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teceem: Still playing Prey.
Why is there no minimap in 'newer' games (FPP/TPP)? Or is that just a wrong impression?
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4-vektor: Isn’t that quite normal for immersive sims like Prey 2017, Deus Ex, Thief...?

Currently I’m playing/switching between several games, depending on my mood:

Prey
Homeworld Remastered
Helium Rain
Deus Ex: HR
Exapunks
Dragon Age: Origins
Elex
WFTO
You got some really good-to-great titles in there - i.e. Prey 2017, DE: HR, and DAO.

How are you liking Elex?
I have that backlogged over on Steam.
Post edited October 07, 2020 by MysterD
Sekiro. Turns out that Lady Butterfly was actually a little easier than Juzou for me. Maybe all the practice helped. I still died probably a half dozen times, but like all well-designed bosses, I knew where I messed up each time. It was a fun fight. I never used the snap seeds in her second phase because of that fear that I would use them sub-optimally, but I didn’t find the fight significantly harder because of it. The illusions were easy to kill, and they would disappear after a while anyway. Plus, keeping up the pressure on Lady Butterfly can prevent her from summoning them, which can keep this phase more similar to the first.

From there, I went back to Ashina Castle. In the process of exploring it, I stumbled across Ashina Reservoir, the game’s starting area. It’s pretty small and doesn’t take long to explore, but it features a rather challenging mini boss. Ashina Seven Spears, I think? That’s part of his name, anyway. He was quite tough, and his attacks are incredibly hard to read. I attempted him quite a few times before finally beating him. Interestingly, he is super easy to stealth attack, which takes away one of his two health bars, but this isn’t quite as significant an advantage as one might think. He is still hard as nails. I was happy to have defeated him.

Back at Ashina Castle proper (though this may have been before I discovered the reservoir), I bested the Blazing Bull on my first attempt. The Firecrackers worked wonders here. I can see this being a challenging fight, and I have a feeling I won’t be so lucky on subsequent playthroughs.

Further exploration of Ashina Castle introduced me to these annoying crow-like guys in the rooftops. They are visually and conceptually interesting, but they are a pain in the neck to deal with. When up close to them in a one-on-one fight, they aren’t much different from most of the mob enemies in that they can be taken down in a few hits. The problem is that they like to jump away, and worse, they throw shurikens or something similar that fly toward you in a curved path and that do an annoying amount of damage. I cleared most of them out of my path, and then died to one right before the next idol. I was rather annoyed, but if there’s one thing about mobs that are easier in this game compared to the Soulsborne games, it’s that they are generally easy to sprint past. Add to that Sekiro’s high sprint speed and lack of a stamina, recovering lost ground is generally pretty quick.

I haven’t played much this last week or so, and I don’t know when I’ll have the free time to sit and play it again. It’s an intense game that I can’t bring myself to sit and play while my daughter is awake because I don’t ever want to be too focused on it, and the nature of the game requires a lot of focus. When I do play next, though, I suspect I’ll get to another boss soon. I’m coming up to the point where my familiarity with the game from watching let’s plays ends, so after this next fight, most of what I see will be completely new.
I've played Sekiro for like 15 hours because going into a pause. I kinda feel like I've been burned out of games like these. At least I know in advance where the enemies are in Dark Souls :P. I just feel that these type of games aren't for me anymore, I've been eyeballing Ghost of Tsushima as well...it has the medieval/early feudal Japanese theme nailed down which I like and its also a historical themed game which I really love (its the only reason I enjoy games like Assassins Creed).

But to be 100% honest here, the game I'm mostly invested in right now is Clicker Heroes. Its always running in the background like its the only game I will ever play.

Besides that, Bannerlord, Homeworld Complex, No Mans Sky, art of rally, DOOM Eternal (though I want to restart at some point), Dark Souls Remastered (at least I'm very familiar with that game), Microsoft Flight Simulator (been playing that game ALOT fucking German genes) and Shadow of War and of course the Project Brutality 3.0 alpha. So many games, so little time. I've already absolutely broken my sleep schedule. I hope I get over my DOTA 2 addiction at some point. I always move back to that game without reason.

Wanted to play Skyrim but I was overwhelmed just how many mods I've installed, considering I have to update a lot. Gonna redo anything again with optimizations. Lets see how far I can push that thing again.

