Close to 100%ing Gungrave G.O.R.E and I have conflicting feelings.
Apparently, it was meant to be an open world game—whoever thought this was a good idea should stay away from arcade games for the rest of their career—and they decided to make a ton of changes late in the game's development to turn it into a linear game, which clearly affected the game's design and length.
Stage transitions are needlessly confusing—a lot of open doors and rooms that lead nowhere, which makes it really confusing when I've successfully chained an area and I'm trying to move on to the next one as quickly as possible before I lose my chain.
Sometimes, even enemies get lost and arrive where they're supposed to be too late, which also wastes my beat count.
Some things don't add up: some chapters don't end on boss fights and some stage transitions are… empty elevators with nothing to shoot at.
There's also some platforming, for some reason.
On the other hand, especially on Hard and G.O.R.E difficulties, it's fucking Gungrave and it rocks! Shooting is satisfying, melee attacks are satisfying, and demolition shots are satisfying.
It's a miracle we got a new Gungrave game, and I'm thankful for that. I can't deny though: some moments I wished I was playing the original instead.
I understand just fine. The only good mobile games aren’t mobile games. They are ports of normal games for mobile devices. Which is a super incredibly small number of games.
And latching onto Gatcha games as a good thing for kids? Might as well get them cigarettes and alcohol too if you wanna get them addicted earlier.
Wow, an expert on all mobile games—based on exactly how many hours scrolling and judging from your porch?
There are over 700,000 mobile games on Google Play and the App Store combined. Over seven hundred thousand. You really think you’ve played, let alone fathomed, the quality of that entire universe?
Lumping all mobile games together because of a few gacha titles is like calling all movies “just commercials” because of some awful reality TV. Face it: the world’s moved on, but you’re still shouting at clouds.
I don’t need to have played every game ever made. But I do own several thousand and have played thousands more.
From that experience, I can tell you this: you never truly understand a game until you play it yourself. That’s why I don’t waste time forming opinions about games I haven’t actually tried.
There are over 700,000 games on the play store. … and 699,900 of them are basic, traditional mobile games that are basically a gamified e-store for imaginary goods…
How about we stick to facts instead of making things up?
As of July 2025, there are 14,139 premium, paid games on the iOS App Store—meaning games that are not free-to-play, not gacha, and have no microtransactions.
To put that in perspective: iOS alone has more complete, self-contained games than the NES, SNES, N64, and GameCube libraries combined.
Bro are you a sales rep for this data company and this whole post is just a way to drive people to your product? Because that’s about the only explanation I have for, all t h i s.
Wow, that’s some next-level conspiracy thinking—just because I share stats with a source, you leap straight to “sales rep for the statistics company” territory?
What’s next, claiming schools teach math just to line Texas Instruments’ pockets?
Here’s the simple truth: I’m tired of hearing people mindlessly parrot the same tired talking points with zero facts to back them up.
If having an unpopular opinion rattles your echo chamber, so be it. I’m perfectly fine with that.
My 13 and 15 year olds are PC first gamers, then consoles, then mobile. I raised them that way on purpose because I wanted to avoid tablet and phone screens. I could control access better that way.
And yea, also because I’m a pc and console gamer and wanted to play my favorite games with them.
The older one has started playing mobile games more often and yea, it’s Genshin and Honkai. That kid was always in love with Fire Emblem, so Honkai makes sense to me. The stories are all kind of the same.
A friend stayed with us for a few days and they have a 12 and 10 year old. I have every console imaginable, PCs on big screens, and they never left their tablets.
I think once kids get on the tablet/phone/mobile games, they don’t really leave. I don’t know that I would have either.
Yes cause they are designed to be addictive and maximize the profitability with addictive content like loot boxes and fomo tactics to push micro transactions.
I just feel bad for a lot of kids because maybe their phone or tablet has the game they want but often they are playing using just the touchscreen and that interface sucks for anything that requires joystick or button controls (where the touchscreen just has vague areas with pretend joysticks and buttons).
It just does.
I get that kids get used to it, but it’s like getting used to being kicked in the nuts when you have the option of not being kicked in the nuts.
I don’t. You are exposing children to those exact mechanics and normalizing that behaviour. Without further thought in the future they will go for increasingly scammy shit tactics.
Seriously, you played behind your mom’s back. As did I and everyone else. Be careful, talk to her about the shitty tactics. She has to be aware of them, spot them, and know how they work to be able to avoid them. The hardest part will be for her to actually believe it. Those life service shit uses the most disgusting psychological tricks.
Or she will spent all her money behind your back someday.
We all had our tricks, and children will always be cleverer than their parents.
We all know that decent games exist, somewhere. But the amount of effort it would take to wade through all the shovelware and gacha to try to find an even halfway passable game on Google Play simply isn't worth my time.
