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Vita PSN Game & Service Thread | April 2013 | Sacrifice your Independent Soul

Okay so after playing as much SS I could, I have one positive thing to say. I like that the mutated cats are heavily inspired of the Cheshire Cat.

But now I have more BAD things to say about the game, which of course has no place here. However, the enemies are a joke. This is basically what Quantum Theory is to Gears of War. The atmosphere is good and idc care the textures etc. other people seem to have issues with, but the gameplay is just so... I don't get it. =/ Everything feel's fast but soft and empty. Dodging is OP in the demo to the point that I can basically circle around an enemy and never get hit.

I do like that there are enough lesser enemies to stop it feeling like God Eater (which could have been much better imo).

It is kinda annoying when the NPC keeps does AoE spells and it knocks you away.

I do think it's hilarious how this game really wants to pretend to be a Souls game with it's setting.
I really DO prefer Bounty Hounds, by far.
 
No idea where to ask but since the last two updates the home button is always lighting blue? How do I make it... not do it? Sometimes it blinks and turns off and then it turns on despite me not having touched the vita.
 
No idea where to ask but since the last two updates the home button is always lighting blue? How do I make it... not do it? Sometimes it blinks and turns off and then it turns on despite me not having touched the vita.

It's doing something online. Do you have Near running? You can turn off the WiFi when it's locked I think.
 
No idea where to ask but since the last two updates the home button is always lighting blue? How do I make it... not do it? Sometimes it blinks and turns off and then it turns on despite me not having touched the vita.

Always did that for me. It's annoying, i guess the only thing you can do to avoid it turning off the console instead of putting it into sleep mode, or turning on airplane mode. The blue button lights up when the wifi is connecting to check for notifications or when there is one you have to read, as far as I can tell.
 
You know what it is? It's the lack of any hit-stun that's bugging me.

And I wish offering could be moved to the back panel and R could be run. Otherwise I have to claw if I want to run and move the camera.

Gosh, don't try to fight flying enemies without a range weapon. They should have at least put a Range weapon in the environment or something.
 
You know what it is? It's the lack of any hit-stun that's bugging me.

And I wish offering could be moved to the back panel and R could be run. Otherwise I have to claw if I want to run and move the camera.

You can press L to re-center the camera behind your back while you are running.
 
You know what it is? It's the lack of any hit-stun that's bugging me.

And I wish offering could be moved to the back panel and R could be run. Otherwise I have to claw if I want to run and move the camera.

Gosh, don't try to fight flying enemies without a range weapon. They should have at least put a Range weapon in the environment or something.

To be fair lack of hit-stun is removed intentionally, as developers say, to make combat more comfortable (one of the complaints from MH fanatics in Japan was exaggerated hit-stun).
Of course it may discourage some because people have different tastes.

And, R & X are interchangeable at the retail version.
 
You can press L to re-center the camera behind your back while you are running.

Resetting the camera isn't an issue, I want to be able to see what's around me without locking-on and using the stick to swap between enemies. If I'm using Mind's Eye for example, I want to look around for things whilst moving towards an enemy etc.

I extend my thumb over the analog so I can also hold the X button.

But you have to remember any game that has you using 2 analogs has the same problem


No they don't. Take Ninja Gaiden for example, which has apparently has a bad camera -- when you're nothing attacking you don't hold anything on the right down. If you are charging for an UT or something, the game knows you don't want to have to claw and puts the camera control on the left stick instead.

MHFU (PSP) on Vita doesn't even have this issue since run is R. The only time I would claw is when I dodge and want to look around at the same time. The game wasn't even designed to have a right stick yet it still works better.

Fact is not a lot of thought went into the controls for SS. It wants us to have a feel that the shoulder buttons are left/right hands etc. but then it puts the attacks on the face of the controller.

Forgive me if I'm wrong, but R doesn't do anything unless you're sacrificing.


And, R & X are interchangeable at the retail version.

Ah... Okay

To be fair lack of hit-stun is removed intentionally, as developers say, to make combat more comfortable (one of the complaints from MH fanatics in Japan was exaggerated hit-stun).
Of course it may discourage some because people have different tastes.

I don't get it. This game has hit-stun for the character, but not the enemies, and that's supposed to make it more comfortable? It just means your weapon always feels weak since the enemies don't even flinch (apart from some who get knocked like the birds, but only after their HP goes down a certain point). It's a questionable design choice really.

