Hmmm. It plays like Assassin's Creed, if AC's combat system was actually tactical.
Your character is VERY fragile and the beasts you're fighting feel like beasts. So when you happen upon a nest or encounter, you have to carefully plan it out. Take out the smaller mechs with stealth, then setup traps and an escape route to wound the larger beasts before going in for a kill.
This is not a game where you can just brute force your way through, and it's refreshing. I don't like open world games like this ususally but this one captivated me-- due in no small part to the story, as well.
Yeah so P5 was fantastic, one of my all-time faves
but good god. the stretch of game from
Shido's palace
through
the final fight
felt like it dragged on FOREVER. so many false endings. i also hated
okumura's palace
because it was so damn long and boring.
but ther est of the game is so fucking good that i dont know how i can fault the game for wiffing on a couple of dungeons. the first 3 were strong, the casino was strong, and the sidequests/social shit was on point.
yeah. it pisses me off when i drop into a scenario and on the first turn the vek lock down a bomb or something and i have literally no way to deal w/ it
Huh, I've been prioritizing stopping grid damage over stopping pilot/mech damage because mechs heal after combat and unless it's a super good pilot you don't lose a lot from it, but grid is significantly harder to regain
In post 2985, Papa Zito wrote:My daughter's favorite video game is Journey. She really enjoys the environments, she thinks the cloth creatures are cute, she likes being able to explore without worrying about enemies or complicated controls. She's completed the game multiple times, and she still loves watching her little star cross the sky now just as much as she did the first time she finished.
One of the game's most interesting features is that you can sometimes cross paths with another player. I'm not quite sure how the game determines when this happens, but every once in a while you'll happen upon another robed figure and you can continue your journey together. There's no ability to chat in the game, so communication is limited to the hops and little bloop noises your character can make. (as a parent I appreciate this) She loves when this happens and always looks forward to seeing their account name after the credits roll.
A couple days ago she happened upon a new friend early in the game. About halfway through we called her to dinner so she had to stop, but she didn't want to quit completely so she left the game running. Her friend of course had no idea why my daughter's avatar had suddenly stopped moving and spent the next 20 minutes or so amusing himself by running rings around her seated figure or jumping around the screen. My daughter was touched that he didn't abandon her and we relented and let her leave the table early to not keep him waiting.
Eventually they ascended the mountain together, and spent a longer time than is usual (I think) playing in the clouds with the cloth dragons. Eventually they started up the final path to the end when her companion for the past couple hours abruptly turned around. She stopped, confused, and I commented that maybe he wasn't ready to leave yet. But when she panned the camera back to watch where he was going she saw that he wasn't leaving after all, but he'd drawn her a heart in the snow. She was crying as they walked into the bright light together.
It's funny how small things can have such a big impact.
P5 is fantastic. I didn't worry about efficient time useage my first time thru and I'm glad I didn't. Because as soon as I finished the game, I *immediately* went back and started a new one with the goal of maximizing my efficiency.
In post 3026, implosion wrote:I'm having a hard time conceptualizing Dicey Dungeons as anything except Slay the Spire but somewhat worse. I may have just not gotten far enough in it yet.
the bread and butter of the game comes after you start to unlock the variant episodes that change the rules/equipment