BroloBroseidonLord of the BroceanRegistered Userregular
https://www.youtube.com/watch?v=0BdkvPJBtf4
As mankind races to create new weapons to turn the tide in its war against alien invaders, Yuuya, a hot-headed American pilot, is assigned to work with a beautiful but cold Japanese officer on a top-secret project. Can they learn to work together in time to make the weapon that saves us all? 20220720 Muv-Luv Alternative Total Eclipse Remastered (Visual Novel Text-Based 2D Lore-Rich Anime )
https://www.youtube.com/watch?v=UM95ngzoqrU
An old-school hack-and-slash action RPG awaits! Pick one of five heroes, defeat monstrous enemies with weapons and spells, loot treasure and level up in this classic D&D fantasy adventure. 20220720 Baldur's Gate: Dark Alliance II (Hack and Slash CRPG Dungeon Crawler PvE )
https://www.youtube.com/watch?v=U8B1MXkUR1s
Take on the Grimheart Gang as you shoot, dodge, cloak and explode your way across TombStar in this Space Western rogue-like shooter. Grab your guns, buckle your spurs and take back the planet – for justice, for revenge and for the galaxy. 20220720 TombStar (Perma Death Action Roguelike Twin Stick Shooter )
https://www.youtube.com/watch?v=SbnmHJS0fUU
A 3 minute tag-battle with extra twists! Play as a Monster who must lock everyone into jail before time runs out, or as a Human who must avoid capture and bail their teammates out of trouble. Invite your friends and family to play this speedy game of cat and mouse - or rather, Monsters and Humans! 20220720 Bail or Jail (Casual Multiplayer Online Co-Op Cute Anime)
https://www.youtube.com/watch?v=X-rQqGc8MkY
Hazel Sky is a heartfelt adventure about a young engineer facing his destiny and his desires. Fix ramshackle flying machines and jump, climb, swing, and slide through a beautiful, mysterious world. 20220720 Hazel Sky (Adventure Singleplayer Atmospheric Story Rich )
https://www.youtube.com/watch?v=8dqQivWyGrg
With an all-star dream lineup of characters from each Danganronpa game, gather Hope Fragments at a tropical resort. Explore Jabberwock Island and develop your Dangan characters. Gather money through battle and upgrade your equipment, then defeat bosses and move on to the next island! 20220720 Danganronpa S: Ultimate Summer Camp (Adventure Board Game RPG Satire Funny)
Into the Breach's free Advanced Edition update is launching this morning! The PC and Switch updates will start rolling out in about 30 minutes (6 am PST). The mobile version is expected to go live at 10 am PST!
Are you ready to jump back in to another timeline?
I've now tried all the new squads and boy oh boy, they seem much harder than the original ones.
I've finished the first island once, everything else has been "Oh, never mind, nuke the timeline". It seems like you either get damage generation (but not enough) or placement/tactical skills (but still not enough), so it's incredibly easy to get into positions where, hey, two Vek with 3 health are each targeting a building and you can do 2 damage total with no move effects so... yeah, good luck.
Maybe I should do a run with an old squad and just get some new pilots, etc. in.
Into the Breach's free Advanced Edition update is launching this morning! The PC and Switch updates will start rolling out in about 30 minutes (6 am PST). The mobile version is expected to go live at 10 am PST!
Are you ready to jump back in to another timeline?
I've now tried all the new squads and boy oh boy, they seem much harder than the original ones.
I've finished the first island once, everything else has been "Oh, never mind, nuke the timeline". It seems like you either get damage generation (but not enough) or placement/tactical skills (but still not enough), so it's incredibly easy to get into positions where, hey, two Vek with 3 health are each targeting a building and you can do 2 damage total with no move effects so... yeah, good luck.
Maybe I should do a run with an old squad and just get some new pilots, etc. in.
I've only finished a run with Bombardiers on normal so far (but all the new modifiers turned on). Challenging for sure, I can only imagine how diabolical "Unfair" difficulty is going to be. Some of those new Vek types are very punishing, depending on what your squad is.
I'm super down for the challenge though. I was at the point of clearing the game on Hard nearly every run, so this is great to engage with some new stuff. I'm very happy all of the new content is entirely opt in and you can customize how much of it you want to enable at a time too.
Into the Breach's free Advanced Edition update is launching this morning! The PC and Switch updates will start rolling out in about 30 minutes (6 am PST). The mobile version is expected to go live at 10 am PST!
