Not a shooter, but superliminal I think has a few levels that let you use portals to change your size, and there’s no limits on how many times you can do it, so you can shrink yourself to be microscopic to the point where you can fit inside a straw and it takes like a minute to walk to the end of the straw. Everything in the room is modeled to be quite detailed, so there’s also a chess board, and you can get on top of the rook piece and it’s like being on top of a castle.
I’m honestly not sure if the developer edition is required to make custom plugins, I got the Clarity Kit upgrade for the battery upgrade, which apparently also includes the developer edition. Probably worth reaching out to them for clarification.
As for my experience, their web UI for making private plugins basically lets you provide an API endpoint for data and an interface to paste in templates (using Liquid templating). So all of my logic is completely outside of the TRMNL system in a custom API I mostly vibe coded and am hosting on a cheap server, which effectively gave me infinite freedom to build whatever I wanted and just have TRMNL handle the UI. So you could really use whatever language you prefer and just return JSON to the TRMNL. Since the logic was decoupled, I also threw together a web version using the same API.
If I could choose not to start WoW again, I would avoid it like a plague.
I wouldn’t call it adiction per-se, but my problem with WoW is that even though I hate what Blizzard is doing, the extreme loss of quality both in game (recent example - they released a patch where one of the main feature are class campaigns, and 8/12 questlines didn’t work and had major 100% repro blockers, like requiring items that do not exist) and in Customer Support, and how it’s more and more obvious that they just want to milk the playerbase of their money without any kind of effort, I still keep playing. It’s not love-hate relationship, I actively dislike Blizzard.
But, it’s one of the only games my partner is playing and that we can play together, and I also have a lot of friends in the guild I’ve been playing for the past two years with. I mostly just log in for a dungeon or two with her, or a regular raid night with my guild, which I enjoy.
If I stopped playing, I’d give up a lot of friends and also an activity with my partner that we’re mostly used to. She doesn’t really play other games. So far, it’s still worth it, but I’m really conflicted every time I have to give Blizzard more money, since I’m basically held hostage.
I highly recommend looking for a free server, i.e Turtle WoW (assuming it won’t get shut down, they are getting sued IIRC), because those people are actually making an effort to make a game they love better. Blizzard is just exploiting people like me, and their nostalgia, without any regard for the game. It’s a shame Morhaim lost the battle against capitalism and was driven out, and it’s extremely aparent on the quality of the game and direction Blizzard is going.
Just to be clear - the game in itself is pretty all right and fun to play, what I have issue with is the way how extremely obvious is that Blizzard does not give a fuck, produces low-quality slop without any semblance of QA, and just plain exploits the playerbase. It could’ve been so much better with the resources they have, but they chose not to, and just cut corners more and more. And I highly despise that. Patches are broken, there’s reskinned content that’s heavily time-gated, and it just screams “low effort”.
Do yourself a favor and don’t think about giving Blizzard money.
Not really defending them here but it’s worth noting that the buggy campaign wasn’t the main game. It was in Legion: Remix which is an event where you make a new “time runner” character and play it through the Legion expansion at like 10x speed and power. I found it to be extremely boring and haven’t played much of either in a few months
True, but the point was mostly that in this case, it’s extremely apparent that there were 0 QA checks before they released it or they simply don’t care. As someone who worked in QA, I can imagine them missing a lot of bugs that are happening on Remix or the main game, because they could require some obscure combination of finished past quests and an account state that can be hard/impossible to properly test for all cases, while also having millions of players, so some may encounter it.
But in the case of a major class campaign quest being impossible with 100% repro rate, because it needs items that are not even in the Remix, that’s inexcusable. It’s also easy to fix, and should be marked as critical because it’s a progress blocker. The only conclusion is that they either didn’t know about it, or just don’t care becuase they know that the community will just suck it up. It shows extreme disrespect for the players. Hell, when Remix released, you couldn’t even finish the first quest and if you tried re-logging, it didn’t let you login. It was extremely broken to the point of being unplayable for the first two days.
I’ve had similar experiences even in retail. Just getting through the main campaign of last patch required re-logging to unstuck a quest 4 times (which I specifically counted), not to mention the desyncs.
I could understand something like this if it was a developer that doesn’t have the resources, but Blizzard has and had in the past, but they decided to reduce quality just so they can increase their (already astronomical) profits.
