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  1. 9 points
    Just announced: https://www.nintendo.com/games/detail/game-builder-garage-switch/
  2. 8 points
    Might have gotten the wedding photos back...
  3. 8 points
    "These clubs will still be part of the league's" - that remains to be seen. Very real possibility that if these clubs go ahead with it without approval from their leagues / governing bodies then they will be kicked out. It's greed because what they are essentially doing is having all of the pie to themselves and not sharing. A European Super League would usurp the Champions League as the richest and most prestigious European club competition, the big teams will prioritise it over the rest. The way it is set up is so that the founding clubs have full control and split the money between themselves. The four Champions League spots in the EPL are fiercely contested and missing out means missing out of hundreds of millions of pounds. In the ESL, there'll be no relegation or threat of not qualifying so even if they do badly there's no loss of income. The premier league was created in somewhat similar circumstances. Previously the TV income would be distributed to all 92 clubs in the football league. The breakaway to form the premier league meant the top 20 clubs were independent of the football league and could make their own TV deals and split the money between just themselves. This has lead to a growing gap between the richest clubs and the rest in the last 30 years. The ESL will do a similar thing: make the richest clubs richer and let everyone else rot. Doesn't matter how they spin it, it just smacks of greed. It's also a slap in the face to fair competition. How can my club Oxford United enter the European Super League? Do we need to be bought by the state of Qatar or something to qualify? I am a football fan, but over the last ten years my interest in premier league football has diminished substantially. I just struggle to care anymore. I still follow my local team though, football may not be as good but at least it feels like I'm supporting a real club rather than some IPL franchise.
  4. 7 points
    I have decided to set myself a challenge: try to play as many Sonic games as possible. This will be between different games and not non stop after each other. I will be playing the best versions of games rather then the very original ones, although vastly different versions will count separately (16 bit and 8 big Sonic the Hedgehog, Console and DS Colours and Generations for example). Some will require emulation as they haven't had releases since, or I have no platform to play them on. I have also added a few select ports as I think they deserve mentioning. Instead of release order, I have randomised the order I will play it in. However, Series of games will be played in order (So if Sonic 1 is #23 and Sonic 2 is #19 they get swapped around). There are some games which I may not be able to play. There seem to be some old mobile games which don't exist anywhere online, and Sonic Free Riders is probably a bit expensive to play considering it's quality (requiring a Kinect...I don't even know if my 360 is compatible with it or if it needs an update as it doesn't have WiFi). This will probably take ages, but I'll update this thread for each game. I may not be good enough to complete them all but I'll try my best, as long as I put a decent amount of playtime relevant to each game.
  5. 7 points
  6. 7 points
    I’ve been playing this over the past week or so and it’s been an absolutely joy to revisit the game. It’s nuts to think that the game is nearly 8 years old! I was a big fan of the game on the Wii U but I’ve enjoyed this version much more purely because Nintendo decided to add achievements into the game. With the game being pretty short, these extra tasks really gave the game some legs. I had to finish the game on Hard difficulty and then again on the Ultra Spicy difficulty. It still wasn’t too taxing but having less time and only being allowed 60 Pikmin out at the same time added a little bit more strategy to the game. On the Wii U release I never bothered with the mission mode or the side stories. There were lots of achievements tied to both of these modes and so I finally played through them. The various missions on offer were great fun and when going for the platinum rank, which is needed for an achievement, it gave me the challenge I was looking for. I imagine most of these can be done much more easily in co-op mode but when playing on your own you really have to manage your resources and time well. I finally nabbed my last badge/achievement this evening. I’m very happy to have picked this up again. It’s such a well crafted game, with gorgeous environments, imaginative bosses and charming characters. I certainly got my money’s worth out of it. Thanks again to Ike for the heads up on the price drop.
  7. 7 points
    Grassroots and lower level football depends heavily on the money which trickles down from the top of the footballing pyramid, especially here in England, and that's hundreds of millions of pounds per year. It goes without saying that, by and large, that money is generated by the top teams, such as in the Premier League. Clubs cannot enter other competitions without getting the nod from their respective FA's/leagues, I would imagine mainly for two reasons: 1) potential scheduling conflicts, and 2) (much bigger in my eyes) the importance each competition is seen as having. I think we already see this to some extent with the League and FA Cup, because until the last half a decade or so where more money has been pumped in through sponsorship deals than ever before, the former was rarely considered a major trophy, and to most football fans, is overshadowed by the FA Cup. These Founding Clubs have put out a statement stating that they plan to start this league without conferring with their respective FA's/leagues, who obviously would have told them that it was a stupid idea and they weren't allowed to join. I think they're well within their rights to remove them from the competition. It is about greed, I think it's pretty plain and simple, and you just have to look at the names involved; unsurprisingly, the ringleaders are the Americans (FSG/Liverpool and Glazers/United) and apparently Real Madrid too. Current reports are that the involved clubs would be projected to take in some £300 million per year vs the approximate £100 million - £120 million per year in revenue they make now from ticket sales, broadcasting rights, etc., and as @Zell rightly pointed out they'd stand to make a killing from splitting away too because these clubs would own their own broadcasting rights rather than having them lumped in to be part of some big deal with Sky/BT/whoever else. Can you imagine each club having their own subscription deals to watch their games? And let's not mention the other stakeholders in this besides those at the top looking to line their pockets further: the fans, the managers, and the players. A European Super League wouldn't have the history of the Champions League/European Cup behind it, fans would have to travel abroad more frequently, and let's not forget just how tone deaf it is to announce this WHILE STADIUMS ARE ONLY JUST STARTING TO HAVE FANS COME BACK. I think there's also a big chance that something not being shared with us at this point is plans for some (maybe even most?) of these games to take place in Asia or America, as we've seen happen with more and more cup competition finals in recent years, and again, that's more money being spent by the fans. From a manager perspective, they very, very clearly haven't been spoken to about this, which will make today's press conferences even more interesting. I think you're about to see some names rightly dragged through the dirt today, and while I don't think the apparent Mourinho strike has been backed up by anyone yet, ahead of a cup final this weekend, this may potentially have had something to do with his sacking too. From a player perspective, the threat to not play for your country is huge, and one I wouldn't be surprised to see huge players speak out against. Ronaldo isn't too far off from the international goal scoring record, and now there's the potential he might not be allowed to play international football anymore? Right, like he or anyone else is going to take this lying down. For players, football isn't always just about the money - this is a fact. And it's similar for fans. It is about making history, beating records, stories of fantasy and drama. You don't see things like Leicester winning the league as this amazing thing if the best clubs in the country aren't even in the competition to begin with! What's at stake in a competition like this? Is there anything at stake in a competition like this? Feel it's also worth mentioning that they put this out the evening before the new format for the Champions League was due to be ratified, it's clearly a move from these clubs who have been against the new format to make their point loud and clear. And then we see the teams involved and Arsenal and Tottenham are clearly their based on their Big Six status only, because it's not like they've done anything on note on the big stage in the last decade or so. Heck, same goes for Inter Milan and AC Milan before this season too. And now, as Gary Neville rightly put it, these clubs think they have the God given right to be considered amongst Europe's most elite? It's an absolute joke. I've been a Chelsea fan since I was little, but this is the first time where I've seriously questioned if I should continue supporting the club. There is already a lot of money in football, or new owners coming in (to an extent), but the issue isn't just clubs wanting money, it's the unrelenting greed which has grown and grown as they have made more and more money. Yes, this is a business, but it's a business revolving around a sport, not a boardroom. I think of United, where suits and ties just swooped in, drove the club into the ground, and have spent over £1 billion over the last 8 years and have no major silverware to show for it. People are applauding PSG for not joining, but their owners have stakes in beIN Sports, so even their decision to not join is driven by a conflict of interest, otherwise I can guarantee they'd be there! And while Dortmund and Bayern I think are doing well and haven't accepted this, there are still three slots remaining, and that's a lot of money, but I think the obvious pressure from a majority fan-owned club allows for that. England needs to follow suit, or else some of these should be sent to the shadow realm, be it deducting points, relegation, or forcing them out of the competition altogether. It's disgraceful in my eyes.