But before I continue, let's reiterate what I mean by hit-stun. I'm talking about enemies reacting to your attack, like they do in PSO for a brief time when you hit them (but it doesn't stack so they can move) -- and not like SF where the game actually slows down when something connects.
 
It's doing something online. Do you have Near running? You can turn off the WiFi when it's locked I think.

Always did that for me. It's annoying, i guess the only thing you can do to avoid it turning off the console instead of putting it into sleep mode, or turning on airplane mode. The blue button lights up when the wifi is connecting to check for notifications or when there is one you have to read, as far as I can tell.

I dont have any notifications enabled besides trophies to pop up. None of the settings on there have "Light Up PS Button" No location data on. No auto-start settings on or PS+ auto stuff. I dont want it to get messages automatically or tell me when someone is when I'm not using the device... just a waste of battery.
 
I dont have any notifications enabled besides trophies to pop up. None of the settings on there have "Light Up PS Button" No location data on. No auto-start settings on or PS+ auto stuff. I dont want it to get messages automatically or tell me when someone is when I'm not using the device... just a waste of battery.

Well your Vita wants to stay connected for some reason. Perhaps you have PS+ updates running?
 
I don't get it. This game has hit-stun for the character, but not the enemies, and that's supposed to make it more comfortable? It just means your weapon always feels weak since the enemies don't even flinch (apart from some who get knocked like the birds, but only after their HP goes down a certain point). It's a questionable design choice really.

But before I continue, let's reiterate what I mean by hit-stun. I'm talking about enemies reacting to your attack, like they do in PSO for a brief time when you hit them (but it doesn't stack so they can move) -- and not like SF where the game actually slows down when something connects.

Well I took it completely opposite (I took it as the brief "stop" moment when you cut or punch through enemy, to give you a slight satisfaction and to make sure it is working). Sorry about that :/
Well as for hit-stunning an enemy... well I see your point. Overall the game is balanced in favor of ranged weapons. Melee spells needs more love from dev IMO (it was kinda tweaked at the recent patch, though).
 
I dont have any notifications enabled besides trophies to pop up. None of the settings on there have "Light Up PS Button" No location data on. No auto-start settings on or PS+ auto stuff. I dont want it to get messages automatically or tell me when someone is when I'm not using the device... just a waste of battery.

I know, even with notifications turned off the button still lights on, I'm not sure what it's doing either. As I said, the only working method to keep the blue light off for me is activating flight mode, or disabling wifi altogether.

I'm even more bothered by my 3DS XL which blue light indicates the console is in sleep mode (which of course I use a lot), regardless of wifi settings and notifications (there's a green light for those too, it's crazy). I don't want those lights to be on all the time, and yet...
 
Well I took it completely opposite (I took it as the brief "stop" moment when you cut or punch through enemy, to give you a slight satisfaction and to make sure it is working). Sorry about that :/
Well as for hit-stunning an enemy... well I see your point. Overall the game is balanced in favor of ranged weapons. Melee spells needs more love from dev IMO (it was kinda tweaked at the recent patch, though).

No it's okay. I don't know the proper term for the slowdown (hit-stun) and the flinch (hit-stun). there are game devs on these boards so someone may tell us.

Anyway I played a bit more and~~~~ it's quite fun when using range powers. It's definitely not made properly for melee. At least the first chapter anyway.

I guess to even make it far less likely for me to buy this game, it's art direction is so disgusting there's no way I can get others to play with me.
 
Okay so after playing as much SS I could, I have one positive thing to say. I like that the mutated cats are heavily inspired of the Cheshire Cat.

But now I have more BAD things to say about the game, which of course has no place here. However, the enemies are a joke. This is basically what Quantum Theory is to Gears of War. The atmosphere is good and idc care the textures etc. other people seem to have issues with, but the gameplay is just so... I don't get it. =/ Everything feel's fast but soft and empty. Dodging is OP in the demo to the point that I can basically circle around an enemy and never get hit.

I do like that there are enough lesser enemies to stop it feeling like God Eater (which could have been much better imo).

It is kinda annoying when the NPC keeps does AoE spells and it knocks you away.

