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About Duffman

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  • Birthday 09/14/1990

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  1. Nah, it's an all new game that was never ported to other systems. Has slightly modified gameplay, and totally different environments and monster sprites, and tries for a more horror atmosphere. More importantly it has good level design, so it's kind of like a Doom 2 that actually play well today There's a pretty decent remake you can play on the PC if you want to see it:
  2. Haven't had issues playing solo on my PC yet. I'm enjoying it though the open world bit feels a little pointless to me so far. It's just 2 minutes of holding W in an empty field until you get to do a gunfight. Gears is as good as ever though, now everyone else has stopped aping the cover shooting thing it's actually kind of unique again. Glad they haven't done a Halo with it in that respect and tried to make it into something it's not.
  3. I grabbed Doom 3 and I'll probably get Doom 64 when that launches. Skipped on the original 2 though as they seem to be pretty poor ports all things considered, and I always thought Doom 2 worked better as a platform for the incredible selection of mods and custom content it has than as a standalone game. Some of the level design in it is dreadful.
  4. I definitely recommend it if you have a soft spot for Alan Wake as there's a lot of references to it if you explore thoroughly.
  5. Beat Control on the weekend. It's really good. The setting is fantastic, it's a visually incredible game on PC, one of the most convincing environments I've ever seen. Cool story and excellent world building. Combat is really good fun too. Downside is that the checkpoint system's fucking garbage, but the Ashtray Maze is a 10/10 gaming moment that I'll remember forever so it's all even.
  6. The one improvement I'd make to this game would be to make the triple moons a different currency entirely like super moons or something so that the actual difficult moons feel like they have some more value than some "butt stomp the ground" moon. You'd need like x super moons and y regular moons for each world instead of just however many moons it is.
  7. Yep. It's fucking great. It's also fuck ugly but who cares. I expect Astral Chain to be worth a look next month if you're into Bayonetta-em-ups. I'm also looking forward to DQ11, Link's Awakening and Pokeymans over the next few months too.
  8. So I'm playing the fuck out of this. I enjoyed Fates but it was deeply flawed: Birthright had boring characters, boring map design and an uninteresting story Conquest had annoying characters, good map design and a fucking moronic story Revelations had all the boring and annoying characters, bad map design and an uninteresting story What go me through is it's mechanically sound. Birthright was fine, and Conquest had some spectacularly well made missions that were really fun and challenging. Still, the game overall was a let down, filled to the brim with fanservice. The other big problem was the writing. Fates basically had no world building at all, the continent didn't even have a name. Most characters are never seen again in cutscenes after introduction unless you raise their support levels, meaning they're all 1 dimensional caricatures nobody could ever give a fuck about anyway. Three houses is pretty much righting all that. The game feels like its steeped in lore and tells you more about its world in its first 10 minutes than Fates did across three whole games. The characters are so much better rounded, since you regularly interact with them in between missions. Even the characters who do come across as simplistic turn out to have good reasons for it, usually driven by the lore. Much of this revolves around magic crests passed down through bloodlines, and nobles who disown/mistreat those who do not have crests, and so on. There's a lot going on. There's a lot going on in the gameplay too. The game uses a calendar with the conceit of your character becoming a professor at the military academy. There's three houses (of course), and you pick one very early on. The game is in two halves, before and after a 5 year time skip. The faction you choose determines the units you have available, and once the time skip occurs apparently the game diverges massively. At the end of every month you go on a story mission. Between the beginning of the month and then you spend time how you like. The weekend usually has a free day, on which you can either Explore, Battle, Seminar or Rest. Explore lets you wander around the academy, interacting with various people and running errands. This raises support levels, gains items, and so on. Raising support levels with characters from other factions makes it easier to recruit them into your faction (each has certain stats they want you to have in order to join, but raising support levels reduces them), so it's worth doing. You can raise motivation of your students by doing tasks as well, which has benefits when it comes to the rest of the week. You have a limited number