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Chrono Trigger - mobile version. Touch controls suck, especially tent of terrors at the beginning with a touch screen was a pain lol. Great game, amazing soundtrack.
 

Ahhzz

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Yes, I played the first Room on a 13 hour flight at 35000 feet at 600 miles per hour. It was the fastest game playing I have ever played. Obra Din looks good.
The Mrs. and I are working on Room 3 right now, and hopefully will motivate her towards the Obra Dinn soon. Her laptop is older, and can only handle so much, but the graphics on Obra should be light enough.
 
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still playing Azur Lane .... that's the only game i do a daily routine :laugh: on Nox for PC or on my phone

i can't say i can complain about my advancement only using minimal starting fund for some ring and skins (basically 10-20$ every 2-3 month )
1556133766487.png

since i only missed 1 ship from a collaboration event (well ship ... non-ship rather ... so it's not something that bother me ... 1. they have nothing to do with the game or story 2. they are useless most of the time :laugh: ) while i missed strictly none of the limited event one ... the 7.4% missing are 2 submarine in special build (the only 2 last gacha i need to pull for now) 1 CBT ship i can't have for now, 7 retrofit (upgrade of existing ship that count toward completion % ... 2 on 7 are almost finished ... 35 are already done ) and 8 drop-only ship from story world 9-10-11

of the ships i have 45 of them are between lvl100 and 110 most relevant skill to +10 with not much grinding, same goes for +10 equipment mostly tier 3 some tier 2 and a few tier 0 (tier 0 are usually special event tier 3 and hero unit like the F4U Corsair "VF 17 Pirate squad" ) went a long way since September 2018 :D
1556134650037.png1556134753103.png

player versus player is ... well too easy if not useful... only got Fleet Admiral while taking 1st rank a few times ... didn't try to get Admiral Of the Navy title ... an eagle with 5 stars is already enough as a "merite badge"
55551819_375088146411004_5904111088760258560_n.jpg56800687_2141375912619578_1260194033720885248_n.png

PVE manual play is fun and challenging after world 7 sub chapter 3 (actually after world 9 sub chapter 4 for me ... since i can let the game in auto mode till that sub chapter. )
World 9 Sub chapter 4 boss fun
57504775_2371316616268726_5273244838962135040_n.png

well, a gacha game that treat their semi F2P player with generosity? ... that's a keeper.

alright it's a "weeb waifu collector game" right? well i am here for the naval history bits :laugh: and there is quite some good reference and anecdote inserted in the game which make it interesting even for a history freak like me.
 
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Well, gotta give the guy credit for trying to play this shooter on a console. I mean, you can see the clunky left and right. Picking up one item from a locker is a proper chore, many sore thumbs involved. Perhaps that alone is enough reason to not take it seriously anyway...

I vividly remember playing Fallout 3 and Oblivion on PS3, my hands certainly did not like me being the hoarder I was. And then there was inventory management after that :eek:
Haha, I put in I don't know how many hours of Skyrim, FO3, and New Vegas on consoles. Honestly I got so efficient at it I never noticed how clunky it was. It became so ingrained that I would just sort of flow with it. I've also played pokemon pretty avidly all of my life, so clunky menus don't bother me like that, I guess. I can do it for hours and hours without cramping up. You can get pretty quick with it eventually - though you have to pay attention to economy of motion. I've also kinda taken a liking to playing non-competitive shooters with a controller. I thought I would go back to KB/mouse for everything when I got back into the PC side of gaming but it didn't happen that way. Something about actual triggers just feels really right. In loot-heavy games, I prefer it doubly, even if it is significantly slower... mostly because I'm such a spaz, I'll make myself dizzy and miss stuff darting the mouse around wildly.

