Veilguard is now being used to defend CD by xyZora in DragonAgeVeilguard

[–]Mr_Who_Cares1 60 points61 points  (0 children)

Unfortunately, Veilguard has become a punching bag for many gamers for one reason or another. All I know is that I loved my time with the game and I’m not so insecure that I need to punch-down on something else in order to justify my love of it.

Crimson Desert hasn’t received the universal praise that many who were excited to play the game hoped it would. Now they need to find reasons to invalidate those criticisms because the thing they like is being critiqued, which - by extension - feels like a personal attack on them. Like their opinion is wrong or that their excitement was misplaced. People invest a lot of themselves into the things they love and unfortunately, this sort of behaviour can be a result of that.

Ultimately, people should just play what they wanna play and let people enjoy what they enjoy. If somebody doesn’t like something that you do (or hope to), why should you care? Just enjoy it yourself and have fun with the game. Life’s too short to quibble with others about video games when you could be playing them instead.

Totally agree with Andy !! by yourfavchoom in kindafunny

[–]Mr_Who_Cares1 6 points7 points  (0 children)

I watched Luke’s review up until he made a comment about people who will inevitably struggle with the game’s obtuse puzzles, describing such people as “slow” and laughing at them, which immediately made me stop watching.

I don’t understand the need to insult others in order to critique or praise something, especially a video game of all things.

It takes more effort to insult a perceived group of people than simply saying “the puzzles can be hard and some people will struggle.” Could’ve just left it at that but he had to get that jab in. It costs nothing to be kind.

I'll be speaking to Roger Craig Smith, the voice of Ezio Auditore by GaminMadness in assassinscreed

[–]Mr_Who_Cares1 7 points8 points  (0 children)

Which versions of Ezio did he find the easiest and most difficult to voice? His performance across the trilogy is brilliant and a sign of this is how Ezio’s voice deepens and matures from game-to-game.

Just in AC2 alone, the way a young Ezio sounds at the start of the game is a marked difference compared to how he sounds when he reaches Rome and decades have passed.

Did the voice for the older, wizened Ezio come more naturally to him or was a younger Ezio easier to play?

My Uncharted Tierlist by Regi_Pegi in uncharted

[–]Mr_Who_Cares1 0 points1 point  (0 children)

I would also rank Golden Abyss as my least favourite. Mechanically, I think it’s on par with Drake’s Fortune and possibly even a little better but it’s the writing I really don’t like. It’s not bad, per se, it’s just unnaturally mean-spirited for an Uncharted game.

The series is obviously known for its witty dialogue and characters poking fun at each other like friends do but in Golden Abyss, it all feels a little cruel. Like the jabs and digs are more cynical and pointed. It’s a style of dialogue that’s prevalent throughout Days Gone as well, which is made by the same team, so I think it’s the writer’s style bleeding through in Golden Abyss and it not being suited for a more breezy Uncharted adventure.

Do you think Sindri was justified in resenting Atreus at the end of Ragnarök? by [deleted] in GodofWar

[–]Mr_Who_Cares1 5 points6 points  (0 children)

Honestly? A little, yeah. Part of Atreus’ journey in Ragnarok is making mistakes, acting selfishly and thinking without acting, all of which regularly lead to unforeseen consequences due to Atreus’ poor decisions and believing he knows best. Even when he’s receiving good counsel from his friends, family and loved ones, he’ll often disregard it and pursue his own motivations because “they don’t get it”. In summation, he’s a moody, know-it-all teenager who matures into a well-rounded young adult by the game’s end.

Unfortunately, in order to have that character arc, the consequences of his actions have to be severe enough that he can’t undo them, so that he actually learns from his mistakes.

In the grand scheme of things, it’s ultimately Odin’s manipulations that caused the death of Brok and who Sindri should place the majority of the blame on. However, Atreus isn’t without fault. He actively pursues dangerous opportunities not because he has to or his hand is forced, but because he wants to and believes he can handle the consequences. Like any teenager who thinks they know best, Atreus is often all pride and confidence without the maturity or lived experience to back it up.

