Stellar Blade formally Project Eve

Would probably be trending closer to 90% if not for hack game journos maliciously review bombing the game. Too bad for them that everyone has caught onto their antics.

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Games that are good still sell well because the people buying them don't care about the stupid and very loud opinions of these morons. Gamers gonna game.
 
Games that are good still sell well because the people buying them don't care about the stupid and very loud opinions of these morons. Gamers gonna game.

Very true, but I do think that it impacts the prospects of sequels when there is a poor reception from these useless hacks. Just look at Days Gone, has sold over 9 million copies and was a damn good game, but Sony refused to greenlight a sequel.

https://www.pushsquare.com/news/202...-have-released-a-month-ago-says-game-director
 
Very true, but I do think that it impacts the prospects of sequels when there is a poor reception from these useless hacks. Just look at Days Gone, has sold over 9 million copies and was a damn good game, but Sony refused to greenlight a sequel.

https://www.pushsquare.com/news/202...-have-released-a-month-ago-says-game-director

Reviews were pretty mixed, even if sales were good.

I assume they figured the lightning was out of the bottle and they wouldn't see those numbers again because expectations are set.

So they took the W and left it at that.

It was... alright in my opinion. The beginning is kind of a slog and the main character is largely groan worthy for a giant chunk of the game in a "I get what they were going for but ehhh" way.

I think a sequel is probably doomed to underperform the original, and such went the business decision.
 
Very true, but I do think that it impacts the prospects of sequels when there is a poor reception from these useless hacks. Just look at Days Gone, has sold over 9 million copies and was a damn good game, but Sony refused to greenlight a sequel.

https://www.pushsquare.com/news/202...-have-released-a-month-ago-says-game-director

It sold almost 8 million copies before the PC version released, which is not bad. Though I enjoyed the game and preferred it to God of War, it still wasn't quite great. It gets off to a bad start but gets better as time goes on.
 
I'm about 8 hours in. Very addicting so far. I'm getting major Nier Automata vibes, especially the music.

Game is very polished except maybe the platforming. I've died quite a few times to some clunky platforming.

Combat is great. Might be a tad easy for some. I somehow managed to beat the first alpha natyba on my first try. That would never happen in a Souls game.

I do have some trouble reading some enemies. Their moves aren't telegraphed too clearly so I can't pinpoint exactly when they're about to swing or how many follow up swings they're about to do. But like a Souls game, practice makes perfect and eventually you memorize their timings.

I don't like that locking on to an enemy puts your character into a very slow walking mode. Why can't running be the default when locked on? There's absolutely no reason to walk during a fight. Thankfully you can still sprint though.

Graphics are fantastic on balanced mode and I can't believe that a mobile booba game developer can achieve this level of visual fidelity and performance in their very first console game, meanwhile Square Enix with unlimited funds and decades of experience needs to render FF7 Rebirth at what looks like 480p to get 60fps.

One complaint is that the characters can be kind of flat acting wise. Adam is Mr. no personality and Eve is generally expressionless. I haven't been blown away by the writing either. Definitely no Nier Automata in that aspect.

But great fun so far and I look forward to playing more!
 
I really want to pick this up. Not sure why I haven’t done already. Probably because I am traveling 3/4 weeks in May.

Better to pick it up at half price instead.
 
That's because Sony has had a gargantuan stick up their arses lately.
Lately? It's been going on since at least 2016 when Sony decided to combine their video game operations into a single subsidiary and moving it to California. With California comes Californian politics, and Sony Corporate in Japan doesn't care how they operate as long as the money keeps flowing in.
 
Seeing that Sony published it I assume they will try and get it ported to PC. Though if the developers have a large say in the matter maybe they will prevent it, but I am not sure why they would if Sony funds the port and hands it off to Nixes or another studio. It is also a South Korean game and last I checked consoles don't really sell there so putting it on PC would make some sense if they want to sell it locally.
 
"I felt that I wanted to release a high-quality game on a single platform. And then, when it came time to decide on the platform, I determined that PlayStation 5 would offer the most optimal gaming experience," commented Kim Hyung-tae.

Dongi Lee, technical director of Stellar Blade, complemented the response and highlighted the adaptive triggers of the DualSense and the fast loading of Sony's console, elements that allowed for an increased sense of player immersion.

https://www.levelup.com/en/news/774...o-why-did-it-become-a-PlayStation-5-exclusive
 
Just give it a year or so, they'll port it if they (dev and Sony) want more money because it won't be difficult or too costly now that several PS5 games got ported over.

It is also UE4, so porting shouldn't be difficult. These days it is stupid to release a game on only one platform unless it is very niche. Game costs have gone up, and you would be dumb to limit your sales by 20-50%.
 
Shift Up uses the story mainly as a means to an end so it can bring Eve to beautiful new locations and have her square off against a murderer’s row of memorable bosses. This tradeoff tends to work more than it misses because Stellar Blade has spectacular art direction. It runs beautifully in performance mode, a must-have for an action game like this where timing is key.

https://www.digitaltrends.com/gaming/stellar-blade-review-ps5/

A lot has been said online about the look of characters like Eve, but a less-discussed aspect is Stellar Blade‘s killer monster designs. I was excited every time I entered a new area because I couldn’t wait to see what the Naytiba lurking there looked like. From floating starfish creatures to aggressive praying-mantis-like bugs, even the enemies meant to be easily dispatched have distinct looks.

Shift Up doubles down on that strength with bosses like Tachy, as they look even more impressive. Stellar Blade is a looker, but once that initial infatuation wore off, I began to feel that my attraction to it was purely surface-level. A game can have memorable locales, characters, and enemies, but if there isn’t meaningful substance to back them, it’s not likely to stick with me beyond one playthrough.

Fighting the good fight
Though story is lacking, combat is where Stellar Blade truly shines. Eve has basic light and heavy attacks that enable several different attack combo strings, a block to protect herself from damage, a dodge roll to get her out of the way of incoming attacks, and a parry. These are the core fundamentals of most action games, and Stellar Blade nails them. Combat is slower-paced than it is in titles like Nier: Automata and Devil May Cry 5, but there’s still room for experimentation and flair.

One-on-one fights with Naytiba are particularly satisfying. Taking on large groups of enemies is very difficult early on, but over time, players unlock Beta and Burst abilities that have a wider area of effect. Each attack, combo, and ability is stylish, but the intensity of dodging, parrying, and timing attacks and abilities is more akin to a FromSoftware game. That gives Stellar Blade a distinct action style that sets it apart from the games it draws from.

After beating Tachy, players can activate a powerful combat mode that prevents damage and enables some even more powerful attacks. The key to doing well in Stellar Blade is not just going on an all-out offensive but learning the perfect times to dodge, parry, and use Eve’s additional abilities. Dodging and parrying build up the Burst, Beta, and Tachy Mode faster and prevent Eve from taking damage, a valuable resource that can only be restored at camps or with the few healing items players can carry at a time.

Action Assist is the perfect kind of accessibility option.

Because of that light Soulslike influence, Stellar Blade is more difficult than your typical character-action game. Thankfully, it gives players a helpful tool to get better at it. There’s a feature called Action Assist that can be activated while playing on the Story Mode difficulty. This feature slows the game down and displays the proper input for a dodge or parry on screen. This not only helps players counter or dodge an attack but teaches the proper response to certain enemy attack patterns as well.

When I was struggling with some of the tougher bosses, using Action Assist allowed me to learn the best ways to deal with their attacks. As a result, I taught myself to get better with each subsequent run of the fight. Action Assist is the perfect kind of accessibility option for a difficult game because it doesn’t just negate a challenge, it teaches players how to get better.
 
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