IvoryRose88 Posted November 12, 2021 Share Posted November 12, 2021 (edited) Three cheers for the perfect player! Platinum #600 Monster boy: asha in monster world Edited November 12, 2021 by IvoryRose88 3 Link to comment Share on other sites More sharing options...
percy547389126yv Posted November 12, 2021 Share Posted November 12, 2021 #974 Alia's Carnival! Sacrament Plus 2 Link to comment Share on other sites More sharing options...
percy547389126yv Posted November 12, 2021 Share Posted November 12, 2021 #975 Pukan, Bye-Bye! 1 Link to comment Share on other sites More sharing options...
Popular Post JadedDragos Posted November 12, 2021 Popular Post Share Posted November 12, 2021 #119 Darksiders Genesis 5 Link to comment Share on other sites More sharing options...
percy547389126yv Posted November 12, 2021 Share Posted November 12, 2021 #976 PS4 version of Pretty Girls Panic! PLUS 1 Link to comment Share on other sites More sharing options...
blink_four20 Posted November 12, 2021 Share Posted November 12, 2021 I just got my 27th Plat in GTA 5. Was one hell of a grind? Took me 6 and a half years to plat it although i started really hunting for trophies in may 2020. Nevertheless those 70 gold medals were a pain in the ass and omg the glitched trophies as the taxi fare trophy ? But i gotta say, it feels good being one of the few thousand people to have this trophy in their cabinet ☺️ 4 Link to comment Share on other sites More sharing options...
percy547389126yv Posted November 12, 2021 Share Posted November 12, 2021 #977 PS5 version of Pretty Girls Panic! PLUS 2 Link to comment Share on other sites More sharing options...
GoonerLukeThe Posted November 12, 2021 Share Posted November 12, 2021 On 11/11/2021 at 6:52 AM, breakdance1989 said: PLATINUM #108 - God of War 3 (Remastered): well done on the challenges 2 Link to comment Share on other sites More sharing options...
Popular Post DrBloodmoney Posted November 12, 2021 Popular Post Share Posted November 12, 2021 (edited) - 476 ? - 609 Ratchet and Clank: A Crack in Time The third instalment of the Ratchet and Clank Future timeline, A Crack in Time sees Ratchet and Clank separated. Clank, having been commandeered by a race of intelligent, semi-magical being called the Zoni, with the aid of old nemesis Dr. Nefarious, in order to fulfil his prophesied destiny, is trapped in a Zoni creation known as 'The Great Clock' - a sort of mystical construction of the Zoni's design, to keep the Universe ticking. Within the first minutes, it becomes clear to the Zoni that Dr. Nefarious' schemes do not align with their own, and when they attempt to hinder him, he wreaks destruction upon all. Clank escapes death, but remains trapped on the Great Clock, meeting the clock's janitor - Sigmund - and Orvis, the Zoni master of the Clock, who begins to help Clank, throughout the course of the game, to reach his potential, repair some of the 'temporal damage' Dr Nefarious has wrought upon the universe, and fulfil his destiny. Ratchet, meanwhile, with the inimitable Captain Quark in tow, is looking to find Clank, though very quickly, and as a result of Dr. Nefarious' chaotic schemes, ends up crash landing on a planet, and beginning a new adventure as he and Quark seek out Alister Azimuth, another Lombax, continuing his own personal quest to discover the fate of the Lombaxes, while on the road to finding Clank. The plot is, as in most Ratchet games, fairly fast paced, and complex in summary, though - also like most Ratchet games - pretty well defined from moment to moment. While I'm not sure the Future series' introduction of the (at this point rather hackneyed) "prophesied one" type story is a great addition to a series that had always felt, at its core, one about the power of the 'every-man' - Ratchet and Clank being marginal cast-offs in an uncaring universe, and becoming heroes through action, rather than pre-ordained destiny - I cannot deny that what the writers actually do with that ropey premise is, in A Crack in Time, pretty sound. The return of Dr. Nefarious is welcome - he remains one of, if not the, best villain in the series - both dastardly, and funny in equal measure, and I found both him, and his assistant Lawrence to be particularly well used and funny in this iteration. Speaking of funny - there is, I think, more so than any previous game in the series, a real consistency to the humour in A Crack in Time. The series has always been goofy and willing to laugh at itself, and it generally works, but has rarely been this good, and never this good at this frequency. There is an abundance of Quark in this game - an element I always like - and I think A Crack in Time probably represents the earliest of the game that I have played where the technical side of the game has caught up to the level required for jokes - and specifically, joke timing - to be layered into the main body of the game as well and as snappily as was always there in the cut-scenes. I do think the plot of the game suffers a little bit for the lack of interaction between our eponymous heroes - indeed Ratchet and Clank are only returned to being a duo towards the very end of the narrative, however, from a gameplay stand point it is hard to argue with. Like all Ratchet games, the main Ratchet sections are great, but unlike any previous Ratchet and Clank game - A Crack in Time is finally one in which the solo Clank sections are no only on par with the Ratchet sections - they markedly outdo them! While Ratchet's sections are more than familiar at this point: combat platforming, with a capital Combat