God of War 2 Commentary - No Grabs/Upgrades+ Challenge Run

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  • Опубликовано: 8 июл 2024
  • Hello and welcome to another commentary for God of War. Today's game is God of War 2 and the challenge run is two challenges combined - No Grab Run+ and No Upgrade Run+.
    .
    .
    No Upgrade Run+ Rules:
    -No Upgrades
    -No Meter Extension
    -Hardest Difficulty
    ---
    No Grab Run+ Rules:
    -No Grabs
    -No False Grabs
    -Can't Escape Grabs
    .
    Commentaries Playlist:
    • God of War Commentaries
    .
    .
    This run is a little different than my usual commentaries. The strats demonstrated are not so 'universal' and easy for everyone else to imitate. I do however try my best to explain the approach in the best way i can. Enjoy!
    Time stamps:
    0:00 - Intro
    1:12 - The Run
  • ИгрыИгры

Комментарии • 92

  • @ExtremeGameplays1
    @ExtremeGameplays1  7 месяцев назад +15

    Rules are in the description. If you struggle in a room, let me know in the comments.

    • @nickzagotis3677
      @nickzagotis3677 7 месяцев назад +3

      I am struggling in the final fight against Zeus in god of war 3

    • @Vagrant860
      @Vagrant860 7 месяцев назад

      Zesty I'm struggling in a room in gow 1 were the floor collapses if you take too long on the fight.

    • @MrWright
      @MrWright 7 месяцев назад +1

      I can't seem to enjoy DMC2 for some reason. I'm struggling in my room for this.

    • @ExtremeGameplays1
      @ExtremeGameplays1  7 месяцев назад +3

      @@MrWright Have you tried yeeting the game out the window? Worked fine for me.

    • @ExtremeGameplays1
      @ExtremeGameplays1  7 месяцев назад +1

      @@nickzagotis3677 Try your best to air grab him. I demonstrate it in my GoW3 No Upgrade Run+ Commentary.

  • @maiqtheliar3502
    @maiqtheliar3502 7 месяцев назад +9

    Appreciate the hard work bro, these commentary videos take a lot of time. Thank you

  • @applemami145
    @applemami145 7 месяцев назад +1

    Omg I thought I missed a live whew- Love you Zesty!!

  • @ermikeng1902
    @ermikeng1902 7 месяцев назад +2

    i learn something new every time from ur vids, making each playthrough better than the last. you are a KING

  • @michaelscofield7503
    @michaelscofield7503 7 месяцев назад +5

    Great video, you can see the work and effort behind. Keep it up, best youtuber. Everyday you stream is a shiny day

  • @theIJPmexican
    @theIJPmexican 7 месяцев назад +1

    I love watching you style on them fools in the beginning.

  • @kiraqueen0
    @kiraqueen0 7 месяцев назад +2

    This was great. I was actually waiting for this one as I am thinking to do NGR+ (either this or GK NUR). This video will surelt help.
    Also, I only just learned about the knockback direction 😃.

  • @Modrexl
    @Modrexl 7 месяцев назад

    Your my favorite god of war RUclipsr and i really love your content so much ❤

  • @thenoxz2924
    @thenoxz2924 7 месяцев назад

    Really enjoyed watching this, amazing video please more of this.

  • @OG_.s
    @OG_.s 7 месяцев назад +2

    Love you man ❤

  • @TazOne1
    @TazOne1 6 месяцев назад +2

    Interesting run so far Zesty (got to Euryale).
    I'll keep watching after new year.
    Great job!

    • @ExtremeGameplays1
      @ExtremeGameplays1  6 месяцев назад +1

      Ayo. Taz1!? Well i've heard many tales from DA BIG V about you. I am flattered. Glad you're enjoying the run. I've done many other crazier runs like GoW3 OHKO and some others, but this one is also a banger of a run. Good to have you here, Taz.

    • @TazOne1
      @TazOne1 6 месяцев назад

      @@ExtremeGameplays1 Hope those tales were good :)
      I'll check your other runs in time too -the OHKO sounds promising (this reminds me the old school days *tears*)

    • @ExtremeGameplays1
      @ExtremeGameplays1  6 месяцев назад +1

      @@TazOne1 OHKO has been the hardest challenge. It and Hotel's finest (Skorpius) in a pure Apollo PAIN+ Chalice were really something.
      Xristos did the first ever GoW3 OHKO in NUR+. I followed it up the same. I explain the lore at the end of the video after stabbing Zeus and Gaia's heart.
      You're back to the RUclips game?

    • @TazOne1
      @TazOne1 6 месяцев назад +1

      @@ExtremeGameplays1 I was about to check his Apollo run.
      I sold my ps3 back in 2017, so for now, I'll just watch.
      Keep up the good work man!

    • @BigVEE
      @BigVEE 3 месяца назад

      @@TazOne1 >tales
      Duck Tales, that is.
      >was I a good runner
      You were the best. Now young Zim takes the mantle. If you can believe it we've finally got a Greek rep (or so). Not just for lore, either.
      >sold PS3
      Ah, yes. Akin to my giving up the PS2 during a move. Such regret when just after that Wulf found the PS2 era code. I was furious.
      >old school days
      Bronze Age turned into a Nu-Golden Age. A lot of moving and shaking going on.

  • @UserAGodofWar
    @UserAGodofWar 7 месяцев назад +3

    Good to see a GoW2 run from you after so long.

    • @mohamedkharrat1134
      @mohamedkharrat1134 7 месяцев назад

      Hi

    • @UserAGodofWar
      @UserAGodofWar 7 месяцев назад

      @@mohamedkharrat1134 Hello.

    • @maiqtheliar3502
      @maiqtheliar3502 7 месяцев назад +2

      Yeah I watched the full general kratos playthrough and now that’s my favourite run on his channel, gow2 is just so good

    • @lightmohamed5700
      @lightmohamed5700 7 месяцев назад +1

      @@maiqtheliar3502 peak fiction is GoW2

    • @maiqtheliar3502
      @maiqtheliar3502 7 месяцев назад +2

      @@lightmohamed5700 hell yeah

  • @HokutoShinkenSuccessor
    @HokutoShinkenSuccessor 7 месяцев назад +1

    Bro did the og Darkviperau intro nice

  • @theIJPmexican
    @theIJPmexican 7 месяцев назад +1

    1:06:14 oh yeah hahaha I forgot about you saying it like that.

