Why do some Achievements have a little gift box and a clock next to them? I did the "Solo Challenge: Bucking Awesome" Achievement which was "Get 10 Gold Medals on Challenges" but I don't see an Achievement point total for it at all on the Achievement app.
As mentioned, those are challenges which are timed zero-point achievements. I wanted to answer about the gift box though -- that means there is some reward for completing it. Usually in game currency or concept art or something. DR3 gave some unique clothes
Finished the game tonight. Done all side quests, now I'll tackle some challenges and play more coop.
Fantastic game from start to finish, I'm actually a bit sad it already ended
There's one thing that pissed me off, though. I bought the day one digital version with the season pass, when browsing the store I noticed that that are some weapons and outfits that I don't own... Kinda shitty of them to not include all content available with my purchase.
One thing that would be kind neat would be seeing the winner of Chaos Squad in a full character trophy screen. I mean, I see what other dudes and ladies are wearing but it would be neat to get a close up at the end of a match.
Just a random thought. Trying to think of things for a patch and stuff.
There's one thing that pissed me off, though. I bought the day one digital version with the season pass, when browsing the store I noticed that that are some weapons and outfits that I don't own... Kinda shitty of them to not include all content available with my purchase.
It's fairly pretty (it's mostly a gorgeous pumped-up Crackdown city but full of Rock Band characters), and it's undoubtedly a lot of fun to move around, but while shooting hordes of mutants (which you do a lot of) none of the weapon variety or the million little slots for customizable upgrades wind up meaning anything. There's never any worry. You fall from the top of a tower, a self-aware little portal appears and pops you right back in at the top of the tower. You die doing some goofy escort mission and you come right back, mission state in-tact, a few feet away (maybe with a cute unique respawn animation you might not have seen yet, granted). No difficulty levels, no real way to get any spice out of the game's countless battles aside from simply getting better at the don't-touch-the-ground movement. Which is fun, but only to a point. Playing this reminded me a bit of my time with Gravity Rush. Gravity Rush was another pretty open-world game with a unique way to get around and sub-par combat, but the combat wasn't quite as sub-par, the characters were far more lovable and less try-hard, the music was more engaging, and falling around the city was cooler than wallrunning and grinding around Sunset City.
Overdrive did pick up a bit at the end, at least. There are two specific parts that I really enjoyed (
climbing Fizzco campus for that samurai sword and the final boss battle
) that really show how the game's combat and movement can work well together, but this is the end of the game. These missions should have been the model for the whole game and make everything else feel awfully lazy in comparison.
Is there a bigger version of that map and where did you get the assassins outfit? What sidequest did you have to complete? Or did you buy it from the vendor?
Is there a bigger version of that map and where did you get the assassins outfit? What sidequest did you have to complete? Or did you buy it from the vendor?
So the bladers (I think that's their name) have this sword/blade they can throw and have it bounce around the area...please tell me that's an unlockable at some point.
So the bladers (I think that's their name) have this sword/blade they can throw and have it bounce around the area...please tell me that's an unlockable at some point.
Thanks.
Looks like I need to dedicate some time to finding all the viewpoints.
Yes, of course.
I can play any other game on One with no problem whatsoever, it's REALLY weird.
And also, i notice that the game crashes most of the time when i look at challenges. :/
So, how would you guys rate this in comparison to Insomniac's overall output?
I have an Xbox One and this game coming tomorrow (along with Wolfenstein....VERY excited to finally play it). REALLY looking forward to this game. SO and Halo MCC pushed me over the edge into purchasing an XB1.
So the bladers (I think that's their name) have this sword/blade they can throw and have it bounce around the area...please tell me that's an unlockable at some point.
Thanks.
Looks like I need to dedicate some time to finding all the viewpoints.
