I wanted to like it, but the gun play was underwhelming and gameplay kind of boring.
Worst of all was the progression. Upgrades were tiered in ways that made 1 a clear best choice. Perks were uninteresting passives or actives with bizarre activation requirements. No way to upgrade flares or pickaxes. And I’m not a guy that cares about cosmetics, so it just didn’t work for me.
I’m happy for everyone else that got a GOAT experience though.
I think it depends on how you upgrade it though, slight time increase, colors just for the fun of it, range on how far you throw. None of that Crosses over with the flare gun too much.
Zelda BotW and TotK. I just kind of get board cus the game is so wide but so shallow. I wish I could like it cus there is a ton to like.
Any souls like. They just seem very lazy and the combat is just silly to me.
Just about any competitive game honestly. Part of it is I suck at them but mainly the trash talking toxic communities. Plus honestly I’m not very competitive.
Pokemon. I can’t wrap my head around the complexity and “meta” and the story doesn’t real matter anymore. I did like my first Pokemon game but that’s it.
Most Mario except Mario RPG. I played the heck out of SMB 1-3 but when that was all that was available. When games expanded so did my tastes I guess.
Not the OP, but IMO it’s that difficulty is an actual feature. And that feels stupid. Difficulty should be a parameter, not a goal.
I’m a story guy myself, so if the game doesn’t have a really good story, it’s not for me. And souls-likes usually sacrifice everything to difficulty. And even if the story was good, dying 20 times with every new boss would break me out of it all the time.
I think with Souls games in particular, difficulty can be part of the atmosphere. Whether or not that is your sort of thing is another story. My husband completely bounced off of Dark Souls even after playing Elden Ring. To him, Elden Ring was the first Souls game that was more interested in being a fun game rather than a difficult experience.
Difficulty is not the goal of any of the Souls games (not talking about soulslikes). The challenge is a means to get you to think methodically and strategically, and is a vessel to bring you catharsis and release when you overcome it.
Can’t stand media that thrusts you into a zany, fantastical world where completely insane shit happens constantly, nothing makes sense, there’s no consistency and you’re supposed to somehow keep going through the fever dream of a setting for however many hours before you can piece together what’s actually going on and become invested
Needless to say I bounced off Nier: Automata really hard
Yeah, I never once felt that any scenes in Near A Tomato actually connected to one another. In a good mystery game, you make a discovery rife with questions, and then slowly answer more questions that lead to other questions. Nier is just about constant random shit involving attacks from the machine life forms - which are all promptly forgotten.
I don’t know how we’re supposed to care and worry so much about 2B and 9S dying when it literally happens once in the prologue, and the very first lines of the game are about how annoying it is to keep dying and being reborn.
I know a lot of nier automata fans irl and sometimes it’s hard to argue with them about the game
I think that the worst part about nier automata is that it tries to be all philosophical and deep while saying absolutely nothing. By being so mysterious about its world, the whole game builds up to some kind of reveal that creates a gigantic twist… But then you realize that the twist doesn’t really exist and that yeah all the shit is just random stuff.
Such a huge disappointment. And the combat is terrible imo
Suprisingly, while Omori had much MUCH more of a “random shit happening” feeling because of its setting, it had an extremely good story and I had never been that attached to characters before. So I don’t even think Nier’s problem is the fever dream feeling
With you on BotW. Love the dungeons, but in terms of the open world I never felt the oooh, the aaah, the escapism that everyone cooed about etc. Gliding was fun!
Maybe this is because I’ve never played a Zelda game before so I have no nostalgia attached to it?
Maybe this is because I’ve never played a Zelda game before so I have no nostalgia attached to it?
Don’t know about that, because I very much grew up with Zelda for the Gameboy, SNES and of course N64 and I loved them all. Maybe it’s just Breath of the Wild…
Yes but poorly. There are no real dungeons and the open world has maybe 5-6 enemies total, everything else is just a variation on color and strength. That’s a far cry from the original game.
So I was curious about this and looked it up and there are technically 8 regular enemy types (bokoblins, moblins, lizalfos, chuchu, keese, octoroks, wizzrobes, pebblits, lynel). There are then also the different types of guardians, 2 overworld bosses (Talus and Hinox, I don’t count Molduga), and the yiga.
