Man, I haven’t played that since it was released, but I remember it being absolutely amazing. I should check it out again, but with the RimWorld release today I think I’ll be busy for a while…
Rimworld the game that I have over 500 hours and still dont know how to play it but I love it. I heard that the minimum amount of hours to get the game is about 1000 (/s).
So that’s why all my mods are out of date! I haven’t played in over a year and today I got a sudden urge to start a game. I thought it was weird that so many mods weren’t compatible but now I know why.
I agree that having a AAA(A™) publisher probably shouldn’t get you classified as indie. It’s been increasingly common though to see large publishers back indie studios in recent years. Dave the Diver and Nexon’s relationship comes immediately to mind for recent example.
I watched the gameplay trailer and was so confused as to why Ubisoft thought it could get away with so blatantly ripping off Dead Cells.
Still confused why it’s in the “triple-i” showcase, though. I know the definition of “indie” has become more and more loose as of late, but I’d think the core concept of being self-published would have to be a pre-requisite.
An indie band can still have a record label backing them, but calling themselves that sets an expectation that their music will likely be outside of mainstream appeal. The same goes for indie films which can still have massive budgets and distribution channels thanks to major studio backing. They just tell stories that won’t follow the formulaic mold that big picture releases are beholden to.
You kind of have to disconnect the word “indie” from meaning “independent.” The industry has matured enough that indie refers more to an overall aesthetic and expectation for consumers rather than a fully independent game dev. Publishers are ultimately acknowledging the legitimacy of indie games as a part of the market and dipping their hands in them. I’d still expect the studios to retain most of the creative and design control, but they’ll have access to the marketing, analysis, and distribution relationships that publishers can provide.
My somewhat controversial suggestion is outward. Low graphical intensity PC game, very open world, and some incredibly unique and polarizing design choices. If your favorite part of breath of the wild was world exploration and korok finding, you may love it! If you like quality of life features though, maybe not.
Things like, you have a world map but no “you are here” marker so need to place yourself with landmarks. You need to drop your backpack to fight effectively and remember where you dropped it, the magic system is based on insomnia with the longer since you slept the more mana you have until you push it too far and just collapse. Really really weird game that I still think about all the time years later.
As I said, it’s on consoles too — including Switch. It’s just that it’s a secondary platform for it — meaning it may be a lesser experience than on the platform it was ported from.
If the idle game is running at 100% there is no power left to also crypto mine. If the idle game runs at 10% you could use 90% for mining but then you would pay for 100% energy usage instead of 10%. You’d probably end up paying more than you’d mine.
Yeah I was mostly thinking of it as some clever way to mine. Somehow linking the mining engine into the gameplay itself. That’s a proper point though when just looking at the efficiency side of things.
You might really enjoy DayZ. The public servers are pretty brutal, but if you find a comfortable RP server you can settle in and really enjoy exploring the landscape. Once you’re used to the mechanics it’s so smooth.
Stereo headphones or even like monitors make hunting a lot of fun, listening to distant sounds trying to find a deer or boar is a lot of fun. And once you’re used to dealing with zombies and the sthough.l mechanics, crafting and all that, it really opens up.
Plus the ability to expand it with modding is pretty extensive. We’ve got some neat stuff on our own server (though not much pop atm), and I’ve seen others that do some next level stuff like player vampires and werewolves and stuff.
Even just the vanilla game is absolutely gorgeous though. If you like exploring, scavenging, and crafting, especially with friends, it’s kind of perfect.
Conan Exiles has a somewhat similar vibe but a bit clunkier and in a low fantasy setting. It’s also got a lot of D&D roleplay servers.
There was nothing quite like when your parents finally let you get another game so you brought home majoras mask and read the booklet thoroughly on the dive home, then after getting control of link again after what felt like centuries to an impatient child and seeing him do flips and shit up the tree stumps
Perhaps you may or may not enjoy Space Asshole Red Faction: Guerilla. It’s a 2009 game that got a solid enough PC port that may run on weaker systems. There’s a remastered version but if you’re aiming for low-spec the original might be a better bet.
Anyway, it’s an open world set on Mars and you go around wreaking havoc and blowing up buildings with ahead-of-its-time physics/destruction mechanics. The combat is more like a shooter and you play with lots of explosives. It’s not a huge map by standards today but is a big enough playground to keep one occupied.