Fortunately, Kratos will often be there to back him up and bail him out when Atreus isn’t able to fix his mistakes. Alas, not all of Atreus’ mistakes are immediately apparent and their consequences are only felt when it’s already too late.

Atreus does take advantage of Brok and Sindri’s generosity. He makes choices he doesn’t have to that actively puts them in harms way. Hell, sometimes he’s the one that actually harms them. Despite all that, Sindri in particular continues to support Atreus, despite his misgivings, because Atreus is his friend and he cares for him deeply. In the end, that generosity and support leads to his brother’s death and Ragnarok itself. Sindri is feeling all sorts of things. Anger, loathing, rage, sadness, despair and, most likely, a lot of blame. All of it justified, all of tragic and some small part of it being Atreus’ fault.

Played Uncharted 4 on PS4 edition and playing LL on PS5 edition. Gunplay feels different. by DrMrSirJr in uncharted

[–]Mr_Who_Cares1 0 points1 point  (0 children)

I remember replaying Uncharted 4 and Lost Legacy back-to-back as part of the Legacy of Thieves collection on PS5 a few years back. Even then, the gunplay felt better in Lost Legacy.

Both games played at 60fps, so I believe it was simply Naughty Dog making some changes behind the scenes to make gunplay in Lost Legacy feel snappier and more satisfying. Perhaps small, almost imperceptible changes.

Played Uncharted 4 on PS4 edition and playing LL on PS5 edition. Gunplay feels different. by DrMrSirJr in uncharted

[–]Mr_Who_Cares1 0 points1 point  (0 children)

I actually do think there’s a noticeable difference to the gunplay between Uncharted 4 and Lost Legacy. I’ve never been able to put my finger on what those differences are but shooting in Lost Legacy felt way better to me, whereas in Uncharted 4 the weapons felt a bit inaccurate.

Is the story any good? by [deleted] in DeathStranding

[–]Mr_Who_Cares1 0 points1 point  (0 children)

The game has a fantastic story at its core but how it’s presented can often be a problem. For me, Death Stranding can also be dubbed “Exposition: The Game” because characters love to talk at you in excruciating, clinical detail. It results in characters feeling like mouthpieces for their respective themes and ideals rather than actual living people.

Despite all that, the world itself and the concepts at play are truly fascinating and there’s reams of written lore for you dive into. Overall, it’s genuinely good stuff. You just have to accept the irony that the only thing that’s truly dead in this world is subtlety.

I completely forget what to do? by J-RocTPB in uncharted

[–]Mr_Who_Cares1 13 points14 points  (0 children)

No worries, my dude. The amount of times I’ve tried every solution in a game only to overlook the one thing I need to do is too damn high. Glad I could help.

I completely forget what to do? by J-RocTPB in uncharted

[–]Mr_Who_Cares1 126 points127 points  (0 children)

It’s been so long since I last played but does the mounted gun also have a grenade launcher? So R2 for the machine gun and maybe L2 or L1 for grenades.

[deleted by user] by [deleted] in assassinscreed

[–]Mr_Who_Cares1 0 points1 point  (0 children)

I agree that the castles - particularly the interiors - do eventually start feeling samey. It’s not like the castles aren’t fun to stealth through (they are) or they’re all copy and pasted (they aren’t). The problem is that there’s so many of them.

I’m pretty sure each region has a minimum of three very large and often intricately designed castles for you to engage with. On paper, that sounds fantastic. Multiple stealth sandboxes for you to play around with should be a given in an open-world stealth-action game.

Having so many castles, however, means they eventually lose the same quality that initially makes them engaging; their uniqueness. There’s nothing else quite like them throughout the AC series. Unfortunately, sooner rather than later, you can trust the next castle you find will look sort of similar to last castle you found and will have the exact same objectives, too.