  8. 6 points
    Part-Time UFO (Switch) A fun diversion for an evening. I played it in both solo & co-op modes for a few hours, which was enough to complete the game. Essentially you controlled your UFO & used it’s extendable claw (think Nintendo Badge Arcade’s fairground-style claw but without Arcade Bunny, the most unscrupulous Nintendo character since Tom Nook!) to pick up objects & pile them up into a specific form of tower. Objectives varied from forming a tower of cheerleaders to balancing monkeys on an elephant that’s riding a unicycle on a tightrope (yes, really!). I enjoyed HAL’s sense of humour with these bizarre scenarios & it created some memorable moments. The floaty controls were just fine, making precise lifts & drops challenging but not impossible. It also added an edge of unpredictability, without being too frustrating, as to whether the objects were going to go exactly where you wanted, slightly out but enough to keep your tower erect, or whether it was simply going to crumble to the ground! There were bonuses & small cutscenes to unlock by completing the added objectives in each level, but to be honest I didn’t see the appeal in spending hours mastering the levels to get a few seconds of cutscenes. Overall, not a long game & not one I’ll return to, but the few hours I had with the game were thoroughly enjoyable.
  9. 6 points
    Knew you'd be all over this. First thing you need to do is make a new Wave Race. Maybe then @nekunando will shut up about it.
  10. 6 points
    Nintendo's FY3/Q4 2021 earnings report is out, covering the period of 1st January 2021 - 31st March 2021. It's an extra special one as it's their End of Year earnings release! The Big Takeaways - 4.73 million units sold this quarter between the Switch and Switch Lite, with a total of 28.83 million units sold throughout the fiscal year, bringing the overall tally up to 84.59 million units sold to date for the Switch. - Total software units sales from the past fiscal year are 230.9 million, just under 40% of the console's lifetime software sales of 587.12 million. - Off the back of this, Nintendo is forecasting sales of 25.5 million Switch consoles for the next fiscal year, FY2022, ending 31st March 2022. They are also forecasting a decline in both revenue and profit over the course of the next year when compared to the last year, likely due to the positive impact of the COVID-19 stay at home period on sales, and not expecting an Animal Crossing: New Horizons-sized hit. - These sales have has seen it sail by the official sales figures of the Game Boy Advance family (81.51 million units sold) and the estimated sales figures of the PSP (80 - 82 million units sold). The Xbox 360's sales are a bit tougher to nail down, as some cite it as being a pretty nebulous 84+ million, whereas Statista cites it as being 85.8 million. Going with the latter figure, the Switch has entered the list of top 10 best-selling consoles of all time for the first time, sitting tight at number 9. Next on its hit list would be the Xbox 360 and then the PS3 (reported as being more than 87.4 million units sold) - which it will likely surpass by the end of this quarter - and after that is Nintendo's own best-selling dedicated home console, the Wii (101.63 million units sold). - Nintendo has had broken their own record (set in FY2009 off the back of the Wii and the DS, when they recorded an operating profit of ¥555.26 billion) for highest operating profit in a fiscal year by a console manufacturer, with an operating profit in FY2021 of ¥640.63 billion. - Super Mario 3D World + Bowser's Fury sold 5.59 million units in its first six weeks since launch. This means that it nearly outsold the Wii U release of the game (5.89 million units sold) in that timeframe, and has more than likely surpassed it in the month or so since March 31st. - In just over a year since it launched, Animal Crossing: New Horizons has managed a figure of 32.63 million units sold. Good lord. - Ringfit Adventure has passed the 10 million units shipped mark, with 10.11 million units out in the wild, after shipping 1.43 million units in this last quarter, just missing out on a place in the top 10 list of best selling Switch titles. - Super Mario 3D All-Stars has sold 9.01 million units since its release in September, up less than 1 million units over the course of this quarter. Top 10 Best-selling Switch Games as of 31st March 2021 1. Mario Kart 8 Deluxe - 35.39M 2. Animal Crossing: New Horizons - 32.63M 3. Super Smash Bros. Ultimate - 23.84M 4. The Legend of Zelda: Breath of the Wild - 22.28M 5. Pokémon Sword/Pokémon Shield - 21.10M 6. Super Mario Odyssey - 20.83M 7. Super Mario Party - 14.79M 8. Pokémon: Let's Go, Pikachu!/Pokémon: Let's Go, Eevee! - 13.28M 9. Splatoon 2 - 12.21M 10. New Super Mario Bros. U Deluxe - 10.44M
  11. 6 points
  12. 6 points
    I played the demo and enjoyed it but not quite enough the purchase it, that said seeing all of these creative Mii's is making me change my mind:
  13. 6 points
    2 hours and 20 minutes. That's the time for my first run. It ended in the second area right after an intense 3-wave battle. Barely survived and then died to some random enemies Here's how I would describe my experience, so far: My first wow moment: And I still got them reflexes: Some impressions: the DualSense is a revelation aside from the cool "gimmicky" stuff like feeling raindrops through the controller, the haptic feedback is actually relevant for gameplay; you can feel where enemies are about to attack from - something that was new to me but I internalized it very quickly because it just makes sense and therefore feels natural adaptive triggers are marvelous in this - while the right one barely has any resistance (it's only used for shooting and reloading), the left one is responsible for either aiming or alt-fire: push to the first resistance and you zoom in a bit; push through and you activate alt-fire mode - it's simple, yet effective and so much fun to do once you get used to it there's so much going on, but you're always in control it's a mixture of great sound-design (3D Audio is incredible) and the aforementioned directional haptic feedback another example: alt-fire cooldown; you can either look at the HUD, listen to audio cues or use L2 and the controller vibrates depending on how much cooldown is left performance is smooth the game's gorgeous music and sound effects are amazing it's creepy but I can handle it story so far has been very mysterious and cryptic, but I guess it'll unfold over several runs enemies are a joy to fight (the first boss was super cool) IT'S FUN! Time to sleep, though, as some responsibilities have come up that need to be dealt with later. But once these are out of my mind I'll get right back to playing Returnal
  14. 6 points
    I'm just finishing up my second playthrough (New Game Plus) of Tokyo Mirage Sessions FE Encore on my Switch in hard mode, having nearly got all the play records and trophies. I have finally got to a secret boss which is not only hard as hell to unlock but also hard as nails to kill. ANYWAY, including my Wii U playthrough this will be my third jaunt through the wonderful cities and terrifying idolaspheres of Tokyo. Back in 2016 when it launched over here I was not really into JRPG's so got the normal edition of the game, little did I know it would wind up being one of my favourite games ever. The Switch version only ever released as a normal cart, the mega awesome special Fortissimo Edition that launched alongside the normal Wii U release was a one time thing. I keep seeing art from the artbook posted on Twitter every now and then and it all looks so cool, and the book STILL hasn't been scanned online, so with the general obscurity of the game and the further obscurity of the Fortissimo Edition I knew it was unlikely I'd see all of the art book unless... I had to finally do it - I ordered it on eBay!! I'm so pumped man, finally doing what I should have done 5 years ago. It should be with me in a few days!