  • @umiss6762
    @umiss6762 3 месяца назад

    You got new sub

  • @thatsaweirdone
    @thatsaweirdone 6 месяцев назад

    Bruh this challenge gotta take some mad self-control. In so many instances I expect a grab and then remember grabs are not allowed

  • @Jasontodd_edits
    @Jasontodd_edits 7 месяцев назад +1

    How did kratos not recognize the last Spartan voice?

    • @master_of_glaives
      @master_of_glaives 6 месяцев назад

      idk but i think the place they fight in manipulates any one enter it so you dont know who you faced and how he sounds

  • @Naef-lj1fk
    @Naef-lj1fk 7 месяцев назад

    clean

  • @BigVEE
    @BigVEE 3 месяца назад +2

    As before, I don't have a redux with copypasta notes to work with. Just some stuff from testing during the also incomplete NBR+ NUR+ redux. Shame the old stuff got lost.
    1:15 He needs that Disco Fever costume with a mod to turn the wig and attire into a clown suit as he says this. My guy seriously saw an eagle and rather than thinking Zeus he suspects the literal only person who cares about him.
    1:19 Probably lots of t0 into s6 set-ups for collisions. Maybe from corners. Possible leading them to corners and sending them into each other there (if you can pull it off). We can use PR, so why not do that to thin them out a bit? 3 casts or so seems about right.
    2:11 Boundary/funnel to work.
    2:49 I'd let PR do the talking, frankly. We even have a refill, but we don't actually need it. Hell, we could go crazy with PR before this fight, rush the chest and then handle business.
    2:53 Been awhile since I'd seen punishes from above. Going to get the early rock hit?
    3:08 Cute.
    3:20 >didn't stick by the interactible
    Bah.
    3:33 Funnel for the usual.
    3:58 Conditions don't apply here.
    5:01 Good punish, but I would side-switch here.
    5:35 So he would fall while I'm already in position.
    6:00 Not sure how the case of archers being killed early works as usually they are different from the lades we encounter later (killing them early is without point). Could backtrack for a chest, so if you want just PR hordes like the first group and then the second (maybe x2 there). Obviously working the camera, boundary and/or cover makes sense, too.
    6:55 Rushing to the beams, killing the few spawns around then backtracking to clear at the boundary is easiest.
    7:40 It would be harder to try and skip without clearing archers.
    8:00 Got a refill option ahead, so why not?
    >skipped that part
    x2 PR should clear it up. Then refill and move along.
    8:12 Another bit where conditions don't matter.
    9:15 Hand makes more sense.
    9:58 DR would be better here.
    >doesn't count
    R1 interaction, yes. Had it been the actual throw like in GoW:A, then it would count (for NGR+, not NGR).
    10:53 I would definitely 'no kill' by making them send themselves to the invisible floor in the fires below. Dead enough for me.
    10:58 I can respect it.
    11:14 The place for 'greed' (just move a bit lower from the start, set turbo to circle **will default to up-grab** and let it do its thing). I wish I had a proper write-up to work here. I know I left notes on the video of Zim along with the private session(s). PS2 and PS3 versions differed a bit with where we start and the floating hand over the vertical gap (respawn sliding into place where it should be). Took a bit of work to handle this like the PS2 version and care about ND like Zim insisted on. I imagine you won't care about either (making it much easier to just bullrush). Vertical lights are from RH yet aren't very good for the right. Horizontal lights job more to those above. Each impact as the animation plays out slows US down, but not enemies. As such, you can get stuck making the animation in what should be a safe case into an unsafe one. Odd.
    Heavy is a double hit. Each of those hits is twice as strong as a single light (so it felt). Only cardinal directions (as ever). No ordinal. Likewise for rapid movement (we got the quick drop and slide these days). No wall leap in this case, of course. Would help little if we could without IJ access, gliding, etc. Not being GK right now is a blessing. I forget how DMG kill drops differ on them versus OS kill. Getting topped off would be nice. Obviously no blocking, no drop points, no platforms or anything. We do get the gap crossing (collision), which is swell. Have to be super careful about one point where the spawn-in can detach us. None of the hands ever run out of respawns and no spot is FULLY safe. (Body) Blocking hand spawn points is a thing you can attempt to get cute with (some success to be had). Can hop over hands early into their spawn-in. They have armor during spawn-in. Sure would be dandy to have lvl1 RotT for this, eh? Flare up for a heavy hit that would be x8 of a light (without). Ought to pretty easily handle business, I'd say. Wulf's code and cheats ONLY. Sync kills can be a wise strat. We keenly feel the lack of any i-frames on our rapid movement options.
    Regarding bodyblock, they can 'slide' out from under us if not sufficiently over the point of origin, which is unfortunate. Having visible holes to know these locations more easily would have been preferred. I see you opted to humor the PS2 situation by slipping the opening salvo (rather than just going with up-heavy from the start. Crossing can be inconsistent about insta-kill for some reason. I'd have to locate more of my old chat with Zim to really know the play-by-play, but on section B (BC gap) I would get near the gap without going into 'cross' stance for an up-heavy (at a certain point in the animation to land the shot). Moving in and out of stance to adjust camera as needed (can be weird here). Weakened, crossing would kill it. Clearly not a lot of QA for people not just using the win button (circle). I worked staggers and sync'd kills to make openings for safe progression. No rushing like the PS3 version can allow. Went slower like PS2 encourages. Up-heavy chip on the trio. Wish I had a recording to review. Such a pity. There is a hand (near where you can be dismounted) that being near enough will make it whiff with a down-slap. x2 left-heavy to clear the way towards the "L" junction (in Wall C **on way to final stretch with the useless alcove**). Getting into a good position to make an opening and progress or even just standing your ground can be tough to pin down. My spot was such that I block two hands while being just below hands that want to down-slap at me (whiffing). Clear flank before those ahead. Timing and placement are key. Just wish I had visual aids.
    11:25 It can be alright, but this wasn't a great call.
    11:28 >not ND
    Didn't think so. Will we also take advantage of PS3 and rush through? That would make this far easier than what Zim was dealing with.
    11:47 One of those times it doesn't want to insta-kill.
    11:52 >blows off Yaffa
    Thought so.
    12:04 >going for some HP in the cut
    Safer from the top.
    12:17 Another love tap.
    12:20 >didn't top off
    Bah.
    12:30 Our usual, just that we can't work "O" (not even false OS). The mini-game with Roc is unavoidable here. You technically need a bug to avoid it in the next flight, so I don't penalize if one does it.
    12:41 Griffins.
    13:20 >remembered the restart
    One day ZIG will take note of this warning.

