Honestly, if anything, is overrated. It had a very promising beta that was ruined by further development. And then was further tarnished by the facts of its abusive development coming to light.
I’m not saying that no one should enjoy it. If you like it, that’s great. But it very much didn’t live up to its potential.
i just went and did the tutorial, which i avoid like the plague due to being drained by it.
Yup. God, Starbound has so much missed potential by focusing so heavily on a bad story. It’d be one thing if it were there in the background, but you’re basically forced to play through it every single time. The dungeons are extremely repetitive (this would have been a great chance for some procedural generation), the boss fights are way too easy, and the whole portion of the game where you just search for relics to scan isn’t fun or interesting at all. Not a great design decision for a sandbox game that should otherwise have a ton of replayability.
I think the story is a point where people unfairly criticize the game, personally. After the tutorial dungeon you don’t have to engage with it whatsoever.
The parts where you have to search for relics between each dungeon are meant to encourage exploration and remove the pressure of the story. It’s the game saying “now go do whatever and have fun!” and you make progress toward the story just by playing normally, as you come across settlements belonging to the particular species you need to scan.
If your goal is to speedrun the story and drop the game, then yeah those parts are annoying, but if you want a sandbox game where you are free to do anything you want, then I don’t really understand why people complain so much about those parts of the main story.
Never, ever buy anything based on IP. That is pure familiarity bias, a trick to make you think it will be good. In the particularly susceptible, it can even create self-delusion and confusion. (X is good, therefore this other thing that licensed the name ‘X’ must be good. It doesn’t feel good, though. No, clearly it is my feelings that are wrong. X is good so ‘X’ must be good. It uses the same mouth sounds. How could it not be?)
A change in medium is inherently a different product and can never be the same as the original. As anyone who has seen a movie based on a book can tell you, there is zero guarantee the movie will have anything more than a passing resemblance to the book coughEarthseacough and maybe not even that. coughWorldWarZcough Oof, pardon my coughing. The bullshit fumes coming out of the marketing and licensing departments are making it hard to see.
You make some really good points. The game I’m referring to is Osiris Reborn from The Expanse series, my favorite book series of all time.
It’s not exactly an unheard of IP and the developer is what I could consider midsized. That’s why I was leaning towards not doing it at all.
My only motivation is how passionate I am about this series and wanting to see more games, books, shows, movies, etc set in that world. I want to be proactive in spending my money thoughtfully to encourage development in places I support.
Obviously, one preorder isn’t going to change that for this game and a preorder would likely do more harm to me than it would be to the series if I don’t preorder.
I’m usually pretty staunchly again preorders since I think it’s bad for players as a whole (and often for devs too), but, if I’m being honest with you, I would probably have done it if my favorite series was being done by a small indie dev team so they could have as much money upfront to make the game as good as it can be.
That’s the sneaky thing about IP based projects. Even if it was a small indie team, even if they were in love with the original book, even if they had incredible respect for the original author and their work, a book and a game, or a movie, or an episodic show, are so inherently different as to make any IP deal simply a lie. They use different techniques, methodologies, and structures such that they can’t produce anything like the same experience, even with the same plotline. It’s a mask to trick people into buying the product, and the wildest part is that the mask can work so well that even the makers don’t realise it’s a mask.
But horror isn’t CoD. I will never be that big. But Konami thinks it can be, and will either sacrifice the quality of the games in order to appeal to a wider audience, or keep the games as scary as they are, and fail to meet their own unrealistic expectations.
The scariness of the games is an additional complication that AAA publishers don’t seem to get.
A bad Call of Duty still lets you click heads and scream slurs in a match lobby.
But make a horror game that isn’t scary? Or even the wrong amount, or type of scary? Complete failure.
If you target hardcore horror fans, your game has to be good enough to scare them, and you’ll never be able to sell to everyone. And if you can’t scare the hardcore fans, you need to be interesting enough for the casual fans to buy in. Getting both is near impossible, which is why indies do so well in the genre. It’s REALLY hard to make horror for everyone. Usually, a horror game interests only a subset of gamers.