  15. 6 points
    Another key difference with the formation of the Premier League was that it had approval from the FA. English football was in dire straits in the late 80s. Crumbling stadiums, rampant hooliganism, poor public image, declining attendances, English clubs banned from Europe etc. It was felt that England was falling behind the likes of Italy and Spain and the big clubs advocated the new league to help rectify the situation. They also needed more money to improve stadiums following Hillsborough. At the time the Football League (different governing body to the FA) managed TV rights (ITV at the time) and distributed the income to all 92 clubs. The TV deal wasn't that lucrative and so as an independent body (the Premier League) they could negotiate a much better TV deal with Sky. The FA didn't like the Football League at the time so was happy to allow this to happen. They also felt that it would help English clubs compete in Europe and improve the game's image. So the formation of the Premier League at least had some other postulated benefits outside of enriching the bigger clubs. It was also essentially a reform of the football league system rather than a true breakaway like @killthenet has said.
  16. 6 points
    Yeah but I'm more beloved than them so... 😋
  17. 6 points
    It's taken two years, 4 cancellations, more than I care to think about re-bookings and countless emails, only 6 people and social distancing. But we did it.
  18. 5 points
    My divorce has finally been settled so...I'm in the market for an Xbox Series X to treat myself! (As my mum pointed out, surely you treat yourself for achieving something successful, not for failing at something...thanks mum 🤷‍♂️) And yet...they are still out of bloody stock! Looking at the Klarna/Xbox All Access route, I pay £10.99 a month for Gamepass anyway, so an extra £18 for the console should fit into my budget now I've taken a second job, so if anyone sees them turn up online, let me know!
  19. 5 points
    Finally completed one that I've been burning away at for some time; this one's a bit special though. Strap yourselves in; it's time to talk about how our world was created, destroyed, and then reborn again... Terranigma Quintet's final game, and the final game in the loosely connected "Soul Blazer Trilogy"; Terranigma is the last RPG released for the Super Nintendo outside of Japan (at least until 2019's surprise release of Trials of Mana anyway!). This game's European release is really a miracle; and you can't really talk about this game without discussing the unique nature of its western release. It's the rare example of a high profile 16-bit era game that ended up being released in PAL territories only, with no US release, even to this day; and it is the crown jewel of many a PAL collector's collection (with a second-hand price to match!). Nintendo took over publishing duties of its predecessor, Illusion of Gaia/Time back in 1994, and released it to moderate success; making the prospects of localising its sequel, Terranigma, an enticing prospect. This time, Nintendo wouldn't just be taking over publishing duties after Enix America had already done most of the heavy lifting; oh no, this time, none other than NOA Treehouse themselves would be doing the duty of localising the in-game text themselves! (And yes, Dan Owsen, Nob Ogasawara and Hiro Nakamura's names are indeed in the credits!). However, somewhere between the bankruptcy of Enix America in late 1995 and the launch of the N64 in 1996, Terranigma's English planned localisation was cancelled in early-mid 1996... until, out of the crystal blue, NOE stepped up to the plate and not only took NOA's English localised script, but even produced French, German & Spanish localisations for it too! A feat reserved for only a literal handful of games throughout the entirety of the 16-bit era! (Pretty sure that the entire tally of pre-PS1/N64 games to actually get FIGS localisations consist of DKC 1-3, ALTTP, Secret of Mana, Mystic Quest, Illusion of Time, Terranigma and that's it!); clearly someone high up in NOE had a real soft spot for this game... that and I'm sure that the 6-month N64 launch delay into 1997 played a fairly significant role too... as Terranigma was squeaked out juuuuuuussssttt in time for Xmas 1996 (December 19th! 1996 Yes, really!) Sadly though, this miracle didn't translate into big sales; with its unfortunate release timing (releasing a week after DKC3 and after the N64 had already launched everywhere else in the world), Terranigma would only see a small shipment, and would become one of the rarest & most valuable high-profile SNES titles to ever see release in the west. Complete copies frequently go for between £300-400 on eBay now, and it is one of the most frequently bootlegged & pirated SNES games out there now, so I never had the chance to play this game... UNTIL NOW!!! (Managed to snag a legitimate English PAL copy for the actually reasonable price of around £70 from a seller in Scandinavia! Go me!) And I am very glad to finally have been blessed with the chance to finally play the lost game that was nearly lost forever... You tell em'! Quintet's games are all known for exploring themes surrounding creationism, death, birth & rebirth and evolution. If Actraiser was a Judeo-Christian exploration of these themes however? Terranigma is decidedly Buddhist in nature. In many ways, Terranigma is the grand culmination of every game Quintet has made; taking the game structure of Soul Blazer, the action gameplay of Illusion of Gaia, the civilisation building aspects of Actraiser and a dash of comedic relief from Robotrek, and combining them into a fully rounded & complete Action RPG. But unlike previous Quintet games, this game explicitly weaves its themes into its core gameplay premise; as you are tasked with rebuilding Earth as we know it today (or at least back in 1996), after it had been destroyed for unknown reasons. You play as Ark, and you are an arsehole. The first thing you will do is run around and start throwing pots around because you are an arsehole... but unbelievably, ALL of the NPCs will react to you! They will react to getting hit, they will get pissed off at you and they will not want to talk with you afterwards! Amazingly enough, there are consequences for all of your actions! Immediately, you learn to understand that this is not your typical RPG... and the decisions you choose to make will have far reaching aftereffects throughout the entirety of the game. I don't think I've ever seen a Japanese RPG that is really THIS interactive before, and I found myself constantly amazed & impressed with just how many little touches, meaningful dialogue choices & "fun bits" are sprinkled throughout the entire experience! It's almost like a Zelda or Metal Gear game, but in RPG form! And herein lies the crux of what makes Terranigma truly unique, beyond the dungeon crawling and action RPG combat, lies a game about rebuilding nature, animals & human civilisation; and that means steering humanity down its intended course of history. Thomas Eddison isn't going to invent the lightbulb without your help, planes won't get invented unless you help Will out with reducing the price of steel so that he can make his prototype, and towns won't develop unless you get their economies developed sufficiently. And YOU get to make the choices that will define the future of humanity, through making those decisions, finding all those hidden interactions & events and nudging the NPCs of the world down the right path. But Terranigma also asks bigger questions about the nature of humanity, about its impact on nature, and what it means for people to live & die in a cycle of rebirth. It weaves a decidedly contemplative tale that you just don't really see in any other RPG. Who would've thought that a goat could have one of the most impactful & emotional scenes in RPG history!? Now, that's not to say that everything is flawless, certainly not. While the game gets off to a profound & striking start, with a solid motivation in place, this motivation actually kinda fizzles off around 1/3 of the way through. As you start to focus on rebuilding humanity, the game starts moving away from having a big overarching tale in favour of more compartmentalised vignettes that don't really tie together into the main plot in an obvious way. As such, it can feel like the game sort of meanders in terms of pacing and plot development; and even arguably in terms of character development, as it reduces its focus on individual characterisation for a good while. This does return in the latter parts of the game, but it can feel like the pacing drags towards the middle as you find yourself wondering exactly what you're really doing with yourself. That being said though? The sheer amount of ways you can have a genuine impact on the world and its inhabitants within is just astounding; and this is something that NEVER gets old. The iconic beginning will stay with you long into the experience Despite everything that happens though, Ark is a lovable arsehole all throughout. While each individual character you encounter isn't perhaps the most well developed in RPG history, and the story beats aren't always the most engaging or exciting? The overarching mystery is enough to keep you motivated throughout the game's running time; with some genuinely great twists towards the end. The ending is also particularly profound, and a very worthy payoff for all of your hard work... However... and this is unfortunately a big however... The game is let down by one very unfortunate thing... The localisation is bad, Capital b Bad. Now, it's certainly not Breath of Fire 2 level, nothing even close to that (I mean, it's legible for starters!), but for a 