Popular Post Aranea Highwind Posted September 5, 2021 Popular Post Share Posted September 5, 2021 Platinum Doesn't RustEarn all of the Rust trophies. Really fun game as long you play it with friends. As of right now the game rarely crash and the servers are not laggy as long you don't choose an "EA" (early access) server. Rust is just a long grind but nothing too difficult once you know what you are doing and on my case, i was playing the game with friends who been playing the PC version for years which made the platinum much easier to obtain for me. 6 Link to comment Share on other sites More sharing options...
Popular Post Deadly_Silent-Xx Posted September 5, 2021 Popular Post Share Posted September 5, 2021 Platinum #224 Ni no Kuni: Wrath of the White Witch Wizardry Whiz Awarded for becoming a master magician. Congratulations! You truly are a whiz at wizardry! 10 Link to comment Share on other sites More sharing options...
Popular Post kanzenchaos Posted September 5, 2021 Popular Post Share Posted September 5, 2021 #87. Uncharted: Golden Abyss [PS VITA] Honestly I didn't expect much from this one as ppl say it's not as good as the mainline games. However I was really impressed by the quality of the game, had way more fun with it than with Uncharted 3: Drake's Fortune. A must play PS Vita classic! #88. Back in 1995 [PS VITA] A homage to Silent Hill 1 back from the PS1 days. It wasn't a bad game at all, but the gun controls were kinda clunky, making a couple sections a bit complicated to get through. Overall still had fun with it, specially for an indie title. 7 Link to comment Share on other sites More sharing options...
Popular Post Yechan Posted September 6, 2021 Popular Post Share Posted September 6, 2021 RATCHET & CLANK My first Ratchet & Clank platinum! It only took 4 years and 6 months since I first started playing it. I finally went back and finished it because I wanted to play the latest one. When I first started the game, I remember thinking that it felt like a good reboot compared to what I remembered of playing the original first game. Even after a 4.5 year break, it still felt like a solid game. I should go back and finish some of the old PS3 Ratchet & Clank games because they were all pretty fun. It's too bad the first couple of Ratchet & Clank games on the PS3 didn't have trophies. The first Ratchet and Clank I played on the PS3 blew me away in terms of graphics, but I'm sure I won't feel the same anymore if I played them again. Can't wait to play Rift Apart! 21 Link to comment Share on other sites More sharing options...
Popular Post MakotoKaCun Posted September 6, 2021 Popular Post Share Posted September 6, 2021 Platinum # 100 Atelier Lulua: The Scion of Arland Atelier Lulua Finally finish Atelier Lulua which is my 100 Platinum Trophy. It was a very fun Atelier game which i m happy that i can see back all the Arland character again. Really enjoy the story and fun interaction from the character. Overall it is a very enjoyable story and relax game. Just the boss in this game is somewhat hard, ever in easy mode without any good item. Also the synthesis system is rather complex compare to other Atelier game. If you wanna get the Best OP item. Which i did and manage to write a guide for it. Hopefully it got approved soon. After this gonna rest awhile before getting to play Atelier Ryza 14 Link to comment Share on other sites More sharing options...
Popular Post storm7840 Posted September 6, 2021 Popular Post Share Posted September 6, 2021 Dark Souls Remastered My first platinum in the souls trilogy! Fun and not too grindy plat! I love FromSoftware games, but just ignored DS plats. But finally it`s here. 14 Link to comment Share on other sites More sharing options...
percy547389126yv Posted September 6, 2021 Share Posted September 6, 2021 #898 & 899 PS4 & PS5 versions of Rogue Explorer 4 Link to comment Share on other sites More sharing options...
