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The Case For The Last Of Us VR
Here’s the video on youtube:
youtube
In my argument, "the case for God of War VR", I forgot to discuss the obvious limitations of bringing a game like God of War to Virtual Reality. I mentioned how amazing it was to make Kratos climb a Titan using a controller. And I’m overwhelmed with excitement at the idea of doing similar feats in Kratos’ shoes, not with a controller, but in VR. Unfortunately, I disregarded the fact that God of War is a fast paced hack and slash game that involves frequent outbursts of rapid attacks, often, against multiple enemies. In any case, if not done right, with the utmost consideration for User Experience, God of War VR could easily be rebranded as God of Motion Sickness VR. Just imagining climbing a Titan that's in motion is dizzying enough. Doing so in PSVR2 would probably be way worse. I could see myself stumbling to the bathroom shortly after a quick gameplay session to baby-bird feed my last meal to the toilet. Not a pretty sight. Anyway, now, I want “you" to forget all about God of Motion Sickness VR so that I can sell you, drum roll please...The Last of Us VR. I know you're probably tired of all the last of us remasters, but bear with me. A Last of US VR would probably go toe to toe with games like Resident Evil. Last of Us will no longer be just about the intimate relationship between people during a viral outbreak, but instead would become a horror show stopping, heart pumping, menace. And best of all, those ladder sequences would finally be "interesting". Great news for hardware store enthusiasts, this is probably as close we will ever get to seeing a hardware store simulator.
Without getting into spoilers, here's a few reasons why I think The Last of Us should come to PSVR2.
Sadly, the amazing story of the Last of Us would have to take a backseat. But if anything the Last of Us HBO show proves is that the story will always be incredible regardless of which medium it’s being told on. This time, combat would take center stage. The Last of Us combat is a set of methodical deadly actions that rely on careful weapon and ammo management. Ammo is sparse and weapons need to be crafted. And because each type of infected requires a different approach, the player has to carefully choose which appropriate weapon to use for each disparate situation. A loud gun would be more detrimental in a den of clickers than a shiv, a knife, or bare hands. Although, I don't know how I would feel about getting up close and personal to chokehold an infected. Just thinking about it makes my skin crawl. The player’s every action will not only matter as usual, but will take on personal investment unlike any flat screen Last of Us experience.
Which brings us to the next point, the urgency of the world. There are many "zombie" games that approach combat in various ways from the hack and slash of the Dead Island series to the mow ‘em all down in Days Gone. But unlike many of those games, The Last of Us requires the player to strategize each encounter. Even on easy mode, there are times when it's more advantageous to throw a bottle or brick to distract enemies than to fight. The game gives the player the wonderful options of either carefully fighting their way through hordes of infected or avoiding combat altogether by distracting and sneaking. The player can always adjust their playstyle midgame because of the on the go crafting mechanism. It’s a clever system that can both be a blessing or a curse depending on whether the player can leave themself vulnerable for a brief moment. This simple mechanic in of itself makes the Last of Us world more thrilling and it’s easy to imagine how tense the game would become in VR. Fans of horror games would rejoice at the next level combat and crafting immersion.
And speaking of immersion, the world would take on a different life of its own. The Last of Us series has been lauded as one of the most visually impressive games. VR would elevate the beauty of the environment to new heights. Every amazing little detail in the environment would add another layer of immersion to the already captivating world. Crossing the detailed post apocalyptic world would be both a visual treat and a reminder of how quickly nature reclaims and reshapes spaces in the absence of human intervention. It would be the closest we get to touring a deserted human habitat like the Chernobyl Exclusion Zone. The little secret discoveries around the world would become even more special. For gamers who like to explore, the beautiful world of The Last of Us in VR could actually increase the game's time to beat from the average 15 hours to a much meatier experience.
I, for one, would love to get my hands on a Last of Us iteration in VR. The incredible world created by the game studio, Naughty Dog, would shine once more as players cross the world. Naturally, I have some questions and I’m sure you do too.
Would we be experiencing the world in the shoes of Joel and Ellie, or would we be in control of a previously unexplored character like we did with Ryas in Horizon Call of The Mountain? Would it make more sense to have the player create their own new character, to mold as we see fit? Do we want a new story or an identical remake with only the VR perspective?
What would you prefer? As for me, I would welcome any type of VR experience for the Last of Us. With Sony throwing their weight back into the VR industry, its first party studios could be the key to push VR more into the mainstream. Come on Naughty Dog, I��ve seen what you can do on a typical flat screen. Now it’s time to push the envelope and challenge yourselves to show the world that you are without a doubt one of the greatest game studios ever. I’m rooting for you and a Last Of Us Vr title.