Are you ready to jump back in to another timeline?
I've now tried all the new squads and boy oh boy, they seem much harder than the original ones.
I've finished the first island once, everything else has been "Oh, never mind, nuke the timeline". It seems like you either get damage generation (but not enough) or placement/tactical skills (but still not enough), so it's incredibly easy to get into positions where, hey, two Vek with 3 health are each targeting a building and you can do 2 damage total with no move effects so... yeah, good luck.
Maybe I should do a run with an old squad and just get some new pilots, etc. in.
I'm stuck on the bombermechs. Made it island 3 (or 4? pretty sure it was 3) before things went pear-shaped; and that was a "oops I hit 'end turn' instead of 'undo move'" moment.
just failed a boss battle because the smouldering psion popped on the last turn and I just didn't register it.
What's the line? "I'm a dangerous idiot who shouldn't be allowed to use silverware"
Tamin on
+1
PiptheFairFrequently not in boats.Registered Userregular
it's not "hard", it's not "a troll", it's just bad design.
Counterpoint:
It's basically iconic, and IIRC was pretty generous with bonfire points as far as DS1 goes between a short run-up and a bonfire right after you cleared it. As far as bullshit stuff goes that's a pretty good outcome; I find stuff like Sen's Fortress "lol the only bonfire requires the kind of secret-finding where we usually put some gear or a titanite chunk" a lot more frustrating and less fun looking back.
I only had enough coins from last time I played to unlock two of the new squads - Cataclysm I was able to do okay with and clear after two islands, Bombermechs I've wiped twice now and lost my fancy maxed out time traveler. Lots of "Okay I can switch these two and pop that guy and then bump one over and spin this one around and nope then I can't shoot him without killing a building maybe if I switch this one with my mech no now he's in the firing range of THAT guy okay I'll eat a hit from him and whoop that would push me into..."
So many fancy tactical options that require a smarter person than me to actually utilize.
Every update to No Man's Sky is cool and also doesn't address my original bedrock issues with the game.
Mostly that exploring is boring because the environments generated by the algorithm are too samey and just dotted by the same few points of interest, the gameplay loop of collecting materials with a severely limited inventory capacity quickly becomes frustrating, and on a much more minor but still annoying note the space cops punish you for engaging with the game in any way.
There's definitely more stuff to do now, but every time I check back in after some number of new updates, I still run head first into those issues.
It's worth noting that whilst the same mine loop remains it's very easy to get your inventory up to functionally infinite levels between cargo space on you, your exocraft, your ship and your freighter. Just with you alone it's possible to get something like 30 inventory slots dedicated to resources with max caps so high that again, it's functionally infinite. It's also now possible to disable sentinels on a planet by either beating a 5 star wave, destroying a hive or if you simply
equip the sentinel pet they don't spawn unless on an aggressive world
Oh, how did that change? Last time I played, upgrading your personal inventory was "find this point of interest on the planet, pay Many Resources to increase it by a single slot" and upgrading spaceships with ones with a bigger inventory was a multi-hour resource grind.
Or is this "very easy" in the sense of not being challenging, but still a substantial time and effort investment.
Glal on
0
MaddocI'm Bobbin Threadbare, are you my mother?Registered Userregular
The biggest issue for me is that the game never generated any interesting environments
The point of comparison I always used to make is that I could have a better time spinning up a new Minecraft world and just wandering around, and have a more interesting exploration experience, compared to landing on any given planet in No Man's Sky
Zxerolfor the smaller pieces, my shovel wouldn't doso i took off my boot and used my shoeRegistered Userregular
I've completed a run for Bombermechs only when I realized that the walking bomb with the shitty damage and no knockback is actually meant to be used as utility, not as a, you know, bomb. Augmenting cannon shots for actual damage, teleport targets for the swap mech, blocking spawns. The squads in general seem to be tuned to require greater interplay with each unit to be really effective, which is bad news for me, the unga bunga brain.
So far I've completely blown out multiple times with Arachnophiles, which requires waaaay too much positioning shenanigans, and doing okay in a Mist Eaters run while constantly exasperating why they don't steal that smoke damage tech from Rusting Hulks.
