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[Phantasy Star Online 2] *spit-take* Coming to NA in 2020?! For real? Oh snap!

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Posts

  • IceBurnerIceBurner It's cold and there are penguins.Registered User regular
    edited June 11
    Having played it since its second open beta, I can tell you that, as of the current update in Japan, the gameplay and some important things surrounding that, like weapon and meseta acquisition, is the most solid it's ever been. The game has been through quite a lot of changes over time, and the latest producer is really on the ball; I hope he'll be allowed to shore up its other weak areas, such as years of new content releases devaluing the previous "end-game" grind with little to no rebalancing.

    Thankfully, players new to the upcoming EN version will get 6 episodes worth of content from the get-go. It should be a very long time before they've fully explored what the game has to offer.

    If you want to know about a little about what you might expect, I've compiled a feature/key aspect list of the Japanese version. Bear in mind any or all of this could change:
    Overall:
    - Free to play, with an optional paid premium subscription, lots of one-off convenience purchases, and gacha (lootbox) as the initial source for almost all cosmetics.
    - Extremely solid, fast-paced and responsive action gameplay.
    - Very easy to play casually. Challenging to master high-level play.
    - Battle music is fully dynamic, with more variety and detail than in PSO. Lots of musical nods to every game in the PSO/PSU/PSZ franchise.
    - Lots of monster and boss throwbacks. A few manage to surpass their predecessors.
    - With hundreds of free item storage spaces, more for sale, and even more via paid subscriptions, the game will still test your inventory management skills.
    - Grindy, though far less so than it used to be. The action combat goes a very long way toward keeping this entertaining.
    - SEGA gives a lot away and you can reasonably obtain almost anything without spending real-world money. Quite possibly the most generous freemium MMO in existence.

    Characters:
    - Races are Human, Cast, Newman, and Dewman.
    - Classes are Hunter, Ranger, Force, Fighter, Gunner, Techter, Braver, Bouncer, Summoner, Hero, and Phantom
    - Default outfits given to familiar race/class combos are highly recognizable throwbacks, all but one. The HUcast equivalent is more or less a Gundam instead.
    - A single character can play any and every class, changing for free at any time in the lobby.
    - Sub-classing! Find your own play style and combine certain aspects of two classes.
    - 3 free character slots per account, max is 20 across all ships. It's 500 yen each to create an extra character. This does not add more reusable slots, so caution when deleting.
    - Mags are inseparable from their character. New Mags are 300 yen. Leveling them is more straightforward, but just as grindy as PSO. Fixing Mag leveling mistakes is in-game costly.
    - Playing multiple characters multiplies the grinding and expense needed, unlike in PSO where twinking was easy and alts were plentiful.
    - The dress-up is extremely strong in PSO2, though they rely on a lot of cross-promotional items for it,
    - Salon passes to fully edit all character aspects but race are frequently given out by SEGA, otherwise paid for via an semi-premium currency also freely given out like mad.
    - Almost all cosmetics are obtained from the gacha (lootbox) shop, but almost all resalable in player shops.
    - Unlike most such goosery, PSO2's JP gacha guarantees something cosmetic or consumable. The full loot list is available in-game from the same menu as purchasing.
    - Conveniently preview any cosmetic right on your character. Cosmetics not usable by your character's gender are shown off by certain familiar faces instead.

    Servers & Community:
    - The game is still separated into "ships" (servers) and "blocks" (separate visual lobbies).
    - Each character is tied to a specific ship in PSO2. Paid ship transfers are available, commencing during weekly maintenance.
    - Visual lobbies are also the "town" in PSO2. Convenient for both hanging out, preparing your character, and getting together to adventure.
    - In addition to the ship lobby, there's separate cafe and casino lobbies.
    - The party system is more robust, and will persist while members stay in the same block.
    - The party leader controls party join criteria, quests, invites, and can kick members.
    - Parties can optionally have level requirements, passwords, friends-only, team-only, a description, and a list of selectable "play styles".
    - The game supports the following in-game communication methods: Simple Mail, Symbol Arts, Public Chat, Party Chat, Private Group Chat, Team Chat, and Direct Whispers.
    - Unlike other chat types, Private Group chats are persistent. All members can read the full log, even for messages sent when they weren't signed in
    - Players can form teams, with customizable private team rooms. One of the team room themes is literally Pioneer 2.
    - Players each get their own room. Decorating beyond the absolute basics requires a paid "Premium" subscription or rare free 3-day passes.
    - Player shops return from PSU. Selling requires a paid "Premium" subscription or rare free 1-day passes. Buying has no special requirements.
    - Player shops can sell most equipment, some boost items, and nearly all cosmetic goods.

