Things I loved about Returnal
- Visuals
- Audio
- Movement
- Combat
- Haptics
- Enemy design
Things I disliked about Returnal
- The game
Bad game design ruined a great experience, I'm a dad with a full time job. I don't have time to start from the beginning everytime I die. This is not 1992, design a better progression system.
Well, you level up weapons instead of your character, but the end result is the same.You don't really ever get STRONGER (only during each run), do you? But each biome gives higher level weapons than the one before. And you unlock new useful items that you might find.
I don't even like bullet hell games in 2D.
I don't even like bullet hell games in 2D.
Yes and Spelunky is a side scroller and Binding of Isaac a top-down game but what has the view got to do with the fact that they are rougelike games?The game is a TPS with dashing, light platforming and no cover. It could easily have the same gameplay with a different progression system. The guy's comment was perfectly understandable. It's the most common complaint about the game.
I was responding to the other guy that said the lack of a progression system is completely inseparable from the type of game it is. I was just saying that I don't think that's true at all.Yes and Spelunky is a side scroller and Binding of Isaac a top-down game but what has the view got to do with the fact that they are rougelike games?
What's your scout rank though?Way ahead of you, son.
Well, you level up weapons instead of your character, but the end result is the same.
That gal from the 'should your boyfriend play' series on youtube nailed it: diarrhea Christmas lights.
What game is that?That gal from the 'should your boyfriend play' series on youtube nailed it: diarrhea Christmas lights.
I can see you disagree but your argument was the game's view. Well it kind of isn't inseparable. It's like asking tetris to have better progression because once you reach the top it's game over. Rougelike is the type of game. It's randomly generated levels designed to test your skill that reset on death. You either enjoy the game mechanic or you don't but the progression system and it reseting to challenge you with a new seed is the game.I was responding to the other guy that said the lack of a progression system is completely inseparable from the type of game it is. I was just saying that I don't think that's true at all.
Roguelikes, Roguelites or whatever they're called are fantastic. Can we please start only making games in this amazing genre.
Bro fist. It will end up being my game of the generation just for how fucking dark and opressive it is. We get premium dark shit like this every 10 years.Still my game of the generation. Better than anything I've played for the past decade. I will never delete it from my PS5 and if it doesn't run on PS6, I'll keep the PS5 just for that game.
And this is why I suggest save scumming for those struggling with it or have limited time.I did prepare well, best weapon I had found so far, had a spawn point, extra life, a parasite that saved my life. Map cleared. Then I died at the boss third phase. Second try from the respawn point. Died at second phase. Back at the crashsite. Pea-shooter, sword, secondary fire, and nothing else, and a new map. I just went nope and haven’t tried it again, the core gameplay is great but I just don’t have that much time to waste.
Can you still do that save trick? I thought they removed that posibility when they made it possible to pause a cycle.And this is why I suggest save scumming for those struggling with it or have limited time.
Personally I don't mind dying ala souls game where you mostly have everything you need or can stock up before the run. Here there's a lot of RNG getting the things to help not just tackle the boss but get through the levels that are damn hard in their own right.
Also going to second wishing this was just a more traditional shooter instead of a rogue-lite same way I wish Dead Cells was a more traditional Metroidvania. It does a great job at it imo but man is it getting tired seeing them pop up so often now as somehow who hates that style of design.
Yeah, it's a brilliant game. It's as much about avoiding damage as it is dishing it outI never picked this up at release, had other stuff to play I guess. Also wasn't sure if a roguelite third person shooter would really be my thing. But now with PS+ Extra I decided to give it a go, and I'm absolutely hooked.
I will say it started out a bit slow for me, I was making very little progress during the first few hours and almost gave up on the game. It didn't feel like I was achieving much of anything, since so little carries across between runs (until you beat a boss as least), and it was frustrating to lose what felt like a good run with a lot of time invested into it, over and over again. But slowly but surely it started clicking, and I started "getting it". Once I finally beat that first boss it felt so good, much like when you finally get past something that at first felt impossible in a Souls game. My frustration was turning into addiction, and the more I played the more I wanted to play.
I'm now, I believe, pretty close to the end of the game, and I feel pretty confident in saying it's my game of the generation so far. The gameplay is just top notch, once it clicks it's immensely fun and satisfying. And I absolutely love the creepy alien horror vibe that permeates the entire game. I was really surprised by how good the story is too, they've really done something interesting (and often terrifying) with the whole "endless cycle" thing. Can't wait to see how it all wraps up.
But yeah, pretty good game, try it maybe, I don't know.
I "accidentally" made an attempt at the tower when I was a few biomes in, just wanted to check it out. Seems like really good extra content, yes, will return to it later for sure.
