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About JoaLoft

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  1. Nope, I'm 90 hours into the PS4 version, but it's been a blast so far. Despite it suffering narratively from a slow start (story does really pick up later on!), it's one of the best Yakuza entries to date filled to the brim with content, and even the turn-based combat has been executed well! If you've never picked up a Yakuza game, this is alongside Yakuza 0 the perfect starting entry.
  2. Thanks for commenting! I just love being able to puzzle something together, and then sharing a theory with others to discuss the essence of the narrative. Did the same thing with The Dark Pictures: Little Hope, and I went much deeper into The Last of Us Part II as well, although that last thread focuses much more on motives rather than actual plot twists. A shame that Little Nightmares III seems highly unlikely right now - Tarsier Studios already announced they're done with the IP and moving on to new endeavors.
  3. Having him just sip piƱa coladas on a beach with everyone and laugh as the sun sets would've been a terrible ending in my opinion. Naughty Dog probably wanted to put Nathan Drake's story to bed and provide closure so they could move on from a creative perspective as well. They can't have Nate chasing myths over and over without him growing as a believable character. And the way they did it in Uncharted 4 was executed well: his character evolves and learns an important lesson. His craving for adventure is established clearly in the first chapters with him shooting the props in the attic and daydreaming when he stares at the exotic landscape picture he has hanging in the living room. It emerges again early in the game after he starts helping out his brother, but in doing so, he starts keeping secrets from Elena, who happily settled and doesn't want to go back to that life. The hotel scene is key here, because that's the point where Elena finds out and feels hurt she's been lied to. She provides the ultimatum, and that's when Nate gets his wake-up call. Nate still pursues the treasure because he's doing it to help his brother (or so he thinks), then it turns out Sam lied and is in cahoots with Rafe to find the ship blah blah blah, you know how it unfolds. When they try to escape the island, you can see Nate has turned the page. He knows this treasure hunting is an obsession, a dangerous addiction. He has the hardest time trying to convince Sam of this, because he's been through the motions and doesn't want him to end up like him as well. Same reason why all the gold aboard the ship doesn't even bedazzle him - he doesn't care about it anymore, he cares about the safety of his loved ones. Making Nate settle with Elena for good and him telling their daughter about all the adventures they've been on, is a solid way to end this series of stories. Uncharted is a highly successful franchise, so they're not killing off anything. The standalone game, Lost Legacy, is proof of that point: back when this came out, I felt this was a test run to record the audience's reception to an Uncharted with female leads, and Sam as a supporting character. Game was pretty damn good, actually, so my expectation is that you'll see a full-price PS5 Uncharted release in the near future, with these characters taking up the mantle. Chloe, Nadine and Sam will most likely continue the franchise from this point, which means the Uncharted brand is set for at least another five to ten years with new adventures. Wouldn't be surprised if one is secretly in the works right now, in between The Last of Us productions. Because we all know after those sales, that we can expect The Last of Us Part III too somewhere down the line.
  4. Both Little Nightmares games left me surprisingly impressed, especially this second installment built up to a satisfying payoff.. These will go down as sleeper hits, and I wish more people took the chance to try them out.
  5. My 200th is Detroit: Become Human, got this a few years ago. Feel free to check my profile for confirmation. Also: getting 200 plats without many stackable or super easy ones is not that self-explanatory. Takes time, effort and skill. Regardless: I'm mostly in it for myself, I enjoy having a trophy list challenge me to playing games differently for example, on difficulty levels I'd otherwise not even touch.
  6. My 100th was Beyond: Two Souls. Seems like ages ago... Because it was, I guess? I got this seven years ago. Feel free to check my profile for confirmation.