    • @BigVEE
      @BigVEE 3 месяца назад

      13:52 Wall strats or boundary makes sense to me. Wall heavy reaches to a surprising degree of depth 'ahead', which is good to know.
      13:55 >air t1 to 'st' reps
      Amusing.
      14:18 Aside from rushing, you could pull spawns back to the start or camp at the crossing. Even dismount opps.
      14:36 Lovely.
      14:56 Sensible enough. They lack the ability to fight through it nor can they armor into a throw to pull you from the ceiling (if they could, this might actually get spicy with them in range of such a maneuver).
      15:22 We getting any dismount stuff?
      >nope
      DAYUM SHAME.
      15:46 Probably not so much wall strats as boundary for collisions and safety.
      15:56 Camera and cover. Let them shoot their perches down. Not sure about the order I want to do things. Probably kill the lone one first before the bull interferes (if not the double). Get him out of the way, maybe t0 chip from off-screen on the archers and repeat while keeping things safe. RO the bull by pulling by the cliff for s6.
      16:38 wut
      16:46 Safer than rushing and better than wall attacks would be pulling them to the start and slapping fire. IF you can reasonably get to the other side, no mystery in what could be done (as with getting on the other wall and letting gap crossings do the killing **if not working RO or the boundary**).
      16:49 Good show.
      17:20 Collisions or RO, yes.
      17:50 >partial for one, miss another and crush another still
      Amusing. Will you drop to the one below?
      >goes up
      >SKEDADDLES
      ....
      18:00 Busting the wall makes the most sense. Also, doing the fight after getting TB. When the time comes, you could of course let TB shut down Stare aside from maybe trying for some t0/t3 (not sure how advisable it is to deep hit them). I forget if stuff like 's,s,T' locking them works here. Maybe. Would be slow and steady. Having TB definitely helps there. When harpies are around, you could let the PP do work or s6 for collisions (better). TB to help clean-up what remains (focus on one to death to get it back down to 1v1).
      >only killed her and saved the rest for later
      Sure.
      18:48 If you can reach the other side safely, getting to the boundary by the secret zone would be good. Otherwise, just pull a spawn wave to the boundary at the start for cheap collisions. Pull another and repeat the strat until none remaining. Simple enough.
      19:05 >bootleg Homerun
      Classy.
      >it KILLED
      AYYY.
      19:38 Yes, this would be one of those things I would put on a list of 'trophies' for people to do (instead of very whatever tasks like the overly generous time limit allowing for lower settings (I think even costumes and urns at the time). These are my kind of 'bonus credit' cases (like using just boars to harm the Tyrants in Destiny's Atrium even if only VH GK).
      19:55 What makes this troublesome is the 'cool off' mechanic where as time passes, the value of a sacrifice is subtracted (cooling down the flame level). Need ~5 for the pyre to be sated if very fast. If slow at any point it will take more.
      20:22 Grand-dad told you how it was. Simply going for mass knockback too often misses aside from collisions killing them.
      22:21 Think you ended up needing 9 (owing to losing heat).
      22:50 Having this for the previous bit is an option, but it wouldn't avail much. Working the exit barrier as a sort of safe spot can be good for cover and shooting aside from t0 into s6 stuff. The RO is too iffy to go for.
      23:39 Should have shot him before hitting the final grapple (losing some MP).
      25:08 Now is a good time to work some RotT (refill ahead) and go ham with TB (aside from s6 for collisions). Infinite MP chest must be exploited or one looks a little silly.
      25:30 >finally said aloud
      Now to see it demonstrated.
      25:54 >RotT t1 doesn't hit behind us
      WEAK.
      >Flare
      Did some testing of it while speaking with Wright. Really could have been done better.
      26:12 Could just hold ahead and tip range spam heavies to win aside from retreat (which could lead into TB spam before getting the chest again).
      >blasted 'em with piss
      Good man.
      26:35 It is excessive, but all the fights ahead could be TB'd, really.
      >RotT t2
      Weird hurtbox. Apparently not i-frames.
      >your RP
      Didn't go back for the chest?
      26:55 I forget if the corner allows RO. Boundary for collisions works. Pretty sure you can rush the wall and hoe them out for dismount RO.
      27:09 Yes, MP and RP are about to get prettied up.
      27:50 >something besides
      Something like traversal combat?
      28:00 MISS ME WITH THAT OL' BULLSH- **shaded**
      28:06 May as well.
      28:44 Time. To. Leave. Them. ALL. BEHIND!
      29:18 I'm sure some of your chat are losing it hearing the explanation even here.
      29:30 Sadly, just so.

