JoaLoft

Member
 PSN Profile
  • Content count

    348
  • Joined

  • Last visited

Community Reputation

734 Excellent

2 Followers

About JoaLoft

  • Rank
    Rookie

Profile Information

Recent Profile Visitors

5,843 profile views
  1. JoaLoft Kingdom Hearts Melody of Memory I can't believe I have to even explain this because someone with a low intelligence level has reported me: I am an industry insider and I received an early copy of the game from Square Enix! Gee, I wonder how I'm able to get trophies before release if I have an early promotional copy of the game? My profile is full of games like this, always has been! WTF. I sincerely hope you'll reprimand whoever it is that falsely reported me like this, because this is a waste of my time, and yours. Quick addendum: do your research before you grant a hollow claim like this. This puts my entire account at jeopardy illegitimately, just because someone has no clue that there are actual people from inside the industry that get copies in advance.
  2. Just out, and it's a remaster, but everyone should try Katamari Damacy Reroll. It sits currently at 261 owners on PSN Profiles. Easy to grasp, lots of fun to play, and the soundtrack is - aside from a track or two - just amazing! The platinum trophy may be a tad grindy, but I'm just enjoying the soundtrack as I'm rolling away, collecting everything in my path. Another one is Wasteland 3, which is a deep RPG with turn-based combat and a lot of customization. This one sits currently at 1125 owners. Dungeons 3 is yet another strategic game you all need to try. This one sits currently at 2478 owners. Breaks the fourth wall consistently, its writing is funny and lots of fun to play and build your own dungeon. Reminds me of the Overlord games where you got to play the bad guy as well, except this is more or less a dungeon simulator. Honorable mention to Kona, which just misses the list because it sits at 5055 owners at this point. But I'd suggest you all play that exploration sim too. I wouldn't exactly dub it a walking simulator considering you do actually drive vehicles and wield items, while you try to solve a murder mystery in a snowy little Canadian village. But it's pretty neat! Hoping they'll make a sequel sometime later.
  3. About the game: these "My Name Is Mayo" games are just substantially as barren and unappealing as the tits of a 16th century witch. Tapping a jar of mayonnaise for fifteen minutes to unlock a bunch of trophies seems so incredibly pointless, except to artificially inflate your trophy count super quick. As for the trophies: it's a fact that these kinds of platinum trophies are the reason why they scrapped the entire "Exchange trophies for real cash" program. Which is the fundamental flaw I saw from the beginning with the system. There's no distinction or correlation between rarity and value. Your rock is essentially just as valuable as my diamond. If you enjoy getting super easy platinum trophies and ranking up very fast, more power to you. But for me, personally, these types of games have no place in my library or on my trophy list. They're not fun to play, and all they give you, is digital bling which grants zero satisfaction. Essentially, logic dictates this is a waste of time. Games should be entertaining and/or enlightening. This is neither.
  4. #238 - The Dark Pictures Anthology: Little Hope I do like a good horror game. In fact, I love it! A shame I haven't been able to get around to trying Amnesia: Rebirth, but thankfully I was able to check out The Dark Pictures Anthology: Little Hope, the second horror game in the series. After Man of Medan, I was cautiously optimistic, if they were able to improve the narrative side of things. And luckily, they did. Little Hope centers around a professor and his four students ending up at the little town in Massachusetts, late at night, after a bus crash. As they go looking for help, they notice a thick layer of fog is stopping them from leaving. And the deeper they venture towards the town center, they find strange warnings and experience scary visions of the 1600s when the Witch Trials threw Little Hope into turmoil. Not just that: dangerous demons appear and close in on the five protagonists, hunting them down mercilessly. Can you make it through the night and keep everyone alive? And perhaps also unravel the mystery that surrounds the ghost town? Let's get one thing straight: the story of Little Hope contains a big twist near the end. But an even bigger one, if you were able to collect all the collectables and connect the dots. I've written an analysis about this, so feel free to check it out here. it is full of spoilers, so open the link at your own risk. So, this story is considerably better than Man of Medan's and definitely includes supernatural occurrences which give the plot a lot of gravitas. A lot is at stake here, and you can feel it as the tension (and the fog, and the demons) creeps ever closer towards the finale. The gameplay has also become more accessible, and I'm not just talking about the general accessibility options for colorblind people, for example. The quick-time events are marked easily with an icon, indicating you to get ready to push a button. They don't appear out of thin air suddenly. And the heartbeat sections have become much easier. There were a few instances near the end of Man of Medan where you had some insane heartbeat quick-time events, which could mess up your playthrough entirely if you missed one heartbeat. The small catch here is that they have kept the difficulty of the mechanic balanced by making you switch from X