“The Big Cheese is the Dark Souls of poses” from the Destructoid review gave me a good chuckle. Unfortunately, The Big Cheese was also the Dark Souls of poses back in Smooth Moves, and it’s not encouraging to hear this game might be just as fiddly.
This November isn’t as stacked for me as last year’s, but I think I’m still going to wait on this one a bit.
I’m impressed that most people here chose to fight about the definition of the word plagiarism instead of discussing how Star Citizen’s server meshing technology differs from what WorldQL and GrieferGames do. Have fun, but that wasn’t the point of my post.
Plagiarism is obviously a word with very strong negative connotations. If you want to discuss the technology and it’s differences between a different solution that tries to solve the same problem and not accuse someone of stealing, it’s usually best not to use this type of language in general.
I don’t know what these would really be alternatives to, but I impatiently await every new game from Daniel Mullins Games. Inscryption was a fantastic deck builder and I more than got my monies worth out of it. I also follow Stranga Games pretty closely. Very small developer makes story focused retro style adventure games. No combat at all generally. So if you like a casual experience and that style of game, it might be something to look into.
The original FFVII game! Figuring out how to get the multiple discs to work from an emulator was a bit of a pain, but afterwards it’s been easy sailing! While it certainly has its problems, I can see why it’s so popular. Planning on checking out the remakes later on to get more of it, but I can’t deny I’ll miss the low-poly graphics of the OG, as I’ve always had a soft spot for that kind of 3D art
Against the Storm! It’s a roguelite citybuilder set in an apocalyptic world where you build settlements in a short amount of time to complete objectives and hopefully survive. While it borrows some mechanics from some city builders, I haven’t played anything quite like it’s unique blend yet. Plus the artstyle is pretty reminiscent of Warcraft but prettier.
It’s in early access right now but it’s basically a complete game at this point.
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I have the opposite issue, so yes. I don’t particularly enjoy having to constantly pay attention to every enemy, but I enjoy learning a boss fight for an hour or two. I’ve also played a few games where dealing with random enemies felt harder than dealing with bosses due to sheer numbers, and it would help with that too.
So I don’t think it’s really a design problem. If you know exactly what you want your game’s experience to be, then don’t add it. But I’d argue for most games it isn’t integral to the experience how the difficulty of normal mobs vs bosses compares, and people have different preferences for it.
I did this with Ghosts of Tsushima. I played on hard mode but when I dueled against other samurai I often dropped to easy mode after getting destroyed fifteen or twenty times
UFC 5. It’s very not-different from UFC 4 but that’s kind of okay. It was fun before and I need to catch up on my trophy collection after spending too much time with Diablo 4.
I played a few minutes of Spider-Man 2. It’s about as enjoyable as expected but I can play only one controller-heavy game at a time so I’ll come back to this later.
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