Anyway, that’s my thought on why I would love to see a version of The Last Of Us in VR. Let me know your thoughts in the comment. As always, like and subscribe if you haven’t. It’s fun for you and does wonders for me. Peace.
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Walking Dead Saint and Sinners Chapter 1 tips
Hey there, I’m Jace. I’ve been playing the first chapter of the Walking Dead Saints and Sinners game on PSVR2. And here are some tips that I wish I had known before starting the game.
Here’s the video:
youtube
Days don't really matter, at least not in chapter one. So don’t worry about encountering more zombies or having less supplies.
If you have time, and not rushing the story, farm the first town for a few days until you can unlock the bigger backpack. Also this is the perfect time to practice and get better at killing walkers.
Crouch down when low on stamina so that the meter can refill faster. Also there’s no stamina penalty in the safe area. I didn't know that until much later, sadly.
When rearranging things in the backpack, it’s faster to drop them on the floor than dropping them in the top hole, otherwise it will always take you to the first page that's not filled, which is slower then picking up the items off the floor.
Always aim for the head - unless you manage to cut off a walker’s arms, body hits do nothing.
The last shotgun that you unlock, the Nova, is much better at headshots.
use spoons, screwdrivers or bottles when in a house in order to save your weapon’s durability.
Fight the temptation to swing long weapons, like the spiked baseball bat, wildly. If you don't hit walkers correctly on the head, it will only make them stumble and do no damage. Make sure you can see the spike edge to line it up just right for that headshot.
You can use a katana with one hand and instead of slashing, you can stab zombies in the face, Although I’m not sure if it uses more or less stamina.
Use blunt objects like pans, angel statues, or the butt of your pistol - they dont break and 2-4 hits will do the job.
Hold a walker by the head to get that guaranteed head damage or to push them away. They will usually stumble other walkers in the process.
If there’s too many walkers or you’re low on stamina, climb a car. Walkers can’t climb or reach you - Just be careful because not all cars are climbable.
Carry a nail bomb, or two, if you have the space. Just watch out; nail bombs or explosive arrows can take you out just as easily too.
Don't use ammo to break boards. Use a crowbar or the butt of your gun.
Some walkers, the more infected ones that are more green with green stains on their chests, will spill out a green liquid that causes damage when you take them down with melee weapons. Instead, push them away and use a long range weapon.
Pick up your arrows. They can be reused a second or even a third time before breaking. And keep in mind that arrows will bounce off enemies’ masks.
When your health is too low you will cough which could attract walkers
Some walkers are faster than others
Walkers have longer reach than they look - think of the warning: “objects in rearview mirror are closer than they appear”
Once you unlock Guts Mode. Always keep a few guts in your backpack so that you can casually walk to your boat after the bell.
That’s all the tips I have gathered online or learned through my playthrough. Let me know if there’s any tip I missed in the comments. Come back for my Playthrough Audiobook that you can listen to as you go about your day. As always, like and subscribe if you haven’t. It costs you nothing and does wonders for me. Peace.
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Prerelease disappointments - Dead Island 2
Hey there, I'm Jace. Dead Island 2, the long-awaited sequel to Dead Island, is finally coming out on April 21, 2023. From what I've heard, that game has gone through production hell, with the original team moving on to Dying Light, and the game being developed by a new team after yet another team ditched it. That's usually a bad omen for any game. Fortunately, Dead Island 2 seems to have crawled out of the muck and risen above the mediocrity that we've come to expect from games with such complications during development. I'm very much looking forward to Dead Island 2, but there is some news about the game that has disappointed me. Thankfully, it’s a very short list. There’s only two concerns I have about Dead Island 2, and here they are.
