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Everything posted by crispy4000
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They'll still get their money. EU is just saying you should be able to buy CoD on PS5 and play it on a cloud service too. For the next 10 years. It's a pretty half baked way to fix the problem, if cloud gaming really is a category worth protecting competition in. Because of Games Pass. Who would honestly sub to GP and decide to play CoD on Boosteroid instead of xCloud?
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This isn't really about who buys the game. Its about no cloud outlet being able to compete with Microsoft's cloud gaming subscription, which baseline, comes with the latest Call of Duty at no extra cost. But to your point on the Wii U, we won't be seeing cross-manufactuer game licenses sold until the big 3 willingly give up on their royalties. Cross-gen purchases move an inch closer to that, but that's all. An inch.
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Every 3D Zelda game before BoTW failed at that on some level IMO. Either to make it fun, or to give you enough to do for it to really feel like the world itself wasn't padding. Nintendo's never been able to recreate what LTTP (and ALBW) did so well in 3D. (but in BoTW/TotK's case, that's totally okay) I don't look to Zelda to give me Witness style puzzles either. But I think they were onto something with the 3D dungeons being so much better than the 2D games, which IMO were the trade-off for the world map being more vanilla. In some Zeldas, like WW or in many of BoTW's shrines, the puzzles are generally too easy. But I think the rest strike a good balance in being cleverly conceived, fun to solve, and not feeling like convoluted inside baseball. It does a much better job than other similar examples I can think of, like the 3D PoP games. I definitely don't want Fez or Witness out of Zelda. I kind of hated those games for how much they asked of you. Supraland was more of my speed in terms of puzzle difficulty feeling very tough but manageable. I'm hesitant to try Tunic, one day I'll give it a shot.
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I felt the total opposite about it. No lifeless semi-large overworld. Instead, dense puzzle solving throughout most of the world below, that to me, felt closer in spirit to the GB Zeldas. It’s like they learned that even the overworld in Majora was fluff, and demphasized it even further to a pseudo-world map with drop in points to the real game world. It also felt to me like they found a creative spark that traditional Zelda dungeons were somewhat lacking in mechanically since Majora, starting at the third dungeon. I think they’re a wonderful send off to the series as we knew it. Especially that last one. Bosses are another highlight for me. I’ve never seen an element of a Zelda game as far stripped back as BotW’s blights were, relative to SS’s bigger encounters. The combat mechanics do have something to do with it, but it’s more than just that. You can still reduce both games down to being route actions more or less (swipe the direction you’re told to / parry to flurry attack kill the damage sponge). But SS was generally a more exciting one, outside of encountering a Lynel in BotW for the first time perhaps. I’m really hopeful TotK can address some of these things. I’m already liking its Shrine puzzles better than base BotW, but I’m reserving judgement. SS is still a very flawed game in certain respects though. Some real pacing issues there, most crucially. And Fi is still pretty annoying. I get the hard pivot away that BotW took, since SS is still very much a dead end. I could have used one more like it perhaps, but won’t be complaining about it either.
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I'm taking much longer in the opening area that I would have otherwise. I didn't head to the initial map marker, so saw the entire island before I had any extra abilities. I forget if BoTW's great plateau worked that way, but surely I missed the boat. (then I made one *oof* ) Combat is quite fun. I'm surprised by how much damage enemies deal when you only still have a 3 heart reserve.
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Reached credits on this at midnight. I beat it before Zelda! Woooo. What a bonkers 20 hour ride that was. It adds a lot of context to Xenoblade 3’s world, and even it’s ending. But yes, this is 100% for people that have beaten all three previous games. It’s hard enough to parse the directions they go with it at times, I feel like I have some catch up reading to do, even though I get the general gist of it. One thing’s for sure, this is a series send off. The end of the game cuts no corners, feels suitably epic. Like Torna, this seems like it could be it’s own $60 game if there wasn’t a length comparison to the mainline games.
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So glad most of the performance woes were rectified from the preview build. Only Ultrahand stuff mainly, which doesn't seem out of place with some of the runes in the first game. Sucks that they went with FSR1 instead of Xenoblade 3's upsampler, but I could see why it still works okay with its visual style.
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I’d love to see a 3D Bomberman not stuck on a grid again. Skies of Arcadia sequel. It’s announced, but I still want to see Playtonic take a second crack at Yooka in 3D after redeeming themselves with Impossible Lair. It’ll never happen, but Vicarious Visions brought back for a new Tony Hawk. Ogre Battle in the old pseudo RTS style. It’s so dead right now. Even deader… a modern continuation of the Soul Blazer trilogy.
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With E3 proper fizzling out, I'd imagine a lot of publishers came running to him. I think it'll be worth checking out. Or at the very least the game impressions from their demo event.
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Pikmin 4