Omg shadow of memories! What a pick :) great game that I’ve heard barely anyone talk about :)
It feels like the rules to say an official english translation for Mother 3! Loved playing it (if Nintendo read this I did not play it)
Guiltily I’d also love a WWF Smackdown or Here Comes the Pain remaster, same arcade gameplay, same roster, or updated but just prettier and expanded! :)
There has been so much commotion around this game that things are genuinely confusing, the devs pumping it thinking they made something pretty good, people angry about which characters have tits and which ones don’t, kind of samey looking reviews.
ignore all of that noise and just see what your favorite youtuber has to say about it. Mortismal gaming reviews RPGs thoroughly and was pretty positive on it, noting that the die hard Dragon age folks might not like how little of the lore carries over, but on it’s own stands as a pretty good action RPG.
What I find crazy is that on Playstation you got Gran Turismo in 2022 I think and there’ll be no other concurrent until Asseto Corsa Evo in probably 2026.
I’ve already so many hours of going around the Ring in GT7, but I’d really h’love an extension with a new career mode and new trophies until Asseto Corsa Evo.
I tired out “Uncle Chop’s Rocket Shop” earlier this year. It has a unique world, fun graphics and a solid gameplay loop. That being said, it seems the “repair sim” subgenre is not for me.
Aggression should be part of a game, but shouldn’t be the only way to play it. Obviously, when a game is optimized, it may be the best way to play (Monster Hunter and HAME speedruns come to mind), but a lot of great games try to design so that different archetypes can coexist and play off one another.
Street Fighter 6 encourages aggression. The Drive Meter system makes it so that turtling and blocking forever will end with you in blowout, taking chip damage and having worse frame disadvantage, as well as removing your ability to use Drive moves and opening you up for stuns. However, also hidden within the Drive System are some of the tools to deter mindless aggression. Drive Impacts are big moves with armor that lead into a full combo, so if you can read a braindead attack sequence, you can Drive Impact to absorb a hit, smack them, and then combo them for 35% of their life total. There are also parries, which can refill your drive meter.
Magic: The Gathering has tried to balance the various archetypes (Aggro, Midrange, Control, and Combo) so that every format should have at least 1 competitively viable deck in each meta archetype. Typically, Aggro will be too fast for a Control deck to stabilize and kill them before they can get their engine set up. But Midrange will trade just efficiently enough (with good 2-for-1 removal or creatures) to stop the aggression, and then start plopping out creatures that Aggro will have difficulty overcoming. And Combo often has nothing to fear from Aggro, since Aggro oftentimes can’t interact with the game-winning combo pieces. And because of this system, Aggro decks have to have sideboard plans ready for whatever meta they expect at an event or tournament. Removal or protection to get over or under Midrange, and faster speed or other types of interaction to take down or disrupt Combo. Magic’s systems (Mana/lands, instant speed removal, and even the variance that comes from being a card game) don’t punish aggro directly, but they make sure that there are usually answers out there.
The only issue with current systems is that the “AI” is tweaked to the specific game mechanics. You can easily enough build multiple algorithms for varying play styles and then have it adapt to counter the play style of the player. The problems is that the current way that many games are monetized is through expansions, gameplay tweaks, etc., as well as those being necessary when a game mechanic turns out to be really poorly implemented or just unpopular and the mechanics change. If the “AI” isn’t modified at the same time to rake advantage of the changes, then it becomes easy to beat. The other issue is that eventually a human can learn all of the play style algorithms and learn to counter them and then it becomes boring.
Unfortunately, generative “AI” is not a true learning model and thus not truly intelligent in any sense of the word. It requires that it is only “taught” with good information. So if it gets any data that includes even slight mistakes, it can end up making lots of those mistakes repeatedly. And if those mistakes aren’t corrected by a human, it doesn’t understand which things were mistakes and how they contributed to winning or losing. It can’t learn that they were mistakes or to not do them. It doesn’t truly understand how to decide something is wrong on its own, only that things are related and how often it should use those relationships over others. Which means manual training is required, which due to the sheer volume of information required to train a generative “AI”, is not possible in a complex game where the player has thousand of possible moves that each branch to thousands of possible combinations of moves, etc.
The Rain World Animation Process.
While the title suggests only animation, the AI is tied directly into the animations so you gat a 2 for 1 deal in this video.
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