Aah, i think it was tie-fighter, where you could lock on and press a key to match speeds with an enemy - (albeit instantaneous only).
Maybe it was there in x-wing, but i feel like it was one of the minor qol improvements in tie-fighter that made it better.
I’ve restarted Yakuza Kiwami 2 after dropping it a few years ago, but neither the story/sidequests nor the gameplay don’t feel as good as 0 or Kiwami 1.
Demonschool released a few days ago, so I’ve been playing that. It’s pretty good, I was expecting more of an RPG but it’s actually more like a puzzle game. The writing is charming and the art looks great.
This week I’ve been mostly playing Sound Voltex tho, as I finally got the controller. It took me a while to get used to the actual layout, and I’m still having troubles understanding the lasers’ timing. It feels much more fun with the proper inputs. I’m currently trying level 13 songs and clearing them with a bit of trouble.
I didn’t play Detroit for so long because I expected it to be like most other interactive movie type games where you maybe make 3 total decisions that actually have an effect on the whole story. Checked it out on PS+ and still felt that way up until I finished the first level and it shows the fucking massive decision tree of all the possible choices you could have made in that segment and was blown away. Hella them I didn’t even notice were viable things I could have tried.
This is what these kinds of games should be. It’s fucking amazing. It actually gives replayability to something that, in the past, was more of a one and done deal.
Bruh, yes, I know exactly what you mean. I’m actually getting ready to replay D:BH again because the last time I played was about 1.5+ years ago, and I think I’ve finally forgotten all my decisions. My husband said I got one of the best endings he’s ever seen someone get, and I really didn’t want to be tempted to answer everything the same. There’s SO MANY ways that game can go/end, and I want to explore them all!
I made the mistake of playing Until Dawn first, then D:BH, and then I downloaded the Dark Pictures Anthology and played 2 out of the 4 of those. I’m sure those would have hit different had I played them first, but knowing that the ending is ultimately the same no matter which direction you go definitely ruins the replayability. All 4 run into the very issue you were worried about with Detroit.
They didn’t seem to be directly related to development, so it’s likely the other way around:
game gets delayed --> postpone cash flow --> need to save money on unnecessary roles.
I’ve been playing Windswept, it’s an amazing little platformer in the spirit of Donkey Kong Country but very unique and incredibly well done.
Also, I just started a little 2D adventure game called Spindle. You play as the new incarnation of death tasked with retrieving people’s spirits. It’s a pretty fun zelda-like so far.
Escape from Duckov also still has me hooked. It’s very addictive, especially after loading up a bunch of mods and quality of life improvements.
Games you can’t pause. I love Dark Souls, but PLEASE give me a real pause button !
I’m okay with the inventory not pausing, that’s part of the game design. I’m not okay with the fact I can’t pause at all, so if my neighbour rings for their spare key when I’m fighting Kalameet I just have to die 🤷🏻♀ (true story btw)
I haven’t really played anything the past week, beyond playtesting changes I’m making to the TALKER mod for STALKER: Anomaly (the mod using AI to let you talk to NPCs). This little project has grown considerably and I have a lot of writing left to do before it’s fully ready I think. But early signs are positive. I also have some more prompt engineering to do. I’m getting much better and more interesting responses from NPCs now than with the base mod - which had extremely basic and barebones instructions for the LLM.
bin.pol.social
Aktywne