Most games I play that I don’t plan on playing a lot of. I use trainers hacks and cheats on things I find grindy or just feels pointless. Or unnecessary hard games.
Dying Light had a mediocre story and repetitive gameplay, but the parkour mechanic was what made it interesting in the long run. Jumping around and climbing stuff was so satisfying.
As for side scrollers, Ori might not be the most difficult platformer I’ve ever played, but it certainly was the most fun, thanks in no short part to the fluid and dynamic movement of the main character. The camera is also very wide, to allow you to see the road ahead clearly, which is not something that all platformers do right, surprisingly enough.
The movement in Sunset Overdrive is amazing and I think was the base for the movement in Spiderman since it’s made by the same developer. I preferred the movement in Sunset Overdrive, personally.
You have to get to the point that you get the air dash for it to be smooth and you can chain together your parkour movement across the entire city
The humour is a bit divisive/hit or miss though and the open world is a little dead by today’s standards.
Ah, maybe that’s the missing ingredient. Pretty sure I don’t have that yet. I fucked off from the main story almost immediately to go find balloons and such.
Very detailed and informative post as always! This is how video game journalism should be done.
You’ve convinced me to give Death Standing another go. I bounced off of it 30 minutes in after the 20th minute of cut scenes but there seems to be more juice to it further in so I’ll power through another hour or two and see if I can’t find the hooks!
Death Stranding really clicked for me when “Bones” by “Low Roar” in the first real delivery mission comes on. Takes slightly more than an hour to get there and even then, it definitely is not a game for everyone.
Its a tough one! I tried twice before it made me head over heels. Just…take your time, the whole first gigantic area (to me) is like the tutorial area, just get through those cut scenes and then you’re really on your own.
Try soak in the atmosphere, but do remember it’s not for everyone!
I really, really love the game now. It actually takes my breath away. Heck it even inspired me to get Death Stranding items (I’m loathe to use the word ‘merch’) from Japan. And let me know what you think of it! I’m super interested how you find it :)
I really hate most subscriptions, because the prices are often too high, they rely on locking stuff behind paywalls, instead of providing a good service.
Here is the difference, I am ok paying monthly for storage space, servers, and hosted/managed open source web services, because there is competition and standard interfaces there. They do not hold you (or your data) hostage to their service, what they provide is good on its own.
For example, if GOG invests money into writing open source libraries, apps and APIs to efficiently and easily share save games between devices. Let people self host the open source backend, but offer up a subscription for a managed instance, with maybe some voting rights for new features or support for games/platforms to be integrated into the open source front & backend, then I would be willing to support this.
And other stuff like this.
Use subscriptions to offer good services, which also allow you to improve the whole ecosystem, while also not putting yourself as the gatekeeper, and locking people into their service.
Naw go in blind, its pretty simple in the start. Of course you’ll need the wiki later when you’re trying to figure out what to do, but getting to hell and letting a demon drop its stuff right into the lava is a blast the first time when you have no idea whats coming.
After beating the game 4 times it all becomes second nature what to do. But the journey to get there is so much fun when you’re first starting.
When I started playing, the guide was completely useless. He would also open your doors and leave them open, I very quickly grew to despise the guide and made his home a prison.
I disagree, the start is the most obtuse part about Terraria. It’s not clear what you should be doing, where you should be going, how to build valid housing for NPCs, etc.
I started blind waaay back when it first released and hated it, then went back to it with a guide and had way more fun. There is NO way someone will figure out without guidance that you’re supposed to go down the holes in the corruption , TNT rocks, then smash orbs with a hammer to summon the 2nd boss.
Once you get into hard mode you can figure things out yourself , but at the start you either need to play with a friend that knows what’s up or follow a guide so you don’t suffer.
Talk to the guide (starting npc) for tips on what to do next, you can also give him things you find and he’ll tell you what you can craft with them. He’s like the in game wiki and can be very helpful. Also spend lots of time just exploring, and don’t be afrid to die.
When exploring make sure to collect any metals you see, and use them to building upgraded pickaxe and armor. Also build extra houses so you can have lots of npcs move in. I hope you have fun & definetly look things up online if you have questions :)
Femme V really nails the emotional arc of V’s story in ways that the VA for masc V doesn’t, to the point that I’m truthfully less invested in my current playthrough (male street kid origin) than I was in my original (female corpo).
That said, everybody who did voice work in BG3 did fantastic in ways that have made other things I’ve touched feel hit-and-miss – I nearly dropped Avowed due to some early mid voice work making me worry about the overall quality – but Neil Newborn has been rightfully getting acclaim for Astarion, and you have to hand it to him – they gave him the character, but he was the one who decided “I’m gonna chew the scenery so hard I shit splinters” and made it work so damn well.
Even without RTX scenery can look damn near real. But the moment there is a human in the scene, the uncanny valley fucks everything up. I don’t even get it because animals can look perfect and not trigger the uncanny valley effect, but humans always do. RTX won’t ever fix that.
I always thought that was just a me-thing. People will be like “Oh it looks so realistic”, which a) I consider a bad thing, like I’m seeing reality plenty times already, why would I want more of that? But also b) no, it does not? Even the games with the biggest budgets continue to have NPCs that look as stiff as if they’re three days dead. I’d say “with a puppeteer’s hand up their rear” since they do move their mouths, but frankly, even puppets move around more than NPCs do.
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