And when you have a franchise, every new game needs to figure out how to scare people who have played the previous games. Or else interest them in other ways.
Horror is really easy to overplay. If your game is too long, the scares stop working because the player gets used to them. If sequels just do the same thing as the last game, entire games can stop being effective. And once you start trying to reinvent things every game, they can end up losing their identity (see RE5 and 6).
Doing this every 12 months? Just no.
Resident Evil is an excellent example. Capcom has tried and failed to increase release frequency, but titles that actually sell are about two or three years apart no matter what they seem to do. And that is WITH their new formula of using two completely different styles to reduce the sameness of the titles.
If Konami wants to release more games, they should tap their other IPs, not oversaturate the already crowded horror genre even more.
Fast motion where it’s in my peripheral vision as well as primary field of view gives me nausea even with pretty strong VR legs.
Sometimes games (and headsets) will have a comfort mode which adds a vignette around the peripheral vision when there’s high movement. That usually helps lower motion sickness.
Man those games are great. I recently-ish tried out one of the decompiled versions of the original after the source code leaked. It's still a lot of fun
What you describe is a huge part of vehicle racing in general. Getting into a flow state is fast. If you can stress an opponent out enough by threatening to overtake or even just keeping up, you can very often push them to start taking bigger risks and to drop out of that flow state
When Steam had its outage recently, I decided to go through my GOG library instead to find something to play. Noticed I had the Thief Trilogy, which I had never played, so I gave the first game a try. I wouldn’t have thought that a 3d-game from 1998 would hold up so well! It pretty much does stealth as good or even better than modern games. Sound design is brilliant as well. I’m 10 hours in and quite hooked on it right now.
This is how it felt like setting up my homelab. Watching videos or searching for tutorials when you hit some error and trying to figure it out all frantic. Then you sort of just happen to fix it after putting it down for a bit and everything is OK.
I just went through it last night when I saw my syncthing container had a database corruption error after seeing my darktable had an error. I was able to install the darktable flatpak which worked, synced my darktable database had to use flatseal to give syncthing access to that, then had to rebuild the syncthing database and now all is running again.
At first I was all nervous but remembered how I’ve figured things out in the past and its just a matter of time so I wasn’t panicked like previous times
I had to share this because no one else in my life will listen.
I’m listening, but more importantly, I completely understand 😭
Also, if you think this setup (with the Xbox controller) is great, wait until the Steam Frame comes out with the new Steam Controller integration (it has IR LEDs on the front of it so you can see a virtual representation of it in the menus). You also won’t need to plug it into your PC as the Steam Frame itself is basically a full PC.
I’m so hyped about it! Finally, a real Linux OS we can customize TF out of instead of locked-down versions of Android that look like they are designed for toddlers.
Very hyped for the steam frame but not optimistic with the ram prices and subsequent shortage of every other pc part due to AI.
I wonder how powerful the Steam Frame will be. I’ve got a steam deck and I understand it will probably be similar in power. Wonder how it will handle pc racing games.
Yeah it’ll definitely still run decent stuff. From what I’ve seen it seems to be able to run a lot of the games that can run on those headsets. The tough part is that a lot of those games only have their ARM version on the Oculus store and are shipped as android software. Hopefully devs will be willing to release a Linux ARM version for the Frame.
Ah I see okay. I have Waydroid on my laptop and it works fairly well. Haven’t tried gaming on it though. Not a lot of standard Android games I want to play on my laptop haha
World of Warcraft Collector’s Editions : even though I stopped playing a few years ago now, I still buy the physical copy collector’s editions to add to my collection - I have every one going all the way back to vanilla.
Grand Theft Auto 6 : I have both the PS3 Collector’s Editions for IV and V, feels like getting the same for 6 to finish off that ‘trilogy’ would be apropos.
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