1996 release from NOA Treehouse of all places!? It is shockingly poor! And a marked step down from the likes of Actraiser (which had an amazingly good localisation for 1991! If I were to liken it to any game in particular? I'd put it around the same level as Secret of Mana, perhaps a bit lower. It's not great; and NOA Treehouse were already putting out absolute belters like Link's Awakening & Super Mario 64 by this point... So what the hell happened!? My theory? My theory is that what we currently see in Terranigma's English localisation was never intended to be the final script, but rather it is actually a rough first draft pass that never got the editing passes that it would normally have received if NOA didn't abandon their plans for a US release. NOE took NOA's unfinished English script, left it as-is and rushed out a release in PAL territories to get it out for the 1996 Xmas shopping season as quickly as possible, before the N64 came rolling on in and SNES game production ground to a halt. That's my head canon and I'm sticking to it. And it's a real shame that the game was released with its English script in such a poor state, because not only does it impact on much of its characterisation and scene setting, but it also makes a lot of its in-game hints rough & unintuitive. It feels like a LOT was lost in translation, and there are many game progress critical things that you basically absolutely need a guide for, as there is no way you are completing this game without one (in particular, the penultimate quest at the end of the game is 100% Guide Dammit fodder; and that's really not acceptable for something that is non-optional). It's quite remarkable that the game still resonates so strongly with its themes & storytelling, despite the rough English localisation; a true testament to the quality of what was here originally. Technically correct. The best kind of correct. Oh, on top of that? Its action gameplay is rock solid. Ark is fun to move around with, and its top-down action RPG combat is absolutely best in class. Imagine Secret of Mana, but it isn't a janky & buggy mess and you're on the right lines! Ark has a variety of different attacks & moves that are all very fun to use, using a combination of the jump, dash & attack buttons and it all feels very good! However, I do have to admit that I was disappointed that Ark never really picks up any different kinds of weaponry... as such, the combat gameplay doesn't really evolve throughout the game at all. What you have at the start is what you'll have by the end, and the lack of weapon variety can start to drag as you come to the end of the game some 20 hours later. And while the game does have a magic system of sorts in an attempt to introduce some sort of variety? the magic system is basically totally useless. Aside from one single boss that basically requires the use of magic to defeat it? (BTW, this isn't telegraphed at all! Good luck working out that this just so happens to be the one boss that magic works on!) You will basically not be using magic at all throughout the entire game; meaning that you'll be sticking with the same basic moveset from start to finish. Thankfully there is a good spattering of light puzzles to solve and fun minigames to play that add some much needed gameplay variety. The dungeon design is also generally pretty solid, with good pacing, decent puzzles and a very good variety of enemies to fight throughout. However, I do have to say that I don't think that this game does a great job with its landmarking; with some dungeons ending up being confusing to navigate as areas all generally look pretty similar throughout. This is a late SNES game, meaning that it comes on a 32mbit cartridge, so lack of space is not an issue here. I feel that they could've done a better job in this regard, as some places start to feel a bit repetitive after a while... ... it's fairly likely that a lot of that cartridge space went towards the large size of the game's world, the absolutely ridiculously huge number of events and the VERY fancy Mode 7 effects throughout the game! This game is, without a doubt, THE SNES RPG that makes the best use of Mode 7, by far! It is used absolutely everywhere, and it all looks fantastic! The crazy & iconic underworld Mode 7 map, the world resurrection scenes and the copious amounts of special event scenes will have Mode 7 fans left wanting for nothing! A genuinely chilling scene that still looks fantastic today! Not to be outdone though, is the soundtrack. This is, undoubtedly, amongst the finest soundtracks that the SNES has to offer; and it deserves its place in any SNES music lover's top 10. Equal parts melancholic, hopeful, beautiful, bizzare, frightening, lively, and even funny; Terranigma's soundtrack is wonderful, covering a broad range of life. Here are some of my favourites... Oh and as an added bonus... This music makes me howl with laughter every time I hear it! It never fails to absolutely kill any semblance of mood in any given area! There's certainly a range to Terranigma's soundtrack that you just don't see in most RPGs; which I suppose makes sense, given its globetrotting nature. Speaking of which, it's actually pretty bizarre to play a 16-bit fantasy JRPG which takes place in our real world! What also took me by surprise is that this game actually has black NPCs! I mean... with it taking place on Earth, that shouldn't be surprising I suppose, but how many 16-bit or even 32-bit RPGs had black NPCs!? Pretty much none of them! Terranigma has them though! How's that for being ahead of its time!? Speaking of ahead of its time... A diegetic menu! IN A SNES GAME!?! Wow! So that's Terranigma, the game that almost never got released outside of Japan. Do I think it deserves to be held up there with the very best of the SNES RPG greats? Yeah, actually I do! It's certainly not perfect, not by any means. The action combat gets repetitive after a while, the pacing is somewhat haphazard, the dungeons can be somewhat confusing & samey, the characters aren't the most well developed, the English localisation leaves a LOT to be desired and the game basically requires a guide at certain points if you want any hope of finishing it (let alone restoring every town & civilisation to its full potential glory); but there is absolutely nothing else quite like Terranigma. It is one of the most interactive RPGs I've ever played, and it is filled with love from top to bottom. It left a profound impression that won't be leaving me; and I feel more fulfilled as a person for having played it. It certainly isn't for everyone, in the way that pretty much anyone can enjoy Chrono Trigger, Super Mario RPG or Final Fantasy 6, but for those who are open to a different kind of RPG? This is what you are looking for. It's so so sad that this was the final release from Quintet before they left this mortal coil; but man did they save their best for last. If anything? The death of Quintet only serves to make this game (and especially its ending) all the more profound. It strikes a chord that no RPG before or since has ever really struck; and I am very glad to have finally played the final great RPG of the 16-bit era. Through all of the melancholy and pain between the creation of Heaven & Earth? Everything has its place amongst the mystery of the Earth, even if reborn in another form. And with that?
  20. 5 points
    Calculator comes to Switch tomorrow. At a hefty £8.09! No trailer has been released. But it's got a scientific mode! I do hope they have added achievements for longevity.
  21. 5 points
    Heaven and earth have collided @Glen-i I haven't been so hyped since the Wii launch, MAN!
  22. 5 points
    My quest even goes as far as mobile games...honestly, I expected these to be far worse. 4. Sonic at the Olympic Games (Java) Original Platform: Mobile A very simple mobile minigame collection, designed for pre-touchscreen phones. For it’s limitations, it’s not a bad little game. There are 5 events: Discus, 1500 Metres, Triple Jump, 500m Hurdles and Javelin. Discus, Javelin and Triple Jump work in a similar way where you build up energy and then once you throw/jump, you can use the energy to increase your height, dodging enemies and collecting rings. The running challenges have you tapping a button at the right times to maintain your speed – a bit like a free runner game, but on a simple course – although the running one has multiple paths and loops. It’s nothing special, but manages to capture the spirit of Sonic over the main Wii game. I could see it as a decent minigame in a handheld Sonic game. 5. Sonic Jump (Android) Original Platform: Android/iOS Version Played: Android (now called Sonic Jump Pro on Play Store) I was pleasantly surprised by this, it’s a nice mobile game – and a remake of a much older Java mobile game. Sonic automatically jumps up, and you have to reach the goal high up in the sky using tilt controls, which are actually very responsive. The levels are properly designed (although a random endless mode is also available), and utilise different kinds of platforms. Some platforms will collapse after one jump, others won’t bounce you up (although you gain your double jump back – activated by tapping the screen – so it’s not instant death), some move, some spin, some fade out in a pattern. The game doesn’t tell you what these are the first time you encounter them, but they’re self explanatory. Sonic Jump is a very solid mobile Sonic games, with some lovely backgrounds that remind me of Rayman Origins. Sonic Jump has an item store, where you can spend rings (or real money). But these are essentially just cheats, and the game can be completed without any at all. Edit: these images are appearing far bigger than during making the post.