Popular Post Hanzoadam Posted September 6, 2021 Popular Post Share Posted September 6, 2021 (edited) #635 Zj The Ball: Level 4 You got all the trophies! Congratulations! You got all the trophies! Congratulations! #634 Zj The Ball: Level 3 You got all the trophies! Congratulations! You got all the trophies! Congratulations! #633 Zj The Ball: Level 2 You got all the trophies! Congratulations! You got all the trophies! Congratulations! #632 Zj The Ball: Level 1 You got all the trophies! Congratulations! You got all the trophies! Congratulations! #631 Mina & Michi (PS4) Platinum friendship Get all other trophies #630 Mina & Michi (PS5) Platinum friendship Get all other trophies #629 Bishoujo Battle Cyber Panic! Area MasterUnlock all other trophies #628 Sakura Sucubuss (PS5) Lovely SuccubiFind everything there is to find about your Succubus friends. #627 Sakura Sucubuss (PS4) Lovely SuccubiFind everything there is to find about your Succubus friends. #626 Gaps by Powgi (PS5) Gaps On Your ResuméCollect all the trophies #625 BOWLING: STORY THREE (PAMMY VERSION) - PROJECT: SUMMER ICE Great job! You got all the trophies! Congratulations!Awarded after earning all other trophies #624 Tokyo Run Platinum Tokyo Runner Get all trophies #623 BOWLING: STORY THREE (JANE VERSION) - PROJECT: SUMMER ICE Great job! You got all the trophies! Congratulations!Awarded after earning all other trophies #622 BOWLING: STORY TWO (PAMMY VERSION) - PROJECT: SUMMER ICE Great job! You got all the trophies! Congratulations!Awarded after earning all other trophies Edited September 20, 2021 by Hanzoadam 7 Link to comment Share on other sites More sharing options...
Devildalli Posted September 6, 2021 Share Posted September 6, 2021 Sekiro ? NR 800 3 Link to comment Share on other sites More sharing options...
Popular Post DrBloodmoney Posted September 6, 2021 Popular Post Share Posted September 6, 2021 (edited) - 468 ? - 601 Operation Tango An asymmetrical, exclusively 2-player co-op game, Operation Tango is a game designed to only work with a friend. And when I say a 'friend', I mean an actual friend. Having completed the game with one of my best mates (whom I have known since I was 4 years old,) I had a great time, but I can comfortably state that doing the same with someone I didn't know well, and have the kind of short-hand conversational style with that only comes from long-standing friendship, would have been either a miserable experience, or down-right impossible. The game is, narratively and stylistically, a fun, fairly light-hearted take on espionage. Two spies, a 'Hacker' and an 'Agent' work together as a team to infiltrate and complete 6 unique stages in pursuit of stopping a cyber-criminal from wreaking havoc on the near-future cyberpunk-lite world they inhabit. Each level is unique, and uses almost exclusively unique mechanics in its puzzles. in terms of actual input to the game, it is a fairly even split between players, though there are broad differences in the types of information presented. While both players are required to do equal, similar levels of input for small puzzle sections (for example, combination hacking of doors, or of systems,) the basic breakdown is that the Agent is physically 'on-site', and the hacker 'remote'. This means that while the Agent is more obviously in danger in terms of discovery or attack, and has more information at their disposal about the specific part of the level they are in, the Hacker generally has a more broad overview of the level itself, and more information in terms of things like objectives, and maps etc. It is pretty impressive how many different ways the game finds to require the players to work together. In some cases, simple hacking puzzles will require both players to control different parts, working in tandem - whether moving an on-screen 'blip through a moving maze, in which one player controls the X-axis and the other the Y-axis, or moving block puzzles in which each player has different coloured blocks they can move. In others, the Hacker has the full view of a map, but no indicator of where the agent is, aside from what they vocalise, but the Agent has to rely on the Hacker telling them where - and when - to run to avoid detection. In some cases, (some of the best ones, IMO,) the game takes on a pretty overt reference to recent indie hit Keep Talking and Nobody Explodes, where one player has only the visuals of a device, but the other only has sets of instructions for what to do in different cases, and so a tense back and forth is required to establish what the Agent must do to avoid disaster. That is simply a small selection of the puzzle types, but what is notable in Operation Tango is how much the game relies on communication - not simply to solve the puzzles, but, in fact, to actually discern what the objective of the puzzle is. The best part of the game, and its strongest aspect, is that very little of the actual objective of any given puzzle is presented to either player. Instead, the game relies on the players constantly telling one another what they are seeing, what information they have available, what they see as being the information they need, and what they think the actual objective is. This is where I believe the case for an actual 'real-life' friend as a co-op partner becomes paramount. Firstly, feeling lost and not quite understanding what the objective in a specific puzzle IS