  7. #243 - Cat Quest II This Cat Quest II platinum post will read very similarly to my first one - because both games are almost identical in visuals, sound and gameplay. The sequel is about reuniting the cat and dog empires AKA Felingard and the Lupus Empire, who are entangled in a war. It is up to the main characters, a cat and a dog character - yes, plural - to reunite both races and stop the evil pitting them against each other. Oh, and there is a very obvious Cat Quest III announcement at the end of the epilogue, molding the franchise into a trilogy. Now, if you'll allow me: I will quickly copy and paste what I said before about the first game because a lot has been simply migrated into this one. It's a very light RPG where you can only tackle one quest at a time, clear very small dungeons and visit an armor smith, weapon smith or a mage's tower to upgrade weapons, armor and spells. Everything takes place on the overworld map, and jumping into a Cat Quest game is instantaneous: no real tutorials, you'll already be leveling up five minutes in. And a key element of a Cat Quest game is the many, many puns you'll come across in locations and characters: you'll run into characters such as Hotto Doggo the weapon smith, Barkthan Drayke the treasure hunter, Amuttdeus Woofgang and Furvaldi the composers, Agent Triple Mewoh Seven the spy, The Doge Knight the superhero and Two-Furface the master of dog puns, Pawdon Ruffsey the chef, you get the idea. And some quests even draw inspiration from pop culture media such as a quest called "Finding Purr-ivate Mewan", a feline soldier who has gone MIA at the frontline. What's new in this game, is the local coop: introducing the canine empire means that dogs are an active part of the lore now, with one of the protagonists being a dog. You both each have your own gear and if one goes down, the other will have a chance to revive them by staying close to them and letting a bar fill up. If both characters go down: game over. But this game works just as well solo where you're given the chance to swap between characters on the go, so the choice is yours. It's not a must-play or must-have, but for what it is, it gets the job done. Whether you are just getting into RPG's and want to learn the ropes with a very easy game, or you're looking for a fun, light-hearted experience to take time off from the harder and more time-consuming platinum trophies. Most frustrating trophy - Fashionista Tails III Another Cat Quest game, so another incredibly easy trophy list, all things considered. Except, cleaning up post-story can be a little bit of a chore: especially if you still need to clear a lot of dungeons or collect numerous pieces of equipment. For me, the latter is what I found a bit frustrating: running around and scouring the overworld map to see if I missed any golden chests to recover all 101 unique pieces of equipment. I feel these could have been marked if you completed everything else, by granting you a reward that marks them on the overworld map with an arrow, for instance. Just for practical clean-up purposes. This trophy goes hand-in-hand with the clearing of all the dungeons, sort of. So this was a bit of a toss-up, despite the overall list being a total breeze.
  8. #242 - Little Nightmares II I wish I was able to make a post of the first Little Nightmares here too, on account of the challenging no-death speedrun trophy, but considering that game doesn't have a platinum trophy: we'll need to make do with this one. Little Nightmares II's story takes place around and in a bleak location called the Pale City. Mono and Six, two small children in a world of creepy grown-ups (that's the most simplistic way of describing it, really) are being lured to the city by a strange humming, a transmission coming from a central tower. On their journey, they'll have to face a new collection of terrifying enemies and merciless entities to deal with, if they want to survive. Its story is told in the same way that the first game was told: without a real script. There's no written dialogue to speak of. That doesn't mean it is practically useless; on the contrary. The sequel's story is not only better than the first, it also expands upon it. And although there's room for interpretation, it builds up well to a great climax that will leave a lasting impression. Some things are left up to speculation, so for whoever is interested and finished the game: you can find my analysis in a thread here. The horror aesthetics may scare off people (pun not intended), but these games are essentially puzzle platformers with a great horror atmosphere. Meaning: everything takes place within the confines of a creepy psychedelic setting, but at heart what you're doing, is going from room to room, location to location, and either solve environmental puzzles, trying to reach fuses or keys to advance to the next room, or run the fuck away from whatever monstrosity is about to chase you. I don't want to downplay the gameplay either though: the puzzle platforming aspect and the horror setting mesh together wonderfully. There's nothing quite like Little Nightmares. A new gameplay element added in the sequel is combat: at times, you'll have access to a big mallet, pipe or axe and you'll need to time your swings right to fend off attackers, or chop through a wooden door/smash a window pane to pieces. Considering how small you are, there's a wind-up animation to smack something, which means a few sections in the game give you a very small window of opportunity to survive confrontations. (I'm looking at you, Chapter 2 with your stupid School Bullies!) Which translates into a little bit of trial-and-error at times, one of my few gripes with the game. But it never feels frustrating or too punishing, thanks to the solid checkpoint system and super quick loading times. Last note: the game is not for sale at full price, so you're looking at a total playtime of six to seven hours max. And although this time around you're playing as Mono and Six is only a sidekick helping out, this is not a coop game. Six is entirely AI-driven, yet never gets in the way and helps out regularly. In conclusion: if Little Nightmares was a good game - which it is - then Little Nightmares II is simply great. It builds narratively on the events of the first game, expands gameplay and adds some horror sections that are really well-designed and is accompanied by an excellent soundtrack, if I may add! The one really sad thing: Tarsier Studios has announced they've moved on from the franchise after two games and will be focusing on new IP's. We may not see a new Little Nightmares game appear anytime soon, if ever. Everything will depend on how Bandai Namco will manage the rights. If this was the last one: it went out on a high note, and established the fact that the average Little Nightmares experience is one of high quality, and one you owe yourself to play. Most frustrating trophy - ... NONE! This is a first for me in a platinum post. You read that right: none of the many miscellaneous or collectible trophies felt annoying ever. Chapter Select keeps track of what you're missing and because the game is less than ten hours long, locating everything will take you less than a day if you're going for another full playthrough. Easy trophy list of a great game. I'm going to chalk that up as an absolute win!