    • @BigVEE
      @BigVEE 3 месяца назад

      30:45 Can't quite weaponize the wall here like this nor do I believe you can do well from above. May as well just t0 into s6.
      31:05 Not sure how willing I'd be to use the MP.
      31:19 The attempt was made.
      31:30 >flare up
      Even more important here.
      32:11 Can pull below if not attacking from above. The usual works fine with t0 into s6. I'd rather not go too hard with flare ups for punks.
      33:12 An easy way to think of it is lvl MID for RotT lvl1. RotT lvl2 is lvl MAX.
      33:50 "Zim already demonstrated a method making use of the MP chest for his 'no grab' go of things. Just straight up fighting would be dull (of wit). Working the box top isn't super effective (have to really be on top of your game for landing just t0 from there). Easier to pull them to the entry drop spot, rush the box, pull it out, get behind it, push it out a bit further (just enough space to keep the swipe of the Cerberus from reaching outside when you push your hurtbox forward as with some moves) and work it for punishes. Sure is nice having the OS DMG be optional for progression and my hits count for DMG during the dizzy "O" in question.
      NOTE: Touching the EXP chest will let loose the dogs of war. I wanted to see if there was any funny business with unexisting, but didn't find any with them. Worked the boundary by the wall ahead, but it wasn't that big a deal. Even got one into the previous arena (only thing worth reporting was that my TB shots would aim for where he was trying to go and not where he was, which filled me with empathy for the archers)."
      >wants s6 collisions and TB shots
      I see.
      36:42 "I never used my MP chest from before, so I could use the stuff in bits leading up to the Siren Widows (to be topped off before them). Doesn't seem necessary. Pull the starting x3 to the boundary before the wall you came from (not to be confused with the ladder up here). You can rush by, slap the obstruction and dash through the next x3. If you wish to kill them, feel free to down-heavy as they try to transition. If not spending the MP chests from before, I've now go two of them and the one ahead for the stuff before the elevator (which does not go back up, sadly). Excessive."
      36:45 >embraces being surrounded
      Oh, you.
      37:22 "Not possible to RO from the wall we used or the bridge end. You CAN hit if foes come near enough the wall, however." Could send some across the gap if not RO. Work cover and camera. Cross and kill archers first. Work TB. Your call.
      38:29 Seems their rabid move acts like Chimera Goat's firewave when scrolled off-screen.
      38:53 Camera makes it easy to leave archers for last.
      39:13 >MP chest
      It is crap the elevator can't go back up even after the Widow bit.
      39:16 "Sadly, no real boundary here. Chest exploiting isn't super effective though it can be set-up (works okay for 1v1). Attacking from above sucks since only T barely reaches aside from air t1 (more reliable). Would be a long chip (better off with kiting them along for t3). Could use MP and chest up since the one ahead cannot be revisited after Theseus (one before/after him isn't going to pull a GoWIII and refill itself, so it wouldn't be great to open it now outside some run like VH GK where it is hard to regen after going hard)." Collisions can be a play. With the 1v1, maybe some juggling strats.
      39:30 Well done.
      40:40 It is a general issue.
      41:15 No change in S1 (just not using false OS and need to take care about provoking the throw).
      42:03 Good to get those punishes in.
      42:42 Only change here is no option to work the throws, so our usual strats without them take over.
      43:50 The most significant aspect of the fight in this run, yes. It will take a bit longer to get enough MP consequently.
      44:19 >wasted a shot
      Silly.
      45:22 Or lvl2. Certainly not lvl3 (and beyond). It definitely wouldn't expect lvl3 TB.
      46:00 Something I kept noticing while watching Zig.
      49:51 I can think of a list of things. Still the most usable 'rage'. Definitely the winner for NUR value (NG or NG+). Doesn't remotely have the same depth and power as RotG MAX, but it goes back to how long and frequently you can work it (aside from tech applications).
      50:38 It can refill pretty fast in select cases aside from the bug Zim worked for PAL version. Athena's Blessing is absurd. Lots of buggy things in the fuller moveset. Still beats RotT easily.
      50:55 Yes, lacking the ability to use it at 20%+ and turn it off whenever is a huge count against usability (aside from the drain feeling a bit quick with no way to get RP while it is active nor slow drain as with AotF). They didn't even give a moment in the game where we have infinite RP just to experience the thing for a bit (play with the tool). It being part of upgrading means it isn't even there for us in NUR and higher.
      52:10 I'd give them the boundary treatment.
      52:58 Opening the gate is the way to go, obviously. Could use CR on opps ahead and backtrack, but that seems excessive.
      54:25 High ground, boundaries, camera, etc.
      54:43 >faster
      If chaining off things that apply (used to be off Rush, Roll and s1). Raw is slower. Nu-Bravery is middling.
      55:13 AotF is an obvious play as with cheesing from behind the tree on high ground. Camera and boundary are usable, too. Collisions can be a sensible choice with the latter. Probably wouldn't want to use any MP or even RP for them.
      55:33 Can get them beyond it, too.
      57:55 Boar lunge works from off-screen. It can continue its chase about x3 roll distance (like a cyclops chase where wraith burrow as more like x2). Cyclops toss has great horizontal tracking (though it can be beaten in close), but zero vertical. Has a shitbox with vertical reach though still possible to jump. Lingering hitbox. The thrown boar can be targeted for some reason, but cannot be caught for an intercept. Tyrants definitely likes to snatch your set-ups away (even pushing them out of alignment with his body). Tyrant has i-frames during his throw. Pretty sure I saw the tailspin animation caught by its grab before being tossed back at me. Too much trouble without at least GK. No, I suspect I'll just have big boy kill them all (kiting him around to that end) before beating on the cyclops like usual. There are two spawn pools of x4 boars.
      They can armor lesser strikes during some of their animations. T takes a bit to come out, but air t1 can be a good choice. Of the various semi-sweet spots, I'd say the background options are best. So long as you don't let the big boys in too close, they won't attack. Easy enough to get them stuck running at the corner as you air light spam. Could maybe do something like 6-8 air lights into brief pause (letting its charge time out into the roar/taunt) then 's,s,t' in deep for good DMG and stagger (maybe one s1 before back rolling into position to loop). When at "O" probably just settle for 's,t' if not right on him, but otherwise another deep PoP (maybe with s1 before going into position again). Sucks that their toss cannot cause collisions. Getting them stuck on the chest is also pretty easy for patient chipping with mostly t0/t3. Since we have MP with a refill in-fight and one right after the fight, it makes sense to use it here (doubt saving for later is a good call). Resorting to the usual baiting of charges and t0/t3 punishes as they timed out is on the table, but let's do something new, shall we?
      Was getting ~6 shots off during the duration of a given charge (from a psuedo-boundary). From full life, needed 21 to get to the first "O". Optimal play to me would be using the boars up, before 1v1 (maybe with augmented deep t0/t3 since air lights from the corner would help refill it pretty well or you could fight in the open with t0 punishes). When x2 drop, probably good to work a background corner and MP focus one down, get the "O" and use the rest of the bar. Bait an opening with them away (so probably top-right during this before switching to the left for the chest) to refresh. Continue on the weakened one (could be tough to keep track of which is which) until dead. Flare up would clearly speed along some of the t0/t3 talk (especially if getting double deep hits though just having one finished off works just fine). Back to 1v1 strats (unless bothering to sync perfectly).
      57:59 >s6 for knockback
      Expected. I wonder if you'll give an example of what I reported.
      58:08 >got the other
      >i-frames kicked in
      Bah.
      59:01 >he missed
      Pity.
      1:00:10 Now for x2. Probably some flare-ups, but anything else? I doubt you want the smoke in CQC (even with CR).
      1:01:15 It isn't that integral there. Just a nice thing to speed up S3 (or S4 **least important in S1 where in S2 it still doesn't matter**). Having some is great, but we want these fools to go down. Time to refresh that MP, tho.
      1:02:01 Lovely. Didn't take long compared to the usual chipping experience.

