Amanda Ripley Alien Isolation character concepts

by Calum A.Watt  

Posted 3 years ago | 5,557 notes |


“The wrecked ship +Salt mines” : new concept arts of RESIDENT EVIL 7
↳the last one is special art of “Zoe”

Posted 3 years ago | 348 notes |


New Resident Evil 7 Concept Art

Posted 3 years ago | 5,168 notes | |

Review: Resident Evil 7

[Originally posted on When Nerds Attack.]

“You’re about to see something wonderful.” Jack’s freshly charred skin is peeling off his body. But he’s still alive, and strong. He’s clutching your wrist, pulling it to his face. He wraps his mouth around the handgun you just plucked from the desiccated cop now lying dead on the floor. With a resounding pop, a chasm erupts from the top of his skull. His body falls limply to the ground. You survived, but you didn’t win. Jack will be back. He deliberately ate a bullet just to prove a point.

It’s been a long time since Resident Evil has scared me. For the better part of a decade, Capcom remodeled the franchise that coined “Survival Horror” into gun-centric action games meant to appeal to as wide an audience as possible. Familiar draws were included to bait fans that remember the fixed perspective, tank controlled days of yesteryear — whether it was tangential ties to the sinister Umbrella Corporation, hulking bio-weapons, or the franchise synonymous living dead. More often than not, though, these nostalgic additions felt like window dressing. While latter day sequels like Resident Evil 6 coated their levels in shadows and foreboding atmosphere, at their core, they were third-person shooters. True horror, the kind that the original trilogy is lauded for to this day, was left behind.

With Resident Evil 7, Capcom has finally returned to the franchise’s roots. It takes inspiration not only from its own past but from other stand-out horror experiences in order to rework and revitalize the genre they helped inform. The result is an expertly paced, incredibly tense hell-ride through a literal madhouse — and it’s actually pretty goddamn scary. Long-time fans have been yearning to hear this for years: Resident Evil 7 is pure survival horror.

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“it’s a jill valentine


it’s a jill valentine

Posted 3 years ago | 224 notes |

Is the Nintendo Switch Launching Too Early?

Breaking Down the Info from the Hybrid Console’s Big Presser


When Nintendo finally revealed the Switch back in late October, I was left more excited about the company’s future in hardware than I have been in years. Granted, that initial trailer was the idealized vision of the console: it was direct in its messaging while shrewdly omitting any hype-strangling details like battery life, resolution, and, most importantly, price. What we were left with was the exciting prospect of console quality games (like the newest Zelda opus) on a handheld hybrid that features modular controllers; a machine that cobbles together what Nintendo is best at – forward thinking portability and first-party games so good they stand head and shoulders with the best this industry has to give.

On Thursday, Nintendo began filling in the blanks, setting about to answer (at least some) of the questions fans have had circling in their heads since the system’s unveiling. You can watch the entire conference here but, coming from someone that sat through a livestream of the proceeding – awaiting something, anything, that signaled Nintendo’s return to form – I’d recommend just reading up on the cliff notes.

Though the affair was poised in the same fashion as one of Sony’s knockout E3 conferences, Nintendo couldn’t land the same blows. I began the show with more enthusiasm than Nintendo let me leave with. After the abject failure of the Wii U (a console that only managed to push slightly north of 13 million units – the worst sales in Nintendo’s hardware history barring the Virtual Boy) the Switch needed to be touted as a reckoning. It was Nintendo’s chance to convince the fence-sitters to choose their side of the picket. We didn’t get that Thursday night.

Nintendo has always floundered in the stage show department, though. You’re asking the same company that thought this shit was a good idea to try and wow us in an hour and a half. Nintendo’s like that shy kid at the back of the class: he tests well and always turns in his homework, but the second you ask him to walk up to the board and present, he becomes a mumbling, incoherent mess. Of course they shit the bed. This is Nintendo we’re talking about. Credit to that first Switch video, though. I fell for it, too! I wrongly assumed Nintendo was trying to demonstrate they’ve turned a new leaf (no pun intended, Animal Crossing fans). At the presentation, however, it seems Nintendo isn’t just making its same old mistakes but brand new ones.

But I think it’s important to remember that a poor showcase isn’t enough reason to condemn the hardware itself. The tech, despite Nintendo’s aloof messaging, still looks cool. So let’s try to unpack what we learned at the showcase (and the info we gleaned in the days following) without having to suffer through awkward squid doctors and a translator whose probably looking for a new job right about now:


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“Aaaand back to fanarts XD


斗牛娱乐老用户登录Aaaand back to fanarts XD

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“A painting for the upcoming Nier Automata. Play the demo!


