I liked how crafting in Shroud of the Avatar was setup somewhat realistically, even if it was tedious as fuck. Real life is also tedious as fuck. Like you actually put the metal in a forge, heat it, pound it, etc. Like all the steps for making the thing you’re making from mining the ore, smelting and refining it, and then using the metal to make stuff.
Try Stationeers, if you like difficulty. Smelting single metals is easy, but having to smelt ores at a specific temp and pressure to create alloys is hard, especially if you have to first manufacture the gas that heats it.
Inverted y for anything first person. I grew up with a joystick for flight sims, and that felt natural to me when I later played FPS games on controller.
Inverted x makes no sense to me (and yes, I read your explanation below), but I can ignore that setting just fine, so every game should have it.
While I find it a shame that modern Zelda games have left the formula behind, I do believe the old Zelda formula has gotten stale and that the franchise was ready for an overhaul. Before BotW the main line console games in the series have pretty much the same progression mechanics since LttP, the only exception is Majora’s Mask. Twilight Princess and Skyward sword were boring for me because they were way too predictable. I do like the openness of the new Zelda games but I get what your saying the games feel too much like a playground instead of an immersive fantasy game.
I prefer uninverted purely because that is what I grew up with. On the og xbox there weren’t many options to change controls, so you had to put up with what the game gave you. I can play with inverted controls, but it feels like writing with my left hand.
I’ve been playing Max Payne 3. It stopped working at the end of Chapter 6 on my PS3 so I found a completed save and started playing it on my Steam Deck from where I left off.
Also Cyberpunk 2077. I avoided it up until now partially due to how buggy it was at release and how things like the police mechanics were still lacking. Keanu Reeves being in the game was another thing. I find celebrity worship really off putting and based off of Reddit’s reaction I kind of assumed that would be a bigger part of the game with lots of obnoxious winks to the audience. I just got started but the game seems neat so far. I like the atmosphere a lot.
I’ve been playing a lot and it’s the first soulslike that’s genuinely great. It obviously borrows a lot but the mechanics they added in like the arm, skill tree, weapon assembling etc. do a great job at expanding some ideas rather then just copy pasting.
I agree with some people that it’s deceptively more similar to Sekiro than Dark Souls. Even with the first dodge upgrade I feel like it’s a bit undertuned compared to perfect blocks. Dodging feels finnicky because it has little I-frames and many enemies and bosses have insane tracking that’s hard to dodge. Hopefully they might balance it out a little in the future.
I’m very happy the game didn’t turn out to just be puppets as the first few areas suggest. The game really gets going when you come across some real monster variety. The area I’m in now is straight out of resident evil 4.
The one other complaint I have is the dialogue. It’s so hit or miss. Like it’s trying to be Bloodborne but also a comedy? It feels bizarre to see a lot of horror and be completely taken out by Gemminy making jokes. Just doesn’t work for me.
When I’m researching things about the game even when I’m not playing.
Starfield is definitely doing that for me. Before that Distant Worlds 2, X4 Foundations, Elite Dangerous, Skyrim, Space Engineers, Empyrion, GTA V, and Minecraft have all done that.
i’ve only played the demo of it when it came out, but it felt like a blend of bloodborne/sekiro where you’ll mix up the dodge or parry tactic depending on the enemy you come across.
i will say that it’d be best to upgrade your dodge ability as soon as possible (i think you can after the second or third boss), since the default dodge is basically useless
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