    • @BigVEE
      @BigVEE 3 месяца назад

      1:02:07 >does his best impression of me against Cerberus Bastard
      Very amusing. As for this battle, only S2 is affected by the run. Should be the usual for the most part.
      1:03:52 >this long delay
      A fine thing you get plenty of time before he recovers (as it is a full one).
      1:04:05 Yes, for RP. As for the others, I believe their throw a true one, so you need to beware it. Still shouldn't use up MP or RP for this. Don't want to get grabbed and take a bunch of DMG. Can't just throw them away. Safest to go with 's,t', perhaps though if you can get PoP all the better.
      1:04:26 >UB in-close
      Is it?
      1:05:14 Could almost fool one into thinking the hitbox/hurtbox relationship was a thing of beauty.
      1:05:23 >demonstrates how the second summon can hit
      Kek. Now fail your OHKO this way.
      1:05:47 >slaps you for saying that
      BASED.
      1:06:08 You're comically greedy for the collisions. Their armor makes it hard to get them. Better to lob t3 from tip range for shallow hits.
      1:06:44 >death by collision
      >MP drops
      Amusing.
      1:07:01 >nice punish
      It is very light. If it was 3/3 instead of 2/2, that would be alright. If it were 4/4 (not quite the 6/6 of GoW1's ground version), that would be just fine by me. Frankly, I could go for s3 as 6 (rather than another 2 or even 4). Aerials are just so intensely meh. GoW:A helpfully makes it worse (1.5/1.5 for air t1).
      1:08:00 >MP dump after working RP for flares
      >refill incoming
      Makes sense.
      1:08:05 Striking a pose with the new tool was a GoWII thing.
      1:09:05 He should be happy to get an unassisted win with the runback.
      1:09:20 >bodyblock with corpse for zoning
      Cute.
      1:09:39 Correct.
      >this fight
      Other than running away, it is a good idea to work the high ground from whence we came. Chip away from safety with air MotK. Slow and steady.
      1:09:53 >deep air MotK for RO
      Lovely. But what will you do for those working hyper armor? You don't yet even have CC.
      1:10:08 >same move was knockback into bounce
      Curious.
      1:10:13 Right place, wrong move (to avoid tag-back).
      1:10:50 My guy confident enough with this trap now to work it for shatters?
      1:11:11 It is just a normal tailspin.
      1:11:18 Plenty. We see day in and day out with new runners (casuals and vets alike). There is always more to learn.
      1:11:55 I've opted out of sharing a lot of my notes as they were from NBR+ NUR+. Even there there was some dabbling for this run's redux as with this bit:
      "Did some testing for the next run, too. Seemed like using i-frames from outside its (mounted Berserker) attack range often caused the taunt, so that is good to keep in mind (pretty big opening). The default for TB targeting is Biggie (not Smalls). I find that it isn't super clear when you are actually hitting the little fella (no blood flies off him specifically) and non-piercing moves (Wind Blast would be this) will struggle to land even if you jump and switch targets each time as I did from a semi-sweet spot boundary I'd found along the exit barrier and background wall meeting (a corner with slightly elevated footing). It CAN be done, but your shots will often just hit the biggun'. Sucks, but that's how it is (a bit rigged with the bodyblocking/meatshield design).
      Reliably and safely getting the grab attempt from the gruesome twosome to shoot BL in the back when lowered? Not too probable a dance you can keep up. Not as cost efficient as the theoretical use of 16 shots (64MP) to bring down the BL off the back of the large feller, but much more reliable was high (not low) casting of CR since it targets multiple foes and pierces. It is only 9DMG per cast (per target if taking all hits) at lvl1. 9 casts (90MP) should kill it. Again, not as efficient, but more easily done and repeatable. Pretty consistent baiting out the likes of the taunt, going in for an air cast (multiple is probably a bad idea), backing off and repeating.
      The animation for dropping dead off the mount's shoulders interrupts whatever they were doing (think it might have i-frames for the cyclops, too). The boundary from before can easily shoot the cyclops, but there isn't much point to that (easy to trick as is). Working the exit barrier itself (not the corner) is a little tight. Only enough room to put your nose up against it, leap and turn around with air lights (won't move from that spot). Can shave its face this way in cheap fashion, but other boundary strats like baiting the charge, getting to safety, letting it time out and punishing with t3 (won't interrupt the taunt) would be better, but then fighting in the open isn't hard to begin with (against them)."
      NOTE: Going full tricking with CQC of BH heavies isn't super smart while it is mounted. Slow and steady would be using one of the boundaries and air MotK over and over, I'd say.

