It’s not a pride thing, it’s just that I’m so used to not thinking about difficulty modes that they don’t occur to me as a solution in the moment. I straight up forget that the game is more than the version of it I’m currently experiencing.
Also, let’s not forget the new EULA regarding shift accountsAlso, he made his 'fans" wait while bl3 was only available on the epic store. Fuck this dude, I am done with the franchise.
Steam customers are out of the loop. We could access the game through epic store, but it’s a separate account, and not everybody has/want one. Hence the wait to release on Steam.
For small indies it makes sense to publish on the pc epic game store a year earlier to get fundet for simply releasing the game there earlier.
A lot of smaller indies used that time as a kind of early access and got later super popular on steam, the main pc game store.
But for a big studio to do something like this is scummy
They already have a playerbase and a big budget
I dont even know if payment was involved but there is no other reason i can think of that explains this
it sucks that half of my favorite studios are now owned by a company that makes it’s money on literally killing people. i want to support the devs for the amazing games that they made but i don’t want my money supporting that heinous shit.
You can decide to be unhappy (or not). The old games will not be stolen from you, and all complains aside, there are far more good games on the market than 20 years ago.
I know that and I’m happy that there is so much to choose from these days, simply because distribution isn’t a big issue anymore. The indie scene has never been in a better place.
It’s a nostalgia thing. Plus, I’m against the whole “exclusivity” thing. And a bunch of other reasons, but it hardly matters.
Sometimes you just need to vent your disappointment, you know?
I think this one’s going to sell quite well once word-of-mouth spreads.
I’ve played several hours of this already and the deeper I get, the more it makes me think of Dark Souls. It has that same sort of cadence in the dungeons, just turn-based instead, with a party. What’s wild is even with how derivative the concept is, it’s a brilliant, fresh-feeling idea for dungeon design. I’ve been feeling like JRPG dungeons have been stale for a while now, and I’m loving both how dangerous the dungeon trash is and how there isn’t a ton of it. Normally by this point in a more traditional Japanese-style RPG I’m starting to skip around in boss rush mode. Not here. I’m wanting the challenge.
It’s nowhere near as difficult as a Souls-like though. I’ve seen many complaints about how not-optional the dodge/parry system is, but at least so far, I think there are ways around it. I’m not even through Act 1 and there are already enough tools that even people that miss most dodges can find busted builds to offset with (and I’m sure I’ve missed a lot of helpful Pictos and other loot already).
I have some nits to pick, but it’s been a great game on the whole so far. The soundtrack and voice acting in particular are top-notch.
That’s because they’re classy and understand that the two are totally different projects. Skyblivion is impressive but that doesn’t even remotely mean that an official remaster/remake isn’t worth having.
Earlier this month our Jim called upon Bethesda to remake Morrowind rather than Oblivion. “You cowards,” Jim wrote, calling Morrowind a “special game, where a beautifully unique fantasy setting is locked away behind technology and interface design that has aged particularly badly”.
I prefer Morrowind’s UI to Skyrim’s, even with SkyUI mod:
It’s more fun to have individual item icons than just text or generic icon just for item type
Those classic brass borders are beautiful
Choosing one of multiple reply options work more reliable in Morrowind, in Skyrim when playing on PC you often click one option and it still picks the wrong one because you didn’t scroll enough
Overall, this whole system was obviously designed for consoles and it doesn’t really work well on PC even with mods. I don’t really remember Oblivion’s interface, but the one in Morrowind’s is something that I think definitely needs less “fixing” than Skyrim’s for example. And I don’t think it aged bad at all. Also hotkey system was great, I really miss it in Skyrim, potions are way less fun when you need to go through a bunch of menus every time you want to drink one.
I like Morrowind’s interface better, too, with the optional window managing and selecting dialogue options from within text. But the icon-only inventory is atrocious. I have to hover every single icon to know what it is. I hope OpenMW will spawn a mod or something that will offer an alternative.
If anything, Duskbloods further confirms this is a B game. They took a mode of Elden Ring/Dark/Demon Souls that people have historically loved (jolly coop) and built a game around that. It is no different than building a game around dodging (Bloodborne), blocking/parrying and traversal (Sekiro), or even just one off arena fights (… MANY of the Armored Core expandalones).
They built it for Nightreign. They did a much scaled down version for Duskbloods as a way to get a sack of cash from Nintendo and to pressure Sony into letting them go back to an IP they like (Bloodborne).
It really IS fun to watch reactions from people who have never had any experience with From outside of as “The Dark Souls company”. They have ALWAYS done this kind of shit (hell, they even did it recently with the VR game nobody played). They have their A team work on their flagship IP whether that is Dark Souls or Armored Core or King’s Field. They have their B team(s) work on more experimental games. Sometimes it is something nobody ever remembers (was it Decirine?) and sometimes it is a cult favorite like Shadow Tower Abyss or Bloodborne. But the existence of Master of the Arena didn’t mean an AC2 wasn’t coming just like AC2 Another Age being weird barely connected missions on a pseudo-tactical map didn’t mean we weren’t getting AC3 and so forth.
Miyazaki: At first it was being worked on by a small team as a title for Nintendo Switch. However just as the game started to take shape, we were approached by Nintendo with talk of Switch 2, which led us to revamp our development path with this new hardware in mind.
I'm still waiting on the killer titles for the current generation of consoles. I'm frankly amazed that games have become so difficult to make, given how the graphical improvements aren't leaps. Build a stylish lighting system, make sure your textures and geometry aren't too ropey, and then make something creative.
I know it's not that simple, obviously, but I was playing through a fifteen year old FPS yesterday and the difference between now and then is just not that big. It's not nothing but the Gameboy philosophy of doing more with less would go a long way.
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