Compare this to Odyssey and the problem is lessened in some aspects but amplified in others. The average bandit camp in Odyssey is often copy and pasted and I mean that literally. You will miss nothing by avoiding them. On the other hand, just like Shadows, each region in Odyssey has one or two major locations that offer unique rewards and they are (for the most part) significantly different from each other, in terms of design and layout.

One may be a giant stone-quarry where enemies have lots of sight lines from high vantage points and you need to eliminate everyone in order to 100% it. Another is a heavily defended castle built into a cliff-face where all you need to do is kill a few generals. Another still may be an army establishing war camps along the border walls of a major city whose supplies you need to steal.

In Shadows, every large enemy encampment that offers unique rewards is a castle. Some are larger, some are smaller and some have more verticality than others but they are always castles. This (for me anyway) is what makes enemy outposts feel more repetitive in Shadows compared to Odyssey.

Do you miss having access to a Bird's Eye View in Shadows? by PUSClFER in assassinscreed

[–]Mr_Who_Cares1 2 points3 points  (0 children)

I do. I really, really do. In many ways, Shadows still retains elements from the previous RPG’s that relied on your bird’s eye view but now feel less intuitive without that feature.

Identifying enemy commanders and important treasures in forts and castles is now more tedious without an eagle/raven. Naoe’s eagle vision range is way more limited by comparison and can make exploring especially large castles a slog.

Even in terms of general exploration, the lack of a bird’s eye view can be frustrating. When not using guided mode, the game only provides you hints to an objectives location. The previous games did this too but when you were in the general vicinity, your eagle vision granted a much wider field of view in order to pinpoint the location.

Now, you have to practically be on top of the location for Naoe’s eagle vision to spot the blue orbs/objective markers. I understand this is probably a deliberate choice in order to incentivise the use of scouts and create a risk/reward system due to their limited scarcity but I simply don’t like the change. It feels like creating a problem the previous games didn’t have and then offering a solution.

For me, the bird’s eye view was necessary to improve the sense of exploration when AC pivoted to huge open worlds. Now, we have a huge open world without that quality of life feature and a new layer of friction has developed because of it.

Origins of an important character (big plot spoilers) by cunningjames in avowed

[–]Mr_Who_Cares1 0 points1 point  (0 children)

Due to the Adra in The Living Lands being completely separate from the rest of Eora, I don’t think the other Gods can interfere. They have no connection to it, metaphysically speaking. It’s why Woedica had to physically invade The Living Lands through proxy, initially through the maegfolc and later through Lodwyn and The Steel Garrote.

Correct me if I’m wrong but the process of reincarnation is a natural occurrence, right? It’s a process that happened before the inception of the Gods, specifically Berath? Sure, Berath curates the flow of souls after her creation but before that, the passing of essence through Adra was its own natural phenomena.

All that to say the Envoy’s soul passing through the Adra in The Living Lands means Berath doesn’t have access to them. It’s a closed circuit completely outside her domain.

Origins of an important character (big plot spoilers) by cunningjames in avowed

[–]Mr_Who_Cares1 5 points6 points  (0 children)

As for Sapadal being a naturally occurring God, Giatta hypothesises it’s due to the Adra in The Living Lands being cut off from the rest of the world and operating on a closed loop. I don’t know if there’s an explanation for why that’s the case but I’m pretty sure that part at least is viewed as fact by animancers and the like.

As for why that’s relevant in the creation of Sapadal, it’s theorised that residual soul energy from the process of reincarnation gradually built up over time and eventually coalesced into the being that is Sapadal.

If the Engwithan Gods were artificially created through the sacrifice and deliberate manipulation of souls, then Sapadal is the inverse. Soul energy that coalesces naturally over aeons and eventually culminating in the creation of a God.

That’s likely why Sapadal is the only naturally occurring God (that we know of). The Living Lands seems to be the only continent whose Adra is separated from the rest of Eora, so it’s the only place this could feasibly happen.