    • @BigVEE
      @BigVEE 3 месяца назад

      1:12:38 Arguably CR is the better choice in this case.
      1:13:08 >Death Lord
      Somehow GoS did not have such a thing.
      1:13:18 >run away and CR
      Saving MP for this can be a sensible choice. Don't think there is a blind spot for them. My notes for their behaviors from testing their intro fight would be worked (regarding the armor and behavior rules). Running away is a given, but I'm unsure air MotK can so easily be worked. Maybe with off-camera after losing them?
      1:13:34 So long as the game doesn't crash.
      1:14:08 >flare up
      Just wanted to 1v3 down to 1v2 all that much sooner, eh?
      1:14:27 Side-path first, I see. Could work boundaries with MotK.
      1:14:55 Here, too.
      1:15:43 Reminds me of Geets trying to land a ki blast on Gokek using KK only to take a kick sending him flying.
      1:15:56 >he's using the grapple to cancel the recovery
      Good lad. You can exploit that more during the Sisters fight, too.
      1:17:22 >uses a move
      >COMBO MAD
      Certainly mad to use without CC (or the grapple).
      1:17:30 >begins whipping him
      "This is how I love you." - Guy from Netflix Castlevania (moments before disaster)
      1:17:55 Cover helps. Still wish we knew how to drop the central platform on one of the new spawns. Then get to the final log pad for cheesing (MotK).
      1:18:50 MotK can cheese them while they can't reach you (as Zim demonstrated).
      1:18:58 Zim strats again or work my deep air MotK (more risky, maybe).
      1:19:10 Then harness your inner triclops (Spike-lite).
      1:20:20 Business as usual.
      1:20:44 >no OS kill
      Yes, we're only forced in something like TM2 with GK or if this were to graduate to PAIN or PAIN+.
      1:20:51 >tricky
      Easier than I anticipated:
      "So GoWII did have a bending section of traversable, but no fighting on it. Can't even pull the foes to it (they will think it is the rope). Shame. Can hit from it with heavies, at least. Got stanky leg on a rope boy while he was climbing, which looked funny. Since these jobbers are no Fallen, I'm not sweating the spawn rules here. I tried, but I couldn't do the AKheon special. No way to control my fall to land safely halfway across the rope (close as I am to the chest landing). Obviously can't throw myself to the background like in GoS (if I could, this whole bit would be optional, so Krate must have learned that from this experience and felt silly in retrospect). The second you touch rope, the first two Sentries are coming. Around halfway across triggers a dude near the start and another beyond the halfway point (as you near the end there is a guy on land hopping to the rope to try cutting you off). That's about it. You can't IL after dropping, so sticking a ledge hang is precise at the exit. Not worth much since they tend to bug out. Checkpoint upon going far enough in-land at the exit.
      The most I could do was settle for killing one guy by baiting the first two near enough the start to hop behind them, rush the dude blocking the way, kick him to death (the guy who should make this harder just lets us, so that's convenient though disappointing) and rush to the end (drop before being forced into more engagement). Even with RotT, they can interrupt me lifting the door (and I can't cross the roller). As is known, you can light toss (need to break lock-on, so keep them off-camera) a Sentry across the roller even at full speed, but they will suicide after this (great for when you want them dead, which is most of the time). Cute. Getting on ropes always switches back to the Blades. Noted. Only the front portion of the rapid roller hits us. If you move properly (DJ ahead while not too close as to get hit into turning away for air MotK you can get double hit ahead of the threshold) you can bypass the need for the AotF statue at the cost of HP.
      Saw that with MotK, I could hit the breakable wall from by the rope if aiming at the non-climbable vein wall by the rope drop point. Explosive moves like t0 and t3 (probably also TR or AW) can reach it, as well (2 hits at a time). This breaks it early, making it even easier to blow the next fight off, which is almost sad. You can RO the lads (if still alive) here (current arena) under the rope, by the crusher (harder to get around invisible walls) and at the foreground. Speaking of which, if you make an arc (not a straight line as an invisible edge of collision will stop you) to reach the exit shore (leading back to the alternating chest). If dudes are alive from before, you can hang by the chest and they'll suicide (well, drop into the bog, but not die). From above, you could leap aside the roller to the second crossing platform (of three), bring it to the waterfall, hop to the first, bring it halfway to the rollers and leap to the edge for the chest and savepoint. Just an option. Not super useful, but it is a thing. Likewise, hang by the roller and there is a boundary. They won't start up new attacks (leashing away), but they will continue their 2-string (can hit as such).
      Likewise, I tried shooting the rope boys from the chest spot described. Sadly, TB's WB cannot dislodge them from ropes (as is known from later spots) as would have made it pretty awesome (in tandem with IJ being kept after a rope drop so you could drop, air shot, DJ to safety and repeat to rush through fodder at the cost of MP). Missed potential, I'd say. I imagine CWB would look funny with five guys bunched up on ropes unable to be moved around (lots of hits though not of the same tier as an absurdity like mounted cases). In the end, all I needed to do with grab and go. Should mention that while AotF is active, you CANNOT use the rope, which is odd. Had no idea such a limitation was in play at all. Also, it was 9 doses of x2 t0 to break the wall. If humoring my output as being the truth, this implies something like ~80HP for the thing. A double hit from a sentry toss absolutely should shatter that. x4 MotK does it faster.
      NOTE: If not noted before, failure to reverse doesn't mean death necessarily. If you land on safe ground, you just take the DMG of their grab. Think the wall was like this, too (no ceiling grab comes to mind)."
      1:22:08 >skips the conveyor
      Still not infinite spawns there, by the way. NBR+ NUR+ copypasta early:
      "Having already broken the thing earlier, I don't really need to be here. Hell, I could have just beat on TM1 for the RP as it goes to "O", grants free hits, HP regens and loops. Whatever. For funsies, you can get them shattered easily, RO by the exit or even pull them near the crusher at the start. Just all grabs all the time is fine (just don't expect a lot from the light toss as it won't behave in the full collision fashion you want let alone multi-hit else it would insta-shatter this false wall to make the whole affair the joke it deserves to be until the repeat where a real wall dropping that requires breaking the gears and lifting the thing might have improved along with higher level enemies to go with the traps you're probably disabling via GF).
      Seems like x2 FS at the start (x1 respawn). x2 midway (x2 respawn). x4 at the end (x2 respawn). The boys at the end don't like coming to the start at all (leash). Each only drops orbs on the first death. Like Zim said, subs don't build RP, which is strange to me (Arty sure did though in a generic way). The sub-bonus with orb drops on death still works even when opps don't drop EXP anymore, which would be more notable with good recovery values (don't have the stats for it presently). Still, good to be aware of. You CAN backtrack using the roller (careful as you get near the damaging portion). MotK can land on them through the wall, which is pretty cheap.
      It also reaches the breakable bit from on the conveyer from outside the trigger of the final wave, which is handy for after clearing the first two. We cannot be petrified during AotF. Ground s1 is kek'd again for breaking these walls. Not sure if this is a general issue (could be PS3 specific). You can sentry toss at the wall, but it doesn't seem to retain the scaling it should have. Took four of them when it should be multi-hitting for 50/50 of the 80, thus one-shotting. Comes off like it is doing 10/10 (resulting in four doses needed to bring it down).
      Because of the leashing, you can obviously fight the last wave just beyond their spawn trigger. They will not just wander off the conveyor, but you can send them beyond it. If you so wish, you can let the prior spawns just stand around and get crushed. Grab i-frames won't protect you from the crusher, but it will protect you from petrification (unlike CoO). Grab select will get you caught. It timing out has them flex on you, which could be useful for certain set-ups. Can air OS catch these guys spawning in, as well for what that is worth.
      No checkpoint until tossing the temple (post-cutscene) without using a savepoint, so that's worth knowing. Messed around and lept along the wall by the grapple to swing at an angle and did a jump that saw me pulling myself up. Even did another where I landed on solid ground up there. Didn't mess around enough to try a sequence break, but it probably doesn't matter. Just a curiosity. Skelly is STILL around during all this (even after the cutscene). Not sure why, but one attempt at rushing the conveyer saw just a few Sentries spawn at all."
      1:22:11 Not sure if I would try for deep aMotK here for the hazard. Not without Blades set-ups (for safety). I'd sooner trick and heavy or MotK chip from safety (like high round). I suppose T can still cut it (with BoA) for insta-kill.
      1:22:30 It is what it is.