part of the puzzle. If the players were (for example) using a guide to discern what the objective is, the game would feel incredibly short and uninspired. The fact that figuring out what the puzzle is is half the puzzle itself, means having a natural level of understanding and short-hand communication is key, as well as the ability to have fun without getting frustrated. Secondly, there is the simple fact of how some puzzles work. For example, one puzzle required explaining to the other player a series of discrete, pictorial symbols, under a pretty strict time-requirement. These symbols are hard to describe, however, the fact that I was able to say things like "It looks like Homer's Ear on it's side" or "Like a birds-eye view of Madonna's 80's Bra" and have my mate know what I meant was paramount to completing them. I'm confident that without the collective personal experience of our friendship, such puzzles would be immeasurably harder. Visually, the game looks pretty nice - its a heavily stylised aesthetic, high-poly but low-fidelity in game, with cutscenes in a style similar to Samurai Jack, Sly Cooper-style motion comics, or Klei games - in particular Shank or Invisible Inc. Some props have to go the ways in which the developer manages to give visual flair to the hacker's component of the game in particular. Because the majority of the hacker's portion of the game takes place in 'cyber-space' i.e. their part of the game is predominantly within visual displays of computer readouts and information, it is notable how well they keep this interesting. This is not a realistic depiction of hacking, but rather an over-the-top, Hollywood version of it, (think Lawnmower Man, rather than The Matrix), but having played the full game as the 'Agent' first, I was not disappointed when playing the second time, as the less acton-focussed hacker, and still found the game to be visually appealing. The game is fairly short, though not quite as short as it might appear. Yes, there are only 6 levels, however, as each level is unique from each spy's point of view, those really amount to 12 levels, as playing the game as the Hacker is quite a different experience to playing as the Agent. That is admirable - and has a cool feel when you play a level from 'the other side' and realise why the thing you though was taking your partner too long to do was taking them so long, as you have a whole separate level of puzzle input you never knew about! - however, the second playthrough is notably faster, as it is impossible to completely forget what you did as the other spy the first time. It is also notable, upon the second playthrough, how much of the first playthrough's time was spent simply discerning the actual objectives. The second time, these are known, and so the game is simply about enacting the puzzle solutions, rather than discerning them, and the game can fly by quickly as a result. The way the game is structured, it would easily accommodate additional levels as DLC, and I hope they do some, as the experience did not get old over the course of what is in there currently. The levels are, as said, unique, and that means some are better than others. The games nadir comes in the form of its 4th level, 'Digital Dive', which suffers a little for a lack of 'real world' sections from the Agent point of view, and feels more like a discrete, abstracted puzzle game, however, the best levels (one on a train stands out, as well as a bomb-disposal one at the end of the game) really work well, and manage to capture the excitement of "remote spy guiding a player under pressure" that films have captured (think Morpheus guiding Neo out of his office, or Simon Pegg guiding Tom Cruise in Mission Impossible movies.) There is also a glaring flaw in the game - not important to everyone, but one that really did hamper a couple of puzzles for me and my partner - there are quite a few puzzles that rely on identifying colours, and a fair few use green and red as colours... Yes, you guessed it... my buddy has deuteranopia. He can't always tell red from green. I realise that isn't a majority issue, however, it is the most common form of colourblindness, and colourblindness is not entirely uncommon, so it feels strange to have a game which is so reliant on communication and colour identification that doesn't feature a 'colourblind mode'. (At least, we couldn't find one. If there is, it's so well hidden we couldn't get to it!) Overall, there is a lot to like here. Co-op only games are few and far between. This game, while already in a fairly small category as a co-op only game, is even more specific, in that it is really 'remote co-op only'. The game would completely break down if either player were able to see the other's screen at any point, so couch co-op is not an option. While that may make finding the wherewithal to actually play Operation Tango more difficult, if you do get the chance, you should take it, as it is a great time with a friend, and the uniqueness of each situation means it is a short game that never gets a chance to feel boring or stale. The narrative is fairly silly and throwaway, and the visuals are fine - functional and fun, though never stand-out, but mechanically, the game works very well, and is great with a friend. (Review originally posted HERE) Edited September 6, 2021 by DrBloodmoney 15 Link to comment Share on other sites More sharing options...
