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    • While this game has issues - a loooooooot of issues - I'm pretty sure I've reached the last act now, and there's something intangible to it which makes it so easy to drop hour after hour into. I'm 20-something hours in at this point, and it's so far proving to be very moreish.  Story has been predictable like I said before (and my previous predictions have already kind of come to pass), but there's an earnestness and honesty in how it presents some romantic relationships which I feel like you just don't really see in a lot of games.  Swimming in 7s for sure right now, in much stronger waters than the weak rapids I felt I was swimming in after my first session with the game, and while I'll wait until it's wrapped up to see exactly where I land on it and if it tries to set up a sequel or leaves things a bit more open, there's an obvious enough foundation here which could have been built on very comfortably with a sequel.  Right now, I honestly still maintain an opinion I had before starting the game, which I've held since news first came out that PlayStation passed on Bend doing a sequel: this should have been a TLOU spin-off, but not an obvious one. You said it before @Hero-of-Time but they already had a zombie property in TLOU, AND it was one with incredible sales and critical acclaim at that, so I think a true spin-off which dropped the name after they'd worked on a spin-off with the name in Uncharted: Golden Abyss would've been a wise step for the studio in building up their confidence. This game has so many freaks but none of them quite match up to their counterparts in TLOU, and the game is constantly hinting at their evolution, so imagine if the game's credits ended with the audio of a Clicker? There's only so much we know about the early days of the Outbreak in TLOU that something like this set closer to the start of it in a different state with its own set of characters and relationships and a totally different dynamic in the open world would make sense: these freaks are much more manageable at this point. I feel like just having it be tied to another property would demand a level of quality not on show here, but I'm not sure if Bend would have gone for it, which is a real shame.  Because there's a level of hubris to this game playing through it now which is incredibly apparent to me after seeing the Days Gone creative director blow his fuse over Deacon being in Astro Bot, as a VIP Bot, which screams that Bend stupidly tried to go it entirely alone and thought they knew better – I'll try to seek out some bits and pieces on development after I complete the game but there's just that vibe to it. There are lessons from other PlayStation first-party games launched before this one which feels like they have been entirely ignored, and whereas, for instance, this game has loading screens galore, I played Ghost of Tsushima at launch on a base PS4 around a year after this dropped and the loading screens were some of the shortest I'd ever seen. I can't remember if I've ever played a first-party PlayStation game with a story emphasis whose cutscenes, and thus story, felt so disconnected and disjointed because of the loading screens and fade-to-blacks which run long, hell I had a fade-to-black yesterday which was so long I thought the game had crashed.  Still a mixed bag, but so far it's a fun yet ultimately forgettable mixed bag. If I don't finish this up today I'll probably do so tomorrow 
    • Just to make sure. Echoes that wield weapons tend to attack straight away if you lock on to a target, and then summon them in range of your target. So you can summon one, have it attack, then immediately summon another one to repeat that. This works even for the ones that cost most of Tri's Triangle thingies.
    • Thanks for the games. Here's a link to this week's stream... - - - - - N-Europe Saturday Smash! (05/10/2024) - - - - -
    • Earthworm Jim 3D   NA release: 4th November 1999 PAL release: 17th December 1999 JP release: N/A Developer: VIS Publisher: Rockstar (NA), Interplay (PAL) N64 Magazine Score: 68% Earthworm Jim is known mainly for his two mediocre 2D platformers on the Mega Drive/SNES. These were both elevated due to their style and sense of humour, with lots of new stuff happening all the time. A completely new team handled his jump to 3D and brought about their own take on the franchise. In Earthworm Jim 3D, the titular Jim is in a coma, so you play as a representation of himself within his own mind, trying to find his marbles and save himself. You’d expect all sorts of crazy stuff happening inside his mind. Instead, we have a collection of uninspired levels: a few barns, a haunted house, a graveyard, an alien ship, and a beige death valley. The only one of any note is a level made from food, with lava baked beans – although even then, it’s not clear what most aspects of the level are supposed to be. This goes on in the level design too, with immensely bland levels that are both large and empty. There’s nothing fun to see. The levels are linear and the objectives are straight forward, with having to occasionally backtrack across areas now devoid of enemies. The platforming is equally tedious. Earthworm Jim is extremely slow, making the large, empty spaces take forever to get across. The jumping is extremely imprecise (and his hover move doesn’t even last a second) and it’s extremely difficult to judge where you are in relation to other objects. The terrible and unresponsive camera doesn’t help, either. The only decent point of the gameplay is that there are some interesting weapons you can use. The boss fights are especially bad. In these (they’re all the same), you race around on a pig that’s an absolute nightmare to control. Both you and your opponents are collecting marbles, and hitting your opponent will make them lose five of theirs (with the same happening to you when you get hit). The controls make it extremely frustrating to collect anything, let alone avoid the barrage of rockets fired at you. Even the final boss is the same thing. Earthworm Jim 3D is a deeply unimaginative platformer that gets the controls and camera wrong, and brings nothing new to the table to try and make up with it. The incredibly annoying sound clips from Dan Castellaneta (half of them are just his Homer voice) certainly don’t help matters, either. Worst Remake or remaster? If they’re going to throw together a collection of Earthworm Jim games, then sure, but there’s nothing really worth playing here. Official ways to get the game. A buggy, glitchy PC port is available on GoG and Steam.
    • I find that combat got better when you got some better echoes that attacks faster or are stronger so that combat does not take so long. That's when I started to enjoy combat, but yeah, given how much of a pain in the ass combat actually is, there's a surprising amount of combat in the game! But it wouldn't be a Zelda-game without monsters, I guess, and again, standing away from the chaos is the role of the sorcerer in many RPGs, so it makes sense with Zelda. It's the other parts of the game that makes it so enjoyable.
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