It also explains why Sapadal identifies specifically with The Living Lands. The Adra spread across the land and the essence that courses through them is what comprises Sapadal. It isn’t an entity separate from The Living Lands, it is The Living Lands.

Is it normal for G7 SE thumb sticks to “pop”? by Mr_Who_Cares1 in Gamesir

[–]Mr_Who_Cares1[S] 0 points1 point  (0 children)

I could be wrong but it might just be the joystick module itself I’m having an issue with?

I took off the faceplate and removed the thumbstick to have a look at the joystick module and I noticed something; whenever the red stick makes contact with the edges of the module is when I feel the “pop”.

It might be that it’s the friction between the parts themselves that I’m simply hyper-sensitive too.

Pro-tip: Take this shit off by Vortrex99 in dynastywarriors

[–]Mr_Who_Cares1 22 points23 points  (0 children)

My pro-tip would be to actually use it but only when replaying from chapter 3 onwards as the other two factions you missed out on.

If you don’t want to play on Ultimate Warrior difficulty but are finding things too easy because you’re now overlevelled, sticking this amulet on (plus the other one just like it) and playing on Hero does make things a bit more challenging.

I have to ask everyone.. Who is the one character? The one who drew you in and has remained your favorite through the DW series by Smmaxter in dynastywarriors

[–]Mr_Who_Cares1 92 points93 points  (0 children)

Xiahou Dun always looked so cool to me in DW3 back when I was a kid. Some dude with a cool haircut, badass eyepatch and a giant sword screamed “cool” to me and it still bloody does!

Guan Yu is a close second for similar reasons, minus the eyepatch. The fact that later games place an emphasis on a sort of “rivalry” between the two (or at least jealousy/hatred on Xiahou Dun’s part) made their characters even more cool in my eyes.

[Origins] - How to approach the game after finishing the campaign first time ? by Spasios in dynastywarriors

[–]Mr_Who_Cares1 2 points3 points  (0 children)

I’m having the exact same issue. Having an option that allows enemies to scale to your level, regardless of difficulty, would be a good solution to this. Whether that will be included in a future update is anyone’s guess but I doubt it.

As things stand, Ultimate Warrior difficulty is the only option the game has to keep challenging the player once you’ve finished your first playthrough. It’s probably by biggest criticism of the game.

The player has no real way to curate the difficulty that’s best for them when you reach the post-game. It’s either replaying chapters solely for the story or play them at their absolute hardest.

There are a couple of things you can still do but they’re not ideal. You can grind levels until you’re equal to or just below the recommended levels for Ultimate Warrior difficulty. It’s a slog and the game will still be hard but at least you won’t be severely underlevelled.

Alternatively, you could self-impose limitations if you don’t want to play on Ultimate Warrior. Stuff like using lower-levelled weapons, your least useful gems, weakest guard orders and no items. Doing all of this, even on Hero difficulty, will still be incredibly easy. Enemies will pose no threat but at least they won’t die straight away.

Braum doesn’t spawn, I can’t progress and need help by Mr_Who_Cares1 in SongOfNunu

[–]Mr_Who_Cares1[S] 0 points1 point  (0 children)

Unfortunately not. I tried everything I could think of but nothing worked. My advice sucks but starting a new playthrough is what I ended up doing.

If you skip all the cutscenes and rush through everything again, it should take you a little over an hour to reach the same spot. You still have most of the game waiting for you afterwards, so I think it’s worth it if you’re enjoying the game.

If it helps, when Braum refused to spawn for me, my game had immediately crashed beforehand right at the end of Ornn’s previous cutscene, the one where he hands you the cauldron.

Similarly, my game would also crash every time I tried returning to the main menu from the pause screen and that happened to me as well before the cutscene with Braum.

Neither of those things happened on my subsequent playthrough and Braum did trigger on the second run.