It's fairly pretty (it's mostly a gorgeous pumped-up Crackdown city but full of Rock Band characters), and it's undoubtedly a lot of fun to move around, but while shooting hordes of mutants (which you do a lot of) none of the weapon variety or the million little slots for customizable upgrades wind up meaning anything. There's never any worry. You fall from the top of a tower, a self-aware little portal appears and pops you right back in at the top of the tower. You die doing some goofy escort mission and you come right back, mission state in-tact, a few feet away (maybe with a cute unique respawn animation you might not have seen yet, granted). No difficulty levels, no real way to get any spice out of the game's countless battles aside from simply getting better at the don't-touch-the-ground movement. Which is fun, but only to a point. Playing this reminded me a bit of my time with Gravity Rush. Gravity Rush was another pretty open-world game with a unique way to get around and sub-par combat, but the combat wasn't quite as sub-par, the characters were far more lovable and less try-hard, the music was more engaging, and falling around the city was cooler than wallrunning and grinding around Sunset City.
Overdrive did pick up a bit at the end, at least. There are two specific parts that I really enjoyed (
climbing Fizzco campus for that samurai sword and the final boss battle
) that really show how the game's combat and movement can work well together, but this is the end of the game. These missions should have been the model for the whole game and make everything else feel awfully lazy in comparison.
Does there need to be? During the main campaign I don't think I died more than 5 times, certainly less than 10 but I didn't want to die either. The game kept me alert with how hard hitting enemies were (any large enemy in the game can two-hit you) so I frequently found myself looking for health boxes. Keeping the game active shouldn't be a negative. What is important is the threat of death is there and the AI is good at keeping the pressure on.
I'm somewhat surprised at your comparison to Gravity Rush. I liked it enough for it to be one of my few platinum titles but the game on the whole is few tiers of jank beneath Sunset Overdrive in mechanic fluidity.
I can count the amount of open world games where I don't fast travel on one finger, and that's sunset overdrive. Why fast travel when I can literally play the floor is lava to every quest.
It's fairly pretty (it's mostly a gorgeous pumped-up Crackdown city but full of Rock Band characters), and it's undoubtedly a lot of fun to move around, but while shooting hordes of mutants (which you do a lot of) none of the weapon variety or the million little slots for customizable upgrades wind up meaning anythingn.
You lost me here. One of the greatest things about this game is the weapon variety and the customizable upgrades. The weapon variety allows you to play how you play. Want to freeze enemies then use the acid sprinkler? Go for it. Want to use pulse mines, go ahead. The upgrades add a ton of possibilities. Want flames while you grind on each side to help vs enemies? Want a mini tornado to spawn after your melee strike? Do you want a chance for enemies to be stunned if they melee you? These are some of the boring ones but the game has some of the coolest upgrades ever. The combat really shines and IMO one of the best combat systems I've played, sure it could be more difficult.
My major complaint is the lack of music . Traversing around the city is a ton a fun BUT the stale music downs it. It would be a lot better going around the city with some killer rock type tracks keeping the excitement going .
Wow, there is a lot to collect in this game outside the amp materials. Still finishing up challenges then going back to a few final side quests. Most of my amp materials are at like 130 without using any maps, sure I'll need them (and then the one you posted) to tidy everything up.
Which weapons are people finding to be their go-tos? I have a bunch of OD that I'm looking to spend.
Additionally, what are some of the better amps people have been buying from Floyd? Lots of choices, but nothing really stood out to me at first blush. Don't want to waste my collectible stash on something that's bad
Which weapons are people finding to be their go-tos? I have a bunch of OD that I'm looking to spend.
Additionally, what are some of the better amps people have been buying from Floyd? Lots of choices, but nothing really stood out to me at first blush. Don't want to waste my collectible stash on something that's bad
Hairspray Bomb for me, clears out hordes like nobody's business. As for Amps, I really like the Lightning Storm epic amp, so I picked up level 2 of that.
So I got home yesterday, loaded the game, and got presented with the hot chick body type, pixie faced, pigtails, hotpants, bikerboots and the layered tank top. This conversation followed my amazement (please note that we were in seperate rooms):
- "Honey, have you been playing Sunset Overdrive?"
- "Yes, I wanted to try it out. I played around with the character creator for a bit, hope you don't mind, you change it back to whatever you want right?"
- "Yeah, no problem, I was just wondering.... the outfit you pic"
- "I thought it looked cool, so I went to the store." at this moment she steps into the living room rocking pigtails, wearing hotpants and a tanktop "I couldn't find the bikerboots, though, so I hope these high heeled boots are good enough."