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Savage

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Savage

810

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I've never played a Trails game before, but I developed a mild curiosity after seeing the very positive response to the US release of the Cold Steel games in recent years. I had been thinking of doing what you did and starting with Cold Steel, but after reading your thoughts, I'm interested in how you came to regard doing exactly that as a "terrible decision." My impression was that Cold Steel was the best entry point for a newcomer, since although the series' world is shared, the story arcs were essentially fully independent. But perhaps there's more interconnectedness than I realized, and that interconnectedness is crucial to the appeal of the series.

Anyway, thanks for your write up. I'll be looking forward to your next installment.

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Savage

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What does it mean to "lead?" More hardware sales? More game sales? More revenue? More subscribers? More active users? More popular on gaming message boards?

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Savage

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I haven't loved any games so far this year, but the game I'm most glad I played was Travis Strikes Again: No More Heroes. Despite the middling combat and slow start, the second half of that game is just Suda exploring what's been on his mind recently as a game player and game creator. It's like he made a video game out of his own dream diary. He hasn't had that full creative freedom to write, direct, and design a game since the original No More Heroes 12 years ago.

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Savage

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@arbitrarywater: Rage 2 is running on Avalanche's proprietary Apex engine, not idTech, so that's likely a major reason why it doesn't have Doom's resolution scaling.

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Savage

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As someone who is also still curious about this game despite the negative but understandable reviews and opinion pieces, just someone let me know if or when the game gets optimization patches for the PC version, and if I can actually pilot and customize a mech.

Not sure about optimization on PC, since I'm playing on PS4, but Square-Enix hasn't shown robust patch support for their Japanese releases on PC (e.g. Nier Automata) and this game has not been commercially or critically successful, so I wouldn't hold my breath.

As for mechs, you do get to pilot Wanzers at specific points in some missions, though you spend more than 95% of your time on foot. When you do get to pilot a Wanzer, it's always one that you commandeer in the field rather than one of your own that you maintain/upgrade over time, so you have essentially no customization options. The only choice you have is after you defeat an enemy Wanzer, they'll drop one of their arm weapons, which you can pick up and swap for one of your own. I've found this useful to do, since all Wanzer weapons have limited ammo and you can run low quickly when facing multiple enemy Wanzers. The Wanzer fights can be tough, since your health and damage seem comparable to a single enemy Wanzer's, so when you're outnumbered, you really feel the disadvantage.

I've never played Armored Core, but I don't think being a fan of mech games is enough to enjoy this game if the survival/stealth stuff isn't doing it for you. Piloting Wanzers is just a sprinkle of variety here, not a major gameplay focus.

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Savage

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#6  Edited By Savage

@savage said:

Some maps, especially early ones, are not nearly as open as they first seem; tight clusters of enemies will destroy you if you deviate much from the one path through the map. Later levels are less restrictively laid out and as you gather more weapons and gadgets, you'll become more able to punch through enemy patrols to explore more freely (you carry over your inventory from one mission to the next with the same character--and there are 3 characters--so saving supplies from previous missions mean you have more and more stuff to work with in later ones).

Will these weapons help if you get back to earlier levels and try to defeat the enemies cluster?

Strangely, i haven't read any criticism in regards of CQC. How is it? Is it helpful?

You can't go back to past levels, but there is a New Game+ option, which will let you do this. If I remember correctly, the game director even said in an interview that some levels have optional areas defended by enemies so strong you're only expected to be able to get past them on NG+.

As for CQC, there's basically no system for it all. Your only melee options are a 3-hit combo using any melee weapon, which will hurt and knock down the enemy, and a pistol whip move that seems useless because it's so low damage and short range. Also, if you do a slide dash into an enemy (run toward them and press crouch), you can send them flying into a knock down (this is by far the most fun and effective melee move I've found). An enemy that's knocked down will stay down for about 3 seconds, during which time you can attack them normally or walk up to them with a melee weapon and do a special finisher.

