I love Mario Maker, but I would suggest skipping 2 at this point. It’s been out so long that most of the hype has died on it and there is so much garbage content that somebody picking it up right now is likely to get frustrating for new players.
I agree that having a AAA(A™) publisher probably shouldn’t get you classified as indie. It’s been increasingly common though to see large publishers back indie studios in recent years. Dave the Diver and Nexon’s relationship comes immediately to mind for recent example.
I watched the gameplay trailer and was so confused as to why Ubisoft thought it could get away with so blatantly ripping off Dead Cells.
Still confused why it’s in the “triple-i” showcase, though. I know the definition of “indie” has become more and more loose as of late, but I’d think the core concept of being self-published would have to be a pre-requisite.
An indie band can still have a record label backing them, but calling themselves that sets an expectation that their music will likely be outside of mainstream appeal. The same goes for indie films which can still have massive budgets and distribution channels thanks to major studio backing. They just tell stories that won’t follow the formulaic mold that big picture releases are beholden to.
You kind of have to disconnect the word “indie” from meaning “independent.” The industry has matured enough that indie refers more to an overall aesthetic and expectation for consumers rather than a fully independent game dev. Publishers are ultimately acknowledging the legitimacy of indie games as a part of the market and dipping their hands in them. I’d still expect the studios to retain most of the creative and design control, but they’ll have access to the marketing, analysis, and distribution relationships that publishers can provide.
Because it would be inefficient and people don’t like it when you use their computing power for your own gain. I should mention that there are known instances of this happening. A site being compromised and a JavaScript mining applet has been added to the site.
Right… however ANY efficiency when already using a rig for an idle game is literally more efficient, hence why I wondered.
Also it wouldn’t matter whether the mining benefits the owner or user. In reality if the user wants to try with the CPU, they’ll be making $1 for every $20 wasted in power letting their computer idle hard. However that’s still $19 rather than $20. You could at least give the creator the crypto rather than yourself if it’s free which is kinda my point.
It’s literally a case of I’d prefer nobody benefit rather than someone else.
You do know that PCs don’t consume all the power when idle right?
I have a server with 2x800W power supplies and it idles at 110w. If I were to run a crypto miner on it my power bill will go up far more than the game creator will make.
The only winner in small scale crypto mining is the power company.
This isn’t about a computer on idle… This is about a computer running a game non stop that people think is Idle… When it’s not. It’s often running a game doing massive number calculations regularly. Sometimes showing hundreds to thousands of separate things on the screen constantly.
I think a lot of the comments here just don’t seem to understand how many resources an Idle game can actually take up lol.
The Wind Waker for me. At the time, the open world and sea felt so massive, and the colorful cell-shaded graphics made me feel like I was immersed in a cartoon. I played other Zelda games before, but it was the first one to hold my attention all the way to the end. To me, it’s one of those games I wish I could experience again for the first time.
Windwaker would’ve been an easy #1 for me if it weren’t so stretched out. The ocean really didn’t need to be that big, I remember many times where I was just holding forward on the boat and browsing my phone for 5 minutes.
What got me was the Triforce hunt. Nearly no guidance/signposting, constant trips back to tingle, then back to a warp point, then sail around, rinse repeat. Ugh.
It’s a VERY good spiritual successor to titan quest. I’ll recommend last epoch too, if you like the genre and are interested also in multi-player (it has an offline mode as well)
Grim Dawn is the most fun I’ve had with an ARPG in years. The class system is very interesting and, as far as I know, unique to this game. Rather than just being a barbarian or necromancer or whatever other typical ARPG class you can think of, your class is determined by selecting any 2 archetypes. For instance, maybe you like being a pet class like necromancer, but you want to have a slightly more active play style than just watching your skellingtons paint the map red. So, you mix in the Nightblade (melee rogue) class at level 10. Your new, combined class is called a Reaper, and you have access to both skill trees, free to mix and match as you wish. Very interesting playstyles can emerge from creative pairings.
I am a casual player so I can’t offer any perspective on the endgame or anything like that, but if you’re looking for something to scratch the Diablo 2 itch with a fun twist on classes,you cant go wrong with Grim Dawn.
It’s actually a spiritual successor to a game called Titan Quest, which had the same dual class system. It’s a ton of fun, though pretty dated in terms of quality of life for ARPGs.
I have played it for a while, albeit shorter than some true veterans, and I am a little bit torn in my opinion about it. The customizations options are great and the story is cool and engaging. However, the game feels very much grindy overall and you have to win the game to unlock higher difficulty settings, which is a bit boring in my opinion. Also, the loot from some early bosses are better than what comes later for certain builds, meaning you have to return back to areas you have passed through and grind the same bosses again for better versions of the same loot that you already have, which is also a tad boring. I’ve also had some weird stuttering issues on Linux. Otherwise, great game and I recommend trying it!
I call them id-style shooters myself, but there is a bit of word play I like in the term 'boomer shooter'. On top of referencing the age of the audience when they first arrived (albeit incorrectly), it is also a reference to the fact that the optimal strategy for these games is simply to blow things the fuck up. There is very little tactical play beyond what weapons to use for a given situation, and these games really love their explosive barrels and rocket launchers.
I haven’t played it myself, but I’ve seen playthroughs of The Last of Us. Even though there’s a sequel, I’ve heard the first one is better. Anyway, if engaging story is what you’re after, I’d check that out.
I’ve also never played this one, but I’ve heard SpecOps: The Line is also a gutpunch.
It’s a bit of a commitment, but I always found the Halo series to be kinda emotional to me, but then I also grew up with it and got invested in the characters. Your mileage may vary with Halo.
Final recommendation would be Ori and the Blind Forest if you’re into platformers.
Already played through Spec ops the line and loved it, but not as muxh as those other games.
I never played TLOU, might try it out
And yeah Halo wasn’t for me at all
Ori has been also recommended a lot to me but isn’t it hard to get attached to characters with the presentation the game is going for?
The Last of Us can be very intense, and the ending of both 1 and 2 are heart wrenching. I definitely recommend them both. Also take reviews of 2 with a grain of salt. A lot of red pill misogynists hated it.
The Last of Us 1 has been the only game to ever make me emotional. It’s still the gold standard for what a video game is capable of in terms of narrative. The sequel was jarring, but not heart wrenching in the same way the first was.
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