Depending on how you cut it there are then 8 up to 13 overworld enemy types. However, the real issue is you typically only encounter 3 maybe 5 (bokoblins, moblins, lizalfos / keese, chuchu) while running around.
I think the thing people forget when talking about variety is it matters how you use it. BOTW and TOTK basically have a few set grunt types that are what you predominantly fight, and it gets boring fast (in my opinion).
Edit/Note: I didn’t count stal/cursed enemies as they’re basically the same with slight modifications.
I think the main reason more players become patient gamers is due to more and more games release broken and buggy. So they have to wait to see if the game gets fix or not.
The main reason more people are becoming patient gamers is people are generally more broke and stressed than they have been in the past.
I think the main reason more players become patient gamers is due to more and more games release broken and buggy.
Yes this is also a reason but the reason behind that is that less and less money and creative control is being given to the workers who are actually doing the labor of making games.
We are in the middle of a massive class war being fought aggressively by the rich against the rest of us and we need to keep that front and center in every context that is affected by it. When your favorite game company gets bought out by some massive hydra of a company that promises nothing will change and then proceeds to gleefully harvest the spinal cords of all the former employees with its tentacles like a mortal kombat finishing move, remember the reason. This is an economic war and your favorite game company was just another battlefield torn to pieces.
The X-COM series is pretty much these choices all the time, though less in a moral sense and more a strategic risk and reward sense. What do you use your limited time and resources on, how much do you risk when the stakes are high, etc. It’s a little different than the sorts of decisions you’re thinking of, but quite interesting.
I would second Xcom and add: unlike other strategy games, where each character is a nameless unit, Xcom names your units. Not a big deal, but it is a big enough change where you start to create your own stories, even in your head, for the characters. Playing the game in a not easy game mode, causes you to lose soldier from time to time. This really heightens tension when certain characters die, whom you remember, and when some miraculously live. Its a very small, yet somehow meaningful addition to what would otherwise be an endless sea of soldiers.
Are names unusual? The only other tactical game like that that I’ve played is Final Fantasy Tactics and they all have names.
But I agree. In XCom you just accept that you’ll have losses. But they still hurt. My first run-in with Chryssalids was especially brutal. I escaped with two of my men and a failed mission. The rest were one-shotted or eaten by their own.
You bring up a good point, what I was lacking in my post was the combination of names, permanent death, and the very real threat of death. Not certain if Tactics works in a similar way.
It does work the same. The biggest difference is that there’s one or two player characters at any time that will give you a game over if they perma-die. But most of your crew are blank slates (with a name) that you build up, give a specific role, and can perma-die. The roles are more distinct, and there are more roles, so losing them feels like losing a party of your team. Like, your summoner might die, and that was the only summoner you had. You have to put in some effort to replace them.
Now, there is a difference of feel. Random mobs feel like they are for grinding rather than an actual threat. So deaths outside of the story feel like you should just reload your last save to save you the trouble. XCom generally felt like a person died, but it was easier to replace their role with the next man up.
And on a similar note, Massive Chalice is a Kingdom under attack from an otherworldly source. Do you choose to defend point A and let point B and C receive corruption points? Do you take your party of developed, well leveled but older than dirt characters into the fight to guarantee success, ensuring they die of old age while your young upstarts grow old and feeble from lack of combat experience?
Most anti-cheat software can’t do much on the client side. Really all it can do is look around at it’s environment where it’s allowed to look and see what’s going on.
Most Cheat Software will run on a higher privilege level than the game; whether that’s as an “Administrative” user or as “root” or “SYSTEM” in a context where it’s running as an important driver.
In any case, the only thing the Anti-Cheat can reliably do on the client side is watch.If it’s cleverly designed enough, it will simply log snippets of events and ship them off for later analysis on a server side system. This will probably be a different server than the one you’re playing on, and it won’t be sending that data until after the match has ended properly.
Sometimes it might not even send data unless the AC server asks it to do so; which it might frequently do as a part of it’s authorization granting routine. Even when it has the data there may not be immediate processing.
