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Thread: Returnal - PS5

  1. #11
    Despite the gripe I feel when downed by a boss after all my efforts to reach it I can't leave the game alone. Just did slightly better on the first boss and the runs themselves are always fun.

  2. #12
    Copied from the general play thread for my six pence - I can definitely see how it's going to have its fans and it plays smoothly and well, like there's a much more fun game in there desperate to come out. But keeping expectations in check helps too. The game is absolutely not a Sony AAA title, bar the framerate it reeks of PS4 AA. It's incredibly repetitive too, the Souls style system of dying and working your way through again really drawn out here by how samey everything is. Being a shooter with platforming elements it feels intuitive to play enough but after a weekend of play I'd be hard pressed to recall having fun with the game at any point. It's going to be a niche game making that 70 price all the more bemusing. It'll certainly be some peoples GOTY but nah.

  3. #13
    Quote Originally Posted by hudson View Post
    How come, @kryss?
    I think for the points that @Neon Ignition makes above.
    I've not really been big on Rogue-likes, Luftrausers aside, and not being able to stop when I want to doesn't really fit my lifestyle right now. Yes, I know I can pause the game.
    I'd be lying if I said that price wasn't part of the problem.

  4. #14
    Really valid points above, 70 is steep and this is not a God of War/ Last of Us game. However I do think I'm going to get more game play hours out of it than those ones (I'm guessing a pound an hour based on progress so far!) I'm at the second boss and was about 3 hits from getting past it last night and had been living on my last sliver of health for about 2 minutes. I love that I can play in 2 ways, slowly slowly max out everything and explore every room or cain it to the boss and see what happens. No saves but the way progression unlocks keeps me motivated to keep going.

  5. #15
    Quote Originally Posted by kryss View Post
    not being able to stop when I want
    I don't think that needs further justification. That's an error, not a design choice, unless it's a multiplayer game where you can't reasonably stop.

  6. #16
    I just popped the system into rest mode andresumed where I was when I nipped back on. To be honest, and I know there'sdifferent schools of thought on this, it's a game that taps into thefrustration of a development studio being stubborn about their games vision.Like the Souls games, it's forced audience limitation just to stick to a designdecision that benefits the few.

    It means as well that a ton of responsibility rests on thedevs to ensure the games systems, mechanics, progression etc is absolutely on point.It would cost Returnal, Souls etc absolutely nothing to include flexibleoptions on difficulty, checkpointing and saves anymore than Last of Us does foroffering Easy through Survival modes with extensive custom options. Basicallychasing making one person feel a sense of accomplishment for perserving with aboss or section till they eventually beat it with little regard for the twentyothers who turn it off and never return because god forbid they have other lifepriorities than replaying the same section of game ad nauseum.

    I've gone through a Dark Souls game on PC with assists forcedon it and... it was more fun than any other attempt at the games I've made has ever been.Hell, it never crosses their mind that it might actually encourage a player toget used to the systems and to learn the mechanics and timings etc and become afan of the game to feel more likely to try default run. An easier Returnalwould probably play like a really fun action shooter because the mechanics aresolid enough to support the experience. I've no issue if such a playthroughlimits story, areas, trophies etc either.

    I'm not sure if its purely a stubborness or a lack of faiththat the rest of the experience without the punishment/payoff element won'thold up but it just feels like a trend that wastes opportunity and audience.Looking back I think I've tried so many of these games because ultimately the rest of the product does appeal if it weren't for this one aspect. Hopefully Sony eventually opensthe game up to PC and I can try it on a more open platform where simpleenjoyment isn't too much of an ask.

  7. #17
    I like the sense of achievement as I pass each ball ache with these games. If difficulty settings were there I'd have me mate telling me he's finished it and has moved on like he went for a walk in the park. I know this may seem silly. It's how single player experiences can carry competitiveness where you talk about where you are up to in the game with your friends. Talk about tips etc.

    I like that games like this exist. They force you to git gud (sorry :P). It's like the olden days. The risk and reward game is a genre.
    Last edited by hudson; 05-05-2021 at 07:26 AM.

  8. #18
    Quote Originally Posted by hudson View Post
    I like the sense of achievement as I pass each ball ache with these games. If difficulty settings were there I'd have me mate telling me he's finished it and has moved on like he went for a walk in the park. I know this may seem silly. It's how single player experiences can carry competitiveness where you talk about where you are up to in the game with your friends. Talk about tips etc.

    I like that games like this exist. They force you to git gud (sorry :P). It's like the olden days. The risk and reward game is a genre.
    The problem here is it doesn't have any carrot to make you play it again and again, Hades Souls, and dead cells all have progress systems that make you feel stronger while they teach you how to play the game, These systems give you something to work towards but will only take you so far as you still require skill to progress. A gun upgrade system that you could work towards with a max level per Biome would take out some of the bad RNG, out and give runs a feel of progression.

    Some runs you get nothing but rubbish, My first time to the first boss i was lucky though I had a health refresh a spaceman and a decent lvl 4 weapon, this felt pretty good but its entirely down to rng what you get. my next run at the boss it gave me side arm after side arm and that crap shotgun that is useless for the boss as the further away you are the easier he is.

    It really could of been amazing but its not going to be for everyone the punishing difficulty and lack of a feeling of progression is probably gonna be a big turn off for quite a few people.

  9. #19
    I think that's part of the issue, being a hard game isn't enough. The vast majority of games can be cranked up in difficulty and deliver the same experience of besting a difficult hurdle with dedication and that feels a little lost on Returnal. I don't get on with Souls but at the same time can see how much consideration has gone into it ensure little rewards and things that ease the experience are sprinkled in with care and precision to try and keep the player engaged beyond the traditional difficulty increase. Returnal leans to hard to the traditional angle of 'start again'

  10. #20
    I think it does give you that reward, As you get over certain hurdles, you get permanent rewards and shortcuts that keep you experiencing something new, how much you decide to invest in each run is up to you. I beat the 2nd boss last night by fully going through Areas 1 and 2. I could have gone straight to the boss in less than 5 minutes but thought it was worth the prep. I ended up getting past not using my save state or extra life so I did a load of extra work but I enjoyed playing the game. If I'd died again I would have 'lost' 2 hours but its really not that sort of game.

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