Popular Post DrBloodmoney Posted September 6, 2021 Popular Post Share Posted September 6, 2021 - 469 - 602 Hades A rogue-like combat dungeon crawler, weaving a broad narrative, exceptional Supergiant-wheelhouse art and design, fantastic music, incredibly endearing and likeable characters drawn from Greek Mythological texts, Hades is a wonderful addition to a great genre. Now - here's the thing - Supergiant make astoundingly good games. That is, at this point, indisputable. They have 4 games out now, (Level-based Brawler Bastion, Cyberpunk Action Strategy game Transistor, Sports-sim/ Visual Novel hybrid Pyre, and now Rogue-like Hades.) Each one is both a crowning achievement in their respective genre (or genres!), while also being a part of an aesthetically-aligned, qualitatively-parallel, developer-specific pastiche on a level that few developers can boast. Having one powerhouse game is hard enough. Having four - without any detrimentally inferior games to drag down the average is practically unheard of, and puts Supergiant on a pedestal that towers over most other developers. "Uh-huh, yeah, we know..." I hear you say... "Why are you rambling on about that?" I get that sentiment, believe me. You aren't wrong for thinking it. However, the reason I want to make crystal clear my feelings on the supreme quality of Supergiant's output across the board, is to give context to the following statement: I think Hades is the weakest Supergiant game to date. Do I think Hades is a bad game? - Fuck no. I loved Hades. Across my 60-odd hours with the game, comprising 100-odd runs through the layers of Hell that protagonist Zagreus (Son of Hades, Lord of the Underworld,) fights his way through in pursuit of furthering his conversations with his errant mother Persephone, I had a fantastic time. However, I cannot deny that, having completed the game, I do think it falls short of meeting the, (admittedly, absurdly high,) bar set by their previous 3 games. Hades is, as stated, a Rogue-like. That is a genre that, while I would not consider myself an expert in the nuances of, I do enjoy immensely, and have experienced a fair number of iterations of. It could be argued - in fact, it should be argued - that Hades had, by rights, the best chance of being my favourite Supergiant game, in the sense that it falls in a genre I like more than the genres of their previous games - however, my love of the genre is, I think, a double-edged sword. On the one hand, it certainly guaranteed that I had a broad love of the game right from the very beginning. The gameplay loop of 'attempt a run, fail, upgrade, attempt again, get a little further, fail, upgrade, attempt again...' is one I enjoy, and one Hades does very well - however, it also means that I am comparing it more readily to a wider swathe of games I also loved. For all that I love Supergiant's style - and it is here in full force, I don't necessarily think it is best suited to the rogue-like genre. Hades feels a lot like Supergiant did what they do best - they approached a genre by looking at what the perceived failings of the genre are, and worked to systematically, and comprehensively, alleviate each one. Where many rogue-likes, due to the higher bar of difficulty, feel like they can lack narrative progression from run to run, Hades fixes the problem entirely. The main hub area - Hades' realm, has a huge cast of characters from Greek mythology, each of which is given a distinct character, through the almost absurd levels of flavour dialogue. Enough cannot be said to do justice to the level of craftsmanship in these dialogue sections. Each character is voiced, to a pitch-perfect level, the amount of writing is absolutely astounding (I was still hearing unique interchanges after 100 runs,) and not once was a line ever delivered with anything but tip-top perfection by the excellent voice cast. The writing is excellent across the board, befitting the absurdist tone the game strikes - these are Gods, to whom death is both impermanent, and a mere annoyance, and so the tone of the game is pitched in such a way as to account for that. The game is far, far funnier than I expected, and elicited genuine laughs many times. For the most part, these came from interactions with the less overtly comedic characters - some, such as Hypnos (greeter of the newly dead) and Dusa (the gorgon-head maid) who are direct comic relief are a little on-the-nose with their comedy - however, characters like Nix (the surrogate mother to Zagreus and embodiment of the Night,) and Magaera (the combination fist world boss, and love interest) have a deadpan quality that makes their comedic input all the sweeter. Where in some Rogue-likes, progression can stagnate, in Hades, even an abortive run still results in something - a small amount of unlockable consumables, or some narrative progression, so the player never feels wholly at a loss. Specific 'missions' (set up as prophetic scrolls from the fates) mean progress is not simply about the hub, or the individual runs, but also about doing specific things within them. Where in some rogue-likes, the actual cyclical component of the genre feels tacked-on, and requires hefty narrative explanation, in Hades, the Greek deity aspects of the game feel tailor made to support the genre. In some rogue-likes, once the player finds a specific weapon or play-style that suits them, they tend to stick with it, however, Hades does a great job of encouraging experimentation with separate progressions for the different weapons, and random bonuses assigned to different ones for each run. That coupled with the