Excuse me? It looks OK to me, idrk what you are talking about. There is one annoying cookie pop-up that my uBlock filter didn’t catch, but that’s pretty much it
FF+uB FTW! But I’ve checked the website on other mobile browsers too both with adblocks and without and the experience was the same. I’m super confused what that person and the 2 orher upvoters didn’t like about the website.
Unfortunately that’s not just gaming related news, but all news (and non-news).
It’s by design. It leaves you wondering (and ideally click on the article).
What I actually would like to know if journalists, or whoever writes the articles, are picking these headlines consciously or if they’re following guidelines. I can imagine both scenarios.
If you click on the article, spend two seconds on it, and don’t actually read it, have you actually fulfilled the marketing goals of the web site?
For one, you haven’t actually read anything, so there’s nothing to register “this is a good web site with good content and I will read their articles in the future”. No reputation bump from it.
And two, you didn’t have time to actually see the ads, that is, if you didn’t already had an ad-blocker in the first place.
The goals of clickbait don’t actually align with the goals of their profitability.
Well, obviously someone did the math and figured out it’s better to have these titles than not. So I’d say you’re wrong.
If the title makes more people click in the first place and the amount of people who stay to read at least until they know they’re not interested, is bigger than the number of visitors if they had a normal title… the stupid title wins.
I think Welonz is great. She’s played Alan Wake 1, Control and the AWE DLC before so is well familiar with the story and always pays close attention to story games.
I’ve been hesitant to buy it out of performance concerns and have been watching her instead.
I’ve been watching and enjoying Jesse Cox (on his CoxClips youtube) play it. He knows a lot about the universe lore and does some explaining for people who may not be as familiar. Someone related to the game also mailed him some ARG stuff related to the game before it came out and he did a few videos on his jessecox channel for it.
In that vein, if anyone likes well written, story driven, stealth / action / immersive sim games, the Dishonored series & Prey (same devs, different universe) are incredibly worth going back for.
Made by former Bioshock / System shock developers, and they’re just some of my all time favourite games, and I only played them because of all the time I suddenly had with the COVID lockdown, but they hold up incredibly well. Dishonored 1 (2012) honestly feels and looks better than Dishonored 2 (2016) because of the Xbox’s auto HDR and auto FPS boost, but both are super fun and gorgeous games.
I wouldn’t say the writing for dishonored is terribly strong. The first game has a pretty bog standard plot, and the set up for the second was quite contrived. The gameplay and world are their strengths.
I would generally agree with you about the main macro plot beats in Dishonored 1 and leading into 2, but I would still argue that the writing is quite good overall.
In Dishonoured 1, you still have Daud’s storyline which I found a bit more interesting on a macro level (both in the main game and both expansions), but then I would also argue that the Dishonored series has great micro writing which is a large part of the world building and the fun of exploration.
They both know how to write good little interesting world building hooks and stories, and how to pace them out and not overload you with junk documents and writing.
The Outer Wilds, Bioshock, Subnautica, Remedy Games (Alan Wake, Quantum Break, Control, etc.), Obsidian (New Vegas, Outer Worlds, Grounded, etc.), are all masters of rewarding you with more story and world building.
Conversely studios like Bethesda (Starfield, Skyrim, etc.), and Ubisoft (all their RPGs), are pretty bad about trying to make the world seem realistic at the expense of having a ton of just hastily written uninteresting documents around that bore you as much reading real world documents at random would.
And while I would put games like Cyperbunk and the Witcher and even Deathloop, somewhere in-between, I would put all the Dishonoreds and Prey right up there at the top with the best.
I agree that Bethesda’s RPG writing is amateur at best, and I can’t dispute that there can be some good points in Dishonored. But at least for me, a mark of bad writing is that I find myself unable to care about the outcome for any of the characters in a story, and in Dishonored, I personally didn’t care much about any of the character’s struggles or personalities, as they were all pretty one-note. I can’t recall a single character’s name from Dishonored except for Corvo, since I found it novel to hear Stephen Russell as a main character again (big Thief fan, which incidentally I would point to as a game with excellent writing).