I am certain I'm the minority there, though. :p

The consolification that Exodus has also kinda turned me off, I need to hold buttons to loot even when playing with mouse/kb... (or did I miss something?) Still need to get back into it and past that nuisance, it was that No Man's Sky 'WTF' moment all over again. Haven't finished it yet... it felt a bit sluggish to me and I wasn't in the right mood for that. And for some reason what also really stood out for me was the weak AI and NPC interactions with the world. Just in the first sequences (the stealthy bit where that train is stationed) of the game I noticed multiple clipping errors, enemies shooting through/into walls and not using corner cover positions right. They also respond very slowly to whatever you do. Felt a bit like nothing happened between 2033 and this installment, well, apart from the 'Reduxing' of the engine which I feel still isn't a real improvement in fidelity, a lot of definition and rawness in the image was lost there. Exodus does bring some of it back but that is all tesselation. Textures often still look a bit washed out and low res. Then again the way it does snow and ice is wonderful, and you are spot on about the cinematic qualities in level design.
There may be something in the accessibility options for the button holds. I remember at least seeing them for the QTE's. Personally, I think the hold to loot mechanic is silly, even with a controller. Plenty of games don't use that mechanic and I don't recall ever having conflicts. If you're decently skilled with a modern controller, there's more than enough granularity to quickly target and grab stuff. So I do agree that is awkward. Stuff like that just has no place in a serious game, console or none. Better to make it an option for those who need it, for whatever reasons. *shrugs*

The 'slowness' I could take or leave. I really like the way movement is done, in general. You feel kind of awkward, like a dude in armor carrying 3 weapons and a bunch of shit ought to. I like how that presses you to think defensively and plan offensive moves carefully. It does wear on me sometimes, though. I keep the sensitivity pretty far up there and it still feels slow. And unfortunately turning it up further just cuts too much into granularity and makes aiming a chore. I've learned to just always "pop-in" from the hip before sighting. It's hard to get away with sighting up and looking around for targets. Good practice with shooters in general, but Exodus really insists upon it.

Worth mentioning, with earlier versions of the game, I swear looking and turning while slighted were twice as slow. I just remember it updating one day and suddenly it was like Artyom was on meth with me having cranked the sensitivity. So maybe they are making some improvements here and there.

The AI is... funny, yeah. I've seen all of the things you describe. Though oddly, I've had some playthroughs with no problems throughout the whole game. The AI is just magically better. And then there have been others with enemies walking off of towers and standing 30 feet in the air, clipping into stuff, and getting caught in loops 'searching' for paths. Mostly it was just a bit immersion-breaking, but sometimes it got really annoying. I'd be trying to take a fight to long-range combat and all of the enemies will barely engage... instead just jumping between 2-3 cover points endlessly - as if to say "nyeh nyeh! Can't hit me! Can't hit me!" And then, when the do pop out and shoot, the one-and-only shot from their peice of shit, bare Ashot will hit you right in the face - all from a distance where it is legitimately difficult to line-up a good shot with a fully-upgraded Valve. Oh god that was infuriating.

The blurry, washed out textures, I think I'm just used to in games at this point. I never mind, so long as things you get really close to are higher-res. Like, when you're climbing a ladder and the wall it's up against barely registers as a wall... that's a problem. I'm a bit more forgiving of it here because the visuals overall are very well-composed and the artistic quality in the textures is at least there. They're well-crafted even if their poorly optimized at times. I'd rather that than shitty, hacky 4k textures everywhere. Past a certain minimum, texture quality is a small part of the whole image quality equation for me.

Like... hm, here's where I'm coming from. The graphical presentation in a game is definitely very important to me. A AAA game should have it down better than games before it. I'm not talking visuals, here. Just on a purely technical level. But at the end of the day, all that matters to me is that it's good enough for the visuals to shine through consistently and effectively. Which, imo they pulled off with Exodus. For me, it's got this immediate wow-factor that never really wears off... not because the graphics are next-level, but because for the most part they are done with care and compromises appear to be chosen such as to be able to convey a look and aesthetic that leaves an impression and draws you in. If it enables me to see compelling environments, I'm generally good with it. Like you, I'll nit-pick the graphics themselves to hell, which is why modding FO4 is an exercise in pure insanity for me. But I try not to let it keep me from taking in the things that the graphical techniques used are meant to portray. I see the issues, but all you have to do to get to my heart is make sure they're not completely pulling me out so I can look at how the level designs and environmental assets come together to make what's on the screen more than just a series of images. Compared to that, the graphics themselves are just a means to an end, if that makes sense. I'm not sure if I'm quite nailing-down the distinction, tbh. I guess I tend to draw a line between the graphics in themselves and the visuals they give rise to. I look closely at the techniques, but what I'm really hoping to see is a fully-manifested gestalt.

If you like the snow and ice, you'll really like the last chapter of the game. The whole thing will be nice eye candy for you. I know I really enjoyed it, anyway. They really went all in on that whole snowy, post-apocalyptic theme they have going for them. It's definitely what they're best at, by far.