to triangle and back, implementing a different button to push sometimes. And a very neat addition, is the option to see which point of interest pushes the story forward. You can still find a lot of collectibles and investigate, but the door/window/ledge/whatever that works as a point of no return, advancing the plot and locking you out of an environment, is marked with multiple arrows this time around. This gives you a clear indication what point of interest you should avoid activating, if you want to explore more and try to find everything there is to find. Honestly, I had a great time with Little Hope. This gets very close to the same level (or is on the same one) as Until Dawn, which was also a great interactive-storytelling horror game. I understand the launch price of $/€30 is still a bit steep but you can replay the game to find different endings, collect everything, or to experience the game in coop and explore new hidden scenes which will be available solo later as the Curator's Cut. Once that price goes down by even 5 dollars or euros, just don't hesitate any longer and pick it up. This one gets my full stamp of approval! Let's hope they can actually release House of Ashes - the next part in the anthology - sometime next year without any delays (stupid pandemic). Most frustrating trophy - Fate Worse Than Death (Spoilers) Generally speaking, the list is easier than Man of Medan's though. And you can get everything without online coop or the Curator's Cut. So in short: easier trophy list, more memorable horror game. Win-win! If all subsequent Dark Pictures games are like Little Hope, we're in for a nice treat.
  5. Thanks! Glad to see I've been able to enlighten some more players who finished the game and were initially disappointed with how it ended. Definitely replay the game with this entire analysis in the back of your head, and you'll see that the game becomes more engrossing when you realize what it all means. A few more cool details I noticed which I forgot to include in my main post: - The game seems to start and end at the very same diner. And there's something else: - In the opening scene, when Anthony carries the souls of John, Angela, Taylor and Daniel with him, the company name on the bus actually reads: "FERRYMAN". Whereas it reads "FARRIMAN" at the very end, once the souls have departed to the afterlife and his role has concluded. A very small detail, but of significant importance. - If you pay attention to the bus when Anthony is driving before they get diverted to Little Hope, you can clearly see the four silhouettes of the other characters. Silhouettes, which signifies that they're entities which only Anthony can sense. Which is even further enhanced by the fact that these "passengers" are sitting up front close to Anthony, and yet Anthony is the only one clearly visible in the shot, and the passengers aren't. Spooky, right? - In 1972, when Tanya returns home, she comments on their parents fighting, saying: "They're always fighting these days, getting predictable, LIKE A RECORD THAT KEEPS PLAYING OVER AND OVER." Gee, sound familiar? - A little later in 1972, when Anthony talks to his adoptive father James about Megan, the dad responds: "You wanna try raising a family like this... THE DEVIL HIMSELF WOULD STRUGGLE WITH YOU GUYS..." - The final chapter is aptly called "Full Circle" because that's the place where everything converges: the modern-day group following the little girl in the house, which is the same house from the house fire in 1972, and considering the time warps seem to align the locations in space (like the campfire), there is a very strong indication the house was built on the spot where the courthouse used to be. The very same courthouse where in 1692 (and the house in 1972) the doll or poppet caught fire through the Devil's manipulation and burned down the building. Quite intriguing, isn't it? - One more thing I can add, but this is something you must've all deduced by now: the fact that their souls are being transported by Anthony, means that they are in limbo at that moment. Facing their demons alone and overcoming them grants them passage to the afterlife - or heaven. If their demons can stop them, they get dragged to hell. That's why each individual demon chases one specific person, and also why, even if they die due to other causes, the demons still claim them and drag them into the darkness, to hell. This is illustrated when Angela dies from the gunshot, and her chained demon still appears shortly after to claim her soul. - There are even some more winks towards the reincarnations. Dennis (1972) says out of spite when his adoptive mother, Anne, tells him to clean up: "THINK SHE WAS A MARINE SERGEANT IN A PAST LIFE". - Another similar instance occurs when Daniel and Taylor talk about how they're entering the museum. Taylor says: "YOU A BURGLAR IN YOUR SPARE TIME?" To which Daniel jokingly replies: "NO. BUT I WAS IN A PAST LIFE!" - When Taylor wakes up from the bus crash, Andrew and Daniel notice she has ligature marks on her neck and ask if she got those from the crash. It is heavily hinted that the bruises on her neck are the wounds she suffered from being hanged in 2020, shortly before her soul ends up on the bus. (As far as I know, this only happens when you choose to have Tanya (1972) climb down the drainpipe, which is how she ends up dying by hanging, and how Tabitha gets executed in 1692.) Little Hope is full of these cool details which help support my analysis. I can tell you, playing through it again and seeing everything click in a different way, makes it a lot more enjoyable.