and a lower-case platforming - and feature the series signature array of goofy, use-dependent upgrading weaponry and endearingly ridiculous space creatures - the Clank sections, here, take the form of genuinely original, well constructed, cleverly designed and often quite tricky 3D puzzles. These all revolve around the use of "Time Pads" and generally involve the pressing of key switches simultaneously in order to unlock doors. Clank can "record" his movements from one time pad, before rewinding time, and recording another, then another and another, until there are enough individual Clanks doing simultaneous actions to help one another traverse the puzzles and operate the switches to succeed in opening some door or operating some machinery. I am a puzzle-game enthusiast, so my opinion should be viewed as such, but I am not exaggerating when I say that not only are these puzzles the highlight in terms of Clank-specific sections across the entire Ratchet and Clank series, I genuinely believe these to be the highlight of the entirety of this game specifically. While early puzzles are relatively rote and simple, they ramp up considerably quite quickly during the 4 distinct, chapter-bookending sections in which the player controls Clank, and by the time the game is in the end-sections, and optional version of these puzzles are available in order to collect some coveted Gold Bolts, they get downright fiendish, and tested my Puzzle-game brain in a way no Ratchet game has ever come close to doing. These puzzles are a breath of fresh air in the series - though there is a marginal downside to them. Because A Crack in Time - like most Ratchet games - requires multiple playthroughs in order to S-Rank, there is a minor issue with pacing that the puzzle sections cause. Because generally Clank sections in these games have been fairly easy, they have never really slowed down the action. Here though, because they are more complex, even knowing the solution they can take a while to implement. This isn't a problem the first time through, but in subsequent playthroughs, where the pace is completely breathless on Ratchet's side, due to the wildly over-powered weapons he, by that point, has available, the pace can feel like it is coming to a screeching halt when Clank is up. This, however, a price worth paying in my mind - since the reward is finally Clank getting some really great gameplay under his belt! On the technical side, A Crack in Time is really splendid. The game moves with speed and fluidity, and the controls still feel great - as one has come to expect of the series. Visually, the game is top notch too - it hails from 2009 on the PS3, and I think it speaks volumes that I went directly from playing on the PS5 in 2021 to playing A Crack in Time, and while no one is ever going to mistake A Crack in Time for a modern game, the visuals were not even close to the step-back I was expecting. The bright, varied worlds of A Crack in Time look consistently great, and the art design does plenty to add to that. Some of the worlds look really impressive, and the Great Clock in particular I think looks fantastic. That variety is on show top to bottom in what has to be among the largest feeling of the Ratchet Games. There are 8 or 9 full locations to be explored - not a record for Ratchet - however, the game feels much larger than that due to the presentation. Each of these planets is contained in one of 5 galactic areas - each of which can, for the first time, be freely explored in Ratchet's spaceship between levels, and each of which also contains a multitude of optional areas and missions. For the most part, these missions are simply fairly easy ship-combat sections, or basic fetch quests, however, the optional planets are more varied. They remain, generally, single-objective, small, spherical areas, (clearly influenced by Mario Galaxy's release several years prior,) but vary from mini-combat challenges to complex puzzle platforming sections, and are always fun to find and explore. The overall effect of these additions add up to more than the sum of their parts, and really give the game a feeling of scope. (Spoiler Alert: for a glimpse into how "miniaturising" the removal of these aspects can be, one need look no further than the next game in the series - Ratchet and Clank: Nexus- to be reviewed next!) Voice work and sound are of a similarly high bar that the series consistently delivers - music is fairly pedestrian, but gets the job done, and in many of the bigger set-pieces and cut scenes, it has all the necessary flourishes to embellish the action, even if none of it is terribly stand-out or memorable. Overall, A Crack in Time is a great Ratchet game. While the narrative fundamentals (i.e. the "Prophesied One" trappings) do veer close to drawing an eye-roll - particularly looking back, given just how many series of the past 20 years have relied on that old crutch - and do tend to undercut what was a more universal conceptual basis from the previous trilogy, I cannot deny that the increased and improved humour of the series really worked for me, and the game is plotted very well, and keeps the pace going throughout. The puzzle sections for Clank are an excellent addition - novel, original and clever - and the Ratchet side of the game - whether in a main planet, on a small Mario-Galaxy-esque moon, or flying in Ratchet's spacecraft, feels good, looks good, and never gets old. (Review originally posted HERE) Edited November 12, 2021 by DrBloodmoney 6 Link to comment Share on other sites More sharing options...