I never had any problem with the run in Anor Londo. I think there are way more frustrating elements in the game, like poison town, where navigating is painful and outright mean. I remember when I played DS1 the first time, i saw comments about anor londo, specifically about the run, and was confused because I was already past it. idk if my havelarmor fuck off build just mitigated it or what but i just slowly trudged up the rail.
I don't have any good advice even, other than just block the arrows/don't get hit.
Every update to No Man's Sky is cool and also doesn't address my original bedrock issues with the game.
Mostly that exploring is boring because the environments generated by the algorithm are too samey and just dotted by the same few points of interest, the gameplay loop of collecting materials with a severely limited inventory capacity quickly becomes frustrating, and on a much more minor but still annoying note the space cops punish you for engaging with the game in any way.
There's definitely more stuff to do now, but every time I check back in after some number of new updates, I still run head first into those issues.
It's worth noting that whilst the same mine loop remains it's very easy to get your inventory up to functionally infinite levels between cargo space on you, your exocraft, your ship and your freighter. Just with you alone it's possible to get something like 30 inventory slots dedicated to resources with max caps so high that again, it's functionally infinite. It's also now possible to disable sentinels on a planet by either beating a 5 star wave, destroying a hive or if you simply
equip the sentinel pet they don't spawn unless on an aggressive world
Oh, how did that change? Last time I played, upgrading your personal inventory was "find this point of interest on the planet, pay Many Resources to increase it by a single slot" and upgrading spaceships with ones with a bigger inventory was a multi-hour resource grind.
Or is this "very easy" in the sense of not being challenging, but still a substantial time and effort investment.
It changed quite a while ago, couple of years. Every single space station contains a place where you can upgrade one slot on your suit. You can get a bunch just by warping to a system, docking, getting the upgrade and repeating. It's worth pointing out there are actually three inventory tabs for basically everything. The standard inventory where you can put anything, the tech inventory where you can only install techs (which then aren't taking up resource slots) and the cargo inventory, which can only hold resources but holds vast quantities of them.
It's easy in that as long as you have hyperdrive fuel and credits, it's just waiting for a load screen back to back.
it's not "hard", it's not "a troll", it's just bad design.
Counterpoint:
It's basically iconic, and IIRC was pretty generous with bonfire points as far as DS1 goes between a short run-up and a bonfire right after you cleared it. As far as bullshit stuff goes that's a pretty good outcome; I find stuff like Sen's Fortress "lol the only bonfire requires the kind of secret-finding where we usually put some gear or a titanite chunk" a lot more frustrating and less fun looking back.
Neither bonfire is particularly 'short'. The closer one is a) somewhat hidden, b) requires waiting through several 'operating mechanism' cutscenes (doubly so if you want it to be back in position after you get skewered), and c) waiting for the platform to rotate into position. The other has no cutscenes, but you can be off-tempo for the initial elevator, and have to wait for that.
I'd have to time it again, but I feel it's easily a minute, minute and a half, just to get to the bottom of the stairs (leading to the main doors); to say nothing of navigating to the side platform, making the jump onto the first archivolt (apparently?), and actually getting to the archer section. Call it ~2 minutes to make it to the tower-shield. 2 minutes isn't, like, a long time, but it's long enough to be extremely annoying when there are any number of points along the way where bad luck, a mis-timed jump, or a bad roll resets the attempt.
I can't speak to the specifics of the bonfire inside (I don't remember it well enough), but I don't feel it's 'immediate'. You have to go poking into side-rooms for it, and maybe it's the first one, or maybe there are a couple silver knights in there who'll happily murder you.
I do not consider it a short run. I do not consider it a good section. Calling it iconic is post-hoc justification.
and it's not like I don't play difficult games, or make them harder on purpose. I got through MegaMan Zero on hard, buster/saber only, with an S-Rank leading into the final mission; and I've made considerable progress in MegaMan Zero 2 with the same setup.
I know hard games, I like hard games, and this section is not a "hard game", it's a bad section.
Every update to No Man's Sky is cool and also doesn't address my original bedrock issues with the game.
Mostly that exploring is boring because the environments generated by the algorithm are too samey and just dotted by the same few points of interest, the gameplay loop of collecting materials with a severely limited inventory capacity quickly becomes frustrating, and on a much more minor but still annoying note the space cops punish you for engaging with the game in any way.
There's definitely more stuff to do now, but every time I check back in after some number of new updates, I still run head first into those issues.