  6. I need to correct my earlier statement. I've been pursuing the platinum trophy these past days, and once I played through the game a second time and found all the collectibles, I suddenly experienced an epiphany, the likes of which I seldom get when I experienced a story for the second time. There is much more to this tale than Supermassive Games would lead us to believe. These past six hours, I've been pouring all of my findings into one coherent analysis and I'd like to share this with everyone here: I sincerely hope I'm not the only one who just had his mind blown after realizing what hides beyond the deceitful foggy veil of Little Hope.
  7. If you've ventured beyond the title of this post and you still want to read what I have to say about the story: you were warned. If you haven't finished the game yet, stop reading and close this window. Major spoilers ahead! I don't know if any of the following details I've uncovered have already been mentioned here on PSNP, but regardless: here we go. Before you ask: a lot of this is also based on actual collectibles you can find in the game. There's a TLDR paragraph down below if you really can't be bothered. But I urge you to read everything, all the same. --------- SPOILERS FROM THIS POINT FORWARD If you've finished the story of Little Hope, you may have felt a sense of disappointment. Andrew turns out to be Anthony, the long-lost bus driver you've been looking for all along. And everything you've seen would've been just a massive hallucination triggered by a guilt-ridden conscience. Right? Sure. ... But what if I tell you it wasn't? 1. Inflection Points in Time Anthony, the sole survivor of the house fire back in 1972, AKA "The Bus Driver" has a tag on his arm with the name of the company he works for. The name? Farriman. A clear reference to the Ferryman, the character from Greek mythology who transports the souls of the recently deceased across the river Styx. This small detail is of huge significance in my interpretation of everything. Anthony tells the state trooper he needs to "get these folks to where they need to be". The state trooper sees nothing but an empty bus, but Anthony can sense them, well before the actual crash occurs. Meaning they are not a hallucination due to the blow he suffered; he could very well be transporting the actual souls of the deceased. To what end, you may ask? Well, to finally free the town of Little Hope after centuries from the Devil's grasp. As you've noticed, the timelines of 1692 and 2020 intersect. As the protagonists explore the town of Little Hope, Anthony (aka Andrew) and the souls he's carrying end up in 1692 at certain intervals at which point they try to intervene and stop the Witch Trials, thereby exposing the devout villagers of the late Medieval Ages to supernatural scenes, and making them believe the town is indeed cursed. Furthermore, the villagers in question bear an eerie physical resemblance to the family from 1972. All of them die in similar circumstances: the older man gets crushed by debris, the older woman asphyxiates, the younger man falls from a height and gets impaled by a fence and the younger woman burns to death or dies by hanging (depending on the choice you made in the prologue). Not just that: there are more instances of this occurring: a vandalized statue can be found as you explore the town, commemorating Tilly Johnson, a 19th century author who wrote gothic novels and - oh yes - bears a striking resemblance to present-day Taylor AKA Tanya (1972) AKA Tabitha (1692) and has also died in mysterious circumstances in 1858. And I'd like to emphasize that year, 1858 - this woman died over 150 years after the Witch Trials. An entirely different moment in time. Same thing goes for a war photo from 1917: some of the faces in the photograph appear very familiar - yes, they bear a striking resemblance again to our protagonists popping up through time, as you'll definitely recognize Daniel (2020) AKA Dennis (1972) AKA David (1692) during the WW1 era in the picture. At this point: coincidence is off the table. There is no such thing as coincidence, and certainly not in Little Hope. 2. The Man (or Devil?) Behind it All At the center of it all, stands a man at every inflection point: a man of God, ironically. In 1692 he was a Minister, called Simon Carver. And in 1972 he was a Reverend, called Leonard Carson. Back in 1690, the Minister's wife was taken into slavery after a massacre during King William's War. The fate of the slaves has always remained unknown. Throughout the game you can also discover the 1692 minister's Bible full of occult symbols and cryptic messages written across the pages, the man presumably dabbling in the dark arts out of despair to retrieve his wife. This