Here’s the video if you prefer to watch:
youtube
Exploration: For some people, the fact that the game is not open world could be considered a blessing. A linear world means better focus on story and more details in the environment. But to me, it's a disappointment. We don't think about games moving backwards but forward. And downgrading from the open world setting of the original Dead Island to the linear experience on dead island 2 sounds like a move backwards in my opinion. In Dead Island 1, you can almost go anywhere on the island as long as it wasn’t closed off for story purposes. Although in some cases, exploration was difficult in certain areas like the City because It was very easy to get overwhelmed by too many zombies. But that wasn’t a bad thing. It was what to expect when venturing out into a world full of infected zombies. That sense of insecurity, and that feeling of being overwhelmed was perfect and It made the game a fun sandbox to explore. Don’t get me wrong now, the open world concept wasn’t all good in the last game. There was a lack of meaningful rewards for exploration. Too often the gear you’d get from exploration was just another bat. But I was expecting Dead Island 2 to perfect that exploration and not gut it. For example the devs could have added meaningful instead of random loot throughout the map. But to take away that sense of exploration is a huge let down. To be fair, the devs explained that there will still be plenty of discoveries like weapons and side missions in those linear stages. But will it be the same? Is finding a new weapon like the bearclaw behind a locked door instead of stumbling on it in the open world better? I guess only time will tell.
Skill cards: My next disappointment is the new skill system. The previous Dead Island game had a skill tree for each of the four characters. Each skill tree had three branches that focused on either survival, combat, or the Fury ability. The new system is a skill Deck. Like a deck of Cards. And one of the devs described the system as “a collection of slots that represent all kinds of different abilities and you swap the cards in and out on the fly, however you want, whenever you want.” So in essence, the Card system is supposed to create a more flexible gameplay. But I can’t help feeling that this system is also a move in the wrong direction. Now I haven't played the demo like many lucky YouTubers, but from what I've heard, the player has to pick between a card that gives the ability to block versus another that gives the ability to dodge. Which raises the question as to why something so basic as being able to block is a skill? Seriously. I can understand something like a drop-kick being a skill card, but basic things like dodging shouldn’t be. Am I the only one who’s worried that the system will be shallow?
Anyway, like I’ve said, it’s a short list. These were my pre-released disappointments. Keep in mind that these are just my opinions and don't dictate whether the game will be fun or not. Although my list focuses on the disappointments, there are plenty of good things to look forward to in Dead Island 2. I'm especially looking forward to the flesh system that brings damage realism up a notch that we’ve never seen before. I'm looking forward to fighting with the plethora of weapons. Looking forward to playing the game in co-op. I'm looking forward to using environmental damage like fire and electricity to take out enemies. I’m looking forward to the light and less serious tone of this game. And I can't wait to meet and play with each of the protagonist characters. There’s also the fact that the game release was moved up by a week, which means that we will get our hands on it earlier than originally expected.
Anyways, these are some of my thoughts on Dead Island 2, focusing more on the couple of things that disappoint me so far. Let me know your thoughts in the comment. As always, like and subscribe if you haven't. It's free for you and does wonders for me. Peace.
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Is Fortnite's future in VR?
Is Fortnite's future in VR, or virtual reality? And can Fortnite work in VR? And a better question, would you play Fortnite in VR? These are just some of the questions that sparked this discussion about Fortnite in VR.
Hey there, I'm Jace. Today I would like to share with you my thoughts on why I think we will see Fortnite in VR in a not so distant future. Fair warning, I have no insider information and certainly no official news. These are simply my thoughts, or better yet, my hopes for the future of Fortnite. Let’s dive into it.
If you prefer to watch the video, here:
youtube
Fortnite currently has over 400 million plus players worldwide. Chances are high that you or someone you know plays Fortnite. I play it myself occasionally, and my son plays it almost daily. There's something catchy and easy about Fortnite. It's like the new Call of Duty where anyone can jump in and join a Battle Royal game, and just have fun. The basic controls are simple, and if you find Build Mode too intimidating like I do, you can jump into a No Build Mode and join in the fun.
The game didn’t used to be this welcoming to new players. It wasn’t until last year, 2022, that Epic introduced the No Build Mode in Fortnite. Before that, jumping into Fortnite was as complicated and frightening as the dizzying, chaotic and upward mess of quick builds that are referred to as cranking 90s’. My point is that over the years, the creators of Fortnite, Epic Games, have worked on making Fortnite more accessible to a wider audience. And it’s because of Epic’s willingness to add features like the No Build Mode, that foretells their future into VR. It shows a company ready to offer new experiences to its burgeoning player base. Now to be fair, this is a very tenuous reason as to Fortnite coming to VR. Now let’s get into the more concrete evidence.