  23. 5 points
    See, this is the perfectly acceptable way for all Epic's customers to avoid paying any fees to Apple or Google (Or MS, Sony + Nintendo for that matter). Just make it so they can't buy V-Bucks in the game / app. Make them log in to the website on a PC, or even on their phone browser, and buy them there. But they won't do that. Cause kids won't want to do that. And mum's credit card isn't saved to the PC browser. And 90% of their sales would disappear overnight. And they're blatantly exploiting this fact. And Tim Sweeney is a repugnant little man. This has been obvious from the very start, Timothy. You are going to lose this lawsuit badly and make a lot of enemies in the gaming industry. Hope it's worth it, because I have very, very little hope for your company if you're shunned by Nintendo and Sony.
  24. 5 points
    The one percent. 7.9% of players have earned this trophy.
  25. 5 points
    For the sake of your well-being, don't play Sonic Chronicles.
  26. 5 points
    Yesterday, I took a Wi-Fi setup that has recently become available to me out for a test run and I can confirm that it works a treat. So I'm reviving the regular Thursday Smash ups! 8pm tonight. Time Format.
  27. 5 points
    Sound Shapes A fun music based platformer. The game comes with a bunch of levels inside “albums'' from artists like Beck, DeadmouFive and I Am Robot and Proud, with some great visuals to go with it. You play as a sticky ball who can travel up light coloured walls (but not darker ones), or can lose its stickiness and become a smooth ball that can travel faster. It’s simple mechanics, but utilised well and controls feel extremely tight. The levels are quite a spectacle. There is a level creator, but unfortunately the sharing servers are no longer available, I would love to have seen what other people could have made with it. Flower Despite being an early PS3 game, Flower still looks really nice, with stunning grass and some lovely views. Apart from some control tips, Flower doesn’t explain anything at all, but is intuitive enough in that it’s easy to figure out what you need to do. The motion controls work well and it’s a really nice and relaxing game. flOw I just didn’t really get this, it seemed more like an interactive screensaver. It looks nice visually, but is fairly simple and the motion controls feel extremely wonky with no options for inverting or just using a stick. The game involves eating animals to become bigger, you can unlock different creatures but they all feel the same. The goal is to get to the deepest level of the ocean, so it ends up feeling more about dodging other creatures more than eating them. Gravity Rush A fantastic game all about falling with style. You can manipulate gravity for yourself in order to “fall” in any direction. The gyro assisted aiming helps massively with getting the right angle you need and pinpointing landing spots. The city in the game is lovingly made, and feels extremely unique with how up in the sky it is (it’s attached to a giant tree, but you never see the ground), while most people will just “fly” everywhere, I like trying to walk around sometimes and it’s quite surprising that the city is connected. Most fighting will be against an enemy called the Nevi, black creatures with glowing orbs that you have to attack, they come in many shapes and forms with different attacks. Most attacking will be your homing kick, but it’s really satisfying to use. Gravity Rush is an extremely fun game. The Saboteur An open world city “crime and drive” game set in Paris during World War 2. It feels a lot like what a WW2 Assassin’s Creed game would be like. You play as a foul-mouthed Irish racing car driver who, after getting caught up in some Nazi scheeme, flees to Paris and ends up joining the Resistance. Your main tool is dynamite, which you set, run away and watch the chaos. You can also steal uniforms, scale buildings or use gunfire to cause distractions. Some missions force you to play in a specific way, while others give you a bit more freedom. The main story is fun, but I do wish there were more side quests and activities. There are an immense amounts of Nazi equipment to blow up across the city (and surrounding areas) but it’s doing the same thing over and over. One thing that is really nice is the black and white style (with a few choice colour highlights) that the game starts out with. As you spread hope, the colour comes back, and the contrast between grey/colour areas is really nice to see. The Witness A puzzle game with an interesting concept where figuring out the logic behind a puzzle is important to figuring out - the game doesn’t tell you, just displays symbols. The “puzzles” are a series of lines and you have to trace a pattern from beginning to end, following the rules of the puzzle if you have figured out what they are. These puzzles are found dotted throughout a lovely looking island. Unfortunately, some of the puzzles have an artificially increased difficulty by simply making them difficult to see (especially some of the final ones), and these are not fun at all. Combined with this are large issues with contrast, colour and audio perception. Lots of colours have black dots on the path, however as the puzzles are in various forms of light, different colours and sometimes issues like in-game glare, the black dot will be on a very dark path and are almost impossible for me to see. Some puzzles also require working things out in relation to colour, with some poor colour choices that make it impossible for colourblind people. There are no accessibility options whatsoever. An option to show numbers (or lines doing different ways) in different colours would completely solve this. This meant I had to keep a guide handy for when I met a puzzle that I couldn’t see properly, partly because the game focuses too much on looking nice than it does on being able to be perceived correctly. ABZU An absolutely beautiful underwater swimming game. There’s no danger in the game, it’s just a wonderful journey throughout some amazing underwater landscapes. It’s a very calm and chilling experience. There’s no speech, no text other than controls and the names of fish, but everything you do is intuitive. It’s not challenging or long, but it’s just an amazing spectacle from start to finish.
  28. 5 points
    Oh yeah! I almost forgot! There was actually one other game I've completed this year that I forgot to mention... or should I say... THREE games? Sonic Delta This is one of the absolutely insane & most impressive ROM Hacks I've ever seen. This crazy mod takes Sonic 1, 2 and 3&K AND COMBINES THEM ALL INTO ONE SEAMLESS GAME!!! Now, this would be an incredible feat in of itself, but the mad lad responsible for this has even gone ahead and added the cut stages from Sonic 2 into this absolute Sonic marathon too! 37 Zones! Back to Back!! What they've essentially done is that they've ported Sonic 1 and Sonic 2 into Sonic 3&K. This means that you not only get the spindash in Sonic 1, but you also get Knuckles, the elemental shields, the save game feature, the new bonus stages, ALL of the new mechanics introduced in the later titles spread across all three games! The insanity doesn't even end there, as they've even made all new transition cutscenes that tie the three games together! It's bonkers! Lock-on Technology gone wild! The way that they handle the special stages is also really interesting. The Sonic 1 stages bring up the classic Sonic special stage (only this time, collecting all of the emeralds does indeed grant you Super Sonic/Tales/Knuckles), but once you get to Sonic 2? The Sonic 1 stages now start showing up as the Bonus stages that you get from checkpoints! The game selects one of 4 bonus stages depending on the following rules... Sonic 1 is a LOT more fun with Knuckles than regular boring old Sonic! Being able to climb up through the slow vertical sections makes it a LOT more fun to play! They've even added a few extra areas for Knuckles to find! They've also chucked in a few elements from the Beta version of Sonic 1, like the weird rolling ball in Green Hill Zone; not really all that major, but neat to have a few new things to play with! The pacing is much faster than the vanilla version of Sonic 1 and there's a lot less waiting around for stuff to move. Great stuff! Sonic 2 however? To be honest, this part of the game just drags on and on. Sonic 2 does NOT benefit from having more guff added to it; and quite frankly? The beta stages suck. They're not fun; they're dull, empty & boring. Vanilla Sonic 2 already drags on for too long as it is and runs out of steam well before the end of its running time, so it does not benefit from having more junk added onto it at all. It was fun to be able to use the elemental shields in Sonic 2 though, that helped spice things up a bit. A Beta stage that looks a lot nicer than it is to actually play Another thing that's interesting here is that they use the Beta version layouts for a lot of Sonic 2's levels; so things play out a bit differently than in Vanilla Sonic 2. While this makes things a bit more interesting, playing through Sonic 2 for the billionth time, the level designs do feel more sloppy than in the final versions of these levels. Still, thank God for the save feature! Really helps lessen the feeling of tedium going through Sonic 2. Sonic 3 ends up playing out more or less exactly the same as the vanilla version then; barring the use of the beta (non Michael Jackson/Brad Buxer) music for Ice Cap Zone/Launch Base Zone/Carnival Night Zone. Outside of the bonus stage changes, it's pretty much the Sonic 3&K you know and love; and yeah, it's the best Sonic game for a damn good reason. Every single zone is a masterpiece of level design craft; the pacing is perfect and no stage ever outstays its welcome. It absolutely puts the first two games to shame; and absolutely deserves its place as one of the best games ever made. Here though? It definitely ends this marathon on a high note! Now THAT's a Sonic marathon! Overall? I had a blast processing playing through this crazy thing! It was absolutely wild playing through the thing as one seamless game; and it's shocking how well it all works! (Even working on real hardware!). It's incredibly well made overall; though I think I would've preferred it without all of the Sonic 2 beta guff added on top. The three games combined are plenty of content as it is! I guess it really shows just how iterative the Sonic Mega Drive games really were, that they can literally be combined together into one game like this. Still, I'd wholeheartedly recommend trying it out, it's a really fun way to revisit these games again! And man, I would KILL to see some crazy fool give the SNES DKC Trilogy the same treatment! Imagine having one game with ALL of the stages & mechanics of DKC 1-3 combined into one game!? It'd be nuts! And with that?