    Quests and Stages:
    - Like PSO, all stages are instanced. Launching an instance is referred to as launching a "Quest". NPC requests are called "Client Orders".
    - While certain quest types are 4-player, most support "multi-party areas" (MPA's), which allow up to 12 players at once.
    - The latest big bosses and event quests tend to be time-gated as pre-scheduled MPA's, known as "Emergency Quests" (EQ's).
    - Seasonal quests and older EQ's tend to be in the pool which can occur randomly each hour, on the hour, whenever there's nothing scheduled.
    - Regular Quest types include:
    • Training Quests: Battle tutorials.
    • Story Quests: Seven years of Saturday AM (mostly) sci-fi anime drama.
    • ARKS Quests: Smaller 4-player quests capped off with a larger normal enemy or mini-boss. A smidge like PSO's Hunter Guild side-quests.
    • Free Field: Like PSO's main adventure, with up to 12 players. Proceed through the stage and defeat the boss. Boss area is still up to 4 players.
    • Advance Quests: Free Field++. Loaded with enemy hordes and a semi-random end-boss. Difficulty and loot increase with each clear, but resets weekly.
    • Ultimate Quests: Reskinned like PSO's Ultimate, just with very remixed enemy AI & abilities. So overtuned as to have been nerfed repeatedly.
    • Extreme Quests Several series of 75 short VR stages, taken 5 at a time, with annoying challenging goals.
    • Time Attack Quests: An early, less-than-loved attempt to recreate PSO's Challenge Mode.
    • Endless Quests: How many "rooms" can you clear before you run out of time?
    • Level-Up/Limited Quests: Daily rotation of several enemy and boss gauntlets with dramatically boosted EXP.
    • Challenge Quests: C-Mode is back!
    • Battle Arena: It's back and ... not terrible? It's better than PSO's battle mode, by any measure.
    - PSO2's stage layouts are fully randomized, excepting some EQ's and story quests. No more knowing exactly how the map goes in your regular adventuring.
    - Unlike PSO, stages are not gated into little "rooms". You can freely run through stage maps, if you wish.
    - Unlike PSO, Free Field quests never run out of enemies. More enemies can spawn after enough time, so long as you've moved at least a short distance away.
    - Random "emergency trials" (E-trials) can and will frequently spice up ARKS Quests, Free Fields, Advance Quests, and Ultimate Quests with a pretty wide variety of optional goals.
    - Completing E-trials and killing regular enemies increases your end-mission grade and payout. It also increases the number of items dropped by any boss.
    - Frequently killing regular enemies randomly cause explosions of light that add a wide variety of temporary bonus powerups, called "photon sensitive effects" (PSE).
    - Increase one or more PSE to max to get a "PSE Burst" or "Cross-Burst" with a special music variation, dramatically increased drops, and a crazy rainbow lightshow.
    Challenge Quests and Battle Arena are special in that they temporarily connect you to the sole "Shared Ship". Players and characters from any ship can meet and play together in those two modes.

    IceBurner on
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  • AxenAxen My avatar is Excalibur. Yes, the sword.Registered User regular
    edited June 10
    I've played JP PSO2 on and off for years and I can say at the very least there really isn't anything else like it out on the market.

    Honestly I didn't think we'd ever get PSO2 in the West.

    I shall forever have fond memories of doing a random mission and then suddenly being abducted by aliens and forced to fight an evil clone of myself.

    That's something I think these types of quasi-mmo-ish games could use; a variety of random events that have a small chance of kicking off.

    Axen on
  • HenroidHenroid Radio Demon Internet HellRegistered User regular
    How is the flow of combat? Like are the animations slow and rigid in PSO, or more loose? And how do ranged weapons in particular work; can I shoot on the move or am I stationary?