random nature of the 'boons' offered by various Olympic Gods aiding Zagreus in his quest to escape Hell, (and show up his father) means each run can vary significantly. These are all immensely smart and clever additions, each of which does exactly what their respective intentions are - indeed, Hades does systematically solve a huge number of the issues inherent to other rogue-likes. However - there is one sizeable flaw present in Hades: The actual rogue-like game around which all these aspects are built, and upon which all these positives are hung, isn't actually particularly strong. Hades' combat, action and in-dungeon mechanics are not really interesting or unique enough to support the huge number of runs that all the other, stronger parts of the game require. The combat is fine - but not more than that. there is some variety to the enemies encountered, but not anywhere close to the amount of variety that should be required for 100 runs. There is also something of an issue with regards to how successful a run can be being more overtly tied to RNG 'boon' drops than to raw skill. While I do not fancy myself any kind of expert in the game (or, lets face it, in any game!), it did become quickly (and permanently) apparent, that if the right combination of 'boons' dropped during a run, it would trivialise later levels and bosses. If the wrong ones dropped, then even skilled play would not be enough to save me, or at a minimum, would make later bosses absurdly long, difficult fights. If this were always the case, it could simply be chalked up to Hades simply being difficult, but I don't think that is the case. Because some runs will become absurdly easy, and because there is no real 'threat' to death in a game where a single run is not much more than 20 minutes, it does have the effect, over time, of feeling like you are simply waiting for a 'good' run full of powerful drops, rather than encouraging more skilful play of the game. There is, it should be noted, a setting called 'God Mode' in the game. This is not a God Mode in the traditional sense - the player does not become invulnerable - but rather, it grants a 20% damage reduction initially, increasing by 2% for every failure, up to a maximum of 80%. This is a fairly smart addition to the game, as it offers a 'sliding scale' of aid to the player, without immediately trivialising it, and can be turned on or off at will, without penalty. Personally, I did not use it until past the natural 'end-game' point - having escaped 10 times, however, I did use it subsequent to that, as by that point, a failure felt less like a fun challenge, and morel like an irritation, with so much RNG elements in play - and by that point in the game, my focus was on the stronger elements - seeing the individual stories progress. The God Mode does serve to actually highlight the problem with RNG outlined above - even with God Mode on, the wrong drops still meant a failed run, and the right ones meant breezing through the run, and so, it really highlighted just how much the RNG elements are the crux of the game. A simple 20-40% damage reduction is nothing in comparison to the right/wrong boons dropping, in terms of making a material difference to the chance for success. In comparison to something like Transistor, where there are less potential variations, but those variations are at the players discretion, and not the RNG Gods, it begins to make Hades feel morel like playing a slot machine, and less like feeling like you are beating the game at it's own rules by coming up with a perfect strategy. I do think that, while Hades is absurdly well crafted, and solves so many issues inherent to the genre in which it plays, the RNG aspect, and the outrageous number of runs required to achieve the platinum do hurt it. On the amount of runs required to see all the game has to offer, there feels like there is - and I hesitate to use this word, but I think it is apt - a certain arrogance on the part of Supergiant. In much the same way as Rockstar games can feel arrogant in the absurd amount of time they ask the player to play the same game, without really changing up the things it asks them to actively do, Hades does feel, at times, like its tertiary trappings - its dialogue and writing and aesthetic - while magnificent, ask the player to engage with a set of core mechanics that, while fun, aren't complex or deep enough to support the amount of play being asked. That was not an issue with Bastion, Transistor, or Pyre. In each of those instances, after achieving the platinum, I was hungry for more. With Hades, when I achieved the platinum, I was done, and I have not loaded the game since. Of course, if saying "60-hours was enough" is the worst thing one can say about a game, that, does not make it a bad game - Hades is still a great one - however, it is of note, given that each of their previous games had me ravenous for more. Overall, Hades is still an incredibly addictive, fun, engaging and competent rogue-like. It's mechanics, while simple, are notably enjoyable to engage with, and the compulsive "just one more run" aspect of the game is extremely strong - though I'd be lying if I said the actual mechanics were the strongest force driving that. In reality, where the mechanics weaken, the narrative and style pick up the slack, and those are the elements most likely to see a player through to the platinum... ...but in a genre where narrative and writing is rarely a strong suit, that is hardly the worst thing in the world. (Review originally posted HERE) 20 Link to comment Share on other sites More sharing options...