moment could be defined as the moment in time when the Devil pierced through into the world of the living and got a grip on Little Hope. Beneath flagstones of the church, people even discovered manuscripts from the 1600s covered with occult symbols, incriminating the Minister even further. In 1972, Reverend Carson was also accused of meddling with the dark arts, and just like one of his predecessors - 1692 Minister, Simon Carver - there are strong indications he is guilty of child abuse. Not only that: all the Witch Trial executions took place around the church. What better way for the Devil to besmirch the House of God than by tainting its holy grounds with innocent blood, and playing a man of God like a puppet (another recurring element!), rendering him a slave to his will? The perfect wolf in sheep's clothing. 3. The Cycle of Despair The cycle repeats, over and over again, ending in death every time. And this is where things finally start to come together, if you're still reading. There is a pattern through time which repeats every single instance in the same manner: a Reverend or Minister, obsessed by the occult and possibly possessed or manipulated by the Devil, brings down despair and misfortune on the people of Little Hope, with land disputes playing a part in these events. These always seem to hurt a specific group of people the most, among which are the 1692 Witch Trials where villagers were falsely condemned and executed, and the 1972 house fire, and the closure of the factory soon after which transformed Little Hope into a ghost town. Little Hope is under a very dark spell, indeed, which continues to ripple through time. That is, until Anthony's return to the town in 2020. 4. Breaking the Cycle When an adult Anthony returns back to Little Hope in 2020, he transports souls of deceased people who - again - bear an uncanny resemblance to the same people from 1972 and 1692, among many other points in time as I've pointed out. If I may drop a bomb: these are not his dead relatives from 1972. This is an actual modern-day professor and his three students, the reincarnations of the same people we've seen over and over again, who have died again very recently before the bus trip, no doubt under mysterious circumstances. Fate (under the disguise of a roadblock) brings them back to Little Hope to stop the darkness that has been looming over the town for centuries. That night, the timelines cross one another again. And this is where the fog comes into play. The fog is not just some invisible gameplay wall: it is a natural barrier which separates Little Hope from present-day reality as the timelines are converging. They are trapped at that point in time. Anthony and the four other souls explore and jump back and forth in time, interfering with the natural flow of time as I've stated, thereby paradoxically setting the 1692 Witch Trials into motion. The four deceased people also end up getting chased by their personal demons, but in order to break this evil cycle, they will need to confront them. And confront them alone. There is conclusive proof to this: in the church you can find a sermon by Reverend Carson who suggested that "it was possible for Satan to divide spirit from soul, and that the soul needs purification through isolation and sacrifice". Allow me to write down, word for word, what the homily says: Spirit and soul may seem the same, but God and Satan can divide the pure spirit from the often-imperfect soul-self. That duality is key to understanding scripture. There is a disconnect between the spirit and soul. We are divided against ourselves. Our spirit is pure. When God looks at us, he sees us blameless. But our soul, those things we struggle with in our heart, needs reminding of who we are in the spirit. It needs purification. Only isolation and sacrifice can bring us purity. - Rev Carson You could almost say this sermon is a subconscious cry for help from the Reverend deep within, trying to pass on the key to defeating Evil. John, the professor, confronts a disfigured demon, crawling on all fours. Angela, the old student, faces a drowned demon wrapped in chains. Taylor deals with a charred demon tied to a stake/an asphyxiated demon with a rope around the neck and a long tongue to choke others (depending on the choice you made in the prologue). And Daniel confronts an impaled demon, bars protruding from its body. All reminiscent of how their doubles died in the past. There is one more which we haven't addressed yet: the little girl through time, Mary (1692) AKA Megan (1972). A child's innocence is pure, or so they say. And she saw the Evil that is consuming the town. She tried to warn them in 1692, but her doll they falsely accused of being a medium to summon the Devil gets burned