A painting for the upcoming Nier Automata. Play the demo!

Posted 3 years ago | 6,314 notes |

The Red Herb’s Top 10 Games of 2016

[Originally posted as A Totally Subjective List of 2016′s 10 Best Games on When Nerds Attack.]

斗牛娱乐老用户登录2016 was a rough one. Whether it was methodically tearing our cultural icons away from us or trying to plant the seeds for a Twitter Age civil war, 2016 felt like a twelve month beatdown that had us collectively gasping against the ropes. But the realm of escapism thrived, especially in video games! This year saw amazing worlds to get lost in (and given the climate, we needed it). As always, I’ll remind readers that this list is entirely subjective and based on my tastes. Is your favorite game omitted? Maybe I didn’t play it; maybe I hated it. For every game I got my hands on, there were probably two others I didn’t get to hunker down with.

斗牛娱乐老用户登录There was a glut of new games this year making it hard to keep up with every single one But that’s a great thing! This hobby I hold oh-so dear to my heart is growing, and new experiences are being forged every day. In a defeating year like this one, it’s comforting to know art, commercial or otherwise, can and will persist. I’ll also I’m not looking to “rank” or pit any of these titles against each other. These are ten standout titles in a year filled with, arguably, many more than ten standout titles. Cool? Awesome. Here’s the ten video games that tickled my fancy in 2016:



Though Telltale’s gameplay formula is starting to congeal, their deft approach to storytelling is as a good as ever in this reconfiguring of the Dark Knight’s lore. I loved its play on the superhero’s split persona, giving you the choice to tackle situations using Bruce Wayne’s wealth and status, or skirting outside the law to deliver masked vengeance as The Batman.

It beats that old horse once more – Bruce’s parents’ tragic death in a Gotham alley – but fearlessly alters decades of mythos in order to take us on a surprising, twisting journey. Similarly, old faces are made new again with the liberties Telltale takes: Harvey Dent is a close friend leaning on Bruce’s pull to further his own political career; the Penguin is a former childhood chum that’s returned to make Gotham pay for the fortune he’s lost; and Catwoman is, well, essentially the same Catwoman we know but she picks up on Batsy’s less super-suited ego early on causing some tension that eventually leads to a forum fanfic come to life.

斗牛娱乐老用户登录Telltale’s engine is still a technical disaster – low framerates, disappearing characters, and even complete crashes. If you can get past that (without losing your progress), you’re in for not just one of Telltale’s better outings, but one of the better renditions of Batman to grapple his way outside of comics.



In a year where AAA games blotted out the sky, it was a treat to find small rays of light like Headlander. A smaller project developed by Double Fine, Headlander is a total love letter to that kitschy ‘70s sci-fi aesthetic that made the movies like Star Wars and Logan’s Run so great. A side-scroller established firmly in the Metroidvania genre, you play as a disembodied head that can boost around levels and, well, land on robotic bodies to engage in combat or solve a myriad of puzzles.

Stuffed with sharp humor and funky design, the whole game is as entertaining as it’s weird. The game toys with the concept that humanity has moved on from flesh and now transfers their consciousness into chrome domes, but this apparently happened in the distant future as envisioned by the disco era. You run through environments littered with robo-people spouting, “Alllll riiiight” and everyone you inhabit (by sucking their heads off) can dance sexy. I don’t even know what the hell I’m describing at this point. But forget all that Song of the Deep rabble – Headlander is one of the best Metroidvania games I’ve ever played.



Primal could have been one of those shrug worthy “side-quels” that studios like to squeeze out while fans waited for a proper Far Cry 5斗牛娱乐老用户登录. Yet much more care and commitment to concept went into this joyous prehistoric romp than anyone would have thought.

The hallmarks of the series are all there: base capturing, open-world exploration, and light-sneaking/heavy FPS action. But the game trades in your guns and vehicles for spears and ridable beasties. It presents a new challenge for the series just when things were getting a tad too formulaic with Far Cry 4. Far Cry斗牛娱乐老用户登录’s weirdnesses are all in play, however. You meet an eclectic bunch of quest-givers, like a piss drinking shaman that sends you on an obligatory Ubisoft Drug Induced Bender, or a displaced neanderthal suffering from a genetic malady.

