Help please

Splash

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Contraband :mjgrin: Had to use different sties as coli was saying article too long :mjcry:
Pros
  • Spectacular action in stunning scenery
  • Four great villains, each with their own style
  • More immersive and organic than previous Far Cries
  • Brilliant specialists and animal allies
Cons
  • Sometimes sticks too closely to old Far Cry templates
  • Loses pace when the Seeds aren’t around

Key Features
  • Developer: Ubisoft
  • Platforms: PS4, Xbox One, PC
  • Genre: FPS
Available March 27 on PS4, Xbox One and PC

Every Far Cry begins with an escape, and Far Cry 5 is no different. However, here there’s a sense that it’s not just our hero, the Deputy, who’s escaping Eden Gate’s cult maniacs, but the series trying to escape its limitations. Far Cry 5 is running both from the ghosts of Far Crys past and the even more terrifying spectre of the ‘Ubigame’ – that cynical internet theory that all Ubisoft games are essentially the same.


It’s a theory that won a lot of supporters after Ubisoft released an endless stream of near-identical open-world games that followed the same tired format: climb towers, take over territories, repeat.


JudgeWolf_1080p_ESRB-1024x576.jpg



Ubisoft’s studios seem to have taken these criticisms to heart. First it made sweeping changes with Assassin’s Creed Origins – the freshest game in the series for years – and now Far Cry 5 attempts to similarly move on. And it’s mostly successful. Where Far Cry 4 sometimes felt like a next-gen reworking of Far Cry 3, Far Cry 5 has its own distinct feel.


That’s partly down to the setting. Where the previous games explored more exotic African, South-East Asian and Himalayan landscapes, this one is a journey into the rural North West of America and the heartlands of the militia – with a touch of the Bible belt on the side. You’re still gunning down generic goons by the dozen, but this time they’re crazed doomsday cultists from a weird pseudo-Christian religion led by four charismatic siblings.


The key words here are organic and immersive. Out goes the mini-map and all those icons, though you’ll still spot indicators on the compass at the top of the screen. Out, too, goes all that climbing-towers business. You’ll discover missions and activities because you happen to come across them, or because one character that you meet will send you in the right direction, not by climbing to a higher viewpoint. Comparisons to Legend of Zelda: Breath of the Wild are a bit excessive – Far Cry 5 isn’t that radical a departure – but there’s something of that game’s commitment to unfolding action, where you’re driven more by curiosity than an endless to-do list of stuff.

JacobSeed_1080p-1024x576.jpg



There are changes afoot in the wider structure, too. Where the previous two Far Cry games have been cat-and-mouse battles against the forces of one major antagonist, Far Cry 5 gives us three villains – John, Faith and Jacob Seed – spread across three regions of Hope County, with the fourth, Joseph, steadily coming into play.

Joseph Seed might be the game’s central villain, but don’t dismiss his three heralds out of hand. They’re not just bosses to be battled, each defines a region and the events and forces you’ll encounter. Each of their homelands has its own personality, its own landmarks and its own signature enemies, and your fight against each herald runs through several interesting arcs before a cathartic final encounter. You’re free to focus in on one or keep switching between two or three ongoing dramas – the choice is yours – giving Far Cry 5 a variety that the series hasn’t always had before.



And beneath all this there’s something interesting going on here. Much has been made of Far Cry’s move to rugged Montana, but Ubisoft has made it a strange and unsettling mirror of modern America, where ordinary folk become heroes and craziness lurks around every corner. For all its gung-ho action, sandbox ultraviolence, kooky characters and Rockstar-style satire, Far Cry 5 is a game with something to say, even if it isn’t always clear quite what that is.

Perhaps it’s sometimes too careful about saying it, cautiously balancing its doomsday cultist villains with stout-hearted and patriotic militia who, while they might sound a bit nutty, always have their heart in the right place. But while the characterisation isn’t always subtle, there’s a roundedness to the cast that makes you feel there’s more at stake than simply blowing shyt up. This is a more reactive world than Kyrat, where part of your reward for tackling the Seeds and their Project at Eden’s Gate followers is watching your fellow citizens rise to resist them and ordinary life re-established. Where Far Cry 4 was much more morally ambiguous, Far Cry 5 makes you feel like a force for good.


thumb-1920-838233-1024x576.jpg



It’s almost unnecessary to say that this is a beautiful and intricately detailed open world, with its own busy ecosystems and vibrant characters, but we’re going to say it anyway: it’s an incredible place to explore. Play Far Cry 5 on the Xbox One X, and the stunning mountain scenery, lush vegetation and atmospheric volumetric lighting create some truly breathtaking vistas, not to mention some impressively spectacular firefights when all hell breaks loose.


Underneath all this, however, there’s still a sense that the deviations from the Far Cry template only go so far. Some of the mission design is excellent, particularly when there’s a key set-piece to be played out, but there are still a lot of repetitive activities that need to be completed before you can draw Joseph or his heralds to make their next move. You’ll still spend a lot of time assaulting and taking over cult outposts, attacking cult convoys, destroying roadblocks and silos or rescuing innocent citizens from cult abductions. The flow of the action is more organic – you might have an idea where you’re going, but you inevitably get side-tracked – but a lot of your minute-to-minute activities will still be familiar from past games.