It's worth noting that whilst the same mine loop remains it's very easy to get your inventory up to functionally infinite levels between cargo space on you, your exocraft, your ship and your freighter. Just with you alone it's possible to get something like 30 inventory slots dedicated to resources with max caps so high that again, it's functionally infinite. It's also now possible to disable sentinels on a planet by either beating a 5 star wave, destroying a hive or if you simply
equip the sentinel pet they don't spawn unless on an aggressive world
Oh, how did that change? Last time I played, upgrading your personal inventory was "find this point of interest on the planet, pay Many Resources to increase it by a single slot" and upgrading spaceships with ones with a bigger inventory was a multi-hour resource grind.
Or is this "very easy" in the sense of not being challenging, but still a substantial time and effort investment.
It changed quite a while ago, couple of years. Every single space station contains a place where you can upgrade one slot on your suit. You can get a bunch just by warping to a system, docking, getting the upgrade and repeating. It's worth pointing out there are actually three inventory tabs for basically everything. The standard inventory where you can put anything, the tech inventory where you can only install techs (which then aren't taking up resource slots) and the cargo inventory, which can only hold resources but holds vast quantities of them.
It's easy in that as long as you have hyperdrive fuel and credits, it's just waiting for a load screen back to back.
Also, unless you're playing on survival mode every slot can hold 10k of normal resources. So you can easily fill out your inventory slots, and then the slots are huge. A single stack of a resource can last you forfuckingever in regular play, and still last quite awhile when using huge amounts of it for crafting and shit.
Oh, and the storage units you can build in bases and on your freighter are all linked, so you can gather shit at your base and load it into the storage units, then when in another system just summon your freighter and fly up to it to access those storage units. Very convenient
I turned on godmode and beat Tunic to get the bad end, then dropped it. I really think the combat is not great, and the game really thinks it is. All the late game enemies and bosses have attack patterns that seem to punish you for dodging, on top of the stamina system being pretty restrictive. I was kind of getting the feel for what the game wanted me to do as far as the "translation" and extra puzzles and decided I didn't care. I feel like Fez succeeded at this level so much more than Tunic. Or maybe I've changed, who knows.
it's not "hard", it's not "a troll", it's just bad design.
Counterpoint:
It's basically iconic, and IIRC was pretty generous with bonfire points as far as DS1 goes between a short run-up and a bonfire right after you cleared it. As far as bullshit stuff goes that's a pretty good outcome; I find stuff like Sen's Fortress "lol the only bonfire requires the kind of secret-finding where we usually put some gear or a titanite chunk" a lot more frustrating and less fun looking back.
Neither bonfire is particularly 'short'. The closer one is a) somewhat hidden, b) requires waiting through several 'operating mechanism' cutscenes (doubly so if you want it to be back in position after you get skewered), and c) waiting for the platform to rotate into position. The other has no cutscenes, but you can be off-tempo for the initial elevator, and have to wait for that.
I'd have to time it again, but I feel it's easily a minute, minute and a half, just to get to the bottom of the stairs (leading to the main doors); to say nothing of navigating to the side platform, making the jump onto the first archivolt (apparently?), and actually getting to the archer section. Call it ~2 minutes to make it to the tower-shield. 2 minutes isn't, like, a long time, but it's long enough to be extremely annoying when there are any number of points along the way where bad luck, a mis-timed jump, or a bad roll resets the attempt.
I can't speak to the specifics of the bonfire inside (I don't remember it well enough), but I don't feel it's 'immediate'. You have to go poking into side-rooms for it, and maybe it's the first one, or maybe there are a couple silver knights in there who'll happily murder you.
I do not consider it a short run. I do not consider it a good section. Calling it iconic is post-hoc justification.
and it's not like I don't play difficult games, or make them harder on purpose. I got through MegaMan Zero on hard, buster/saber only, with an S-Rank leading into the final mission; and I've made considerable progress in MegaMan Zero 2 with the same setup.
I know hard games, I like hard games, and this section is not a "hard game", it's a bad section.
As I literally did this last night, the run is:
start at bonfire with fire keeper (they seem p chill)
go straight then take lift down
Over bridge where you should have already killed a gargoyle
down some more stairs.
across another bridge/gangway
up some stairs.
Fight two of those fuck off massive sentinels with the big halberds
go round the corner and fight 3 of those lightening flying demons (aside, I thought we were cool with the demons as they took me to Anor Londo but guess not)
Over a narrow bridge
Fight 2 more of those lightning demons.
