This game rocks! The first game holds such a special place in my heart so understandably I was both excited and a little nervous to get my hands on the second. Thankfully we have a Portal 2 situation happening here. They took all of the best parts of the first game (mind-bending puzzles, thought provoking philosophical ideas, beautiful music) and expanded on it all without losing any of the core identity.
I rarely buy games upon release but gladly purchased this one to support these guys.
my “review” of it so far after 15 hours: marked as spoilers, but it’s not really a spoiler in terms of the story. I guess just don’t read if you don’t want to already know the game’s structure and difficulty (from my experience).
spoilerI’ve got 15 hours in it so far. I haven’t unlocked everything yet and maybe the story opens up more but it certainly seems like there’s less content. It’s just difficult to compare because there’s a bit more puzzle variety but also a bit more repetition. The game’s divided into chunks so that you experience a bit of puzzles then a bit of story, then you repeat it all, so it’s harder to parse for me how much of my content has been engaging with story vs how much of it was puzzles, whereas the first game was almost entirely divorced from the story. The amount of new mechanics is staggering but as I near the last two worlds I’ve been disappointed with what feels like a developer obsession with lasers. I know the lasers were a huge part of the first game’s story but they weren’t the only feature… I know mines frustrated a lot of people in the first game but honestly? I miss those. And I miss the fizzler thingies that didn’t kill you but still acted like mines. However I think with most mechanics being segregated between the 12 worlds, that opens up a lot more options when you get stuck. For example I hated recording in the first game. Took me ages to work out how it worked and I hated every bit of it, so when I got sick of it it was harder to try other things because in C world and most of B world, most puzzles had recorders. If you don’t like the gravity (“gun”?) mechanic in this you can just go to the 11 other worlds where 99% of the puzzles don’t have it. I don’t really know how to write what I think of it though because it’s so incredibly different from the first game. The story has also been vastly improved in my opinion, but I do think it would be nice to have a little less cutscenes. In general though I think this is one of the better games I’ve played in a very long time. Some people online seem to be saying that it’s “easy” compared to the first game but honestly I’ve been struggling so much with the latter puzzles. Early in the game I was spending maybe 10 minutes tops on a few puzzles but now I’m spending upwards of 30 - 45 minutes (maybe even an hour) on just one puzzle. I also am disappointed with the lack of easter eggs and unmarked secrets. (there’s no minimap but there’s a HUD with a compass that shows you were “?” locations are. I have yet to find more than a handful of interesting items that aren’t marked on the compass and aren’t part of collectible achievements). Maybe I’m just really bad at searching through them, but I remember loving how the first game was so full of secrets. You’d thought you found a way to break out of bounds but then there’s a star or a hidden QR code or pictures of cats… That’s also what made the first game so replayable. The developers didn’t bother with invisible walls or boundaries that pushed you out so you could break the puzzles in very ingenious ways. In this one I have yet to find a way to do that, sadly.
Fair criticism. It does feel more “on rails” to me, both story-wise and gameplay-wise, but at the same time the first one was a bit too broken (which made it very enjoyable but in a different way).
Yeah, I was rerunning the old game and now in the dlc part, almost done and still like all the more challenging puzzles.
Many of the terminal questions and interaction though is what make you stuck the longest. I know you can save scum if you want to see what other path from you choice, but you can also do that online by checking the wiki for example.
They don’t really have real consequences game wise, but make you still think about those questions when you lie on the bed.
Been playing Foxhole with a buddy of mine. The game is pretty cool. An mmo with a persistent war that lasts until one side takes the entire map, which is pretty large. All the guns, ammo, vehicles, respawns, etc. are player made and need to be transported to fronts. It’s a lot to take in but it’s engaging even while you’re learning.
Not all but some do. It depends on the developer. I think there is a website that lists which games need to download additional data. Just search for it.
Half right. They all need to be installed, as in run from the hard drive and not directly off the disc. Some games require you to also download even more content, as in, the disc doesn’t have all the data needed to run the game.
Dang! I am glad it is so good. I loved the original, but was worried the reviews would be, “not enough new innovation”. Very glad they didn’t fall in that trap.
