Thank you for your info man! Great vids, btw. We are happy to help you resolve your issues. If you love the hip-hop, we promise, a lot more is comin'. :) - SK
I know I'm several videos late, but to remove a character, just talk to him and tell him to go to camp, at least in single player. In co-op I don't know if it works though! :)
@@StOoPiDU Don't worry. At least now you know how. I don't know if it works in co-op, though, because almost all the co-op gameplay I've seen had 4 players, not 3, or at most 2, and more often than not they didn't discard the NPC characters, mostly for utility. . xD
@@StOoPiDUGo easy! Imagine that I get lost in the simplest things... even following a stupid map is problematic for me in BG3. I don't think I ever got past the second act, with the save being the furthest along! 😂 So I learned the basic things perfectly, having done the first act, several times, with different classes!
Hi there! i'm a very big fan of Soulstice and though i haven't watched the VOD through properly, based on the description i see you're quite in the middle about it. I'm glad it's not negative, yet i still want to try to give you a more full idea of what Soulstice has to offer. Warning, pretty big comment coming in. I'll start off with some of the worst points: It can drag on, especially in the middle part. Game's about... twenty chapters long (technically about twenty-five, but i'll explain about that later). So you're going to feel how environments can feel very similar. There's also some annoying enemy types and environmental dangers at points. Though that said, there's about 20 enemy types to offer in total-- around one for every chapter! That is quite a lot on offer! (more on enemies later). The beginning part takes a bit as well. And some mechanics don't truly come into play until a second playthrough and afterwards. What you've seen here, is still only the tip of the iceberg of the mechanics. I'll betray to you that there's seven weapons total. They get similar inputs, but they have subtle differences in what they do. For example, you know the Ashen Enforcer-- the Warhammer. It has a Jump + Attack Button move from the air that is an immediate slam down that hammers enemies into the ground. I'll keep the nature of the other weapons a secret, but know that those same inputs on different weapons, have: - Weapon Nr. 3: A slam down that sends (light class) enemies in an immediate circular environment into the air - Weapon Nr. 5: A quite long-range vertical Prop/Shredder type move that can help with juggling - Weapon Nr. 6: A rapid multiple-hit spinning move that keeps you in the air that ends in an automatic punch-down on the enemy, but keeps you in the air and more. These are one example of the differences between executions of moves with similar inputs, and a great thing too-- you'll always have very quick access to every weapon. Just a tap or two away on the D-pad. That is not where weapon potential ends. For every weapon carries a unique Finisher, fueled by Unity, that is automatically performed when finishing a Pause Combo, and then simply using a specific weapon for the final hit in said combo. I did not use it much on my first playtrhough, I must admit. I mainly used the *other* resource for Unity: Rapture State. This is the Special Mode, which lasts for a set amount of time, and Rapture *itself* has a special Finisher. But wait, there's more! That being in Lute's skill tree! I kiddest thee not in saying that the skills get quite substantial. No percentage-based damage boosts or resistances, but instead stuff like: - Lute's passive blasts or (perfect) counters now launching enemies of Medium or Heavy class as well - Boosted currency gain - Aforementioned Weapon Unity finishers. - The Forcefields gaining expanded reach - a Fifth-row one where the effect of forcefields still persists for a few seconds after an enemy or object leaves the forcefields - Boosted movement speed upon a perfect Counter - Lute Reforming quicker after dissipating - Lute leaving exploding crystals and/or releasing various homing energy blasts *upon* dissipating. There's also an odd kind of skill that gives extra damage, but boosts the *Entropy* generation. That seems counterintuitive at first, but i have a theory that devs wanted to go for a kind of "build" for people who don't care much about scores. Lute often dissipating but leaving behind the crystal mines and energy blasts, and reforming quite quickly, would allow for passive damage unto the enemies. The intent within this theory is a bit scuffed, though. Oh, and having certain skills active (you can get full currency refunds on skiills) also influences the specific Finisher of the Rapture state. There's one more thing Unity can be used for, which I will keep a secret. Weapons are nothing without enemies to use them on, and the dance partners are generally quite good. most of them have around three or four different moves, and can also affect other enemies, such as: - Captains boosting Guards' aggression with a taunt - Alphas doing the same with Mongrels and Furies doing the same with Shriekers - Slashers boosting fellow Slashers' aggression upon *dying* - Certain mage-type enemies casting a shield over any random enemy, or using a spell that links them with a random enemy and keeps their own body in a state that takes reduced damage. There's only a few enemies that i'm really not fond of (one of which thankfully only appears three times, and are more managable on the second and third encounter). Others can range from very good to "some annoying moves, but managable" and in-between. There's recognition in behaviour to take note of too. Like for example, a mid/late-game enemy called a Mauler has a leaping punch into the ground that releases a small explosion upon impact, but also when he pulls his fist back out after three or so tugs. Also, Lock-on is very important for certain fights. (i believe it's activated by pressing R3, but you can remap controller inputs. I'd recommend putting Jump and Secondary on X and A on Xbox controller or Cross and Square on a