But yeah, what you mention is the kind of stuff I was getting at when I said the technical side wasn't revolutionary. I think they try to implement so many well-established effects and graphical techniques that you see compromises you might not see in other games for it to run even halfway decent. Optimizing a game like this must be a nightmare. There's definitely some limit-pushing happening that holds back certain aspects of the graphical presentation. I'm okay with it, just because in the end when I step back and take it all in, the impact is better than that of most other games I've seen, even if it has problems that other games maybe don't as much. It still looks better to me, even if in some ways the graphics aren't always.

May come out overly negative but I still like Metro for what it is, an immersive SP shooter. Will definitely finish it up at some point. But as much as it deserves praise for its strong points, I think the above failures/problems are hard to miss and I had expected 4A to work on those. They aren't new...

I think what this game really needs for me is to be played on Ranger mode. No hud and spartan gameplay. It gives me a reason to play it slow, because the game's clearly still built for that.
I think they're very valid criticisms. I can appreciate that mindset and often look at things the same, though I don't often talk about it (like, man, you think I ramble now? :p)

I can't speak for the older installments because I haven't played them yet (and that's a definite "yet.") All I know before Exodus is Stalker, which is so far back I struggle to draw comparisons. But if what you say is true then I'm right there with you. I can see where there are still things to work on as-is. I just also think that what they managed to do right is very, very good and really sets the game apart. There's enough there that I really appreciate for my mind to 'fill-in the blanks' where things could be better. I hope in the next installment they get some of the quirks worked-out, though. You say you hope you don't come off as negative. I say I hope I don't come off as being overly rosey!

And yeah, the game definitely favors the slow and steady approach. I very briefly played on the lower difficulties before moving up and having a much better time with it.

I finished second playthrough of Metro Exodus without losing anyone that the game allows to die. IT was perhaps even more fun the second time, as I made sure to experience as many situations with people as possible and spent a lot of time exploring everywhere. Love that game!
That's pretty much how I did it. The first time through I was too antsy to want to fully branch out... I felt like maybe I'd go too off track and fuck myself by going places I shouldn't be. Easier to plan diversions when you already know where the game ultimately wants to take you.

I actually appreciate that. The hub worlds are fairly linear, but they don't feel that way and things aren't too hand-holdey. Sometimes a character will say "hey, you should go over there first" but for the most part you have to determine for yourself what is valuable to pursue. It's like, you're on a bunch of little side quests without knowing it. The lack of a detailed map, navigation system, or any concise objectives lists makes it more of your own little journey and makes exploring a lot more rewarding, even when you don't find much. I always appreciate when open-world games diverge from that traditional RPG approach. It's just a lot more immersive when it's not made into this hardline, point-to-point affair, rather than plopping you into a central point in this huge, scattered world with all of these obvious POI's that the game takes you on a full tour of. Better when you don't really know what you're getting into or if its even worth it. For me that helps take down the barrier between self and player-character. I'm not exploring these places because the game tells me to - sometimes it almost seems like it doesn't want me to go certain places because they're hard to get to and you don't get much. But it doesn't matter... I'm doing it because I want to and I've decided there's value to that. You know? Not easy to do without everything becoming a chaotic wash.
 
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Haha, I put in I don't know how many hours of Skyrim, FO3, and New Vegas on consoles. Honestly I got so efficient at it I never noticed how clunky it was. It became so ingrained that I would just sort of flow with it. I've also played pokemon pretty avidly all of my life, so clunky menus don't bother me like that, I guess. I can do it for hours and hours without cramping up. You can get pretty quick with it eventually - though you have to pay attention to economy of motion. I've also kinda taken a liking to playing non-competitive shooters with a controller. I thought I would go back to KB/mouse for everything when I got back into the PC side of gaming but it didn't happen that way. Something about actual triggers just feels really right. In loot-heavy games, I prefer it doubly, even if it is significantly slower... mostly because I'm such a spaz, I'll make myself dizzy and miss stuff darting the mouse around wildly.