    Nobody likes me but that's okay. I'm used to it.
  • StericaSterica Wow! That was shit.Registered User, Moderator mod
    edited June 11
    I think it was move and shoot, but my only frame of reference is PSO1, which is now like 20 years old and oh god how is this possible!?

    Sterica on
    YL9WnCY.png
  • HenroidHenroid Radio Demon Internet HellRegistered User regular
    PSO1 was definitely you being stationary as you shot. In PSU they loosened things up so that while you were shooting (with pistols at least) you could move around. But PSU is poop from a butt.

    Nobody likes me but that's okay. I'm used to it.
    Synthesis
  • ReynoldsReynolds Raving Rabbit Registered User regular
    This is still the only thing I know about PSO2 combat.



    I tried to stay clean to enjoy the original launch. Then thought I'd play the Asian English version we were banned from (that had a horrible translation anyway). So I have still barely looked anything up.

    OGueI9Q.gif
    Olivaw
  • PolaritiePolaritie Sleepy Registered User regular
    Henroid wrote: »
    PSO1 was definitely you being stationary as you shot. In PSU they loosened things up so that while you were shooting (with pistols at least) you could move around. But PSU is poop from a butt.

    PSP2 isn't bad.

    PSO2 is much more fluid than PSU or PSO. I want to say you can fully shoot while moving, dodge rolls, etc (PSU games still had you stop briefly to shoot with many guns, kind of a jerky motion). I want to say you aren't even locked in place during casting animations but could be wrong.

    Also, cards are a cute trick (throwing weapon you can cast from)

    Steam: Polaritie
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  • AxenAxen My avatar is Excalibur. Yes, the sword.Registered User regular
    edited June 11


    Here is a vid of a raid fight to help give people an idea of what combat looks like.

    Keep in mind it is a raid so shit gets real busy, real fast.

    Axen on
  • HenroidHenroid Radio Demon Internet HellRegistered User regular
    Kinda hard to tell what's going on there overall but definitely a smoother combat experience. That's okay by me!

    I forgot to ask the most important question; does PSO give any recognition to the original series at all? Algo, Dark Force, etc?

    Nobody likes me but that's okay. I'm used to it.
  • PolaritiePolaritie Sleepy Registered User regular
    edited June 11
    Henroid wrote: »
    Kinda hard to tell what's going on there overall but definitely a smoother combat experience. That's okay by me!

    I forgot to ask the most important question; does PSO give any recognition to the original series at all? Algo, Dark Force, etc?

    Pretty sure he shows up as a (the) big bad for everything since PSO. In some form or another.

    Polaritie on
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  • IceBurnerIceBurner It's cold and there are penguins.Registered User regular
    Since someone asked, there are four ranged weapon types in PSO2.

    Rifles (on Ranger): Ranger's boss-killer, Gunner's last resort. Basic attacks and most Photon Arts don't pin you down. That said, these classes don't really support run-and-gun with rifle. Ranger gets their largest damage bonus from a passive that kicks in after not moving for 1 second (jumping is OK), synergizing well with the two big-damage Photon Arts that do fix you in place.

    Rifles (on Gunner): Identical to Ranger, except Gunners have no incentive to ever use a rifle. Their skills have no synergy with it.

    Rifles (on Phantom): All about run-and-gun (also, float-and-gun, and teleport-and-gun), as well as floaty "options" like from SHMUPs. Unlike Ranger, you do pause slightly even for basic attacks, and the rate of attacks is much slower. Phantom's insane omni-directional mobility options and centuries of i-frames more than make up for it.

    Launchers: Ranger's massive AOE mobbing tool. Sticks you in place when fired on the ground. Best used airborne to maintain mobility and cancel its long reload animation every third attack. Also best fired like in Quake--aim for the floor nearby to hit with the explosion. PA's are mostly about explosions, but one of them sees you literally ride the launcher like a rocket sled, giving Ranger very high forward mobility.

    Twin Machine guns: Gunner's only real weapon, which sees them quite literally fly through the air and i-frame through just about anything. Very bullet-time gun-ballet. While not short-ranged, the extreme mobility is tempered by Gunner doing insane damage with point-blank range attacks and exponentially less with increasing distance.