Now you can attempt the Dark Souls death run. It takes me way more than a minute to get to this point. I have to kite bad guys to handle them. Two sentinels is fucking hard to fight at the same time.
Retrying in Dark Souls is all about "how much can I ignore?". The run you described, I literally skipped fighting everything but the one archer on the right you need to get past, everything else was "get killed by them until I figure out where/how to weave/dodge and avoid entirely".
Running past shit was the only way I had of dealing with that series' absolutely bullshit boss death runs. Like, intellectually I understand some people like that mechanic, because people have said so, but it's so alien, so soul-crushingly unfun, so maddeningly infuriating and counter to how I experience game state I just cannot actually empathise with it.
it's not "hard", it's not "a troll", it's just bad design.
Counterpoint:
It's basically iconic, and IIRC was pretty generous with bonfire points as far as DS1 goes between a short run-up and a bonfire right after you cleared it. As far as bullshit stuff goes that's a pretty good outcome; I find stuff like Sen's Fortress "lol the only bonfire requires the kind of secret-finding where we usually put some gear or a titanite chunk" a lot more frustrating and less fun looking back.
Neither bonfire is particularly 'short'. The closer one is a) somewhat hidden, b) requires waiting through several 'operating mechanism' cutscenes (doubly so if you want it to be back in position after you get skewered), and c) waiting for the platform to rotate into position. The other has no cutscenes, but you can be off-tempo for the initial elevator, and have to wait for that.
I'd have to time it again, but I feel it's easily a minute, minute and a half, just to get to the bottom of the stairs (leading to the main doors); to say nothing of navigating to the side platform, making the jump onto the first archivolt (apparently?), and actually getting to the archer section. Call it ~2 minutes to make it to the tower-shield. 2 minutes isn't, like, a long time, but it's long enough to be extremely annoying when there are any number of points along the way where bad luck, a mis-timed jump, or a bad roll resets the attempt.
I can't speak to the specifics of the bonfire inside (I don't remember it well enough), but I don't feel it's 'immediate'. You have to go poking into side-rooms for it, and maybe it's the first one, or maybe there are a couple silver knights in there who'll happily murder you.
I do not consider it a short run. I do not consider it a good section. Calling it iconic is post-hoc justification.
and it's not like I don't play difficult games, or make them harder on purpose. I got through MegaMan Zero on hard, buster/saber only, with an S-Rank leading into the final mission; and I've made considerable progress in MegaMan Zero 2 with the same setup.
I know hard games, I like hard games, and this section is not a "hard game", it's a bad section.
As I literally did this last night, the run is:
start at bonfire with fire keeper (they seem p chill)
go straight then take lift down
Over bridge where you should have already killed a gargoyle
down some more stairs.
across another bridge/gangway
up some stairs.
Fight two of those fuck off massive sentinels with the big halberds
go round the corner and fight 3 of those lightening flying demons (aside, I thought we were cool with the demons as they took me to Anor Londo but guess not)
Over a narrow bridge
Fight 2 more of those lightning demons.
Now you can attempt the Dark Souls death run. It takes me way more than a minute to get to this point. I have to kite bad guys to handle them. Two sentinels is fucking hard to fight at the same time.
You don't have to fight the big guys, they can't fit past the little door. But yeah it's definitely a time consuming run back. There's also a bonfire that's easy to miss where you don't have to start at the fire keeper
the 'minute / minute and a half' is my memory of timing your steps 1 through 5. Could easily be way off in either direction.
you don't have to fight the sentinels and lightning demons: you can just run and dodge; but it's prone to errors (cf. my caveats). Fighting is safer, but (as noted) much slower.
a minor spoiler:
your step 4 can be simplified; the platform lowers and then it's just "straight across" instead of "down stairs"
this also grants a 'closer' bonfire, but it's about equal in terms of time; waiting for the platform to raise and lower is a headache.
I found it interesting that in Elden Ring they almost completely eliminated boss runbacks. It made the few that they had feel unfair but none of them got close to DS1 territory. A lot of those had the issue where even if they weren't tough they did take too long, like with the Gargoyles.
Those snake guys beat the shit out of me more times than I care to admit.
I don't know how you could take them head on. I was having to manoeuvre behind them (shield up) and go for the back stab.
