Factorio: lazy bastard is not worth getting but there is no spoon is absolutely worth getting. People over estimate how much is required pre rocket and get bogged down in these over engineered designs. After finishing thre is no spoon you realise how little is actually required and its best to just go build something than try design the perfect system that lasts into the megabase era.
My first full Factorio playthrough was a Lazy Bastard run. The game is a lot more chill when turning off biter expansions & turning up trees slightly in the map gen.
Granted I think I racked up like 200hrs in that run, largely because I could leave the game running in the background whilst going off to study or do other stuff. Once you’re past the intial stage & have a mall set up, hand-crafting really doesn’t matter much.
There is no spoon was alright as a goal, but it also ends up being a definitive end to that playthrough (which, arguably, can be both good and bad).
I also play with no biters. I just dont see the point in having them enabled since i get past the rocket stag quickly and then end up working on a megabase for a few hundred hours and biters are just annoying.
My expectations were far lower, without me realising it, as a child.
I remember getting Mortal Kombat 4, on the N64, and thinking “holy shit, the graphics are so good!!! SO 3D!”
it’s not even about “worse” it’s that we’ve always been more impressed by stylish graphics than high fidelity graphics. probably the most frustrating franchise to have forgotten this lessons is borderlands
Sometime in the past 15 years or so AAA became even more business and shareholder beholden.
Fuck off with this.
It’s a lazy excuse to accept worse overall quality in a medium that desperately needs life breathed into it again from AAA studios. My nostalgia days were from the N64 but even those giants of AAA games were worse than what came after objectively. If AAA studios had fractions of the artistic integrity they had before, they’d be stomping indie games into obscurity. The only reason why indies are given a seat at the table is because AAA has priced out many and diluted what was once a rich hobby.
N64 games were worse than what came after, because the technology of 3D graphics was new.
But when I say “Games should be shorter and look worse” I’m referring to the ways older games had to work within certain constraints in order to get made, and those constraints bred so much creativity.
There’s no reason why games need to be these unoptimized 200GB behemoths with photorealistic graphics. Especially when the gameplay itself is often so derivative
Halo4 is really weird. Forerunner design became all busy and plastickey (the plastic aspect is due to the material/shader and the business comes from stark changes in the design language). The new enemies are not interesting in terms of behaviour and the new weapons are literally the old ones with a slightly different appearance. Also for some reason the game starves you of ammo and weapons dropped to the ground disappear after a few seconds, which makes legendary… a legendary slog.
Yet they did something really cool with Cortana and Chief. But that’s not nearly enough for me to ever want to replay it again, which is a terrible thing to say about a Halo game…
You kinda need to play it with bandanna to enjoy it. But even then, anytime you die after you’ve gotten some nice weapons from enemies, you have about 10 seconds to run over and pick them up before they’re gone.
I don’t mind the loadout system for Spartan Ops, but I can see why they’d be a pain in the ass to deal with in multiplayer.
The updated Forerunner architecture designs seem directly lifted out of Tron. I can’t imagine it’s a coincidence that Halo 4 released just 2 years after Tron Legacy.
Speaking of the weapons. I absolutely despise using the forerunner weapons. Like. The UNSC Weapons and majority of the covenant weapons control fine, hell, I’d say a few of them control really well. But then the Forerunner weapons feel like they have no impact. It’s some sort of combo of how the Forerunner enemies are and the lack of any sort of haptic feedback.
Maybe it’s just a me thing. It did take me a while to figure out the needler actually needed the shields to be down to explode. So maybe I’m missing something
It’s crazy to think where we’ve gotten so far. I know there’s a lot of points to be made about how we need upscaling and stuff to reach some of these highs, but damn, they still do look really impressive
I’m not gonna lie the old peace kinda threw me off in terms of what the lore is, feels like I’ve missed something between the hex quest and the old peace
After so many years of development drama and criticism surrounding Hypixel themselves even before they actively worked on this… I think I‘m good. Playable doesn‘t mean you will get the full experience for a one time payment. Hypixel live and breathe live service.
This is one of the few times I’m ok with a game releasing early. It was in Dev hell for a long ass time only to get nearly canned until it was reacquired. If it can get the support it needs to achieve the dev’s vision, I’m ok with that.
And they have made it extremely clear what kind of state the game is in.
From what I’ve gleaned from the history of this project, the original creator of the game sold the IP to a publisher in order to secure money and resources for further development, where they promptly started interfering with development to the point that it was delayed and ultimately cancelled.
The creator bought the rights back from them and released it into Early Access so that they can fund its development.
I personally have nothing against early access games after playing other EA games like Factorio, Rimworld, and Satisfactory that were known for being incredible experiences long before they launched into 1.0.
But Minecraft - even in the Beta days - worked as a complete game. They have been improving (depending on how you like the changes) on it since, but it wasn’t ever filled with literal work in progress signs like Hytale is…
The first purchasable version of Minecraft I remember didn’t even have a working health bar.
Notch sold the game to Microsoft long before it was ever a complete game. Why program something when you can sell players on an idea and then sell that idea to Microsoft?
Notch sold the game to Microsoft long before it was ever a complete game.
I know it’s a bit fuzzy with Minecraft since it’s constantly getting updates, but I find the claim that Minecraft was “incomplete” before selling it to Microsoft is a big stretch.
Version “1.0” came out 3 years before the Microsoft sale, and at least to me, the game felt “complete” long before 1.0
Yes, but Minecraft was on sale for a year before it ever went into “Beta,” back before it was in Alpha even. In fact, it wasn’t until one of the last Alpha updates that the earliest semblance of “Minecraft” as we know it really began to appear. The Beta updates added a lot of core features we take for granted in the game, like beds for sleeping, tall grass for seeds, redstone repeaters, pistons, sprinting, hunger, etc.
And they were a lot simpler, and there was a lot less competition. Nowadays, games are everywhere and hype doesn’t last long. No hype, less sales, even though the game is great and released in the final version
I’m typically not a fan of what the masses flock too. it’s usually bland, shallow and meme-esq. the more people that use a thing, the less quality is put into it I find. this goes for anything from travel destinations, to frying pans to games to restaurants.
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