Honestly, there are two mobile games I’ve really been blown away by: Night of the Full Moon, and Dungeon Boss Respawned. They’re very polished, very feature-complete games that are on the small and neatly contained side. For PC, Bastion is pretty damn good. Dungeon Keeper 1 and 2 as well, but it’s difficult to get those running anymore. Raft, Ori and the Blind Forest and Stardew Valley are also phenomenal.
I’m sure there are other small games worthy of mention, but I’m struggling to remember them. I usually play large open world games. On that subject, absolutely try Valheim if you haven’t.
I’ll be happy to summarize each of these games if you’d like me to.
Sometimes I can’t keep it together when pikachu and Steve from Minecraft duke it out with music playing that makes me expect a giant healthbar to appear in the sky
How far did you get into Subnautica and what turned you off about it? I understand it’s not for everyone. It can be a little bit obtuse in the way it gates your progress behind radio transmissions, and if you don’t find the right blueprints your journey can be made much harder or easier respectively. I’ve been replaying it recently and I can see how it’d be hard to get into. One thing to note is that as you advance a lot of the annoyances of finding food, water & power to upkeep everything get eased through different technologies, so you slowly get more freedom from the grind, and the story is worth seeing to the end. In fact every new tech makes the game easier and faster and opens up the world that much more, either by making it easier to traverse long distances or go deeper, or carry more, etc. The early game is slow and frustrating in comparison.
I could cosign a bunch of suggestions already, but Outer Wilds is one of my favourite games of all time. I’ll try to explain it without any spoilers: It doesn’t gate your progress behind anything but your own curiosity and acquired knowledge. It also gives you a sense of freedom that you get from fully simulated physical movement in space. It is also deeply emotional and if you’re halfway to the end wondering, “How could they possibly stick the landing on this and end it well?” the answer is just trust, omg it’s so good. You can’t really experience it twice - it’s designed such that when you possess the right knowledge, you can finish the game extremely quickly, but also to do so you must truly understand and master the ideas you are being taught - so you can only experience it again by watching blind let’s plays. I’ve watched 4 so far and each one was a moving experience watching the person go through their own process of understanding over many, many hours.
If you like platformers, Teslagrad is a beautifully illustrated and impeccably designed metroidvania which I’ve played through many times. All the story is delivered through puppet shows rendered within the levels themselves and gorgeous collectible cards. They’ve just released a remastered version with a number of QoL changes that I’ll be playing again, and the sequel is out. I believe they’re still available in a Fanatical bundle right now.
The metroidvania that got me into the genre is actually a free game by the maker of Celeste, from many years ago. It’s called AnUntitledStory and I’ve played it through many times. Some quite hard platforming challenges but the whole aesthetic is extremely cute, and as you’d imagine from the dev of Celeste the controls are crisp and precise.
Hollow Knight is another incredible metroidvania/souls like. You play as a bug in the ruins of an ancient civilisation of bugs and it is quite haunting. Again, amazing aesthetic.
And if you want something chill instead, I’d go with Spiritfarer. You build your boat and travel the spirit world helping souls on their journey to the afterlife, except each soul is unique and has their own personal needs and closure you help them achieve before they’re ready to pass. Most importantly you can pet your cat whenever you want, which every game should have.
Wow, thank you so much for this! So much in this I wanted to see, I really appreciate the time you took!
I adore diving. I actually moved around the world for 11 months to teach diving after my PADI IDC. So you’d think Subnautica would be tailor-made for me.
It just didn’t really explain what I needed to do. I don’t need my hand held in games, but by the time I figured out what I needed, the realization was a whole lot of upkeep and ‘menial tasks’ to progress. If that makes sense. I couldn’t pass the early game to get to the story and progress. This is all on me, but I never enjoyed Minecraft, so that whole genre is maybe not for me. I wish I did, it looks so lovely.
Abzu though, that was amazing!
I’ve got Outer Wilds downloading right now. I keep reading and seeing comments and posts telling me how much I’ll love it, so I have to have faith (like Dutch kept telling me -_-), thanks for reminding me about this one. It seems quirky and to have its own style, I think I’ll like this!
(P.s. is Spiritfarer harrowingly sad? I see a lot that this game needs a box of tissues and a teddy bear nearby when playing through, that’s why I haven’t jumped to it yet!)
Outer Wilds is a masterpiece, but based on this comment about Subnautica, be warned that it also doesn’t make clear what you’re supposed to do. Unlike Subnautica though, there are no menial tasks to keep up with once you figure it out.
