There’s a beta test branch on Steam that was uploaded 5 months ago, and the game has been age rated in South Korea. Yes, that game is coming. For good reason, it’s also the belle of the ball when it comes to marketing deals, so as much as it’s a meme to say maybe it’s at the next Nintendo Direct, it might be at the next Nintendo Direct. For everyone’s sake, I hope it gets its release date soon so that we can stop talking about it.
GamesRadar has been pushing these “but where gam?” articles for some time. It started right after silksong was delayed past the original hollow knight dev time. They seem utterly convinced silksong will be vaporware, or (more likely) it drives plenty of clicks complaining.
It was way more obvious back when team cherry went radio silence (circa 2022?) - and on some level I can understand “we’re game journalists, no one gets a pass” targeting a heavily delayed game, but I’m admittedly one of those fans that have no problem giving Cherry whatever time they need. I’m in no rush.
I guess I know not to buy more from then in that case. I’m tired of playing same slop from different companies that dont want to try anything new. DRG is good game but it also feels like its not living up to its fullest potential, now i know why.
I’m a huge fan of Souls-like games but I have no problem with a difficulty slider IF the hardest setting rewards you with exclusive achievements or access to bonus areas in the game. It would be funny if the easiest setting replaces bosses with cute animals or something. Like kill this baby deer or play on hard mode.
Also, IMO if a game is not challenging it becomes incredibly boring after a few hours. I tried playing Assassin’s Creed Odyssey and put it on the hardest setting and it was like mild sauce from Taco Bell. Only bonus was a tiny more XP.
What some devs don’t understand is the “reward” on soulslikes is actually learning the boss itself. Figuring out the parrying patterns in Sekiro feels very good, it’s not about what happens after beating the boss.
What makes it challenging and not punishing is having telegraphed moves, windows to punish the boss, and clear animation that shows you how to dodge/parry, without bullshit hitboxes.
I’d say try it out to see if you like the gun mechanics and movement/different classes. If you do then you’ll love the game even more when you get to the higher difficulties. If it’s not your thing, you can refund on steam if still under 2 hours of playtime.
I personally would not recommend it. I’ve played ~20 hours with friends. Despite being a simple co-op game, it has these seasonal battle passes and multiple currencies that I would expect from something like Fortnite / Call of Duty / pay-to-win mobile games. That’s mostly an aesthetic gripe because it doesn’t directly effect the gameplay, but I’m not a huge fan of the gameplay either. Combat is really imprecise/messy, which I’m sure is the point but I can’t get behind it. May be worth to play with friends, but I would not recommend it solo at all. What I can say I really like though is the 3D map tool for the randomly generated caves 🤤 beautiful 3D map
All of those “currencies” are free. There is no paid way to get them. You just have to change which season you are playing to get that season’s scrip. There is no pay to win. There is merely paid skin packs
Yes I know. I just mean that the multiple currencies is something I didn’t like and is a downside of the game for me. Not only because I think they are not fun to collect, but because they aesthetically remind me of pay-to-win currencies and it’s a slight ick. As they say in the article, they deliberately copy elements from other games to add to their own. That’s cool, but I don’t like the specific things they copied: battle passes and multiple-currency upgrade trees.
Ok but your objection is based on vibes then and run counter to the actual facts at hand so why misrepresent what Ghost Ship is doing? Their passes and scrip have nothing in common with paid for battle passes (which aren’t examples of pay to win either)
I don’t believe I misrepresented anything, I never said that the currencies or battle passes were paid. OC asked if people would recommend, and I think I wouldn’t recommend because I didn’t enjoy it and I described the reasons I didn’t enjoy it, which as I said in my comment were aesthetic complaints (rather than monetary or gameplay or anything).
My objection is based on vibes because I think vibes and aesthetics and artistic direction are important to me, and those are the grounds on which I don’t like Deep Rock Galactic
DRG Survivors is innovative enough for what it is. More importantly it’s well-made and a fun addition to the world of DRG. Does it reinvent the genre? No, but it does some interesting things with its different challenges so it stays fresh for longer than most bullet heavens.
