If you’re not familiar with the “gold” term, it means the game is complete and ready to be submitted to Sony’s online services and be printed to discs
Am I the only one who has never heard this term before? I always thought going Gold referenced a sales threshold, similar to the music industry. The term as the article defines it is pretty dumb and useless.
Going gold for a video game means the game is finished and ready and can be printed into its Gold Master Copy.
The games industry, while note sales thresholds, do not reward sales thresholds.
Xbox at a time would re-release titles that were large sellers on the original Xbox and Xbox 360 as “Platinum Hits.” Which may have helped your confusion on the topic.
This term has been used for a long time but it’s largely irrelevant these days since games are patched continuously, sometimes with extremely large day one patches. It used to make more sense in the old days because it meant the game was complete and ready to ship.
I think you’re taking this wrong. They’re saying you can play it all again and the experience will be somewhat different with the new systems. They are saying you’re a loser if you don’t or whatever. Basically, they’re saying the update effects the existing game too, not just the DLC.
Maybe it’s because they view playing the game differently than you do. Personally I see it as a game you can ‘run’, sort of like a rogue-like. There’s different ways to execute missions, a few different ways to interact and varied builds for a character. I’ve played the game twice now, once as a corpo gun slinger and once as a street kid hacker. For this update I’m doing a nomad ninja.
Spend a year on Moonstone Island tending to your farm, crafting potions, exploring over 100 islands in the sky, taming spirits, unearthing hidden temples, making friends, or having a sweet romance — play your way in our adorable, upcoming adventure life-sim!
High magic stardew valley? Looks really neat! I like the look of the card battles, too.
played the OG version on release. there is a “point of no return” message for the end of the game. If you complete game or save after that point and reopen that save you’re locked into that ending based on what you did prior to crossing the point of no return.
so the playable sections all come before this — so if you missed something after completing you can reload your “Meet [Person] At Embers Bar” save (the point of no return) — go do it with your endgame character and then optionally revisit the final section if you like.
from what I gather on loading up an old save after this patch you’ll have to re spec your character and may have missed minor things, but can start all the new content from your …Embers save.
From a new player perspective you can choose to do the DLC or the vanilla game at any order or at any point- gated by your character level and progression, similar to how Fallout DLC works.
SBMM has the fatal flaw of expecting players to want to constantly improve with every match. Sometimes we want to play to relax, but that’s never on its mind.
Ugh. I can’t believe we waited all this time just for them to lie about local play, add a premium cash store where one skin can cost over the price of the game, and LOOTBOXES in a premium game. What a disappointment.
Is it better than the first one? I struggle to play it for too long. The break mechanic is just too much for every single battle. And the stories are super basic boring fairytales without the weird parts of fairytales.
Except for the dancer, when one of her friends randomly yells out of nowhere “Yes, I became A WHORE!” lol
I don’t know how far you got into the first one but they are pretty similar games in my opinion. Everything that was good in Octopath 1, got better in Octopath 2. So: music and sound design, still amazing. Art, it’s the same HD-2D style that’s popular nowadays and Square is good at it. Character storylines are still mostly separate and not extremely complicated. The endgame scenario of Octopath 2 is more fleshed out than the hidden/True Last Boss of Octopath 1. I had a lot of fun in the endgame but in my opinion it was still too short.
The battle system is even more broken than Octopath 1 and largely revolves around setting up a team that can generate lots of BP, stack all your buffs onto a single character and maybe a debuff on the boss, then break it and deal 10k or 100k damage in a single round with your strongest attack. I think with certain setups it would be possible to deal 2 million damage in a single break. No boss has that much HP, though.
You still get powerful by exploring the map for gear and stealing/path-actioning good items from the end game cities. Grinding isn’t really necessary to beat the game but there are multiple setups that can turn trash encounters into 1-button wins.
The sub-job system is more flexible in Octopath 2. In addition to Break, characters have unique Latent Power “limit break” skills. There are so many ways to build a team that works well and part of the fun is figuring out what skills you can spec onto your characters and combine in order to win the game. That was also the case in Octopath 1.
Thank you. Yeah I’m playing FF9 right now and the battle system is just so much better it’s ridiculous.
Some day I’ll finish Octopath 1, it sounds like I’ll be even more bored with 2 so I’ll skip that one.
Super disappointed, I held off on buying S&V because of the technical issues but had assumed they’d be ironed out later. Doesn’t look like I’ll be getting it anytime soon
I’m glad we’re getting more advanced magical vocations. The magick spearhand looks great and honestly gives a lot of jedi vibes. With the separation of archer and thief, we’ll have even more classes.
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