The first clue that we might see Fortnite in VR in the Future, is from the game itself. In December 2022, Fortnite released a new pack for sale in the item store. It wasn’t a pack that could be bought with V-Bucks, but with cash. It’s the Fully Realized Pack. It cost $15 and came with the Save The World Mode, the nearly forgotten single player version of Fortnite. The first important note about this pack is, of course, the name: Fully Realized. I believe that it’s a less subtle way of Epic telling us the direction of Fortnite. Or Fortnite in its most fulfilled form. The pickaxes are two VR controllers, and the Backbling is the VR system where the pickaxes can be sheathed when not in use. The next noteworthy item about the Fully Realized Pack is the skin. It shows a character untethered from a traditional gaming console and gaming on the go. There’s nothing exceptional about the character except for what’s on her forehead and her right hip. On the forehead is a white VR headset with X’s for eyes, and on her right hip is a little brown-leather pouch housing a traditional wired controller. The controller is a homage to present day video games while the VR items represent the Future. And in that sense, you can say that Epic is telling us that even in this incredibly wild future of VR Fortnite, players will still be able to enjoy the game as it is today. Now, the Fully Realized Pack by itself does NOT justify the assumption of a Fortnite VR. But it will make more sense when we think about it with the next clue in mind.
There’s a year-long rumor that Fortnite will introduce a first person mode. And the rumors are heating up as the release is projected to be released in Chapter 4 season 2, this current season of Fortnite. Players have managed to glitch their way into the first person mode in the last few months by first going into the Save The World mode and switching their play style to First Person. According to reporting by large gaming outlets like IGN, that rumor will likely prove to be true. In my opinion, I think the First Person Mode is the key to Fortnite VR. Games in VR are rarely played in third-person mode. The whole point of VR is to immerse the player deeper into the game world which requires removing the controlled character as a barrier. The first person mode is the de facto standard for true immersion because it places the player directly in the action.
Now, there have been reports of Epic Games CEO, Tim Sweeney, saying that Fortnite in VR is not likely because of the game’s rapid pace. I would agree with him IF there weren’t already other fast paced action games in VR. Take Pavlov for example, or any other non-stationary VR shooting games. Or the large MMO Zenith the Last City. What these games show is that fast paced action and shooting in a multiplayer online game is not a far fetched idea. It’s already a reality. And with large companies like Playstation, Steam, Apple, and Meta diving into VR, the question becomes when and not if Epic will transition to Virtual Reality. And with Fortnite being one of the biggest breadmakers for Epic Games, it would be a shame to not capitalize on Fortnite’s already immense player base and popularity.
In my opinion, I think we will see Fortnite in VR. We will probably never see the Fortnite Build Mode in VR because of the fast paced building required. But there’s no doubt that VR is possible in the No Build Mode. My guess is that we will most likely see the VR mode come to Save The World first, just like the first person mode, and from there, Fortnite will be Fully Realized as a full blown Virtual World. And we also didn’t take into accounts Epic’s push to create full blown events like concerts in Fortnite. From what I’ve seen possible in third person mode with the concerts, Virtual Reality would be a must have experience in Fortnite.
To be clear, bringing Fortnite to VR won’t be all roses for Epic Games. There are issues, like skins that Fortnite will have to work around. Players have spent a lot of money on skins, and they’ll probably want to see those skins in action. So Fortnite will have to pivot the source income from a market for skins to an alternate market that makes more sense in VR.
Here’s the billion dollar question: would you play Fortnite in VR?
I know I would definitely play Fortnite in VR. Anyway thanks for visiting, and let me know your thoughts in the comments. Peace.
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A funny video about Ollivander's Wand Shop in Hogwarts Legacy.
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What I like and dislike about Hogwarts Legacy
Hey there, I'm Jace. I've been playing Hogwarts Legacy recently and here are some of my thoughts. This is similar to a review, but instead of doing a typical review, I'm going to list a few things that I like and dislike about the game. To keep it short and spoiler free, I won't go into too much detail.
Likes
Environment - I think the environment is one of the best things about Hogwarts Legacy. As much as the movies tried, they never did Hogwarts, the great school of witchcraft and wizardry, justice. And that's where the game shines the most. It's an incredible experience to walk into the Great Hall with its many tables sitting under the bare sky in between countless floating candles. The movies pale in comparison. And to be able to not only walk down the streets of Hogsmeade but to be allowed to go into its many enchanted stores is simply amazing. And it's not just the castle that is impressive, but there are also many nooks and crannies around the map that have been created with just as much detail.
Spells - Casting a summoning spell like Accio to bring a floating page straight into the palm is always fascinating. And the other spells are just as magical in their own ways. Whether you're lobbing a fireball at a goblin with Confrindo, or making an enemy float with Levioso, it is always fun. My favorite spell to use is Expelliarmus. It inflicts damage and disarms the enemy which sets the perfect opening to smack the enemy with their own weapon. And the way we acquire most spells by attending classes is also a delight. I'm always looking forward to new classes. Although the astronomy class was a let down.
