Jason Schreier
๐ค SpeakerAppearances Over Time
Podcast Appearances
The story hasn't really done much for me.
It feels very tropey, very, oh my God, my crew are going insane on this planet and nothing is as it seems.
From what I've gathered reading things online, the story gets more interesting later on, but it hasn't hooked me right away the way that Returnal's story did, where you're playing as, what was her name?
A middle-aged lady who just wants to know what the hell is going on.
So the story has been a little bit disappointing for me, but the gameplay is really cool.
I really enjoy playing around with the shield and how that changes things.
I've been thinking a lot about the design of this game in comparison to other roguelikes and other action games, and what I think is really interesting about this particular bullet hell and about, I think...
some similar bullet hills is the way, uh, that it's bosses patterns work.
And so when you're taking on a boss in Saros, it, you, it is following a very specific pattern, the way that kind of like, um, I don't know, an old school action boss might, or, you know, it's going to do pattern a and then pattern B. And then when it changes into phase two, it'll start doing pattern a and then B and then C. And it's all about execution rather than recognizing what it's doing, as opposed to say, uh,
Elden Ring, a Souls game where you're fighting a boss and you have to react to what it's doing in a very different kind of way.
You have to recognize what it's about to do and react accordingly.
In this game, you have an idea of what it's going to do.
You just have to have the Twitch reflexes to get around it.
It's a different kind of way to play games.
an action game, more of an old school feeling to an action game.
Everything about this feels very kind of classic in its nature.