ELDEN RING
WARFRAME
BLOODBORNE I just realized I was still using all caps
There was Mortal Shell but I'm making space for BF1 and I forgot to install the extra tb of storage that I got last year.
And because I share this PS4 with my sister
Persona 5
Hatoful Boyfriend (a bird otome game)
English
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You're a big soulsborne guy, so what did you think of Mortal Shell? I played a solid bit of it, but i wasn't very impressed. Game is plagued by ripping off stuff straight out of Fromsoft and poor design choices. It seems like they cobbled it together really lazily.
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I wouldn't say ripped off. It was definitely influenced and they tried to do some new things as well, however those didn't really go so well. It's an interesting concept, having shells to inhabit, but I think the game is just a bit small. Four weapons and shells. Four locations to go, and the navigation is aaa$$$$$$. The currencies are confusing and the MAP DESIGN OHHHH BOY. It's just a straight shot. Not much looping. The uh, the library? Or the area to get there, yeah that's just bad. A long walk, some enemies, and all made by adding a few floating blocks and calling it a day. No Nonononono. No I had to walk from an area's final boss, all the way to the main church cause I switched to the wrong shell and couldn't switch back. I think it tried going for Dark Soul's thing where you can't teleport without a Lord Soul, but f that cause at least in Dark Souls you didn't have to change loadouts in one place only. Apparently you get your "Lord Soul" later but this game really seems too small for a later. And the area transitions. I really dislike the climbing through thing to get to other areas cause it takes up time when I'm running. And the enemies. I feel like they were placed in whatever empty space. And there were only a handful of them in an area, and they are really getting old. The lore is a bit... not Dark Souls, idk. The familiarity function is the one nice thing I found from it, but I prefer they go from temporary to permanent effects or something. At least till death. The currencies... it is reaaaaaaaaally frustrating but whatever. One you get from killing, the other you get from killing a lot, and it seems both are scarce. Common to popular belief, most people will not farm in a game where a few hits can kill you. And again, the dodge is J A N K. It's nice how they tried, but I kind of feel like it's unfinished sometimes... I tried to finish the game, but I don't think I will, honestly...
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I agree, there are some cool ideas, but the execution is fairly poor. I find it annoying that some of the little details, like the iten switching tick noise and the death screen with that lined slate are literally pulled straight from Bloodborne. The fact that theu couldn't be bothered to make their own tick noise in the menus really solidifies the whole "shitty dark souls clone" vibe i'm feeling from this game. I really like the more character based soulslike; i feel like that's an idea that hasn't come up before. There definitely could be more weapons, especially when the mace and the starting sword are complete -blam!-, and i don't really understand why they tied them to the locations you find the shells in. Why not scatter them throughout the world like in a normal game? I don't mind there being only four shells when they are so specialized to each basic playstyle of the game: hardening, parrying, dodging, abd tanking, but they aren't balanced very well. The first shell is objectively worse than the others; his base stats are worse and his abilities i don't find are much more powerful than the others. I play with the tanky one, which seems way easier than the others. I'm pretty sure he's the onky one that gets straight damage bonuses for not doing anything spectacular, and we all know dps is [i]king[/i]. This feeds into the currency issue. I don't think i had as much trouble as you did with currencies, but i think we approached the game differently. See, i got all the shells and all the weapons before getting any of the glands, which gave me a healthy boost in tar and allowed me to evaluate all four shells at the same time. Then, i basically just picked one shell/weapon loadout and used that for the rest of the game. Now i have a fully leveled tank, so why would i go to an unleveled character and grind them up, especially in a difficult game? What i really don't understand is why there's one currency for all the shells, instead of four different currencies for each shell. I know having more currencies can be annoying, but this way, you can level up all your shells at the same time, which incentives the player to switch it up depending on the circumstance. Which leads into the next point, that switching shells is a consumable, for no reason. Why not let the player switch by consuming resolve instead, that'd be way more fun? Actually, i don't the straight map design, i just don't understand why you have to backtrack through the entire level and walk back to fallgrim after you beat the boss. That's the dumbest -blam!- in this entire game. Why didn't they pull a zelda and just let you teleport back to the hubworld after the boss? Why? Speaking of Fallgrim, it's such a shitty hubworld. It's like the developers were sitting aroubd a table, voming uo with sweet hubworld ideas, then they settled on [b][i]green[/i][/b]. There are some landmarks, like the big tower and the bat tree and the grisha's cave, but finding them is impossible because all the paths look exactly the same. Also, add elevation differences in your hubworld in a game where you can't jump! Thanks, i hate it. The familiarity function is actually hella clever. Hoarding consumables is a huge problem in a lot of games, and the problem is even worse in harder games cuz most players eant to save their -blam!- untill it gets rough. In order to upgrade your consumables, you actually have to use them, which is a genius way of getting players to expand their toolbox. And the way they taught the mechanic with the lute was awesome too. It's like they had one Big Brain point to spend on this game, and that's what they did. I think it feels less unfinsihed and more half-assed. There's enough content to feel like a compelte, albeit short game, and i didn't run into too many bugs, but they clearly did not think some thibgs through. Like that stupid floating rock level. Sure, make a path that's thinner than the dodge roll and have no ledge protection! That'll be totally fun and not annoying at all right! Oh, one more thibg, the musuc sucks. There's hardly any tracks and the ones that are there is just gregorian moaning. I haven't beaten it yet either, i've got one more gland left to get, but i'll probably only do it if i really don't have anything else to do.
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I'm also using the King. I'm letting him use hammers cause i can't use big weapons in this already reaaaally slow game. And I think that's what this game is Slow In a bad way.
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Right, that's another good point. The enmies take forever to walk, there's too mamy delayed attatcks, the parry takes like half a second to come out, all the weapons (except for the hammer) are super sluggish. And the slowness of the game isn't even restricted to the combat! The characters all talk like edgy ents, the stupid crawly tunnel is slow, and the loading screens are slow too! Game plays like Soulsborne's decrepit grandpa