Besides the obvious Minecraft recommendation, maybe Terraria, Satisfactory, and if you’re willing to allow it, something like Smite would be another good option for him to play with his friends.
It would help to know specific games, as many games of that era require extra fan made patches to run on modern systems. You could buy them again from GOG with these already packaged with it, but depending on the game, there is probably a free option available to you if you have the original discs.
Kingdom Hearts main menu theme. It’s absolutely a nostalgia hit for me. That game was one of my “get-away” games while in a rough situation. Hearing that music always makes me feel a little safer, like I’m just one step away from a completely different life.
The end of bl2’s Tiny Tina’s assault on dragons keep where she admits she knows Roland is dead, and gives his statue a big hug. A rare moment in those games
Crash Bandicoot, Jak and Daxter series, Ratcher and Clank series mostly. Most people usually associate childhood with Nintendo games but they’re super rare in my country, I only ever got around to playing series like Zelda and Mario in the mid-2010s. For what it’s worth the playstation 2 really was the console to have at the time, the games were amazing. Pretty sad Sony is reluctant to make good ports of them for the new generation.
Oh, and everyone I knew had House of the Dead 2 on the computer. Now that’s a classic.
The game does not explain any of this. I went to watch a tutorial online to try and wrap my head around all of this. The first tutorial just assumed you knew a bunch of stuff already. The second one I found was great but it was 1.5 hours long. There is no in-game tutorial I could find.
Why do you need to know? Just pick one and go with it!
Deep Rock Galactic
I haven’t played much but, it’s not complicated? There’s a main lobby where you select a quest, then you go on it. It generally involved following a path and gathering/dropping off stuff with some fighting in between.
Overwatch
This one is just anticipating other people’s movement on a map, which can be chaotic but I don’t really think it’s complicated? Honestly if you’re having issues just play Paladins instead I would stick by 1 or 2 teammates and just focus on staying with them no matter what. Over time you’ll learn what works and doesn’t work.
I’m a casual gamer and I used to play Overwatch. There’s always the practice range or training room, I forget what it’s called. But what really got me learning all the characters was playing Mystery Heroes over and over.
As with any competitive game, in overwatch you are expected by other players to understand complex strategies that have evolved over time, which can be stressful for a newcomer.
It doesn’t help that many players who don’t understand the Meta aren’t afraid to chime in. Standing in front of you holding up my shield isn’t my job, learn how to use cover fool.
Rocket League has a really great ranking system that ensures that I’m always playing with members of a similar skill level, but also always challenging myself to move up the ranks.
I really wanted to like BattleBit but couldn’t be bothered to grind to get the better weapons while constantly being slaughtered by much more experienced players with much better equipment.
If you want a calm group of people to play with, DM me and we can trade Steam information (assuming you use that platform) - we typically need a 4th player anyway
Obviously if you don't enjoy it then that's 100% valid, but at least in terms of understanding what to do it's totally okay to play DRG without understanding anything beyond "shoot bugs and do whatever thing mission control most recently asked you to do". There's no need to play at a higher hazard if you don't yet know or just don't care to know about how to set up your weapons for maximum effectiveness or how to counter each type of bug and so on. Just play at whatever hazard you find fun and try things out until you find what you enjoy. There's no class or weapon that is non-functional without some other component. No wrong choices, so to speak. They're all just degrees of better and worse at any given job, and if you try something out on a mission and it doesn't work then the absolute worst possible penalty is just that you fail that mission and only get a little bit of xp and cash instead of a bigger amount.
You can't plagiarize mechanics because you cannot copyright mechanics... And you don't want to live in a world where you can. Imagine if the first company to make a first person shooter game copyrighted it... Or if Nintendo owned the rights to all 2d side scrolling games... Gaming would have never grown to what it is today.
Hell, even board games would have been crippled by this kind of copyright.
Do you have steam? Click on a tag (preferably a more descriptive one, but multiple can be selected on the next screen) of a game you enjoy, but think the soul has been lost from, sort by user review, find something you haven’t heard of before, enjoy the next entry in your preferred genre!
Alternatively go to the games store screen, at the bottom, after “more from this developer” is “users who enjoyed this game also enjoy”
Steam makes it very easy to expand your library, like it’s their business or something.
Edit to add Missing the point of let’s get some community involvement in here rather than turning to our benevolent monopolistic overlords.
Optimization is extremely complex and the game engine, while factoring into the equation, doesn’t determine if something is optimized or not inherently.
Yes, this is all a horrible post, game engines can’t really be compared directly. There is no one size fits all.
EA thought that and tried to apply Frostbite to their entire catalogue. What worked amazingly for Battlefield/Battlefront was a disaster for Dragon Age: Inquisition, Mass Effect Andromeda, and let’s not forget Anthem. Engine was optimized for small maps and quick gameplay, but was horrible for large open worlds and RPG elements.
