I’ve only been able to pull it off once but it was so fun watching my friends look confused as i threw myself off the edge only to get a massive jump. Though, i also avoid using exploits too much when playing with them so that probably contributes to my difficulty pulling it off
I first played the game on 3DS a long time ago, and god, i spent like 20 minutes going through the dialog trying to figure out why i couldn’t escape. Somethings are just part of the experience i guess
Water Temple is one of my favorites, though i’m used to the 3DS version with the QoL changes so that probably helps. I do get why it can be annoying though
Nintendo is just really good at making water i guess.
The first game that really wowed me with its water was Wave Race 64, so this tracks. I first noticed that home consoles were getting better graphics than arcades when I saw WaveRunner’s water compared to Wave Race. It was really a “writing on the wall” moment for seeing the end of the arcade.
Sea of Thieves is a yes, basically any game i play with water goes on it. Subnautica i have played but it was on a cheap laptop with a duo core CPU and 6 GB of RAM so… i didn’t but it on there out of courtesy to give it a fair shot. I want to pick it up again on Steam though to give it a try. I’m not to invested in the lore though so i’m probably going to hold off until the sequel too buy it so i can play with friends
I also kept the 4:3 ratio, and the original resolution and framerate, too. The game was designed around this and it felt more right to me. But SoH‘s free camera is awesome of course, really freshened up the game.
I tried to get one of his head but i couldn’t get the animation to time right outside of the dialog, and i’m kind of tough on myself about not using dialogs or preset camera angles for my screenshots
That’s fair, I have respect for rules like that and also know that camping out for a rare quick animation would kinda ruin the effect when you want to be playing.
I'd argue their timing was very fortunate since GTA 6 got pushed to next year. That game would've dominated the popularity votes on all the GOTY shows.
It’s definitely not decided yet. A breakout hit could still come out of nowhere, which seems to be happening more and more often lately, including Clair Obscur. There’s also still the likes of Donkey Kong Bananza, Mina the Hollower, and Hollow Knight: Silksong coming later this year, and those are just the ones on my radar that seem likely to review that well.
I have a very hard time seeing any of those competing with either Clair Obscur or Death Stranding 2, apart from maybe Silksong (if it actually ever does come out). But even then I’m not sold.
Mina the Hollower will probably duke it out with Blue Prince for the indie game of the year.
The OpenCritic score is a very reliable predictor for winning the Game Awards, which is itself mostly an aggregate of review outlets. Donkey Kong is the next game from (probably) the Mario Odyssey team, and Odyssey has a 97 on OpenCritic, with Bananza looking to have a lot of the same design ethos. If I were a betting man, I’d be putting my money on Bananza winning GOTY. The previous Hollow Knight and Shovel Knight both hover around 90, so it’s possible but not the most likely thing in the world that Silksong or Mina exceed 90 by a wide margin, but they’ve got a better shot than most.
FromSoft reported sales of Elden Ring increased by over 200% following its GOTY win, if I remember right. It definitely has an impact. I can’t imagine it’s irrelevant in terms of attracting or keeping talent either, and it probably would help maintaining creative integrity and sticking to your vision in talks with investors.
It’s interesting to note that the Game Awards started having a tangible effect on sales in the past handful of years. Games that used to come out in November now come out in October at the latest, because that’s the deadline for Game Awards nominations.
Finished Xenoblade Chronicles, I’m playing the extra story now. I enjoyed it this time around. It’s nowhere close to a masterpiece, but the setting is pretty unique and the gameplay is rather satisfying. Especially since every character plays differently from the others.
Playing a bit of Mario Kart World. The new systems (rails, wall riding) seem fun, but I’m not a fan of the constant straight roads. Grand Prix is not great and Knockout Tour is fun but is starting to get stale. The most fun I’m having is in Time Trial, as it seems like the best way to play with the new mechanics.
Playing a bit of Mario Kart World. The new systems (rails, wall riding) seem fun, but I’m not a fan of the constant straight roads. Grand Prix is not great and Knockout Tour is fun but is starting to get stale. The most fun I’m having is in Time Trial, as it seems like the best way to play with the new mechanics.
God i’m so jealous of all y’all Switch 2 owners. The trick system seems so cool and satisfying. One of my favorite childhood game experiences was Sonic Adventure 2, and I played a few of the earlier stages over and over again as a kid because I needed to farm rings (money) for the Chao Garden. I got really good at blasting through City Escape and similar levels, knowing the various optional routes and shortcuts, memorizing when exactly I had to hit a button to snap to a grind rail or light dash along a ring lane. Speedrunning those stages gave me a very satisfying feeling.
After watching a lot of gameplay of MKW, I really feel like MKW is the first modern game I’ve seen that recreates that experience, in a way that modern Sonic games could never. Especially the Time Trials mode in this one seems like it would recreate my modern experience of trying to do tricks through a stage to make Sonic and Shadow go even faster. Sonic Team should be taking notes from MKW in my opinion, this kind of “arcade racing + tony hawk tricks” gameplay is exactly what I want out of a Sonic game.
That’s true! I hadn’t though about it, but it does feel a lot like when I tried optimising City Escape in Generations. Probably even faster paced since, you rarely need to slow down when driving.
exactly! I’ve felt for a while now that Sonic games should use driving game controls instead of platformer controls, and MKW shows a way they could do that and still have a platforming game in there!
If I were given carte blanche to redesign 3D Sonic gameplay, making it control like a faster-moving Tony Hawk game seems like the way to go. Sort of the middle ground between conventional platforming and vehicle control.
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