I'm intending in playing Deux Ex: Mankind Divided and the new update of Nightmare Reapers before Cyberpunk 2077. Next month Prodeus is probably going to come out as well, probably a week before Cyberpunks 2077s release.
Post edited October 08, 2020 by Dray2k
I've started playing Dark Sun: Shattered lands. Seems to be pretty fun, I can see why people say it was ahead of its time in some ways.
Destiny 2

After the migration of the game from blizzard to steam this is the first time i picked it up again.... of course i gave it a spin for a couple of secs to see if it worked after downloading but now i decided on creating a new character to see if the world changed and much to my surprise i discovered that the world did indeed change

to be honest, the whole entre now has a distinct anthem feel going on, gameplay felt as slick as ever and, what i could not achieve the last time they now have a multiplayer mission section where you go onwards with random chaps in your fireteam which was actually quite enjoyable

for now it does seem that exploring the new character type and playing through the campaign missions and multiplayer segment will fulfil the human need for comradery as well as the first person shooting urge

i still suck with the controller though in a much less depressing way then in squadrons ;)
Finished a replay of the Crysis series. The original and Warhead are still great, I will defend them until I die. Crysis 2 and 3 have some cool levels here and there, but also a lot of linear Call of Duty style crappy levels, and their stories are terrible. They're pretty meh, but okay for quick playthroughs.

I then replayed Fallout 3 focusing on the DLC packs and do very little else. Point Lookout is great, with often better writing than the main game and some cool atmosphere. The Pitt is solid, neat atmosphere and an okay story. Fallout 3's main issue IMO was bad writing and quest design, and these two improve a lot on that. Anchorage and Zeta are terrible, linear Call of Duty clones that remove everything Bethesda do well. Same for Broken Steel, along with the problem of massive HP bloat on new high-level enemies. Blah.

Just installed Fallout 4 for a replay focusing on its DLC. What a pretty game, I don't know why people bashed it for its looks. I think it's stunning on ultra settings.
Nosferatu Wrath of Malachi as part of Halloween month.
Fiddling a bit with Wasteland 1 (which I *have* played before). Haven't started a game for real, but have done some experiments to try to figure out the mechanics; the results can be seen in the topic I posted on the Wasteland series sub-forum.
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StingingVelvet: Finished a replay of the Crysis series. The original and Warhead are still great, I will defend them until I die. Crysis 2 and 3 have some cool levels here and there, but also a lot of linear Call of Duty style crappy levels, and their stories are terrible. They're pretty meh, but okay for quick playthroughs.

I then replayed Fallout 3 focusing on the DLC packs and do very little else. Point Lookout is great, with often better writing than the main game and some cool atmosphere. The Pitt is solid, neat atmosphere and an okay story. Fallout 3's main issue IMO was bad writing and quest design, and these two improve a lot on that. Anchorage and Zeta are terrible, linear Call of Duty clones that remove everything Bethesda do well. Same for Broken Steel, along with the problem of massive HP bloat on new high-level enemies. Blah.

Just installed Fallout 4 for a replay focusing on its DLC. What a pretty game, I don't know why people bashed it for its looks. I think it's stunning on ultra settings.
Far Harbor DLC for Fallout 4 is great. Some action choices, decision-making, and lots of gray areas - which is what Fallout games should be all about, IMHO.

I don't think many of us could run FO4 at Ultra at that time (back when it first came out and/or a little after it), so...that probably didn't help matters w/ its looks either.

I really enjoyed the Crysis series - from Crysis 1 and Warhead, all the up to Crysis 3.

I went back to working on Vampyr. Been on Act 4 but some time - but decided to finally clamp down and get this chapter moving. I didn't want to play a bit evil here - but I needed the XP to level-up and get this ball rolling in this chapter here. Really enjoy the heck out of this game. Its combat isn't spectacular by any means (serviceable) - but it nails everything else: setting, period, characters, writing, voice-acting, storytelling, narrative, choice, immersion, music, etc etc.
Sekiro. I’m consistently amazed at how difficult the basic enemies can be, especially in groups. The samurai enemies within Ashina Castle have given me a run for my money every time I’ve faced one. Thankfully, several of them are easily killed through stealth, but I’ve died several times to them (including to the variant that performs a series of fast overhead attacks one right after the other). The interior of Ashina Castle isn’t especially big, though, and it’s a short trip to the next idol (which I missed my first time through the castle, oddly enough).

