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Pragmata |OT| Tactical Hacking Action

A bit late but missed out on "Dad Space" as an OT title.

Oh come on man, that shit got played out within about 17 hours like every other quippy bullshit on social media. Dozens and dozens of comments by idiots that think they were the first to come up with it :messenger_grinning_smiling:

Funny thing I'm look forward to with this - the length. I love straight shot 12-15 hour romps. 360/PS3 days indeed. And it's got the replay value.
 
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Oh come on man, that shit got played out within about 17 hours like every other quippy bullshit on social media. Dozens and dozens of comments by idiots that think they were the first to come up with it :messenger_grinning_smiling:

Funny thing I'm look forward to with this - the length. I love straight shot 12-15 romps. 360/PS3 days indeed. And it's got the replay value.
13 hours for me and I 100%ed each area, but I did not complete every trial from cabin. Did like 22 of 30.

Upon completion you get lunatic difficulty to probably add another 8 hours if you skip cut scenes, and a whole new hidden area with many challenges to do. So you could get like 25-35 from this if you want to do it all.
 
Since the new "official PSSR2" update on PS5 Pro, I'm noticing boiling(noise) on a lot of surfaces that weren't there pre-patch
 
Since the new "official PSSR2" update on PS5 Pro, I'm noticing boiling(noise) on a lot of surfaces that weren't there pre-patch
I haven't played since the patch but I noticed that same thing on RE9 with new PSSR if it's what I'm thinking about. It's almost like a light source is being dappled over certain textures. I did notice it but it didn't really bother me. Not sure if it's the same.
 
I haven't played since the patch but I noticed that same thing on RE9 with new PSSR if it's what I'm thinking about. It's almost like a light source is being dappled over certain textures. I did notice it but it didn't really bother me. Not sure if it's the same.
There's a lot more noise on surfaces that never had while I'm playing. Like the surfaces are boiling. Updates are supposed to improve things not make it worse.
 
I just beat the game, man I'm in love…..this game was awesome! I'm gonna do another playthrough in lunatic difficulty.

Also I absolutely destroyed the boss with mine hack. It literally prevent boos so much because it just keeps getting stunned on mine hack.
 
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Looks like I'm headed to the final zone. Enjoying every bit so far - stop every so often to do the VR missions and I think they are a bit undertuned. Most of the first 15 or so can be perfect on first try, if not definitely the second. Guessing they will get a bit harder. I like them though because the gameplay and movement feels good.
 
Looks like I'm headed to the final zone. Enjoying every bit so far - stop every so often to do the VR missions and I think they are a bit undertuned. Most of the first 15 or so can be perfect on first try, if not definitely the second. Guessing they will get a bit harder. I like them though because the gameplay and movement feels good.
Also the reason I'm enjoying these VR mission be because it makes appreciate the weapons I overlooked before…..seriously hack mine is fucking amazing weapon, I absolutely destroyed final boss with it.
 
End of the Lumen Mines zone and story sequence.

NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO !!!!!

:messenger_loudly_crying:
Fuck you, Eight.
 
Woah there kiddo...


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Fired it up briefly just to see the intro and I was very surprised to see the group of dudes be all white. You just never see that shit anymore. At all. Someone's always gotta stick some color in there or else. Great to see such an immediate reminder that the Japanese give zero fucks about our western phoniness.

Videogames.
 
Some games are great now with PSSR2 but others are still just as bad IQ wise. Why did Pragmata need to he at such a low base resolution? I bet that is why we're seeing this disgusting boiling and shimmer. Thought pssr2 was supposed to not get this bad with things like boiling and artifacting yet i can find a ton of examples and even some new issues that were nothing there in pssr1 in some games (sh2 enemies now get this specular artifact after you kill them. Fine foliage in games that gets wet and has specularity to it is worse with pssr2. You can see in Crimson Desert and Sw outlaws.

Pssr2 is more stable than pssr1 in general ....but not by as much as i hoped. It still has major issues with rt and foliage. It's not as great as we want to believe i hate to say it.

Re9, pragmata, Control, crimson desert, avatar, mh wilds, dragons dogma 2 rt "boil" still, sw outlaws foliage, sh2 all need work with pssr2.