I am certain I'm the minority there, though. :p


There may be something in the accessibility options for the button holds. I remember at least seeing them for the QTE's. Personally, I think the hold to loot mechanic is silly, even with a controller. Plenty of games don't use that mechanic and I don't recall ever having conflicts. If you're decently skilled with a modern controller, there's more than enough granularity to quickly target and grab stuff. So I do agree that is awkward. Stuff like that just has no place in a serious game, console or none. Better to make it an option for those who need it, for whatever reasons. *shrugs*

The 'slowness' I could take or leave. I really like the way movement is done, in general. You feel kind of awkward, like a dude in armor carrying 3 weapons and a bunch of shit ought to. I like how that presses you to think defensively and plan offensive moves carefully. It does wear on me sometimes, though. I keep the sensitivity pretty far up there and it still feels slow. And unfortunately turning it up further just cuts too much into granularity and makes aiming a chore. I've learned to just always "pop-in" from the hip before sighting. It's hard to get away with sighting up and looking around for targets. Good practice with shooters in general, but Exodus really insists upon it.

Worth mentioning, with earlier versions of the game, I swear looking and turning while slighted were twice as slow. I just remember it updating one day and suddenly it was like Artyom was on meth with me having cranked the sensitivity. So maybe they are making some improvements here and there.

The AI is... funny, yeah. I've seen all of the things you describe. Though oddly, I've had some playthroughs with no problems throughout the whole game. The AI is just magically better. And then there have been others with enemies walking off of towers and standing 30 feet in the air, clipping into stuff, and getting caught in loops 'searching' for paths. Mostly it was just a bit immersion-breaking, but sometimes it got really annoying. I'd be trying to take a fight to long-range combat and all of the enemies will barely engage... instead just jumping between 2-3 cover points endlessly - as if to say "nyeh nyeh! Can't hit me! Can't hit me!" And then, when the do pop out and shoot, the one-and-only shot from their peice of shit, bare Ashot will hit you right in the face - all from a distance where it is legitimately difficult to line-up a good shot with a fully-upgraded Valve. Oh god that was infuriating.

The blurry, washed out textures, I think I'm just used to in games at this point. I never mind, so long as things you get really close to are higher-res. Like, when you're climbing a ladder and the wall it's up against barely registers as a wall... that's a problem. I'm a bit more forgiving of it here because the visuals overall are very well-composed and the artistic quality in the textures is at least there. They're well-crafted even if their poorly optimized at times. I'd rather that than shitty, hacky 4k textures everywhere. Past a certain minimum, texture quality is a small part of the whole image quality equation for me.

Like... hm, here's where I'm coming from. The graphical presentation in a game is definitely very important to me. A AAA game should have it down better than games before it. I'm not talking visuals, here. Just on a purely technical level. But at the end of the day, all that matters to me is that it's good enough for the visuals to shine through consistently and effectively. Which, imo they pulled off with Exodus. For me, it's got this immediate wow-factor that never really wears off... not because the graphics are next-level, but because for the most part they are done with care and compromises appear to be chosen such as to be able to convey a look and aesthetic that leaves an impression and draws you in. If it enables me to see compelling environments, I'm generally good with it. Like you, I'll nit-pick the graphics themselves to hell, which is why modding FO4 is an exercise in pure insanity for me. But I try not to let it keep me from taking in the things that the graphical techniques used are meant to portray. I see the issues, but all you have to do to get to my heart is make sure they're not completely pulling me out so I can look at how the level designs and environmental assets come together to make what's on the screen more than just a series of images. Compared to that, the graphics themselves are just a means to an end, if that makes sense. I'm not sure if I'm quite nailing-down the distinction, tbh. I guess I tend to draw a line between the graphics in themselves and the visuals they give rise to. I look closely at the techniques, but what I'm really hoping to see is a fully-manifested gestalt.

If you like the snow and ice, you'll really like the last chapter of the game. The whole thing will be nice eye candy for you. I know I really enjoyed it, anyway. They really went all in on that whole snowy, post-apocalyptic theme they have going for them. It's definitely what they're best at, by far.

But yeah, what you mention is the kind of stuff I was getting at when I said the technical side wasn't revolutionary. I think they try to implement so many well-established effects and graphical techniques that you see compromises you might not see in other games for it to run even halfway decent. Optimizing a game like this must be a nightmare. There's definitely some limit-pushing happening that holds back certain aspects of the graphical presentation. I'm okay with it, just because in the end when I step back and take it all in, the impact is better than that of most other games I've seen, even if it has problems that other games maybe don't as much. It still looks better to me, even if in some ways the graphics aren't always.