Popular Post DrBloodmoney Posted November 12, 2021 Popular Post Share Posted November 12, 2021 (edited) - 477 - 610 Ratchet and Clank: Nexus Moving straight on to Ratchet and Clank: Nexus, directly after A Crack in Time managed to outpace even my fairly high expectations, puts quite a burden of responsibility on Nexus. It's one that, really, is a bit unfair... but those are the breaks I'm afraid! Ratchet and Clank: Nexus picks up after both the plots of A Crack in Time, (and the two offshoot games still to be ranked - All-4-One and Q-Force,) finding our heroes now members of the Polaris Defence Force, and currently aboard a prison ship, escorting witchy super-villain Vendra Prog to serve a life sentence in a remote space-prison. As is customary in the ten square space-blocks around our heroes, chaos quickly erupts, as Vendra's twin brother Neftin leads a daring raid on the ship, freeing his sister, blowing the ship to smithereens, and sending Ratchet and Clank soaring into yet another adventure. Throughout the game they work to recapture Vendra and Neftin, all the while investigating, then fighting against mysterious creatures from an alternate dimension - the Nethers, from the (aptly named) Netherverse - and end up in a half-cat-and-mouse chase, half-uneasy-alliance, and all-bat-shit-crazy-adventure alongside Neftin and Vendra. Nexus, as a game is something of an anomaly, in the sense that it contains virtually every aspect I expect and want in a Ratchet and Clank game, with all of those elements being varying degrees of good... ...but it just doesn't quite seem to mesh together in as satisfying a way as many of the games that came before it did. In terms of gameplay, the stellar controls and excellent feel of the goofy weapons are still as great as they generally are in the series, however, the actual selection of weapons isn't quite as fun or interesting as those in A Crack in Time. There is a new mechanic involving traversable 'beams' that adds a bit of new dynamic to the levels, and can be fun, but it is limited to very specific areas, and doesn't really ever get used for any true puzzle-solving, and feels a little wasted as a result. The level design remains excellent from an artistic point of view, however, visually, there is something... just... not quite right about Nexus. It is a curious thing to try and articulate, as it is patently clear when looking at Nexus in motion, as compared to A Crack in Time, that there is a marked step-up in both visual fidelity and rendering, however, Nexus - as compared to all other Ratchet games (from before and after it) - has an unusually tepid colour palate, that doesn't seem to quite work for the tone of the series. While Ratchet and Clank themselves, and the characters they meet, retain their colourful vibrancy, the actual terrain of the environments, and much of the set-decoration and interactable objects, have, in their increase in visual fidelity, become rather more 'realistic' in their colour-palate. The overall effect is a little strange to look at. It gives the effect of cartoon characters interacting in a more photographed, more 'realistic' environment. That isn't quite the right terms, but I can't come up with better ones! Imagine a modern game, in which Fortnight or Overwatch characters were interacting in the environments of Death Stranding. Get what I mean?) While I'd imagine this is deliberate, and probably took a lot of effort to achieve, it feels jarring in the series. Had I played this game when it released, I might have simply assumed this was the new direction for the art-style of the franchise going forward, however, having played both the rebooted Ratchet and Clank, and Rift Apart - both of which have markedly increased fidelity and rendering as compared to Nexus, yet both revert to the original series-staple colour palate - I can only assume this was either accidental, or considered after the fact to be a mis-step. Where Nexus truly lets itself down a bit, is in the feeling of its size. The narrative - of course - feels smaller. Our heroes are not saving the whole universe - at least at the outset - they are simply dealing with the Progs. They are fun, but not on the level of a Dr. Nefarious in terms of iconic villains, and there is no "Great Clock" equivalent to lend scope to the proceedings. In terms of the game universe, the scope feels intensely small as compared to previous games. This is partly due to an actual reduction in level numbers - Nexus only offers 5 main locations, as opposed to A Crack in Time's 8 or 9 - but is massively exasperated by the games decision to drop the 'space travel' sections, and mini-planets of A Crack in Time. Travel between the main planets in Nexus amounts to simply choosing from a menu, and as such the smaller scope feels even smaller, without even the facade of scope to help it. Long-term Science Chums might remember a similar notion being discussed in the comparison between Jedi: Fallen Order, and Mass Effect. While Jedi only had marginally fewer 'main' planets, the lack of even the trappings of non-gameplay locations - even just as veneer - really made the game feel less grand and more throwaway than Mass Effect. If I were reviewing those games after this batch, I can guarantee that A Crack in Time vs. Nexus would have been used as a good example! The Clank sections - yes, I'm going there again, sorry! - in Nexus are actually an area in which playing (and reviewing) the game in such close proximity to A Crack in Time is, really working against Nexus. Here, these sections take the form of directional, gravity manipulation corridor-platform puzzles, and these are actually pretty fun - basic, and quite reminiscent of Little Big Planet in their feel and look - but still, good fun. Actually, as compared to the individual Clank sections in virtually every other R&C game aside from A Crack in Time, I think Nexus' ones would be a point in its favour. However, having come directly off the fantastic Great Clock time-manipulation puzzles of A Crack in Time, these do feel flimsy, and a bit throw-away. Certainly, there is no real challenge to them, and little to think about - they are simply mildly interesting diversions, that do little to break up the action. There are a few areas that do stand out, and stand tall even as compared to A Crack in Time though - so let's give them some props! While I think Nexus is markedly less funny than A Crack in Time, and less grand in narrative, the actual writing of dialogue, and the vocal work are both top notch - and among the best the series had seen up to this point. Music is a big step up, and catchy in a way previous games audio wasn't. I think Nexus is also the first game to really do the good work needed to improve and expand the variety and scope of it's battle-arena. While all the games to feature one have done reasonable jobs, I think Nexus has the best variety of different challenges, and the most fun commentary and feel to its arena. (I suspect this is possibly due to the battle arena being much more an integral and sizeable part of the main narrative here, but still - credit where it is due!) Overall, Ratchet and Clank: Nexus is not a bad game at all - it is still a pretty good one, however, I do think that, looking back in 2021, I really see this entry as being the beginning of a slide for the franchise into something a little different. A place with more emphasis on detail but less on variety. More graphically powerful but less narratively strong. More amiable, but less funny. It is a direction that would continue with the rebooted Ratchet and Clank, and reach a bit of visual high-point / gameplay low-point in A Rift Apart. Nexus still retains enough of the old Ratchet to hold its own among its older brethren, but if you look closely at the family portrait, you see that one of its legs is already planted in the doorway. The room on the other side of that door isn't necessarily a bad one, but it is a different one, and while I'll still happily go through it now and then to say hello, I do hope Ratchet - as a franchise - comes back into the room I love - at least once in a while. (Review originally posted HERE) Edited November 12, 2021 by DrBloodmoney 6 Link to comment Share on other sites More sharing options...
breakdance1989 Posted November 12, 2021 Share Posted November 12, 2021 2 hours ago, LukeTheGooner said: well done on the challenges Thanks, my man ?! PLATINUM #109 - Riddled Corpses EX: 3 Link to comment Share on other sites More sharing options...