  29. 5 points
  30. 5 points
    I am so incredibly disappointed that a club that I love and hold very close to my heart have done this. Can't say anything other than gutted. There have been rumblings about this for some time, but following the news yesterday...it just felt different. Like this was inevitable. Absolute greedy bastards. I hate the sound of the Champions League reforms, but I hate the sound of this so-called Super League even more. It's elitist, it's cynical, and it's come from a place of greed and disloyalty that I just cannot get behind it. It's ultimately so disrespectful to the other clubs in the country. I am far from a fan of Leeds United, but that club have played their way into the Premier League and have earned the right to compete against the best in the country. The same goes for Leicester City. They have grafted and have worked to get into the top tier. The idea that the "big" clubs can just cart themselves off into a league where they cannot be relegated or displaced is absolutely disgusting. They are building a wall around the top 6 and are effectively saying to the other clubs that they're not invited. Even the idea of having those 5 extra teams coming in on a rotational/merit basis isn't enough because of the other immovable teams. It's not coming from a place of merit or fairness. The fans of the game are the very last ones to be consulted on this and they have been dropped this bombshell without any input being asked of them. It's wrong. It's their club. These players, managers, chairmen, boardroom people, the suits, they all come and go, but the fans are your one constant who will always remain and stick with the club. To do this is just taking the absolute piss. We're living in a time where fans can't even get into games due to restrictions, and now this is how they're being treated by their clubs. I also feel for the fans of the teams outside of the top 6 because they are being treated with proper contempt, that their clubs are simply not worth playing against because the so-called big teams only want to play against the other "big teams". It's vile. I feel that a lot of damage has been done already and it's a huge moment for the sport. It's very unsavoury. I echo every single word of what Gary Neville said because he was speaking as a fan of a club that he clearly loves, but also as a fan of the game. The way that we are trying to load the game by tilting it even more in the direction of these bigger teams is just plain wrong. I cannot and will not get behind this idea. If UEFA/FIFA/whoever decide to deduct points or ban us from domestic or European competitions, then we completely deserve it. I've already said a few bits and pieces in WhatsApp groups, other forums, social media and so forth, so apologies if this doesn't make too much sense as I get that it's quite ranty. I'm pissed off. Where's the game that we all grew up with and loved?
  31. 4 points
    I think I was in a Rampage that @Kav might be able to tolerate! Just flat out embarrassing that Rathian at that point!
  32. 4 points
    Well that was fast! Here's another one to add to the tally... Metroid II: Return of Samus The Game Boy was Gunpei Yokoi & R&D1's baby. Despite being Nintendo's first development team (hence the name... duh!), their work on consoles had arguably been overshadowed by the plucky upstart R&D4 (who had been renamed to Nintendo EAD by 1989). It was here then, that a dichtomy would develop within Nintendo; as R&D1 (later renamed to Nintendo SPD) would find themselves primarily focusing on their handheld invention (and its subsequent successors), for pretty much the remainder of their entire existence... all the way up until the very recent 2015 merger of SPD & EAD into the current Nintendo EPD division. While R&D1/SPD did work on a small spattering of home console titles across the rest of their existence, (the full tally including Super Metroid, Sin & Punishment, Wario Ware: Mega Party Games, Wario World, Wario Ware Smooth Moves, Metroid Other M and Sin & Punishment 2); all of these titles would be made with outside developer assistance. Never again would they ever make a home console game on their own. And amongst their bevy of titles made throughout the Famicom & pre-Famicom eras? Their crown jewel was, of course, Metroid. While they had previously worked on the hugely successful Super Mario Land, and Mario Bros Arcade/NES? Metroid was assuredly their biggest, most important, most influential and most dearly held title. While Super Mario Land was assuredly a smaller scale & more bite sized title than its NES counterparts however? Metroid 2 would have no such asterisks attached. This was a true, full scale sequel to one of Nintendo's biggest & most important NES titles, and that spoke volumes about Nintendo's intentions with their fledgling handheld. The Game Boy was not just a toy that would play small games & a mean game of Tetris, no. The Game Boy would go on to host Nintendo's biggest & brightest; and Metroid 2 was really the first time that Nintendo would demonstrate this philosophy, as they threw their full weight behind the platform, and this game in particular. This wasn't "Metroid: Samus's Other Adventures"; no! It was "Metroid 2". And that meant a LOT back in 1991 And really? This game was a true evolution over the original NES Metroid in basically every sense. The graphics were much better, the level design much more distinctive (gone are the notorious copy/paste rooms of the original game!) and now much less confusing than before, and the story also far more nuanced than before. Make no mistake, Metroid 2 is a FAR better game than its NES predecessor in basically all respects. Samus' arsenal of moves was also expanded greatly, introducing things such as the Space Jump, Spider Ball, Spazar Beam & Spring Ball (That's a lot of S'! Think there's a theme going on here?) that would go on to become series staples moving forward. These additional moves & powers would greatly expand Samus' ability to explore her surroundings and would really cement the exploration gameplay that would go on to define the series, and the genre as a whole. The introduction of Save Stations (there's another couple of S'!) was also a revolutionary concept; I believe that Metroid 2 was actually the first ever game to have any form of save point! (As in, specific objects scattered within the game world for you to find that let you save; not a set location like a town or building like the churches in Dragon Quest/Final Fantasy). Another thing the Nintendo R&D1 really upped the ante with here is atmosphere. Metroid 2 is a much more foreboding and dread game than its predecessor and that is reflected not just with it presentation, but with its entire game structure. Metroid 2 is a decidedly more linear game than Metroid 1, with a simple path of progression. Kill the Metroids and you can then dive further down the grand chasm of SR388. The further you travel down the depths of the planet, the greater the danger; until you inevitably reach the Metroid Hive. It's simple, but enormously effective. Metroid 2 would also bring in many more elements of horror than ever seen before in Metroid 1... or indeed any Nintendo title at all outside of Famicom Detective Club (which... funnily enough, was also made by Nintendo R&D1!). One brilliant way in which this is done is in the landmarking of the Metroid locations themselves; as you see the dead husk of what was once a Metroid shell... acting as both a sign that your target is close, and as something to be feared... What horrible monstrosity lies beyond those rocks... The music also takes an experimental approach, with a focus on ambiance over melody. While this decision isn't to everyone's taste, I found myself appreciating the change up myself. Though some of the music comes across as sounding a bit silly with the limited Game Boy's attempts to create atmospheric sound, I do appreciate the ambiance it tries to create; and I do find that it does a good job of creating suspense, especially when you come close to the Metroid Hive itself. Of course, despite all of these improvements, there are a number of issues that do drag down the experience. For starters, the game takes place entierly underground within a series of fairly similar looking locations. This means that, though the environments are still much more varied & better landmarked than in Metroid 1, it's still very easy to lose your orientation and find yourself losing where