Also found the "white dots/specs" artifact popping up in several games like black ops 6
 
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Does the gameplay get any better than the first couple hours? So far every encounter plays out the same and its fairly basic: group of enemies surprise attacks me, i do the simple hacking mini game and shoot them dead using a combination of guns. Very simple and easy so far.

Im trying to imagine how this loop is going to improve....harder hacking, more enemies, new guns? I hope they start adding more strategy and challenge to the game soon.
 
Does the gameplay get any better than the first couple hours? So far every encounter plays out the same and its fairly basic: group of enemies surprise attacks me, i do the simple hacking mini game and shoot them dead using a combination of guns. Very simple and easy so far.

Im trying to imagine how this loop is going to improve....harder hacking, more enemies, new guns? I hope they start adding more strategy and challenge to the game soon.
Yes, yes and more yes.
 
Fired it up briefly just to see the intro and I was very surprised to see the group of dudes be all white. You just never see that shit anymore. At all. Someone's always gotta stick some color in there or else. Great to see such an immediate reminder that the Japanese give zero fucks about our western phoniness.

Videogames.


Come On What GIF by MOODMAN




Not that it matters in any way, but we don't see two of the four's faces at any point in the intro. They always have their visors up.


62hiJJ6sktU1VD9s.png








Unless you're talking about the suits ... in which case yes they are 100% unequivocally white.
 
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Not that it matters in any way, but we don't see two of the four's faces at any point in the intro. They always have their visors up.

Unless you're talking about the suits ... in which case yes they are 100% unequivocally white.
It doesn't really matter, yeah. But you know, for… some people, if a person isn't shown to be non-white, then they're 100% white, and that's a problem somehow.
Anyway, I hope this was a one-and-done thread derail. Pragmata deserves better discussion, there's already been more than enough fabricated controversy around Diana and that whole "Pragmata is making gamers want to be dads" nothingburger.

Last night I beat the fourth boss. Somehow, the bosses have become the easiest part of the game after the second boss took me way too long to beat. I expected the third and fourth boss to be more challenging.

The difficulty in the training missions fluctuates wildly. I can breeze through most, then one comes up that requires some very specific tactics and I'll struggle with that single mission for more time than it takes me to beat a bunch of other missions. Good thing that the requirements are very lenient.

I think that Cabin isn't receiving enough love. That thing is the perfect example of something that Capcom does so well, ie, robot characters that are very simple but never fail to make you smile.

The game turned out to be way longer than I expected from early comments. I'm almost at 11 on-game hours, and I still have new areas to go, a good bunch of stuff to clean up in previous areas, and possibly a dozen training missions to do. That should easily bring me up to 15-18 hours for a first run, and there's still Lunatic difficulty (which I don't think I'll be good enough to beat) and maybe some extra stuff. Pretty meaty game, all things considered.
 
The game turned out to be way longer than I expected from early comments. I'm almost at 11 on-game hours, and I still have new areas to go, a good bunch of stuff to clean up in previous areas, and possibly a dozen training missions to do. That should easily bring me up to 15-18 hours for a first run, and there's still Lunatic difficulty (which I don't think I'll be good enough to beat) and maybe some extra stuff. Pretty meaty game, all things considered.
You also unlock brand new challenge mission after finish the story known as Unknown Signal which separate from NG+ and new difficulty.
 
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Just checked it out with the latest "PSSR2" update and it is for sure worse now with the dreaded "boiling" artifact on Pro!

That boil is nightmare fule for my eyes and soul. Yes, it's happening now much more often and now is happening on fences and mesh objects which looks awful whenever it pops up, which is a lot in the outdoor NYC area.

I swear Capcoms developers are inept with this shit! They 100% don't play their game on the Pro before putting together a patch or they just don't care about image quality. Again with the boil though I really though we had moved past it with the new PSSR.

This reminds me of SH2's pre-pssr2 in Quality mode. Just as bad when you're outside in Pragmata that isn't exaggerating.

Im so pissed because I turned off automatic updates on my Pro for fear of the next RE9 situation and my Ps5 decided to install this update anyway last night.
 
Having put more time into it im surprised theres not more mention of this game basically just being future/space RE... instead of zombies its AI ( no i havent finished the game yet and yes I know its not literally 1 to 1 re but robots)
 
Has anyone actually managed to unlock the 6000 damage achievement? Feels bugged to me. I've definitely hit higher damage numbers more than once, but Steam still isn't tracking it.
 