+1 to shitty customer support, it’s what made me quit and never ce back. I got 4 months of free sub from a giveaway but I didn’t have the latest expansion so I sent them a msg asking if they could freeze for a month so I can get paid and buy the exp. They said they can’t freeze but if I don’t play a single day of those 30 days they could refund it. So I waited.
Month later I ask them for the refund and they say they can’t do it, what the previous rep said was wrong, it’s so stupid I said I would just quit for good.
The Outer Worlds was so bad I had to put the controller down and abandon it. A fan made song got the feeling of “dystopian capitalism in space” better than the actual game did.
And an older one that’ll get me burned at the stake: Fallout New Vegas is the worst of the first person fallout games.
With 2 out I thought I’d give the original one more chance. I wish I hadn’t. The story is just as bad as I remember, and the gameplay is somehow worse.
I mean the only way to talk about the story is that you’re better off just running through without thinking about it, because at every level it just fails at its messaging. It simply is what it is. What compounds that suck is that the game isn’t even that well designed of a shooter, or implemented well. The controls are gummy, your character feels weightless, and as someone almost 7 feet tall IRL I still feel like the POV is a foot too high. Guns feel boring, the skill system is unimpactful, dialog is stilted, characters are flat as cardboard, and overall the entire game just feels like you’re meant to squint at it until you forget what you’re doing and just reminisce about playing fallout. All I feel when I play is a distinct fear that I will see the seeds of Outer Worlds in games I loved as a kid before I knew to look for such flaws.
I don’t know if the story is bad, I just don’t care about any of it. Parvati’s story was cute and I liked helping her but I couldn’t tell you anyone else’s name and I was playing it yesterday.
The loot system just feels like it doesn’t matter. Maybe I screwed myself over by doing an INT based build cause my science hammer just demolishes everything.
I wish I could say you did; almost any build works at almost any difficulty. Int is famous for being the most broken stat, though. All you need to beat the entire game is to start with very high int and dex, then grab a hunting rifle.
You’re right BTW, the loot system doesn’t matter at all. Consumables only matter at supernova difficulty, and even then just because you have to manage hunger and thirst. The drug boosts are nice enough in theory but are completely unnecessary for any strategy. Damage types are pretty unnecessary, and beyond Spacers Choice weapons don’t really upgrade enough to be worth switching. Armor is unnecessary on normal, and is essentially wet paper on anything harder. All said, stims are the only thing that matter unless you’re on supernova; if you are, get ready to fill out your inventory with bread and water.
Well just fyi. The end missions are currently, still today, broke. So only one ending available that is regardless of whatever choices you made.
I loved the first one. I like this one but they made some bad changes.
But mostly they need to fix the mission bugs.
First one you could change the armor and weapons on the companions.
Also I really liked the vicar and Parvati. Vicar was like a snarky gay guy and I loved it. I will admit the other 3 were blah. But the new companions on OW2 are kinda bland.
I don’t really like any of them. Niles and inza had potential but wasn’t developed.
And I straight up dislike Tristan’s personality. He’s just awful.
Aza can be entertaining. If they made her more impulsive I think that could have been fun.
For instance if you take too long in negotiations and shes present. She just starts attacking people after some time limit.
Or randomly attacks strangers she doesn’t like the look of.
They could have done something interesting with her.
But mostly they need to fix the damn quest bugs so I can finish the game.
Also there was a quest in ow1 where some sketchy dude asks you to do some sketchy thing. And you realize this during the quest. You can go back to him and get the reward. Or sucker punch him.
I didn’t think it was so bad I had to stop playing, but I did stop playing one night once it got late and just never started it again, nor had the desire.
It seemed fine enough, but it just didn’t click with me I guess.
Oh really? I did have fun with the Outer Worlds. Nothing too amazing, but it was fun enough to keep me invested. Parvati was also a large reason for that, I loved her character.
I couldn’t connect with Outer Worlds either. I gave it a good shot but it didn’t give me any new feelings or enjoyment.
New Vegas was one of the best games of its type… for the time. It doesn’t hold up well on a technical level, the side quests are largely less immersive and interesting because our expectations have broadly changed. It was by far the best game I had played… in 2010. A lot has changed in the intervening 15 years and now the game feels small, cramped and limited in scope, to say nothing of how dated the graphics are.