I want to take particular note of the next mini boss, Ashina Elite - Jinsuke Saze. He’s in the room next to the idol, and he’s been one of the most interesting and entertaining mini bosses so far. He looks almost exactly like the enemies found within the castle, but he keeps his sword sheathed almost at all times. His main trick—gimmick, even—is that he performs an incredibly fast double slash from his sheath. The only tell for this attack is a glint of light from his sword as he is about to pull it from his sheath and attack. The difficulty comes from the fact that the attack is insanely fast. You have to rapidly deflect twice (two quick L1’s on the DualShock 4) as soon as you see the glint of light, or he will hit you with both attacks. I cannot stress how quickly this happens. Your reaction has to be perfectly timed, or you can say goodbye to most of your health (or all of it, if you haven’t been collecting Prayer Beads). The reward, though, is insane posture damage. I think I only had to perform these deflections twice per health bar to break his posture. He does have a handful of other attacks, including two unblockable attacks, but those are easy in comparison to his normal attacks. Of course, the high posture damage done by deflection means this fight can be pretty quick and easy if you can react quickly enough, but that perfect execution is a little harder than it seems. That makes it all the more satisfying when victory comes.

A hop, skip, and a jump (almost literally) after this mini boss is the game’s next boss, Genichiro. I’ve heard a lot about this boss being incredibly difficult. I’ve made a few attempts—five or six, I think—and while he is difficult, I think my brain has already recalibrated to how the bosses work in this game. I have a feeling beating him will require quite a few more attempts, but I already feel like I’m getting better at the fight. I’ve gotten to his second phase twice, and I don’t think it will be long until I am able to do that consistently. I am enjoying this fight, too. He‘a quick and difficult, but I always know why I fail.

Screw his bow, though. That thing sucks.
Being evil is fun in games where it doesn't have lasting consequences, like Ultima 3 and TES: Arena.

I've also done some evil things in Ultima 4 (most notably cheating reagent sellers); it lets you save money early on, but you need to be good later to make up for it in order to complete the game. Also, going around with the Skull of Mondain can be fun, provided you don't care about your virtue and you don't care about not being able to beat the game (or just don't save after using it).

Ultima 6 and 7 have an Armageddon spell.
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MysterD: Far Harbor DLC for Fallout 4 is great. Some action choices, decision-making, and lots of gray areas - which is what Fallout games should be all about, IMHO.
I dabbled in Far Harbor when it came out but didn't spend too much time in it. Excited to do a replay of it. I feel like in these kinds of games the DLC doesn't make a lot of sense alongside a full playthrough of the main game, it's too much. I think it works best as a mostly DLC focused playthrough with the bare minimum of the main game.
Currently playing Dying Light. I never thought I'd like it but I'm having a blast with it. I've played Dead Island in the past but got bored after an hour or two. Dying Light's parkour mechanics really made a big difference. The day and night cycle is a nice touch. No other game that I could remember made me feel tense and afraid during the nighttime. The ambient sound is also top-notch. I don't know if I'm imagining things but sometimes the winds sound like screaming zombies. Also, climbing atop tall structures really gives you that sense of height. I don't know how they did it but it worked. The story could've been improved. The variety of weapons and crafting options could've been expanded. However, despite those flaws, it's an enjoyable game.
Sekiro. It took me about 45 minutes of back-to-back attempts, but I finally defeated Genichiro Ashina. While he wasn’t quite the “git gud” experience I’ve heard him to be (that experience still lies with Juzou for me), he was far and above the most challenging fight thus far. His move set isn’t as expansive as I expected, but where he really brings the challenge is the variations in his attack patterns. He does have quite a few moves, but he utilizes them well by mixing them up in a variety of ways. I noticed that he would cancel some combos part way through and switch to a different attack or combo. Almost all his attacks have reasonable tells, so it never felt unfair, but you definitely have to pay close attention and react quickly.

He uses all three types of unblockable attacks, and I liked how he used them. The first one he uses regularly is a thrust attack. He seems to be able to use it on its own after a long-ish wind up, but I rarely saw this one. I most often saw it as the second attack in a combo. He would jump in the air and perform an overhead attack with his sword, and then immediately follow up with the thrust attack. I loved this attack, because the jumping slam was pretty easy to deflect, and the Mikiri Counter (an unlockable skill that counters a thrust attack and deals some hefty posture damage) is pretty generous with its timing. I could pretty much just mash the circle button after deflecting the jumping attack, and I would get it without fail. Unless I held the thumbstick in any direction, in which case I’d dodge the attack, which was frustrating because that caused me to miss out on some easy posture damage. Where this fight makes things fun is that in the second phase, Genichiro also begins using a sweeping attack after that jumping attack. He always uses the the sweeping attack the first time he does the jump attack in the second phase, but after that, he can use either the sweep or the thrust. Both of these attacks allow for good posture damage, but you have to pay attention to which one he’s going to use. I loved that the fight did this, because it meant I couldn’t just relax when he used this combo. That’s not even mentioning the fact that he can cancel the attack after the combo. I even witnessed him use the jump attack twice in row without following either up with an unblockable.

