Ina heist, you can choose up to four crew members to complete the mission. In theory, you would have to coordinate each person and their job to complete the mission. The problem: it usually never works like that. First, the mission structure is either so simple that I can take one person and get all the loot, or the mission is nearly impossible to complete stealthily and it is just an all-out gunfight. Second, there are only two commands to the other crew members: everyone stays or follows. You can switch between all the crew members in order to move each one individually, but that gets tedious to perform for every team member. There is no planning before the mission, which I feel would be a nice addition, and would more closely mirror a true heist (not that I have experience with heists).
Crime Boss: Rockay City feels slow compared to most modern first-person shooters that I have played. Movement, both running and gunning, feels slow and clunky. The guns do not feel like they have a lot of weight behind them. The hitboxes are pretty forgiving, as you can sometimes aim off-target but still hit the enemy. Stealth is functional, but also laugh-inducing as the stealth kill is sneaking up behind the enemy and punching them in the back. Similarly, this is also how you subdue someone you should not kill.
Not only were the actual heists poorly designed, they were extremely repetitive. Heist missions included: robbing an armored truck, store, bank, rival gang, or warehouse. This might sound like there is depth, but you have to do a lot of these types of missions and there is not much variety in the environment. For the first hour, I was enjoying playing these missions, but as I realized that I was essentially going to play the same missions for hours, I started to lose interest quickly.
I mentioned that Crime Boss: Rockay City is a roguelite, which was a pleasant surprise since I have been enjoying the roguelite genre recently. You can take Travis Baker on these heist missions, which reward you with XP that increases the boss level and permanent upgrades. But, if he dies in the mission, it is game over, and have to start from the beginning with only the upgrades you obtained. While the concept is intriguing, this game is too long and repetitive to be a fun roguelite. I died on Day 16, which took me about 6 hours, and had to start from the beginning. While the upgrades were helpful for the start of my next run, the missions were still the same and I had no desire to continue.
The other game mode is Urban Legends, in which there are six mini-campaigns that you can play with AI or up to three friends to complete these heists. I played this with Scott Clark for a short amount of time. Mission and gameplay are very similar to the single-player campaign. This mode felt like it needed to be done with friends as the AI would only shoot the enemy, but would not help gather the loot.
Crime Boss: Rockay City looks like it has a lot on the surface, but is really shallow when you dive in. The voice actors gave minimal effort in their roles but did not have much to work with, as some might call the dialog campy, but I think it was cringy. Combat feels serviceable at best, but also feels lazy, similarly to the mission design. The concept of a first-person shooter roguelite centered around heists is unique but lacks the execution to truly pay off. Even though I did not finish the campaign, I had no desire to finish the story and felt that I had seen all that the gameplay had to offer.
Im looking for something along the lines of the akai unibass, octave up and 4ths or 5ths harmonies with decent tracking. I wondered if these could do the job?
Im after something smallish footprint.
Any input or suggestions welcomed.
Cheers
[quote name='Salt on your Bass?' post='1180138' date='Mar 28 2011, 09:58 PM']Im looking for something along the lines of the akai unibass, octave up and 4ths or 5ths harmonies with decent tracking. I wondered if these could do the job?
Im after something smallish footprint.
Any input or suggestions welcomed.
Cheers[/quote]
Owned a PS5 for a while, was great fun for whammy-esque octave-ups and also the odd dive bomb too! Used it for lazy but really smooth portomento slides, from a semi tone to full octaves (I think you can get more than an octave out of it but not sure)
I also used mine in a latch type fashion so depressing the footswitch was like pressing a Floyd-Rose whammy bar and releasing it did the opposite, back to normal. Was useful only when used sparingly as (for the settings I used anyway) if pressed continually it lost alot of bottom end but I'm not sure other settings would have the same issues
Tracking was great for what I used it for, hope this helps
Finbar had a PS-5 before he sold it to me and I sold it on e-bay. Tracked pretty well on a well tuned and intonated guitar, sounded like dog-poo on one that was neither. Can only do chords in certian modes so might be worth a look at the manual to make sure it does what you need it to.
Thanks for the input so far. I think I'm leaning towards the PS-6 based on what I've read/heard, and I understand the tracking is meant to be improved from the PS-5.
