Can you elaborate on why Generation Zero? I remember seeing a trailer for it randomly before it released and thought it looked great. Haven’t heard a peep about it from anyone though, so assumed it ended up being boring.
The game is not actively being developed anymore, sadly. I’m not going to say it was the greatest game ever but it’s one of those games where the environment is just great to spend time in. It’s not overly story heavy. The gun play is spot on. The physics are good where it counts and goofy where it doesn’t. The sound design is stellar atmospherically. It’s awesome with friends and good enough solo. This is coming from someone who bought all the DLCs and has never done that for any game before. I’d recommend the story DLCs at least for anybody. This game is just begging for mods. The environment is that good. If you haven’t tried it but can catch it on a sale it’s totally worth it.
I wouldn’t say it was designed for multiplayer, just that you can play with other players cooperatively. The game is still solo playable. Yeah, plenty of people still play online AFAIK. I have never played online with anyone other than my friends so I can’t speak for whether matchmaking works or not, but I see posts from online communities looking for players to play with, so its multiplayer scene is still active.
It’s a pretty fun game, I am disappointed that development stopped but we all kinda saw it coming. The game is made in a game engine designed for hunting games, so while the vegetation graphics are very good and the robots behaviour is interesting, it is obviously hard to work with when making a game the engine wasn’t designed for. Plus, it was receiving live active development and free updates and minor paid DLCs for like, 5 years? So it was pretty well taken care of, all things considered.
Singaporean Bridge - It’s basically a crossover of Bridge and Werewolf / Polar Bear / Among Us. That small change of not knowing who your partner is from the start makes for games that are way more fun.
Pokemon Soulsilver - I love the following mechanic. The other features of the game are really great too.
Raze 2 - I have seen others describe it as the “Halo of flash games”. Personally, I had a blast playing it. Also, Waterflame’s soundtracks are the GOAT.
ME has stuck with me as my favorite game for fifteen years now. I love it visually, the soundtrack is incredible, and the gameplay is fantastic.
Lingo and its sequel are a bizzare, unmatched puzzle experience. I don’t know what else to say there.
And Yet It Moves is… something else. An indy platformer from the heyday of Indy platformers. It is an interesting example of how story can influence art style.
I really think someone needs to make a modern evolution of Dark Cloud. Maybe the technological limitation was actually a benefit though, because a modern game would probably try to do open world, full 3d construction, and things like that. The technology at the time required that they keep it fairly simple but also really well designed.
Puyo Puyo 20th Anniversary - Puyo Puyo is the greatest competitive puzzle game ever made, and 20th is a massive package of incredible extras to go with it. I made a video just showing off how many cool things are in this game, and got so carried away that it ended up being an hour long. To this day, I continue to have a chip on my shoulder about how everything else Sega has done since doesn't come anywhere close to this game, and so the west has never gotten to see the best of what the series has to offer.
Skullgirls - Best damn fighting game of all time. Fast, explosive, with tons of options for flexible teambuilding. It wears its old-school influences on its sleeve, in an era where too many modern fighting games feel watered down. At the same time though, Skullgirls was also so far ahead of its time for having functional online, a training mode more robust than any other game at the time, and tons of excellent QoL features.
Slay the Spire - Spire has ruined all other roguelikes for me. What I love about Spire is that it does not let you get away with just looking for one powerful synergy that will carry you, many enemies are designed to hard counter one-trick decks. You're forced to adapt and actively consider what threats are coming up and what you need to deal with those threats, recognizing the difference between the cards you want and the cards you truly need.
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