This is really a game where you can make it as easy or hard as you want to though (well, it never really gets EASY I guess). Once you reach a new biome you can take a shortcut to it the next time you die, but you will be underpowered compared to the first time you got there. If you instead first clear the earlier biomes again things will be MUCH easier, but it of course takes more time. But that's how I've prepared for most bosses, just skipping straight to the latest biome has generally proven too difficult.
I've never had anything like that, but I've been playing solo only. I don't know how they work co-op into the story (if they do at all), but this is supposed to be Selene's solitary journey I feel.
And biome 5 is overall pretty easy to get through IMO, if you just make sure to have some good stuff for it (the pylon driver is the king). And once you're past that, biome 6 gives you some pretty cool upgrades (and is just pretty freaky in general, feels rather different from anything that came before).
I also felt that lack of progression, until I didn't. Suddenly it started making sense, and then I loved it.
Save-scumming I personally feel would ruin what this game is even about, kinda like it would in Souls. The risk-reward thing is a huge factor. The feeling of finally taking down the next boss after preparing well for it is so great. If the risk of losing everything wasn't there it just wouldn't be the same.
I thought the story was very interesting. Especially, the "holy shit" moment half way through. By the end, it was a bit too crazy, but it kept me interested throughout to know where it was going.Screw shooty shooty games. I need a great story to keep me hooked
The game doesn't have a pause button?Can you still do that save trick? I thought they removed that posibility when they made it possible to pause a cycle.
And that reminds me, how did people manage to finish this game before that patch and without using any save trick?? Must’ve been several hour long uninterupted sessions, and then back to the beginning without any progression at all at death. Brutal!
Leaving the system powered on and only playing one game? Leaving notes with angry warning messages to family members to not touch anything?The game doesn't have a pause button?
The game is every element pieced together to make a whole. So it's perfectly ok to criticise the design choices. You may call it rouguelike or whatever, that doesn't excuse a ruined game. The reason I hate it is because I loved so many elements of it and it sucks the devs couldn't design and produce a full length title without the bullshit start again progression to artificially extend the experience. A shame."Design a better progression system" is really missing the point entirely. That progression system is what the game is, you're essentially saying "make a completely different game please". The game isn't for you, that's fine, not everything has to be for everyone.
She has a nice buttNo thanks, the bitch looks ugly as fuk
It actually reminds me of Demon Souls in its unique approach to game design. There was nothing like it (tendencies, invasions, difficulty), and that was the beginning of an incredible series which spawned its own genre. The game wasn’t for the faint of heart, but few other games provided such a unique and rewarding experience.
Oh Last Ninja (and 2) was such a bitch. Some of those jumps required are just sadistic by design. But surely you had an Action Replay cartridge? Infinite lives in most games.On C64 no games had save systems, I can’t remember any at least. Maybe there were codes but I can’t remember any. I had The Last Ninja on for like a week lol, you respawned at the same level though but the bastards at System 3 kept track of how many lives you had when you reached there so even at game over you could be stuck restarting with only one life.
Returnal won’t have a sequel. It’s a one and done experience. Krueger confirmed this in some interview. And thank god for that. Let the man’s imagination run wild with whatever new world he comes with.It is one of the best games and experiences i ever had, the sound design, the music the whole alien feeling to it was something else, the game peaked on the 4th Biome it was an unmatched experience.
However i think i dont have the patience to a rogue-like games if the sequel is a rogue-like i will not try it
If I understood correctly, unlike other Rougue-lites, when you die here you don't carry. over like newer power ups, more stamina, new weapons....just a clean slate every time?
Yeah the swamp and water crossing in The Last Ninja and the pillars and that train track in Last Ninja 2, early days git gud gamingOh Last Ninja (and 2) was such a bitch. Some of those jumps required are just sadistic by design. But surely you had an Action Replay cartridge? Infinite lives in most games.
You really missed out then. I can't remember what revision of Action Replay I had (it was MK $SOMETHING, there were many), and it's been such a long time that I don't remember the exact terms used, but basically: say you have three lives in a game. You freeze the game/enter the cartridge menu, and input you have three lives. The cartridge then scans all memory addresses containing a value of "3". Then continue to play the game until you lose a life, go into the cartridge menu again - then you can scan those memory addresses that previously contained "3" and see if one now has a value of "2". And if such location is found, the cartridge would "freeze" that memory location, so even if the value would change, the cartridge would swap in the "frozen" value.Yeah the swamp and water crossing in The Last Ninja and the pillars and that train track in Last Ninja 2, early days git gud gaming
I had The Final Cartridge III, then you could in theory do save states, press a button and freeze the game at a difficult area and save, the load later and start right where you hit the button.
But reloading took several minutes so it was hardly an optimal solution lol
Pretty much.If I understood correctly, unlike other Rougue-lites, when you die here you don't carry. over like newer power ups, more stamina, new weapons....just a clean slate every time?