It’s a sorta virtual novel type game, but it absolutely knew what it wanted to be and nails it 100% of the time. It’s teenage edge with an edge so sharp it actually breaks skin.
I went to several schools and had a lot of shitty drama growing up and it somehow nails that perfect catharsis while being funny as hell. They released an anime style trailer that made me buy it. I think it was the perfect limbic test for the whole game.
I learned about it from Civvie11’s video. I have unfortunately not played it yet, although I fully intend to. It’s stuck on a long backlog list. I really admire such an ambitious game that fully commits to a design and aesthetic which the devs surely knew would be obtuse and offputting to a wider audience. Making a game focused on a vision, without compromise is really a great thing.
I pirated more in the past than I do now. Big difference is that I can now afford it to pay for games.
Currently I’m more a retro games pirate. Older games are pretty much harmless to pirate.
You pirate with the intention to buy. IMO you’re one of the best possible pirates. A lot of people might never purchase a game unless it’s really necessary for online play or something.
I love supporting good games and awesome studios. What I don’t like it getting screwed because screenshots and trailers look cool and they game turn out to be shit and still cost me $50.
You've got to use reviews and video content. Get really acquainted with a few reviewers and what games they really like, what they don't, and their general mindset. Even if a reviewer doesn't like a game, if you understand their taste and preferences you can even tell when you might like it. Cross reference with general public opinion, or perhaps the development history of the studio and if you've played and enjoyed their previous games.
But basing anything off ONLY screenshots and trailers is a horrible trap and piracy isn't the exclusive way to find that out.
It depends how often you want to buy new games. I regularly consume gaming media for fun, so often I only need to watch a review or two to get a solid idea of if it's worth a purchase, so maybe 10-20 minutes, and often times you can just listen to the review in the background of doing other stuff. And I only need to do that maybe once or twice a month at the absolute most, I'm not super rich or anything.
This is all implying I already have good trusted review sources. I'd recommend ACG Gaming if you don't know any yet, he's a smart writer and goes very in depth in his reviews. He buys all of the games he reviews for integrity purposes.
Of course, if you're being absolutely honest that you always buy a game you like after pirating to try it, I think that's just fine, I have no qualms about using piracy as a tool that way, this is just how I do it.
Retro games are also widely unavailable, and often times when they are available, it's only on a subscription service for a machine that I don't want to play them on. Imagine instead if these companies steered into what their customers actually want. That would sure be nice.
That is a question where the answer is very complex. You’d have to break down different game design philosophies, think them through, and then apply them to specific games.
In general, I have two gut reactions:
If players are desiring to change the difficulty of the bosses compared to the rest of the game, the devs have to ask if there is a failure of design on their part. An example of this would be Dues Ex Human Revolution, which was an immersive sim that supported many different character builds, except the boss fights which were entirely based on combat. This created a frustrating and unfair situation to players not making a combat built character. The solution was that the boss fights were completely redesigned in the Director’s Cut release to support alternate builds. This is one example, but naturally there are many more. If a game has a “that boss”, the devs should look at it and examine if there is a problem with the design. Is a battle too comparatively difficult? Too tedious? Only suitable for certain builds (in games with builds)? Is the battle too much of a departure from standard gameplay in the rest of the game?
A popular game is going to get mods. If there is a strong desire in the player base, the mod is going to happen regardless of dev stubbornness, so devs may as well just give the people what they want. If a game is praised but has outcry for boss difficulty sliders, either put it in officially or incorporate it into the sequel.
I think this business model is likely suitable only for a few types of games:
Games with a repetitive gameplay loop. Multiplayer or single player, but something where you want to start another run/match/game when you finish.
And sandbox games where there’s no limit to the gameplay.
But for games it’s suitable for, the free marketing you get from content creators is the best publicity you could hope for, and a great way to stand out in an increasingly overcrowded and competitive market.
Ohhh yeah! I forgot to say ive been playing that too! It’s really good. I feel a bit at a loss what to do when I have all the cards unlocked, but dang if it isn’t a super satisfying game
Still playing Pathfinder: Kingmaker. I’m about halfway through, and right now doing a small DLC side campaign. This DLC campaign runs parallel to the main story, in a neighboring barony, so it can maybe add some details and flesh out the world a bit.
Speaking of story, I think this is by far the weakest aspect of the game. Including the prologue, there have been four small story lines so far, that have been pretty much separated for the most part. While there are some small inklings here and there about some grander plot going on, there’s nothing concrete, so who knows. Act 3 was pretty good, there’s some shit going down in your kingdom, and I was really invested and felt like I was racing against time, but that just meant I blasted through the main quests in about a week or two in-game time, and then had like 200+ days of downtime until the next big thing happens. Yes, there are some (really basic) side quests, you can explore, and of course manage your kingdom, but it just doesn’t feel good. You need these long timeframes, because the kingdom management just has all these small time-skips (if you don’t use mods), but like I said last week, I don’t think the developers found the right balance here.
Finally bought myself a Playstation, so I’ve been playing a bunch of The Last of Us over the last week or so. And I got back into Hypixel Skyblock (please help the game has me trapped.)
Still having a blast playing Baldur’s Gate 3! I just made it to Act 3 and there have been some very unexpected events (don’t know how to do spoiler tags) ha ha! It’s been quite an adventure so far; I’m already planning another playthrough!
Also thinking of doing another run of Fire Emblem: Three Houses to complete the house I haven’t aligned with yet.
Yeah good suggestion, that’s the most progression focused one. And had some more guidance than others.
Beyond that, most tech packs would fit the bill, but you’d want to be somewhat familiar with the mods by that point. Thinking of like… create above and beyond, multiblock madness, sky factory…
Lies of P! I just killed the second-to-last boss, and oh boy was it tough. That game is absolutely amazing, and has surpassed pretty much every expectation I had of it.
I’ve also been playing a fair bit of Deep Rock Galactic, which is always a delight!
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