What game are you playing?

I remember following the release of Halo 4 there were major concerns from 343 in how much people were bouncing off the game. Even after introducing new weekly content in the form of Spartan Ops. Following Halo 3, I guess they were expecting people to put significant time into the MP following launch but comparing 2007 to 2012, the MP market was already so saturated and it’s probably impossible to go back to the days of Halo 3 when that was just the game people were playing for years and years. I think Spartan Ops was a bit rubbish - going back through story areas with new story - although didn’t stop Bungie from doing the same with Destiny. I think Destiny gets away with it because you’ve constantly got career progression and the game is maybe less nuanced as Halo as a shooter. Halo I’d be missing my headshots, but Destiny everything is exploding everywhere.

Just going off the release calendar for Infinite with Forge and Co-Op launching next year, I get why they’d want to compartmentalize everything so it becomes more of an event to get people back into the game in a big way. But I think they are definitely going to release DLC updates. I can imagine this time next year, they’ll bring back a snowy campaign - maybe they’ll reintroduce the flood. Maybe a year after they’ll do island stuff - so it’ll be open world but with the silent cartographer, or maybe they’ll have a new big bad arrive to Zeta Halo with their brand new war ship that takes up the entire skybox - and then you’ve got the infiltrate enemy flagship mission. They’ll take ever piece of Halo and re-deliver it as a big event. That’s what I’m betting anyway… And hey it it’s on games pass…

I suppose I just hope they try experimenting with it. See all the people hacking the games mechanics to launch themselves across the map like in Breath of the Wild. Halo has always been best when you get to just dick around.

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Been obsessed with Rift Wizard lately. Probably nails the feeling I would want out of being a wizard out of any game I’ve ever played, and I liked the soundtrack enough that I bought it on bandcamp. Essentially it is a roguelike (and I think it fits the old-school Berlin interpretation of roguelikes, though without a lot of the survival elements and density of interactions, so that it is stripped down to just the tactical combat bits) where you are a powerful wizard that has to clear through waves of increasingly challenging enemies. Each level you can collect 3 skill points that can be used anyway you see fit, there’s no gating mechanism for acquiring spells & skills, if you have enough points you can just get a thing. I don’t know how far this game goes, but I’ve made it to level 13 or so, and it definitely gets increasingly complicated to advance.

The game definitely gets incredibly stressful. Since there is basically no hidden information in the game (besides what lies beyond in 2 levels) the challenge becomes how good are you at parsing a ton of information to figure out what really matters in a given situation. So this game ends up in this interesting intersection between minimalism of presentation and maximalism of character builds and enemy density.

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Well, I beat Halo 1. What a slog that final third was. It does sell the flood as a credible threat, so at least there’s that. Did it age well? I’d say yes, in that the parts I remember being good still were good, and the other parts… well, my complaints here more or less mirror the discussions that were had at the time.

Can’t argue that Bungie didn’t change how we looked at shooters, though. Gone are the objective based levels seen in Rare’s N64 shooters, and the weird nerdy humor of Monoliths NOLF or Shogo series. Along with Half-Life a few years before the times are changing, and presentation heavy squad based combat is on the rise. Halo wasn’t the only game making this change, nor the last, but for good reason it did its part. While the campaign in solo mode doesn’t hold all the way, a lot of what made it fun back then is still fun today.

I do wish that coop would have become a proper standard to include. Seems like Halo is the only series which has tried to stick with it over the years (at least going by my understanding that Infinite will get it next year).

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I have also been playing Halo Infinite and spent most of Saturday on it which has led to my main take away from this game.

Master Chief is Coolest nonDad Dad of the Year.

Why is Master Chief Coolest nonDad Dad of the Year you might be wondering? Well it’s simple. For starters like most dads he is tall so all of his space marine children look up to him with eyes of wonder and admiration based almost solely on the fact that he is very tall and very strong. His space marine children will follow him like ducklings all over Zeta Halo, up hills, mountains and even jump 100ft down into a ditch to find a collectable if their father does so. Master Chief also loves his space marine children, he gives them presents in the form of weapons he does not want to deal with and his children accept them with glee “Oh wow Master Chief gave me his almost empty sniper rifle in exchange for my shotgun that I keep trying to use as a sniper rifle he’s such a cool dad” is a fairly common VO line. Like a lot of fathers when his family grew he had to give up the luxurious gungoose and invest in a Warthog and even then he does all the driving for his children and lets them have the fun of shooting aliens. He even honks the horn to tell his children to hurry up and get in the car like a real dad does.