The reason Unreal requires such heavy hardware is because they’re trying to be a one tool fits all, but that requires making sacrifices.
OP’s entire post here is incredibly naive. It’s apples to oranges.
Story mode / Infinite lives / invincibility modes.
Difficulty should not be a barrier for entry. I like how Insomniac games like Ratchet and Clank, and to a lesser extent Spiderman, offer a really easy mode for those who just want to blast away or swing around New York.
One of the worst arguments I had online was me saying that’s great in single player but not unilaterally in multiplayer, and people got mad. I still think about it sometimes.
But generally yeah, agreed. Caves of Qud added a roleplay mode so dying sends you back to town instead of forcing a new game, and it’s real nice even if it’s not the traditional rogue like.
I think that part of the problem in the case of Caves of Qud is that traditionally, the roguelike genre was aimed at having relatively-quick runs. So losing a run isn’t such a big deal. Your current character is expendable. But many roguelike games – like Caves of Qud – have, as they’ve gotten ever-bigger and gotten ever-more-extensive late games, had much, much longer runs. Cataclysm: Dark Days Ahead can have a character easily last for weeks or even months of real time. If you sink that much time into a character, having them die becomes, I think, less-palatable to most players. So there’s an incentive to shift towards the RPG model of “death is not permanent; it just throws you back to the last save”.
Just as some roguelikes have had longer runs, some games in the genre have intentionally headed in the direction of shorter runs – the “coffee break roguelike”. The problem there is that roguelikes have also historically had a lot of interacting game mechanics in building out a character, and if you put a ten-minute cap or so on a run, that sharply limits the degree of complexity that can come up over any given run for a character.
I bought FFXVI on launch day and decided to go the story difficulty. Best decision ever, and such an interesting way to do it. You basically get these special rings that make aspects of the game easier, like dodging and attack timing. You can always unequip them if you want to try the game with harder mechanics. The rings also take accessory slots, which you only have 3 of, so you have have to consider things like “Do I want this agility boost? Or my time-stop dodges?” Interesting to trade out game nerfs for stats or other effects.
But yeah. Story modes are great. I played Horizon on easy. Had a blast and didn’t get frustrated.
Gyroscope controls. Especially for first-person shooters and other first-person games. I used to be a diehard mouse and keyboard player when it came to FPSes until I played Quake 1 on the Switch with gyro controls turned on. Now I’m trying to find ways to be able to play every FPS in my collection on a TV with gyro aim because it just feels so much better.
Everyone I know that’s gotten good with it swears up and down about it but 10 or so hours with Splatoon 2 and I felt like I didn’t get ANY better with it
This is from someone who’s pretty damn good at fps games, usually top 3 on the scoreboard no matter what game it is, so I’m not just bad at the games themselves
Splatoon doesn't give you as much control over it as a Steam controller does. It's only the Y axis, and it's always on. It's much better when you can hold a grip button to toggle it. Then you can use the right track pad or analog stick for big movements and the gyro for fine tuned precision while holding a grip button.
That sounds like exactly what my issue was with learning: it always being on, any teeny hand movement ever would fuck with the camera, the steam controller sounds much closer to what my mind expected from gyro
With that in mind I just might have to try it out, though now I’m scared of getting good with it and needing to hack gyro into games to play, much like getting good with MKB killed me playing FPS on controller lol
I'll tell you that my friend sat me in front of Returnal on PS5, and that game felt unplayable without either M+KB or gyro, even though plenty of people managed just fine. There's even a gryo feature in the PS5 pad! They just didn't enable it for the game. On PC, you can use it on Steam controller whether the dev enabled it or not.
Hell yeah. I didn’t put this in my post because I didn’t want it to turn into a debate about the validity and viability of gyro controls (it is, if you don’t think so, you’re just wrong). So thanks for putting it.
One of my favorite steam deck features is being able to use gyro controls for any game. It’s not always as smooth as the Switch, but it works pretty well to add a bit of additional fine-grained control to the course-grained control of the R-stick.
Doom on the switch was amazing for this. I tried to play Doom eternal on the ps4, afterwards, and it was just such a disappointment because it didn’t have gyro.
My problem with analog sticks in FPSes isn’t fine-grained control – most games have zoom, and auto-aim has done a lot to mitigate lack of acuracy. My problem is coarse-grained control – that is, it takes ages in an FPS to turn around at maximum turn speed, whereas a mouse player can rapidly snap around if they are, say, attacked from the side or behind.
I’ve seen some people talk about hacking together some mechanism to try to deal with this using the Steam Controller and Steam Input – I think that it might have been something like a double-tap-to-rapidly-turn, but my impression is that whatever was going on there was more-elaborate than just the combination of an analog stick and a gyro for fine movement.
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