Just don’t be afraid to check a walkthrough to give you a boost if you need it (but also don’t rely on one, the joy of exploration and discovery is the best part!).
I mean, fair enough. If you don’t like grind then Subnautica isn’t going to be for you. A lot of these grindy games I use as podcast games - I listen to stuff while I’m doing the boring bits, then when shit gets real I pause the sound to focus.
Again, you can get past some of the grind, but if you don’t enjoy the process to get to that point it’s maybe not worth it. Even once the worst grind is gone… I mean there’s still grind. The actual story is pretty fascinating, it’s all about conservation and responsible stewardship and working with the ecosystem and not against it. Oh and also you’re virtually a slave in a hypercapitalist company town structure.
Anyway, I think Spiritfarer is very bittersweet, although I would consider myself very at peace with the concept of death, so I understand others may feel differently. If you’re a big crier it will definitely do that for you. A big theme is letting people go when it’s their time. I played it on a week when I was particularly sick and didn’t have the energy to do something more active, and it was the perfect thing for that time for me. I personally think it’s very wholesome and healing in many ways. The ambience is very soothing, you spend time tending your gardens on the ship and keeping everybody happy whilst you travel. One of the things they sometimes need is hugs. It never feels like a grind imho, but again I’m happy with minecrafty/subnautica type games. I have to admit I haven’t finished it, it was very much an experience limited to that time I was sick, which is weird. I’ll have to try it again.
Ooh enjoy! Outer Wilds is one of my favourite things, ever.
Counter-point to ConstableJelly (they’re not wrong, play however you enjoy, this is just my opinion) - DO avoid guides even when stuck.
The whole game is about figuring things out, looking at the info you have from different angles, or heading out in brand new directions to see if any new discoveries will tie in with where you’re stuck. Looking something up will rob you of that discovery and maybe other ones that tie in to it.
There’s a great subreddit for the game that is set up with very specific rules to avoid spoilers. You can ask questions there, and people will expertly nudge you in the right direction based on what you’ve already discovered and figured out. There are communities here also but I don’t think they’re set up in quite the same way yet (especially as spoiler tags are not reliable in Lemmy yet across different apps etc)
You can definitely do it without resorting to any of the above, but if you get so stuck you’re going to drop the game, I’d say ask in that subreddit. Or, feel free to DM me! I’ll help you without ruining anything as best as I can.
For Spider-Man, I guess the easy answer would be Miles Morales, huh? :P
But I know what you meant, its a game with ridiculously fun mobility though its hard to find a good equivalent. There’s few things that feel as good as webslinging. So on that front (Open world + Mobility) I’m going to suggest the Just Cause series. 2 is generally the one people are the most fond of, though I vastly preferred 3. 4 is a mix of both but it didn’t gel well with me. You are not quite Spider-man, but a grappling hook and wingsuit go a long way of providing a similar experience.
For Genshin, the one game with open-world and exploration I’ve swapped around with it before is Assassin’s Creed Odyssey. Large world, fair number of sidequests (I’ve actually never finished the game from how big it is) and a lot of climbing - with no stamina bars. The loot quality feeds the same endorphins as a good gacha roll, and its free.
What’s better than going to the main inspiration of Spider games? Insomniac already said that a huge inspiration of their games is the Batman Arkham Series. They play very similarly but with Arkham being more focused on stealth and puzzles. The first one, Arkham Asylum is more of a metroidvania than an open world, so I think you could start with Arkham City (the second one). As for Zelda, you could try one of its copycats, Genshin is one of them, the other one would be Fenyx Rising, a Ubisoft game. I have never played, but from what Ive read, it’s pretty good.
No Man Sky definitely has that open world sandbox itch. There’s a lot of stuff to do it. Also go and pirate tears of the kingdom lol, it’s super fuckin good.
It wasn’t, it’s dig-n-rig. That said, I really need to redownload Starbound, it’s been a while since I’ve played it but I remember it being a lot of fun too
Tried it a bit, doesn’t quite sound like what op is describing, though, there’s no vacuuming or things being dropped on the floor and the mining is downwards.
It’s there due to the technical certification requirements of XBox. All games are required to become interactive after a set number of seconds. When you have a complex game with long loading times, that might be difficult. The load start screen works around that, it’s simple enough to load quickly and it is interactive, i.e. “Press any key to continue”. It’s not useful, but it fulfills the certification requirements, all loading time that follows or might happen in the background while that screen is shown, doesn’t count.
