Picked up the Collectors Edition of Phantom Blade 0 from China. It doesn't come with the game though so also really keen to get the disc from you guys if are importing it. Game gives me Bujingai/Blood Will Tell vibes. The statue in the CE is stunning so I couldn't resist lol
@vector - we are investigating a courier solution for customers that order frequently. We unfortuanetly are a smaller indepedent company and as such we cant always amortise costs like the larger guys. Working on it though
If you haven't tried it, Mortal Shell 2 has an open beta you can download and try. I liked it a lot as well
Beast Of Reincarnation is very easy. I'm playing on hard mode and honestly, that feels more like normal to me. Normal and Story mode are laughably easy. Even a person in a vegetative state will be able to play it on those modes.
But I think even if you play on the lower difficulties, the combat and the world traversal is still awesome.
This conversation below is interesting, I dont know whether I should now go for Mortal Shell 2 which is showing some potential here or Beast of Reincarnation
I suck at soul games so leaning more towards Beast of Reincarnation which I heard is more forgiving....
I think the 1st area of Best Of Reincarnation ruins the opening of the game. It's rather dull and seems generic. But at the end of the first chapter and some story things happen, then the game actually gets going. And the later areas are actually quite nice.
I like the combat as well and the traversal mechanics are awesome as well. Just like in Sekiro
While the idea of console generations having a major influence on video game development might grate PC players used to a gradual succession of technology, consoles still represent a massive install base (especially for the “AAA” game market). As a consequence, hardware updates often define a new baseline and feature-set that many developers will target. For those of us that game on consoles, it’s always an exciting time with the promise of new hardware features and games that’ll look, perform, and (hopefully) play better than ever.
After being drip-fed details about the Xbox Series S|X and PlayStation 5 over the last year – to the point we only had pricing information two months before launch and pre-order chaos – a brief overview of the anaemic launch line-up got me thinking about what I’d hope to see in the next few years, once cross-generations games have given way to next-gen-only titles and the console operating systems had been refined. What changes to the OS, gameplay functionality, and visual features would we like to see this coming generation?
More granular gameplay options
Most modern releases now offer an incredible number of customisation options. Gameplay difficulty has become granular; HUD elements can be tweaked or disabled; aiming, visual, and hearing assists are common; while control schemes offer extensive remapping options. It’s made the hobby more accessible, but we want to see this degree of customisation applied to gameplay content. In RPGs, give those looking for a shorter, streamlined playthrough the ability to enable only main quests. In open-world games, give us options like “Bandit Camps: Enable/**** off”. In games with basic crafting mechanics, let us swap out for simplified ammunition and healing pick-ups. If your game has RPG-lite progression elements, consider giving players an option to simply unlock everything from the start if it’ll make for a more immediately satisfying experience. I know many of these options are found in “new game plus” modes, but not everyone has time for multiple replays and we need more control over the gameplay experience from the get-go.
More modding support
Although publishers and developers are inclined to restrict/control the ability to mod even PC games these days, the modding community continues to breath new life into many games that allow it to create unofficial patches to squash bugs, tweak small variables for quality-of-life improvements, and sometimes create entirely new content (just look at the Fallout 4: New Vegas trailer below!). We appreciate modifying files in multiplayer games is unwise, and there’s a chance for games to exploit system vulnerabilities, but Bethesda has demonstrated – with Fallout 4, Skyrim: Special Edition, and the recent DOOM remasters – that curated console modding support is viable (though Sony needs to ditch their overly-restrictive approach that doesn’t allow unique, user-created assets). Modding prolongs the lifespan of any game, requiring minimal effort from the developers, and could fill the gaps between official expansions or sequels, giving gamers plenty of reasons to stick with the game.
The ability to mod the Skyrim: Special Edition and Fallout 4 have kept these games installed on my Xbox for years.
