@shagge: Do people actually want B games back...they used to complain that there wasn't enough AAA polished games with cinematic good stories or big open worlds, the usual selling points. Now people are all saying how they'd rather play a finger shooter like vampire survivors or Wild West or whatever which is we have god of war at home, less story less pathos, just pure arcade fun...is that what people want now. Or is it age, are people just in it for a quick fun time then turn it off vs assassins creed like, this will be your job for the month play this game to completion, dont stop or you will never play it again.
I'm not sure what people want, I've only ever been me, but speaking as a me? It's largely age and free time, yeah, but I've also always liked games that try something different, which tends to be what B-games often excel at.
I love a big chunky AAA experience with a big story and bigger system requirements, but if that's all I played, I'd burn out on gaming altogether. B-games (which admittedly are a loosely defined thing, but I see as the middle ground between indie and AAA) just hit a special spot for me.
It's *really* good. The platforming is a bit stiff, but that's the absolute worst I can say about it so far. The B-game isn't just back, it's back and packing heat.
I absolutely love this game, played through the whole campaign in one night, something I almost never do in games anymore.
I do hope they expand the endgame content... I have no interest in the multiplayer, and freestyle doesn't earn anything, so all I really have for progression is replaying the chapters.
I also hope it has a long tail on it, a game like this needs a BIG selection of music. It already feels limited, and there's quite a few songs as is.
But yeah, as someone who already wants to learn how to make mashups, this totally has that Guitar Hero effect of making me want to chase a new skill, haha.
Fooo, that really is a beefy boi in a box, isn't it? Jeff makes a good point, though, not having that annoying ridge over the rear inputs is an underappreciated upgrade from the PS4 design.
I've warmed up to the look of the PS5, it's still weird as hell that it looks more like a 360 than anything, but it has a retrofuturist look that I really dig.
God, SS4 is so strange from what I've played so far (about as much as Jeff did). When you're circle strafing and making vertical things go horizontal, it's good times. Everything else feels like they doubled down on SS3's faults (why?) and heightened the jank.
It's like Croteam can't quite figure out why the first two games were so unique and fun. First, they went too crazy with Serious Sam 2 (I do like that game, but man...), then they went "brown and realistic military whatever" and toned down the arcadey bits too much, and now it's "brown and realistic military whatever but we played a lot of Borderlands and Doom '16 and took the weirdest, least essential lessons from both".
I'm not going to judge SS4 just yet, like I said, I only played as much as Jeff did and maybe the game picks up as it goes, but the first impression is pretty sour. What happened to pumpkin headed chainsaw guys, bizarre secrets, and powerups that a disembodied voice sings about when you pick them up? Why are they trying for moments of actual seriousness? Why military shit? Why are the ragdolls still using the same strange physics and burn-away effects as the re-releases of First and Second Encounter?
I dunno, I just always find myself wondering what Croteam thinks fans want from this franchise.
Edit: Holy shit, I just watched Gmanlives' review... it's SO much worse than I thought. They really shat this one out, it seems.
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