you are. The lack of an in-game map (something that had yet to be invented... and wouldn't be introduced into the genre itself until Super Metroid) is also a major issue; as it's just far too easy to not know where the hell you are in relation to the map. While I would argue that the game is still very much playable & enjoyable without an external map? This is something that absolutely justified the creation of 2017's 3DS Metroid 2 Remake, Samus Returns; this game really did need a map to truly make the most of its concept, and it is a shame that it isn't here. Oh sweet aeon from the Chozo. How I wish you were here... Another significant issue is the lack of enemy & boss variety. Metroid 2 has a very simply premise, commit genocide against the Metroid species; LEAVE NONE STANDING!!! Naturally, this means that you are gonna be spending most of the game killing Metroids... which all play out fairly similarily. While the game does introduce Metroid sub-species to counteract this monotony, it sadly isn't enough. There just isn't enough enemy variety in this game. On top of that? Combat in general can feel a bit clunky, given the cramped screen real-estate, and worse still? For some bizzare reason, the designers thought it would be a fantastic idea to give Samus basically no i-frames whatsoever when she gets hit. This means that you can very easily be wombo-combo'd to death in no time flat; and given how tough the Omega Metroids are? You're likely gonna be seeing the Game Over screen frustratingly often... The introduction of the Save Point was a revelatory concept, no doubt fuelled by the need to balance the game with the needs of handheld play. After all, handheld games are often played in short bursts; you need a way to save your progress in short notice, but having a Save Anywhere system in Metroid would completely break the game balance. The concept would go on to be hugely influential, not just for the Metroid series, not just for Nintendo; but for the entire industry as a whole for decades to come. Its implementation here though? It leaves something to be desired, as save points are uncomfortably infrequent and are combined with environments that are confusing to navigate & keep your bearings about; not the greatest combo for a handheld title. This is rendered worse by the fact that this game is ridiculously stingy with health pickups and health recharge stations, making it a real chore to build back up your energy & missile reserves (and those missiles are absolutely 100% required to kill those Metroids too!). Though still much better than the absolute nightmare that Metroid 1 was in this regard? It is, again, not exactly ideal for a handheld game. I can forgive them here, considering that this was their first go around at the Save Point concept, but it's implementation here is not ideal. Game Over incoming! Still, taking aside its (significant) issues, Metroid 2 has a lot going for it. It is one of the most atmospheric & foreboding 8-bit titles you will ever play, it greatly expands upon the concepts laid down by its NES forebearer, it introduces some absolutely revolutionary concepts that would go on to be industry defining in their own right, and it demonstrated that handheld consoles could absolutely deliver games that stood toe to toe with the biggest & best console titles on their own merits; no asterisks attached. Even within the Metroid series itself, Metroid 2 has a uniquely lonely & dread atmosphere that no other title in the series quite emulates; not even its own 3DS remake, which I would argue loses something by remoulding the title into the now series-standard Super Metroid formula). The game's ending perhaps best exemplifies this quality of mystery, when Samus is introduced to The Baby. You spend the entire game heartlessly slaughtering this race of creatures, rampaging through the depths of SR388; and then... The Baby hatches. You don't know why, but it grows attached to you, and you to it. It leads you back out and to your ship... the music has this strange, hopeful, yet meloncholic quality; there's no big bombastic ending. You leave the planet with The Baby in tow... and that's the end. It leaves you to wonder why you just did what you did. Why did you slaughter this race, only to spare The Baby? Did you do the right thing? Is your mission truly complete? I love the ambiguity that Metroid 2's ending leaves and how contemplatative it is... (of course, this would end up being completely destroyed in its 3DS remake; in favour of that big, ridiculous & bombastic ending). The difference between the original version of Metroid 2 and its 3DS remake perhaps best exemplifies, more than anything else, how unique Metroid 2 really is within its own series. See you next mission. And with that?
  33. 4 points
    Back order successful. I was so confused when I got to the front of the queue. The site loaded like normal and I couldn't find any way of buying the PS5, I thought I must've got unlucky. Then I searched the home page and clicked on PS5 bundles and there they were. Phew.
  34. 4 points
    Just got online to have a look, it's a 3* low rank event quest FYI...
  35. 4 points
  36. 4 points
    I enjoyed the game a lot, so I wrote a more in depth Astral Chain review. (This post and link is admin approved, many thanks for that!)
  37. 4 points
  38. 4 points
    A few randomly selected documents that have been newly uploaded into the repository that I found interesting... Yes, they want to pull the same stunt on consoles eventually Nintendo actually has lower platform fees for Fortnite download cards than their competitors (perhaps because they've been bullied by Epic more than the others; given their position of weakness coming off of the Wii U) A list of all the various companies that have done outsourcing work on Fortnite. Surprised to see Iron Galaxy there! Various sales targets being missed and why; also proof that Epic see Apex Legends as a direct competitor (not surprising, but still interesting to see) Letter between Tim Sweeney and Yves Guillemot (Ubisoft CEO) about a data breech/70% fraud rate on their games on EGS! Scuttlebutt about their fear of rocking their relationships with the console platform holders Scuttlebutt about Epic trying to force the console platform holders to allow per-game subscriptions All open platforms are equal, but some are more equal than others I've also seen rumblings of a Nintendo document related to Epic floating around, but I can't find the actual document itself... Still, the available pictures online of said document are pretty funny... The Nintendo Ninjas don't piss about!
  39. 4 points
    After 19 hours the credits have rolled. Housemarque, you've outdone yourselves. What a magnificent experience this was. Gameplay, graphics, sound, narrative...absolutely top-notch. There's still a lot of items to discover and most importantly: it looks like there's some more story bits to find. Speaking of the story: It's wild but executed quite nicely. The ending...weird, but I assume there's more to learn. I'll go for the Platinum, which apparently requires 100% completion so I'll probably get to know most of if not all of the story/lore. I've spent about 40% of my time since release (i.e. right now ca. 48 hours ago) with Returnal My biggest takeaway? Housemarque is one of the best developers out there. I hope they find success with their latest game and will continue to create videogames that are just pure fun. Also, and I'm going to sound like a broken record: the DualSense is the real deal. Using the adaptive trigger and haptic feedback technology in the PS5's controller was a stroke of genius from Sony.
  40. 4 points
    This week a lad at work was whistling a tune whilst working in the lab. I recognised it as Jib Jig from DKC2. The lad was very impressed that I knew what it was but I was more impressed that someone I work with knew the tune so well to whistle it! This got us talking about how fantastic the series is, especially the music. I told him about a video I watched a couple of months back and figured I would post it here. I don’t think I mentioned on the forums anywhere when I originally viewed it. I watched it again today and once again I enjoyed listening to Liam’s view on the music that David Wise composed and the lasting effect it had on most of us who played the games. It also solidifies my opinion that music in games plays a MASSIVE part in my enjoyment and my ability to remember them in a meaningful way.