  9. Probably shouldn't need to put this here, but, you know: Spoilers. The ending of this sequel alright let's just cut to the chase: it seems clear that Little Nightmares II is a prequel. Which begs the question: how does everything fit together? It's been implied by an alternative theory that Mono taking over the Thin Man's powers and Six following in the Lady's footsteps is nothing but a passing of the torch. While that very well may be the case for the Lady and Six (unless the devs have some equally sinister time-bending plot twist in store for them later?), the secret ending shows that Six has yet to enter the Maw Six is seemlngly a lost girl at the start of this second game (not including "Very Little Nightmares", a mobile entry into the franchise) when Mono finds her in a hut, having been locked up for over a month by the Hunter when she undoubtedly walked into one of his many traps, the likes of which Mono has been able to avoid. This is shown by the tally on the wall, as she's been keeping track for how many days she's been locked up. She's playing a small music box, which will end up having significant importance later on. And her response to Mono's arrival is very different than the Six that we've come to know well in the first game: here, she crawls away and cowers underneath the table, terrified once Mono starts chopping his way through the wooden door. That's because this Six has not experienced the terrors that she has yet to. She's innocent. Along the way, being drawn by the mysterious humming of the Transmission, she finds her signature yellow coat. At the time, I was already thinking to myself why she would accidentally find an identical coat after having escaped the Maw? This is not just to establish the fact that this child is indeed the same Six from the first game. That's because she hasn't escaped the Maw yet: this is the first time she finds her coat, as rain starts falling down on the Pale City. As they traverse the Pale City and survive the School and the Hospital, the Thin Man ends up kidnapping Six through one of the many television screens that Mono wanted to interact with, the humming possibly luring him to his inevitable fate. Mono chases after her, defeating the Thin Man in the process with the same powers he acquired, possibly via reaching out through the television sets multiple times. Entering the tower and into the Transmission itself, which seems to be a loophole in time, as demonstrated by the many staircases and doors connecting to one another, he finds Six, playing with a music box, having transformed into a hideous monster. Time flows differently in this place, as has become apparent by how long it took Mono to transform into the Thin Man, and it changes you. So too did Six wait countless ages for Mono to find her, to no avail. And it changed her, but she held onto one thing all that time to stop time from breaking her completely: her innocence. The same innocence that was displayed when she played the same music box back at the cabin. The music box is a representation of the remaining innocence inside her. Take note that Six does not harm Mono at all when he approaches her for the first time, and when he calls out to her, she listens. It is only when he attacks the music box, and the last remnants of her innocence, that she becomes very aggressive. Mono destroys the music box - and also inadvertently the last part of her innocence - through clever manipulation of the loophole in time and space and is able to revert the process. But Six is not as she was before, and as they flee the tower and the Transmission being chased by the Flesh Walls, she betrays Mono at the last second. One would speculate that maybe she had learned the truth about Mono becoming the Thin Man, and decided to drop him in a feeble attempt to alter the outcome, but I'd wager that the loss of her innocence and the despair she felt, having waited forever for Mono to find her, is what made her drop him. Mono survives by using his powers he acquired and returns the walls to normal, sitting on a chair. Waiting forever, growing deeply resentful towards Six, slowly changing into the Thin Man. More proof for this can be found by the fact that the Thin Man's music theme is called: "The Man In The Hat". And what has Mono been wearing ever since he woke up, next to a working TV set no less in the forest? Correct, a hat. Even the collectibles focus completely on wearable hats, which cements this fact even further. He waits for his chance at revenge, forever, trapped in that same room on the chair. Which is exactly what he does once young Mono arrives at the city and reaches through to open the door once more: he escapes and kidnaps Six as payback and chases a young Mono afterwards to stop him from attempting to save Six, thereby paradoxically keeping the cycle alive. The moral of the story is the following ancient saying: "He who seeks revenge, should start by digging two graves." If Mono had not decided to go after Six for what she did, inexcusable as it is, the cycle would have long been broken. In a secret ending cutscene, Six emerges from the Transmission, having escaped through one of the live TV sets. But her