I think they're very valid criticisms. I can appreciate that mindset and often look at things the same, though I don't often talk about it (like, man, you think I ramble now? :p)

I can't speak for the older installments because I haven't played them yet (and that's a definite "yet.") All I know before Exodus is Stalker, which is so far back I struggle to draw comparisons. But if what you say is true then I'm right there with you. I can see where there are still things to work on as-is. I just also think that what they managed to do right is very, very good and really sets the game apart. There's enough there that I really appreciate for my mind to 'fill-in the blanks' where things could be better. I hope in the next installment they get some of the quirks worked-out, though. You say you hope you don't come off as negative. I say I hope I don't come off as being overly rosey!

And yeah, the game definitely favors the slow and steady approach. I very briefly played on the lower difficulties before moving up and having a much better time with it.


That's pretty much how I did it. The first time through I was too antsy to want to fully branch out... I felt like maybe I'd go too off track and fuck myself by going places I shouldn't be. Easier to plan diversions when you already know where the game ultimately wants to take you.

I actually appreciate that. The hub worlds are fairly linear, but they don't feel that way and things aren't too hand-holdey. Sometimes a character will say "hey, you should go over there first" but for the most part you have to determine for yourself what is valuable to pursue. It's like, you're on a bunch of little side quests without knowing it. The lack of a detailed map, navigation system, or any concise objectives lists makes it more of your own little journey and makes exploring a lot more rewarding, even when you don't find much. I always appreciate when open-world games diverge from that traditional RPG approach. It's just a lot more immersive when it's not made into this hardline, point-to-point affair, rather than plopping you into a central point in this huge, scattered world with all of these obvious POI's that the game takes you on a full tour of. Better when you don't really know what you're getting into or if its even worth it. For me that helps take down the barrier between self and player-character. I'm not exploring these places because the game tells me to - sometimes it almost seems like it doesn't want me to go certain places because they're hard to get to and you don't get much. But it doesn't matter... I'm doing it because I want to and I've decided there's value to that. You know? Not easy to do without everything becoming a chaotic wash.

I could go into every detail you mentioned but I'm going to stick to, great post, I recognize and agree to most of this and that includes your intro about the 'flow' of playing on console/with control pad, and how in my tiny mind it also felt 'smooth and quick'. Our perception is weird that way :D
 
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Some more Arma 3 but I just bought Blade & Sorcery so gonna setup VR again
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Shh..they sleeping
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A slew of screenshot from Destiny 2. Also, I got the Revelry's Wing Ornament & my Warlock looked FABULOUS! :love:
tiger_release_final_20190428_030023.png
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FordGT90Concept

"I go fast!1!11!1!"
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Finished Niffelheim and started Assassin's Creed: Origins.

I get the impression Niffelheim is designed to be a massive time sink. Everything breaks with use (like Minecraft) which means a massive amount of resources you collect go right back into making tools to keep working. Progression is very, very slow and, I got tired of it and memory hacked some things. Even with memory hacked things, I still found I didn't have access to enough wood because trees grow so slow (ended up memory hacking wood and building stones too). Bugs that I reported long ago weren't fixed (like wood animal cages being infinitely reusable) and I also get the impression it's abandonware because I haven't seen heard of any updates in a long time. With memory hacks, it is a fun enough game but without, game has major pacing issues.

First impressions of Origins are mixed. I got bad hangs in the game like other people have reported. I think it's because BOINC isn't backing off. I have to experiment more with that. The other thing I didn't like is that they completely changed the control scheme again. Assassin's Creed through Assassin's Creed Unity had a good control system based around high and low profile actions. They changed it in Syndicate which is initially jarring but got used to it soon enough. Origins is completely different and kind of non-sensical (most combat actions are on the triggers and should buttons instead of the face buttons). I haven't played it enough to get used to it yet so...jury is still out. Other than those two sticking points (and how the latter makes combat ridiculously difficult), I like what I see so far. The eagle vision burst function is nice, the loot in random containers is nice, and the world is nice.
 
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Got my Ursine GrandMaster Armor, now back to main story. I realize now how a DLC got best RPG of the year. This game is amazing

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FordGT90Concept

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Doesn't surprise me. Blood and Wine has more main plot than the main campaign does. I really think the music in Blood and Wine is the best in the whole trilogy. Pretty sure they even remixed the best Witcher song for it.
 

rtwjunkie

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Finally, after a couple years of trying everything I could find, I finally got Wolfenstein (2009) to install. Turns out that Microsoft themselves helpfully provided the instructions to turn off the patch which prevented most drm discs from playing or installing on W8.1 and below.

So, it’s installed and I am now playing that rare Wolfenstein game that has no legal digital existence.
 