No. Intellectual property is not real, so nothing is being stolen by you.
If it’s a small developer, and you like the game, make sure to support them if you can. If it’s a mega studio, don’t feel bad about not paying anything.
If intellectual property is not real, then why do you support the idea of paying small developers instead of large developers? Their intellectual property is just as fake as large studios, right?
I really wish pirates were more honest with themselves. Just admit that you're taking something that doesn't belong to you and own it. I pirate content all the time, but I don't do the mental gymnastics to justify it. Just admit that you stole something and that you don't care, it's not that hard. I have an old PC in my closet that has about 200 movies and a bunch of cracked games on it that I've pirated over the years, and I don't care that I stole them. The Robin Hood complex some pirates have is just weird, imo. You're not sticking it to The Man; The Man is still bankrolling more per week than the team who made the content you stole is making in a year, regardless of your seed ratio.
By the way, large studios also have developers who rely on their jobs to put food on the table, just like the small studios. If you think anybody at EA aside from the C-Suite execs are significantly richer than the average indie dev, you'd be mistaken. Next time you're playing a pirated AAA game, look at your character; the guy who spent several weeks of his life sculpting and rigging that model is probably just as concerned about paying his rent on time as you are.
By the way, this isn't entirely directed at you, specifically. Just my thoughts on the general attitude I see in a lot of piracy communities lately.
It’s the same with FOSS. IP is just as fake as physical private property, but that doesn’t mean we can’t pay people for their labour.
If I find a really useful open-source licensed app developed by one or two people as a hobby, and they have a donation link in their repo, I might send them something.
If it’s a really useful open-source licensed app developed by some corporation, there’s no way I’m giving them money. The company has invested in developing the app as open source; they chose to (or were forced to by virtue of open source dependencies) make it public. The devs were already paid by the company. Whether the company takes in enough revenue by other means to pay for this open source project isn’t my problem.
Just admit that you stole something and that you don’t care, it’s not that hard.
You are not wrong, but maybe just a bit of perspective:
In my city, you can go to the public library, borrow a DVD, take it home, watch it. 100% legal. 100% free. No library membership fees. And they have multiple copies of most DVDs, so it’s not like it’s some lottery to use the service.
It feels a lot like downloading a movie without paying anyone to watch it. The only difference is you gotta go outside. Oh, and no guilt tripping.
Anyway, what’s my point? Well piracy is only illegal because some people (not everyone) decided that everyone is going to pay an equal, but not necessarily an equitable, share to fund the development of said IP (unless you have a library in your area to counter this, partially). Worse, that everyone will keep paying a very small group of people money we’ll after the development of said IP has been paid off. Even worse, that small group of people will use their profits to corrupt the legal system to ensure that that protectionism continues to serve their benefit, not others… Point being, you can pirate, and care… care a lot.
Victims are created when piracy affects small production houses struggling to make ends meet. Victims are created of everyone else when the law is abused beyond it’s original purpose to squeeze consumers.
So you too should be honest and not call it theft. Piracy is piracy, good or bad. To compare it to the crime of theft is to perpetuate the marketing of those to stand from a black and white view on the matter.
No, the difference is that you're expected to return it. You're not supposed to keep it forever. That's why there's a "due by" date on checked-out materials.
Absolutely wild how stuff like this is downvoted here. People are disconnected from reality as if the world is a little hippy community. reminds me of this, have fun reading.
It is theft, but the argument is better framed as to whether or not it’s moral theft. Most people who pirate feel comfortable pirating from larger corporations over small time creators/groups, with the usual justifications you’ve provided above. Personally, I’ve justified it at times because I couldn’t afford to purchase the thing, which leads to another argument of “if I wasn’t going to buy it in the first place, is it actually effecting them”.
There is no argument to be made, however, where it isn’t true that if you were to have purchased it, the owner of the idea will make more off of it. Whether you care or not about that owner getting more is a different argument, but you are robbing them of value for the idea, however little that value might have been.
I’m not arguing for or against pirating, but people in the comments saying it isn’t theivery really seem to be arguing whether stealing is wrong or not. Call it what it is and go back to the argument people have been having for thousands of years.