The best part of Master Chief though is his heart is always open to adopting new space marine children wherever he may find them. Whether that be a few patrolling the hills, rescuing them from the side of a mountain in a prison camp or just taking the FOB space marines for a joy ride in a Warthog Razorback as they hoot and holler as he does a cool jump over a hill.

The game wants you to believe the whiny space pilot you meet at the start with the sad dad background is the dad of the game but you would be mistaken. This is Halo, an action game for cool dads doing cool action things with a slapping soundtrack there’s no time for sad dad and his realistic fears of never seeing his child. No other space marine has these fears and never even breaks character when a friend dies because they know Master Chief doesn’t want to deal with those emotions because that is not very action game like.

Does this make Weapon the nonmom mom of the year because she lives rent free in Master Chiefs head? No. Weapon is the annoying sister of your cool friend that you put up with because you know telling her you don’t want to hang out would upset your cool friend. This is not Weapons fault, she’s just socially awkward having lived alone for so long and some jerk once told her she would look better if she smiled more and now does a smile that comes off as insincere and serial killer like at all times. It also does not help that her consistent tone makes her come across as sarcastic 80% of the time. Weapon unfortunately also tries to tell jokes that do not land, especially the computer ones. Weapon thought doing a finger snap to turn off a big laser was very cool. It sadly was very cringe. If Weapon would just **chill** and stop trying to be Master Chiefs supervisor with a reminder every 15 minutes that he has a story line mission he could be doing instead of playing spiderman while rescuing space marine children that have been taken hostage maybe Weapon would be a more enjoyable person.

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I had an Elite shout “I am the approaching darkness!” and I was confused like “what who where” and then suddenly he was on top of me slicing. Arguably my top gaming moment of the year I totally yelled.

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Finally got the Into the Breach four island victory on hard. Ran with the Zenith Guard. Am I crazy for wanting an even harder mode? My squad rolled four perfect islands into a relatively comfortable victory. It felt absolutely magical. Of course, this is preceded by many failures. My secret: simply do not let the bugs spawn.

I’ve only gotten four squads unlocked so far, so there’s plenty still to do. It’ll be fun to run some of the wilder achievements and see if I can make them happen on hard. (Though it will seem rather callous to be achievement hunting as the sole hope for Earth’s survival, hm?) Fabulous game. Sublimely balanced. Reignited my passion for the medium. 10/10.

Doing some Splitgate as well. Curious how they do matchmaking. I am not great at shooters but do consistently quite well in lobbies. For me whatever matchmaking they use is fantastic. Hope other players feel the same way, though. If I am consistently tearing it up I imagine some are consistently being beat down.

Otherwise I’ve been grazing and playing with the roommates. It’s too bad Overcooked locks a bunch of levels behind stars. My roommates are happy to unlock and play new levels, but the skill required to grind out all the stars to get to the end appears beyond us collectively. Unfortunately, that’s led to a complete 180 with my roommates from “oh let’s play Overcooked!” to “we are never doing Overcooked again.” You designed a game for casual players! Why have such harsh level gating?

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So, now almost 5 hours into Get in the car, Loser!, in the middle of Stage 2, and, sorry, but eh, this is just mostly doubling down on what’s bad about grind in RPGs.

(Yes, once you get Level V items, there’s a wider palette of actions they might provide - things like DoT, AoE and so on; and there’s also this rock-paper-scissors elemental system… but since the elements actually heal enemies of the same element as them (and having elemental attack up makes you weak to whatever it is weak to), it seems like it’s never worth taking them (since you get no info about what enemies you’ll face in a particular battle before it happens). )

Despite all that, the game still doesn’t really feel hard - I don’t feel like I need to go to Easy or Story mode because I’m dying a lot (in fact, I’m using the optional extra-hard-fights-for-special-bonus-items mode about 50% of the time)… but the fights just aren’t interesting enough to be pushing through a billion of them interrupting my dialogue tree and the progression to the next boss. (Especially since I’ve now heard the same piece of music about 2 billion times, and it’s now actively souring the music itself.)