    • @BigVEE
      @BigVEE 3 месяца назад

      1:22:43 Obviously the run conditions don't apply here, but because I did some MotK stuff I'll share. To avoid spoilers for NBR+ NUR+, if that concerns you, you would have to avoid this note. Your call if you really want to figure out your own approach first. Were this NG+ there would be CC. As things are, you can easily keep in and BH heavy away (RotT flare up and circle strafe during fireballs if not keeping in with it backed to a wall as it backpedals):
      "Stage 1 - Right, so false OS interrupts anything he does into his backpedal, but then he can do whatever after it. If you interrupt and he instantly goes into flamethrower, you probably won't stop it in time. Said move cannot be fully beaten with CR spam it seems. You CAN get over it with air TB spam (going full Ares1), but that's tight. Horizontal tracking means you won't step it. Has good reach, so you need to clear out quick (don't be cornered). RotT can help limit the DMG taken if you're out of options. Tricking the invisible waves (with gaps) isn't practical to expect to pull off. Staying close for CQC is probably not the play here. Going to advise doing something else entirely.
      So, at the start you probably want to just make space though gauging what he is doing is good. If you were close enough to get paw swipe, he could do another or go into charge (for headbutt). Certain strikes can trick his Flamethrower, so not worthwhile to keep on him at all (as before). It becomes about landing moves that won't trigger this or landing attacks when he can't activate this panic option (getting us out and keeping us out). While you CAN punish it from afar with TB shots or even MotK, it isn't desirable to keep rolling the dice let alone provoking it.
      Fireballs are a big opening. If close, you can easily strafe around him with BH 't,t' TB cancel move ahead and do another rep TB canceled and move away to assess what he'll do next. The further away you are, the less time you have for a bigger punish. While MotK can reach from outside his range, beware hanging too close as he can arc his fireballs for more range while you're jumping around (if going that route). Might get hit. Again, don't just linger after he does this as he can pull out the gat (flammen you straight to Hell). Could just run around just outside flamethrower range waiting on this, but that alone is a bit lacking. Having more punishes would be good. What can we do?
      So, he likes to charge. You CAN hop over for air t1 (air MotK might not be the safe call). Probably better (and easier) to just trot around his headbutt attempt (not as troublesome as HCB in this regard). If quick, you can turn around to land t1 (TB cancel for safety and move away to assess as he could do another and you can chain these OR he could opt to flamethrower if sticking too close). Avoid corners (be ready to switch to BoA if not keeping them out until ready to punish with respect to having a roll option) outside safe punishing of quad fireball. As ever, lever does nothing useful (fireball won't harm the mob elevated beyond his station to boss status complete with full replenishment for us). While you could stick to baiting out his options and punishing whatever comes your way, it is better to have control, I'd say.
      Keep at a distance and it really just wants to taunt, fireball or charge (mostly this). Charge can be punished as noted, but you could also opt to evade two and a half spaces away to time him out. He'll taunt. Don't land the likes of BH t1 or he'll have the option to blaze you (on that Krate pack). Better to land heavier hit property types as with t2, air t1, MotK, etc. from BH. This will force his back pedal, which also can't trigger the werfer of fie-yah. Perhaps something like t2 (whiffing t1) then 't,t' into t1 (TB cancel and roll away to reset the process). Really just want to focus on pulling charges, timing them out and safely punishing over and over. If you're feeling it, you can MotK fireballs (going in for bigger damage runs greater risks and undermines this strat since you should be causing these taunts via charges tuckering out the mole bastard). Just recall you'll have no roll and can't CC to make it safe (needs to be done early). RotT augmenting can speed this up, of course.
      Stage 2 - The addition of the paw stomp changes nothing since I'm not favoring CQC. I don't need to trick a slap and step the next for a punish or any of that. Opted to make an alternative just to do it. This variant was MotK only. The idea is to pull charges, just trot at him, go around his headbutt and side-switch. Better he be at edges than the center for this. You're baiting out the fireballs to punish at max range with ground (not air) MotK. x2 each time. If you happen to get a recoil (since he opted to taunt) or otherwise get a taunt to punish with MotK, you can get another as he backpedals. x19 for S1. x36 for S2, I believe it was. Just a whole lot of shockwaves being sent his way until he gives it up. I still think the strat with running out his stamina and punishing barks is better (much faster thanks to RotT flare ups starting with t2 landing). This is just a simple one to consider if wanting to make things even easier. No need for quick rolling as such. Really, shouldn't need to roll at all with this strat. That's enough tactics, I think."
      1:22:58 So lame that even with lvl3 we cannot gain so much as the canned parry counter of BK in S4 here. Just a stand-in for pre-GF, but still. I wish they handled the Fleece differently. That could have been stronger, allowed upgrades and used that relic bar up in my opinion (same sentiment for the wings). Then let us find even more collectibles for that bar to get bigger (extensions). Needing less of each type helps prevent too extreme of bloat in terms of chest amount. I just really want BOTH systems (GF for flat DMG and i-frames, but normal parrying for instant ender access or unique strikes with P% as a factor). Just seems easier to have light and heavy ender come out after a parry while lacking i-frames even if only lvl2+ for subs as a mercy, but actually lvl2 for BoA (rather than lvl3) to follow GoW1's system while not leaving us too capable, too soon.
      Upgrading GF to make Revenge/Return go from 5 to 10 to even 15 would be swell even without further bonuses like maybe Revenge gaining a double hit potential (direct hit plus the AoE). Return could maybe cause a stronger hit reaction (like skelly OH animation for full collision instead of partial) while staggering even heavies out of hyper armor. We talked a lot of about storing energy (Royal Guard style) and such already, so I'll skip that (along with changing targets, option to send back the exact attack as it was to a target, etc.). It just becomes way more usable when it isn't so weak. If need be, nerf lvl1 to not be invincible during the counter. Have lvl2 gain armor. Then lvl3 can be invincible. Have to think before pulling the trigger. Maybe GF parry can cover things normal parries cannot with good enough timing (like an UB). Again, makes it interesting (as it runs on **regenerating** meter and upgrades).
      As for classical parries, BoA is no mystery (just that we lack an R1 option this time **might be cool if we can instantly link into block specials from the parry with an amp of some sort to them, but that's pushing it even as a MAX perk thing**). Just s6 and t0 (not t3). You know the properties. BH would have s3 (knockback) and t2 (think it could bounce, but I forget). SoD would have s5 (bad hitbox with knockback) and t3 (no properties). Really needs that charming aspect of PS to not be very meh as a boon. BoO would have s5 and t3 (hopefully not t2 as set-up as that would really make it a slow punish when it already has a horrible launch). Generally lights for knockback and heavies for bounces. Still wish parry could chain into held inputs (as much as block specials) as this would allow at least quick T for BoA. BH would have nothing. SoD might just go right into its t1. BoO has that awful launcher that needs a total rework (discussed plenty in your run focused on the tool).
      1:23:14 >treating this with respect
      This isn't NBR+ NUR+. That ain't an UB (nor is it super damaging). It should be, but isn't. Not sure why they lock it away for S2 like it is a big deal. Doesn't stagger us for set-ups, cause debris to fall from the ceiling or do anything interesting (certainly not a fireball shower). That it doesn't start to have birthing condemns it to never really 'step it up'. If you reduced S1 HP by a third, then gave some to S2 with the change of making the stomp matter, that would be a start even before giving it a straight flamewave (UB on the floor to get over), large fireball (UB and AoE explosion **blockable with guard break**) and non-tracking Ares1 Flamethrower (ranged version of its sweeping short range case) that is also UB. S3 could be when it resorts to birthing (just give us ways to stop that and probably don't let them mature at all as a thing for the fight **too much**). 'Super Seeds' (or Offspring) in essence. With S1 three heads, S2 two heads and S3 one head. Certain moves it starts with get less effective (flamethrower sweep and fireball spam). Maybe the swipe is just one in S1, but two in S2 and even three in S3 (so it gets more dangerous even before it can opt to mix into other things).
      NOTE: Would still want the gimmick with the lever pull instantly defeating the HP of a given 'stage'.