Popular Post Phoenix_argentea Posted September 6, 2021 Popular Post Share Posted September 6, 2021 Platinum trophy No. 233! ? An ultra rare platinum! Crash Bandicoot 4: it's About Time Master Marsupial After so many years we finally have the fourth episode of Crash Bandicoot... And it's not the remaster of the PS2 Cortex's Wrath (and probably we'll never see it on PS4...?). Considering only the game, this is amazing: a good (and tough) challenge, different areas and mechanics (my favourites levels are placed in the China island ), and also interesting plot-twists (especially about the past!). But, considering the trophy list, is atrociuos. Collecting all the 220 gems (plus the 220 N.Verted gems) is not really difficult. I'd advice to pick up a written (or video) guide and write down the number of crates after every checkpoint/bonus level/character switch/polar-alien riding. In this way you're sure you're not missing a crate (especially for those stupid N.Sane Relics). The time trials aren't really difficult (once you get used to the triple spin. Again, I'd advice to change the spin button from to a dorsal button, like or . In this way you won't mess with the jumps!), but the N.Sane relics are really stupid (and insane). This is a mechanics taken back from the first Crash game, where you could earn a gem only in one way: breaking all the crates without dying. But in the first game the levels weren't erally long (except a couple of them , like Sunset Vista), and the riding sections were 2 levels with only those sections. But in Crash 4 most of the levels are 2x (or 3x) longer than the ones in the previous games, and are literally a crate festival, since some levels have 400 (or 500!) boxes to destroy! The polar/aline riding sections weren't really difficult, but I played them with the patch, so I now that before were quite ridiculous . And Rush Hour is a real pain to get this N.Sane Relics, since it's made by two levels put together, and the final traffic section is a nightmare. I managed to earn the relic after 3 ours of attempts. Toxic tunnels was much easier! And I got that Relic after... 30 minutes? What else? The N.Verted levels are completely useless: playing a mirrored level with a different graphic effect (like water, pixel, black/white) is not a new level. But the Flashback levels are really great: they're based on the Cortex bonus levels from the first Crash games, and they add some interesting and fun informations about the experiments that Cortex and Brio were doing on Bandicoots. And the dialogues are hilarious. In the end, the 4th episode of Crash Bandicoot is really fun to play, but the trophy list is a tough challenge. You'll have to restart a lot of levels and waiting for 20 seconds (why?!) before replaying the same level... And once you complete everything and you finally reach the 106% you unlock the secret ending... A video 10 seconds long . Maybe there will be a 5th Crash game... Finally the platinum screenshot. I left one random trophy because I din't want the screenshot with the secret ending, but an actual in-game screenshot, so I took it in the final China level (Off balance. Every time I had to translate the title level from Italian to English and hope it was right). This is Crash (and me) after having earned all the N.Sane Relics... 29 Link to comment Share on other sites More sharing options...
Popular Post Charizarzar Posted September 6, 2021 Popular Post Share Posted September 6, 2021 (edited) #145 Get Fit With Mel B My Body is a Temple Enjoyment: 5/10 Difficulty: 1/10 I haven't been this sweaty going for a play since Trackmania Turbo. Though you can plat the EU version with your eyes closed since you can basically just tell Mel that you did brilliantly at the end of each workout instead of needing a camera, I wanted to make the most out of my purchase by actually taking part in the workouts (well, most at least - I won't do toe press-ups even for Mel B, and the dance workouts were way too energetic for the space I had around me; the neighbours were probably wondering why there was an elephant running loose in my house). I would say it's not quite as motivational as the Wii Fit games. It's like they got Mel B to do 10 generic workout moves and superimposed the same facial expressions onto each one. When you do a good job (or tell her you did), her tone of voice is about as flat as it is when you only get a bronze medal. Still, I'd recommend this to anyone looking for an easy plat (EU version only though), as the game seems to be going for pretty cheap, or to anyone looking to shed some post-lockdown pounds. Edited September 6, 2021 by Charizarzar 13 Link to comment Share on other sites More sharing options...