On the plus side, the action has never been as open to different approaches, or as strong. Stealth now works as an option and is actually the best route through some missions, where charging into battle gets you killed. And while it takes time to get used to Far Cry’s aiming, which lacks the fluid motion and snap of a CoD or Destiny 2, everything else – a varied arsenal, the limited ammo, the smart, unpredictable AI – makes this the most satisfying Far Cry in terms of combat yet.

Far Cry’s handling of allies has evolved nicely, with Ubisoft bringing in the specialists and animal companions from Far Cry: Primal. Ordinary citizens can be recruited as footsoldier allies and earn new abilities as they level up. Completing specific story missions will also unlock specialist warriors, some providing sniper support with bows or rifles, others air support through strafing runs and bombs. Best of all, you’ll unlock ‘fangs for hire’, with critters like the dog Boomer, who’ll sniff out enemies and attack them, or the cougar, Peaches, who has a nice line in silent stealth attacks. Each specialist gives you new tactical options and can revive you if you’re downed – and it’s worth your while doing the same for them.

Far-Cry-5-Zip_1080p_GOLD-1024x576.jpg




There’s also a lot of fun to be had with vehicles, with the usual jeeps and ATVs joined by muscle cars, machine-gun toting juggernauts, weaponised tractors and a whole lot more. There are some brilliant stunt-racing challenges squirreled away as well, and Far Cry 5 still finds time for the grapple, parachute and wingsuit, so all those helicopters and radio towers won’t go to waste.
By any standards, this is a fantastic sandbox shooter – the most engaging and absorbing in an always stellar series. Yet it’s no coincidence that it’s at its best when the Seeds themselves enter the fray. Where Joseph is an unsettling, quietly enigmatic presence for much of the game, his three heralds punctuate the action with regular shots of pure craziness, and it’s here where Far Cry 5 cuts loose with its most disruptive, subversive passages.

Where John pushes you through increasingly gruesome confrontations, Jacob hits you with surreal, brainwashing training challenges and Faith tempts you away from your hero’s journey with soft talk that leads you into madness. While some scenes of violence and torture grow excessive – I sometimes wondered how much brutality as entertainment I could stomach – these sequences do a fantastic job of focusing the action and driving you forwards. In fact, you could argue that they do it too well.

Far-Cry-5-ClutchNixon_1080p_GOLD-1024x576.jpg



Maybe it’s impossible to maintain that level of nerve-wracked, strung-out intensity over so many hours of freeform gameplay in such a vast open world, but the return to normal busywork missions can feel deflating. What’s more, how many times can one guy get hunted, caught and rescued? Yet, overall, Far Cry 5 finds a balance between its more compelling narrative and its all-action smorgasbord structure. At every point where you start to grow weary of the mundane, something comes along and knocks you off your feet. That’s important, because this is a massive game. Expect a good thirty to forty hours of action before you see the credits roll.

It is, of course, both playable and hugely enjoyable in co-op, but Far Cry 5 throws in something new to keep you coming back once that happens: Far Cry Arcade. An evolution of the old Map Editor, it enables you to build your own solo, co-op and multiplayer missions, or at least play through those that others – including Ubisoft – have built. The editor itself is fairly complex and will take a while to master, but some of the ready-made maps are fun, with some interesting puzzle-style challenges. These arguably suit Far Cry’s style better than the PvP Arcade mode, though this might grow stronger should the maps grow more inventive and the player count rise.


TheArrest_1080p-1024x576.jpg



Verdict
Does Far Cry 5 escape the Ubigame shadow? At its best, it does tear itself free, with some systems stripped away and others streamlined, plus a greater sense of immersion and discovery than the series has had in years. The Seeds make great Far Cry villains, disrupting the flow when it threatens to grow dull, and there’s something familiar and unsettling about the Montana setting that brings the whole game to life.


Yet there’s still a sense that Far Cry needs to push things further, with too many mundane and repetitive tasks littering its map screen, and that more variety is needed in its core mission design. This is a phenomenal open-world shooter and an excellent Far Cry. With a little extra push, it could have been even more.
 

Ciggavelli

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Contraband :mjgrin: Had to use different sties as coli was saying article too long :mjcry:
Pros
  • Spectacular action in stunning scenery
  • Four great villains, each with their own style
  • More immersive and organic than previous Far Cries
  • Brilliant specialists and animal allies
Cons
  • Sometimes sticks too closely to old Far Cry templates
  • Loses pace when the Seeds aren’t around

Key Features
  • Developer: Ubisoft
  • Platforms: PS4, Xbox One, PC
  • Genre: FPS
Available March 27 on PS4, Xbox One and PC

Every Far Cry begins with an escape, and Far Cry 5 is no different. However, here there’s a sense that it’s not just our hero, the Deputy, who’s escaping Eden Gate’s cult maniacs, but the series trying to escape its limitations. Far Cry 5 is running both from the ghosts of Far Crys past and the even more terrifying spectre of the ‘Ubigame’ – that cynical internet theory that all Ubisoft games are essentially the same.