I know it’s not the old school version they’re after (I believe they’re going for RuneScape 1?) but 2009scape exists for anyone else interested. Fully playable offline in single player mode, with bots as other “players”, plenty of options like GE buying and selling for the bots, and others. You can also play with other real players by using the launcher too, but I’ve only tried it in single player due to me just trying to scratch that RuneScape itch! Haha!
I would pay $10 a month (ongoing, MRR) to be able to fly their home base ship to different asteroids and occasionally have the bugs invade it. I would play the fuck out of that game.
Honestly “it’s this game but with that.” could be a pretty good way to innovate unless you’re totally phoning it in IMO.
Metroid was created when people at Nintendo wanted to combine the skill-based platforming of Super Mario Bros with the exploration of a Zelda game. That ended up being one of the two founding games in the Metroidvania genre.
System Shock was created by people who wanted to make a game with the same “emergent gameplay systems as a puzzle/playground” aspect of dungeon crawling RPGs like Ultima, but in a SciFi rather than fantasy setting. What we ended up with was something that combined fast paced shooter gameplay and a tight narrative presentation on the one hand, with letting the player make their own solutions to levels by manipulating open-ended gameplay systems on the other. This is very similar to the situation with metroid IMO, in how it tried to combine two very differnt styles of gameplay. Today we have an entire genre of games inspired by System Shock called immersive sims (though its more of a design ethos than a genre IMO).
The famous level design and exploration of Dark Souls was inspired by the 3D Zelda games, and while I don’t have a source for this its hard for me to believe that the lock-on mechanics and basic idea for the movement weren’t at least a little inspired by Zelda too. Or, in other words, Dark Souls is basically a 3D Zelda game but with the tone and difficulty of their earlier King’s Field series.
Now, I don’t mean to imply that combing two good things is a guaranteed way to get something good. Or even that, if you do hit upon a good combination, that that’s the only thing you need to put into your work. The games I’ve just talked about are all absolute classics and obviously a lot went into that. For example, the genesis of the iconic multiplayer aspect of Fromsoft’s games came about during the development of Demon’s Souls, when Miyazaki was trying to drive up hill in a bad snow storm. There was a line of cars, and when one began to spin it’s tires then ones behind it would intentionly push on it to help it up. This all happened without the drivers being able to talk to each other, and, seeing this, Miyazaki wondered what became of the last car in the line, but knew he would never get an answer since he would never see these people again. It was this experience that inspired the creation of phantoms.
However, what I am trying to say is that taking something you like and understanding what makes it tick, then making it work in a new context, can end up creating something that then seems wildly innovative in that context.
As an aside, both Zelda and King’s Field were inspired by a dungeon crawling game called “Wizardry: Proving Grounds of the Mad Overlord”. Both Wizardry and Ultima were derived from earlier games that were basically “Dungeons and Dragons, but on a computer”. Some of them were even named “DND” on the early computer systems they ran on.
DnD itself was created when people wanted to do wargames with a greater emphasis on unconventional warfare (such as spying, diplomacy/intrigue, propaganda, etc) that by necessity required roleplay. After one of these kinds of games was set in a half Conan the Barbarian half Gothic horror medieval fantasy setting with a spooky underground labyrinth beneath a town we got the trope of dungeon delving and returning with treasure to a (relatively) safe town just outside the dungeon entrance.
time for all of us to volunteer at your garbage dump like that dude who offered to buy his local garbage dump because his Bitcoin hard drive might be there
This is why I think it’s funny people still believe ‘the Internet is forever’. Data disappears all the time. If you really start paying attention it’s scary how ephemeral the Internet truly is and how much is lost all the time.
I think it’s a good way for most people to think of things when posting to social media, etc. as you might not know how long what you put out there might be out there, and you might not be able to take down or modify it without someone capturing it before you have done so.
Similar to the early Blizzard approach in some ways. A focus on delivering a vibe done to a very high level of quality and visual coolness, while leaving risky innovation in game mechanics to others.
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