I'd argue their timing was very fortunate since GTA 6 got pushed to next year. That game would've dominated the popularity votes on all the GOTY shows.
It’s definitely not decided yet. A breakout hit could still come out of nowhere, which seems to be happening more and more often lately, including Clair Obscur. There’s also still the likes of Donkey Kong Bananza, Mina the Hollower, and Hollow Knight: Silksong coming later this year, and those are just the ones on my radar that seem likely to review that well.
I have a very hard time seeing any of those competing with either Clair Obscur or Death Stranding 2, apart from maybe Silksong (if it actually ever does come out). But even then I’m not sold.
Mina the Hollower will probably duke it out with Blue Prince for the indie game of the year.
The OpenCritic score is a very reliable predictor for winning the Game Awards, which is itself mostly an aggregate of review outlets. Donkey Kong is the next game from (probably) the Mario Odyssey team, and Odyssey has a 97 on OpenCritic, with Bananza looking to have a lot of the same design ethos. If I were a betting man, I’d be putting my money on Bananza winning GOTY. The previous Hollow Knight and Shovel Knight both hover around 90, so it’s possible but not the most likely thing in the world that Silksong or Mina exceed 90 by a wide margin, but they’ve got a better shot than most.
FromSoft reported sales of Elden Ring increased by over 200% following its GOTY win, if I remember right. It definitely has an impact. I can’t imagine it’s irrelevant in terms of attracting or keeping talent either, and it probably would help maintaining creative integrity and sticking to your vision in talks with investors.
It’s interesting to note that the Game Awards started having a tangible effect on sales in the past handful of years. Games that used to come out in November now come out in October at the latest, because that’s the deadline for Game Awards nominations.
I tried to get one of his head but i couldn’t get the animation to time right outside of the dialog, and i’m kind of tough on myself about not using dialogs or preset camera angles for my screenshots
That’s fair, I have respect for rules like that and also know that camping out for a rare quick animation would kinda ruin the effect when you want to be playing.
I also kept the 4:3 ratio, and the original resolution and framerate, too. The game was designed around this and it felt more right to me. But SoH‘s free camera is awesome of course, really freshened up the game.
Nintendo is just really good at making water i guess.
The first game that really wowed me with its water was Wave Race 64, so this tracks. I first noticed that home consoles were getting better graphics than arcades when I saw WaveRunner’s water compared to Wave Race. It was really a “writing on the wall” moment for seeing the end of the arcade.
Sea of Thieves is a yes, basically any game i play with water goes on it. Subnautica i have played but it was on a cheap laptop with a duo core CPU and 6 GB of RAM so… i didn’t but it on there out of courtesy to give it a fair shot. I want to pick it up again on Steam though to give it a try. I’m not to invested in the lore though so i’m probably going to hold off until the sequel too buy it so i can play with friends
Water Temple is one of my favorites, though i’m used to the 3DS version with the QoL changes so that probably helps. I do get why it can be annoying though
I first played the game on 3DS a long time ago, and god, i spent like 20 minutes going through the dialog trying to figure out why i couldn’t escape. Somethings are just part of the experience i guess
I’ve only been able to pull it off once but it was so fun watching my friends look confused as i threw myself off the edge only to get a massive jump. Though, i also avoid using exploits too much when playing with them so that probably contributes to my difficulty pulling it off
I was super impressed with the demo from Steam Next Fest last year. It’s definitely high on my list for Steam sale purchases.
One neat feature the game has, which was unnecessary but that I appreciate, is the pixel perfection settings. The game uses “soft” pixel precision by default for smooth scrolling and sharper text, but you can enable strict pixel precision, which snaps everything to the pixel grid.
I played around with the pixel settings in the Next Fest demo. It’s honestly more of a curiosity than something that really matters, but I’m glad someone on the game thought of this. The most notable change with pixel-perfect mode is the text font becomes lower resolution to be strictly snapped to the grid. Other than that, you’ll find that the backgrounds scroll choppily. I’d imagine it would feel good that way on a smaller screen.
It’s that eternal struggle you may have seen if you play modern games with pixel art. How strictly should the game follow the grid? I think Pipistrello’s default “soft” mode is my sweet spot. Rotated and resized pixels are yucky, but I’m okay with smoother scrolling and sharper text. Celeste is that way as well.
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