It’s a theory that won a lot of supporters after Ubisoft released an endless stream of near-identical open-world games that followed the same tired format: climb towers, take over territories, repeat.


JudgeWolf_1080p_ESRB-1024x576.jpg



Ubisoft’s studios seem to have taken these criticisms to heart. First it made sweeping changes with Assassin’s Creed Origins – the freshest game in the series for years – and now Far Cry 5 attempts to similarly move on. And it’s mostly successful. Where Far Cry 4 sometimes felt like a next-gen reworking of Far Cry 3, Far Cry 5 has its own distinct feel.


That’s partly down to the setting. Where the previous games explored more exotic African, South-East Asian and Himalayan landscapes, this one is a journey into the rural North West of America and the heartlands of the militia – with a touch of the Bible belt on the side. You’re still gunning down generic goons by the dozen, but this time they’re crazed doomsday cultists from a weird pseudo-Christian religion led by four charismatic siblings.


The key words here are organic and immersive. Out goes the mini-map and all those icons, though you’ll still spot indicators on the compass at the top of the screen. Out, too, goes all that climbing-towers business. You’ll discover missions and activities because you happen to come across them, or because one character that you meet will send you in the right direction, not by climbing to a higher viewpoint. Comparisons to Legend of Zelda: Breath of the Wild are a bit excessive – Far Cry 5 isn’t that radical a departure – but there’s something of that game’s commitment to unfolding action, where you’re driven more by curiosity than an endless to-do list of stuff.

JacobSeed_1080p-1024x576.jpg



There are changes afoot in the wider structure, too. Where the previous two Far Cry games have been cat-and-mouse battles against the forces of one major antagonist, Far Cry 5 gives us three villains – John, Faith and Jacob Seed – spread across three regions of Hope County, with the fourth, Joseph, steadily coming into play.

Joseph Seed might be the game’s central villain, but don’t dismiss his three heralds out of hand. They’re not just bosses to be battled, each defines a region and the events and forces you’ll encounter. Each of their homelands has its own personality, its own landmarks and its own signature enemies, and your fight against each herald runs through several interesting arcs before a cathartic final encounter. You’re free to focus in on one or keep switching between two or three ongoing dramas – the choice is yours – giving Far Cry 5 a variety that the series hasn’t always had before.



And beneath all this there’s something interesting going on here. Much has been made of Far Cry’s move to rugged Montana, but Ubisoft has made it a strange and unsettling mirror of modern America, where ordinary folk become heroes and craziness lurks around every corner. For all its gung-ho action, sandbox ultraviolence, kooky characters and Rockstar-style satire, Far Cry 5 is a game with something to say, even if it isn’t always clear quite what that is.

Perhaps it’s sometimes too careful about saying it, cautiously balancing its doomsday cultist villains with stout-hearted and patriotic militia who, while they might sound a bit nutty, always have their heart in the right place. But while the characterisation isn’t always subtle, there’s a roundedness to the cast that makes you feel there’s more at stake than simply blowing shyt up. This is a more reactive world than Kyrat, where part of your reward for tackling the Seeds and their Project at Eden’s Gate followers is watching your fellow citizens rise to resist them and ordinary life re-established. Where Far Cry 4 was much more morally ambiguous, Far Cry 5 makes you feel like a force for good.


thumb-1920-838233-1024x576.jpg



It’s almost unnecessary to say that this is a beautiful and intricately detailed open world, with its own busy ecosystems and vibrant characters, but we’re going to say it anyway: it’s an incredible place to explore. Play Far Cry 5 on the Xbox One X, and the stunning mountain scenery, lush vegetation and atmospheric volumetric lighting create some truly breathtaking vistas, not to mention some impressively spectacular firefights when all hell breaks loose.


Underneath all this, however, there’s still a sense that the deviations from the Far Cry template only go so far. Some of the mission design is excellent, particularly when there’s a key set-piece to be played out, but there are still a lot of repetitive activities that need to be completed before you can draw Joseph or his heralds to make their next move. You’ll still spend a lot of time assaulting and taking over cult outposts, attacking cult convoys, destroying roadblocks and silos or rescuing innocent citizens from cult abductions. The flow of the action is more organic – you might have an idea where you’re going, but you inevitably get side-tracked – but a lot of your minute-to-minute activities will still be familiar from past games.


On the plus side, the action has never been as open to different approaches, or as strong. Stealth now works as an option and is actually the best route through some missions, where charging into battle gets you killed. And while it takes time to get used to Far Cry’s aiming, which lacks the fluid motion and snap of a CoD or Destiny 2, everything else – a varied arsenal, the limited ammo, the smart, unpredictable AI – makes this the most satisfying Far Cry in terms of combat yet.