There’s a greater emphasis on the wildlife this go around, too. Far Cry has always featured animals, but Primal lets you tame them, using a rolodex of different creatures that can aide you in the middle of a battle at a moment’s notice, either as a partner or distraction. You gain an appreciation for their varying attributes, like the mountain bear’s tank-ish fortitude or the wolf’s ability to take out enemies quickly and quietly. They’re practically characters in their own right; I’d hate to see Far Cry 5 (or whatever the hell they call it) do away with the Beast Master system.



I remember being there for the gameplay reveal at Quakecon and having my face instantly melted the first time I saw the Doom Guy rip and tear a demon apart with his bare hands. That excitement didn’t diminish when the rest of the world finally got their own hands on the game.

Doom expertly hacks into its fast-paced, action-first roots while weaving in modern philosophy. It checks every box a fan could possibly want in blood red ink: brutal, fluid, incredibly kinetic combat; ludicrous amounts of attention paid to the grisliest details; and a roving armory of guns capable of massive amounts of destruction. Whereas games like Call of Duty attempt to impart players with a sense of vulnerability – making you a small cog in a machine of many – Doom斗牛娱乐老用户登录 fearlessly embraces the action hero power fantasy. You are the Doom Slayer. You are a force to be reckoned with; a living tornado carving a bloody path through the annals of hell.

There’s a semblance of a story to be had (if you’re the kind of goober that picks up a Doom game looking for that sort of thing), but id Software spends precious little time trying to explain it to you. Instead, it tucks visual narrative in the environment and its more explanatory passages in codexes you have to seek out. The thing is, there’s a very conscious effort on the dev’s part to not bog down what Doom is at its core. Doom斗牛娱乐老用户登录 is rip-roaring ultra violence of the highest order, a rollercoaster made entirely of loops. Don’t get too hung up on “Why?”– there’s a room full of demons around the corner and they don’t need a “Why” to tear you apart.



If I could name this game anything but Watch Dogs, I would. It’s unfortunate ties to 2014?s over-hyped and underwhelming predecessor caused many to overlook one of 2016’s best open-world games. Set in a lovingly accurate homage to San Francisco, you control Marcus Halloway, an entirely too likable hacktivist bent on sticking it to The Man and breaking it off.

In this pursuit, you’ll perform a number of pranks, heists, and assorted antics to damage, impede, or just outright embarrass the money-worshipping, information-selling shrews running the system. Like Assassin’s Creed II before it, Watch Dogs 2斗牛娱乐老用户登录 improves on almost every problem the original had. Stepping away from revenge and placing a focus on youth rebellion, and providing us with an engaging cast to invest in, was smart. The story is lighthearted and humorous, sprinkled with biting satire – a much needed breath of fresh air from the first game’s dour tone. Hacking is vastly expanded as well, giving you freedom of choice in how you tackle encounters. I found myself infiltrating enemy hideouts using just Marcus’ RC car and drone. It sounds ridiculous, and I agree completely, but it meshes so well with Dedsec’s newfound tongue-in-cheek outlook.

Watch Dogs 2 caught me by surprise. It plays with tried and true conventions of the genre, but does it with such style and fun, I couldn’t help but devour the game.



It’s a damned shame how EA mishandled this game’s launch – marching it out to die between Battlefield 1 and Call of Duty: Infinite Warfare’s release dates – because Respawn’s sequel deserves a fair shake. Taking to heart reaction to the original game’s omission of single-player, Titanfall 2 came equipped with a campaign – one of the year’s very best.

Centered on the bond between a grunt-turned-pilot and a personable mech named BT, Titanfall 2 dives in and never, ever lets up. Respawn could’ve rested on their laurels, too. The game’s snappy gunplay – an obvious carryover from their years under the Infinity Ward banner – and explosive titan-on-titan fights would’ve made for a solid campaign. The opening hours really give no hint that Titanfall 2 is anything other than a competent shooter haplessly shoved into a year full of above standard shooters. Then, out of nowhere, the campaign goes for the extra mile, pounds a Red Bull, and bolts for the horizon.

We learn how woefully underused the parkour mechanic from the first game is once you’re tasked with navigating constantly shifting, puzzle-like environments, all while trying to mow down hordes of enemies. In one standout mission, you gain access to a time-warping wristwatch (stick with me) that lets you instantly phase between the past and present. The game plays with this concept brilliantly, forcing you to solve problems on the fly – one section demanding you hop between timelines while you’re wallrunning to get past obstacles. Some of the design instantly recalls Portal斗牛娱乐老用户登录 – it’s that clever.

