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  1. Cheyenne

    Saint's Row V

    This upload has been a favourite of mine for years: I'm also a big fan of the Just A Friend singalong from 4, where Zinyak crashes it at the end. In fact 4 really ran with the music cues idea that 3 got the ball rolling with and took it to some wonderful places.
  2. Okay then, let's try and string together some thoughts. I've seen it mentioned in numerous places (here included) but now and again Nintendo just like to remind all the kids in the playground who's the boss of the place, right? We're coming up to two decades of open-world games being a mainstream thing, having existed for decades before that even. The likes of Rockstar, EA, Activision and Ubisoft (as well as a plethora of smaller developers) have been refining the mould of these games for years, then Nintendo waltz in with their first proper go and make them look like right bozos. Three days of fairly solid play, barely making a dent into the preposterous map, and the thing that's exciting me the most is how everything I've seen so far makes sense. How the systems interact with each other, the game is utterly rife with anecdotes. I've read plenty of them in the last two years and I've already experiences my own that felt unique and personal to me; got into a scrap last night with some Fire Wizzrobes guarding a Tower along with some Bokoblins, and as I was dodging their fire attacks I got a message from the game that the temperature had increased to a level where I would start taking damage, because the entire landscape around me was ablaze! I mean goddamn! I never made that kind of connection, but it just makes sense! In a similar manner, there have been a few shrines where I feel I may have 'cheated' them, but it never felt like I was doing something the game didn't account for, that I was in any way breaking it. I dread to think how many hours of playtesting went into this, to get it feeling so natural. But the result is right there in front of me, and I'm just captivated by it all. For anyone else getting into the game, I'd recommend pairing it with a viewing of Free Solo, made a fun evening last night. Gotta talk about my favourite part at this early point though; the map and world design. I'm a big dork and I really like maps, and I can't believe I've finally gotten a game where, once again, the map makes sense. I've been guilty of trying to defend some games (GTA's and the like) for helping with basic mapreading, but this game is on another level, and does it so right. It's not nonsense padding where every square inch is packed with nebulous content, instead it has a real consistent, believable feel to it. Main roads are generally free from clutter, save for the occasional monster and traveller (my first encounter with a Yiga was not something I expected from a Zelda game...) and the paths that splinter off from them lead to realised places, much like how paths in the real world work. By this I mean things like Korok seeds generally aren't at the end of a detailed path, as that's something that wouldn't make sense in a real world context, paths lead to locations/rest stops/monuments. But looking at the topography of the map, searching for peaks (both large and small) and small pockets of wooded forest/bodies of water (I'm exploring the Southeast currently), guaranteed to produce either enemy encampments, chests or Korok seeds. This then translates into the visual design of the world itself; as I'm walking from one point to another, my eye catches a slope or sight in the distance, and the temptation is just all too much. Especially rewarding when I know I then get to fling myself off the top and glide across the land. I'm pretty sure I spent around 2-3 hours yesterday just pottering around Lake Hylia, covering the various nook and crannies of the Bridge, finding chests in the water, Korok seeds (another little thing, the density of those is more prominent in defined locations, which once again makes sense), uncovering a shrine and just getting the knack of using a raft. Already the game has taught me how to parse the environmental details, when I heard my Shrine Sensor ping when traversing the Lanaryu Promenade, I instinctively figured out the location from what was visible before me, and christ I felt like a big smartboy when I was proven correct. There's a ridiculous amount of gentle tutorialising going on here, and it never feels like it's stopped me from doing what I want. It's utterly masterful. Could be the best ever.
  3. Got a copy of this yesterday. Ah christ it's special, isn't it?
  4. Cheyenne