Far Cry’s handling of allies has evolved nicely, with Ubisoft bringing in the specialists and animal companions from Far Cry: Primal. Ordinary citizens can be recruited as footsoldier allies and earn new abilities as they level up. Completing specific story missions will also unlock specialist warriors, some providing sniper support with bows or rifles, others air support through strafing runs and bombs. Best of all, you’ll unlock ‘fangs for hire’, with critters like the dog Boomer, who’ll sniff out enemies and attack them, or the cougar, Peaches, who has a nice line in silent stealth attacks. Each specialist gives you new tactical options and can revive you if you’re downed – and it’s worth your while doing the same for them.

Far-Cry-5-Zip_1080p_GOLD-1024x576.jpg




There’s also a lot of fun to be had with vehicles, with the usual jeeps and ATVs joined by muscle cars, machine-gun toting juggernauts, weaponised tractors and a whole lot more. There are some brilliant stunt-racing challenges squirreled away as well, and Far Cry 5 still finds time for the grapple, parachute and wingsuit, so all those helicopters and radio towers won’t go to waste.
By any standards, this is a fantastic sandbox shooter – the most engaging and absorbing in an always stellar series. Yet it’s no coincidence that it’s at its best when the Seeds themselves enter the fray. Where Joseph is an unsettling, quietly enigmatic presence for much of the game, his three heralds punctuate the action with regular shots of pure craziness, and it’s here where Far Cry 5 cuts loose with its most disruptive, subversive passages.

Where John pushes you through increasingly gruesome confrontations, Jacob hits you with surreal, brainwashing training challenges and Faith tempts you away from your hero’s journey with soft talk that leads you into madness. While some scenes of violence and torture grow excessive – I sometimes wondered how much brutality as entertainment I could stomach – these sequences do a fantastic job of focusing the action and driving you forwards. In fact, you could argue that they do it too well.

Far-Cry-5-ClutchNixon_1080p_GOLD-1024x576.jpg



Maybe it’s impossible to maintain that level of nerve-wracked, strung-out intensity over so many hours of freeform gameplay in such a vast open world, but the return to normal busywork missions can feel deflating. What’s more, how many times can one guy get hunted, caught and rescued? Yet, overall, Far Cry 5 finds a balance between its more compelling narrative and its all-action smorgasbord structure. At every point where you start to grow weary of the mundane, something comes along and knocks you off your feet. That’s important, because this is a massive game. Expect a good thirty to forty hours of action before you see the credits roll.

It is, of course, both playable and hugely enjoyable in co-op, but Far Cry 5 throws in something new to keep you coming back once that happens: Far Cry Arcade. An evolution of the old Map Editor, it enables you to build your own solo, co-op and multiplayer missions, or at least play through those that others – including Ubisoft – have built. The editor itself is fairly complex and will take a while to master, but some of the ready-made maps are fun, with some interesting puzzle-style challenges. These arguably suit Far Cry’s style better than the PvP Arcade mode, though this might grow stronger should the maps grow more inventive and the player count rise.


TheArrest_1080p-1024x576.jpg



Verdict
Does Far Cry 5 escape the Ubigame shadow? At its best, it does tear itself free, with some systems stripped away and others streamlined, plus a greater sense of immersion and discovery than the series has had in years. The Seeds make great Far Cry villains, disrupting the flow when it threatens to grow dull, and there’s something familiar and unsettling about the Montana setting that brings the whole game to life.


Yet there’s still a sense that Far Cry needs to push things further, with too many mundane and repetitive tasks littering its map screen, and that more variety is needed in its core mission design. This is a phenomenal open-world shooter and an excellent Far Cry. With a little extra push, it could have been even more.
Thanks, breh :salute:

I'd rep you if I could (it's still saying "slow down on the reps breh)

I appreciate it :cheers:
 

Splash

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Another NoMans Sky :mjcry:
Room to grow.


Sea of Thieves conveys nature's beauty and wrath with aplomb, and sailing across the open ocean in a creaky vessel can make you fall in love with its impressive presentation. This romantic connection can be felt most when sailing alone, but Sea of Thieves is primarily designed to be played with a trusty crew. Doing so allows you to revel in buffoonery and appreciate the value of teamwork, delivering an entirely different perspective on what it means to be a pirate.

These awesome moments make the initial hours of the game feel like you're embarking on a special journey, but this love affair is quickly tested both by the game itself and other players, some of whom on PC are already employing hacks to put your interactions on uneven footing. Sea of Thieves is just that: a game that belongs to conniving robbers, who see fit to disrupt well-meaning players despite gaining no prize other than gold for purchasing cosmetic items. This is to be expected to a degree, and I'd be lying if I said there weren't moments when I screwed over someone else for the sheer delight of asserting power and punishing another player's naivety.