dark side has manifested physically too, a resonance of her time in the Transmission. The theory has been suggested as well that this is her Glitching Remain, the static that remains of someone after they've been taken into the Transmission. All up for speculation, though. We hear her hunger for the first time, a byproduct of having been in the Transmission for so long. The hunger could also indicate a growing desire for more blood. Shadow Six points to a flyer depicting the Maw, where children are being kept captive and served up as food to the rich and powerful gluttonous human-like monsters. My take on this? Six is out for blood and revenge herself, and infiltrates the Maw (Little Nightmares I) to destroy every single one of its inhabitants and set the children (including the former children, the Nomes) free. Which is exactly how Six wakes up at the start of Little Nightmares I, finally giving its intro meaning after this second game's reveal: in a suitcase, having supposedly smuggled herself onboard with the luggage. Ready to commence her killing spree against the kidnappers of the Maw. The story's pretty fascinating to sift through, and I'm a huge sucker for intriguing storylines, especially if they deal with the notion of time. Something that us humans have always been incredibly fascinated by: just take a look at how many pop culture media have drawn inspiration from the subject. I can only hope that Tarsier Studios will be at the helm again, if they ever make a potential Little Nightmares III. Because not only was the first game pretty damn good: this one just completely nailed it.
  10. #241 - Cyberpunk 2077 What hasn't been said before about Cyberpunk 2077? Developed by the guys and girls over at CD Projekt Red who created the critically-acclaimed The Witcher 3, it was long-awaited by many, but technically flawed due to a rushed job to get it pushed out by the next-gen consoles' release window. And yet, all its content pieces are in place and make it a very memorable game for all the right reasons. Cyberpunk 2077 stars V, a mercenary in 2077 looking to make it big in Night City, an NUSA (New United States of America) west-coast metropolis teeming with opportunities, corruption and violence. If there's a buck to be made in Night City, it doesn't matter if you run your mouth or your gun. As long as the job gets done. Same goes for our hero(ine), V, who takes up a job to infiltrate the Arasaka HQ, a megacorporation, to steal a highly valuable biochip prototype which could provide the key to immortality. The job goes sideways and to save the chip's integrity, V slots it in their brain, discovering that Johnny Silverhand's (Keanu Reeves) personality is stored on the chip, a former rockstar-activist who died many decades prior to the game's events. Not just that, the biochip is effectively slowly overwriting V's personality with that of Johnny, and simply removing the chip would mean instant death. As the clock ticks, V contends with Night City's gangs and powerful figures while they forge new alliances and make friends, to find a solution for the biochip conundrum before it is too late and their personality is overwritten entirely. There's a real sense of urgency and finality to the game's story as it builds up to this climax and that's one of its many strong suits. I could write an entire article about Cyberpunk 2077 and the existential subject matter it presents to you, but I do also want to preserve the many surprises and easter eggs hidden in its big open world and story - it took me over 100 hours to complete the entire game! So, a quick rundown of what I love: - The story and characters are nothing less than great. Coming from someone who plays tons of games and has had his fair share of lukewarm narrative experiences, when I say this story is great: it really is that great. There are multiple endings ranging from downright depressing to pretty damn badass, so your choices throughout main quests and sidequests have a significant impact. Same goes for the characters: bonding with the key personas made me really care for some of them, including Johnny Silverhand and learning about his pivotal role in the story's events. Especially Judy Alvarez's questline was one that tugged at my heartstrings. This story and these characters can easily compete with the very strong writing of The Witcher 3 as well, so narratively speaking, this is executed very well. - I'm adding an extra bullet point for the secret ending alone, which was a bit challenging but so badass and satisfying to complete! - Music and visuals (we'll get to technical flaws in a bit) are also really good, even on a base PS4 which I played it on. The fact that this is the same composer who tackled The Witcher 3's soundtrack, shows his versatility, and I'd love for him to collaborate more with CD Projekt Red for future games. The music track when you're up on the rooftop with Judy - if you finished her questline, you know what I'm talking about - comes to mind in particular, it is hauntingly beautiful. As a matter of fact, I'm actually listening to it now as I'm writing my platinum post. - Combat is - for the most part - really good as well. Melee combat