Do you like puzzle games? I played Blue Prince with my wife and that was pretty fun. She’s not much of a gamer, so I just drove and she took notes. We talked about decisions/speculated on puzzles together.
For the last decades they are a second party developer at best. And Nintendo owns 1/3 of the Pokémon Company. And another third is owned by Creatures which is independent from Nintendo only on paper.
Breath of the Wild: getting all 900 or whatever Korok seeds. The reward is a golden Korok seed whose shape makes it very obvious that you’ve been cleaning up Korok poop this whole time. Pretty funny prank for Nintendo to pull tbh.
I’m glad Nintendo did that. Almost all completionist achievements are shit compared to actual substance in a game especially one as rich as BotW. Give the achievement hunter their dessert.
I’m borderline necroposting, but I just picked up humble’s decked out collection (still available for a little over a week) and noticed Haste, which looks like it has very tasty movement and might be up your alley.
My favorite game to compare NMS to is actually battlefront 2, one of if not the single worst launch in video game history, after realizing their mistakes putting in the time and effort to make the game actually run well then continuing to update the game for free even after no one is expecting more content. Yes the core mechanics of BF2 is not the best even though there isn’t a single loot box or p2w mechanic left. Same with NMS the core game is still the same, it’s not a brand new concept or ground breaking new mechanics to the same game they just keep working on it, fixing bugs and adding new things. I genuinely think with the state of companies like Bungie charging for Destiny expansion in 2026, a 70$ Pokemon game with 30$ dlc, and AAAA flops this is all we can ask for back your games, COMMIT to long term development and not charge for what seems like a joke of content backed by fomo
Yes, but Hello Game is an indie game company, not a triple-A developer. Indies have a long history of long development of the game after release/public beta. The post is about the state of the game and the fanbase irrationality. HG’s direction would probably inspire a revolt in some communities.
Delivering on delayed promises is more than most game companies will ever do. Their actions in fixing and adding to the game is the apology. Every update does bring bugs but you say this like the game is in an unplayable state. It’s perfectly fine 99% of the time and the 1% it’s not is usually fixed within the week. As a day 1 owner who could barely run the game on launch it’s come so fucking far. It literally took half an hour for the game to boot during those early days. There wasn’t much to do on top of that. The systems were confusing and the game would crash almost every time you booted it. Everything has been fixed and refined for FREE!
Compare this to a company like Paradox and Colossal Order who killed Cities Skylines 2. That game released in the sorriest state I think I’ve ever seen in my life(including SimCity 5). The graphics are ass. The simulation didn’t actually work. The traffic was worse than the original. Every system in that game was fucked beyond belief. On top of that they charged people on day 1 for additional content. Content that took almost 2 years to deliver. Now their original dev team got fired and a complete unknown with two games is supposed to take over the current king of a genre for a redemption arc. Cities Skylines 2 was murdered and set the modern city builder genre back almost 2 decades by continuing the reign of SimCity 4 as the best Modern City Buider ever.
When you compare that to what Hello Games has done with No Man’s Sky you will see why we celebrate them. This isn’t some exaggeration or accident. It’s years of steady, consistent work that has turned a broken and potentially career ending product into the recommended space sim of this generation.
Ah shit, yes, sorry about Cities Skyline 2, I liked Paradox when they were still small.
At the same time, Hello Games surely looks like a saint compared to AAA games. But coming from indie and open source games with long open betas and demos before they commit to commercial, the redemption arc looks…dramatic.
Those games don’t cost and are purely driven by passion as well.
You killed the ultimate boss; now with their drop you are the setting’s ultimate boss. You just need to wait for another plucky young upstart to rise and take you down.
Yeah, as I said, it was the warrior, who took diablo’s soulstone with himself, but succumbed to evil and was possessed by Diablo. So, yeah, kinda turned evil. Still, at that point I wouldn’t call that body the player from the first game.
