Not that there’s anything wrong with other people romanticizing that era but I’ve always found it kind of a lame one. So if this wholly relies on that to get around it’s flaws then it’s more reason for it to be a pass for people like myself.
No, it doesn’t. But you stopped watching the video.
That said, it is a legitimate argument. Just like “it’s cool to be Spider-man” is a reason to pick up Insomniac’s recent games.
SkillUp argues that in a vacuum, and for a reduced price, Skull and Bones is a decently functional game. But it doesn’t exist in a vacuum and Black Flag is better in (almost) every way.
No offense but maybe you didn’t pay close enough attention, since I got all of that but it relies on what I said for it to be true wholly.
This is my rough summary of what I watched yesterday, as I’m not going to go back and watch it again:
The video starts with him stating that objectively the game, in context of its development is a complete mess.
Then he stated that he found he was enjoying the 20 hours he spent with the game and asked himself why?
Then he stated factually that the game was fun because it is just flat out cool to be a pirate.
He described the things he thought were cool about being a pirate all of which I found to be lame.
Then he used those lame pirate things to justify the argument that in a vacuum the game isn’t bad.
He lost me at “it’s cool to be a pirate” which was the foundation of his argument that the game is OK.
Plus even if I had turned it off, that’s like most of the way into the video. So it’s kind of far to expect a person to watch something to get the “the game is fine, don’t pay much for it” result.
It’s a reasonable argument. Perhaps my initial comment was a bit mean.
What I find difficult is that it is a pirate game, very clearly. If you don’t enjoy the pirate theme, what were you expecting to get from a review like such?
Perhaps you’re a fan of naval combat. Which, fair.
I think so. It’s got an interesting story, and finding all the evidence to catch the perp is pretty fun too imo. It definitely plays up the “noire” of it all, with the pulpy detective cases and interrogations.
So, I had a look at it… It feels like a Blooper reel made for the game… The Toy Story one I believe started off with them using bloopers from the VA sessions.
But nonetheless, to have such content requires the game itself being fully finished before the deadline. This is the basic requirement we lack currently, so such stuff will only add to the stress of the devs.
Proceedurally.
So, “hands are supposed to be here” and the arms figure out the rest.
By the time add in “finger pointing at this” combined with spells to make your thumb big (or whatever, ultimately everything is made at a base level to allow for a lot of creativity further up the stack) means the finger might drive the scaling of the arm.
Same with the strange jumping. Body “jumped” in a downwards direction, and the feet animated correctly in an upwards direction. Ends up with a body doing a strange wrap around itself as it figures out how the feet can be above the torso.
Walking books might be a really easy way to animate a book flying around, have physics and a health pool without having to create a whole new object/entity class (just inherit all the features and disable the standard person/object body).
The faces-talking-out-the-head thing is animation data imported with the wrong scaling. Some parts can just move to where the animation says they are, others warp the geometry of the rest of the model.
Remember that a lot of the models and animation will be made with no idea how they end up being used, at the same time as they are actually programmed into the game. There might be some iteration, but its not like they know the end result, make the models, make the animations, make the game. All this happens at the same time, and any iteration might set multiple departments back days or weeks.
So, super flexible APIs, models and animations are designed at the start in a way that allows for a small amount of specialisation and iteration, but the rest is all “bodge what you have available”. Ultimately if it isnt flexible enough early in development then its going to cost a lot to fix
Every time I think about this sort of thing I remember that in Fallout 3 the developers added a moving train to the game by making the train a hat that was worn by a man that ran really fast underneath the ground to make the train move.
I have yet to see anyone ask “But is it actually fun?” about, say, Baldur’s Gate 3.
Maybe part of the reason why is because games like Hogwarts Legacy don’t respect player agency and spend their time forcing you to play the game the way the developers wanted, while Baldur’s Gate 3 allows you to experiment and try to break guardrails.
Hogwarts Legacy literally won’t let you jump over a fence that your legs are visibly taller than. I only finished that game because I wanted to be able to write correctly about how deeply that game disrespects player choice and is all-in on “you play our game the way we intended, or you don’t play.”
It is 😬 I really appreciated the nuance they covered the topic with because holy shit
It was also weird to hear one of the interviewed players talk about how people were moved to tears because of how patriotic some of the stories were. Really curious what that even means
I guess a “patriotic story” could be made in any country about its respective fight for independence, and/or any war. Something like every character having a well built background, then sacrificing it for the greater good.
Maybe with the goal being to unmask the traitor, but the traitor being an NPC, then everyone learning of everyone else’s sacrifices as the game progressed, empathizing and ending up crying?
Dunno, I guess there could be many ways to make a mostly scripted game a patriotic one, when nobody can say “I throw a box of lit dynamite sticks into the air and cry Leeeroooy!!”, or “A book? I read aloud whatever it says. Ph’nglui mglw’nafh…”
Videos idea: disabled transport in netherlands, how do people move around when they cannot cycle.
Since one of the major copium people have about car dependency is disabled people/elderly have a hard time riding bike. Yet, in reality, it is much more expensive/dangerous to put a disabled/elderly in a car than public transport or a electric wheel chair than in a car.
On the other hand, I am also curious whether a electric wheelchair will congest the bike lane, given the bike lane is kind of narrow.
NJB already featured the tiny four-wheeled car thingy that people use for exactly this. Idk which video exactly, but it’s there for anyone to comb through.
Being orange-pilled is painful in situations like this; you know the exact thing the Dutch already figured out but unless you have the exact video ID and timestamp on the ready you’d have a hard time pushing back the cope-ists. Even the ones that insists there’s no way these people are mobilizing outside of public transport.
youtu.be
Aktywne