Phase three is, in some ways, the easiest. He seemed to have less health and a little less posture, and he always opened this phase with a jumping thrust attack that could be Mikiri Countered for some quick initial posture damage. About 75% of the time, he followed this attack with one unique to this phase: he jumps in the air, channels lightning, and then whacks you with it. This attack cannot be blocked to countered—but only while on the ground. Fascinatingly, the only way to counter this move is to jump in the air, deflect/block the lightning attack, and then perform an attack, which allows you to essentially reverse the attack on him. This allows for more good posture damage, and it stuns him for a few seconds. He can then use this attack throughout this phase, mixing it in with his normal move set. I had a little more trouble with it when he used it after the first time because sometimes I realized too late that he was using that particular attack, but by the third or fourth attempt of this phase, I realized the animation for him prepping to jump for this attack is unique and noticeably different than any of his other jump attacks. Really, the hardest part about this phase was that the first few times I made it here, I was out of heals and low on health. As I steadily improved, though, that changed, and I eventually emerged victorious.

If I had one complaint about this fight, it’s that stupid bow. Holy crap, did I hate that thing. For whatever reason, I never learned to consistently avoid, block, or deflect his bow attacks. Blocking was generally easiest, but the posture damage I received just wasn’t worth it. Running left or right seemed to be the most consistent way to avoid getting damaged or staggered, but depending on how close I was and if I’d just performed an attack, I couldn’t always pull that off. I found that the fights in which he frequently used the bow resulted in my worst performances. The only thing I liked about the bow was the pressure it put on healing. Any time I created space and used the Healing Gourd, he whipped out that bow and took aim. The brilliance of this moved is that the time it takes him to aim and draw is just long enough that he fires right as the gourd animation finishes, giving you just enough time to sprint left or right to avoid damage. This makes healing a little stressful, obviously, because the bow does about as much damage as the gourd heals, but I loved the fact that it kept me from getting complacent. It taught me to be constantly on my toes. I even learned that if your spacing is right, you can sprint left or right and forward to avoid this attack, close the distance, and perform a running attack before he recovers from firing the shot. It’s not a significant advantage, but it proves that, for all this fight’s difficulty, there are decent opportunities to take advantage of.

I know I have a tendency to ramble in these posts, especially when I’m talking about the bosses, but I just enjoy talking about them. If any of you do actually read these posts, I appreciate that. Hopefully they don’t bore you and leave you wondering why you sat through this inane wall of text.
I'm playing Quake - or re-playing, I should say: I've already played it (pirated copy) something like 20 years ago. Coming from the Amiga, it was the first proper 3D game I had ever experienced (well, the second if we count the mighty Hover!), and it was mind-blowing. I played it with a controller(*).
Nowadays, I must say that it's still a blast for me. The action is visceral, the atmosphere superb, and the level design is masterful; it's FPS in its purest form. I think it's a masterpiece and actually I like it so much, I've decided to try out the best custom maps as well (with the help of the "Quake Injector"). This is something very unusual for me: I've never been into modding, and once I've finished a game, I move on, without dabbling with user-created content. I'm going to make an exception for Quake and other games I like so much (Unreal, Amnesia TDD).
(On a technical level: after tinkering a bit with both DOS Quake and GLQuake, I've decided to use QuakeSpasm. The DOS version is certainly playable but not fluid enough, the GL port has issues with the lighting; using QuakeSpasm with the option for the pixelated, "crisp" textures I think I can combine the best of both worlds. The only thing that I found slightly off-putting, at least initially, is paradoxically the smooth animation of the enemies, being used to the old engine! I can try and offer a little help with these matters - or the background music - if anyone needs).

(*) I don't remember much of the levels, just some situation here and there, but I'm pretty sure I played all of them. Yet, I wasn't able to reach the end of the game. It was like the runes I had collected somehow disappeared. I've always wondered why... a bug maybe? well I hope I make it this time).


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Slick_JMista: Nosferatu Wrath of Malachi as part of Halloween month.
I had a really great time while playing that game. I remember it with pleasure; it was a nice suyrprise. For me it's a rough gem, and I hope you enjoy it as much as I did.
Personally I'll go with Call of Cthulhu: Dark Corners of the Earth. I hope it doesn't disappoint my expectations, which are admittedly pretty high.