Even so, sabotaging others didn't make me happy for long, and certainly didn't provide me with anything meaningful enough to warrant developing my underhanded side. To that end, playing as a trusting do-gooder is often more fulfilling, though the aforementioned aggressors and a surprising lack of depth to missions curtailed this approach, too. After 30 hours, I'm left wondering when I'll jump back into the game again. A part of me feels like I've seen it all; another part of me knows I'm using that as an excuse to take a break from grinding through another shallow quest in search of gold.



The ostensibly ultimate goal is to become a legendary pirate captain, a prestige that comes with a supposedly notorious-looking ship meant to instill awe. To reach that level of notoriety, you have to increase your reputation with the game's three factions, each to the maximum level, by completing a series of quests. These include defeating reanimated skeletons of fallen pirate captains, digging up buried treasure, and capturing very specifically colored pigs and chickens. If hunting small animals sounds boring, you're right on the money; the fact that it's a dominant activity in the game is mildly baffling. The other two pursuits have their charms at first, but once you realize that the basic requirements of each faction's quests are forever the same, monotony quickly sets in. Given that, maybe it's not surprising that people opt to rob others of their treasures as a means to impress factions.


Again, the only reward for earning reputation--even for sticking it out and becoming a legendary pirate--is looking fancy. New guns are always only as good as the ones you started out with, and expensive attire is designed to impress, not to protect you from harm any better than a basic set of rags. This might be enough for some people to stick it out through the repetitive quests and often frustrating engagements with other players, but I can't imagine why a dash of color here and a new collar there would inspire the ardent perseverance required.

All that said, I can still appreciate the dynamics of working with a friendly crew, and if I ever return to Sea of Thieves in the near future it will be to recapture those special moments. There's almost no better way to kill time during a voyage than to act like an idiot on deck. Chugging grog to the point of vomiting is a regular occurance, as is catching it in a bucket to toss on a crewmate, clouding their vision with bile and booze. The drunker you get, the less stable you are, and the higher the chance that you'll accidentally stumble overboard, much to the delight of everyone.

Coordinating with a team of three other sailors to properly stock your vessel and manage its equipment is the most immediate venue for skill development. The only time you're truly tested is when engaging in battle against another ship, where you're required to manage the speed and orientation of your boat, load and fire cannons on deck, and patch up holes from enemy fire before your ship fills with water and sinks. It's great when you can fend off an attacker, but conversely demoralizing when stripped of your riches. Just because you sign up for that risk when you dedicate yourself to the game doesn't mean losing all your treasure is any less of a hit to your enthusiasm when another crew takes over your ship.


Sea of Thieves offers other notable surprises, such as the appearance of a cloud-skull in the sky with glowing eyes, signaling a "raid" consisting of waves of enemies nearby. You can tackle these well enough with a four-person crew, but you are free to team up with others as well; just be prepared for them to turn on you when it comes time to collect the bounty of treasure.

You may also run into the infamous, massive Kraken mid-voyage, a moment that is exciting the first time around, but subsequently one worth avoiding. The Kraken's gigantic octopus arms writhe out of stained black water--really, a trick to prevent you seeing that the kraken is just a group of disconnected arms without a body in the middle. Its arms can either grab your ship or pluck sailors from the deck, and you've got a limited amount of time to pummel it with cannon fire to free would-be victims. In the end, all you can do is damage it enough so that it slinks away--a deflating discovery that makes you think twice about future engagements, especially given that there's no tangible reward for your victory.

There may come a time when Sea of Thieves is able to entice me back, and I imagine that will be with a mix of new mission types and hopefully the promise of rewards that allow for new types of interactions, if not improve my character's capabilities. For now, it's a somewhat hollow game that can be fun for a handful of hours when played with friends, and something worth trying out if you happen to be an Xbox Game Pass subscriber. Even though it's hard to wholeheartedly recommend, I like enough of what I see to hold out hope that things will eventually improve as the game continues to be patched and updated with new content.
 

Splash

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Game looks dope from the gameplay I've seen
But co-op games require friends :mjcry::mjgrin:
Say hello to (me and) my little friend.
by Oscar Dayus on Mar 23, 2018 09:42 AM

A Way Out is not really the hard-hitting, serious, emotional tale of two convicts escaping prison it appears to be. At times, it successfully strikes those notes, but extreme tonal shifts, gimmicky QTEs, and a terrible finale kill almost any emotion or tension contained in the game. In the end, entertaining environments and some inventive set pieces prove to be its saving grace.

Like director Josef Fares' last game, Brothers: A Tale of Two Sons, A Way Out contains two protagonists who experience the game's story together. Unlike Brothers, however, you'll need a friend to play with this time round; A Way Out is only playable in co-op, either locally or online. Whichever you choose, you'll always be playing in a split-screen that dynamically shifts between the respective views of Leo--a reckless, aggressive gangster cliche--and Vincent--a more cool-headed family man.


Click image to view in full-screen gallery

Sometimes the screen will be split vertically, sometimes horizontally; sometimes evenly, sometimes unevenly; and sometimes not at all. This framing device is mostly used in interesting ways, such as giving more screen space to whoever's performing a more important action, or splitting the TV in three to also dedicate real estate to an attacking NPC. However, it can be a source of irritation, such as when I was talking to a friendly character, only for my partner to trigger a cutscene and for the screen to shift entirely to his view, ending my conversation prematurely.