DrBloodmoney Posted November 12, 2021 Share Posted November 12, 2021 - 478 - 612 Lost at Sea Lost at Sea is ostensibly an Indie Walking-Sim, / Puzzle Game, in which a woman in her twilight years explores a metaphorical island, uncovering and delving into key moments in her history as represented by significant objects, and solving bespoke, allegorical puzzles as she sorts through and compartmentalises the memories of a life - one tinged with tragedy, primarily revolving around the death of her young son. That summary sounds good, doesn't it? The game it speaks to certainly sounds like a "DrBloodmoney darling". It hits a lot of the big points most likely to get a thumbs up from me: Indie game? Check. Walking Sim? Check. Metaphors? Check. Tragedy? Check. Puzzles? Check Check Check! Certainly, the synopsis of the game was enough to get my hand into my wallet, and get the game purchased without any additional information - it was hitting all my pressure points, and I was excited to get into the game. Unfortunately, loading up the game was pretty much where the positivity ended. Lost at Sea, unfortunately, is simply not good. Running at around 4 hours long, the negative feelings started almost immediately, as the game opened, and I was unable to move or to figure out what I was supposed to do. As it turns out, this is intentional, and the game was simply taking its time to set a serene scene (something I'm not at all opposed to) however, as semi-pleasant as the oceanic scene was, it lasted an interminably long time, without any game input to let me know the hold up was deliberate. The alarm bells were already ringing in the deep background, and only got louder as the game moved me past an (actually, very nicely done) in-game title screen, and on to the island proper. On the island, the game essentially boils down to walking to 4 distinct areas, each of which has 4 individual memories associated with it. The 4 areas are built to show different stages of life - Childhood, Youth, Adulthood and Old Age, and each memory within is associated with an object. After finding the 4 'catalyst' items in each area, and receiving the first part of the associated memory (complete with short voice-over) the player can use their in-game 'memory compass' to navigate, and it will point them to the 'key object' associated with that memory somewhere on the island. Each of these has a short, bespoke puzzle associated with it, completion of which awards the key item, and when returned to the corresponding catalyst item, the full memory unlocks. Do this for all 4 items and a full section is complete, do it for all 4 sections, and the game is complete. Now, I should note - nothing about what I just outlined is inherently bad. I actually think, as a Puzzle-Lite Walking Sim structure, it's a pretty solid one. Not particularly revelatory or exciting, but Walking Sims don't have to be. They rely more on writing, acting, tone and visuals than gimmicky gameplay elements. They are - at their core - more substance than flash. However, unfortunately, virtually every aspect of the game that structure drives in this case, is some varying degree of middling-to-bad - and in its worst areas, they are actively souring. Firstly, the gameplay. The game takes the absolutely baffling decision to have "negative thoughts" or "fears" personified as an amorphous, black/blue gaseous tendrils, that will - seemingly randomly - grab and knock you out when exploring the island. These tendrils can be outrun or avoided, but not consistently, and the problematic geometry of the island means the player will quite often get caught by them as they try to move. The 'punishment' for being caught is not harsh - the player simply "wakes up" back at the previous special area, and has to try the run again - but since there is no guidance but the compass, and since the "negative tendrils" are random, the net effect is that every run to an item tends to get interrupted a couple of times, seemingly randomly, requiring the same run to be tried over and over until, eventually, it works. The bespoke puzzles are very simple, and tend to amount to working out what the rough metaphor they are going for is. In one case, the player must 'juggle' various blocks, representing aspects of life - work, a baby, family etc, however, it's very, very tenuous how the voice over of that particular memory actually relates to that struggle. In another, a player must walk a path, but the footfalls of an invisible companion are the ones that matter, not the players own placement - again, a roughly apt metaphor for the period of life, but not really successfully married to the specific point of narrative. These puzzles can be interesting to solve, but since error simply 'resets' the player instantly to the start, they tend to become simple, rote trial and error - getting a little further each time until the concept clicks. On the narrative, it is very throwaway, and never really gets into the emotions that it should. The writing is minimal, and either bizarrely on-the-nose, or even more bizarrely tangential. In fairness, it might work better if there wasn't also a major issue with pacing, in the sense that each area and memory within can be discovered at any time. As a result, there is no specific 'flow' to the narrative, as each memory is discovered in fragmented parts. That kind of pacing works fine for the puzzle aspect, but not the narrative Walking Sim part. A good Walking Sim works, because the developer can control the pace at which the narrative unfolds, and so a good narrative can be enhanced by the interactive elements. A good puzzle game can work in any order. However, Lost at Sea is neither. It has neither the narrative flow - or the writing - to support competing against good Walking Sims, and the puzzles are borderline insulting, and so it cannot hope to compete with even the flimsiest of Puzzle Games. It ends up splitting the difference, and falling into the worst traps of both genres. The visuals are pretty flimsy. The game has some nice lighting effects, and the island can look quite beautiful at times, but that is less as a result of good art design, and more the good middle-ware used in the game. Pop-in is an issue, and because the island is not terribly well put together, navigation can be an issue, with the player getting caught on the environment, or being unable to move up an incline in one area, but able to move