Afaik originally in D2 we were supposed to kill him and that would be it, but the animator company decided that it would be cool to animate some dude piercing his forehead with a stone, and since there wasn’t anymore dev time Blizzard North decided to go with it. That gave way to to justification for the corruption/possession of the D1 warrior character and thus the story of D2 and kinda D3.
Oh, btw, Blood Raven, the second quest you do in act 1, is the rogue from D1; and the summoner you encounter at the end of the arcane sanctuary, the one who had Horazon’s journal, is the mage from D1.
That dominoes shit makes no sense to me. I’ve tried to look up the rules multiple times online and then I go into the game and try to make a legal move and the game won’t let me.
I tried doing Ironman a while back. Not even on classic, just on whatever the latest patch was. It was only getting easier with time and I wanted my name on that leaderboard. In my mind, it didn’t seem like it would be that difficult as long as I played carefully.
I gave up after level 20. I didn’t die, but I had a few close calls and figured it wasn’t going to be worth it to grind out 90+ more levels using the worst gear in the game and no healing or stat boosting items.
One of the things that don’t exist anymore in NH but was still a thing in NL is villagers can move in and most importantly out without you noticing, because you can only convince them to stay if you catch them the day they decide to move.
In NH they’re basically stuck with you forever until they tell you they consider moving, and then you can tell them not too. And you can also try to choose a new villager by meeting random ones on desert islands (though you can still just leave it completely to chance too). Depending on who you ask, some prefer the bit of simulated independence, others can’t stand the idea of their “dream villager” leaving if they missed the day.
By the way the same masked rabbit is living in my NH town right now! She’s called Grisette in French.
Damn. I think I kind of fall into the camp of simulated independence. I wish they had given the player a toggle. I mean, I imagine it’d be a bit of work code wise, but I can’t imagine it’s impossible
The masked rabbit I also had move in on New Horizons. I haven’t used it for any screenshots but I caved and bought the switch version just to try it. She moved in pretty recently lol
NH tends to be “softer” in general, and I do regret some choices too, including that one a bit, but I think it would have been a lot harder to maintain to go back to all those little choices and put toggles on them. Especially with all the complaints around everything that was “wrong” back around NH’s debut (with people arguing a lot about how wrong it was).
There has been a lot of QoL added to updates, which makes me think they did hear some of the most common annoyances people had, but if you weren’t there around the first months, you can’t imagine the level of drama going on.
Including stuff that were only problems because of people making up their own rules and getting upset when it was not streamlined enough.
I don’t hear a lot about that anymore, but there was a lot of people trying for a better online player economy (…yeah, not sure why). Their problem was the most common currency, bells, was too easy to cheese/get through cheating. So they turned to another “currency”, the Nook Miles Ticket. Since you get it from miles, and miles are rewarded for actually imteracting with the game a lot, it felt more “valuable” to them (hell, they put proof of work into freaking Animal Crossing).
Since normally tickets have only one purpose on-game and that’s visiting a singular mystery island, the miles redeeming machine only gives one ticket at a time with a fairly long interaction. For normal use, it’s completely fine. But of course people wanting to use them as money complained s lot about how long it is to spit out a hundred “NMTs”.
I think I kind of get what you mean when you say softer. Maybe not In a full understanding, but I can grasp the idea of it.
I can’t really say I’m a fan of an online economy. I am not a big online game person. Give me multiplayer I can play with my friends and I’m happy. I don’t need anymore. Though, I also suppose it can be implemented in an optional way (though, this is Nintendo we’re talking about. Optional online mechanics I feel are kind of rare for them)
I’m trying to imagine spitting out a hundred of the tickets in my head. A lot of the game’s terminology is lost on me but if I’m thinking of the right thing (The travel ticket thing) I can’t imagine what I’d do with that many.
That’s the one, the thing that let you go to random deserted islands, usually for materials. It was just never meant to be printed en masse and hoarded like capital.
