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Aug 5th, 2020 at 18:50:47 - Space Hulk: Deathwing (PS4) |
I started up the 2nd mission earlier today. It did not go well. Perhaps the most frustrating thing about the game is not dying/losing - but rather the really, really long loading times. Embarrassingly long. So much that I'm not confident I'll want to get back to playing. I'm spoiled for choice, with a drawer full of games.
I do think the slower paced FPS is an interesting design choice. There's not stealth just shooting - in narrow and confined spaces (so far). This makes it hard to plan and see what's going on and I'm not sure what "skillful play" is supposed to look like. It's super hard not to get hit, so is it mostly about managing the powers and teammates?
I learned today that the apothecary can't heal infinitely - he eventually runs out. Which was a bad thing to learn when I learned it (and the main reason I lost that run).
I guess I'm also not a fan of "here's your objective" type missions in which you complete said objective only to get another objective (that's far away). I understand them narratively, but why not just make it another level/mission? As a player it always feels like a let down - oh, that accomplishment I was happy about doesn't mean anything because you still haven't finished the mission. Oh, and the games that drag that out more than once? Those are the worst.
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Aug 2nd, 2020 at 20:27:10 - Celeste (PS4) |
All done now!
In all it looks like I spent 9 1/2 hours with the game, which is pretty nice. I'm ready to move on to the next thing. Yes, the end got really challenging at times and I'll admit that I turned off (on?) a bunch more things to make it easier.
I wonder if there was any outcry/whining about the difficulty system? Now that I think about it, I could easily go and collect all the berries and hidden things and so on (e.g. to get all the trophies), but - what's the point really? From the trophy percentages - it looks like not a lot of people have bothered. I still wonder if there was any whining about "making things too easy" and that sort of misplaced complaining....
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Aug 2nd, 2020 at 15:41:22 - Psyvariar Delta (PS4) |
Played the co-op and, as far as I could tell it's still essentially the same game. I know I haven't unlocked/played all the different levels and bosses, but I'm not all that interested or excited to do so. I've been really trying to get through the backlog of games...so, on the shelf this one goes! It's got quite a few cool design things I learned about, but now I'd have to really chase scores and try to get good at it.
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Aug 1st, 2020 at 21:49:20 - Celeste (PS4) |
Ok, I'm done with 6 levels and it looks like I only have one left. The last one I did was quite annoying. There were fun and interesting parts, for sure - but I really felt like it overstayed its welcome. My son was watching as I played and said as much. He wasn't impressed.
During lunch I was asked what was challenging about the game and I had to think about it, but here's my answer:
Celeste's main source of challenge comes from two things:
(a) Hand-eye coordination and reflexes (executing jumps, grabs, dashes, etc. at the right moment.
and
(b) Puzzle solving.
For the latter most of the areas require that you figure out how to traverse them - and some are quite clever. Do a dash in this direction, grab that ledge and wait for X, and then...and so on. I enjoy the screens with these elements more than (a) above. Though, to be fair most of the screens challenge me on both.
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jp has been with GameLog for 23 years, 1 month, and 28 days |

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