    Bullet Bow: Braver's boss-killing and anti-air weapon. Allows you to move while drawing, but you pause briefly while firing. Shots actually arc, but have a bit of tracking. Slightly lacking in mobility due to its evade canceling into a slow side-kick, instead of firing like other ranged weapons.

    3DS: 3024-6114-2886 | NNID: Rabites | Steam: IceBurner
    PSN: theIceBurner, IceBurnerEU, IceBurner-JP | X-Link Kai: TheIceBurner
    Dragon's Dogma: 192 Warrior Linty | 80 Strider Alicia | 32 Mage Terra
    BubsFeldorn
  • IceBurnerIceBurner It's cold and there are penguins.Registered User regular
    I should add that PSO2 uses a mouse/right analog controlled camera that toggles into an over-shoulder third-person shooter view, complete with reticule.

    I forgot that Twin Machineguns (TMGs) are also used by the Hero class, but I don't play it. As one one of the two "Successor" classes, Hero and Villain Phantom re-use existing weapon types with entirely unique attacks, animations, and Photon Arts.

    Very broadly, Hero TMG is a burst damage "press A to win". There's nothing positive to say, it's straight broken. While publicly admitting they screwed up with Hero, SEGA refused to nerf it due to its popularity almost single handedly reviving the game's flagging fortunes. Instead they significantly improved the other classes to be able to reach similar performance, though actual effort is required by all other classes, including Phantom.

    3DS: 3024-6114-2886 | NNID: Rabites | Steam: IceBurner
    PSN: theIceBurner, IceBurnerEU, IceBurner-JP | X-Link Kai: TheIceBurner
    Dragon's Dogma: 192 Warrior Linty | 80 Strider Alicia | 32 Mage Terra
  • ReynoldsReynolds Raving Rabbit Registered User regular
    Mechguns overpowered? Sounds like PSO to me.

    OGueI9Q.gif
    Polaritie
  • HenroidHenroid Radio Demon Internet HellRegistered User regular
    Aw they didn't try to bring a shotgun style weapon in? That's fine I guess.

    Nobody likes me but that's okay. I'm used to it.
  • IceBurnerIceBurner It's cold and there are penguins.Registered User regular
    edited June 12
    Weapon types don't really overlap in PSO2. Each fulfills its own role and means of attack

    Launchers and shots had little funtional distinction in PSU/PSZ, and one of the two was an ineffective novelty in PSO. The several, similar ranged AOE weapons were rolled into one with all the same capabilities. For example, there's a piercing laser PA, so there's no need for separate lasers. In fact, several PSO shots, PSU grenades, and PSZ cannons are all in the game as Launchers.

    There's also an alternate firing mode that gives Launcher basic attacks the arc of PSU's grenade launchers, messing with your aim in exchange for a power boost.

    If the weather cools over a weekend, I'd be happy to stream the JP game while interacting with the Penny arcade discord server. Should be able to answer a lot of questions.

    IceBurner on
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    PSN: theIceBurner, IceBurnerEU, IceBurner-JP | X-Link Kai: TheIceBurner
    Dragon's Dogma: 192 Warrior Linty | 80 Strider Alicia | 32 Mage Terra
  • IanatorIanator Delightfully mediocre! Registered User regular
    edited June 12
    This is the game that, out of everything I've seen come out of E3, I want the most.

    Not Cyberpunk 2077 or FF7R can match how hype I am to finally play this, nor my happiness that everyone else can play it too.

    EDIT: Also hoping the collab events come 'round. Nep or bust!

    Ianator on
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  • PolaritiePolaritie Sleepy Registered User regular
    edited June 12
    IceBurner wrote: »
    Since someone asked, there are four ranged weapon types in PSO2.

    Rifles (on Ranger): Ranger's boss-killer, Gunner's last resort. Basic attacks and most Photon Arts don't pin you down. That said, these classes don't really support run-and-gun with rifle. Ranger gets their largest damage bonus from a passive that kicks in after not moving for 1 second (jumping is OK), synergizing well with the two big-damage Photon Arts that do fix you in place.

    Rifles (on Gunner): Identical to Ranger, except Gunners have no incentive to ever use a rifle. Their skills have no synergy with it.