of action points to spend on the exploration activities, so you have to choose what you get up to wisely. Some stuff can be done for free though, like fishing and gardening which are well worth doing since they raise your professor level and give you more AP. Battles are as you would expect - on normal you can do as many as you like on a rest day, but on Hard each costs an AP, and its a separate AP pool to exploring. I've only just unlocked the ability to do 2 battles in a rest day. These battles are a mixture of side story missions and generic "wipe out the enemies" fare. Seminars let you pick a teacher at the academy and depending on who you pick, different students will attend and improve their skills and motivation. Resting restores all your student's motivation. Outside of the free days, at the beginning of the week you determine the instruction for the students. Each student you instruct costs AP, but the more motivated they are the more you can instruct them off a single AP. You can pick any of their skills and instruct them in it to improve their abilities. Some have hidden talents you can unlock by repeatedly training them in a skill. They also have obvious things they're better/worse at. You also set "goals" which are a pair of skills you want the student to focus on that week. At the end of the week, they'll gain points in those skills. I'm using this to level up secondary skills to improve their reclassing options as all classes require certain combinations of skill levels to use. Any character can otherwise be any class save for one or two gender specific ones. Battles are fairly standard Fire Emblem but with some interesting changes. There's no more weapon triangle, which actually works really well. No more rock paper scissors, you just worry about damage output from you and the enemies and your damage resistance to physical and magic attacks. Some weapons still affect certain types of enemy more though - bows still murder fliers for example. Weapons now have durability and weight. On the former, each attack reduces durability by one, or you can use a combat art to hit harder/deal extra effects (these are learned by levelling skills) at the cost of 5 or so durability. Weight affects your attack speed - using a worse weapon that's lighter can raise your attack speed enough to hit an enemy twice, for example. You can also equip batallions, which raise your character's stats and give a limited use move that enemies cannot respond to. Often these knock enemies back a tile or prevent them moving next turn, so its worth equipping a battalion to everyone. You can also rewind turns now - initially 3 times per battle. It's invaluable on hard, no more characters getting one shot killed on the last turn and forcing me to restart because I don't want to lose anyone. There's a ton of stuff here, plenty of depth and a quality of writing/worldbuilding that the series hasn't had in yonks.
  9. Duffman

    E3 2019

    In general there's not enough gameplay shown this year. Too many pre rendered trailers to judge. Nintendo have plenty of stuff for me the rest of this year which is nice. Fire Emblem, Mario Maker 2, Astral Chain, Luigi's Mansion, Pokemon and Link's awakening will keep me busy. Doomy Turtle looks good, one for the PC. Wolfenstein looks decent but then I thought Wolfenstein 2 looked decent and was massively let down. Knowing Arkane are taking the reigns makes me confident. I didn't really get the negativity over Fallen Order, looks solid to me. Watch Dogs looks nice. Outer Worlds looks... iffy, to be honest. Expected it to look better. Trials of Mana remake interests me greatly. Still annoyed at the lack of SNES on Switch Online app. PC game pass is nice. Laughed that all they showed of Halo was 4 minutes of Some Dude and no gameplay. Waste of time that. Gears 5 looks... ok. It's more Gears but on the plus side, we're past the phase were everything is trying to be Gears now so it's pretty unique these days. It's like if Halo decides to start just playing like fucking Halo again it'll feel completely unlike most other modern shooters.
  10. Yeah, you're not in for a good time if you're looking for deep combat in a Warriors game. They're more about being able to read a map and be in the right place at the right time to manage the battle/objectives. The combat is really just a means to that end. On normal you can just sleepwalkthrough it, and the combat is never hard on any difficulty. Hard is fun though as you have to be on the ball to keep on top of the objectives and the type matchups at least matter or stuff takes too long to kill for you to win. I enjoy these games, at least the Fire Emblem/Hyrule ones. Not for everyone though. Proper Fire Emblem is due in July iirc. Garbage selection of characters in this too, I understand Awakening was popular but 80% of the roster is Awakening/Fates. And Fates has shit characters. There's so much great stuff to draw from in this series and they picked 80% of the roster from 2 games and 80% of that 80% are blue haired sword users anyway. You have to buy a DLC just to be able to use a fucking Spear infantry.