What people are really saying when they hype up New Vegas was how much the story mattered. And how you had actual choices that impacted things, something that is dreadfully absent in modern games that have to play it safe and make sure the player has exactly the experience intended. When was the last time you played a game where you could skip right to the last boss and kill him (or join him!) and then the game goes on and people now know what happened or can learn that you did it? It would be AMAZING with today’s technical advances to have that kind of freedom and involvement with a storyline.
I get that people like the story and feel like they have an influence on it, but for me it felt railroaded even from the start. “Oh yeah it’s open world but if you go anywhere other than the path we laid out for you you’ll die by deathclaws” is what it’s known for.
My biggest gripe is that when I play fallout I want post apocalyptic retro futurism. 50s vision of the future gone wrong. I feel like I don’t get that with NV and that’s the whole theme of the franchise. It’s the pizza at the Chinese buffet, like, I’m not here for that, why are you here? This is just Nevada but slightly shittier.
I mean… sure, I guess it bears mentioning my first playthrough I did brave the deathclaws and survived by being sneaky and took a wildly different path than most people at the time.
The idea isn’t that there’s an easier path of least resistance you can take, but that it actually let’s you go off the rails if you give it effort or come up with some logical ideas.
In modern gaming, solving problems with logic is almost dead, and NV had a lot of that.
Ok, but compare that to breath of the wild. The game really is an open world. And you can go right up to the boss and kill him with a stick of you know what you’re doing. You, as a player, decide to go get stronger first. You don’t have characters specifically telling you to avoid an area, and a quest line that specifically takes you down a specific path that gives you a specific narrative.
Plus it’s got all sorts of logic puzzles like, all over the place.
Hell in fo3 you don’t get railroaded until the final mission, first time I played it I didn’t even go to megaton until way later. Fonv starts you off with it. For a game that is supposed to encourage exploration to start off saying not to? C’mon.
For a game that is supposed to encourage exploration to start off saying not to?
It’s an odd point to get hung up on, I can certainly describe a lot of areas the game is lacking by today’s standards and some other open-world type games, but this wasn’t one of them for me. Some people are going to feel challenged by being told “don’t go there” and some people will feel offended and some people won’t think much of it I guess.
Its such a huge letdown for me as a massive fan of Hk… but they did so many things that are just… mean. They disrespect the player constantly… tc actually TROLLS YOU with trick benches n shit. But mainly waste so much of your time with shitty padded content. Fucking fetch quests, timed ‘flower’ quests by the dozen. Most of the primary content ends up being “just like hollow knight, but worse, and now do 10x more of the worse version.” So its unoriginal AND inferior to the source.
I tried so hard to love it and its nothing but frustration in the end.
I stopped playing it after the credits rolled only for someone to tell me there’s a secret Act 3 if you do some really specific stuff. I don’t really care for games that require guides, especially if they gate a bunch of content behind it, so I never came back to it.
However, I did enjoy the first two acts of Silksong much more than the first game. I was never a big fan of Hollow Knight and considered it among the worst of popular metroidvanias. But Silksong was pretty good outside of the fetch quests. Unlockable alternate move sets was probably my favorite bit
Huh opposite for me. I have played Slay the Spire for like 2000 hours. I have beaten it through ascension 20 on all 4 characters like 20ish times at this point. I still pick it up and play it when I’m bored and it still is fun somehow.
I could not get into Balatro like that. I think I have roughly 50 hours in it and like 3/4 of the way through it with all the decks and challenges and simply cannot bring myself to complete it. The last 10 or so hours just felt like a slog. Still a good game but the sheen wore off for me well before I could 100% it much less start replaying.
To each their own I guess! Funny how similar the games are and how there’s just some people that love one but can’t get into the other.
That’s funny, I love Slay the Spire, but I have mixed feeling about Balatro.
Balatro is addicting in that once I start playing I don’t want to stop, and yet after playing for a few hours I couldn’t say for sure I had fun at any point the whole time.
Playing Balatro feels like exploring the backrooms to me - just infinite bland nothingness.
I played Demons Souls and it was awesome, but Dark Souls is so confuse, I couldn’t understand shit about the story, and it’s not that hard, harder than Demons Souls but no that hard.
You want someone to test your games for ways to break it? I know just the guy!
“Hey there, it’s Josh. Today we’re checking out The Milgram Experiment. Thank you devs for the complimentary game code. This is a horror/moral choice simulator. And we all know how trustworthy MY morals and choices are! But enough about that, it’s time for NEW GAME!!!”