Lunatic difficulty is no joke, even simple walker take much more punishment and they don't stay open after hack for very long.

Not only that they no longer slow walk towards you they come at you much faster.
 
Done in 15 hours (collectables and such). It's a very PS360 era game that screams 'I'm videogame!', both for better and for worse.

It would be a vastly better game with less soulsborne nods, quite useless and needless ones too. Campfire structure instead of checkpoints is simply there to stretch the playtime (plus you can't refill healing items without a visit to a hub, so dumb), and later bosses are just ER wannabes with broken I-frames. But the main problem is that the gameplay variety peaks near the middle of the game. After you obtain the rifle and a few hacking tools barely anything changes further down the line and game slowly turns into a slog. The collectable hunt is very enjoying though, level-design is straightforward enough and not tedious, bar the non-existent area map.

Visuals are fine on PC, but quite samey, 70% of the game, excluding few vistas, are more or less same white sci-fi pack of assets and corridors, plus basic level blocking is painfully visible more times that it should be.

The story itself is cute and the chemistry is there, but the plot and delivery is as basic as it gets, especially the ending. There are some TikTok-worthy snippets, but honestly, the overall plot is nothing to write home about and I felt that Capcom could've done way more with Hugh and sci-fi background of the setting.

A solid 8 in my books. I think that sequel can truly shine with refining the structure and the hacking-shooting formula.
 
Doing my run on Lunatic and I'm just having fun playing glass-cannon build with all the mods that give me the most damage multipliers possible (including the one that cuts HP in half for 20%+ dmg). It's fun to abuse the shotgun and the charge rifle on the big bots as they do insane damage on crits.
 
Finished the game. I liked it. Personally, a 7/10. But I also would rate a lot of mainstream games that get a 7 a 3-5

Overall, outside of the characterization, it feels like a somewhat worse Stellar Blade to me. I usually wouldn't do these comparisons and both games are enjoyable, but I couldn't help but notice a lot of similarities that just kept me comparing elements to each other as I played.

I'll add my thoughts in 2 separate spoilers. One for just the game, one detailing comparisons to Stellar Blade (including spoilers to Stellar Blade, read at your own risk)

Solid game overall, combat is fun when it's challenging, which isn't too often sadly, but I did enjoy all the caution zones and red zones. Intuitive mechanics, no handholding.. but also not really a need for handholding in the first place, the game is pretty easy to grasp. Good thing imo. The plot is weak, the character depth is weak as well, but the characterization is nice. There isn't much to Hugh and Diana in terms of depth, but I would lie if the occasional voice lines or cut scene didn't make me chuckle or glad or sad or concerned or whatever. Eight speaks like 10 sentences total and is basically completely irrelevant until a bit before the end. Same for Dr. Higgins, and all the lore drops via data dumps. It's all fluff with no depth. The setting and level art are nice. Difficulty-wise it was a bit too easy, most bosses were first try. I died maybe 5 times total. It doesn't need to be overly difficult and force me to die often, but a boss fight win should still feel earned, and most of the time I didn't really feel like I needed to play well or master any mechanics to have a good shot at them. The challenges were fun and tightly designed. I only did the first 20 with a perfect, after that I only did some irregularly. I tried the very last 5 star challenge and noped out after completing it without any of the modifiers. I generally like the challenges though. This is generally a point of praise for me, this game is a *game* first and foremost. It's cool having to line up drones to kill them all at once to get a perfect in a challenge et cetera. Was forced to adapt and think a little with these. It feels like a return to form, moving away from "no fun allowed" games that want to be very realistic but are aimless and frankly pointless. Within that return to form, I'd say it's a decent, but not great game. Enjoyable, as games should be, but nothing special outside of that.

The opening and ending I felt most engaged by, and you can tell they poured most resources story-wise into these. Which makes sense to a degree. But most of the middle, which is the majority of the game, there isn't really any story at all. It's just solving one logistics issue after the next with tidbits of dialogue. Level design was alright, I enjoyed the collectable hunt. Wish the levels were a bit less linear though. The backtracking using Cleanse and its first level is extremely minimal. The art was great. Felt like a believable, interesting place.

