I've been playing AdvanceWars reBoot and bananza. In AW I'm on the last mission of the second game, which is a massochists delight. The CPU is at such an advantage both in sheer numbers, unit offence and defence, terrain,... It's more frustrating than fun really.
As for Bananza, the EG review mentionned how they liked it, but not as much as they would have thought and I think I agree... There's something off about the game that I can't seem to put my finger on. The world doesn't feel alive and I guess this is due to it being voxel based. Nothing moves around save for the occasional enemy. There's no unexpected movement in the distance to trigger your curiosity. Despite the different texture work the whole world seems like one big statue for you to demolish.
It's a consequence if the dev teams choice to focus on the demolition, but I do feel a lot is lost because of it. There's not enough... Charm?
The Sony/Tenecent lawsuit is interesting. Light of Motiram isn't even subtle in how much of a rip-off it is of Horizon. The gameplay might be different, but every design choice was blatantly ripped off. It's like Tenecent opened up chat gpt and said "make us a version of Horizon", but didn't realize just how close it would be.
Due to a change of circumstances in my life I've had no time to play. But I did start Kingdom Come Deliverance and somehow logged 4 hours into it. It's a good narrative driven WRPG. I'm enjoying it.
Here's hoping the change is at least a positive one to soften the blow of curting into your gaming time.
I've been playing AdvanceWars reBoot and bananza. In AW I'm on the last mission of the second game, which is a massochists delight. The CPU is at such an advantage both in sheer numbers, unit offence and defence, terrain,... It's more frustrating than fun really.
As for Bananza, the EG review mentionned how they liked it, but not as much as they would have thought and I think I agree... There's something off about the game that I can't seem to put my finger on. The world doesn't feel alive and I guess this is due to it being voxel based. Nothing moves around save for the occasional enemy. There's no unexpected movement in the distance to trigger your curiosity. Despite the different texture work the whole world seems like one big statue for you to demolish.
It's a consequence if the dev teams choice to focus on the demolition, but I do feel a lot is lost because of it. There's not enough... Charm?
Mario Paint is now on NSO for the Switch 2! Huzzah!
CEO retired. I have been appointed replacement.