up a steeper one elsewhere. The actual metaphorical elements in the individual areas are only very loosely related to the memories themselves, and are repeated a little too often, giving the impression, (and I would say - probably correctly,) that these are standard, generic assets from a stock library that have been used in the game without much modification. The 'Youth' section, for example, is built out of generic looking School busses. That sort of makes sense in a broad sense, but none of the specific memories actually involve busses, or school. It feels like the game creator simply typed "youth" into a stock library, found the bus in the first page of results, and thought "Sure, I guess can work with that." The actual memories, when unlocked, give a still image picture, and these are well done, but as nice as they are, they are not really interesting enough to sustain interest for the outrageous loading times each one is hiding. Seriously - this game is on the PS5. The system can render Spiderman swinging around Metropolis at 100 miles an hour without a loading pause. Why does this small island full of recycled assets take 20 seconds to back into after each memory? On the audio, it's fairly middle of the road. There is little in the way of ambient music, though there is some light tonal stuff that works well enough. The voice over is unremarkable - its never bad, but there isn't much to it - most memories have only a couple of lines, and there is little emotion to them - though I lay the blame for this far more on the writer than on the voice actor, who seems to be doing her level best with the material she has been given to work with. All of the above issues, however, are compared to the aspect of the game that really, really left a sour taste in my mouth - the tone. There is just something decidedly... fake... about the whole thing. It's tough to quantify, or to pin on one aspect... but it is there all the same. I hesitate to say this, as it is possible I am wrong, and the issues stem from elsewhere, but whether I am right or not, the fact remains, this is the impression I am left with by the game: I simply do not believe that the person who wrote it really understands what losing a child would feel like. If they do, they did a very poor job of conveying it. I am, generally, a sucker for character connection. (I'm the guy who still cries at Life is Strange after umpteen playthroughs, got laughed at by my wife for weeping at Gone Home, and who even got welled up at Child of Light for Christ's sake!) I am an easy mark for emotional games! With Lost at Sea, not only did I not feel like I particularly connected with the main character, I didn't feel like the creators of the game did either. She did not feel like a realistic depiction of a woman ruminating on a life lived, but rather, an approximation of what a woman ruminating on a life is supposed to be. Lost at Sea doesn't feel like an emotionally driven game, it feels like an approximation of an emotional game, by someone who did not understand women, loss, life, emotions, or games. Lost at Sea feels like the most wretched and insipid kind of emotional exploitation - the kind not designed to sell a point of view, but simply to sell a product. It feels like a hastily thrown together game, the likes of which would usually be relegated to the "only played for trophies bargain-buffet of PSN", however, the dev - seeing players like myself as an easy mark - decided to approximate the games I like to make some easy money... ...and I fell for it. Lost at Sea reminded me of the kid in school who has had a tragedy in their life, but then exploits it, to coast. Whenever there is any kind of graded paper where they can choose the subject, they write about that tragic event, knowing full-well that no teacher is going to give a poor grade to a story about the death of a parent, (or grandparent, or pet,) no matter how poor the quality of the actual writing. I would love to play a game that that first summary outlined - it sounds right up my alley!Lost at Sea not only isn't it - it never really tried to be. It just tried to look like it. If you take a shit in burger bun, you will get what looks like a burger. With the right marketing, you might even fool someone into buying that burger. But they sure as hell won't enjoy eating that burger. A little harsh?... ...Sure. Lost at Sea isn't actually a shit-sandwich... ... but it's a hell of a long way away from being a tasty treat either. (Review originally posted HERE) 3 Link to comment Share on other sites More sharing options...
Popular Post TheAbyssWalker61 Posted November 12, 2021 Popular Post Share Posted November 12, 2021 Platinum 39 Just Cause 4 Rico was here This game it's good, it's a great tribute to action films of the 80's, a lot of explosions, destruction, i love all the vehicles in the game and Rico it's just badass, i didn't understand the mechanic hook because it was my first Just Cause 4 and the map world it's amazing and stunning , they really investigate Latin America and i love that. For the platinum it was easy but many stunts, it would have been better just few stunts like 50 of each one because you can get bored doing all and some where tricky, but at the end easy good game, Platinum 40 Mortal Kombat X and full DLC. Platinum Trophy This one left me with a rotten body, it is my rarest platinum beating Paladins and it will be for a long time, the grind is ridiculous in NetherRealm games, I hate the disparity of trophies from very easy to extremely fucked, the online part was horrible but it was possible to bounce easily with other great players, reach 65 horrible or raise the factions the same but taking advantage of the fact that I rested from work I did it in 2 days quickly, the DLC part was easy, just a little complicated the trophy of Bo Rai Cho but possible. The invasions ... my boss was Erron Black and it was horrendous but in 2 hours I got the "Die, will you?" Trophy. But even so with those the worst was the "Challenge accepted" trophy, that damn trophy is bugged, it does not work, it does not work, the scores are in trillions, three days late until I finally managed to leave but I had never stressed so much Whoever wants this platinum, who has a lot, a lot of patience, will rest for a while after this. PS: Leatherface is the best character in the game for me. 7 Link to comment Share on other sites More sharing options...