Others have also mentioned that visible action may be delayed for random time periods as well; in order to prevent players from catching on to what behaviors they need to avoid to get caught, or to prevent cheats from getting more sophisticated before deeper analysis could reveal a way to patch the flaw or check to ensure cheating isn’t happening.
Since cheat software can often be privileged, it also has the luxury of lying to the server. So clever ways to ensure that a lying client will be caught will probably be implemented and responses checked to ensure they fit within some reasonable bounds of sanity.
I liked the music from Morrowind so much, I found the audio files in the game's install folder, burned them to a CD, and printed out my own cover art to make a soundtrack album. I was 11 years old; I probably still have it in a box somewhere, haha.
League of legends. Top picked teemo. Mid was saying that he couldn’t speak because of chat ban. Jungler went afk after dying to wolves. Bot yelled at me all game for his feeding.
Here’s a fun thing you can do: just stop thinking about stats and make a character you’d like to bang, then just ooga booga it.
Baldur’s Gate 3 may be very daunting at first, even with its genius tooltip system, so I just went straight into it with a Dragonborn barbarian with no real thought put into it other than “he’s hot and totes my new fursona”. You’d be surprised at how far you get and how much you pick up naturally over the next 80 hours of gameplay.
That being said, it’s still not for everyone, as much as it tries to be, and if even Overwatch is too complex for you already, it might just be that the evolving game design in the industry is becoming more misaligned with your tastes, and that gamers are becoming more and more serious about the video games they play.
just stop thinking about stats and make a character you’d like to bang, then just ooga booga it.
Haha I mentioned this elsewhere but that’s kinda what I did. Just picked random everything. I just feel like I’m going to get my ass kicked in the first altercation with a weak-ass character and be stuck there permanently.
Unless you do obviously dumb things, like not doing anything at all and letting the enemies hit you, you literally could not fail at baldurs gate on default difficulty. I actually find it way too easy to succeed and far too forgiving. You could genuinely go through the whole game with your “picked random everything” character. Youll get your ass kicked a few times, but youll never get stuck anywhere. The only part thats complex is the story IMO. There are dozens of alternative endings and secret story bits and hidden interactions between characters. Almost every quest, no matter how small, has multiple endings. You could probably sink 1000 hours into BG3 without going through most of the story content.
I wonder how long before someone starts getting offended on behalf of cavemen for the phrase Ooga Booga.
Seriously though, perhaps RPG’s just aren’t for OP. Some people get enjoyment from taking things slow, learning all the mechanics, and building the most powerful character possible within the limits of the game.
Many people choose not to cheat in games like this to give yourself max stats because that’s where the fun is, as opposed to a a game like borderlands, where an already maxxed out character can still be challenged with the endgame content which scales to their level.
This seems counter to Microsoft’s gaming accessibility push though, doesn’t it? Now if some niche manufacturer wants to make a controller designed for use by people with some rare mobility condition, the manufacturer will have to go through extra hoops to get this license bullshit out of the way.
Nice job, Microsoft. We all know the ticket to accessibility is more hurdles.
To play devil’s advocate, I suspect that the majority of unauthorized 3rd party devices were designed for cheating versus mobility needs. Microsoft has fantastic accessibility accessories first-party that hopefully will meet the majority of needs.
A lot of devices are just adapters to allow you to play fighting, racing sim, flight sim, rhythm games with controllers from other platforms because these niche genres are even smaller on Xbox and go completely ignored by large accessories companies.
That’s not going to change once these devices are blocked. It’s a very heavy handed (and potentially lucrative) approach to stopping FPS cheaters.
They were making strides with the FGC getting SF6 and adding Guilty Gear Strive to Gamepass and then do this. Makes no sense.
I agree. I honestly hate boss battles. I love playing video games on hard mode, but for some reason boss battles have never filled my soul with joy or given me a sense of satisfaction when I’m done. They just irritate me. I definitely have games where I’m on the hardest difficulty for normal game play and then right before every boss battle I’m going into settings changing the difficulty to story mode so I can knock them down in 5 hits and move on with the game.
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