This is a problem faced outside of cutscenes, too. A Way Out's small explorable environments often contain multiple characters to chat with, but if you and your co-op buddy both engage in different conversations at the same time, the game has no better answer than to play all the audio in parallel, meaning you struggle to hear either of the conversations happening in front of you. The problem is alleviated slightly if you turn subtitles on, as each side of the screen contains its own set, but the overlapping sound is still distracting.

Such issues do irritate, but they are more of a footnote than a major strike against A Way Out's co-op-only nature. Without a partner in crime, some of the game's standout moments wouldn't feel nearly as impactful. In one early scene, Leo and Vincent are attempting to hack away at their respective jail cells using a screwdriver. While your partner stabs the wall behind his toilet, you must keep watch from your adjacent cell for patrolling guards, occupying them when they get too close and warning the other player to look natural when your distraction fails.

This is when A Way Out is at its best: communicating with (and relying on) your partner both in-game and in real life makes these moments of tension consistently thrilling. There are a handful of these set pieces throughout the 7-8 hour campaign that feel unique and justify the decision of forcing you to play with another person.

The tone veers wildly from a Shawshank-inspired escape tale to a silly semi-parody of '70s crime dramas

But while those moments do carry some tension, it's because you're sat next (or talking) to someone you care about and never because you're playing as someone you care for. The protagonists and their motivations are the most generic B-movie fodder--gangsters with escape and revenge on their minds, but with the hackneyed added layer of troubled families. To make matters worse, the dialogue is stilted and unnatural. Conversations often end abruptly (regardless of whether your partner triggers a cutscene), and entire scenes go by without adding anything in terms of plot or characterization. Some lines in particular are cringeworthy--during one sequence in which a couple are interrupted while having sex, a female extra instructs her male partner to shut the door by saying, "I'm gettin' cold in my lady parts."

The tone veers wildly from a Shawshank-inspired escape tale to a silly semi-parody of '70s crime dramas, complete with overextended sideburns and an assassination across the border in a villain's remote Mexican lair. In one scene, A Way Out nails the feel of punishing prison life, and in another it lets you act like children on a playground swing. Sometimes those conflicting tones even crop up in parallel. One poignant late-game moment--where my character learned some surprising and emotional news on one side of the screen--was ruined by my partner interacting with a bicycle bell on the other side that caused his character to exclaim, "Ring ring, motherf***er!"

If it's not the dialogue dampening moments of tension, it's the game's numerous QTEs. While A Way Out does use timed button-tapping well in some instances, such as when our characters must time their pushes up a vent shaft while standing back-to-back, it also wastes scenes with gimmicky implementations. The final playable section of the game--the crux of this entire plot and hours of journeying and escaping and chasing--boils down to mashing Square / X. A Way Out's third and fourth acts are by far its weakest: save for one inventive story beat, all creativity is lost and the game turns into a mediocre action romp with anemic shooting and little else to do or care about.

Luckily, the rest of the game (which is much longer than the mercifully contracted finale) contains more interesting and varied environments. Throughout your journey, you'll travel from the prison to a forest, a farm, a cinema, a trailer park, and more, and each is filled with objects to interact with, puzzles to solve, and people to talk to. These diverse areas are small but dense, and they add color to what could otherwise be a monochrome world of good and bad. The trailer park was a personal favorite, offering a chance to pause and play some baseball or chat to secondary characters. There's even a Trophy / Achievement for exposing the aforementioned couple to the man's jilted wife. That this captivating space comes during what should be a time-sensitive moment, when playing baseball or exposing adulterous men would be the last things on anyone's mind, says everything about A Way Out's story and tone, however.

A Way Out has problems. By the time the credits rolled, my partner and I didn't really feel like we'd been on much of a journey with Leo and Vincent. We'd been on a geographical tour, sure--one that was often trite, gimmicky, or cringeworthy--but we didn't feel the pair had learned anything or grown in any meaningful way. I did, however, enjoy the journey I'd been on with my friend sat next to me. We had to look out for each other while escaping prison, work together to solve puzzles, and save each other's life on multiple occasions. Our characters might not have grown closer together, but A Way Out's forced co-op is worth it for the few standout moments it provides.
 

Splash

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Lastly for now, was reading this morn, you might be the only person to afford this shyt :picard:

NVIDIA Just Unveiled A New Graphics Card More Powerful Than The Titan V




https%3A%2F%2Fblogs-images.forbes.com%2Fmarcochiappetta%2Ffiles%2F2018%2F03%2Fnvidia-quadro-gv100-1.jpg
NVIDIA
The NVIDIA Quadro GV100.

Amidst the array off data center, AI, and machine learning-related announcements, Jensen also unveiled a new Quadro-branded professional workstation-class graphics card based on the company’s Volta microarchitecture, the Quadro GV100, which is the most powerful graphics card released by the company to date.