Top the whole proceeding off with the same solid multiplayer suite found in the original Titanfall, and this sequel is the complete package. One good thing came from EA’s goof, however – hardly any place sells the game for full price anymore.



Though it’s an amazing game in its own right, to really say the least, I should caution anyone from plunging into Nathan Drake’s final adventure without having played the first three games. It’s not that A Thief’s End hinges on your knowledge of the PS3 trilogy – actually, much like the Indiana Jones films it apes, Uncharted’s main plot lines never thread together between releases. It’s just that Naughty Dog has written an emotional send-off that only fully resonates if you put in your time with Drake and his supporting cast of greats like Elena and Sully.

Beyond that, ND proves once again why they sit atop the industry when it comes to design, gameplay, and narrative. Uncharted has historically skewed closer to campy, easily digestible fun, which is why it was such a surprise to revisit an older Drake struggling to find the spark in his settled down, married life, free of the danger he was once addicted to. When his estranged brother enters the scene (another knockout performance from the voice of video games himself, Troy Baker), we’re thrust into a familiar adventure full of ancient ruins, tense gunfights, and platforming galore. But Nathan approaches this proceeding with more reflection. His swagger is slowed by his age, and he examines the weight of this lifestyle on himself and the ones he loves.

It’s a thoughtful, exciting, and emotionally charged journey bolstered by the most refined gameplay this series has seen. It’s an adventure underlined by a sense of finality, which wisely takes a breath to slow down its action and focus on what has always made this franchise work: its characters. Plus, holy shit, have you seen the rope physics in this game?



I could level a Summon sized amount of criticisms at this game. I could go on about its arbitrary design quirks, whether they’re dated choices or simply dumb ones. I could groan on and on about its threadbare story, with its rushed conclusion and jarring “offscreen” events that no amount of CG movies or anime vignettes can save. I could write a thesis on how Chapter 13 doesn’t mechanically or tonally work. I could tell you that it doesn’t live up to ten years of hype.

But I had to search my soul on this one, because I had dumped well over seventy hours into exploring the open-world, hunting packs of razor-dogs, finding new recipes for Ignis to cook up at camp, riding Chocobos, fishing for Chrissake, storming labyrinthine dungeons, searching for better gear… It made me realize, for every complaint I could possibly have, few of those damning bullet points could shoot down the enjoyment I got out of this title. The combat is excellent: it’s crunchy, responsive, and expands as your crew levels. The world is gorgeous and giant; sometimes lonely, sometimes stupidly dangerous. And the boys. Your comrades grow on you every step of the way. You learn about their different personalities and how they relate to each other, not least of which how they relate to you (as Noctis). What it lacks in plot it certainly tries to make up for in character. So much so that I blank-stared my way through huge plot shakeups while, during more intimate character-driven parts, I had to fight back mansome tears.

What’s broken in Final Fantasy XV is hopelessly shattered. But what works bangs on all the Regalia’s cylinders. It’s an incredibly strange, profoundly Japanese take on Western open-worlders. One mission could have you on an epic quest to find the best ingredient to throw into Cup Noodle (seriously) while the next will be a bounty hunt pitting you against a beast the size of a mountain. Despite being a complete gameplay departure, there’s something quintessentially Final Fantasy about it all. It’s charming, its music is fantastic – it has heart. In the face of all of its flaws, I had an immense amount of fun in this world and wanted to keep coming back. I hate that I love it, but I do nonetheless.



What the hell can I even say about this game? If the current active user base is any indication, you certainly don’t need me to evangelize the game. Overwatch斗牛娱乐老用户登录 became a sensation this year, with some detractors calling the multiplayer-only hero shooter “a fluke,” given that, on console anyway, hardly any shooters without a dedicated single-player mode survive.

But Overwatch isn’t a fluke: it’s a master class in design. It’s the game dev’s game, and shouldn’t just be studied by its peers in the class-based shooter space – it should be regarded by every game maker from here on out. The attention to detail goes beyond painstaking. The commitment to balance is inhuman. On paper, this is not my typical purview. I may have played one round of TF2斗牛娱乐老用户登录 in my whole life and that’s all it took for me to call quitsies.