in a desperate attempt to stop the madness and sets the courthouse on fire. She ended up being burned at the stake, condemned by - you are correct - Simon Carver, the very same Minister poisoned and manipulated by the Devil who wanted to keep the truth from being exposed. She tried to warn them again in 1972, but again no one listened. And if you pay close attention to that black creepy figure behind her before her doll catches fire (another recurring element!), you can derive that is the actual Devil, seducing and persuading her to light the doll on the stove, resulting in the house fire. This is also clearly hinted at if you find the child's wall drawing, depicting a dark figure with red fiery eyes looming over a girl resembling Megan. (Tanya, her adopted sister, was also intrigued by pagan rituals and owned a book and charms linked to this ideology which she practiced out of curiosity, which could have enhanced the Devil's grasp on the 1972 family. This addendum is up for interpretation.) But if you found Mary's grave in Little Hope, her cause of death remains a mystery, meaning that her execution is not set in stone. The group has been chasing a little girl through the town and ends up following her inside the burned house where Anthony's family died a horrible death back in 1972. He gets pulled back into 1692 at the court house, and of all people, it is eventually him (the sole survivor of the core group we've always seen appear throughout time) who convinces his 1692 double, Abraham, to speak up in the court and incriminate Minister Simon Carver, by informing the judge present of his Bible secretly holding occult writings. By learning the truth, the Minister is instantly arrested, supposedly swiftly tried and executed and Mary has been saved, thereby breaking the cycle. Once they jump back through time to Anthony's burned house in 2020, the demons closing in on the house have disappeared and nothing but silence remains. What about Vince, the black man who used to date Tanya before she passed? He doesn't notice any demons because he's still alive. He seems to play only a minor part in the story's events, just an innocent bystander, grief-stricken, who has remained in Little Hope as a lonely broken man ever since the house fire. This is clearly indicated by the fresh flowers he still leaves at Tanya's grave regularly, and the fact he is the only inhabitant left of the ghost town. 5. The End of the Nightmare As the sun rises - and we see this for the very first time in Little Hope's scenes across all timelines, mind you - it symbolizes how the darkness literally has been dispelled, the fog has disappeared and Evil has been banished from Little Hope after centuries. The four reincarnated souls of his deceased family who accompanied Anthony and helped him break the cycle, suddenly disappear, their voices echoing as they cross over into the afterlife, their souls at peace. His role as the Ferryman has concluded. And eventually, Anthony is able to crack a very small smile, his own soul finally at peace as well, decades after his own tragedy. TLDR: The true story of Little Hope is about an adult man, Anthony (himself a young victim of the supernatural events taking place all through time in Little Hope), who returns to the cursed town when the different timelines converge once more. With the help of the souls of the recently deceased, on that fateful night he breaks the perpetual cycle of despair and doom, and frees the town finally after centuries from the Devil's clutches. My analysis is not spelled out literally in the game. But nothing contradicts the puzzle I've been able to put together. The dots are there in plain sight, and if you connect them like I have, you will discover that the story of this game is actually far more sinister than you might've expected after that ending. And - effectively - making Little Hope's story much more epic and memorable than Man of Medan's. Supermassive Games may have tried to explain everything under the simple guise of someone's conscience tripping, but the breadcrumbs left behind tell a very different and impressive tale. You almost had us with your double bluff, Supermassive Games. Almost. *mic drop*
  8. Lol, I was thinking the exact same thing just before I opened this thread! I swear to God, if they don't handle House of Ashes' story well AND pin all the apparitions or supernatural events on PTSD, I'm gonna lose my shit. You can only twist things by giving it a physically credible explanation so much before it grows very stale and predictable. This game actually had some spiritual events woven into the story, which is why I prefer this over Man of Medan. One Man of Medan-esque story (and plot twist) was more than enough for this series, I feel.