A Link to the Past. Basically gave the Legend of Zelda its identity, so many staple mechanics, so much lore, comes from this game. First appearance of the Master Sword, the idea of Ganondorf as a king of thieves/sorcerer before becoming a pig monster, Kakariko village. The creation myth with the three golden goddesses came from here. In fact, there’s a passage in the manual that basically reads like the design document for the next 30 years in the series, look it up. Gameplay is polished to a mirror shine, and it’s amazing how it has lasted with the randomizer community.
Ocarina of Time. A sequel which referred to previous entries and expanded on the lore without shitting on it. Imagine that! It’s amazing how right they got it as basically the first attempt of a game like this in 3D, even if controller technology had some evolving to do.
Breath of the Wild. While it does get a bit samey since there’s only so many enemies to encounter, and exploring the world will result in finding shrines or koroks, the openness with which it approaches puzzles aka “just get to the goal, we don’t care how.” I find very refreshing compared to the previous “you’re in a room with a lock and a key. Bet you can’t find the only existing solution to this puzzle” dynamic the games increasingly had.
My bottom three:
Skyward Sword. The artwork is charming, the soundtrack has a few gems in it but is mostly short repetitive and annoying loops, a lot of the gameplay elements are just blatantly recycled from Twilight Princess. The mysterious floating girl who flies back a distance when Link approaches to lead him somewhere would have been more effective if the Zora Queen’s shade hadn’t done it a few years earlier, and I fully expected Fi to explain the collect the light fruit games by saying “Yes Master, ‘this shit again’.” Combine that with the frankly terrible motion controls crammed in as much as possible and the “Master, I have detected a 97.3333% chance that the man you just talked to said that he lives here in town” nature of it all…fuck this game.
Adventure of Link. Nintendo Hard via outright unfairness, not much story, not much lore, and rather meh graphics.
Tears of the Kingdom. Never before has a game been this much mile wide and inch deep. The story barely exists, there is more content in the Hudson & Rhondson’s daughter storyline than in the main story quest. There are two different crafting mechanics added to the game, plus the one from Breath of the Wild, but none are really explored because there’s no room, there’s no time. In addition to the original map, there’s the entire sky and the entire underground, both full of basically nothing. They could have gotten two games out of the concepts found in this one and explored the individual mechanics a lot more, but no. This game is a mile wide and an inch deep.
Breath of The Wild for me. The open world and exploration just blew me away. I wanted to just spend as much time as possible exploring that version of Hyrule.
Second is Majora’s Mask. It was so different than all the Zelda games before it and really dark. I loved the time element and really getting to know all the different npc characters.
I just finished playing Horizon: Zero Dawn for the second time and it was way more engaging than I remember it being back in 2017. Apparently a lot of reviews ragged on it for “not being Breath of the Wild” which is a lame thing to complain about, even if the game came out at the same time, and they share a lot of thematic elements (like heavily focusing on archery, fighting ancient machines, exploring a beautiful world, etc.).
But it’s a very different game, very narrative heavy, very beautiful, and very well-optimized on PC. The combat is very focused and fun in a good way.
That’s perfect. I don’t think there could be a better way to describe it in one sentence. It’s also a fun spin on the “like skyrim with guns” oversimplification lol
On the switch you have Skyrim (but I’m assuming you’ve played that)
But also there’s a couple games that could be worth looking into. I have no idea how well they play on the switch or if they would even be your cup of tea, but there’s Dragons Dogma(the first one) and also Outward. Again no idea how they play on switch but they’re both open world rpg type games.
If you’re up for something that is specifically all about exploring, you could try Outer wilds on the switch(this does not have combat FYI) but you get to explore a solar system and unravel a mystery.
I would recommend to play Skyrim on PC though. Even if your computer is old, you should be able to get a much better experience from it than the Switch version.
I mean, I played it on the Xbox 360, and it worked like a charm. On an ancient three-core console with 256 MiB of RAM.
Then I wanted to replay it on the Switch, and was disappointed. There are a lot of physics glitches on the Switch, but what is worse is that the NPC pathfinding takes a lot longer on the Switch, such that NPCs move in nonsensical directions during combat, as they start to follow paths that they would have needed several seconds earlier. Instead of moving near the player to attack, they move near the position where the player had been some time ago. This is particularly bad on the overworld, but also noticeable in dungeons.
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