NVIDIA didn’t disclose the actual base/boost and memory clocks on the Quadro GV100, but a quick glance at its specifications reveals it is clocked higher and boasts significantly more horsepower than NVIDIA’s previous flagship GPU, the Titan V.




https%3A%2F%2Fblogs-images.forbes.com%2Fmarcochiappetta%2Ffiles%2F2018%2F03%2Fquadro-gv100-specs.jpg
NVIDIA
NVIDIA Quadro GV100 Specifications

The NVIDIA Quadro GV100 is powered by the same Volta GPU as the Titan V, featuring 5,120 CUDA cores and 640 Tensor cores. But while the Titan V has 16GB of HBM2 memory, the GV100 has 32GB. The Quadro GV100 also offers up to 118.5 TLFOPS of Tensor performance and 29.6TFLOPS of FP16 compute performance, whereas the Titan V tops out 110 TFLOPS. The Quadro GV100 also comes out on top in terms of memory bandwidth. The Quadro GV100 offers up to 870GB/s of bandwidth versus the Titan V’s 652.8GB/s.


https%3A%2F%2Fblogs-images.forbes.com%2Fmarcochiappetta%2Ffiles%2F2018%2F03%2Fnvidia-quadro-gv100-angle.jpg
NVIDIA
The NVIDIA Quadro GV100

All of these numbers equate to what will ultimately be an extremely high-performing graphics card. We already know the Titan V was the fastest GPU available for everything from gaming to crypto-currency mining, but the Quadro GV100 tops the Titan V in both compute performance and available memory bandwidth.

Of course, all of that horsepower comes at a price. The NVIDIA Quadro GV100 is available now on the company’s website for a whopping $8,999. OEM partners and system builders will be offering the Quadro GV100 in systems sometime in April.
pixel


1
 

TripleAgent

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Lastly for now, was reading this morn, you might be the only person to afford this shyt :picard:

NVIDIA Just Unveiled A New Graphics Card More Powerful Than The Titan V




https%3A%2F%2Fblogs-images.forbes.com%2Fmarcochiappetta%2Ffiles%2F2018%2F03%2Fnvidia-quadro-gv100-1.jpg
NVIDIA
The NVIDIA Quadro GV100.

Amidst the array off data center, AI, and machine learning-related announcements, Jensen also unveiled a new Quadro-branded professional workstation-class graphics card based on the company’s Volta microarchitecture, the Quadro GV100, which is the most powerful graphics card released by the company to date.

NVIDIA didn’t disclose the actual base/boost and memory clocks on the Quadro GV100, but a quick glance at its specifications reveals it is clocked higher and boasts significantly more horsepower than NVIDIA’s previous flagship GPU, the Titan V.




https%3A%2F%2Fblogs-images.forbes.com%2Fmarcochiappetta%2Ffiles%2F2018%2F03%2Fquadro-gv100-specs.jpg
NVIDIA
NVIDIA Quadro GV100 Specifications

The NVIDIA Quadro GV100 is powered by the same Volta GPU as the Titan V, featuring 5,120 CUDA cores and 640 Tensor cores. But while the Titan V has 16GB of HBM2 memory, the GV100 has 32GB. The Quadro GV100 also offers up to 118.5 TLFOPS of Tensor performance and 29.6TFLOPS of FP16 compute performance, whereas the Titan V tops out 110 TFLOPS. The Quadro GV100 also comes out on top in terms of memory bandwidth. The Quadro GV100 offers up to 870GB/s of bandwidth versus the Titan V’s 652.8GB/s.


https%3A%2F%2Fblogs-images.forbes.com%2Fmarcochiappetta%2Ffiles%2F2018%2F03%2Fnvidia-quadro-gv100-angle.jpg
NVIDIA
The NVIDIA Quadro GV100

All of these numbers equate to what will ultimately be an extremely high-performing graphics card. We already know the Titan V was the fastest GPU available for everything from gaming to crypto-currency mining, but the Quadro GV100 tops the Titan V in both compute performance and available memory bandwidth.

Of course, all of that horsepower comes at a price. The NVIDIA Quadro GV100 is available now on the company’s website for a whopping $8,999. OEM partners and system builders will be offering the Quadro GV100 in systems sometime in April.
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1
I need a hookup lol.
 

Ciggavelli

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Yo, I think this facility is monitoring our activity on the computers. We're not supposed to use social media. I dunno if a forum is social media in their eyes, but if I don't post in the next few days, it's cuz they blocked the site. Hopefully that won't happen, but who knows... :francis:

If I was thinking correctly, I woulda brought a usb with Tails on it and just do my own thing. Oh well :manny:
 

Dominic Brehetto

Rest In Piss To Your Cousin
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Yup...100% me. I'm definitely an extremist. Hence me going crazy overboard on my PC...lol. It's probably related to my bi-polar shyt, I'd guess
Yeah,I'm the same way.