  11. The Pro Controller has a notoriously shitty d-pad which registers the wrong directional input a lot of the time. Pressing left/right can trigger an up press which accidentally makes you hard drop a piece. Mine's not as bad for it many people's but it's fucked me over a few times. There's actually even an option in Tetris 99 specifically because of it, where you can change the drop sensitivity. Made me drop a piece in a really bad location which meant I couldn't clear any lines. Probably wouldn't have won anyway but definitely finished me prematurely. But at least it reminded me to actually go and turn that setting on.
  12. Did the games needed to get the skin this morning. Best I managed was third then I got pro-controllered.
  13. Gonna play a bit this weekend to get that theme. Speaking of themes did you try Puyo Puyo Tetris at all? Great game and a ton of nice little block themes (including GB!)
  14. I can never quite get my head around this game. I usually do ok, until suddenly I get targeted by That One Player who just dumps an enourmous amount of shit on my screen before I have a chance to recover. I'm midway setting up a tetris, 12 lines appear and so I abort the tetris and try to just clear asap but I don't have the right pieces immediately on hand and just get another 12 dumped on me. Always seems to be how I die; doing fine then suddenly get utterly destroyed out of nowhere in 5 seconds flat.
  15. Metro Exodus (PC) It was ok. The first thing I'd recommend is not playing on Ranger Hardcore, because it's simply a fucking dreadful experience in many parts. I had to do some config file editing to turn it off half way through the game since it doesn't let you change if you pick it. I wanted it for the mostly HUDless experience since it goes well with this sort of atmospheric shooter. Unfortanately as with the last 2 Metro games, 4A still don't seem to actually get anyone to play the damn thing in this mode themselves. For example: playing this way disables all tutorial prompts. There are so many things which I only knew were systems in the game because I'd played previous ones. Otherwise I imagine someone just seeing their flashlight run out and not even know you can recharge it. Or have to keep looking controls up because the game doesn't bother to tell you. Another thing with this mode is the AI, which is absolute shit of the highest order. They take cover like morons, constantly leaving huge parts of their bodies sticking out for you to blast. Which would be fine, but on the other hand there's roughly a 50/50 chance that one will nail you in one shot with a headshot through a crack in a wooden wall from 50m away at any given time. Some sections are damn near impossible too because in the sections intended for stealth, some enemies will simply spot you from 100m away, through about 5 walls. Others will spot you through the ceiling, or while their backs are turned, and so on. It's garbage. Finally, it disables quicksaves and lets you only save at base camps or at checkpoints. With the amount of utter bullshit RH mode pulls you'd hope the checkpoint system would be up to scratch. It's not. The game at several points failed to checkpoint for periods of over 20-30 minutes. This included clearing bandit outposts, and entering highly dangerous linear areas. You can save at base camps, but in some parts of the game these are very far apart, and in one part quite hard to even come across. At one point after clearing 5 areas with no checkpoint, I drove back to a base camp only for a scripted ambush to kill me and wipe out 40 minutes of progress. So yeah, pick Hardcore. You don't die in one shot so much, the game's less obnoxiously stingy with resources, and you don't have to suffer the terribly inconsistent AI and awful checkpoints. What the game does well is visuals and atmosphere. It's continuously stunning to look at, and probably the best realised environment of this type that I've seen in a game yet. The game's structure kind of alternates open area and linear sequence for the first 2/3 of the game. The open worlds are relatively small but have just enough upgrades and materials around the place to make it worth exploring every corner before moving on. That said, the second of the two open areas was somewhat dull. There's a lot of driving between A and B across empty space. Which was a shame as the first and a subsequent semi-open area were really well paced. It controls really well and the combat is great fun when it's not being bullshit in ranger hardcore. So I had fun with it, but it was probably the weakest of the series for me. It's really just too ambitious a game for what is effectively an indie studio, in my opinion. The open worlds are nice but there's several more linear sequences toward the game's end which really reminded me of the previous games and were really tightly designed. The game's final chapter is as good as anything in the previous games, and it made me think it was a shame that so much of the first half features so much meandering.
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