Turn-based: Bravely Default. A stellar evolution of FF5 that gives you so many toys to play with, and the titular Brave/Default mechanic opens up a lot of cool ideas just by giving you flexibility in when to take your turn. Specifically BD1 and Second though, I felt like BD2 was a massive step back by trying to introduce a turn order system at the expense of no longer queueing everyone together at once.
Action: Tales. Hard to pick just one, and there are still a bunch I haven't played, but I think I'll go with Vesperia specifically for all the advanced tech it allowed for.
Honorable mention to CrossCode as well, but I know someone's gonna debate whether it counts as J or if it's just sparkling Secret of Mana.
Grandia series. I’m partial to the leveling systems but the battle system is fantastic. There’s ATB, field movement, charged attacks/magic incantations that can be canceled, a light combo system. I just love it
Technically it stands for “Computer RPG” but nowadays it’s more commonly meant as “Classic RPG”. It refers to any of those games like the classic Fallouts, Baldur’s Gates, Planescape Torment, that blend turn-based strategy game with RPG. Modern examples are BG3, Pathfinder: War of the Righteous, Pillars Of Eternity 2, Wasteland 3, etc.
Yeah, sekiro can really throw you off if you just see it as another souls game. Parrying was the main combat mechanic when its usually worthless in every other souls game.
And God damn, parrying is so satisfying in it. Learning how to parry properly makes you feel like a fucking samurai.
I bought this copy :) But I do remember listening to a live podcast segment about gaming where an audience member had their hand up in response to some question. When the microphone got to them, they said that one thing they didn’t like about old games was trying to figure out the controls. The presenter pointed out that for people who paid for their games, the instructions were included. I was embarrassed just listening.
The tech-demo phase of Ariane 6 is still in progress but has shown an unexpected result which will only affect the end of the mission.
On the webcast, they stated that the Auxiliary Propulsion Unit (APU) switched off shortly after it it powered up after SECO-2. Without the APU, they have no way to settle the propellants in the tanks, and thus can’t reignite the upper stage for the final burn.
From the live camera feed, it looks as though the upper stage was spinning, so there may have been some loss of control as well.
I don’t really have an opinion either way for “always online” but live service (games as a service) makes me actively avoid that shit.
It’s perfectly fine to “finish” a game (maybe after a year or two) and move on to making the next. You don’t need to have a 10 year plan to try and keep it relevant.
If you don’t mind top down colony managers, rimworld is an absolute gem. The base game itself is infinitely replayable because every game is basically a story. Think dwarf fortress with graphics (well, df has graphics now but). Also incredibly easy to mod to customize or completely change your game experience.
bin.pol.social
Ważne