>>14126628if there's no risk there's no fun that's what i always say
yeah, i don't think i'd put itzy or twice as my number 1 or anything, but having so much consistency and quality is really a great feat in my opinion. feels like most companies are playing the lottery and we barely even see the ones that win, but jyp is on the grindset
for hardlight i mean, my tabletop system. got my own name mixed up with the name i'm ripping off lol. the big grind being adding in a ton of content once the systems are more or less solidified, which should be very soon in the grand scheme of things
depends what you consider "massive" and how big of a collector you are. seems pretty standard size for a metroidvania which is the style of map they seem to be emulating
my current problem is that it's really really swingy. running around a brand new area and fighting new enemies is absolutely immaculate, a lot of the puzzles are right in the sweet spot of easy enough not to break your momentum without being trivial, and the mechanic of NPCs having a death timer on them is extremely well balanced and interesting so far. on the other hand there are a lot of puzzles that require you to open up a menu and switch what weapon you have equipped, the death animation is like 30 seconds, the game is EXTREMELY handholdy with your friendly little helper PC giving you unskippable advice every time you encounter something new AND every time you fail AND randomly for no reason at all, the platforming is mediocre really mediocre, and fast travel is pretty sparse so you have to deal with all the aforementioned complaints while backtracking through areas you've already seen
when i'm fighting bosses or exploring i really am on cloud 9, but i genuinely can't recall the last time a game that brought me such genuine, intense rage as as dying and understanding this means almost a minute of animations/dialogue before i can do a ton of brainless map traversal for the privilege to resume playing