All of the Ubi-art games were great, Rayman Legends, Valiant Hearts and Child of Light, all fantastic games. And then Ubisoft said they would only make open world games. Idiots.
I’m surprised you’ve only had one crash yet. I’ve had a few so far now. I think it’s mostly the graphics though. I once had an inventory full of hundreds of alchemy ingredients and I tried to buy more and the game crashed. If I’m sprinting through the open world and looking around too much, the game can freeze up and crash while it’s trying to load in the world.
i’ve come close a few times but it usually freezes and unfreezes. The most common point i notice this is with the Countess of Bruma. If she even so much as stands up in the same room as me then my game will freeze for a few seconds. It made the main story hell
An EA published game series for the first 2 entries, but Ty the Tasmanian Tiger 1 and 2. Still on entry 1, so I’d like to avoid spoilers, but they definitely feel indie compared to every single triple AAA game that’s come out in the past well over a decade due to the passion you can tell had to be out in for the game to have sold well.
Also learned the 4th game wasn’t even available on PS2 because of its’ 2015 launch, so if I ever get around to finishing the first 3, I gotta get it on PC because there ain’t no way I’m buying a copy for switch.
Edit:
Saw a trailer for the 4th game on Krome Studio’s website and I’m probably gonna skip it because it looked too much like a mobile game for my tastes.
I think there has never been a proper line separating indies from other games, rather being a loose perception of games made to show what the developer wants. And the impression growing stronger as bigger projects more and more seek to go for the lowest common denominator or go by what who gives the orders demands.
Even if a game is from a bigger company, but the company gave the thumbs up for doing whatever the team wanted, without conditions, handholding, etc., then I'd say the game is indeed independent enough.
Though, on a more negative view, I wonder if Dave the Diver getting nominated was a case of that meme of the older man trying to act as a cool kid.
Haven’t been super interested for a while. Occasionally I’ll find one that stands out, but I’m not out here looking for it anymore. I’ll take a tightly crafted linear game over that any time.
Usually, if I play open world games now, it’s a “point A to point B” situation. I don’t explore the entire world unless I’m really taken with it, and even then I’ll lose interest after a while. (And if there’s no fast travel or some equivalent in-game method to traverse across the map instantly, I very likely won’t bother.)
What I do enjoy, though, are kind of “open zone” games.
A lot of immersive sims fall into this category of “wide open levels, separated by narrative chapters”. Think Dishonored or Deus Ex.
I like that approach as opposed to “here’s everything, go anywhere”.
I love them if they’re done right. Bethesda and CDPR do it right every time. I do really enjoy Ubisoft’s open worlds back in the day, such as the old AC games (Rogue and before), Watch Dogs games, etc. Of course, RDR2 is also a masterpiece in this design. You mentioned Days Gone and I enjoy that one too, it’s designed in a way that doesn’t feel exhaustive.
Problem is, because of the scope of the games, it tends to take too much time. If the devs don’t make the exploration and side activities fun and worthwhile, it’s easy to lose steam and get burned out.
I do find some of them great for killing time, though. I’ll sometimes load up Watch Dogs 2 and free roam, do multiplayer activities, hunt down collectibles as I listen to cybersecurity podcasts. Same with RDR2 if I’m listening to podcasts about America or traditionalism.
The song and dance number Micheal and George do in honor of Henry stealing a lute for them, and also doing their chores in Kingdom Come: Deliverance 2.
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