It the same reason why you see so many games have the same “You’ll lose all your unsaved progress if you exit the game” screen, even in games that save so often to be a non-issue. It’s a certification requirement too. There is a whole bunch of stuff like this in games (and movies) that is not there because anybody wants it, but because some contract somewhere says it has to be there or you aren’t allowed to publish your game (see also the way names in movie posters never line up with the people on that poster).
PS: This has been around since at least the Xbox360s, don’t know what Sony requires or how Microsoft might have updated their requirements since then.
If you have a particularly slow PC, this screen would be good feedback that it hasn't crashed while booting the game. It also keeps the game consistent across platforms.
Yeah, they're not gonna do all that stuff for cert and then go "now let's remake our whole intro sequence to be more convenient!", I don't think devs typically have that much free time
The problem is that the majority of games do not tell you what you are actually losing or how to prevent it. Do you lose the last five seconds or do you go right back to the beginning of the game? How far away is the next save point? Games don’t tell you. You have to try to find out. There are a few smart games that will tell you “2min since your last save”, but they are pretty rare.
And of course in modern times that screen is rather unnecessary to begin with: Just save the damn game and let me continue were I left of. Xbox has QuickResume, but a lot of other platforms still have nothing like it.
IMO it’s a good feature and it’s a good thing it’s required. I remember the days when I would boot up a game and never be sure if my system crashed or not.
This requires the game to start giving you feedback before you start wondering if you should do a power cycle.
I mean, better loading feedback would be better than an arbitrary “interactive within 1 second” blanket rule, leading to this whole “press button to continue” workaround.
That’s like a generator needing an earth rod, and the engineer putting an earth rod into a plant pot. Sure, the earth rod is there, and sunk to regulated depth in dirt… but it’s a plant pot.
Just make an accurate loading screen with accurate feedback.
Imo that’s still not enough. Plenty of crashes or failures happen in a way where loading screen animations still keep playing. Having a cursor you can move around to validate that the process is still responsive is important feedback.
I also remember lots of games that did exactly what you are saying and there was no way to tell if it had hung during loading or not because you couldn’t check if it was accepting feedback.
Neither of these things can be true, because they’ve been around since long before Microsoft got into the console game. I’m pretty sure Atari 2600 games had that prompt. I know NES games did.
Games must enter an interactive state that accepts player input within 20 seconds after the initial start-up sequence. If an animation or cinematic shown during the start-up sequence runs longer than 20 seconds, it must be skippable using the START button.
What earlier games were doing was very similar, but was done for different reasons. Arcade games had an attract mode that would show gameplay or intro cutscenes in a loop when the device wasn’t in active use and had an “Insert Coin” flashing to attract players. The normal game would only started once coin got inserted into the arcade machine. Early console games had that attract mode too, just “insert coin” replaced with a “press start”.
What makes the modern start screen different is that there is often no cutscene to skip, no gameplay to watch, it’s just a pointless screen before you go to the main menu.
Yes, but you’d have to get there in 20sec first, which in case of very elaborate main menus, might not always be the case. The start screen provides a safety buffer so that you never fail at this certification criteria, as all the loading time after the start screen doesn’t count.
Czerwiec już się skończył. A tak to radzę wyjebać się na akademię, nie bez powodu miałeś kilka lat przerwy. System jest do zaorania, bo jest toksyczny i nawet często nie możesz żadnej sensownej nauki porobić. Może załóż kooperatywę pracowniczą?
No niby mogę przedłużyć do grudnia, a jak dłużej to prawdopodobnie będę musiał powtarzać etap rozliczeniowy. Boje się jednak że przedłużenie terminu mi nie pomoże, kiedy brakuje mi pomysłu na kształt pracy
This might not be exactly what you’re looking for (as it can be a little rogue-like), but it’s a game that when I looked for similar things, led me to Dredge: Sunless Sea
You’re a ship captain trying to survive in Victorian era London, after London was stolen by bats and taken to the shores of the Unterzee, an underground sea filled with some very strange creatures, people and locations. This means exploring and finding new trade routes or ways to survive while uncovering the stories of the islands you find, those of your crew, and the larger world.
There’s a sequel, Sunless Skies, where you command a space going train exploring the heavens. It’s a bit easier and has some good quality of life improvements, but I prefer the setting of Seas.
If you don’t mind some puzzle solving and the fact it’s a point and click adventure game, there is Beyond The Edge of Owlsgard. It can be completed in a couple hours if you have played it before, but took me so much longer since I had no prior experience.
There is also Brok the Investigator, which is a choice based game where your actions lead to one of something like 6 different endings before, supposedly, getting the cannon ending or something along those lines.
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