And with the mobile market being what it is, it arguably isn't worth it for developers to try and sell any serious game as mobile-first, because it's so difficult for those types of games to succeed when mobile gamers want gacha and those that don't simply aren't playing on mobile. If it's truly worth my time, it should be ported to other platforms.
Word of mouth is certainly a large part of it, yes. People talk about successful games. One way or another, the games I like make it onto my radar when I see buzz about them.
But what are the most successful games on mobile? What are the games mobile gamers talk about? Gacha. It's all gacha. Whatever else is out there, nobody's talking about it and I'm never going to see it. Nor do I have any reason to go searching through a toxic cesspit in the hopes that maybe I'll eventually find something, when it is far easier to look elsewhere, on platforms that haven't been thoroughly corrupted by the race to the bottom.
But again, the real takeaway I want to stress is that the market has been this way for long enough that both gamers and developers know the well is poisoned, and it will never be unpoisoned. The fact that mobile has become dominated by gacha has reinforced itself - everyone not interested in gacha has left the platform, and mobile developers will keep selling more gacha because that's what the remaining audience wants. They even know that the average mobile gamer won't spend money on a more ethical business model.
I know that developers know that I know that this is what mobile is. The way I see it, mobile itself has become a red flag. If a game is trying to be more than gacha trash, well why don't the developers have the sense to put it on other platforms where non-gacha gamers are? If not, they're shooting themselves in the foot and I have no pity.
Here’s where you and I differ: I don’t trust word of mouth. I don’t trust canons. I don’t trust marketing. And frankly, I don’t trust the so-called “gamers” who repeat the same tired narratives.
Instead, I dive deep—into the bowels of app stores, into archive.org, anywhere I can find games no one else has played or talked about. Then I judge for myself whether they’re worth a damn.
That’s how I’ve uncovered hidden gems, and why I know most of what passes for “good taste” is just groupthink dressed up as expertise.
The only people with real taste? The ones willing to seek things out and form their own opinions. Everything else is just noise.
So what, you just buy games at random and hope maybe you landed on something good? Without anything that would make for an informed purchase? Sounds like a horribly inefficient way of running headfirst into Sturgeon's Law.
But usually, I’m a deal hunter—I scour for discounts, read descriptions carefully, study screenshots, and watch gameplay footage. If it grabs my interest, I pull the trigger.
Surprisingly, most of the games that catch my eye turn out to be pretty good.
You should give it a shot. Ignore the hype, forget word of mouth and influencers. Dive into something completely new and different—you might just be pleasantly surprised.
"Hardspace: Shipbreaker" is now on sale at steam. So far it feels like a mix between relaxing work like "Power Wash Simulator" and the story beats of "Papers, please!". It's been pretty fun so far!
yes, but mobile games now are literally casinos, with research going into making them as addictive as possible to maximise in app purchase and advertisement revenue
source: worked in ad tech for several years, specifically in the mobile gaming industry, monetisation/ad optimisation. a job I regret doing and which feels very scummy in retrospect.
Because they all come with microtransaction stores, including several of the ones you’re specifically lauding, ya numpty.
Just because YOU haven’t wasted money on microtransactions does not magically make them unsuccessful in getting many children to blow loads of their parents’ money.
No, they don’t. It’s not hard to find premium, paid mobile games without microtransactions—I’ve already listed examples. And I’ve cited hard data: there are 14,139 such games on iOS alone.
If you can’t find even one of them, the problem isn’t the platform. It’s that you’re not actually looking.
Specifically worth pointing out the research and refinement of the skinner boxes in mobile games today is a continuous and ongoing process, with revenue also being continuous and ongoing. Any games and moral panic of 80s to 2000s were about products that didn’t change after release and were one-time only purchases.
Modern mobile games vs. shareware are incomparable in terms of harm they could do, real or perceived.
Moral panic is unrelated to games having addictive elements.
A better comparison would be how retro games would be designed for you to die/lose over and over because they were based on arcade dynamics, where the customer has to keep putting in quarters to continue playing.
Still Project Zomboid, it’s been like 10 years. The game have evolved, and current unstable version includes a lot of completely overhauled mechanics. I’ve seen some bugs, but those guys know their job, so even a “buggy” content works better than some “released” other games.
Recently got Green Hell, and this is one of the best survival experiences I’ve seen. Basically you are dehydrated, starving, and infested by parasites in South American jungle, but on a good side, you have some meat to fry if you won’t die before you’ll manage to make fire.
My kid loves roblox because its controls are pretty much completely ideal for her ipad and apple pencil
Roblox is entirely unplayable to me because its control schemes inevitably break all my millennial expectations and I don’t have great internet connectivity at home anymore. It hurts me and makes me angry, lol. ANY game that properly works with an Xbox controller is superior for my personal experience because of decades of that paradigm. Touchscreen controls are death and other control schemes are second class citizens in the modern landscape
bin.pol.social
Najstarsze