Which, I realize I didn’t address libraries. Taxes pay for libraries to operate, and then the library pays to have copies of the works. If no one wants to read my book, libraries aren’t going to just go out and buy thousands of copies. And trying to tackle libraries would also start to erode arguments for reselling something. And to bring it back to the OP, I’ve read books in a library before that I enjoyed enough to purchase a copy of my own. I’ve also read books I haven’t. But someone purchased that book for me to rent, and in a small part, I’ve paid for that book myself by paying taxes.
It’s not mental gymnastics. Why is it so hard to believe that people genuinely don’t believe in intellectual property? It has nothing to do with “sticking it to the man.” I just do not believe in IP, full stop.
And piracy is not stealing, it is making a copy. When you steal a physical item the original owner is deprived of that item. When you copy something the original “owner” still has access to it.
Not everyone thinks the same way you do. In fact you sound like a terrible person if you genuinely believe that what you’re doing is wrong but you’re doing it anyway.
So if someone spend thousands of hours and a lot of money on researching a new invention that would benefit people, you don’t believe they should reap the rewards of said invention without a competitor stealing their idea? You’re basically advocating for people not to be paid for their work
So unless I make something physical I am not making anything real? So all my work up to the point of a plant being actually built is not real?
Doing anything on a PC or smartphone is not real.
Inventing a train of thought that cures every known desease and mental illness is simply not real - because you can’t touch it. This is the equivalent of dark ages church logic.
You are being intentionally obtuse. It’s not that the thing itself literally does not exist at all, it’s that the ownership of ideas is not real. When you steal a physical item the original owner is deprived of that item. When you copy an idea the original “owner” still has access to it.
I find it funny you’re calling him intentionally obtuse right after you seem to just simplify theivery at whether something physical is stolen. If you’re basing it off of something being stolen or not, IP is used to protect the realized gains off of an idea. Yeah you aren’t stealing a physical something, but you are robbing the creator of what the item is valued at. It is exactly the issue that you can’t own an idea that IP is usually heavily protected. Ironically, the intention is to help new ideas(and their profiting worth) from being stolen by someone (or something ie Coporations) with better means to distribute and profit off of the idea. Otherwise, why wouldn’t I just get a copy of a game, underpriced it, and sell it as cheap as I wanted? I’ve put no thought or labor into actualized the idea, so I have no reason to price it beyond my initial investment. It why when someone (or something) sells full rights to their IP, it can be worth millions. They don’t care about the idea. They care about what the idea can provide in the future.
To draw a parallel, saying IP isn’t real is like saying currency has no worth. On the surface, duh of course currency isn’t actually worth anything. It’s not like people can (practically) eat a dollar or make shoes out of a dollar, but we’ve (generally) collectively decided it’s worth something. It instils confidence that when I walk into a store, my currency has a conversion rate of so many dollars per good. If thousands of people added millions of dollars into their bank accounts by just “copying” the electronic money, no one has lost money, but the value of the currency is deflated by those actions because there’s nothing stopping everyone from from just adding millions to their accounts. The confidence that people will be harshly dealt with for deflating the currency like that is one of the innate things that gives currencies (and IP’s) their value. Handwaving it away by saying it isn’t actually real is also just being obtuse.
you are robbing the creator of what the item is valued at
If I value the item at $0 then I have robbed them of $0.
why wouldn’t I just get a copy of a game, underpriced it, and sell it as cheap as I wanted?
We already do that. It is called piracy. We take it and sell it for as cheap as we want ($0).
the value of the currency is deflated by those actions because there’s nothing stopping everyone from from just adding millions to their accounts
I don’t care if the value of IP is deflated. I already believe it to be zero so that doesn’t change anything. Ideas should be free to be shared.
And before you say something like, “then nothing new will ever get made” just remember you are on Lemmy. The developers make it because they want to, not because of the money. People can still make things without profit incentive. In fact I think the world would be a much better place if we had less creations focused on making money and were left with only creators who are driven by passion rather than profit.
FOSS is made because people want it to be made and made available. People who make games and art vary between it purely wanting to be made and wanting to make a profit off of that. If you’re dense enough to think saying you value something at $0 and then still enjoying it like the other people willing to support the IP, then you’re an asshole.
