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Joined 1 year ago
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Cake day: June 8th, 2023

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  • Hey, I’ve actually done that! It was almost a year ago now, so I can’t remember my exact strats for those missions, but I might be able to help.

    First of all, those two missions are brutal–I had to retry them a lot before I got the S. It seems like you’ve got the right basic idea for both: move fast and play the objective above all else.

    For builds, I had the most success running Zimmerman in the right hand and laser lance + pile bunker on the left hand/shoulder. You can swap lance/bunker to basically always have a melee available to one shot any MTs that are in your optimal path. For the real fights, building up poise damage with Zimmerman and then staggering with lance before finishing with charged bunker is an insanely fast kill that only costs Zimmerman ammo. It takes some skill and a little luck to land it on Iguazu (he’s one slippery bastard) but if you can lance him into a corner then he’s toast. The same basic principle applies to the refueling base fight, but you have to do it twice. The biggest thing to know is how much poise damage you need to build up before lance will stagger --it’s crucial that the lance induces stagger to set up the bunker.

    Good luck!

    Edit: I see you got it–congrats! That’s a tough achievement.




  • Juzou the Drunkard is a brutal fight! I rushed Hirata Estate my first playthrough and got stuck there for a long time.

    IMO spirit emblems are cool but ultimately a waste of time–they’re a lot of fun to play with in the open areas, but for ~a boss~ most bosses, it’s faster to just learn the fight than spend time farming tokens to try to grind it out with prosthetics.

    You may know this already, but a slightly hidden mechanic is that the parry window is a while .5 seconds if you hold the parry button down–if you just tap it you only get a couple frames, but if you hold it, you will find the window far more forgiving.




  • There are a few factors that I think make this year a standout for quantity of great games released:

    1. Tons of games that were delayed due to the pandemic released this year, giving us several years’ worth of ideas and work all at once.
    2. The games industry saw massive layoffs this year–that’s a ton of talent cut loose that now isn’t going towards future games, and another step towards the inevitable reckoning over the abusive labor environment that games are made in. Whether that’s a collapse or labor organization and the establishment of a long-overdue union, it’s going to create a churn period that isn’t going to produce a lot of games.
    3. The glut of great games has saturated the market, meaning that games are returning less per investment dollar. This makes investors less eager to put their money towards new games, which leads to fewer games being made.