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That's a great game and I've got it somewhere, so I'll have to dig it out.
I'm playing my new acquisition, Watch Dogs 2 and it's really does look amazing.
I really enjoyed the first one, but this looks even better.
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GTA IV, but i decided to download The Forest game and try it out.
 

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Just finished FEAR and Fable: The lost Chapters. Fable was pretty good but it won't make my list of games that I will replay. Starting on Quake 4 and Oblivion.

Killing Strogg is so satisfying. :)
 

rtwjunkie

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GTA IV, but i decided to download The Forest game and try it out.
I would be interested in your thoughts on The Forest after you played it a bit! I had my eye on it so long, but never seemed to finish getting out of development, so I stopped watching its progress.
 

FordGT90Concept

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I'm still struggling with combat controls in AC:O. Every time there's a surprise battle, I'm rolling around thinking I'm attacking. I usually die (playing on Nightmare difficulty). Game reloads checkpoint, then I manage to do well in combat because my brain had a chance to transition from old controls that didn't really change in sneaking to new controls that are completely different in combat. I don't know that I'll ever completely get used to it. I kind of get why they did it because they want people to use the bow and firearms in every game up to this one were stupid as hell (mostly just spam a button and let auto aim take care of where they land). They tried to address that problem in Syndicate and...it failed. They're trying again here with something even more drastic. I'm tempted to put down the controller and pick up the mouse: first Assassin's Creed game ever where mouse has the potential to handle better than controller. :eek:

Setting Origins on the BOINC exclusive app list took care of stutters and pauses.

Enjoying it overall. It almost doesn't even feel like an Assassin's Creed game they changed so much.
 

rtwjunkie

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Enjoying it overall. It almost doesn't even feel like an Assassin's Creed game they changed so much.
Exactly. It’s totally changed (for the better I think), and improved on the new formula a great deal in Odyssey. Origins was made by the same team that made Black Flag, and when you think about it, they do have a lot of similarities.

I actually enjoyed the control scheme very much in Origins and Odyssey, but maybe that is because I have always played the AC games with a Keyboard and Mouse. They finally are friendly to that setup.
 

FordGT90Concept

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I actually enjoyed the control scheme very much in Origins and Odyssey, but maybe that is because I have always played the AC games with a Keyboard and Mouse. They finally are friendly to that setup.
That's what I'm thinking. I beat the original Assassin's Creed using keyboard and mouse (didn't have a controller at the time). I played part way into Assassin's Creed II with keyboard and mouse and found I didn't like it changing to controller early on and it was much better. I later replayed Assassin's Creed with controller and that was a better experience overall as well. It took them over a decade to finally lose their controller bias, it seems.

I don't know if it is better or worse yet. I'm not really a fan of the MMO components and I still miss the original trilogy's counter combat pattern (which makes sense for a discovered assassin--they don't/can't have much armor and large visible weapons for defeating armor).
 
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good ol' blood


That's a great game and I've got it somewhere, so I'll have to dig it out.
I'm playing my new acquisition, Watch Dogs 2 and it's really does look amazing.
I really enjoyed the first one, but this looks even better.
View attachment 121871

hell wd2 is one of my favorites.
it was the last game I paid full $60 for on launch day and it was worth it.you almost can't get bored with it.
The game has got horrible aliasing ,and it's really heavy to run.Probably the heaviest game my pc has seen ever once you explore the graphics options for the best looks.
Using temporal filtering it runs great but looks so awfully jagged it hurts my eyes.However, with txaa+smaa on it's one of the prettiest games out although managing 60 fps is almost impossible on a 1080Ti.
HTFS look fabulous too but I'd have to get a 2080Ti to run it at ~45 fps @1440p.With a 1080Ti I get 33-35 fps avg. with sub-30fps drops once they're enabled.
God damn this game looks fine tho! some hq shots I took




 

FordGT90Concept

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I tried keyboard and mouse and...it's terrible. Trying to rebind it is even worse because of bind overlap that the UI bitches about it. They fell into the trap of not keeping it simple.

I tried controller alternate scheme and...it's terrible. It seems to have more of the old style of control with trigger doing high profile actions but combat is just wrong (couldn't even figure out how to fire the bow).

I think I'm going to have to stick to default. :cry:
 

rtwjunkie

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couldn't even figure out how to fire the bow
Just right mouse click to aim, then fire button. You’ll have to get comfortable because bow use is a big part of this game and the next.
 
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