Popular Post Sakumiashi Posted November 12, 2021 Popular Post Share Posted November 12, 2021 Platinum #30 Kingdoms of Amalur Re-Reckoning Perfectionist Fun: 9/10 Difficulty: 4/10 An amazing game ! Can't wait for the new DLC coming 6 Link to comment Share on other sites More sharing options...
Popular Post Biertje373 Posted November 12, 2021 Popular Post Share Posted November 12, 2021 Platinum #43 Atelier Ryza: Ever Darkness & The Secret Hideout Atelier RyzaEarn all trophies. Fun: 9/10 Dificulty: 2.5/10 Time: 51 hours I've played quite a few different (J-)RPGs some great, some not so great but this is the first time that I played a game from GUST. And i can see why people love it. Early this year a streamer that I moderate played this game and I really enjoyed his playthrough and the game has been on my mind but I never really played it until last month and it's so much fun that I even bought Atelier Ryza 2 last week. The pro's: - The Charactars are all really likable, they're charming, fun and nice. - The world is very colourful and pretty. - The alchemy system is fantastic, sometimes I can spend an hour just creating, weapons, gear and other stuff. - The story is nice, nothing major but very enjoyable. - Everything is very easy to understand, which is nice because there are quite a few systems that look kind of confusing from an outside perspective. - The music is very nice and charming. - I love that the items are as good or bad as the players makes them, makes the gear so much more satisfying. A couple of cons, but nothing major: - Some enemy drops can be a bit annoying especially during the endgame grind. - While this doesn't bother me, I know some people who'd be annoyed by it that there's no English VA. - I wish that there was a searching system when looking for a particular recipe, sometimes I spent quite a few minutes just searching for a recipe as it so happens that I scrolled past it like 3 times. So yeah, while there are some minor complaints I really love this game and I am looking forward to starting my playthrough of Atelier Ryza 2. And of course, the platinum screenshot, this one I actually really liked, it fits the game: 15 Link to comment Share on other sites More sharing options...
percy547389126yv Posted November 12, 2021 Share Posted November 12, 2021 #978 PS4 version of Venus: Improbable Dream 3 Link to comment Share on other sites More sharing options...
Popular Post xxEliteCDxx Posted November 12, 2021 Popular Post Share Posted November 12, 2021 Platinum # 95 - Ducati 90th Anniversary Difficulty: 2/10 6 Link to comment Share on other sites More sharing options...
percy547389126yv Posted November 12, 2021 Share Posted November 12, 2021 #979 PS5 version of Venus: Improbable Dream 2 Link to comment Share on other sites More sharing options...
Popular Post Moridin83 Posted November 13, 2021 Popular Post Share Posted November 13, 2021 #175 Yakuza Dead Souls And we're back with another Yakuza title! Not the longest Yakuza plat (0 so far), or the most difficult (3 so far), but unfortunately, the least fun one. On top of the mediocre shooting controls, the large size of quarantine in the later chapters makes it unnecessarily tedious to do any side content like substories or hostess clubs. It's actually surprisingly fun for a single playthrough, but it ranks dead bottom for me in terms of platting so far. 11 Link to comment Share on other sites More sharing options...