I do think it's hilarious how this game really wants to pretend to be a Souls game with it's setting.
I really DO prefer Bounty Hounds, by far.

That's an....odd thing to say.
 
So I absolutely love the ice spells in this game. Especially since you can freeze you're enemies and get a solid two combos on them before the ice breaks.
 
So I absolutely love the ice spells in this game. Especially since you can freeze you're enemies and get a solid two combos on them before the ice breaks.
If you completely freeze an enemy, you can follow up with an electric spell to do heavy damage and get a boost in points.
 
If you completely freeze an enemy, you can follow up with an electric spell to do heavy damage and get a boost in points.

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I have to jump to izunadono's defense here, but for different reasons. Excuse the long post, and, please, if you're enjoying Soul Sacrifice, do not let any of this affect your fun.

I've been trying to figure out what's been turning me off SS because, in my mind, it's basically a rebirth of Phantom Dust in hunting genre game form (which couldn't have possibly gone wrong). It's been bothering me why I don't like the game as much as I would've thought (let alone as much as many others here), but I think I've narrowed it down:

The focus on things that persist outside of missions (character level and spells/seals) appears to dwarf the importance of player skill and ingenuity within missions. Basically, this game seems designed more around obtaining new things and properly maintaining them, not really how well you play (I suspect the ranking system was meant to alleviate this somewhat), and you will basically only be as good as your best spells while they are still available for use, holy/chaotic tendency notwithstanding. I foresee longevity problems with this--spells themselves are rather simple, so finding ones you like and sticking with them will probably make fighting grow a bit stale. A lot of effort seems put into spell variety, but most of the attacks in the demo don't feel particularly deep or interesting to use. The theme of sacrifice runs deeply throughout the design of this game, but it's made some really important stuff appear borderline disposable.

Because these spells are the extent of your fighting abilities beyond basic movement, and because nearly every attack seems to fall into some kind of distance category (close/mid/far), combat is underwhelming. It's hard to explain, but, based on what you fight in the demo, Soul Sacrifice lacks the dimensionality you find in some other games. Leona's comment about combo strings is exactly what made me realize this. I'm going to try to articulate what I mean about multidimensional combat using Monster Hunter as a loose example, but please note that it's kind of like apples and oranges.

So, Monster Hunter similarly accommodates melee and ranged attacks during combat. The main difference is that they're accompanied by their own sets of unique strengths and limitations, not just "usage amount". And solely from a few modest attack strings and a handful of unique weapon techniques, an entire set of variables (option selects, animation considerations, proper positioning) comes into the picture. These restrictions incite individual player response based on situational circumstances, while enemy attacks (occurring from any direction) are fairly telegraphed, patterned, and entirely capable of being handled by your chosen weapon. All of this makes how one goes about fighting depend on all sorts of things--current player position, future position, current animation, future animation, current monster position, future monster position, current monster health/status, available items, equipped weapon, quest time left, nearby players, nearby monsters, and so on. Attempting to get your attacks in without getting hit turns into a complicated, involved, and, ultimately, rewarding process that is both a spatial and temporal experience. This careful dance of player and enemy interactions is the secret sauce that powers 600+ hour playthroughs where people do the same thing over and over without getting bored. It's what makes other games so addictive, too.

Like, 2D fighters would be another decent analogy. You can move up, down, left, and right; you can crouch, jump, backdash, run, airdash (if you're saucy), etc., pretty much anything you like within that space. You also generally have combo strings that lead into and out of particular attacks, in addition special and super abilities and whatever zeitgeist fad mechanics. Imagine if none of that existed, if you could only walk or run, launching slightly different fireballs from three separate distances. It's an unfair oversimplification of attacks in Soul Sacrifice, but that's kind of what I mean about it feeling like something's missing. There's more to the game than this, as many of its mechanics and support abilities excel in other situations like team play, but the foundation for attacking seems lacking.

