Py
Back to killing
Been a while since I last posted. Was pretty busy playing GW2 + some RL stuff. But it’s calming down now and I need to kill some games :D
- Lore / Story : Well you know John Wick? You play him.
- Game mechanics : I would describe it as a sort of real time with pause gunfight.
- You control only Mr Wick
- You guide him through a bunch of scenes which overall constitute a level
- There are no reset of guns/health between scenes
- You move him on an hexagonal grid
- Game pauses automatically when you end your current action/when you see a new opponent
- You can see on the timeline at the top when your action/bad guys actions will be done
- You have different way of killing bad guys (guns, melee, throwing your gun, more guns)
- Whenever you kill a bad guy you can take its gun from the ground and keep firing
- Character progression : There is no real progression here. You just unlock more level to play.
- Difficulty : Game is not that hard when you grasp what you ought to do. I started wanting to use a stealth approach. It actually makes the game harder. And you have incentive to actually use a lot of different guns. Games became easier when I just blasted.
- Length : Took me 9 hours to finish.
- Remarks : Two very minor ones
John is unable to unload a gun and takes its magazine with him. If you kill 5 bad guys that have the same fully loaded gun, you can only end up with one of them and no spare magazine
Weapons are single target. It's mainly a shame for automatic weapon. When you fire some it will fire 3 to 5 bullets automatically. If there are lined up bad guys, you'll only hit the one you targeted, even if he dies in one bullet, making you waste a lot of time. - Conclusion : It's a pretty good game if you just want to shoot people in third person.
- Lore / Story : Your sister who study in a magic school has disappeared. Also you have new found magic power (before the game you were powerless). Plot is decent, but not gonna spoil it here. It's also very LGBTQIA+ themed.
- Game mechanics : Classical JRPG style where you move your party on the map and encounter mobs in a "fight screen".
Fight occurs in a square grid. You starting on one side, the opponent on the other one.
It's a fairly classical combat system (everybody has one move + one action when it's is turn).
One difference is that you have QTE for your attack/defenses. But you can turn it off entirely (thank god). - Character progression : Fairly standard. Characters gets new skill/better stats with levels. You find new items with better stats to equip.
- Difficulty : Once the QTE are removed (if I wanted QTE I'd play a rhythm game :D ) and you've managed to find a good group comp, game is a breeze.
- Length : Took me around 22 hours to fully finish the game. Out of that, around 3 hours where for achievement hunting.
- Remarks : UI/UX of combat is freaking bad. You don't see opponents hp naturally (you have to go in a sub menu when its one of your character turn). Buff/Debuff effect are really hard to follow (no exact number of what they do/for how long they last).
Gear progression is pretty useless. Just go for more power/speed and you're set.
Out of all the characters, I found that the 3 I used where just way to powerful compared to the other 3. - Conclusion : It's a pretty decent JRPG. Not going to revolutionize the genre tho.
- Lore / Story : You lead your tribe through a desert to reach somewhere??
- Game mechanics : Sort of slay the spire (per the movement on the overall map + roguelike nature) mixed with small tactical grid combat for encounters (4*8 grid at most). For a bit more detail
- You have two decks. One of power, one of troops
- Troops are your convoy and can die if killed twice in combat
- You can freely decide which of your convoy member is in your troop deck
- During combat, unless there is a unit with taunt, everybody can attack the opponent or the first troop on each line
- Actions are "shoot or move", so initial placement of units is quite important.
- You have some sort of resource management to do (e.g feed your convoy and maintain its happiness) but it's very minor
- When you get back to outpost/specific point on the map you can heal yourself or your troops (shared resource tho you can't do both), buy new troops, buy gear for yourself, buy cards
- Character progression : Your leader progression mostly unlocks new cards and new gear slots. Your convoy progression is just integrating new troops that you buy/encounter
- Difficulty : Game didn't seem that difficult (reached the end boos on my first try). But holy shit can RNG screw you over. During the last map (so before the last boss). I lost two of my best troops to random events with no possible counter play
- Length : Took me like 3 or 4 hours to reach the end boss
- Remarks : It's a deck builder where you can lose your cards either through combat or through random "screw you" events. Which makes the point of building a deg totally nil.
Oh also the healing system is totally shit. Having to chose that a random troops gets healed or if you heal yourself is quite punishing (especially cause you can have random troops that you don't care for get healed) - Conclusion : That game is ASS. There are dozens better deck building rogue likes and/or tactical out there. </ul></div> </div>
Welcome back to the fight! :D