I noticed an interview with Christine Love where she was asked essentially “do you think there’s value in a VN mode where there’s no combat?”, and she immediately dissents, arguing that the combat is necessary to set the stakes and develop the actual story. But in doing so, she never addresses the “sliding scale” version of the same question - is the amount of combat right for the story?

GitC,L’s exponential-experience item levelling system (you need to sacrifice other items to upgrade an item from level N to level N+ - which then unlocks buying level (N+1) items, which you level to level (N+1)+ and so on… but the number of items needed to upgrade from one level to level+ increases with each level - level 1 to level 1+ needs 4? items, and when you’re at level 4 I think it’s already 16? per upgrade) inherently requires a lot of grind - you need money [or special bonus difficulty items] to get more items to sacrifice them to upgrade your items to unlock higher level items so you can face the higher level challenges without being underlevelled - but, as previously mentioned, the combat isn’t interesting enough for it to stand up to the sheer amount of grind you need to support this. (To be clear: I don’t hate it, and I might have even liked it if I didn’t have to do so much of it repeatedly…). IMO, it would have been better just to scrap the exponential levelling system (probably in favour of, say, requiring you to sacrifice only items of the same level together, with low level items being worthless) and dial down the combats respectively.

It feels to me that this is just falling into the classic RPG problem for me, the boring, and somewhat question-begging argument of “we’re an RPG, so we should have a leveling system because RPGs have them; and that means we need an experience system - and the only way we can possibly conceive of protagonists getting experience is by fighting, so we need to just give the protagonists a lot of fights because they’re going to need experience to get higher levels… so we’ll just have to have them be interrupted constantly by random mooks as they try to actually go about the plot” … without ever considering if “having lots of fights” is a reasonable design goal. (And how many fights is okay.)

I remain of the opinion that almost all RPGs with random encounters would be considerably improved by either entirely removing them, or at least reducing their incidence by a factor of 2 or more. (And if that needs them to introspect their experience system, and the need for levels and other unquestioned assumptions, all the better).

I’m doing this update now, btw, because I’m really not sure if I can be bothered wading through another half-billion combats which are only sort of engaging to get to the next boss. (Because, to be fair, the first boss battle actually has an interesting mechanic, so maybe the next one will too…)

Edit to note that apparently I’m not alone in this - all of the genuine negative reviews*, and quite a lot of the positive reviews, comment on just how much combat there is, and how wearing it can become. (Especially using a keyboard.) The positive reviews are often positive despite the combat, in fact.

*there’s some non-genuine trolling reviews of course

Second edit to note that I found some tweets from Christine Love about her design process for GitC,L (derived from wanting it to evoke Final Fantasy XIII apparently) - see here: https://twitter.com/christinelove/status/1404619155790249985 . I think it says something about my difference of opinion with Love here that I see absolutely nothing in the Active Time Battle design document that required it to be strictly realtime [sure, it wants there to be consequences on timing - but that doesn’t have to mean that time always flows, just that you need a more granular action management system than just alternating turn by turn, round by round]. Still, I understand more where she’s coming from, even if it’s just persuaded me that I would probably hate all Final Fantasy games. :wink:

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My Xbox showed up early so naturally I have Halo Infinite thoughts. Just finished the first two levels, so I can’t really comment on the open parts of the game, but I already have some notes:

  1. While I think the visual design and the way the game looks in motion (bar those ugly speed lines, disabled that shit immediately) is really good, I think the way the story is presented is trash. The whole one-take-Jake camera is so bad. It’s Kojima doing an unbroken shot-reverse-shot in MGSV bad. It’s so laden with meaning and emotion and for the first two hours the camera spends most of its time idly circling Chief’s back or a rubbery Brute model. It was lame when God of War 2018 did it, but props to that game because Sony Santa Monica didn’t fudge transitions with behind-the-back fadeouts. They did the goddamn work to make their game have boring-ass cinematography all the time. I’ve spent an entire paragraph talking about this because it’s that awkward and distracting.