Yet Overwatch reexamines class-based video games and obliterates its weaknesses. Support roles, like playing healer, aren’t the groan inducing last picks here. They’re dynamic and interesting– as fun as they are integral. Often a huge team revive from Mercy can turn a match faster than an offense-heavy character, and without defenders like Reinhardt and his damage-soaking shield, you’ll find victory next to impossible. This isn’t a game for killstreak hungry lone wolves. Cooperation is not just encouraged – the whole experience hinges on it. It’s a viciously intelligent title that executes on the one tenant that all great games share: it’s easy to pick up but difficult to master.

And there was always something to drag me back in. Whether it was the constant refinements and additions Blizzard made – which, be it a new character or new mode, are all free – or the gold mine of bragging rights offered in each competitive season, more than any other game this year, I found myself entrenched in Overwatch. I’ve had my downs with the game, to be sure. I would find myself on Youtube Fail worthy losing streaks – where every tea-bagging Mei seemed to have a near infinite supply of Ult’s up her ass, and every team I joined acted as if they were being paid to actively avoid the goddamn payload. But when you hit your stride in this game – when your Ult’s lay the land to waste and your team comp feels like science – there were few highs that topped Overwatch in 2016, and more than any other game on this list, I’m guaranteed to keep playing it well into 2017.



I want to preface this entry for a moment: I hated Souls-Like games before I played Dark Souls III. I dipped my toe into the original Demon’s Souls and had that toe bit off. That disc was spit out of my console within ten minutes. I gave a heartier effort to Bloodborne, caught up in the whirlwind praise encircling the PS4 exclusive. I didn’t get past the first boss.

Something just clicked when I played Dark Souls III. It was gradual, but I began to understand the kind of animal the game was. I stopped tossing my controller against the wall after every death and started to think of them as… charting the level. Every death taught me something new: be it enemy patterns, places to avoid, whatever. And, fostering a level of resilience that years of hand-holding in big budget games have conditioned out of me, I pressed on. I took my licks. I learned when to dodge, and dodge precisely, and when to attack, and strike true. I took note, and advantage of, the numerous shortcuts winding through the environment. To progress in Dark Souls is to master it – to know more about its monsters and its world than other games would ever care to tell you. My clicking point came when I realized death wasn’t a punishment in Dark Souls; it was a mechanic. A mechanic to be used like healing, or saving, or dodging. And you’ll use it often.

I’m glad I stuck in there because I would’ve missed out on a lavishly macabre fantasy world, filled with gloriously grotesque monsters, with a narrative presented as a painting – open to interpretation. It’s a meticulously detailed piece of art that only this medium could craft. A genuine challenge that reminded me games used to be hard, and we used to welcome that difficulty. Dark Souls III斗牛娱乐老用户登录 doles out a fair many beatings, but once I learned how to roll with the punches (quite literally), it was the best gaming experience I had all year.

“ Samus Aran Sketch
Created by Joseba Alexander


Samus Aran Sketch

Created by Joseba Alexander

Posted 3 years ago | 1,156 notes |

“ Mega Man
Art by Christopher Stevens


Mega Man

Art by Christopher Stevens

Posted 3 years ago | 223 notes |



rest in fucking pieces

Posted 3 years ago | 153,148 notes | |

Final Fantasy XV: Quick Impressions

I’ve beaten Square Enix’s ten-years-in-the-making magnum opus. I do eventually want to write a review, and doubtless it’ll be a long-winded opus in and of itself since I have a ton I want to say, but I thought I’d share some quick impressions now that I’ve resurfaced from my sixty hour journey into a world of magical beings and stupid anime haircuts. Mostly to collect my thoughts on my time with it and also because not writing for me is like holding in a big shit after chugging a pint of coffee.

If you haven’t succumbed to a decade of hype and bought the game already, here’s my entry level takeaway: for every high Final Fantasy XV斗牛娱乐老用户登录 achieves there’s at least two frustrating lows. It’s a game at odds with itself, no doubt a symptom of a protracted development cycle that switched hands halfway through its gestation. But it’s an immense amount of fun, highlighted by addictive and challenging combat, an engrossing world, and memorable characters that rise above a particularly forgettable storyline. It’s a strange one, to be sure, especially for an open-world game but something compelled me to keep on playing obviously or else I wouldn’t have even made it to the ten hour mark.

斗牛娱乐老用户登录Now here’s some thoughts:

- I’m 60+ hours in. Haven’t completed every sidequest and bounty hunt, but I did see the whole story through and earned a Platinum Trophy (that’s a fact and bragging if you didn’t catch on).

