Most games were never made to be modded. The communities are hacking mods into these games, many of which were even designed to make modding harder. (Because mods compete against sequels or something? I dunno. Intellectual property is a mental illness.) It’s not terribly surprising that games that weren’t meant to be modded have confusingly inconsistent methods for loading mods. Because those mods work fundamentally differently from game to game. If a mod happens to be easy-ish to install, chances are it’s either quite a simple mod (a model/texture replacement or some such, or just something that’s not terribly hard to mod) or a lot of work has been put into making it easier.
It’s more that most games aren’t made with consideration for modding, this means you can have core gameplay elements hidden in encrypted packages and modding is limited by what you can actually get access to. Sometimes the devs/publishers will actively make mods harder though. Really depends on the game, the company, how determined people are to mod it, how long the game’s been out for, the engine and probably a bunch else that I haven’t thought of right now.
Also the timeline usually matters. Mod methods can change as game patches are released. Mods can have mod patches. Mods can be deprecated for new mods or mod methods. Mods can have other dependencies. Install order sometimes matters.
I think OP is right; mods can be messy, complicated, and a lot of work.
This really depends on the type of person you are. I find with the time pressure each in-game day that every time I launch it I get caught up in a mess of wiki pages and spreadsheets figuring out the ideal crops to plant and when, what gifts people like and when to gift them, etcetera etcetera. It became stressful and I stopped playing it after finishing most of the main objectives.
You can play it, at your rythm,
Performance isnt mandatory,
You can learn the game before going “meta”, discovering things by yourself, etc.
Do not compare yourself to others or directly going on a wiki, to start paying it…
Perfection is fun with time. Its a solo game, why you should run it for real ?
i bounced off tunic super hard. i love the puzzle aspects, the cryptic manual pages, and figuring things out, but the combat was way too brutal, even on the easier setting. the bigger white ghost enemies at the very start killed me so many times i no longer want to go back to it.
Understandable. It got pretty frustrating for me too at various points. I’m kinda bad at this kind of combat in general. Most of what motivates me to push through it in games like Dark Souls or Tunic is being interested in the world. But sometimes not even that’s enough.
I didn’t have too much trouble up until the first real boss. Thankfully there was a save point pretty close by so I just threw myself at it more times than I’d like to admit.
The game throws big bosses at you at a time when you won’t have range weapons, and expects you to dodge these big sweeping attacks that would be more appropriate fighting with ranged weapons. And by the time you get a ranged weapon, it’s too late, and they’ve raised the stakes again for future bosses to the point that having a ranged weapon isn’t even an advantage.
I was forced to reduce the difficulty just for the bosses. All of the other enemies were mostly fine.
Try playing Environmental Station Alpha. Super cutesy robot, absolutely unfair difficulty for a Metroidvania. Which is a shame, because there’s an interesting story and gameplay buried in that difficulty, and I love Metroidvanias.
I’ve slowly acclimated to Soulslikes since Tunic, and a common theme is that they make you think you need to be pressing more buttons, when they’re often teaching specialized bits of patience. In Tunic’s case, a lot of people expend their stamina too quickly.
I thought the reward for the puzzles was not good enough, either. When you play Outer Wilds, you figure things out, unlock a wonderful story, and learn tricks for other puzzles. When you play Tunic, you (eventually) figure things out and get a bad ending for a game that barely reveals anything, story-wise.
I also thought that requiring a web app or a bunch of paperwork to figure out the language was far too inconvenient for a game made in the 21st century. They borrowed the wrong lessons from Fez.
hey i learned to read the language in fez fluently. this is more like they took the wrong lesson from double fines Hack’n’Slash, where the glyphs are absolutely everywhere and look so much alike that the easiest way to decipher them is to replace the font.
I just finished playing tunic (good ending). A friend and I were playing it at the same time. If I didn’t have that friendly competition I would have dropped it so many times. There is way too much manual work in this game that you often times aren’t playing a video game anymore.
At the end of it all I didn’t feel a sense of accomplishment just relief that I’m done with the game. Only to find out after doing the secret puzzle is just more meta puzzles outside the game.
Outer Wilds on the other hand is fantastic and not having to use a pencil and paper to advance in the game is A+.
I'd honestly love to see them try a different take on Diablo. It won't happen since Blizzard is all about live service games these days, but I'd love to see a single-player, traditional RPG version of Diablo. Imagine if Larian got the rights to make a Diablo game.
I’m almost certain the only reason Concord has players is because of social media incessantly talking about it. The only reason I know of the game is because of social media.
They’ll keep this in rotation like starfield why make an effort to highlight actually good games when you can give AAA companies the exposure instead. After all they have lots of money.
Solo indie dev mashup of Risk of Rain, Helldivers, Vermintide, etc with its own soul and style of knights with guns. Dev is very active in the discord and takes feedback and actively plays with the small community the game has garnered.
I played the demo on a whim during a next fest expecting a janky joke of a game to laugh at but a decent and fun game caught me by surprise. It’s been improved and updated quite a bit since then.
HyperRogue has 352 reviews. It is a rogue like that is played on a hyperbolic plane rather than a euclidian one.
If you’re not familiar with hyperbolic geometry, don’t be fooled by the videos. It has the illusion of looking like it is on a sphere in many of the videos. It’s not! Also, you don’t need to be some master of hyperbolic geometry to play. I don’t really understand it but can still play the game well enough.
Essentially, imagine a hexagonal grid. Now, replace some of those hexagons with septagons (7 sided). The further away you get from a point there will be way more tiles in the hyperbolic grid than the euclidian.
The UI is pretty bad, the menus are pretty icky. Those are my only real complaints.
The game is charming. It has.a very retro feel to it. The music reminds me of something of hear from an old school point and click game or RuneScape. The graphics are minimal but charming.
The mechanics are easy enough. You get hit and you die. Most enemies die in one hit. There are no weapons or stats. It’s more like chess in a way. The game will also not let you accidentally move somewhere you’d die, so, yes, very much like chess with checkmates.
Because the game is so simplistic you can get into a flow state where you quickly move and attack enemies. It’s very satisfying to play.
Hyperbolic bonus: Hyperbolica, a first-person walking simulator set in a universe with hyperbolic geometry. You do odd jobs and play games that explore the strangeness of this geometry. Also, there’s a slight digression to explore spherical geometry as well.
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