I think the idea of needing an economy between players in AC is a bit ridiculous too anyway. My only “trades” with other players, if you could call them that, were stuff like “you can go pick some of my extra blue roses, and please get me that cool red godzilla variant from your town”.
The early Animal Crossings had working NES games in them you could get as in game items. Back before Nintendo learned they could endlessly monetize them. There’s an update for the latest Animal Crossing that adds them in, but they require a Nintendo Online subscription to play them, because if you aren’t paying rent for 3 decade old video games, what are you even doing?
I really want to like omori but it hit one of my biggest pet peeves in gaming. I abhor it when winning an “impossible” fight is mathematically possible to win but then the cutscene has you lose anyway. I dont have as much issue with actual impossible fights or fights with losing cutscenes after winning that game over on a loss. Its just fights that are meant to be impossible but arent, without changing any part of the outcome.
(Spoilers here for prospective players) Outside of the dream for the first time (assuming it happens more than once), I stocked up on medical supplies and unequipped the knife, and then beat Aubrey with my bare hands, and she still freaks out that I have a knife. Instantly lost my immersion and I dropped the game.
I dropped inscryption for the same reason when I won despite the static at the end of act 2 and the game doesn’t even acknowledge your success.
On the whole, achievements encourage players to do stuff that isn’t fun. Sometimes they’re funny or encourage good gameplay, but too often they’re just busywork, mindless random drops, or insane investments in time/skill.
Achievements (for me, at least) are just a reason to spend more time with a game that I enjoy. In most cases, I have trouble enjoying a game if I don’t have goals to work towards (either game-imposed or self-imposed). If I finish the main part of the game, and am not tired of it yet, achievements give me goals that I can follow if I want to keep playing.
Definitely agree that there’s too many games that have achievements that are just in no way worth the time and aren’t even fun as an auxiliary goal, though. The best ones are the ones that get you to do things you otherwise wouldn’t (e.g. playing a non-standard playthrough of the game). The lazy ones (‘Kill X enemies, Earn Y dollars’) are just busywork or earned ‘automatically’ while doing other things and add nothing.
Trophies can be very fun when they incentivize the player to interact with the game in ways that you normally don’t do during a regular play through.
Most games have trophies designed by some corporate drone and consist of a handful of trophies giving for completing the storyline and the rest for token actions that you’ll inevitably do while playing. They fucking suck!
Ratchet and Clank did it right back in the day before trophies with their Skill Point system. Little fun challenges that you wouldn’t normally do. Gave you points to unlock some skins and cheats.
Is that really so much to ask for… yeah I already know the answer.
Most games have trophies designed by some corporate drone and consist of a handful of trophies giving for completing the storyline and the rest for token actions that you’ll inevitably do while playing.
Those are basically just publicly accessible analytics for how far people typically get in a game.
After someone on Lemmy recommended Dwarf Eats Mountain (it’s okay), I checked out the idle game genre for the first time.
On one extreme, Magic Archery was completed in under an hour and all seven achievements were earned during normal gameplay.
But most other idle games, ho boy. They tend to have several hundred achievements, many of which would take literal weeks if not months to achieve, and often require resetting the game back to the start dozens of times due to prestige mechanics that are necessary for late-game progression.
Action games, for the most part, have well-thought achievements, TBH. If designed well, they can nudge you towards the intended way to play the game and by the time you’re done, you will have mastered the gameplay or got really close.
In Hi-Fi Rush, for example, some achievements encourage you to parry, parry counter, air juggle… etc.
Too many people seem too focused on getting 100%/Platinum though, and I feel like that’s almost always going to end up in a kind of exploration grind, or just having achievements for playing the game.
The best achievements imo is when you do something random and get an achievement for it, then youll be able to see how many other players managed the same.
I enjoyed the Tokyo Drift achievement in Sea of Thieves. I was running from a larger ship and naturally thought of going full steer around a rock and dropping anchor. It worked! We lived.
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