There is a balance between what the creator is allowed to value their idea and what people are willing to pay for that idea. If they can’t find a middle ground, then the transaction shouldn’t occur. If you force that transaction by stealing their idea and efforts, you’re being a thief. What you use to justify your actions is up to you, but you’re a thief nonetheless.
If you’re dense enough to think saying you value something at $0 and then still enjoying it like the other people willing to support the IP, then you’re an asshole.
This isn’t even a coherent sentence. But I’m assuming you mean I’m an asshole for enjoying something without paying when other people do pay? Except if I enjoy something I do pay for it. Just because I don’t think people should own ideas doesn’t mean I don’t support creators when I enjoy something.
If you force that transaction by stealing their idea and efforts, you’re being a thief. What you use to justify your actions is up to you, but you’re a thief nonetheless.
And no, by law I am not a thief. A thief is someone who commits theft, and theft is “the felonious taking and removing of personal property with intent to deprive the rightful owner of it.” Copyright infringement does not deprive the owner of it, it is simply a copy. At least in the United States where I live copyrighted works are not considered stolen property. You can call me an asshole if you want but by definition I am no thief.
He says it is not real, so it can not be stolen. That is a pretty simple message. What am I getting wrong? He says nothing about ownership. It just does not exist. So don’t tell me I am obtuse when the maximum is that the person was ambiguous.
The results of your ideas are real, the outcomes and impacts are real. The mental labor you do is valuable, but none of it is “property.”
If your thoughts and ideas and concepts are property that can be stolen, then please explain how you can be deprived of them.
Thinking hard about something is labor, but it’s not property, it can’t possibly be property, because it lacks all of the aspects typically required to define property.
Ironically by not advocating for IP you are depriving people from earning from their valuable mental labour.
If I invent something and spend time, effort and money into developing it, I should be allowed to be rewarded for that effort. If a competitor comes along and steals my idea without putting the wok in, I am absolutely being deprived of all the value of my hard work. That’s how someone can steal your intellectual property.
IP laws are not the only way to ensure a creator is compensated for their work. Money isn’t the only possible compensation, and modern IP law doesn’t protect most small time creators. It protects mega-corps and their monopolies on content/products/services.
It stifles competition and progress, not enhances it.
I used to think this way, then I realized physical property is not real either. Both are defined by the state, recorded on paper somewhere, and protected by force.
Just because you can actually physically go to my property does not change the fact that it is only my property because I have a deed.
I’m still not sure how to feel about IP but I’m less dismissive of it for now.
Possession of property isn’t the same as property itself. Although I agree with you that I am sceptical of property in general, at least physical property makes some sense when defined. Intellectual property just makes absolutely no sense.
With intellectual property there is at least (by default) a direct link between the work necessary to create an item and its ownership. With physical items the initial ownership is necessarily predicated on having controlled a means of production.
I can create an IP and I do not need to spend hundreds of thousands or millions of dollars to do so. But I cannot create a substantial physical item without paying the people who own the materials and the factories for the privilege of doing so. Why is previous ownership such a critical factor in ownership of new items, separate from the work to create them?
Intellectual property laws have their own issues but at least with regard to them conceptually, intellectual property is more “pure” than physical property.
Let’s word it differently then. Physical property is literally real, like, you can go to it. IPs are not a resource. The game devs do not run out of copies of a game because OP pirated them. They remain at an infinite supply. If someone breaks into your house and makes off with your microwave, you are now short a microwave; If you pirate software, the developer is not short in any stock of software
As someone who works in intellectual property it is very much real. Unless you think people shouldn’t receive rewards for their mental efforts in much the same way as physical labour?
People should be rewarded for their mental labor, but that’s not the same as saying they have created intellectual property.
A thought or concept is not an object that can be stolen. An idea cannot be a scarce resource that is used up.
If concepts or ideas can be “stolen” then that means somebody is being deprived of them. But unless you somehow erased the idea from all parts of that person’s brain and transfered it into yours, nobody has been deprived of anything, and thus nothing has been stolen.
Ideas certainly will become scarce products if people aren’t protected for having them.