  • @Style_of_sparta
    @Style_of_sparta 7 месяцев назад +1

    Finally a zesty video

  • @Jasontodd_edits
    @Jasontodd_edits 7 месяцев назад

    Cant escape grabs keeps troubling me 😂

  • @fattahyahya2106
    @fattahyahya2106 7 месяцев назад +2

    Fantastic. I recall you also saying you plan to do this for Spiderman 2, correct?

    • @Snxggy1
      @Snxggy1 7 месяцев назад

      Hey Fattah I tried playing Ninja Gaiden Black yesterday on xemu emulator and…… It ran at 0 fps while I was doing a UT😥 I guess im going to have to play the sigma versions

    • @fattahyahya2106
      @fattahyahya2106 7 месяцев назад +1

      ​@@Snxggy1 >0 FPS
      Oof. Yeah, I've heard that NGB is quite demanding on Xemu. I've heard Xenia (360 emulator) ironically runs better, so maybe you can try NG2 there.
      >Sigmas
      Nah, NGS1 is still fantastic and is almost equal to NGB. NGS2 though? Yeah, it's very different for better or worse.

    • @Snxggy1
      @Snxggy1 7 месяцев назад

      @@fattahyahya2106 I’m going to try to emulate NG2 using Xenia, if it runs bad then I will buy the NG sigma collection

    • @fattahyahya2106
      @fattahyahya2106 7 месяцев назад

      ​@@Snxggy1 You can do both. Buy the collection to play NGS1. Then emulate vanilla NG2, if that doesn't work, download the NGS2 Black mod. It's not 100% similar to vanilla NG2, but the feel is quite similar.

    • @ExtremeGameplays1
      @ExtremeGameplays1  7 месяцев назад

      Spider Man 2 will be a NUR+.

  • @juliotironi3134
    @juliotironi3134 7 месяцев назад

    Are you allowed to skip encounters in these challenge runs?

  • @dukemakaveli
    @dukemakaveli 7 месяцев назад

    You should have chosen General Kratos if you want the hardest difficulty

    • @BigVEE
      @BigVEE 3 месяца назад

      >hardest
      >the collisions we focus on get amped
      >other hazards remain potent as ever
      >petrification unchanged
      Rarely would it actually be so. One problem spot could potentially be East Auditorium.

  • @isaacmonterrosa3378
    @isaacmonterrosa3378 6 месяцев назад

    May you do the same challenge in ascension😅😅

    • @BigVEE
      @BigVEE 3 месяца назад

      It is a good time. He needs to do more NBR+ NUR+, too. With GoW:A, he still has PAIN+ mean mugging him and calling him all kinds of pejoratives, slurs, etc.

  • @user-us4pe7nc8k
    @user-us4pe7nc8k 7 месяцев назад +1

    don't skip the hand room 😂😂

  • @giovannibramlia5668
    @giovannibramlia5668 6 месяцев назад

    💪 🗿....

  • @John52Kain
    @John52Kain 7 месяцев назад

    you should also include no damage run.

  • @BLAZE..44.
    @BLAZE..44. 7 месяцев назад +1

    F the translator but also good job to the devs for creating it
    Best GOW encounter ever

  • @sleepy_killer
    @sleepy_killer 7 месяцев назад +1

    Gow 1 and 2 without grabs is foul

  • @suniksunil2623
    @suniksunil2623 7 месяцев назад

    May bee the kratos in god of war ascension his the gow 3 kratos goes to the sister of fate time mirror goes to way back in past to set things right like the nipple theory white nipple kratos with hope killed ares wife and knows what happens next instead of killing them he talks with them to solve problems and remember this is kratos before opening box and all the gods become more bad and no more gow occurs the prophecy failed 😂it can be alternate time line thats why he knows the moveset and this game can be true end to gow greek franchise but the red nipple kratos goes to norse and turned his nipple white to be calm and start over 😂 i mean the problem will be solved between ares and kratos like you tricked me to kill my family and i killed your wife and her sisters 😂

  • @rahul2050ism
    @rahul2050ism 7 месяцев назад

    Recently completed GOW 2. So lengthy and feels kinda boring.

    • @Snxggy1
      @Snxggy1 7 месяцев назад +1

      Yes compared to GoW 1 the story does feel like it drags out but boring? Nah I think it’s fun

    • @master_of_glaives
      @master_of_glaives 7 месяцев назад +1

      i replayed this for a whole year and you say its long and boring ? for first playthrough this game felt like a dream every place is unique and a new stuff to your arsenal from time to time which not a lot of games can compete to this level of goodness

    • @master_of_glaives
      @master_of_glaives 7 месяцев назад +1

      like people say the game is short so the devolepers did what had to be done for the length because it encourages replay ability and the story and the characters are one of the best

    • @master_of_glaives
      @master_of_glaives 7 месяцев назад +2

      but maybe your to casual for these type of games idk

    • @rahul2050ism
      @rahul2050ism 7 месяцев назад

      @@master_of_glaives I prefer GOW 3 with many boss battles and great combat. GOW 2 is full of maze and unnecessary tasks.