Looks like I'll have to get my arse in gear and get to a shop to give 'em a try then, I'm very reluctant to spend new without trying......then again, GAS normally beats me down!
I guess there arent any/too may PS-6 users out there at the moment then - other flavours of this seem to get more love, such as the Whammy IV, Eventide, etc.
I also think I'll have to get an expression pedal to have more fun with it as well!! Been thinking about a whammy for a while too.......
Decisions decisions.....
Yeah, I kinda gathered that trying to piece together whatever bits of info were out there, but thats really useful thanks . I'll be sticking a load of fuzz/distortion either before or after it, so I reckon I should get away with it.
I've just dropped Boss a line to see what their line is on the PS-6 in terms of use with bass and tracking. See what they say I guess, but I can feel myself now just wanting to take the plunge.......
[quote name='cheddatom' post='1180743' date='Mar 29 2011, 01:29 PM']Whammies are cool, but it's a very "digital sound". I use mine loads, but it's not for everyone.[/quote]
[quote name='Salt on your Bass?' post='1186725' date='Apr 3 2011, 02:00 PM']Yeah no worries. Reckon its a few weeks offbut ill updaye as soon as ive tried and or purchased.[/quote]
Awesome man
Andy
Well I ended up pulling the trigger on the PS-6 without trying it out, and chucked it on my board last night for rehearsal.
I've only really used it as an octave up so far, and a little detune, and need to spend some time with it/get an expression pedal for the S-bend and pitshifter. However, my initial thoughts on the harmony setting is that it tracks really well - down to a low B (although gets a little wobbly, its not noticeable with a drummer and guitar going). It does sound very digital, but the harmony/octave can be blended, which is great in controlling the level required.
This is my first boss pedal, and I'm getting used to the layout and multi functionality of each knob, setting dependent. It does exactly what I hoped it would, and with fuzz or distortion, it just adds even more girth to what I'm playing, and I find it works well on a couple of covers where the g****t takes the solo, and there should also be the rhythm (we're a 3 piece). I'm looking forward to getting to grips more with the other settings, but this looks to be a keeper for me, and isnt going to leave my board now.
I'll post again once I've had a proper go at the S-Bend and pitchshifter. Very happy with the purchase though.
Edit: typos
I've spent the last few weeks slowly playing the Demon's Souls remake for PS5, and it's been a delight to revisit such a revolutionary game, one that still feels quirky and fresh, even in 2020. But it's also been a chance to re-experience bad memories, ones that remain seared into my psyche, even all these years later. Chief among them is one of the game's most unique bosses, Old Monk, a decaying leader who lurks at the end of the creepy Latria.
When a player dies in Demon's Souls, they return in a diminished form with less than full health. You end up playing most of the game this way because death is frequent and gaining full health requires use of a special and limited item (or beating a boss). One other reason to avoid walking around at full health is because it allows other players to "invade" your game.
Old Monk sits atop an enormous throne, unable to move, let alone put up a fight. Compared to the other monstrosities that lurk in Demon's Souls, Old Monk is downright pathetic. But Old Monk has a solution to this problem: summoning someone to fight in their place. In this case, it's summoning another actual player into the arena, even if you're at reduced health.
It is the one and only time Demon's Souls requires players to advance by beating a human being, instead of trying to work out the patterns of its AI-driven creatures. It's a wholly unique experience because no fight is the same, and if you die, you're starting from scratch again. So much of video game design is built around players picking up on predictable behaviors and responding accordingly, and here, Demon's Souls developer FromSoftware threw its hands up and gated progress behind defeating the most unpredictable actor: a human being.
"I play as the black phantom invader during this encounter because I am usually using my Black Eye Stone in that area invading folks and end up getting summoned to be part of the boss fight," said Henry, one player I recently talked to about their time in and around Old Monk. "Being the bastard that I am, I always just hide behind a chair sitting down in the 'sad' emote position near the back corner so it is hard for me to be seen. The host is usually caught off guard when they eventually find me so I stand up and smack em a couple times and the boss fight is over fairly quickly. Then I bow as if what I did was at all honorable."
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