Of course you can steal someone’s intellectual property. If you copy someone’s idea you are depriving that person from profiting from said idea and depriving them of income. There is a limit on how many people can profit from a given idea.
Intellectual property protects those who innovate against predatory practices. You are displaying naivety for who intellectual property is seeking to protect. By not enshrining IP in law you are literally stopping people from earning money from their mental labour.
If IP law didn’t exist why would anybody spend their time and money researching and creating new inventions if someone can come along and steal their idea?
You cannot be “deprived of profit.” That makes no sense. Nobody is owed any profit for simply trying to sell something.
If I create art to sell, and nobody buys it, I haven’t been robbed of anything at all. And that fact doesn’t change if somebody walks past my art booth, looks at my painting, admires it, and then walks away. They didn’t “steal” anything from me. I haven’t been deprived of anything. Unless you want to make the claim that they are a thief now that they enjoyed my painting without paying my anything for it.
If that’s true, then everybody who walks through an art fair or gallery but doesn’t buy any art is a robber and should be arrested and charged.
The idea that IP protects the little folks who are struggling artists is a capitalist myth perpetuated primarily by corporate advocates that are the actual beneficiaries of IP laws. It’s used by mega-corps to lock down massive amounts of content, make billions off of it, exploit actual artists to perpetuate their monopoly on creative expressions of characters.
It’s also used by pharma corps to artifically restrict supply of critical drugs to the population in order to make billions in profits and enrich their shareholders.
And the whole, “nobody would create anything if copyright/patents didn’t exist” is yet another capitalist myth, disproved by countless examples. As if the entire internet doesn’t run on the back of Linux, a free and open source project spanning literal decades, Wikipedia, the largest single encyclopedia of human knowledge in dozens of languages, all the millions of pages of fan fiction and hobbiest artists that have created passion projects with no expectation of making money. Etc etc.
Is it a small studio or a place that encourages unionization and pays creators for their creation? Then not really, cuz you still paid for it in the end.
Is it a shit studio with shit ethics? Then yes. Stop giving monsters financial approval.
Or just stop playing games from shit studios with shit ethics in the first place. If they're that bad, you shouldn't be playing their games at all, pirated or not.
@m0bi13 OVH miał już kiedyś swoją chmurę tego typu, nazywało się toto Hubic. Używałem kilka lat temu do synchronizowania kilkudziesięciu gigabajtów danych, które dość często się zmieniały. Działy się tam istne cuda i to prawdziwe szczęście, że nie straciliśmy żadnych plików. Najpierw, ni z tego ni z owego katalog, w którym znajdował się zaledwie 1 plik o rozmiarze kilku MB rozmnożył się do jakichś 30 GB. Potem było jeszcze lepiej, bo Hubic... Zaczął tworzyć kopie plików o identycznej zawartości, ale o dziwnych nazwach i rozszerzeniach, np. banana.tutu. Pozostaje mieć nadzieję, że jednak wyciągnęli z tego lekcję i ShadowDrive będzie działać lepiej.
Shadow Drive bazuje na kodzie #Nextcloud do udostępniania plików i synchronizacji (w tym webDav). To raczej stabilne i dobrze przetestowane rozwiązanie. Ale co wymyślą i w którą stronę pójdą, to nie wiem. Mają szansę tego nie popsuć i pomału widać, że serwisy oparte o standardowe, otwarte protokoły, mogą wygrać łatwością integracji z tymi od dużych dostawców, którzy chcą zamykać nas w ogrodzonych ogrodach.
In a weird way, it reminds me of the 2008 Prince of Persia game. Mainly because there was also a lot of climbing and platforming there, and also because of something I guess is story-related so won’t get into.
Anyway, doubt I can keep it up for much more. If they had a toggle option for the triggers, maybe, but it’s hell on my already strained wrists.
Otherwise, it seems like a nice little game. Probably just not for me.
E2EE w Nextcloud to co innego. Twoja apka kliencka (może być ich kilka) jest jedynym posiadaczem kluczy. Dla serwera te pliki są niezdatne do niczego, są zaszyfrowane. Nikt ich nie może podglądać, tylko Ty posiadający klucze. Dlatego też tracisz do nich dostęp przez web apkę. Widzisz, że jest folder z włączonym E2EE i tyle. Taki sejf.