I don't know how many of you have played Phantom Dust, but it bears a lot of similarities with Soul Sacrifice. PD, however, was able to implement nearly identical kinds of attacks far better because the structure around which all of its abilities revolve was much more cohesively designed. Risk, cost, and utilization of whatever you assigned to carefully devised arsenals were constantly being appraised based on shifting battle conditions. Character prowess was directly tied to (and inherently limited by) what you had equipped, but there was a lot more thought and player skill involved in working within those constraints, I feel. Every attack seemed like it had its own kind of purpose, and it was up to players to realize that potential. Tightly-controlled arena battling was the perfect way to encapsulate everything. A lot of people are bitching about BioShock Infinite's ambition struggling against the seams of its conventional FPS form, and I'd have to agree that it's a similar story with Soul Sacrifice--some of the same wonderful ideas that worked so well in Phantom Dust don't seem to shine as brightly inside of the hunting-style structure SS has placed them.
 
Only Bionic Commando Rearmed 2, and Final Fight: Double Impact use always-online on PSN.

Thanks for the quick reply but unfortunately, you're wrong.
See, that's why I hesitate. GT5: prologue PSN version only works when your online and logged in with the account you bought it. (and several other Sony title have the same DRM iirc)
 
NLKS, I was ok without getting the DLC.

I like what NLKS did with the DLC. I prefer games to not have DLC, so it's nice when the base game has everything in it, and the DLC is just unlocks that can be ignored. Don't even need to sift through a flock of DLC trying to find a new level or anything. Perfect!

NLKS dlcs are unnecessary they at least do something.


DOA 5+ by far. $15 AUD for one costume set (which doesn't even include every character) is insane.

Yeah,I think DOA5+ worse because they don't add anything and way more expensive than NLKS dlcs,and they should've been in-game unlockables(for a game call itself "plus").
 
how to have a disappointing morning
Step 1: start downloading soul sac demo on a fully charged vita before you go to bed
step 2: wake up expecting to be able to play soul sac just to find your vita dead, shrug and plug it in
step 3: after you vita has charged turn it on expecting the demo to install
step 4: sigh heavily as you find out that you have to restart the download because the demo is no where to be found.
step 5: wait for the demo to download.
Step 6: realize it's past noon thus no longer morning and your 2 hours in the morning that you could have played are gone :(

I guess the vita can lose the uninstalled download data if it runs out of battery or something... because I know I started downloading it last night as I watched the download for a bit before letting it go into idle mode so it could download overnight :/
 
how to have a disappointing morning
Step 1: start downloading soul sac demo on a fully charged vita before you go to bed
step 2: wake up expecting to be able to play soul sac just to find your vita dead, shrug and plug it in
step 3: after you vita has charged turn it on expecting the demo to install
step 4: sigh heavily as you find out that you have to restart the download because the demo is no where to be found.
step 5: wait for the demo to download.
Step 6: realize it's past noon thus no longer morning and your 2 hours in the morning that you could have played are gone :(

I guess the vita can lose the uninstalled download data if it runs out of battery or something... because I know I started downloading it last night as I watched the download for a bit before letting it go into idle mode so it could download overnight :/

Sounds like it hung on the "preparing" message and never actually downloaded the game
 
Okay so after playing as much SS I could, I have one positive thing to say. I like that the mutated cats are heavily inspired of the Cheshire Cat.

But now I have more BAD things to say about the game, which of course has no place here. However, the enemies are a joke. This is basically what Quantum Theory is to Gears of War. The atmosphere is good and idc care the textures etc. other people seem to have issues with, but the gameplay is just so... I don't get it. =/ Everything feel's fast but soft and empty. Dodging is OP in the demo to the point that I can basically circle around an enemy and never get hit.

I do like that there are enough lesser enemies to stop it feeling like God Eater (which could have been much better imo).

It is kinda annoying when the NPC keeps does AoE spells and it knocks you away.

I do think it's hilarious how this game really wants to pretend to be a Souls game with it's setting.
I really DO prefer Bounty Hounds, by far.
I don't feel that anything you're saying here rings true at all.
 

That was actually a great read +

It wouldn't take much to add to SS to make its core combat feel much better. Having the player consider a bunch of dimensions such as spacing and well, frame data of weapons and enemies, isn't necessary. That's the beauty of Monster Hunter's combat, but this stuff can go unnoticed. I think a great deal of the addictiveness from these games doesn't come from it's depth, but rather the random items (skinner box etc.)

But anyway, I think you mostly hit the nail on the head when you said the game has a lot of variety of different spells that don't really do much. The problem here is that you have two kinds of people -- those who want stats to disctate their abilities (my sword does x damage etc, it has x% of certain element), and those who want real time strategic combat to dictate the effectiveness of the character.

