Dead cells switch gamefaqs1/23/2024 ![]() And tear you up they will it only takes a few hits from most enemies to kill you outright or bring you to death’s door. After picking a starter weapon and a secondary at the outset of each run, you plumb the depths of procedurally-generated dungeons chock full of all sorts of ghouls and monsters that want to tear you limb from limb. The gameplay acts as the main star of the show here, and what a bright star it is. For this sort of game, this storytelling style works well, even if it feels a bit thin, and we appreciate the masterful air of mystery that’s so intricately woven. Couple these notes with the short vignettes that are included on the loading screens when you enter a new area, and there’s just enough information provided to keep you asking questions and wanting more, even if there isn’t strictly a coherent plot to the events. ![]() As you explore the diverse environments, occasional rooms will contain notes or other clues that gradually introduce a threat called 'The Malaise' that ravaged the prison. You play as a nameless, undead hero who reanimates in a grimy prison cell, and your task is simply to escape the prison. The story in Dead Cells is kept to a minimum, largely acting as a subtle context for the strong gameplay. ![]() Dead Cells manages to fuse these two genres together in a meaningful way, creating an addictive, difficult, and fun experience that will keep players engaged for hours on end. It’d be easy to dismiss Dead Cells, then, as low-effort pandering to a current industry trend, another forgettable release in a marketplace rife with better options. Enemy moves more varied/co-ordinated.When it comes to genres that the indie scene is absolutely enamoured with, few would rank higher than the roguelike and Metroidvania genres. Loot tables different (only experienced soft humanity 1-10 so far). Not quite sure on these next ones yet though, could just be RNG. A little laggier than versions running over LAN. Black gaussing distortion when looking down at floor textures. Enemy pathfinding is superior to all other versions. Far less instances of mobs falling through the floor on item drop. The Switch outputs a linear signal, requires some post-processing to achieve parity with other versions. There are some although not as severe as PTDE/360. Pretty much a carbon copy of original, textures look a bit better but some effects look slightly worse than PTDE but overall it's better just for not having the texture mod load in lags. Interesting post on GameFAQs about observed differences in the Switch version - "Having had experience with PTDE (modded) and remaster on PC (as well as 360 base game) here are the differences I've noticed so far: Hope other people are having a better experience than me. But I don't think I've seen anyone complaining about it on switch so maybe its just my perception.Īnyway, thats me very disappointed with one my anticipated games on Switch, cos I love dark souls. ![]() A minor complaint perhaps, but you have to use B to confirm actions, and A to go back, and there's no way to configure it yet. Serious frame pacing issues when you move the camera and stuff, quite jarring. Not always a problem for me since I like to play with a podcast as opposed to in game audio, but its bad. Like the PS4 version didn't look great earlier this year, but this looks worse. It looks better than I expected (I only play switch in handheld mode so I can't comment on how it looks docked) but still, not great. (I made a thread for it since we don't have an OT for the Switch one)ĭark Souls remastered on the Switch feels really off, and I can't put my finger on why exactly. What the hell? At least put a simple toggle in for the hardcore players who don't want a familiar scheme messed with on them. This however is especially galling for me because it likely wasn't that way in Japan, so why the fuck did you dumbasses flip it here? That tends to piss me off most, it's one thing for a game like Elliot's Quest to disregard the Nintendo standard, it was a western developed game afterall, but games like this flipped it in localization and rather than conforming with the expectations/established standards of the platform, senselessly broke what already fit those standards anyway. Thanks random early localization weirdness and a purist streak when controls were more reliably customizable!) Click to shrink.I find I get used to certain set ups based on certain controllers, and flipping confirm/cancel like that on a Nintendo platform throws me for a really, really bad loop, likewise I have those issues trying to flip it the other way around on Xbox controllers (can go either way with some adjusting on PS controllers though.
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