leaves much to be desired, but gunplay feels so good. The firearms with a smartlink feature in particular are just so sweet to handle, making bullets curve around obstacles so they can find their targets behind cover. - Lots of customization too: in a world where biomechanical enhancements are pretty much the norm, you can upgrade the firmware installed in your body, add features to hack enemies and damage or locate them, turn them into allies, etc. Weapons can be modded too, and since this is an RPG at heart, you will be able to level up in five different skill trees (with a possible sixth one being saved for DLC?) to unlock perks for stealth, combat, health, hacking, ... You get the idea. Skills which also lead to finding alternate ways to smooth talk your way out of trouble or into restricted areas, or to just open doors and hack computers with your advanced set of skills. - And not surprisingly: the open world is big and there is lots to do. The fact it took me over 100 hours to complete everything, shows how much value you get in return. Quests can take crazy turns and surprise you with how they are set up, just like in The Witcher 3. Night City is full of interesting stories to discover, hence the 100 hours I gladly invested. The technical side of things, however... Oh Jesus. Granted, some of the patches fixed most things, but I still encountered weird visual glitches, textures and lighting effects popping in very late, audio bugs, multiple crashes and I even clipped through cars at a certain point! It pains me to see that, although this game is clearly going to be labeled a must-play and a modern classic later and that the narrative quality is of such a high level, its first impressions have destroyed all of its hype and reputation. And all because management at CD Projekt Red couldn't be bothered to give the devs more time to polish this game to near-perfection. Cyberpunk 2077 will be an all-round fantastic game once they fix the technical shortcomings. Heck, I love the game a lot. So much so, that I'm planning to replay everything in the near future as a female V, perhaps on a PS5. And I'm excited to dive into the free and paid DLC later, for sure! My recommendation? Get it. BUT! There's a huge caveat. Get it on a PS5. As soon as Sony puts it back up on the Store, why not buy the digital edition? That way, you'll have a native version on both systems, despite the fact the PS5 version will be coming out towards the end of this year. It is a journey worth experiencing with a satisfying payoff, depending on the choices you made. Support it and pick up a copy whenever you can. Most frustrating trophy - Autojock Autojock requires you to buy all the optional cars available for purchase in Night City. Ranging from low-budget vans to high-end futuristic sports cars, you'll need a lot of cash to add every vehicle to your garage. We're talking close to 2 million eurodollars (the currency in the game), which means you can't go around throwing too much money at Cyberware upgrades or guns. Offers in most shops are superfluous anyway, considering you can earn a lot of upgrades and awesome (iconic!) weapons by simply clearing gang hideouts, completing quests and looting enemies. You'll be looting and selling off inferior guns and mods throughout the whole game to collect enough money to buy every vehlcle, that's a fact. Now, of course, there is a duplication glitch which many of you have undoubtedly exploited to get lots of money super quick. I didn't, I stuck to getting this the legitimate way. So for all of you who think this trophy is incredibly easy to obtain with said glitch, here's a bonus "Most Frustrated Trophy" entry, just for you... Let's see you duplicate or glitch your way out of this one. BONUS ROUND! Most frustrating trophies - It's Elementary - Greetings from Pacifica! - The Wasteland - Little Tokyo - Mean Streets - The Jungle - City Lights "Wait, Joa. You can't do that, adding multiple trophies to this bonus entry. That's cheating!" Yeah well, so is duplicating money super quick to cheese your way to the "Autojock" trophy, so shush. And it's my platinum post entry, so I can do whatever the fuck I want with it. These seven trophies require you to complete all the gigs (side jobs) and NCPD Scanner Hustles in their respectable sections of the world map. Most people will never do all of these, because you don't need to. You can level up and finish the game just fine without doing all of them. But they take time, lots of it. Essentially, this translates to clearing the map of all side activities. Some gigs are pretty interesting, but most of them are pretty standard quick jobs, so these don't leave a lasting impression. They do help to give you the guns (to sell) and the cash you need for all those cars mentioned above. And there's no way around them if you're gunning for the platinum trophy, so you can forget about exploiting anything. I'm going to let the experience simmer for a long while in my mind now. But when I'm ready to visit Night City again in the future with a female V, I'll probably clear the map again of all the jobs and activities. Because it was just that enjoyable, technical mishaps be damned.
