Hardly the only, but not always the case either. I’d put some of it down to rose-colored nostalgia, some to the given fact that so much today is buying a base framework game and then selling 276 ‘addons’ to make it complete, and part to that back when systems didn’t have the power they do now developers couldn’t rely so much on all the flashy imagery and effects so they put more effort into the story and unique gameplay. A lot of smaller studio games pull that latter part off today still, but they’re sometimes harder to find.
Do you have any examples of smaller studio made games with flashy imagery and effects to match the good story? Really I'm just looking for game recs and want to get away from the usual "big" names for a bit.
I guess it depends on what you’re looking for and what you consider flashy. I tend to do most of mine from GOG these days just out of a preference for avoiding DRM on principal. Found a few interesting ones just of the ‘cheap enough that it doesn’t matter if it’s not great’ types.
A major marker of quality for me tends to be if something just feels polished, like the menus make sense rather than looking like someone just stuck things where they could without though, but it could still run on a potato without making things melt.
I'm really open to anything. I tend to lean towards RPGs or story games (Life is Strange, Dear Esther, and Stanley Parable for instance) but I play most anything.
Usually the analog stick. I’m just more used to it so it feels more natural most of the time. But some games do play better with a dpad, so there are exceptions.
Check out ΔV: Rings of Saturn! It’s a slower-paced simulation game, and it goes all the way to explore the idea of 2D spaceships with Newtonian physics in an asteroid field (or rather a ring system).
I also recommend Heat Signature, it’s one of my favorite games! It’s only partially about flying spaceships, but I was directly inspired by the pod controls in it.
Edit: I’ll also add Flywrench to this, it’s a tough and satisfying action game about maneuvering through multi-colored obstacles that you can phase through by switching your ship’s polarity in time.
Load levels in chunks, preload the first chunk of the next level before the player reaches the end of the previous one, and either have a smooth transition, or at most put a skippable cutscene.
What you call rigamarole is the standard way to map button presses to tge screen. It only looks like rigamarole to a PC user who is coming to gripa with how a controller interfaces with a screen. A third party mapping utility is STANDARD use case because you’re mapping button presses to the screen. That’s litterally how it works and it works well. When we mobile game players play games THIS is how we play and this IS THE reason why what you call “mobile games” TsumTsum candy crush etc are losing popularity because people be playing more intense games on mobile these days. Because of controller support.
That’s what we do. Xbox controller comes with a clip on. This is mobile gaming. Been this way for about 5 years now. Popularized by pubg at first but then more of this controller style games came along and the button mapper apps got a lot better. Right now the best are Octopus and Mantis. I prefer mantis.
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