Well, I'm rocking a +10 mace, so it's more back "beat the shit out of you with a blunt object"
The way I always handle the serpent guards is have a big weapon, no, a really big weapon. Then do heavy attacks on them so they get knocked down. Repeat so they never get back up. The zweihander is my usual go-to, I think anything great axe, great hammer or or ultra greatsword-sized should be big enough.
I turned on godmode and beat Tunic to get the bad end, then dropped it. I really think the combat is not great, and the game really thinks it is. All the late game enemies and bosses have attack patterns that seem to punish you for dodging, on top of the stamina system being pretty restrictive. I was kind of getting the feel for what the game wanted me to do as far as the "translation" and extra puzzles and decided I didn't care. I feel like Fez succeeded at this level so much more than Tunic. Or maybe I've changed, who knows.
Aw really? I thought Tunic's puzzles were a lot less tedious than Fez's. For one thing, you never have to actually decipher the fake language. It's apparently possible but I think it's more complicated than Fez's simple letter substitution cypher (IIRC, it's been a while since I played Fez).
Multiversus has an open beta in a week, but starting today, you can "early access"
the beta if you either watch a twitch stream for exactly one hour to get a drop from https://multiversus.com/twitch-drops, if you played in the closed beta, or if you buy any of the founder packs
Here's an early look at our upcoming guidelines regarding Minecraft and NFTs.
If you're a player or creator actively involved in the buying, selling, or trading of NFTs that make use of Minecraft, please read the information in the article below.
redsto.ne/MinecraftAndNF…
TL;DR:
"To ensure that Minecraft players have a safe and inclusive experience, blockchain technologies are not permitted to be integrated inside our Minecraft client and server applications nor may they be utilized to create NFTs associated with any in-game content..."
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Those snake guys beat the shit out of me more times than I care to admit.
I don't know how you could take them head on. I was having to manoeuvre behind them (shield up) and go for the back stab.
Well, I'm rocking a +10 mace, so it's more back "beat the shit out of you with a blunt object"
it's not "hard", it's not "a troll", it's just bad design.
I've now tried all the new squads and boy oh boy, they seem much harder than the original ones.
I've finished the first island once, everything else has been "Oh, never mind, nuke the timeline". It seems like you either get damage generation (but not enough) or placement/tactical skills (but still not enough), so it's incredibly easy to get into positions where, hey, two Vek with 3 health are each targeting a building and you can do 2 damage total with no move effects so... yeah, good luck.
Maybe I should do a run with an old squad and just get some new pilots, etc. in.
It's telling that when they recreated the area in 3 they didn't recreate this troll spot.
I got VERY VERY good at parrying at that point haha
I've only finished a run with Bombardiers on normal so far (but all the new modifiers turned on). Challenging for sure, I can only imagine how diabolical "Unfair" difficulty is going to be. Some of those new Vek types are very punishing, depending on what your squad is.
I'm super down for the challenge though. I was at the point of clearing the game on Hard nearly every run, so this is great to engage with some new stuff. I'm very happy all of the new content is entirely opt in and you can customize how much of it you want to enable at a time too.
I'm stuck on the bombermechs. Made it island 3 (or 4? pretty sure it was 3) before things went pear-shaped; and that was a "oops I hit 'end turn' instead of 'undo move'" moment.
just failed a boss battle because the smouldering psion popped on the last turn and I just didn't register it.
What's the line? "I'm a dangerous idiot who shouldn't be allowed to use silverware"
they 100% did
Counterpoint:
It's basically iconic, and IIRC was pretty generous with bonfire points as far as DS1 goes between a short run-up and a bonfire right after you cleared it. As far as bullshit stuff goes that's a pretty good outcome; I find stuff like Sen's Fortress "lol the only bonfire requires the kind of secret-finding where we usually put some gear or a titanite chunk" a lot more frustrating and less fun looking back.
So many fancy tactical options that require a smarter person than me to actually utilize.
Or is this "very easy" in the sense of not being challenging, but still a substantial time and effort investment.
The point of comparison I always used to make is that I could have a better time spinning up a new Minecraft world and just wandering around, and have a more interesting exploration experience, compared to landing on any given planet in No Man's Sky
So far I've completely blown out multiple times with Arachnophiles, which requires waaaay too much positioning shenanigans, and doing okay in a Mist Eaters run while constantly exasperating why they don't steal that smoke damage tech from Rusting Hulks.