  9. #237 - Watch Dogs Legion On a roll lately and I wanted to squeeze a brand-new game in here as I cover all the other new releases. Most recently, I sneaked and hacked my way to the platinum trophy of Watch Dogs Legion! It's the third entry in the franchise, but that doesn't mean you need any prior knowledge; you can pick this up as your first taste of digital tomfoolery and understand pretty much everything that's going on. It takes place in the very near-futuristic version of London, where private military companies (such as one called "Albion" in this game) and governments provide security in society profiling everyone, but also use the same technology to manipulate the course of history. The philanthropic hacker collective, Dedsec, walks into a trap at the beginning of the story laid by a mysterious hacker collective called "Zero Day" and is then left to be built up again from the ground by you, as you fight against the private militia, the criminal underworld of London, and try to expose the secret identity of Zero Day. All the while trying to stop London from burning down. The story is pretty compelling at times actually, but the game really shines in building up your own team: you can recruit whoever you want. Really. Whoever you want. Each person also has their own unique perks: paramedics have access to ambulances which can be summoned and can access medical buildings more easily. Same goes for gang members, Albion security personnel, police officers, the Royal Guard of Buckingham Palace, and so on. Hitmen and spies have access to more advanced weaponry or special cars, anarchists can throw smoke bombs, beekeepers can unleash mechanical bees (BioShock style), getaway drivers have advanced driving skills, construction workers can summon cargo drones to fly high up in the air which adds more vertical gameplay options, lawyers can help detained operators get released from jail quicker, and so much more. And yes, operators will make friends and enemies through their actions. If they kill security personnel, innocent bystanders or anyone else, their next of kin and friends get informed which can lead to them taking revenge on Dedsec and effectively kidnapping one of your operators. That character will then be unavailable until you rescue them. If they get downed, depending on the context of the situation, they can be hospitalized or arrested even (hence the fancy lawyer perk). There are a lot of variables in play here which make Watch Dogs Legion a pretty entertaining game, and one which will provide a different gameplay experience for everyone. Also: some operators have a handicap where they have suicidal tendencies and can die permanently (!) or suffer from flatulence, giving away their position to enemy units. Which brings me to the fact that the game has a permadeath mode: if all your operators die, game over. You can hire a small army of operators and mitigate that way, but there's no immediate need to play this mode, considering there's no affiliated trophy (thank you God!). You have different tools at your disposal as well, like spiderbots, an AR cloak and shroud, the ability to hack drones and turn them against your pursuers, you get it. But aside from that, it's the basic hacking gameplay you know from other Watch Dogs games: hack fuse boxes, get access through doors, find keycards, hack cameras, the usual. But I still think this game is the best one out of all three, simply because of the open gameplay design and the story. Recommended! Most frustrating trophy - You Don't See Me! Aside from dealing with a bunch of "collectibles" - i.e. drink at every pub, play darts at every pub, put up propaganda posters everywhere - the most annoying trophy for me was "You Don't See Me!" In pure GTA fashion, you can end up being chased by law enforcement in a differing degree, all the way up to five "stars". This trophy requires you to build up a notoriety of five stars and then escaping the law having a Living Statue operator active, and using a statue emote to evade them, thereby hiding in plain sight. A Living Statue operator has no special perks, aside from the "hide in plain sight" one. They have no extra armor, no special weapons aside from the regular stun guns that pretty much all operators get, or an increased physical condition, so you need to survive a long time switching cars with this operator and building up that notoriety. If you can pull that off, you need to lose them by running away on foot into small alleyways and then, when they're not around, activating the "Statue" emote and waiting until they give up searching. Building up to those five stars with a "weak" operator like that was very stressful, because I ended up dying almost a few times when you're switching cars and you have several lethal drones and four - five cars after you, filled with security personnel armed to the teeth. Pretty standard trophy list though. No difficulty-related trophies, just finish the story, take down enemies with all kinds of operators, acquire collectibles and upgrade all your tools. Next game, please! EDIT: I do need to add: the game suffers from technical hiccups which will hopefully get rectified through a few more patches, and the customization of your team does result in an emotional disconnect from your operators. I didn't care much about what happened to them, despite having operators I preferred above others.