  2. There are load times when you die. That’s like one of the things that Halo is known for not having! I’m playing on Heroic and so far it has been exactly the right amount of challenging, and I only started having that classic Halo roadblock-and-now-experiment-with-alternative-tactics experience with the first boss. That guy pancaked me 2-3 times before I got him but there was a few seconds of loading after each death over the basic loading screen. This is kind of the antithesis to playing Halo on harder difficulties. I’m sure this isn’t a problem on PC but the game is buttery smooth and whisper-quiet on the Series X, so it seems like this wasn’t a priority for them. Makes me wonder if I’ll regret playing on Heroic for just that reason.

  3. The sandbox? The animations? The way the game feels? Mwah, I love it. I didn’t get a chance to play any of the Flights, so I’ve gone into Infinite raw and I am so delighted with way this game plays. Enjoying the shit out of the level design and the AI too. Haven’t spent too much time with the grappling hook yet, and I’m not 100% sold on it as an all-the-time tool. I dunno, it’s cool and useful, but I don’t wanna be zipping around in a Halo game. Maybe I’ll just use the Repulsor thing instead. Be that guy.

  4. I think the use of music and sound editing is really good. Shit sounds like Halo but also expensive without being nearly as flashy and wubby as the last couple of 343 games. Genuinely one of the most punchy and refined audioscapes I’ve encountered in a shooter.

  5. I like that all the Banished talk now. One of the grunt barks is an awful, guttural scream. I hate it and I hate them it’s great.

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I am getting stuck into Inscryption. Can’t say I have played many Roguelike Deckbuilders before (Night Of The Full Moon comes to mind, that’s about it), but after the ravings on the podcast I just had to try it out. Not regretting it so far, enjoying the gameplay and the atmosphere. Made it past the second Act 1 boss last night, I got a pretty decent deck in this run. Thanks for the recommendations.

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Wrapped up the credits on Halo Infinite last night, and I think it has solidified into my game of the year. There’s just so much to this game, I don’t even know where to begin. I suppose I can start with the how it stitches together such vast swathes of gaming into a near perfect quilt. Sure, it takes direct inspiration from Bungie’s original Halo trilogy, but there’s so much more than just that. There’s the grappling hook is straight from Titanfall 2, puzzle chimes and “dungeons” taken from Zelda, the emergent open world sandbox cribbed from Metal Gear Solid V, audio logs used to great effect like in Bioshock, and a pseudo-one shot story presentation ripped from God of War. I’m sure there’s more I’m missing (someone’s probably penning an op-ed about this being the Dark Souls of Halo right now), but the point is that Infinite builds so well on this foundation of pastiche and truly becomes its own thing. Even the one common knock I’m seeing, namely the sparse storytelling, worked just fine for me. As a Halo 5 fan, I would have loved to have seen firsthand the galaxy under Cortana’s rule, but I still found this “murder mystery” to be quite intriguing, and thought it wrapped up good enough to spring off into new storytelling directions.

I suppose the other knock against Infinite is that it’s incomplete in some ways. For sure, if this game launched with campaign co-op and forge mode it would likely be already an all-time classic for me. But those parts are coming, and I fully expect to see more campaign modules as time goes on. In the meantime, I’m still looking forward to clearing out the map and playing many, many more hours of multiplayer.

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With all the Halo Infinite excitement I forgot to mention that I finished the two expansions for Control, The Foundation and AWE. Overall I really enjoyed revisiting Control - a game I liked, but didn’t love, the first time around. The expansions don’t quite feel essential but do serve to flesh out a world I was already invested in, and tied in really nicely to that Alan Wake 2 announcement at The Game Awards.

Foundation does a good job expanding on the lore of the Oldest House, and AWE is such a fun tie-in to previous Remedy games - and a great showcase for Langston, the Panopticon supervisor, as a side character.

(A little tangent: since I already mentioned Halo, I’ll add that I wish 343 took a leaf from Control’s design - I love how in both Control itself and then The Foundation, you see the Bureau take back key areas after you pass through, setting up little bases and populating them with staff, supplies, and so on. As you fight across Zeta Halo and retake FOBs you’ll see marines on patrol or just hanging around, but I think it misses a trick not having the kind of living, growing base you have at Central Executive in Control.)

Unless I decide to go back and play Max Payne - or should that be Alex Casey? - I think that concludes my Remedy replay. Can’t wait for what’s next.