  41. 4 points
    Woke up the other night to my PS5 turning on for what I assume was an update. If the PS4s used to sound like jet engines then this was at least a rocket taking it to space 😆
  42. 4 points
  43. 4 points
    ...and soon is NOW! https://www.n-europe.com/reviews/star-wars-republic-commando
  44. 4 points
    I played and completed a few games over the past couple of months. The Gardens Between = Clever River City Girls = Disappointing Gal*Gunvolt Burst = Fun Cat Quest = Grindy Gorogoa = Boring I will talk a little about the next game though and that is Dark Souls 2. Fantastic game and one that I feel doesn’t deserve the hate it gets. I was reluctant to start the game due to a lot of people saying the game was big on cheap deaths and forcing players to fight many any enemies at the same time. I honestly didn’t find it that bad at all. Many mobs can be easily taken out with the swing of a large club, which is exactly what I done. Some of the boss fights were really fun, with Fume Knight being the most challenging. That fight took some doing but the feeling after finally bringing him down was glorious. Sure, there are a couple of stinkers in the game, such as the Covetous Demon/Jabba the Hutt. Funny thing happened during my NG++ run. The stupid thing ended up eating me and this unequipped all my gear. I then spent the next five minutes trying to avoid it whilst putting my gear back on. I finally managed to achieve this without taking a hit, only for me to get eaten again straight away. The game has some great looking scenery, with many of the areas feeling really distinct. Some of them have a certain sadness to them, much like the first game. I was disappointed to see another area in a DS game that was a nightmare to navigate. I can’t remember what it was called but it was pitch black, up a height and you needed to light torches to see the way. It wasn’t bad during my subsequent visits but during my first run it was pretty rough. Same went for No Man’s Wharf. That area took some getting through but once you know the way it’s quite snappy to make your way to the end and open up the shortcut. I checked my death tally after each of my playthroughs and managed to keep it under the 100 mark. Regardless if the death count is right or not, I said after finishing the likes of Bloodborne, Dark Souls and Nioh that these games aren’t nearly as hard as people make them out to be and that remains true here. Practice and patience pays off in a big way when playing them. I think the biggest obstacle in the game was playing it when it sunny was outside. The sun beaming through the window done me no favours when trying to navigate the darker areas. Demon Souls Dark Souls Dark Souls 2 Dark Souls 3 Bloodborne Sekiro Im nearly there.... I could move straight on to DS3 but I’ll take a break from such games for a while. I played and platinumed DS1, Sekiro and DS2 in the past 6 months and could do with a rest. I’m now 3 platinum trophies away from the 450 mark. I need to think about what game deserves that place on my profile. Possibly My Name Is Mayo 2.
  45. 4 points
    Enjoyed playing this the last couple of weeks, and in the early hours this morning, I completed the game. Could have finished it last weekend, but I spent the last week or so playing a lot of minigames and chipping away at what I could to get my hands on... As soon as I saw the completion rate for the Plat was substantially higher than it was other games in the series, I looked up a guide to understand why, and yes, being able to not play through the game a second time definitely made me want to go for it, especially seeing as I'd done most of it already. Unfortunately, the ones I had left had some major grinding elements to them (maxing out stats, certain substories, and the Clan Creator especially), but I didn't mind buckling down to get them. For a series that now means so much to me, it felt like showing my appreciation for what they've achieved. Because man, this freaking series! I finished Zero a bit over a year and a half ago, and another six games later, the Kiryu Saga is complete. It's been such a great escape, especially throughout everything that's been going on in the world over the last year, and the fact that I've gone out of my way to save some of them for tougher times, knowing just how much they can boost my mood, and really strengthened my love for these games. They're embedded in my mind as getting me through this last year: Kiwami and Kiwami 2 back-to-back when everything started really picking up with COVID; Yakuza 3 after a couple of months of working from home was starting to wear me down; Yakuza 4 was the first game I played after I moved out of my parents' house and into my first apartment; and now Yakuza 5 and Yakuza 6 back-to-back over the last month or so, after what felt like a never-ending winter which really did a number on my mental well-being, and I've been feeling a bit lost when it comes to my own direction lately. It's taught me to never dare to underestimate the power of putting a smile on someone else's face. The substories and main story walk this very fine line between being as serious as The Godfather and making you break out in fits of laughter, it puts you through the emotional wringer with how well it draws you in with a laugh, puts tears in your eyes, then leaves you grinning wistfully. But there's so much more to the substories than just being hilarious detours, there are important messages to take away into your own life. Seek out the opportunity to help others, embrace the weirdness around you, and always stay true to yourself. Yakuza 6, perhaps more than any other game in the series, drives home the secret truth strength of the series: just how great the character writing is. They have mastered controlling your emotions, the ability to instantly attach you to characters, to make you want to protect someone like a brother or to want to seek rage-filled revenge. It's the strength of the character writing and how great a job they do of making you invested in the cast of this world which makes the twists and turns of Kiryu's story hit so damn hard. I highlight 6 in particular because it's more of an epilogue to the story than the epic culminations that we saw at the end of 4 and 5, which both felt like finale material, and for better or worse, it relegates key characters from the earlier games to the sidelines to return the limelight back to Kiryu. It's funny, because so deep into the series, it's hard to comment on the game, because it feels so familiar every time that I pick up the controller to play one of these games now that I feel like I've said my piece on a lot of it in the earlier games. To be clear, though, I think that's not a weakness of the series, but a strength, and it's what allows them such freedom in their creativity. But, returning to the Dragon Engine after being away from it since Kiwami 2, I have to say, boy, are these games serious lookers. Though, it can be a bit rough at times - when ragdolls are flying about, heck the karaoke of all things is the most technically flawed thing in the game for some reason with its weird frame rate drops/screen tearing which only impacts the input bar and not the background footage - and having certain areas from earlier games cut out definitely felt a bit odd (especially when one of those areas was only completed in 5 after being teased since the second entry!). I really didn't want this game to end. The melancholic jolliness of Today is a Diamond (don't read those translated lyrics, because they hurt) perfectly encapsulated what this game was all about for me. I feel like I could play another game from RGG - I actually have Judgment already installed on my PlayStation - but I'm wary of burnout, and think I'd rather save it for when I truly feel I next need to escape to Kamurocho. Plus, I'm still waiting on that standard PS4 version of Yakuza: Like a Dragon, damn it!
  46. 4 points
    Already been debunked, just a standard agreement. Just another day of people wanting to be outraged at Sony for something.
  47. 4 points
    Tales be arising 9th September 2021. A win for anime. Looking forward to my first Tales game! 7 minute gameplay trailer: Also coming to next-gen, with 4K and 60fps prioritisation modes and DualSense support: And ufotable (Demon Slayer!) producing the anime sequences. Think they worked on some before, but I had no idea. Yep, this just got bumped up the pecking order a fair bit...
  48. 4 points
    MOD POST/NOTE: This post isn't really part of the thread. I used it for a placeholder as this thread has been thripped out of General Switch to here. Please continue to discuss!
  49. 4 points
    Well, that post I made about my own club falling into an uncertain future quickly got dwarfed by all of football falling into an uncertain future lol. My opinion is pretty much that of the majority sentiment. This is the kind of decision making you see so often from the likes of EA and Activision although its with football clubs instead of video games. I really feel like there's a fundamental issue with American business as so often when you see these overly greedy aggressive business decisions it ALWAYS seems to be the Americans. Well, not always but quite a lot of the time you see it. It basically is "we don't understand the structure of football, lets change it to what we know". That being said, I did get a bit of a laugh when someone posted this picture on Discord.
  50. 4 points
    Fantastic news and good to see them backtrack on this. I feel sorry for those who went and paid a premium for Vita and PS3 games in a mad rush to get the games. Hopefully this will cause the PS3 and Vita market to come back down to normal levels.