  10. #236 - Project Cars 3 Two race game platinum trophies, back-to-back. It doesn't happen often, but considering Project Cars 3 came out around the same time that WRC 9 did, it was a matter of time before I'd get this one too. Again, there's just not very much to tell. You have a career mode, an online mode, you can compete in seasons and gain points to rise in ranks, you buy cars, you get better cars, you mod those and you try to complete as many objectives across all events as possible to unlock more difficult high-end events. The XP system is pivotal in this game though: you do not earn cash directly by winning miscellaneous events. Instead you level up by gaining XP through driving clean laps, winning, taking corners perfectly, and most importantly: completing objectives in every event. Every time you fill up your XP bar completely and gain a sublevel, you get a set amount of currency. And every time you rise a full level, that defined prize money goes up with a few thousand credits. I don't remember specific amounts but let's say each main level has ten sublevels and you enter level 15 and you get 20.000 credits per sublevel. That would mean that every time you rise a sublevel (or fill up your XP bar entirely) in level 15, you'll get 20.000 credits. If you complete your tenth sublevel, you'll level up to level 16, with ten new sublevels which will now reward you each with 22.000 credits. That's the gist of it. So it pretty much comes down to: racing clean races, win them, and complete as many objectives as possible to get the maximum amount of XP each time, and reap the benefits (currency) quickly to buy more cars which you'll need to compete in higher classes. Most frustrating trophy - Overcome Your Rivals "Overcome Your RIvals" requires you to compete in a Rivals season and gain 300 points or more by the time the season ends. A season lasts about a month, and getting those 300 credits by competing in timed daily, weekly and monthly events is actually a piece of cake. It's the waiting that's annoying. You can only cash in on those points (and the trophy) when the season ends. Today's November 1st, so the second season concluded this morning, and I was finally able to make this last trophy pop. Everything else can me combined to save time, so this is a relatively easy trophy list too. Another race game to put out to pasture, and now on to something substantially more narrative for my next platinum trophy!
  11. Yes, of course I have. I checked the settings multiple times on both my general settings and in the app itself. Everything's turned on. Still don't get most notifications, aside from the occasional game invitation, those do seem to get pushed to my phone's main screen.. And I got the iPhone SE 2020 this past summer, so it's a brand-new model. iOS (firmware) updated and everything, so I'm convinced this is not an issue on my part. Any other Apple users who are experiencing the same thing with the new app? I'll add that message notifications did work perfectly several weeks ago back when the PS Messages app was still fully functional. Edit: I heard from someone else that apparently, the app doesn't push notifications like messages if you're online on your PS4/PS5. If that's a legit change they made, that is completely retarded. Awful decision. And I do miss the activity feed. For an app that's supposed to keep you connected with people on PSN, those two design decisions make absolutely no sense. The sooner they rectify this, the better.
  12. I've had it for over 24 hours, and although it will take getting used to, it looks nice. I do have one question: I don't seem to be getting a lot of notifications pushed to my main screen on my phone, like when I receive a message from someone (I use an iPhone btw). Is anyone else suffering from this?
  13. Nope, just the difficulty slider. I saw you got it eventually, did it finally kick in then for you?
  14. #235 - WRC 9 Get ready for one of my shortest platinum posts ever. WRC 9 is a rally game. They bring one out annually. You participate in rally events all around the world, you can play online and offline. There. Although ... I should add: the career mode was kind of fun: you get to manage your crew, your schedule and choose to fill it in with training challenges, rest days, special stages featuring specific cars and the main rally events, of course. I also recommend playing from the cockpit view, so you have a front-row seat to enjoy those cool weather effects. Most frustrating trophy - WRC Champion You'd think the trophy to win a race on "Authentic" difficulty would have taken this spot, but no: a very easy exploit (if you can call it that) lets you bag that trophy by switching difficulties right before you cross the finish line. So, traditionally, the "Most Frustrating Trophy" medal would go to the most time-consuming one: end up as number one in the main WRC season. You'll need to play through several annual career calendars in order to get this one, considering you need to work your way up through the ranks before you're allowed to compete in the WRC championship. WRC 9 will not convert you to the racing or rally genre - just like all the previous editions. But if you do fancy yourself a muddy drive through the Welsh countryside, the snowy woods of Sweden or the rocky mountain roads of Argentina, it does not disappoint and it's actually a pretty good rally entry in the franchise and the genre as a whole.
  15. Update: a patch was released and has fixed the issue. The platinum trophy is now obtainable! If you are having trouble with this, getting it the legitimate way, this trick will make unlocking the trophy a piece of cake: pick a short stage like the last one in Rally Sweden, put the difficulty all the way down, just do a proper race (avoid colliding or slipping) and right before the finish, go to "Options" and turn the difficulty all the way up to 150. Resume, cross the finish line, and enjoy the digital bling!