Ale co? Https? No przecież wymaga współpracy klienta z serwerem, więc można napisać tak jak oni: end to end. Tyle że transmisja nie odbywa się z punktu A do B przez serwer, a z punktu A jedynie do serwera.
Serwer zna klucze. W "normalnym" e2ee ma nie znać.
@m0bi13 nie, chodziło mi o to, co opisałeś jako "E2EE w Nextcloud". jestem pod tym względem kompletnym laikiem, ale gdy czytam "client-side", to nasuwa mi się na myśl właśnie coś takiego.
I've been thinking a lot about this for the past few years, and have noticed a trend in what games I've found to be actually good.
I noticed three very specific commonalities, and all of them have at least two:
Foreign (Non-American)
Indie
Small studio
Basically all of the good games that I've liked in the past ten years have been at least two of these, and I'm sure if you think about it, the great games you've played have also been this way.
Stop buying big US studio games, their shareholders all require them to maximize their income with really anti-comsumer and predatory designs and practices. You won't have fun, and it'll be expensive.
Go play EDF5 with some friends. It's jank but super fun. 6 is being translated and ported to PC soon.
Raft is great, too.
Talos Principle was fantastic, if not a little melancholy.
And weirdly, Minecraft Java is still good fun. Go check out some of the mod packs like All Of Fabric 6. Host a local server, port forward, play with friends. Literally world-class, free content made by grassroots, passionate developers who do it because they love it.
Valheim was great years ago, and while their development cycle is slow, it's been solid.
But seriously. When somebody refers or suggests a game to you, the first thing you should look at are how they make money, because that is ABSOLUTELY where the industry is at, and has been for a decade now. We used to have centralized talking heads like Total Biscuit who would bring up topics and discussions trying to keep these studios and publishers in their place, but he got taken out too early and now the community is ultra fragmented with no central integrous authority to reference and publishers and studios are out of control with nobody to answer to except investors.
It's like the loss of a union, except it's industry wide.
There are gems out there, but you gotta get past the advertising and learn to smell the bullshit business practices. They don't have to be standard, but remember that gaming has only turned into gambling and Gaming-as-a-Service (GaaS) because credit cards got involved post-purchase as a source of revenue.
Sure, good things come from it, but the trade-offs are entirely insidious and clearly motivating for standardized enshittification. We adults made our own graves by accepting and spending. Sure, even if the money isn't that big of a deal and the content you get might be good, you're voting with your wallet and training a soulless system.
It's ABSOLUTELY a mirror world, just like the media - if you consume, there will be more. Stop buying shit games like Diablo 4. Blizzard can take the hit unfortunately, and if those business practices stopped making as much return as they did, they wouldn't be supportable.
Sure, initial prices would go up, but at least the games wouldn't be ruined with money shops, proprietary currencies, battle passes, and all the other ultra predatory shit that makes them money that ruin gaming.
Reward creators and studios that stick their necks out to make something purely fun, despite their CFO compromising and forcing their developers to implement these practices because otherwise they'd: "be leaving money on the table, and we are a business, after all."
But remember:
Foreign
Indie
Small Studio
These are demographics that are typically more resistant and empowered to make FUN games.
I have wasted a significant part of my life on two amazing games from (I’m pretty sure) indie developers: Factorio (Wube) and Satisfactory.(Coffee Stain) Both of these games have a lot of depth, and both are stable which is interesting becuase Satisfactory is still Early Access.
Larian (baldurs gate 3) is massive for being indie. I think where your misconception comes from is the term indie. The term comes with a lot of predetermined expectations and definitions, but in spite of this fact very large studios can be indie.
Of course it feels weird to label a studio as large as larian indie when compared to the likes of supergiant(hades) or two brothers of bay 12 who created dwarf fortress. None of the three are technically any less indie, but one certainly feels more indie, doesn’t it?
oh, i guess most of the times of heard indie, it was refering to small studios, where as i have never heard anyone call a large studio indie even if they are. thanks for the correction.
I really hate FromSoft for the utter lack of a difficulty slider in all of the Souls games.