There was one instance in the main base/hub of dishonored 1, where there’s a short excerpt of a story about a whaler in a book, I think in the room where Emily was supposed to chill out in. I thought the writing of that little short story was so compelling, I sat back in my chair after I finished it and thought “Why isn’t this game about that?”, because I felt it highlighted how boilerplate the actual game’s story was in comparison. So in that way you’re right, the micro-writing, the world building, the atmosphere, is all top notch. I just wish the characters and plot were able to match it, as then it would be a masterpiece.
I should mention that I’m pretty difficult to impress with writing in video games, as I don’t think most of them can compare to the quality of writing available in books except for a handful of examples such as Thief, Gemini Rue, Mafia, and the original Deus Ex.
This is a shining example proving that games don’t need to die. Especially if you’re a company that is completely uninterested in pursuing an IP any further. When I read that they were going to post the server tools and a new client on itch I was over the moon.
Proletariat took the best approach possible with Spellbreak, whereas iron galaxy… Fuck them. The community was actively trying to reverse engineer Rumbleverse to get it running again and they shut it down. They also seem completely uninterested in bringing Rumbleverse back. (Thankfully there are still ways to self host it, it’s just not as clean as it could have been).
Whenever you hear someone say it would take too much effort to give the community tools, point them to Spellbreak. Hell It would be commendable even if the company didn’t give communities tools but didn’t actively shut down any revival projects.
Games are art and I’m sure plenty of devs that worked on these live service games would have loved to keep working on them, but their employer told them to stop. I’m sure there are plenty of devs that would love to see their game continue to live on, but their voice doesn’t matter because they aren’t the decision makers. So much time and manpower just thrown out the window.
Proletariat, thank you. You are one of the good ones.
Paradox Deputy CEO Mattias Lilja is announcing this just like he was the one to announce the changes to Cities Skylines 2 development.
Apparently he was made Deputy CEO only this year, but has been with Paradox for years. I really wonder: does he get picked to announce these things because no one else wants to take responsibility? Or is he the one stepping in where the rest of the management have let things run out of control?
Honestly, 80% of everything is crap, and 80% of businesses fail, and that’s nobody’s fault. It would be even worse if they tried to ship a turd they knew wouldn’t satisfy players.
I understand if you’re sad that the game didn’t turn out and you don’t get to play it, but I’m just proud of them for taking the risk to begin with, and I’m sorry it didn’t turn out how anyone would have liked. Sometimes thems the brakes.
Now compare that narrative experience the Super Mario Bros.
Im sure it’s been done, but i would love to see interpretations of a First Time User Experience of OG mario if it came out today.
I cant tell you how many games ive just noped out of because i just want to actually play the game and not read or listen to either dialogue or forced tutorial railroading for 20+minutes (even 5 minutes of NOT being in control of what im doing is annoying) when you start a new game.
Even character creation can impede just wanting to get started. Let me come back later, or engage with that as i PLAY the game. Injecting extensive dialogue or forced interactive tutorial should be a reward or a much appreciated rest from the action, not a burden i must bare.
Not every game needs to be story rich to be fun, thank you vampire survivors
When I was still buying new games, I’ve had development studios I preferred, and others I avoided. Those were simpler times (and simpler games), when one small studio did everything.
Later, additional external companies got involved, and some tried to hide their presence. I remember when The Adventure Company started using a very customer unfriendly sort of copy protection, and I started using a list of affectted games, so that I could avoid them.
These days, multiple companies are involved with game design. As a consumer, it’s only normal that I’d like to know who had their hands on developing a game I’d be interested in. I haven’t played any games Sweet Baby was involved with, but if I did and had a strong opinion (negative or positive) about their work, I’d appreciate a list of games they worked on, to make a purchase choice that would suit me best.
Well, as the devs wanted the visual feeling of the game to resemble a painting — then it only fits to say “there are no mistakes here, just happy accidents”…
Oh, no worries, I’ve read it. What I meant by the quote is, you are not stuck anywhere, you are just camping in one of the best spots in the game…
I can only hope you had the polaroid and some charcoal on you to map out that great vista in the meantime, between all that looting the cargo containers.
aftermath.site
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