I don't have any good advice even, other than just block the arrows/don't get hit.
It changed quite a while ago, couple of years. Every single space station contains a place where you can upgrade one slot on your suit. You can get a bunch just by warping to a system, docking, getting the upgrade and repeating. It's worth pointing out there are actually three inventory tabs for basically everything. The standard inventory where you can put anything, the tech inventory where you can only install techs (which then aren't taking up resource slots) and the cargo inventory, which can only hold resources but holds vast quantities of them.
It's easy in that as long as you have hyperdrive fuel and credits, it's just waiting for a load screen back to back.
Just an update on this, I haven't not been looking up third party wood grain PS5 covers
Neither bonfire is particularly 'short'. The closer one is a) somewhat hidden, b) requires waiting through several 'operating mechanism' cutscenes (doubly so if you want it to be back in position after you get skewered), and c) waiting for the platform to rotate into position. The other has no cutscenes, but you can be off-tempo for the initial elevator, and have to wait for that.
I'd have to time it again, but I feel it's easily a minute, minute and a half, just to get to the bottom of the stairs (leading to the main doors); to say nothing of navigating to the side platform, making the jump onto the first archivolt (apparently?), and actually getting to the archer section. Call it ~2 minutes to make it to the tower-shield. 2 minutes isn't, like, a long time, but it's long enough to be extremely annoying when there are any number of points along the way where bad luck, a mis-timed jump, or a bad roll resets the attempt.
I can't speak to the specifics of the bonfire inside (I don't remember it well enough), but I don't feel it's 'immediate'. You have to go poking into side-rooms for it, and maybe it's the first one, or maybe there are a couple silver knights in there who'll happily murder you.
I do not consider it a short run. I do not consider it a good section. Calling it iconic is post-hoc justification.
and it's not like I don't play difficult games, or make them harder on purpose. I got through MegaMan Zero on hard, buster/saber only, with an S-Rank leading into the final mission; and I've made considerable progress in MegaMan Zero 2 with the same setup.
I know hard games, I like hard games, and this section is not a "hard game", it's a bad section.
Also, unless you're playing on survival mode every slot can hold 10k of normal resources. So you can easily fill out your inventory slots, and then the slots are huge. A single stack of a resource can last you forfuckingever in regular play, and still last quite awhile when using huge amounts of it for crafting and shit.
Oh, and the storage units you can build in bases and on your freighter are all linked, so you can gather shit at your base and load it into the storage units, then when in another system just summon your freighter and fly up to it to access those storage units. Very convenient
As I literally did this last night, the run is:
Now you can attempt the Dark Souls death run. It takes me way more than a minute to get to this point. I have to kite bad guys to handle them. Two sentinels is fucking hard to fight at the same time.
Running past shit was the only way I had of dealing with that series' absolutely bullshit boss death runs. Like, intellectually I understand some people like that mechanic, because people have said so, but it's so alien, so soul-crushingly unfun, so maddeningly infuriating and counter to how I experience game state I just cannot actually empathise with it.
You don't have to fight the big guys, they can't fit past the little door. But yeah it's definitely a time consuming run back. There's also a bonfire that's easy to miss where you don't have to start at the fire keeper
I got so freaking good at parrying silver knights in that run
you don't have to fight the sentinels and lightning demons: you can just run and dodge; but it's prone to errors (cf. my caveats). Fighting is safer, but (as noted) much slower.
a minor spoiler:
this also grants a 'closer' bonfire, but it's about equal in terms of time; waiting for the platform to raise and lower is a headache.
The way I always handle the serpent guards is have a big weapon, no, a really big weapon. Then do heavy attacks on them so they get knocked down. Repeat so they never get back up. The zweihander is my usual go-to, I think anything great axe, great hammer or or ultra greatsword-sized should be big enough.
Aw really? I thought Tunic's puzzles were a lot less tedious than Fez's. For one thing, you never have to actually decipher the fake language. It's apparently possible but I think it's more complicated than Fez's simple letter substitution cypher (IIRC, it's been a while since I played Fez).
the beta if you either watch a twitch stream for exactly one hour to get a drop from https://multiversus.com/twitch-drops, if you played in the closed beta, or if you buy any of the founder packs
It's fun!
The good kind of blockchain news, for once.
what do
what do you think you do in minecraft
Well by putting down a block then putting another block on top you put the first one in bondage.