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Some more Halo Infinite thoughts. I think @Navster hit the nail on the head with the observation that this game is pastiche. Luckily it’s a pastiche of the best games of the last generation in a good way. In 2013 we got The Last of Us and Bioshock Infinite (hah!) which both mashed up the greatest hits of that the last 7-8 years to varying degrees of success. The new Halo is the same way.

Rather than list all the games that I’ve noticed inspiration from, I think the real influence of note here is MGSV. Yes, there’s a lot of Far Cry in this game, but the driving motivation behind the repeating loops of interaction in a Far Cry game is greed. You’re unlocking the map to progress up a tech tree of sorts. The difference between Far Cry and MGSV is that in the latter, there isn’t a direct input A for output B relationship to the rewards for completing missions. You’re trying to as effective and efficient as possible, and in so doing, the meta-game of rewards and upgrades trundles along in your wake.

Halo Infinite is the same way. Rarely am I looking for the Spartan Cores to upgrade my abilities, nor am I killing the High Value Targets for their unique weapon variants. It’s just fun to do, and it’s enjoyable to wage a very focused war against the Banished because the simple act of map clearing gives you more options. Liberate a squad of Marines and you can then bundle them all into the back of a truck and roll right into a stronghold to raise hell. Take an FOB and you can now spawn a vehicle (and some bigger guns) to equip your buddies with as you go to take out a beefy enemy. It’s all built around these tight, self-reinforcing loops that are less about getting stuff and more about doing stuff faster and better with basically the same tools. Also, this game does systems driven chaos in a way that doesn’t feel forced like it has in FC5 onwards. Shit can just go wrong, and on Heroic, you’re constantly forced to improvised a solution in the moment, which has always been classic Halo fo me.

That being said, it is extremely repetitive in the same way that MGSV is. You have to enjoy that core loop to the extent that every time you get access to a new toy, you immediately want to take it out and experiment with it against the AI. That’s kind of the opposite of what Halo has been up until this point. Much like MGSV, I don’t know if I’ll replay this game by myself in the future. I feel like I’m munch through it like it’s a family pack of chips and I’ll get to the end and want nothing to do with it for a while.

Also, the multiplayer seems rad. I was very annoyed with the infamous progression system until I realised you can still change the basic Spartan colour, so I changed it to green and I’m all set. All the store stuff seems scummy as fuck, but because I’m just playing what I want to play, I’m not progressing through the free battle pass! Checkmate Microsoft, I will give you too much money elsewhere!

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Started the MAFIA III definitive edition because I wanted a open world action game I can just vibe too, and I really didn’t want to start RDR2. Again.

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I’m back on the Quake community maps again, with the 2021 edition of XmasJam - a mapping challenge, which constrains mappers to fit an exciting level within a cube 1024 map units on a side (that’s quite small - the player is around 48 units tall by comparison).
This year’s edition has an unprecedented 24 maps in it, not counting the start map, and I’m not even halfway through them. High points so far include (just for the music) Video Kojima [you can guess the theme already] by Ish, Pinchy’s Snapchip Shatter, which has a lovely wintery gimmick with shatterable glass/ice sections, and Repator’s Holiday Puzzle, a sequence of “identical puzzle rooms” where the challenge in each one is to kill a single zombie - the first room via simply shooting a single exploding box… escalating to a complex timing and trajectory management challenge in the final room.

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Roll credits on Halo Infinite. I’m not nearly as high on it as other folks here. I’m not a big multiplayer guy and I’m also not the biggest Halo fan. I think it was proficiently done and an interesting riff on the traditional Halo formula, but it suffered from some balancing issues (most encounters were more or less doable but basically anytime a boss had a Gravity Hammer it was a war of attrition) and some pacing issues (I know the Blue Hallways are a staple but they’re an absolute anchor around the neck of the pacing). I am looking forward to seeing what they do with the next installment though.

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There is so much hype around Halo Infinite. Like, just wow.

Seems like people compared recent “badfield 2042” and call of duty vanguard, so that Halo with old formula, as you said, is more attractive now.

I wrapped up Metroid Prime just now. I’m super mixed on the game as a whole, though I will say the strong final few boss fights have put me in a better mood than the immediately preceding slog through the mine area. Phazon Mines can get fucked. I despise it.

It’s definitely clear, even playing it today, why Prime was such a hit. The big discoveries really are lovely. And most of the time it feels really good to move around. (I felt terribly slow in certain boss fights). There still aren’t a lot of games like this today.