Speaking from experience that's the heart of the issue. I can be sober for 6 months but then I relapse and go way too hard. I'm like that with everything. I'm all about something . Until I'm not. And I struggle to maintain balance. Hence I can beat 60 games in a year and then not 1 the next :heh:


So that's why I'm reading this and seeing the 90 meetings in 90 days im like yeah that's that all or nothing type. Which is what you'll have to work on. Because what happens when that all familiar switch happens and you go from all to nothing.....relapse.

So my advice is work on trying to find balance instead of being extreme. Because when you pull something so far only so long until it breaks and you wind up right where you started again.


The drug and alcohol abuse is a symptom of that underlying issue. I've thought about seeing someone to help me live a more balanced life.

I think you and I are probably very similar people on some real shyt,right to our core. So I wish you the best. I hope you find a solution,long term. I just read these actions and worry about you being too extra and burning yourself out. I can see it because I live it
 

Ciggavelli

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Yeah,I'm the same way.

Speaking from experience that's the heart of the issue. I can be sober for 6 months but then I relapse and go way too hard. I'm like that with everything. I'm all about something . Until I'm not. And I struggle to maintain balance. Hence I can beat 60 games in a year and then not 1 the next :heh:


So that's why I'm reading this and seeing the 90 meetings in 90 days im like yeah that's that all or nothing type. Which is what you'll have to work on. Because what happens when that all familiar switch happens and you go from all to nothing.....relapse.

So my advice is work on trying to find balance instead of being extreme. Because when you pull something so far only so long until it breaks and you wind up right where you started again.


The drug and alcohol abuse is a symptom of that underlying issue. I've thought about seeing someone to help me live a more balanced life.

I think you and I are probably very similar people on some real shyt,right to our core. So I wish you the best. I hope you find a solution,long term. I just read these actions and worry about you being too extra and burning yourself out. I can see it because I live it
Thanks, breh. I appreciate it. I do think we are very similar people too.

I do need to find balance. 90 in 90 is gonna be crazy, but it's what they recommend here. I don't wanna get burned out, but at the same time I don't wanna get complacent with my recovery either. Who knows?.... One day at a time or some shyt :manny:
 

Ciggavelli

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I haven't been here long enough to get a weekend pass :mjcry:

My brother, who lives in San Diego, is in town, but I can't see him. We're really close, so I'm kinda sad about that, but I can see him again in a few months. My sobriety is more important now. I'm not religious, but it's gonna be weird to be here on Easter. Oh well, I'll make it through. What's a few months of rehab in the grand scheme of things? :yeshrug:

Anyway, for those that are curious, I'm still doing well. No cravings, the docs say I'm making good progress, etc. I just can't sleep much here. I normally take Lunesta to help with my sleep, but that shyt is not given here, because it an "addictive narcotic." Brehs, I literally go to bed at 11pm, and wake up at 2am every day. Melatonin is all they give you here. That shyt is like not effective at all (it's like baby medicine...It does absolutely nothing to me :mjcry:)
 

Methodical

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I haven't been here long enough to get a weekend pass :mjcry:

My brother, who lives in San Diego, is in town, but I can't see him. We're really close, so I'm kinda sad about that, but I can see him again in a few months. My sobriety is more important now. I'm not religious, but it's gonna be weird to be here on Easter. Oh well, I'll make it through. What's a few months of rehab in the grand scheme of things? :yeshrug:

Anyway, for those that are curious, I'm still doing well. No cravings, the docs say I'm making good progress, etc. I just can't sleep much here. I normally take Lunesta to help with my sleep, but that shyt is not given here, because it an "addictive narcotic." Brehs, I literally go to bed at 11pm, and wake up at 2am every day. Melatonin is all they give you here. That shyt is like not effective at all (it's like baby medicine...It does absolutely nothing to me :mjcry:)

Why they blocked video game websites?

What can you do something for fun like on some hobby shyt while you there?
 

Ciggavelli

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Why they blocked video game websites?

What can you do something for fun like on some hobby shyt while you there?
shyt, the only reason I think they block video game sites is that some patients might have video game addictions. I can't think of any other reason.

I can't really do any hobby shyt here, so I just read in my free time. I read an entire book yesterday night. I like reading so it's kinda a hobby, I guess...

I'm just reading everything about people with dual-diagnoses. Those of us that have dual-diagnoses have a much harder time staying sober than those with just an addiction problem :mjcry:

I've read 2 books about it though, and they have been really helpful. It's gonna be hard, but the strategies outlined in those books provide very helpful strategies.

As an aside, I spoke with my Dr and Psychiatrist yesterday, and they say I might be able to start PHP (partial hospitalization program) next Friday, which would mean I'd be at the facility from 8am-5pm, Monday through Friday, but I get to go home at night, as opposed to staying at the facility. I'm not gonna get my hopes up, but I hope it works out. Then, after 2-3 weeks of PHP, I'll do IOP (intensive outpatient care), which is from 8am-12pm for 2-3 weeks, and then I'm done. :blessed:
 
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