For the finale, Hugh not making it and sending off Diana to earth was touching, even if predictable (it was shown beforehand around the middle of the game or so? That he got infected, and Diana mentioned at multiple points she can't cleanse dead filament from organic bodies). Even though that part was predictable, I really enjoyed it. I liked the section of Diana getting off Hugh's back shortly before departing. While playing, I had to think of the generational change, legacy, entrusting your kin with your hopes and dreams, raising them to leave the nest. It was symbolic and in tune with Hugh's own backstory of being adopted with great parents. Hugh becoming weak, stumbling around, while still trying to keep Diana in a happy place, made me think of a dying parent (perhaps even of old age, not necessarily by injury), making their peace with what's to come. Trying not to burden their kin. Being happy for them. As it should be. That was really great and touching. I just wish there had been more of that along the way.

Concept
Lots of similar concepts with sci-fi and sci-fi-organics-merging. Puzzles, a smart little fella good with tech as your over-the-shoulder companion, collectables + scanning for them. Laser sections, turret sections, little side-paths.
I'd say combat wasn't similar, and I liked both of their combat systems. Both have reasonable amounts of depth to them.

Combat
Very different style. I won't say much here because there is no need for a direct comparison. However I'll make a point on how SB brings itself together better, as I feel like SB made better use of its own systems.
Pragmata feels great when challenged by multiple bots and dodging around last second, doing well in a confined space etc., but overall it just doesn't do that enough. It doesn't force you to engage with the game's mechanics all that much beyond the basic level. For example, you can basically beat any boss however you want regardless of choice of weaponry, without breaking a sweat. SB has a higher skill floor where it expects you to learn to 'git gud' to some degree. You can still mitigate difficulty by using heart pumps for revives, but on a base level it expects you to engage with its systems more thoroughly. You can tell this is the case because Pragmata itself, with its challenges, forces you to do exactly that. I wish the game itself was designed more in a way that made you think about what you are doing and how you are fighting more. The bosses in Pragmata are just kinda.. there. As dramatic set pieces to beat. I feel that was a missed opportunity. I get it's supposed to be very beatable but a slightly higher difficulty and more tight design would have helped for the Normal mode too. The same goes for the hacking, they already have cool modifiers with the jamming, the hacking-shields of some enemies, and the 'laser dodging' in the fight with Eight. They could have done more with that. They know how to do it. It seem they deliberately chose not to, which is a shame.

Level Design
Pragmata is mostly corridors with the same level design language employed in most places. Gameplay wise the areas are all pretty much the same.
Level design wise Stellar Blade wins hands down. Both have great art, but design wise Pragmata was the same thing over and over again for the most part. Sorta narrow spaces. Just 1-2 exceptions and even these are just connecting corridors. Stellar Blade has these as well, but it has a good mixture of narrow, confined spaces and actually large open areas, but also very vertical areas that felt very different to traverse and explore. There was more diversity in those environments that went beyond art, they informed gameplay and vibes, either explicitly (in the 2 underground dungeons where your sword is disabled it's suddenly a horror-game) or implicitly (climbing up the Orbital Elevator was more of an experience in SB in itself, just the traversal and its visuals). In Pragmata, these variations were a lot more subtle, or smaller.
Gameplay wise, Pragmata has neat moon/low-grav mechanics, a worm in the ground in one section that you want to avoid, and movement-wise the jumping and thrusting was fine, even if sluggish (that's okay and intentional in my book, going for a different feel). It used it well in some sections of the game. Stellar Blade has actual climbing beyond jumping, wall running, rails to balance and hang from, quicksand, the hypertube surfing, the covert container section with turrets one-shotting you and more. Both have laser sections, but Stellar Blade's felt more 'designed' in terms of puzzle usage (when to avoid, when to dodge, when to hang) etc.
The same can be said for the turret sections. Pragmata has a turret-type enemy that is employed at a couple points that makes you avoid some missiles from afar, and getting there to destroy it is not always trivial. But in the end, it's mostly a normal enemy. When you throw a statis net at it it's pretty much disabled which allows you to get close enough to hack and destroy. It's a slight modification of other enemies.
With some of the design of some sections, it felt like both were shooting for similar things, breaking up monotony by introducing new variants in gameplay, be it traversal-related, dodging or hiding from obstacles/bullets etc., but it feels Stellar Blade was more thorough with it.