    Saint's Row V

    I'd rather them push into something new. Saints Row 2 was fantastic at the time but then I don't think it ages well (in terms of its characterisation). The darker edges to it worked well in 2008 when there was more of a market for it (and it worked well alongside its contemporaries, along with other darkly comic action pieces like Crank ) but I feel like we've moved past it, and the series has too. The cartoon qualities of 3 and especially 4 made for a fun pisstake of the grimdark state the medium had been pushing towards, while also pre-empting the revival of that style with games like Overwatch and how campier goofy humour made its way into games like Sunset Overdrive and Watch Dogs 2. They were the proto-Devolver. If it wasn't for the misstep of Agents of Mayhem, I'd say Volition did a damn good job over the course of SR of keeping the series fresh and relevant, and I'd hope that a prospective fifth instalment wouldn't be a reboot of the first two games nor a continuation of the high camp of 3 and 4. Let Volition come up with a fresh approach.
  5. Sometime they change dependent on the last motion made by you (the AI is generally pretty solid and will pick out the unit they stand the best chance of defeating, so if your final move puts a better viable target within range, the enemy will target them). Also they change dependent on whether they can get at their intended unit. If you have 8 enemy units that have a hit range of 1 square target one ally, and that ally isn't strong enough to straight kill them on the counterattack, then only 4 enemies max will make the target, leaving the rest to pick other options.
  6. When you max out a class, the Ability you unlock can be transferred between classes, as it goes into one of your equippable slots. So there's benefit in maxing a class before changing them if that particular class has a good Ability (Brigand gives a +6 to Str if you engage the attack which is mighty tasty). For the second part, to my knowledge, I believe it means how much additional experience you'll get for that item's mastery after engaging in combat; so if after every engagement you would get +2 to Swords (if you were using one), the class bonus would mean you get +3 instead. In the early game it can be worth maxing out everyone's Commoner/Noble starting class, as the bonus Ability is +5 HP which can be useful in the opening act before substantial stat gains are achieved. And for anyone playing Golden Deer and unsure what the hell to do with Claude (a problem I had, as he naturally fit into so many roles), just let him continue focusing on Bows. Without divulging story details, the game has some special stuff for him, which I now presume will be the case for Edelgard and Dimitri should you pick the other houses.
  7. Ah okay. This is where the pacing/length of the game can be a struggle, as I'd argue that you're still in the first act of the game from what I've seen. A lot of the more interesting plot beats have yet to occur, as well as the developments between characters. Later battles will force you into strategy if you've gotten complacent: I've mentioned that Lysithea is comically OP for me so I've had her be my lone Black Magic user for a while, then lo and behold a mission comes along where the enemy forces have a sizable amount of Fortress Knight, and none of the rest of my team can make a proper dent on them. Scraped through that mission without losing anyone, but it came close. This is where I started using Battalions more as the functions they provide can massively change the course of battle, and give you more options. Both challenge and (in my opinion) story intrigue will come, I just hope the game interests you enough to get to there. I find the early investment in the characters is the make or break; if you can't get into the slice of life monastery angle nor enjoy the personalities on show, the later developments won't interest you.
  8. What was your last plot beat? I thought I was mad overpowered but I just found myself in a story battle that really pushed me (I'm about 45 hours in but have been properly taking my time). There have been some plot developments that have really caught my attention too, gone in some directions I wasn't expecting.
  9. Cheyenne

    Nintendo Switch

    What's a screen protector that comes recommended and is reasonably priced? Would like to avoid using Amazon if possible.
  10. Lysithea is comically OP, and then I got a hold of the Thyrsus item, doubling her attack range. She's able to hit 4 tiles ahead for 45x2, with a 37% chance of getting a critical. Utterly obscene and I love it.
  11. Yes. It's a Master Class, the Dark Knight. I'm currently training Lorenz towards it (Lysithea overwhelming Magic strength is steering her straight to Gremory) There's also a White Mage equivalent to the DK, Holy Knight. That's what Marianne will become for me.
  12. It can. The Skill you attain for maxing a class is transferrable, though remember you can only have a max of 5 equipped at a given time. I appear to have missed a chance to deepen my bond (attain Rank C) with Rhea. Hope it hasn't locked me out of anything, though I guess I can re-explore that in NG+
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