    Rifles (on Phantom): All about run-and-gun (also, float-and-gun, and teleport-and-gun), as well as floaty "options" like from SHMUPs. Unlike Ranger, you do pause slightly even for basic attacks, and the rate of attacks is much slower. Phantom's insane omni-directional mobility options and centuries of i-frames more than make up for it.

    Launchers: Ranger's massive AOE mobbing tool. Sticks you in place when fired on the ground. Best used airborne to maintain mobility and cancel its long reload animation every third attack. Also best fired like in Quake--aim for the floor nearby to hit with the explosion. PA's are mostly about explosions, but one of them sees you literally ride the launcher like a rocket sled, giving Ranger very high forward mobility.

    Twin Machine guns: Gunner's only real weapon, which sees them quite literally fly through the air and i-frame through just about anything. Very bullet-time gun-ballet. While not short-ranged, the extreme mobility is tempered by Gunner doing insane damage with point-blank range attacks and exponentially less with increasing distance.

    Bullet Bow: Braver's boss-killing and anti-air weapon. Allows you to move while drawing, but you pause briefly while firing. Shots actually arc, but have a bit of tracking. Slightly lacking in mobility due to its evade canceling into a slow side-kick, instead of firing like other ranged weapons.

    Cards?

    Going from memory - they're basically a ranged force weapon. No arts, instead the last one thrown floats at the end of its range and if you cast a spell while it's out the spell originates from the card. And you can cast while it's flying out too iirc. The main use is to use point blank stuff from a different spot, though technically you can shoot around corners with them. If you try that though it's basically aiming blind, so...

    And that said the main thing you're doing with them is still casting stuff, they just also hurt things while moving through, so technically a ranged weapon still.

    Polaritie on
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  • IceBurnerIceBurner It's cold and there are penguins.Registered User regular
    Weapon types are color-coded in PSO2:

    Striking ("Strike"/S-Atk) weapons have a red icon background and item box.

    Shooting ("Shoot"/R-Atk) weapons have a blue icon background and item box.

    Casting ("Tech"/T-Atk) weapons have a yellow icon background and item box.

    Red: Gunslash, Sword, Partizan, Wired Lance, Twin Daggers, Double Saber, Knuckles, Katana, Dual Blades.

    Blue: Rifle, Launcher, Twin Machineguns, Bullet Bow

    Yellow: Rod, Wand, Talis, Jet Boots, Takt

    Talis, PSO2's name for the card weapon type, is a casting weapon. Even if you can attack with it at range, it doesn't benefit from anything to do with shooting. Its basic attacks deal strike damage, and cast techniques deal tech damage.

    Aside from the four blue weapons, Gunslash in shot mode is the only other way to deal shoot damage, and it's strictly inferior at that to all the real ranged weapons.

    3DS: 3024-6114-2886 | NNID: Rabites | Steam: IceBurner
    PSN: theIceBurner, IceBurnerEU, IceBurner-JP | X-Link Kai: TheIceBurner
    Dragon's Dogma: 192 Warrior Linty | 80 Strider Alicia | 32 Mage Terra
  • PolaritiePolaritie Sleepy Registered User regular
    IceBurner wrote: »
    Weapon types are color-coded in PSO2:

    Striking ("Strike"/S-Atk) weapons have a red icon background and item box.

    Shooting ("Shoot"/R-Atk) weapons have a blue icon background and item box.

    Casting ("Tech"/T-Atk) weapons have a yellow icon background and item box.

    Red: Gunslash, Sword, Partizan, Wired Lance, Twin Daggers, Double Saber, Knuckles, Katana, Dual Blades.

    Blue: Rifle, Launcher, Twin Machineguns, Bullet Bow

    Yellow: Rod, Wand, Talis, Jet Boots, Takt

    Talis, PSO2's name for the card weapon type, is a casting weapon. Even if you can attack with it at range, it doesn't benefit from anything to do with shooting. Its basic attacks deal strike damage, and cast techniques deal tech damage.

    Aside from the four blue weapons, Gunslash in shot mode is the only other way to deal shoot damage, and it's strictly inferior at that to all the real ranged weapons.