20 minutes later
“Well, everything’s on fire. Everyone’s dead. And the frame rate is a staggering 3 frames per year! So that seems like a great place to call it a day. I hope you had fun, I know I did, and I’d like to thank the devs for this copy of their broken game. I’ll see ya next time!”
I do admire his line of reasoning. Just every time. Like I used to do silly things in the sims and theme park, but his natural curiosity is next level. HOLD PLEASE.
I think that all comes down to how the travel, visual appeal, and POIs are handled. As well as a personal interest in the gameplay loop. The following are my general opinions on a few games for why I think they do or do not work.
Daggerfall would be way too big, because the POIs are few and far between and there is no visual interest between, but it worked because it had fast travel.
Each of the successive TES games had more visual interest to them and wel spaced POIs and I spent a lot of time walking on first playthroughs without fast traveling anywhere.
Similarly No Man’s Sky could seem too big at first blush, but if you like the gameplay loop it’s infinitely fascinating. For anyone wanting to move further in it’s also helpful that there are gates to help make large jumps, without them being a requirement to enjoy things.
Cyberpunk 2077 was very visually interesting and had a ton of POIs and was fun to traverse on foot and in a vehicle. I thought the size was fantastic on my first two playthroughs. The third time the badlands areas got a little frustrating though.
Stalker and Stalker 2, are very fun to traverse by foot for me despite being very large. They are visually very interesting, especially 2. There are plenty of things you can stumble on and explore. In fact on my first playthrough of Stalker 2, I didn’t even realize it had a fast travel option for over 60 hours because I didn’t feel the need to look for one to use. Loved the huge size of those.
WoW was horribly oversized, as are many MMOs. WoW was(and imo still is despite many upgrades since I played, just not a fan of toony looking games) completely uninteresting visually, had no “on the way” POIs and had no motivation to look around. Long travel was a chore on top of a burdensome gameplay loop. I hated WoWs size. It felt big just because it would take people longer to play. I can’t express how fucking boring it was to me. And exploring had zero reward. I remember wandering into the water and swimming for like 30 minites to get behind some massive tree or something (all I remember was it was a brown gradient that’s how dull the visuals were) and I get behind it and there was fuckall. That was the last time I played I think. More brown gradient and uninteresting light blue water gradient stretched off into a foggy white gradient. Fucking hated WoW but especially its size. MMOs like that are the equivalent of having a rail shooter that’s more train ride simulator than shooter. It works for other people, I just couldn’t stand it.
Outward is a fantastic game but it’s world feels a little too big sometimes. I don’t really enjoy wandering it that much even though I enjoyed the game on the whole. Just felt I got to the point of sprinting from one objective to the next because I was tired of traversing the map.
So it’s really game dependant imo. If they nail some key aspects, size doesn’t seem to matter.
Nah, Fromsoft has great vibes. But the worldbuilding and story is all deliberately obscured because of Miyazaki’s love of sci-fi he couldn’t properly read. That makes it a trove for obsessives but it can’t really be called good.
It’s definitely good and it is done in a way that can only be done in video games. Too many video games depend on passive exposition instead of finding actual lore in the world.
Do you consider it being “spoonfed” to you when you read a book and the plot and everything is just written down?
Do you consider it positive that you have to “work for it” if every fifth word is written in Chinese and you have to translate them?
Making it hard to understand does not make it good. Making it easy does not make it bad. Is there an aspect of it you like that isn’t just that it’s hard to understand? Because that’s all you mentioned.
Right, so if making the plot and lore obvious in a book is fine, it’s also fine in a game. Using pejoratives like “spoonfeeding” criticises this without giving any reason.
From games are particularly bad because most of the lore is on item descriptions that are often themselves locked behind random drops and easily missed questlines. This is not good world building, this is purposefully obscure world building. People mistake “hard to put together” for quality, but it’s the opposite - making this stuff harder to get makes it worse, because players are less likely to get it! If you feel too communicate the lore to most players, that’s not good!
I hope you don’t mean Baldur‘s Gate when you say Larian and BioWare. edit: downvotes seem to forget that the Forgotten Realms worldbuilding wasn’t done by the licensed games.
Of course she won; she had a literal second set of hands to help her. It’s the same reason that Goro is the best character in MK. I obviously never win when I play as Goro, but that’s because everyone else is cheaters.
/s
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