Puzzles
Pragmata mainly stays around simple switch-based puzzle. Turn thing on. Turn thing off. The hacking is engaging but the actual puzzles are quite simple. There isn't much to think about.
The level design for both games lets you 'puzzle for a bit' as you need to figure out a path to get where you want to go. Some hidden entrance or so.
There is some element of obstacle course solving in Pragmatabut as mentioned in level design, there isn't that much to it.
Although I will say, some of the challenges can be read as puzzles as well, and those are great. To get a perfect, on many of them you really need to choose the right strategy, it's not a matter of "just aiming well" or similar. You gotta lock-in and figure out what the best choice is, and then execute it flawlessly. In that sense of the word, Pragmatahas some great puzzles although contained within the challenge simulations.
SB is pretty light on puzzles as well in terms of difficulty, but has a wider variety of mechanics to engage with. Pushing/pulling boxes, adding up numbers, actual math quizzes, laser-redirection, climbing, obstacle courses.

Story
Story-wise both are pretty meh, but I'd say Stellar Blade's setting is more unique and leaves a lot more room to be explored, its universe is grander. This isn't necessarily good or bad, not every game needs a part 2 or 3, but it does make a difference within the single game you are playing when it feels like there is more at play and things to unravel beyond a basic premise of "bad corp doing bad experiments, let's save the world" that Pragmata is doing essentially.
Pragmata has better characterization, you feel for Hugh and Diana, whereas SB characters, while there are more and there is more variety, they are pretty cardboard in comparison. SB has better lore for their characters, but the characters are presented in a less engaging manner compared to PRAGMATA, which focuses on parenthood and emotion. SB paints a bigger picture and lets even side quest characters come together, the multiple endings add intrigue to the lore.
I'll say SB left a bigger impact on me and more of a wish for a sequel of sorts, but PRAGMATA's ending was great in its own right. A simple, but compelling, end.

Pacing towards the end
Plot wise both are quite weak, but as the story nears its conclusion, both try to ramp up both storytelling and gameplay.
Pragmata does a couple more hologram conversations and data pads towards the end, until the big finale happens.
Stellar Blade got great pacing towards the end, ramping up in difficulty and boss encounters and interesting environments.
Pragmata does similar things by introducing more corrupted bots but falls a bit flat in comparison, the bots aren't much of a threat in comparison to their regular counterparts.
Stellar Blade has more cut scenes and more things 'happening' towards the end, both before and beyond their respective Orbital Elevator sections.
Ramping up, both of them do the thing where organic matter fuses with inorganic matter. Both of them come from different directions, but the type of enemy you fight towards the end is "corrupted fleshy machinery".
Environment-wise, SB had the Democrawler and the Demogorgon as their equivalent bosses. But the Democrawler had fantastic music, getting there was an event in itself; it felt like it had great build up and it just kept on going from there. Not to mention there were more unique boss fights before that too with Belial and Karakuri, and more challenging boss fights after with 2x Raven and the final fight with 2 different bosses). As PRAGMATA ramped up its story, the amount of hologram conversations and data pads increased, and more corrupted enemies appeared. But they weren't particularly challenging so it didn't feel like like much of a ramp up gameplay-wise.

Orbital Elevator
When I noticed that both games pretty much have the Orbital Elevator as the 'final area', and how both of them played out almost the same way, I was a bit baffled, it felt too similar to be a coincidence. Sure, SB has more content beyond that but it doesn't really introduce new areas after that.
It's kind of the 'point of no return' for both games. You fight a big boss in both of them, only for a big corrupted disgusting thing that is a threat to humanity to appear on the elevator. In both, you use a rail gun to finish off your enemy with a couple of shots. Gameplay is minimal but interactive for both. The last massive shot is enabled through your over-the-shoulder-companion that is good at hacking/assisting with tech.
Both deplete energy sources supposedly. SB is continuing on for a bit, introducing some more characters and bosses and story after, Pragmata wraps it up here.
Pragmata didn't really have you climb the elevator yourself. The elevator was more of a set piece where the finale played out than an environment you were exploring.
The scale of it was more impressive in SB because the elevator was actually used in multiple ways. First off, you approach it from afar, and it had been mentioned early on in the game as well. But approaching it from afar means, here, that you actually navigate from way-outside it with some nature around, to the industrial complex around it that you have to infiltrate and survive. You physically enter the elevator yourself. New enemies, new lore, new environment. You climb up broken parts of it, you even climb up outside of it. You enter a personnel elevator where you can watch the earth moving up. Both try to go for this kind of spectacle with the Orbital Elevator at the end, but only SB makes the place feel impressive really.
 