    I yield. It's been a while :P

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  • HenroidHenroid Radio Demon Internet HellRegistered User regular
    Hey. A friend just brought something to my attention. Specifically, this.

    https://twitter.com/i/web/status/744555681336877056

    What the fuck?

    Nobody likes me but that's okay. I'm used to it.
    Ianator
  • PolaritiePolaritie Sleepy Registered User regular
    Henroid wrote: »
    Hey. A friend just brought something to my attention. Specifically, this.

    https://twitter.com/i/web/status/744555681336877056

    What the fuck?

    Don't look at me. I'd heard they got a little crazy after a bit with it, but that's... WOW.

    Steam: Polaritie
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    Switch: SW-5185-4991-5118
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  • PreacherPreacher Registered User regular
    Henroid wrote: »
    Hey. A friend just brought something to my attention. Specifically, this.

    https://twitter.com/i/web/status/744555681336877056

    What the fuck?

    Ok so the video I saw of people fighting that was real... well that's yep that's yep.

    I would like some money because these are artisanal nuggets of wisdom philistine.

    Http:// pleasepaypreacher.net
  • IanatorIanator Delightfully mediocre! Registered User regular
    Viva Las Vegas? ...Sure, let's go with that.

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  • IceBurnerIceBurner It's cold and there are penguins.Registered User regular
    edited June 14
    Ah, that's Vegas Illusia, the Las Vegas stage boss. I was going to explain, but I'd rather not spoil all the details. It's part of the games' infamous low point, Episode 4. That's as much as you get.
    Henroid wrote: »
    Kinda hard to tell what's going on there overall but definitely a smoother combat experience. That's okay by me!

    I forgot to ask the most important question; does PSO give any recognition to the original series at all? Algo, Dark Force, etc?
    Yes, but they're just references. The word of god is that Algol (classic PS), Ragol (PSO, PSZ), Gurhal (Universe, PSPo1/2), and Oracle (PSO2, PSNova) are each their own isolated universe.*

    PSO has so many overt nods, there's little point in listing them when they make up so much of the game's trappings. Famously, PSO has three whole stages with musical themes comprised entirely of classic PS riffs.

    PSO2 has a few references to classic Phantasy Star. There are some NPCs, enemies, and bosses that share similar appearances and names, but none of them are the same beings.

    PSO2 stage and boss musical themes commonly reference all the past PS games.

    PSO2 contains a selection of outfits from every other Phantasy Star game.

    All the lead role NPCs from PSO onward have appearances as apocryphal lobby and E-Trial guests, giving out equipment from their games. While most are there without explanation, Vivienne and Emilia Percival spin a yarn about travelling there via subspace, tying into the major PSPo2 plot thread of interdimensional travel.

    *Except for cute space Rappies, because they're canonically a multiverse-traveling species from a forest in a parallel area between dimensions. (You can visit it in PSO2!)

    IceBurner on
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    ReynoldsBasil
  • IceBurnerIceBurner It's cold and there are penguins.Registered User regular
    edited June 16
    It's cooled down quite a bit, so I've decided to steam some JP PSO2 both days this weekend, if anyone is interested. The idea would be to take your questions in chat, and show off what I can to answer them.

    Well, someone watched me for a bit today. I'll run it for a few hours again tomorrow.

    IceBurner on
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    PSN: theIceBurner, IceBurnerEU, IceBurner-JP | X-Link Kai: TheIceBurner
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  • SledGodSledGod Registered User regular
    I used to play a ton of PSO back in the Dreamcast days, how alien will PSO2 be to someone who hasn't kept up with the series?

  • SkeithSkeith Registered User regular
    If you played the DC versions, not very. Some of the systems will feel a bit odd but the gameplay is broadly similar.

    mts wrote: »
    heres how i see it being a total win situation for you
    1. stay with your wife while she dog sits. this wins husband points since she knows its out of your comfort zone
    2. have sex all over her friends house so that the next time you see her friend look at you condescendingly, you can wink back knowing you did the freaky deaky where she eats her cheerios.
    SledGod
  • PolaritiePolaritie Sleepy Registered User regular
    Skeith wrote: »
    If you played the DC versions, not very. Some of the systems will feel a bit odd but the gameplay is broadly similar.

    The core gameplay is the same, just with more modern control.

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    SkeithSledGod
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