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Savage

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#7  Edited By Savage

I've played the first third of the game so far and I would say the game is flagrantly unwelcoming of modern player sensibilities--it kind of feels like it's the first PS3 game made by Japanese devs who previously only made PS1 and PS2 games. Fox Engine this ain't.

When it comes to controls, it's partly like MGS in that the controls are different enough from other games that you start out fumbling a lot, but with time you can become quite adept. And it's partly like an old PS2-era horror game in that there's a certain amount of stiffness and slowness built in to create player vulnerability and keep a tight lid on your ability to become an acrobatic action hero. Weapon aiming, in particular, feels jittery and imprecise, and taking damage causes your aim to bounce around wildly, making it practically impossible to win a straight-up firefight against a group of enemies, which instinctively feels profoundly wrong after playing any modern shooter.

Against large groups of enemies, which often include tanks or Wanzers (mechs), the only viable tactic is to sneak past without being detected. Against small groups or single enemies, it's viable to either sneak by or fight using gadgets. Guns alone are not very efficient for taking out enemies, so it's good to soften up or disable them with gadgets before opening fire to finish them off; powerful one-shot weapons like shotguns or sniper rifles are effective by themselves though.

In general, you want to get the drop on enemies with traps or grenades and finish them off before they can open fire or even see you. If you get detected by multiple enemies and are in no position to finish them off quickly, you generally need to flee and let the alert die down, which doesn't take too long, and enemies will all return to their default patrols.

It's not viable to try to clear all the enemies off the map. You can clear some areas if you wish, but making a lot of noise with guns and explosives (there are few silent weapons) will draw in reinforcements. But, when one area gets reinforcements, surrounding areas of the map will reduce troop presence somewhat, so that helps prevent the map from getting too crowded with enemies--you just have to route around the reinforced areas.

Some maps, especially early ones, are not nearly as open as they first seem; tight clusters of enemies will destroy you if you deviate much from the one path through the map. Later levels are less restrictively laid out and as you gather more weapons and gadgets, you'll become more able to punch through enemy patrols to explore more freely (you carry over your inventory from one mission to the next with the same character--and there are 3 characters--so saving supplies from previous missions mean you have more and more stuff to work with in later ones).

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Savage

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If you're disappointed that the GOG release doesn't do more to improve upon vanilla Diablo 1, check out the Belzebub mod: https://mod.diablo.noktis.pl/features

It's the gold standard in Diablo 1 mods and it's compatible with this new GOG release. It adds many of the features people have mentioned missing in this thread and a whole lot more. It's like Diablo 1.5 in that it adds some Diablo 2 features to expand and flesh out the game, without straying from feeling like Diablo 1. Here are a few features:

  • high resolution support--you can zoom in and out with mouse wheel to see more or less of the map
  • fast walking in town (ala Hellfire)
  • improved interface (XP bar on screen, numbers over HP/MP orbs, expanded quickslot belt, detailed character stats, graphical merchant trading, etc.)
  • all multiplayer-only quests are available in singleplayer, plus some new quests
  • Diablo 2-style waypoint system for quicker traveling between town and dungeon levels
  • player stash in town; can share items between characters
  • size of gold stack increased way above 5000 so your inventory doesn't have to be jammed full of piles of gold when you're rich
  • plenty of new content, like additional character classes, spells, unique monsters, rare items, etc.

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Savage

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I found NMH 2 to be much less remarkable and memorable than the first game. Sure, it's got a variety of gameplay improvements, but gameplay is the last thing I come to Suda games for.

On NMH 1, Suda was Director, Writer, and Designer, and his personal tastes and creative vision permeate the game completely. Few games have as much auteurship. On NMH 2, Suda was just Executive Director, and the people who filled his former hands-on roles were not able to muster a strong vision to invigorate the game.

To be fair, it isn't easy to successfully copy something whose defining trait was its individualistic originality.