What am I not getting about this weapon the pulse rifle seems weaker than my starting pistol. Am I just using it wrong?
 
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Come On What GIF by MOODMAN




Not that it matters in any way, but we don't see two of the four's faces at any point in the intro. They always have their visors up.


62hiJJ6sktU1VD9s.png








Unless you're talking about the suits ... in which case yes they are 100% unequivocally white.

They all sound like honkies to me and if there's some NON WHITES I don't have an issue with it NeoIkaruGAF NeoIkaruGAF . Jesus I was just pointing out that it was unusual :messenger_tears_of_joy:
 
Entering what feels like the final story zone. Made a point to clean out as much as I can of the previous zones, no upgrade point left unturned!
 
I think I'm about to start the final area.

The game got significantly easier going on. I'd have to be completely careless to die now. Even the red zones never really got hard.

If there's one thing I hate about the RE engine games I've played so far, it's the fact that you can't interact with stuff that's in front of you unless you're facing it "the right way" and can see the button prompt. It's really annoying.



They all sound like honkies to me and if there's some NON WHITES I don't have an issue with it NeoIkaruGAF NeoIkaruGAF . Jesus I was just pointing out that it was unusual :messenger_tears_of_joy:
I wasn't referring to you, but to the usual crowd that would definitely interpret the lack of a clearly visible non-white face as proof that the game was made by racists. You just made an observation, no problem there!
 
They really dropped the ball with NG+. You can't even select the highest difficulty setting, and I'm definitely not in the mood for a fresh save just to experience the challenge while having to unlock everything from scratch again.
 
Hopefully my copy arrives today. Gamefly kinda dropped the ball on this since I had it "locked" in over a month ago.

I think reinking reinking mentioned his copy got shipped 2 days before the street date, mine got shipped the day before and looks like you still haven't received yours.

I really wish Gamefly did a guaranteed 2-day delivery option for the Elite tier or something, make it more worthwhile.
 
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(seems like a poor trade-off, would have made more sense if the damage increase was also 50%)
 
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The rolly spider bots are much bigger dicks on Lunatic difficulty damage, especially when there's three.

The executor's cyclops laser attack's a OHKO at my current MAX HP, thrusting towards them seems the safest way to avoid the hit.
 
One thing I really dislike is the design of alternate outfits - why do all of Diana's have to have that headgear? I just dont like it, so permanent first outfit it is.

Also Hugh - half of them look like Master Chief. Same thing I'd like to keep the old visor style.. oh well.

Passed the third area / boss and moving into the fourth. Still enjoying this. Using the heat based weapon snd hack can really down a lot of enemies fast but I wish theybhad added more than one voice line for the R2 attack. Can lead to saying it 3 or 4 times in fast sequence. Lol

Overall just nitpicking this very enjoyable game. Loving it.
Yeah Diana's head pieces conflict badly with her long hair, her earth costumes are plain ugly and I'm not too fond of Hugh's chunky alts either.
 
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(seems like a poor trade-off, would have made more sense if the damage increase was also 50%)
I don't think so, there are a bunch of stackable mods that make for not using cursed or coupled with cursed. The whole more crit mod with 15% dmg on crit shots and the one with 15% dmg for airshot go well with it. There is that other mod for more dmg when the HP is lower than 50% I think. By the end of the game I stacked all types of different dmg mods and nuked larger enemies with airshots using the shotgun or the piercer charger.

Yeah Diana's head pieces conflict badly with her long hair, her earth costumes are plain ugly and I'm not too fond of Hugh's chunky alts either.
Only headpiece I liked was from the White Dress after completing the final Bingo Card. Otherwise, the light blue one and the black and green from the Unknown Signal mode are my favorites
 
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