Side missions - I've honestly had more fun doing side missions than the main mission. The side missions are great ways to discover more of the world. And no, I'm not talking about those Merlin trial puzzles. Those are not my favorites. But I loved the missions to help out classmates or NPCs about the world. They're always interesting. Which brings us to the next topic...
NPCs - There are many cool NPCs in Hogwarts Legacy, from a traveling musician that accepts tips with a delightful surprise the next time you run into him, to some lady being afraid of traveling without invisibility potion. Not to mention the well defined classmates that have their own backstories to discover. Or the teachers that have their own secrets to discover in letters among their belongings. The NPCs give as much life to the world as the amazing details in the environment.
Music - I think the music is well made for the game. It captures the spirit of the wizarding world perfectly. And I can't remember a moment during my playthrough where I thought the music was distracting or that it didn't fit.
These were the things that I like in Hogwarts Legacy, and now for the hard part, the things that I did not like.
Dislikes
Loot - I thought the loot system was pretty bad most of the time. Occasionally I would get excited when I open a chest and get an augment to upgrade my clothing. But most of the time I find myself not looking forward to opening chests. Almost all loot I found was just a similar version of a robe or a different color scarf that I already own. And to make things worse, unless you do the Merlin challenges, your inventory is pretty limited. So I spent most of my time opening chests to be told that I can't pick something up, or going through my inventory and deleting some of the things that I was carrying and was hoping to sell. Thank God for the transmog system. The mechanic that allows one set of clothing to take the appearance of another clothing item that had been discovered. Without that, there would be no redeeming quality for the loot system. No matter what I found, my character almost always looked the same, and getting a new color for a pair of glasses or a scarf is never exciting.
Spell Arrangements - As much as I loved using the spells, I found the inventory system to swap between them cumbersome. It got to the point where as much as I was looking forward to new spells, I was also hating the idea of having to shuffle and rearrange the spells to be usable. I honestly don't know how to fix that problem. At first I thought that a wheel system like in Red Dead or GTA would help, but then I realized how much it would slow down the snappy rhythm of battles. I think the best I've seen is a modder-created system that allows spells to be cast through mouse gestures. But even that has its own challenges. I don't know how to fix it, but I know the current system is inconvenient. Especially when certain enemy shields need a specific color to break. And if that color isn't in your current selections then the whole combat flow is thrown off.
Enemy variety - thanks to reviewers, I already knew before going into Hogwarts Legacy that there was a lacking in enemy variety. But it still wasn't fun to discover for myself. I spent most of my time fighting the same group of bandits. The same ancient statues or the same spiders. And it gets a little old. The only thing that kept it fresh were the spells. Whenever I got a new spell, I was excited and looking forward to putting it into practice.
NPC Emotions - for this one, I don't want to go into too much detail so as to not spoil any of the plot. But there were many, and I mean many, occasions where an NPC was sad and crying, and only to switch it off in like a second later, like turning off a faucet or flipping a light switch. It broke the immersion for me many times to see an NPC crying over the loss of a loved one and then to just immediately change the subject to a light-hearted conversation, or for their face to crack a smile. I think the devs could fix that by putting a longer delay after any crying or sad interactions. And to block that NPC from saying their usual NPC lines until the player returns at a later time. They could even just end the conversation entirely while the NPC is crying and not allow any interactions until a certain amount of in-game time. But the way it is currently is not working.
Alohomora spell - I know I said a couple times already how I love the spells, but anyone who played the game knows that the Alohomora spell is different from all the others. In my experience, it seems like it's also the only spell that requires the player to go back to an NPC to level it up. All the other ones are done through the menu. The leveling up is not my problem, however, but it's the mini-game. It's a complete immersion breaking system. It's like using a lockpick after pressing the unlock button on your car's key fob. Then it's like, what's the point? I'm not casting a spell, I'm just a thief in Tamriel who's pretending to cast a spell, only to end up using my lockpick. Not only did I have to earn the spell by collecting a bunch of pointless things, but I also had to unlock the doors myself. Makes no sense. And to make the matter worse, the loot behind that locked door is, you guessed it, another scarf. Great!