Popular Post Bratinov Posted November 13, 2021 Popular Post Share Posted November 13, 2021 (edited) Plat 69: Marvel's Spider-Man Difficulty: 3 Fun: 8 Grind: 6 It's really good! Amazing production quality and story telling. It's a bit on the easy side, but you ARE a superhero! There's a lot of repetitive content you have to do if you want this Plat/100%. The game does it's best to keep things fresh, but there are just too many checklists of repetitive tasks you gotta do over and over. I don't rate grind based on time requirements - I rate it on how pointless/boring/tedious it feels. The game really expects you to do side content, the main story often halts for an arbitrary amount of time... What would make it better? Probably a partner to swing around with! Plat 70: God of War Difficulty: 4 Fun: 9 Grind: 3 What a game. The Leviathan axe feels soo good! If you've played the previous entries in the series, you're in for a treat. There's very little not to like here. I wish you could equip more runic attacks at the same time, the map could be better...wish there were difficulty trophies! Edited February 6, 2023 by Bratinov 16 Link to comment Share on other sites More sharing options...
Popular Post Boomshanks Posted November 13, 2021 Popular Post Share Posted November 13, 2021 ( 69) BASTION YOU DONE GOOD Enjoyment: 9/10 Difficulty: 7/10 ? Gods ain’t gonna help you son, you’ll be sorry for what you’ve done. Before starting to play Bastion itself I must have listened to the soundtrack over a dozen times. It remains one of the best video game soundtracks I have ever heard . I was introduced to the studio Supergiant Games through their game Transistor on Plus. Transistor was mysterious and had an amazing art style and great gameplay and Bastion looked to be more of the same so I got that as well. And Bastion is a great game! First thing first. The game looks incredible. The art style is absolutely amazing and it encompasses absolutely everything in the game. Nothing feels out of place. The levels are varied and fun and the mysterious nature of Transistor is in this game as well. You end up in the Bastion after a cataclysmic event seems to have pretty much ended the world. And then you slowly figure out what has happened. The game handles it better than Transistor in my opinion, since the latter game only started giving answers very late into the game while Bastion slowly gives you the answers throughout the game. And the smooth buttery voice of the narrator… ? What I wouldn’t give to have a voice like that. And the way he talks if just incredible. The gameplay is a lot better than I had expected. It’s fluid and responsive. You have two weapons and a special attack and there are a lot of weapons you can use and different combinations to try out. As with Transistor, I found myself having used pretty much all combinations before getting the platinum. Trophy wise you have to complete the game twice to see both ending, once in Score Attack getting a high enough score and then complete all dreams with 10 idols activated. Score Attack added nothing to the game for me, but if you do the dreams with idols in the same playthrough you don’t even have to worry about it as you’ll just get the required trophy naturally. The dreams were tough. I tried a lot of different combinations but ended up using the Pike and Mortar combo for all but the Singer’s dream. Some of the idols are brutal as they will slow you down when hit, have enemies be invincible or repel bullets shortly and not give you any health potions. It took me a while to complete them as some of them consist of a large number of waves. But it was a good sort of challenge as it never felt unfair. All in all, Bastion is an incredible game that I’m very happy to have played. I love the work Supergiant Games is doing and I can’t wait to start working on Pyre and Hades as well. It’s great to see the studio get recognized so much after Hades. They deserve it. 12 Link to comment Share on other sites More sharing options...
percy547389126yv Posted November 13, 2021 Share Posted November 13, 2021 #980 PsychicEmotion6 4 Link to comment Share on other sites More sharing options...
Popular Post Leon Castle Posted November 13, 2021 Popular Post Share Posted November 13, 2021 #213 Marvel's Guardians of the Galaxy 13th Nov 2021 Based on the Guardians of the Galaxy comics. Like telltale's Guardians of the Galaxy, you play as Peter Quill aka Star Lord the leader of the Guardians of the Galaxy. Still turned out to be fun playing Eidos Montréal/Square Enix take on Guardians of the Galaxy. 18 Link to comment Share on other sites More sharing options...
Popular Post aarnettbraun Posted November 13, 2021 Popular Post Share Posted November 13, 2021 (edited) Ratchet & Clank: Rift Apart Masters of the Multiverse Collect All Trophies Difficulty: 2/10 Time: 3+ Hours Screenshot When Earned: Edited February 25, 2023 by notandrebraun 11 Link to comment Share on other sites More sharing options...
Popular Post Eqill5 Posted November 13, 2021 Popular Post Share Posted November 13, 2021 #52 - Little Nightmares 2 A really fantastic little game that I saved for around Halloween time to play through! Despite it not being as long or difficult as the first game I found it to be better as a whole. Scarier for sure! A highly would recommend for something you can play with the lights off with your partner, and a go to series in general. If you’ve not played either of the LN games I’d definitely suggest to do them in order so you can understand the story in the second! 9 Link to comment Share on other sites More sharing options...
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