Where the game really missed for me was the combat. Lots of normal encounters are in tight spaces where enemies are almost immediately on top of you. Despite this, especially towards the end, you have to be switching weapons to shoot the enemy and visors to see the enemy. Each has an animation and is cumbersome to swap quickly (at least on Wii). That felt awkward and left me frustrated with certain areas. I’d be switching to damage the enemy and three of them would already be on top of me.

One other thing I did was actually take notes throughout the playthrough. That led me to getting 89% item completion on the first time through. I’m… not sure that was the most enjoyable way for me to play. Lots of the ways Retro subtly pushed players to explore certain spaces were lost on me as I consulted my notebook instead. If you’re playing for the first time I’d say just let the game guide you. (And if you get stuck where I did, look up!)

I don’t think I will play the sequel, at least not anytime soon. This all felt like reading a classic book in a genre I don’t like. Not for me. Also, I play on a living room TV; my roommates will watch most anything except Metroid, which they hate. (Dark, kinda ugly, and lots of blasting and screeching.) At 89% complete… I might follow a guide back in and unlock that special cutscene at 100%. Otherwise I’m very done with the Prime games for now.

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I stumped up my $1 for 3 months of game pass so I can jump on that Halo train. Installed MCC to play through Halo CE. I played a whole lot of Halo 1, 2 and 3 back when they were originally released but have never returned to them or played any of the other sequels. My couple of hot takes:

Assault on the control is the perfect length. Maybe I’ve spent too much time playing Binding of Isaac but I really dug continuously fighting the covenant through samey looking rooms, with slight variations in level geometry and enemy placement. By the end of that level you are a well trained covenant killing machine. Which makes the introduction of the flood in the next level soo good!

The flood slap! So many games attempt to disempower the player part way through, often by literally taking powers away. But to do it by introducing a new enemy that requires a complete rewiring of how you play is brilliant. One minute my Master Chief is flanking and precisely headshotting covenant the next he is running for dear life through the Library shotgunning zombies in a panic.

The story is mediocre, dialogue awful, much like my feelings on Destiny 2. I do not remember Cortana being so annoying. We get it, you’re the smartest person in the room AI mom.

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I’ve been playing Bloodborne! It’s good! I was previously awaiting the elusive PC port, but then I read a rumor that Bluepoint was going to do a full remake instead (no thank you!!!), so I bit the bullet and started a new save on the PS4 version. I have to say that this play through is solidifying Bloodborne’s place at the bottom of my personal FromSoft rankings. That’s not to say the game is bad! It’s better than most games I’ve played! It’s just not as consistently hitting those sweet sweet highs. I have defended blood vials in the past, but I have to admit this time around that they’re a bummer! Maybe I was just spoiled by DS1, which is just one of the best games ever made.

There’s so much good in this game though! The vibes are incredible! It uses everything in its toolbox to create palpable dread. FromSoft’s cutscenes are always great, but these are just so evocative! The subjects of a sit are often partially obscured or turned away. Dutch angles and shallow focus make everything feel oh so wrong! It’s great!

The level of violence in this game is just ludicrous btw! It’s delightful!

Anyways, it’s a good game. I just got to the forbidden woods last night! Maybe the back half of the game will change my opinion for the better!

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The thing I will say about Bloodborne — which was my least favorite Fromsoft game the first time I played it and then became a 1b to Sekiro’s 1a the second time — is that the best stuff is the optional stuff. In the main game it’s areas like Upper Cathedral Ward, the return to Iosekfa’s Clinic, Forbidden Castle Cainhurst (which is basically BB’s Painted World of Ariamis), and then especially there’s The Old Hunters, which, if it were a standalone game and not a DLC, would be among the best games ever made. I think the game’s main path is somewhat lackluster and since I was focusing on it in my first playthrough, I didn’t like it as much as the second time, when I was really able to appreciate all the surrounding stuff. So if you have the stamina for it, don’t finish without running through the extra stuff and the DLC. (The DLC also has some incredible weapons, and can be worth dipping into early if one of them fits your build. The experience that really made my second run was getting through 3/4s of the DLC underleveled to grab the super broken skill weapon near the end of it, then just destroying the rest of the game.)

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