Day-minus-one patches
We understand internet connectivity and post-launch content plans make it inevitable developers will continue working on their code after the game has “gone gold” and, overall, the ability to patch games has more pros than cons. However, there have been several examples of titles that are effectively released in a broken state without day-one patches, which can be massive in size and take ages to download depending on your connection. If this trend of day-one patches persists into next-gen, at least set an earlier deadline for the patch and give us the opportunity to start downloading these a day or two before launch. In addition, it must surely be possible to allow those who plan to pick up physical copies to pre-download patch files, allowing them to swiftly apply it after they pop in the disc.
Nuanced vibration implementation
Apart from driving games – where the rumble feedback is usually a good indicator of surface roughness – I disable “vibration” in every other game as I find it simply distracts me. The implementation is often simplistic, prolonged and out of sync with onscreen actions, and often so violent – even with the intensity set low – that I swear I can hear the motor rattling itself out of the gamepad housing. With both Microsoft and Sony offering refined variations of haptic feedback and trigger vibration next-gen, we're hoping they can rethink and refine the application and intensity of the vibration feature, ensuring it enhances the gameplay experience rather than detract from it.
Customizable install options
Games are getting big. Many of these games are also multifaceted, offering single-player, cooperative, and competitive modes. While we appreciate a big chunk of any install size might features visual- and audio-related files shared between modes, developers need to let us select what modes we want installed to free up increasingly-limited storage. Based on our experience with several games that already provide this feature, it would also help if developers stop making it mandatory to install modes they assume are important.
Every next-gen game that can, should offer the ability to reduce their install footprint, similar to what the Halo Master Chief Collection currently offers on Xbox and PC.
Parental controls… for parents
I have rubbish time-management skills, a myriad of responsibilities, and a toddler. During the last 6 months spent working from home, sitting down to “play for an hour” at lunchtime could easily devolve into a 2-hour gaming session followed by a mad scramble to catch up on work. The Xbox console can be set to nag you in 30-minute intervals, but we’d like to see more fleshed out features like those offered for child accounts on all consoles. Let us track our gaming time and set more complex reminders. Provide us with the tools to better structure our own work-life-play balance. It's obvious from manufacturer, publisher, and developer infographics that a butt-ton of granular data is being recorded, so why not make this available to the players?
A focus on stable framerates over visual fidelity
Every console since the start of the “HD” generation has failed to a) hit the promised HD resolution consistently (plenty of Xbox 360/PlayStation 3 games were sub-720p and dynamic resolution scaling is commonplace this generation), and b) rarely ever hold a stable framerate unless it’s core to their gameplay experience (such as racing games, fighters, and VR titles). We're not denying the importance of visuals – especially at the beginning of a new generation when everyone is out to impress – but we “play” video games, we don’t stare at the scenery. Framerate is directly tied to controller and onscreen responsiveness; the quicker the game reflects our input, the more connected we are with the action. As a counterpoint to those who deny they can feel any difference above 30 fps, higher framerates benefit animation blending, fluidity of visual effects, and AI/physics responsiveness. Developers need to stop claiming their game "targets" a frame rate and optimize the game to maintain it.
Games like Gears 5, DIRT 5, and the Halo Master Chief Collection running at 120 fps is probably overkill given how few of us have TVs that go above 60 Hz, but at least it guarantees those games can offer a locked 60 fps mode.
If we envisioned the perfect console, this list could go on forever, but these seven features would be a good start. People often argue the quality of a console is determined solely by the games available on it, yet we spend a lot of time navigating the OS, sorting through screenshots and gameplay clips, checking deals on the digital storefront, etc. As such, there's room for improvement beyond just the games.
Let us know in the comments below if there are any features you’d like to see on next-gen consoles and in next-gen games.
The splitting of SP and MP install and patching. Anyone buying a game a few years after release on special is gointing to be installing an essential 1GB SP patch along with 200GB of MP updates.
I've been replaying Skyrim for the past three months now and its incredible how much mods make that game consistently feel fresh and exciting. That said, if TES6 is gonna be Xbox console exclusive, I imagine mod support for it will be insane. Xbox has been a lot more lenient with new assets compared to PlayStation, who aren't sadly realizing its potential.