Popular Post Sylvanticore Posted September 6, 2021 Popular Post Share Posted September 6, 2021 Uncharted: Drake's Fortune Remastered #48: Platinum Earn all Uncharted: Drake's Fortune™ Remastered Trophies This was one of the very first games I played on my PS4 and I completely forgot I even owned it till recently, so it's finally finished after 4 years of being on my account! 16 Link to comment Share on other sites More sharing options...
Popular Post Jaffar79 Posted September 6, 2021 Popular Post Share Posted September 6, 2021 # 23 F1 2020 ? Great game, quite easy compared to 2019 ? 6 Link to comment Share on other sites More sharing options...
Popular Post bbaauuiiss97 Posted September 6, 2021 Popular Post Share Posted September 6, 2021 #967 Legend of Kay Anniversary (PS4) What a gem this game is ^^ I have such fond memories of playing Legend of Kay on ps2 as a kid so replaying it is always a nostalgia trip uwu 10 Link to comment Share on other sites More sharing options...
Popular Post voodoo_eyes Posted September 6, 2021 Popular Post Share Posted September 6, 2021 #559 - Silver Chains Decent horror game, that I wished was more polished. The sound mixing was pretty bad, as the voices were pretty much inaudible. THe rest owa pretty solid, until the end. The end segment was mostly annoying than anything else, and that shouldn't be a way to finish a game. Enjoyment: 6.5 Difficulty: 2.5 7 Link to comment Share on other sites More sharing options...
Popular Post percy547389126yv Posted September 6, 2021 Popular Post Share Posted September 6, 2021 #900 PS4 version of Ao no Kanata no Four Rhythm HD Edition 6 Link to comment Share on other sites More sharing options...
Popular Post Biscoito18 Posted September 6, 2021 Popular Post Share Posted September 6, 2021 #108 - Red Dead Redemption II Legend of the West Enjoyment: 10/10 Difficulty: 6/10 This is a dream platinum for me. I thought I would never make it. Last year I made the 100% trophy and I was satisfied with it as I did 100% in the first RDR, in GTA IV and V. I wouldn't be able, or at least it would take a LONG time, to get some trophies online if it wasn't for the help of wonderful people I met through this site. This platinum is also my rarest trophy. I love RDR1, which for me is the BEST game of the seventh generation and RDR2 is perhaps the best of the eighth generation (I still have a lot to play!). Hopefully a remaster or remake of RDR1 is close at hand. Hardest Trophy Gold Rush The difficulty of "Gold Rush" is more psychological than real. Most missions you'll have to repeat several times and even "study" tricks to complete them within the requirements, but eventually you'll make it. It will take a while and every time you miss a time challenge for a matter of seconds, the feeling is that you're never going to pass. Worst of all, it's just a silver. 16 Link to comment Share on other sites More sharing options...
Popular Post percy547389126yv Posted September 6, 2021 Popular Post Share Posted September 6, 2021 #901 PS4 version of Rally Racing 5 Link to comment Share on other sites More sharing options...
Popular Post whodeygamer Posted September 7, 2021 Popular Post Share Posted September 7, 2021 (edited) #21: ARCADE GAME SERIES: Ms. PAC-MAN #22: ARCADE GAME SERIES: PAC-MAN Normally I post 1 at a time, but this time I had to pair them, I just had to. It wouldn’t feel right otherwise. Edited September 7, 2021 by whodeygamer 9 Link to comment Share on other sites More sharing options...
GoonerLukeThe Posted September 7, 2021 Share Posted September 7, 2021 11 hours ago, Charizarzar said: #145 Get Fit With Mel B that's not one you see everyday 4 Link to comment Share on other sites More sharing options...