SS certainly has this stuff inside, but it has certain elements that for you and me ruin the whole experience.

Let's say for example if Monster Hunter had hyper armour -- by that I mean when you attack (only when attacking) the enemies couldn't interrupt you. Now they can still damage you, but for the most part who cares unless they're going to kill you before you can heal. Suddenly we start to see the game very differently and spacial awareness goes out the window, now we only care about how many hits it takes to drop a monter and how much health we have.

That sounds a bit easy, so as the developer of this broken version of Monter Hunter, let's rank up the difficulty by giving enemies very damaging attacks. This is a bad solution, since while it makes the game *harder*, it creates a new problem where the game feels hard for the wrong reasons. The lack of feedback from getting hit while attacking means now the game has this whole turn-based "I take x hits, he takes y hits" exchange going on. Now you could play it as you would before, but now enemies are very hard hitting, and when they're not, you no longer care about spacing or timing.

The above game doesn't play like SS, but it has a similar issue. Granted I don't know if there are ways to get your HP up effectively, because saving didn't seem to do much, but there we have two groups of enemies regardless. Those we just spam the same attack button until they fall, and those who we wait patiently until they stop attacking so we can get hits in without getting hurt ourselves. The lack of interrupting the enemy means, outside of using range attacks, you're simply waiting for the enemy to let you attack you. The worst example is fighting a bird with just a melee weapon -- it flies around and only after x seconds it does one of two attacks, and you can only use a melee weapon if it flies at you -- miss your chance and you have to wait again.

To be honest I don't think SS needs to abandon its whole "summing weapons and abilities" thing -- I think what it needs to do is play around with them to make them either more unique from each other (and I'm not talking stat wise). Or it could really integrate the whole summoning powers from the environment thing and make it so that you can get weapons from lesser enemies that are strong against the bigger ones. Like say, while fighting the Harpy, we know it's weak to fire (I think) -- make a lesser fire enemy that when saved it gives you HP, and when sacrificed it gives you one shot or hit of a fire weapon.

But alas, this game is clearly heavily reliant on it's RPG/collecting nature overall. I can't comment on it being done right, but this is a game that's compared to MonHan or a Souls game that are really combat first, RPG later.

I don't feel that anything you're saying here rings true at all.

Overall I think the problem is that I want interaction between the AI and how I fight them to the main thing here. If it's not, why bother having so many different kinds of attacks (slow, fast, long-range etc.) -- I won't say SS is a rubbish game, because I'm asking for it to give me something other's don't look for, but it does have an interesting setting. However, the game was marketed to me as having good combat, and it simply does not.

EDIT: Uh, you know, I just did a whole MonHan vs. SS discussion with my friend and well... I just think it's best to say there are people who like the game and people who don't and leave it there. It's like a joke, it becomes lame when you try to explain it.
 
Google tells me the 3G Vita isn't selling as well as the WiFi version despite being the same price. Apparently there's some confusion about subscription fees being required on the 3G model (?).

That's what I read Sony say somewhat vaguey - I can understand it with 3G being mostly associated with mobile contracts, they might think their are hidden costs and that it was limited in some way - which is why sony says they're confused.


Lawlzy in the Guacamelee thread is/was an artist on the game and confirmed their are dlc plans but didn't specify and says they might have changed since he was there. There's already a big obvious button that links to the playstation store (currently gives me an error) on the main menu as well. Looking forward to anything by the team really!
 
yeah i bought that overpriced skin.

QBBd8Ed.jpg

agLMsZ8.jpg


the vinyl feel made less slippery,and touchpad is working well with the back skin on it.

not sure why they have a skin part for the freaking screen tho.
 
yeah i bought that overpriced skin.

QBBd8Ed.jpg

agLMsZ8.jpg


the vinyl feel made less slippery,and touchpad is working well with the back skin on it.

not sure why they have a skin part for the freaking screen tho.

Hmm that actually looks quite nice. I would like not having to wipe the thing off constantly from fingerprints. How much did it cost in US dollars?
 
Hmm that actually looks quite nice. I would like not having to wipe the thing off constantly from fingerprints. How much did it cost in US dollars?
Dunno about Toto's, but the skin I'm using has a matte finish, so there are no fingerprints when I use it.
 
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