For me it’s #2 , wish it won GOTY this year - love the music and game play , when I saw a pixel game was in the running I knew it would be amazing and full of heart and soul , no shiny graphics to hide behind 💕
I got hooked, but I was like “what if I chose this option now?” all the time. So I started completely different character right after I finished. Got couple hours in, but… 1) it’s too fresh experience and I should probably give it a bit more time and 2) I wanted the new character to be this fascist, racist, egoist, alcohol and drug abuser, but damn. It’s so tough to play against some basic human principles.
I’ve played many different RPGs during my life, but Disco really is like nothing I’ve played before. Maybe, just maybe a little like Planescape Torment, but other than that? Nothing comes to mind. Which is unbelievable in this age, where most developers play it safe with basically sequels of successful games and new ones you barely can tell apart…
While Disco Elysium is like no other CRPOG I’ve played, I have to disagree with your other point, because Indies exist with tons of innovative stuff in there.
Call of duty black ops 3. Most of that time was spent in custom zombies maps, but the third party client that cleans up the cheater problem that plagues every old cod let me enjoy some occasional multiplayer, which despite being apart of the infamous jetpack era, I actually quite enjoy
Twin-stick shooter against various bugs and robots with some ARPG gearing, and the action here is fantastically tight with probably three key factors:
Enemies target you but hit each other, so you manage their attacks to help your fighting instead of just staying out of trouble.
“Frenzy” orb pickups, which act a bit like combo meter fuel except instead of chaining hits you make frequent choices about whether an orb drop is worth chasing, keeping you close to danger.
Instant gun switching with overheating instead of reloading, so you fight hard and switch constantly between your three guns to keep any one from overheating while getting the best out of their specific properties.
I play a lot of twin-stick and top-down shooters, and this does a great job mixing the arcade twin-stick feel of high intensity fending off a swarm with tactical top-down dungeon crawling elements, and it’s just really special feeling to play. The core action feels not just well designed but like it was made just for me, and I’m genuinely glad someone made it (or is making it, since it’s early access). Plus, it’s extraction style instead of being a roguelite, so you’re always right at the best action while still getting procedural levels, so each run is a little different.
devs think Gen Z or whoever their audience is has no time to admire the view.
They are right about that. Most people these days, and especially young people, have zero attention span. They must always be doing something, lest they have a moment to examine their own thoughts. Go check out a big budget movie these days and observe how often the scene cuts. Compare it with something from 20 or even 10 years ago. Attention spans have been shrinking for decades now.
This is an interesting take because I would expect the complete opposite. I find it extremely tedious when AAA games force the player into situations where they have to climb or walk slowly so they can pan the camera to whatever fancy graphical set piece their art team made, and more time doing that then any gameplay. Why not just watch a movie at that point?
When playing a game I want a game. It’d be incredibly frustrating if every time I solved a square in Sudoku I had to then watch an episode of a TV show. Heartening to hear AAA is swinging back the other way and wasting less time.
You get to talk to people. It can be a grind if you want. Or PvP if you want. Or just fishing and relaxing if you want. It has matured nicely and is still popular.
Sea of Thieves has definitely interested me but it looks like one of those games that gets better A) if you invest a lot of time into it and B) if you have friends who play it too all the time, and I already have big time sinks in my life and I suck at convincing my friends to play specific games with me
Your character is at full power from day 1, so you only get stronger by learning to play better. The naval combat can take a bit of time to master but it’s fun. The only thing you get for playing a long time are cosmetics. If you want to get sweaty with PvP then you can find a group on the SoT discord. Otherwise, for more casual play you can sail solo or join other players using the open crew matchmaking system. I have around 1700 hours in the game and it’s just as fun as when I started.
I tried it when I first got an invite to it. Invited as many friends as I could. I think we ran with it for a few days and just couldnt stick with it. I personally couldnt tell what I was supposed to be doing, or if I was even helping or just being a weight to my team?
I had to watch a few videos to understand what I was suppose to do. Really didn’t get it at the start. But I think they also improved the interface and such.
Deadlock is nice, but the toxicity is the same as in every moba like teamgame, therefore I stopped playing it because I felt the time I spent playing were not enjoyable to me. Its sad because the game is so promising and delivers Valve typical polish which rivals triple AAA garbage.
UNI finally gets rollback, which means I finally gave the series a shot. The GRD system is a very unique concept that adds an additional layer of trying to win the advantage state, then pressing the advantage when you have it or respecting the opponent's advantage when they do. And Vatista is just a very fun character to play, I'm having a blast with her.
This is awesome. He said indeed also that he had himself a lot of fun designing levels and places for video games, so he though making a video game out of the very process of designing a level would be cool.
A project from Will Wright that always fascinated me is SimAnt, a game from 1991 where you build an ant colony.
I remember finally getting my hands on the editor for the Build engine after a few years of making maps in Doom and Heretic and had thought 3D level design was only something super geniuses could do… Until Hammer showed it was just the garbage UI/UX of Build lol
I’m glad that when I made my high school for Counter-Strike, it was back in 1.6 and not more recently. Heard about a kid who did the same for CSGO just a few years ago and he got expelled and I think he was arrested because they saw it like “terrorist planning” or some bullshit…
Subjectively at least - and this might be rose-tinted glasses influencing my judgment - it feels like it was more common, that certain genres were almost expected to come with an accessible level/map editor. I think I spent more time with the one from Age of Empires than the actual game.
Chrome to w pierwszej kolejności narzędzie szpiegowskie googla, w drugiej przeglądarka. Jeśli ktoś szanuje swoją prywatność nie ma innej opcji niż przesiadka.
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