Consequences - I was bummed that my actions in the game had few consequences. I'll use an example to explain this, without spoilers. So, at some point in the game, I was tasked with going into a certain off-limit zone in the school at night. Okay. That's not a problem. I also got to learn a new cool invisibility spell. Even better. The problem is that after that mission, I found out that there is no such security in that area. And that I could waltz right in, day or night, no matter what, without sneaking or using my invisibility spell. That was such a bummer. And it's not just in that situation. There's no consequences for using those forbidden spells either. It's all smoke and mirrors with the vague appearance of a deeper system. And it's honestly my biggest let down for a role playing game. Voldermort would be so happy in Hogwarts Legacy because he could Adava Kedavra anyone he likes and the teachers would just give him a good tongue lashing, or not even that.
Story - without going into too much detail and to keep it spoiler free. I'll simply say that I didn't enjoy the main story as I was hoping to. There were too many things that weren't explained properly or glossed over. I want to know more about The Ancient Power. I want to know why the goblins are not allowed to use wands and their magic, and how everyone in the world is okay with this obvious injustice.
Anyway, thanks for checking out my list. I'm sure your likes and dislikes are probably completely different from mine. So let me know yours in the comments. And As always, like and subscribe if you haven't. It's free for you and does wonders for me and the channel. See you next time. Peace.
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What I would love to see in Star Wars Jedi: Survivor
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Hey There, I'm Jace with Ikahnik Studio. As you probably know, Star wars Jedi: Survivor is coming out in just about two months, and I can't wait to get my hands on it. I think the previous game is one of the best Star Wars games we've ever seen in recent years. Few Star wars games captured the feel of a Jedi like Fallen Order did. And for that reason, I'm very much looking forward to play Star wars Jedi: Survivor. While we're waiting for the release, here's a short list of things that I would love to see in Star Wars Jedi: Survivor.
Less linearity I know this is a long shot, but I would love to see a more opened world. Now we don't have to go full GTA5 or anything like that, but less linearity would be a welcomed change. I remember so many parts of the last game was moving from one small area to the next. And some of these areas were just dark corridors. I understand that Star Wars Jedi: Fallen Order was strongly inspired by the Dark Souls series, but even those moved away, very successfully I might add, from linearity, like we saw in Elden Ring. Which brings us to the next topic on the list.
Npc Quests The last game had few interactions with NPCs. They were almost all instrumental to the story. It felt like the player was travelling from barren world to barren world with little or no interactions with in-world NPCs. Even in Dark Souls series, the small worlds occasionally had non-story related NPCs that can be interacted with. Some even gave quests. And the NPCs made those gloomy Dark Souls worlds feel more alive than Star Wars the Last Jedi. I think interactions with NPCs can make a world of difference in terms of not just narrative but in making the world come alive. So I'm really hoping that we see some NPCs that can give us some quests for optional loot. Which takes us to the next topic.
More Cosmetics There was nothing wrong with the way Cal looked, but something about him felt too fixed. Not only was he already a well defined character, but there were also very few ways to "really" give him that personal touch. Everything you changed seemed inconsequential, and Cal appeared the same nonetheless. So I am really looking forward to more customization options. I hope I can dress him up like Boba Fett or Cad Bane if want to. Those might be going a little too far, but the point is that I want more options than a simple re-color for a pouch or lightsaber.
Dismemberment The next thing I want to see is some decapitation on trooper or humanoid characters. In the last game, we saw Cal use the lightsaber to cut down giant fleshy animals and metallic robots. It was baffling that we never saw any trooper lose a limb. I kind of understand, after all the game was rated "T" for teen by the ESRB. Because Star wars is such a family friendly brand now, the upcoming Jedi Survivor game might also get a teen rating. The only hope I have for seeing dismemberment is that the game, just like Cal, is supposed to be more mature and darker. So, here's hoping that maturity comes with a side of blood. Speaking of bloody, terrible things...
Dark Side I'd love to see Cal flirt with the dark side. We're talking about the Star Wars universe where there's always a struggle between the light and dark side. I want to see Cal walk the line between good and bad. Which would work well if there was a choice and consequences system. A system that players would have to deal with depending on actions taken. Now, considering how linear the last game was, this one might be wishful thinking. But still. It would be awesome. Recently Harry potter came out and the most popular house has been Slithering. Which means people love to role play the bad guy too sometimes, not that Slithering house is inherently bad, but you get the idea. So having a choice to follow in Anakin's foot steps wouldn't be such a bad idea at all.
Anyway, thanks for stopping by and let me know if you're as excited as I am for this game.
Here's a link to the Video on YouTube
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