- The camaraderie between the mains (Noctis, Ignis, Glaudio, and Prompto) is standout. If you’re looking for further context on these characters, watch the Brotherhood vignettes on Youtube. Yes, it sucks to have to look outside the game for background – it’s a huge faux pau that should forever be avoided – but they’re well done.

斗牛娱乐老用户登录- That said, Noctis is such a non-character. I get that JRPG’s love to have a stoic lead (I’m a huge fan of Squall, too) but his stoicism borders on comatose. I had no goddamn idea what he was feeling or thinking at any given time. Even when his bros would outright ask him! “Noct, you excited to get hitched to your childhood friend?” “…” Did somebody spill coffee on the script during translation?

斗牛娱乐老用户登录- Combat is really, really good. Strong focus on parrying and targeting enemy weak points. There’s a Wait Mode option if you want to get all tactical with it but I never needed to. Fighting is fast and fluid. The Ascension Grid has immediate, and appreciable, affects on combat. You can learn more skills for your crew and their link attacks really cook.

- Why can’t I stack Bounty Hunts? Why?! You’re locked into one and have to return to a “Tipster” to turn it in before taking on another. Completely arbitrary.

斗牛娱乐老用户登录- NPC’s like to take advantage of you the same way. Just completed “Fuck a Toad Monster with Your Sword?” Awesome! Here’s “Fuck a Toad Monster with Your Sword II.” Get on back out there, hunter!

- Huge world like The Witcher. Really archaic mission structures, unlike The Witcher. Expect most, if not all, sidequests to either be a beast hunt or a fetch quest. Like an open-world game from, funny enough, ten years ago, FFXV saves its more intriguing shit for the main story.

- An NPC says the phrase, “Git r’ done!” Square Enix, I would like a public apology. I’ll Prompto to exclaim “O-M-G!” but this? This won’t stand.

- For a franchise that spotlights strong female characters, FFXV uses its women as plot crutches rather than provide a meaningful perspective outside of your roving sausage party. Lady Lunafreya is utterly a plot device.

- The dungeons are fantastic. Discovering a new one is a genuine joy. Not all are the requisite “creepy cavern” either. A gorgeous summer glade served host to a winding, floral “dungeon” with a gigantic tree ent monster at that end. Another was simply an upward hike atop a volcano. A latter level dungeon was a mix between medieval architecture and ethereal technology, forcing me to solve environmental puzzles that slowly led me to the center of a castle’s keep. My favorite parts of the game were had in dungeons.

- The world can be gorgeous. Breathtaking, even. I wish there were more geography to discover beyond Lucis’ rural aesthetic, though. It feels vast but all too often very similar to what you’ve already seen. 

- Prompto’s my boy. Especially if you watch his Brotherhood斗牛娱乐老用户登录 segment. I was a friendless fat kid, too. Of course, it was less “hard work, exercise, and the hope of befriending a prince” that got me in shape and more “drinking water, smoking cigarettes, and hoping girls notice me.” Still, relatable.

- The fishing mini-game isn’t bad. Think Ocarina of Time.

- Building up your Survival Skill is a taxing experience.

- Using the car; also a taxing experience. If fast traveling weren’t tethered to it, I probably would never had used it.

- Chapter 13 is a sweltering garbage fire. All of the charm and enjoyable gameplay we’ve grown accustomed to up till now is thrown out the window. It’s overlong, contemptuously dour, and relies on a sneaking mechanic that’d make Hideo ugly cry. Square doesn’t need to patch it – they need to nuke this chapter from the game.

- No amount of Kingsglaives or “extra scenes” can fix this story. It jumps the shark almost precisely when you leave the open-world. Everything about the final succession of chapters feel rushed. Nothing ties together seamlessly, and the finale doesn’t feel earned. There isn’t even enough substance behind the story to call it convoluted. Big disappointment especially for a series known for some terrific storytelling.

- Like practically every open-world game, FFXV is at its best when you’re pursuing your own goals. Be it bounties, collecting old FF 斗牛娱乐老用户登录soundtracks to blast in your car, racing chocobos, or fishing… when you’re free to do what you want, you’ll want to do more of it.

- I doubt we’ll see fundamental changes to the game, but hopefully future content expands on what works: bounties, dungeons, high level weapons. I’d also very much love to see new areas to explore outside of Lucis (we get glimpses but they’re incredibly linear, forgoing the open-world element).

- Fuck you, Adamantoise, and the three hours of my life you stole.

Me handling my responsibilities.

斗牛娱乐老用户登录Me handling my responsibilities.

Posted 3 years ago | 380 notes |