  11. It's a rough diamond, for sure. And yet, the experience was so fresh, playing such a realistic non-fantasy medieval first person RPG in this particular fashion, that I ended up really enjoying it! Even with the glitches that initially ran rampant when the game came out. Especially the game world was a joy to explore: the visuals and the soundtrack added a ton to the immersion. Highly recommend any RPG fan give this a shot at least. Long story short: Kingdom Come Deliverance is one of *the* sleeper hits of the past generation, in my opinion. One of those games that came out of nowhere and left a very positive impression after experiencing it. Much like A Plague Tale: Innocence. That one was also a real treat. I'm already invested in a sequel when/if it comes out. But I can't imagine them not making one at this point.
  12. Well-deserved. In terms of quality, it's an insanely polished package. Talking about their work ethics is an entirely different matter, but the product itself - impactful and memorable. Now that I've said my piece, I can sit back and watch the haters flood this thread as well, before the mods come to inevitably put a lock on it (or remove it entirely). Don't these people have anything else to do with their lives, like go outside and massively protest against wearing masks or claim that COVID is make-believe and other nonsense?
  13. #240 - Scott Pilgrim vs. the World: The Game Tackling five or six open-world games at a time may not have been the best approach to nailing more platinum trophies. Case in point: it's been almost two months since I got another platinum trophy, which is a lifetime in my "career of platting games". Cue Ubisoft, who released a remaster of Scott Pilgrim vs. the World: The Game, which has become a cult classic since its release in the past decade and has a relatively easy trophy list to complete due to the game's linear structure. Scott Pilgrim's story is a fairly simple but entertaining one: he has a crush on Ramona Flowers. But sexy time will have to wait until he beats the League of Evil Exes: seven ex-boyfriends (one of them technically being a girlfriend) who must be defeated before he can win her over. The game is based on a graphic novel, which also spawned a movie, but I must preface: this adaptation focuses on other aspects. Where the novel and movie are a much more story-based experience, the game is essentially a love letter to the (retro) gaming industry and as such, puts the emphasis on just pure sidescrolling beat-em-up fun. You go through different chapters, beat up enemies, level up, unlock a new move with each level, collect coins and use those to buy power-ups, healing items etc. Each Evil Ex features as a boss in a main stage, all the way up to the seventh and final ex. Gameplay is straightforward but fun, and you can approach the chapters however you want: there are cheatcodes which do NOT disable trophies, you can grind early on to unlock the best power-up items at the video store in chapter 1, play in coop together- oh yes, I forgot to mention. This game also features online and offline coop up to four players and has a few extra modes which are neat but not important. You can share cash that you've accumulated to let other players buy power-ups as well. And factoring in that this is a definitive edition of sorts, you'll also have access to two extra characters in this version: Chau Knives and Wallace Wells, aside from Scott Pilgrim, Ramona Flowers, Stephen Stills and Kim Pine, and a secret seventh character to unlock later. So you'll be playing the game plenty to level them all up and finish all stages with them, but more on that later. In short: game's short but great, although online stability could be better. Definitely worth playing! And watch the damn movie already if you haven't, if only for the cool special effects. Most frustrating trophy - "Chaudown" "Chaudown" requires you to "call all strikers" in-game. You see, every character has a few special moves and a supporting character to summon if things get a little ... dicey. These are the so-called "strikers", and to summon them, you'll need to finish the game multiple times with different characters. There are three strikers: Chau Knives, Mr. Chau (aka Daddy Chau) and Mrs. Chau (aka Mommy Chau). Chau Knives has four variations: one for Scott, Ramona, Stephen and Kim. So you'll need to finish the game with those four characters first and summon Chau Knives at least once. Then, as you play, keep an eye out for Mr. Chau who could randomly spawn on the world map and must be beaten in order to unlock as a "striker". When you've done all those things and beaten the game with Scott, Ramona, Stephen and Kim, you'll unlock that secret character I spoke of earlier. He's the only one capable of summoning Mrs. Chau, the last missing striker. The game's not long at all, but you can see how this trophy will take you at least five-six hours to obtain. Although the game can get just a little repetitive after six or seven playthroughs - because you still need to beat the game with Chau Knives and Wallace Wells as well for a few other trophies - its short length makes it manageable. And did I already say it's a really fun game to play, even more so in coop? That is, at the end of the day, what it's all about. Recommended!
  14. You'll be able to see what you found by checking out the collection submenu (which is the tree on the Home Planet I believe). But the things you haven't collected yet, are simply replaced by a question mark. That's where the spreadsheet comes in, so you can identify and tag the items you still need to find.
  15. Look, I know you guys love your trophies here. But I think I speak on behalf of everyone who'd prefer to conserve their mental health and valuable limited time by stating: Thank God there are no extra trophies. Let's pray they keep it that way.