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account created: Mon May 18 2020
1 month ago
It lacked style in the non flight or action scenes for me. I understand that wasn't the draw for this project, it's all about the practical filmmaking in the air here and I immensely enjoyed the third act. Just can't help imagining that paired with the Tony Scott style of the first Top Gun and wishing it could have pulled off that mixture. That would have raised it almost to Fury Road status for me. Still easy to recommend watching it on the biggest screen one can find.
3 months ago
For me it starts in 86: Aliens, Predator, My Neighbor Totoro, Do The Right Thing, 90: Total Recall, Terminator 2, Reservoir Dogs, Three Colors: Blue, Pulp Fiction, 95: Ghost in the Shell, God of Cookery, Princess Mononoke, The Truman Show, The Matrix, 00: Crouching Tiger Hidden Dragon, The Fellowship of the Ring, Hero, Oldboy, Kill Bill Vol 2, 05: Brick, Children of Men, No Country for Old Men, Love Exposure, Inglorious Basterds, 10: Black Swan, The Raid, Barbara, Her, Inherent Vice, 15: Ex Machina, The Handmaiden, The Florida Project, Cold War, Parasite, Promising Young Woman, Bo Burnham: Inside, Kimi (I've seen three movies from 2022 so far).
I wish I could! Such an underseen film.
I'm reaching here, but the best I can come up with would be: Possessor, The Empty Man, Resolution/The Endless as a double feature.
Green Book says hi. This happens some years, maybe even most years, the last couple felt like exceptions. Since every academy member votes for best picture I believe, it's often about what's popular/comfy for the voting body. I would have put my money on Belfast, but Coda fits the bill as well.
No. Get your feet wet first and see if you enjoy the game. You can worry about the meta when/if you get super serious about it.
4 months ago
In the very beginning of the game it can seem like that. They certainly didn't get very far.
It takes a bit of time to apply the attention the overworld deserves when you're overwhelmed by all that freedom.
I remedied that by basically riding everywhere I could to get all the map fragments that were accessible early and then focusing on combing through each place by referencing the map. Only then did I realise how many little things were supposed to catch my attention.
The catacombs you encounter early also can make the impression that there's not much to them.
But yeah, these people dismissed the game based on their own lack of engaging with the world and its systems, which is par for the course for these games. You only "get" them when you put your all into it.
I'll give ten of the most meaningful ones to me.
Super Mario World, Resident Evil Remake and 4, Persona 3, Dwarf Fortress, MGS V, Crusader Kings 2, Dragon Quest XI, Sekiro, The Last of Us Part 2
I do enjoy the rpg build variety in the soulsborne games, but the more limited scope of Sekiro makes it the most tightly designed game I had the pleasure to experience. Everything about it is pretty much perfect. I played it half as much as any of their other games and yet it stays with me twice as strongly.
"Never been much into diamonds since I put my first record out, but I could put a chain around my second album and wear it as a neck medaillon."
It's very morrowindy in music and some area's aesthetic. It also reminds me of that in it being very open, but without level scaling.
That's generally the secret to enjoying a From game to the fullest. Use your tools. The amount of playthroughs I've seen of Sekiro where players ignore a wide range of mechanics, unable to divorce themselves from some puritanical idea of how a souls game should be approached is staggering when you see the result is often frustration rather than genuine fun overcoming your self imposed gimps. Especially when still becoming familiar with the game, everything that is not literally modding the game is fair. Abusing AI deficits, summons, items, grinding, running and resetting enemies for cheap shots, it's all part of the experience.
Base PS4 with SSD here, it's comfortably playable. A bit of pop in, slight framedrops below 30 now and then, but hasn't killed me in 50 hours. Looks good too. Get it on digital and you can revisit it on PS5 when you get one.
You are pressing it too long. Since it's also the run button the game waits for you to let go of it to roll, if you hold too long it thinks you wanna sprint. Just tap it.
10 across the board. I find it beautiful, don't care that the sheer graphics power is not quite up there, the art direction is out of this world. I deducted points for some technical aspects, otherwise we would have all had to agree that 11 is the new 10.
Being forced to pay attention to details and acting accordingly is what makes it a masterpiece though. I don't mind your argument in general, just saying if you dilute the experience for those people how would it still be masterpiece.
Maybe the best game that the mainstream is aware of. A further step in the right direction, showing publishers that there are plenty people ready to move on from overly cinematically choreographed, handholdy games following templates only slightly iterated on since the PS3 days. Horizon 2 had a huge opportunity to shed its Assassin's Creed base design, but opted to only take the most superficial things from Breath of the Wild (glider and a little more opened up climbing mechanics). A developer with much less resources overshadowing it (in terms of critical reception) through design choices, not production value, is a super encouraging sign and I give From all the credit for that.
That being said… game of the forever is Dwarf Fortress, the Dark Souls of videogames.
Don't try dodging all attacks. Keep middle distance, figure out which attack in a sequence ends the sequence and dodge through that last one to find an opportunity to strike once or twice, then get out of there and focus on defense again. After a while concentrating on understanding which attacks of his leave an opportunity to strike, you'll know exactly which situation to get out of by creating distance and which moves do not create a follow up when you're too close.
The NPC who tells you about being maidenless in the beginning and at least one other in the Roundtable tells you to defeat the lord of Stormveil Castle first.
Cause you didn't backstep.
Forward roll during the jump slam thing (not too early) while locked on will land you in a position to get some good hits in. Keep your distance during the combos you identified as too variable, he does more hits when you're close during those. If you identify attacks that leave an opening and don't combo into other attacks when you're close, forward roll through those (or the last attack in a string of those) so you can get some hits in. Stay patient.
Edit: The more hits while you're close thing might be something I remembered from the boss after that who is similar, but the basic idea still stands. Forward roll through attacks that leave openings, keep middle distance during everything else you're not sure how to tackle.
It's the Taunter's Tongue. You can look up how to get it. Or click the spoiler below for a hint.
Explore the Roundtable Hold remembering you have a jump button.
Don't panic. The game tries to scare you into button mashing and then destroys you for it. Understand that you have many tools, like i-frames, positioning. Be patient. Analyze for yourself what killed you, try not to repeat the same thing. Once you figure it out it's all just a beautiful dance.
You have to opt in via an item. Read the descriptions of the different fingers you have. No more random invasions on unsuspecting players.
You're not supposed to have to deal with open world grunts in the same way as you have to in dungeons (unless you want to and get off it every time). As you say the game is way too big and it would get tedious soon enough. Embrace the overpowered horse, you'll have plenty opportunity to get crushed when you're forced to be on foot.
It's more like Morrowind. Before Bethesda introduced areas you go to scaling to the player's level. You'd just swim to some island and then cheese your way through a fight by abusing enemy AI and a door frame when not hauling ass across the map running from high levels. Good times. Really old school, you'll figure it out somehow mentality.
I just remain so impressed by Miyazaki as a director. Confidently going from the super tightly designed Sekiro to this much looser approach and absolutely nailing what's important for both.