I don’t have the time to grind their games to “git gud” like they want. Just let me enjoy the game instead of wanting to pull my hair out as I play.
I’ve essentially wasted $120 on Dark Souls 3 and Elden Ring because I hear nothing but utter praise for them. Then I realized I didn’t have the time or patience to grind out those boss fights, so I get <10 hours of play time out of them before I have to stop.
If you’re on PC you could try looking for some mods to help alleviate the things you don’t like. But yes, it would be nice to have more options right out of the box.
Saying dark souls/elden ring is not easy enought is like saying schindlers list isnt funny enought. You are missing the point of the whole thing.
Besides. There are always ways to make something easier in from games. A spell, a item, some armor. And that is by design.
Best example is the taurus deamon in dsk1. You find an item before the boss room. Use the item and the thing is done in two seconds. Of course it is also posdible to brute force it with dodge skills.
I think the one thing people dont get about from games ist that they are as much detective games as they are action rpgs.
I feel like you’ve missed the point of the post. Not everyone likes that style of game or has time to put in being savaged by an overly difficult game. If the devs don’t want those people playing, that’s fine, but those people are still allowed to hate the games over it.
“no, you’re supposed to hate playing it. That’s what makes it fun” some people like to get choked, but if your try that shit on someone that hates it, expect a bad time…
Some people like getting choked, but if you don’t then maybe you shouldn’t do things where you might get choked. Maybe don’t go into Brazilian Jiu-jitsu and be like “bro, WTF you choked me out” when you get choked. Nobody is forcing you to play Fromsoft games. You want to play them and you know they’re hard. You’re putting yourself in that metaphorical chokehold and then complain when you get choked.
If that sounded stupid, then that’s because it is. Don’t be a child and expect the world to cater to your needs. Not everything is for you and if you don’t enjoy it then maybe you shouldn’t play. I don’t like Battle royales so I don’t play them. I don’t start up Warzone and then complain how I don’t enjoy it, because I understand when I’m not the demographic and I don’t expect the game to cater to my needs.
The problem is that, using this analogy, when someone who hates getting choked says they don’t want to try Brazilian Jiu-jitsu, a bunch of bjj fans come around telling them how awesome it is… And when the person says “that’s cool, but I just don’t like getting choked” they get told that’s the point of bjj, it’s awesome to get choked out…
Again, it’s fine if the devs want to make the game not have those options, but they also have to understand there are people that will not buy them or play them because of it. Fans of those games also need to understand that there will be people that hate those games only because of that reason. No amount of telling them “but that’s what makes it great though” is going to change their opinion.
Everytime someone says “I stay away from souls-like games because I just don’t like to play a game that is so difficult”, there will be someone replying either telling them off or trying to convince them they are wrong. We literally aren’t buying the game then complaining about it, we are explaining why we won’t buy those games.
You do realize that your “problem” is entirely irrelevant in the context of this thread? The comment first mentioning Souls games literally says they’ve bought the game and they want it to be easier. That is not an explanation why they wouldn’t buy the game, it’s a complaint that the game they’ve bought doesn’t cater to their needs. The problem you’ve described doesn’t exist here so there’s no problem with the analogy either.
The comment is the shittiest bad faith reply I’ve seen in a minute. Your caricaturized version of what the previous person said is not a good way to drive your point home.
Not all games are made for everyone. I’m not out here buying games that are relaxing/requiring little thought and complaining that they don’t require enough planning/patience/skill, I just play those games when I want something relaxing.
No one here is saying that you’re not allowed to like a game, what you can’t do is buy a game like this, that is notoriously advertised in this way (one of them has a godamn global death counter in it,)then complain that it is exactly what you knew it would be and expect people to sympathise.
If you are on PC you can download cheat engine and a table for the game. This will allow you to turn on invincibility if you just wish to explore at your leisure.
You could just do more research before buying a game at full price and being mad that the game isn’t for you. If you want a story those games aren’t for you. There’s more story in YouTube videos about the game than what’s actually upfront in the game. I understand being upset at a bad purchase but adding a difficulty slider is counter to the developers intent and thus not made for you.
bin.pol.social
Aktywne