Playstation controller) Enemies have different types too, like "Ferocious" and "Flying" or stuff like "Armor" and "Barrier". You can read on enemies' types in the Bestiary. Weapons are described as being particularly strong or not as effective on certain enemies, which goes both for an invisible damage boost, but *also* for their behaviour. For example: - Ashen Enforcer (the hammer) is strong against Barriers, like enemy forcefields and shields. - The weapon obtained *after* the Enforcer is strong against Armor, which is a different thing altogether. It has charge moves and can make quite a bit of distance compared to normally tapping the button for Weapon Nr. 3's combo here. - Meanwhile, Weapon Nr. 5 makes wide, rapid low-damage hits that can deliver stagger potential, except for armored and heavy enemies. - And Weapon Nr. 6 has rapid concentrated strikes upon a single target, that is recommended for Mage enemies to interrupt their spellcasting. Can be combined greatly with Weapon Nr. 5 to rapidly get back in their face if they teleport somewhere else, but you still have the lock-on on them. Plus, Weapon Nr. 6 keeps you in the air quite well, especially by just holding the button. Oh, bosses are also generally quite good. All bosses are fought in individual Chapters and there's about six of them. Very considerate for players who want to replay a boss without going through a level. Finally, I think that for me, Soulstice has one of the best stories in any of this genre of games. Voice acting can be a bit inconsistent, but there *is* a wonderful tale between the two sisters, and some colorful back-and-forths with Layton that tell more about the rest of Keldas and of Ilden before it fell. (He also writes the bestiary and encyclopedia entries). Very big comment and i reckon you didn't expect this, but I hope it sounds interesting for you. Whenever/if you may come back to Soulstice, i don't promise you will love it like i did, but I hope you will have fun with all this despite the issues, just like Devil May Cry. And that people will discover, check out, and hopefully like the game as well through your efforts and others'. Thank you for reading this all through, and have a good one.
Wow that's a lot haha. I appreciate you taking the time (or finding this from somewhere else and copying parts of it over I guess possibly) to share. My position is mostly that the gameplay isn't personally for me. I went at it for a few hours and overall enjoyed parts of it, just didn't feel like it was for me. I moved on to Code Vein instead and have been feeling it.
@@StOoPiDU No copying and pasting here good sir, though in hindsight i could have done that. (A critical and creative mind, you would do well in a Phoenix Wright court case :P ) I get enthousiastic about particular games and sometimes try to *make* time. That's a fair assesment! I'm glad that you can speak of it in a positive way even if this particular soup wasn't your flavor, to use an expression i definitely did not make up on the spot. Like i said in the big comment, i do hope that your stream --and perhaps recommendations between friends and viewers-- can put Soulstice on people's radar and that they may jive more with it. Thank you for replying. I do not know what types of games you otherwise like to play, but would you be alright with me telling you of a number of games that may be interesting?
@@jurtheorc8117 Realistically I have about 15 games currently backed up for me to play, so I probably shouldn't lol. But thank you for that! Sorry that Soulstice wasn't for me.
@@StOoPiDU You're most welcome, and no need to apologize at all. Like i said, i hope that at least some others may get to know and try out Soulstice thanks to streams like these. Same with other games you and others have, or may have yet to play. Wish you good luck on finishing all those games, as well as a lot of fun on them! I reckon that number will get ever bigger too, because there's so many cool games coming out :P I will, however, sneakily still leave a very special-looking title. A full puzzle/adventure game animated in stopmotion called Harold Halibut that took over 10 years to create.
Quick note, I have since changed the way handle my recordings. I now back them up until they have fully processed. Very annoying, but if it's what I need to do, then so be it.
I haven't beat this yet! This game slaps me around and talks bad about my mama and i can't do anything about it 😢 A true sado masochistic adventure...i love it!
It's their own fault for not putting Pokemon anywhere other than their own consoles. Forcing Pokemon fans to not flex creativity and make their own take on Pokemon would be silly. But yeah, this is very much like Pokemon.
Yeah that sounds right! I always do very basic stuff with the fonts I pull, just using them for simple sections of thumbnails for a basic "Part X" format. I try to get the exact font when I can, so it can be exciting when it actually works. Sadly a paid one here, so I cheap-ed out and got a similar looking one for (legally) free somewhere else.
Two notes. One, recording weirdly starts a second later than when I was talking. Not sure what causes that, thought I resolved it. Not a biggie but whatever. The other thing though... The Answer is coming! DLC to P3 is inbound for September and I am super fucking hyped about that. Will definitely be going at that.
little piece of advice for you, i feel like your voice volume could be increased a touch, sometimes when you look away and talk its hard to hear you, all constructive, great video
That's fascinating. I think I have mostly heard that the mic is a little too loud if anything. Me moving away from the mic is mostly an issue of "stop moving from the mic", is the issue you notice still prominent during points when I am right in the mic as well? Thanks for the feedback! EDIT: I will say that I don't think I lowered the volume of the game, I've personally felt it was a little loud but forgot about changing. I have usually been balanced well for what I keep the game audio at. Might need to adjust/move the mic closer.