily reward playing to win the war rather than being just a one-man battlewinner whose downside is that he can only be in one place at a time.



tl;dr DynWar Origins is good, the inevitable sequel should be good too. Dong Zhuo eternal redemption as GOAT, I am in his service, Omegaforce got their shit back together. Stick it on the backlog if you're amicable towards the genre, but ideally get into 3Kingdoms first.

P.S. I originally tried to post these consecutively via the non-onion tor site, and this is how long it took, because so many tor IPs are unappealable banned for dumbcunt durations of time. Sturgeon, this is fucking unusable, this isn't a short-term thing. Just re-enable onion ffs.
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>>309188
>mistery meat
Why´d you have to mention that
Now I cant unsee it
Fuck

>>309201
>not played the One Piece ones
I played PW3 and 4 and both are decent
From what I remember 3 had a nice combo system
Pirate Warriors 4 has some ass archetype system with skillspam but has some nice limited destructible environment and larger enemy hordes
>Persona 5 Strikers was an absolute hit
Was it though?
Well translated gameplay aside, I remember it quickly getting forgotten since it never really got any content expansions plus having the cancer that is denuvo and stability problems didnt help at all
>command certain officers to move around the map to reinforce or do objectives by themselves
Dont forget the part where you can tell your healer to heal the VIP, that was a fucking godsent finding that out
Though thats not exclusive to the FE musou titles IIRC
Samurai Warriors 4 II also allowed for that
Having a new spinoff musou title would be great though, Fire Emblem or not
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>>309215
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