Popular Post Dauersack Posted September 7, 2021 Popular Post Share Posted September 7, 2021 (edited) Defense Grid 2 #58 The Defense Grid Defense Grid 2 is a classic tower defense game with the sole purpose of killing tons of invading aliens before they reach a certain location. Different to most games of its kind, the enemies have to reach the location in question, a big energy core, and then get all the way back to where they came from with one of the energy orbs. Killing them means they drop the orb, which will then slowly move back to the core, giving you back the orbs/points you lost, but other aliens reaching the floating orb can also pick it up and drag it further to the exit. The way this game is designed is a bit unusual, as surviving a level is piss easy due to the incredibly long way through your towers the aliens have to survive, but getting gold medals is basically done by not letting them reach the core at all if possible, and not spending all your money on towers and tower upgrades, making it more challenging and interesting in theory, in practice it still was rather easy though, not really challenging, just grindy, a well designed higher difficulty would have delivered in that regard, but all the higher difficulties do here is amp up the hp of the aliens. The games story is told via audio mostly, AI characters telling the story as you kill aliens and in between missions, not terribly original or creative but they do a pretty good job getting you somewhat invested in the characters you are listening to, it is good for what it is especially since tower defense games mostly ignore story anyway. The game looks appealing, with the towers having pretty and satisfying effects and the enemies, despite being too small for my liking, looking good and fitting for the setting, levels looks quite nice too and have a decent variety, though not as much as I would have hoped with several repeating themes over the around 20 levels. Where the game drops the ball a bit is with the towers. The towers are not really original, neither in design nor in the role they play, and the balance is pretty bad, some towers are just far worse forms of other towers, and the only real way of tower progression is a randomized upgrade drop for some towers, though most upgrades are crap anyway. You basically have 3 classes of towers, aoe damage, single target damage, and 1 tower that slows in a big area, that is it, the only differences between towers of the same class are very minor like radius, damage and price, no unique upgrade paths or anything of the sort, though you can instantly see which tower is superior. Honestly all you ever need is 1 tower for slow, 1 tower type for aoe, and 1 for single target, with there only being one slow tower and aoe as well as single target having a clearly superior tower for their respective purposes, you basically just have to spam 3 towers for the best results, which is pretty disappointing, as combining as many towers as possible for elaborate kill boxes is supposed to be one of the most fun and rewarding things of TD games. The concept of the boost platform is rather inconsequential too, barely allowing to block some enemies or choose one of 3 upgrades for the tower standing on top, 2 of which are useless, with the last one becoming futile later when you unlock the anti stealth tower item. Additionally to towers, each one of the characters you are interacting with also has a unique ability you can choose before a mission to help you out, all abilities are active ones, but they can only be used once every few minutes, which means a maximum use of just a few times, and none of them have much of an impact as it all comes down to different ways of eradicating a bunch of enemies in a short burst or mimicking what some towers do (like slowing enemies in a big radius), most of the time these abilities were forgotten by me, that is how little they mattered despite having cool looking effects. There are several modes aside from the normal story mode, with most of them being simple handicaps that either forbid certain towers, upgrades or change things around in other small ways, with there also being a co op mode that is sadly rather futile to play, as all it does is give the tower places different colors so only one player can build there, dividing up the money and leaving the levels unchanged, no unique two player levels, no new concepts, no real cooperation necessary, a bit of a lost chance. All in all the game is good for some easy and entertaining hours before you fully figure the game out and realize that you can spam 3 tower types for pretty much guaranteed success, as no enemies really demand a certain tower to deal with them because 3 towers cover everything they throw at you, at which point you basically play it on the side while watching videos on your smartphone. The platinum was easy due to not demanding playthroughs on the high difficulties that beef up the enemies hp to ridiculous levels, and it only has a small grind with the 100 gold medal demand taking a few extra hours, which is a bit longer than I would have played the game without a plat but nothing worth complaining about. For tower defense fans this is worth looking into as it delivers most of the typical TD experiences reasonably well, but it really has nothing unique or memorable and it does not challenge you to think outside of the box either, so don't expect anything groundbreaking. Edited September 7, 2021 by Nighcisama 8 Link to comment Share on other sites More sharing options...
Popular Post x410xDragon Posted September 7, 2021 Popular Post Share Posted September 7, 2021 God of Blood Earn all other Trophies Not sure what to say except that this was definitely a great experience and that the concept behind it was awesome. While this will not be the longest review (ever), Hades really caught me by surprise and that this game was made by the same people (Supergiant games) that made both Transistor and Bastion! Overall, it was a great game and you can see the love put in by the sheer dialogue alone. 14 Link to comment Share on other sites More sharing options...
Popular Post ALI_P19 Posted September 7, 2021 Popular Post Share Posted September 7, 2021 { DISGAEA 1 PLAT #152 } 13 Link to comment Share on other sites More sharing options...
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