It had a giveaway on Android, and I think iOS, 5 years ago. It’s certainly one of the most creative minimalist games out there, but I just couldn’t figure out how to get up to higher scores.
Question for you. I have seen your posts on a occasion and you have played lots of open world games. Red dead redemtion 2, far cry 3 and now the new ac.
Many openworld games have so much things to do that at some point its easy for the games to start feel like endless stream of meaningless busywork. Its easy to just stop playing or start to just speedrun trough the game.
They’re mostly also just all the same, so playing one after another back-to-back exacerbates the issue, at least for me. There are some exceptions, but that checklist filled Ubisoft collect-a-thon design philosophy really wears you out quick. At least it does me.
This is honestly the first I’m hearing of Open World fatigue. If I had to take a guess it’s a combination of the games playing differently, completely different stories, and different kinds of worlds. Idk though, maybe I’m just more tolerant is all
It’s definitely really pretty and runs pretty well too. I have it set to the base High Option and it runs at around 60 FPS for me with my specs (which is the max my monitor goes)
why? you’re not going to compete with pokemon so are you wanting to practice your coding and balance design? the point of my post is to ask you to think about your personal goals for project like this.
I would like a “federated” and open battle simulator. I would also like some viable alternative to pokemon for turn-based monster battling (the only one I know of is Temtem, and it’s not doing well). Pokemon could also pull the plug on “Pokemon Showdown” at any moment. Though they are benevolent today, they may not be tomorrow.
I’m not really looking to compete with Pokemon, it just has a game-mode that inspired the project. Kind of like “Warcraft 3” and “League Of Legends” - they are not competitors at all, but LoL wouldn’t exist without Wc3.
The remake for the first game is so actuate to the original, you can use the old walkthough guides to beat it.
You could tell the ending was cut short for time with SS2. It would be nice if they took some creative liberties to bring it closer to what it was originally suppose to be.
2point Museum has been a blast with all the commentary, announcements and fun descriptions and nordhold scratches that tower defence with meta progression itch
they said it’s not in it due to restrictions on modding and hindering freedoms, I would assume they have no plans at all for having it any. ore as the rest of the post would fall apart otherwise, but yea i guess take it with a grain of salt if you like. I’m hopeful it won’t have it.
My main racer: bowser. Sure, slow acceleration, but enough mass that at speed you can knock people either in front or behind you into a spin so easily.
The Heavyweights are fun to play for sure. I love that they can spin people out like you mentioned(even if it does become my worst enemy when I’m playing lighter characters)
I use the Decky plugin, and paid for GOG support, but they have their work cut out for them in convincing me to pay for this. Running Heroic isn’t that much of a hassle.
Race is relevant since it tells us quite a bit about someone and people of different races are and have historically been treated differently by society. Japanese people, for instance, were(still are) quite xenophobic.
Why not cast an african or a white person as the Emperor of Japan then? Can’t they act?
Let’s have a white Martin Luther King. Let’s make black people play slaveowners and whip other blacks around, surely they can act quite well.
You’re right. We should absolutely, not once, not ever, have a person who doesn’t perfectly, down to the finest detail, match the description of the character they are depicting act for that role.
I saw a local stage play of madame web where a woman played a male character. It literally wasn’t even a distraction and they sold the character well.
Meh, I’d rather play at lower settings than upscale. DLSS just looks like muck and the rest of them are indistinguishable from just turning down the resolution to like 480p for funsies but also with added artifacts.
I don’t know any game my RTX 3090 can’t crush GPU wise at 1440p at decent settings. I even turned off path tracing in 2077 because I didn’t want to ever use DLSS until I found the mod that drops a few casts for enough performance to hit the mid 40 FPS mark.
But there is one situation where I support the brainrot and that’s on portables. Steam Deck did the right thing by having a nice OLED 1280x800 16:10 screen instead of chasing resolution, it looks great, but if they do up it as most g*mers seem to want them to for mostly nonsensical reasons, FSR could work there, and something like DL DSR could help for games with small details if they go for an 800p screen again which I certainly hope they do.
One thing I won’t miss for sure is TAA, fuck TAA so much all my homies hate that shit. DLAA is at least better but never forget they took SMAA and MSAA away from you for this absurd world where consoles advertise themselves as 4k, 8k while they run games at barely 720p via checkerboarding and what have you and have ray tracing comparisons that you’d swear are satire
I started Monster Hunter with 4U on the 3DS. After World, Rise, and now Wilds, I have a hard time justifying crumpling my hands into a pretzel to play the old games on portable. The movesets are comparatively barebones, and there’s a lot of tedium and jank that the new games stripped away. Veterans will tell you that’s the real Monster Hunter and the new games are infantilized arcade games, but whatever. I play games to have fun, not bang my head against a wall.
Yeah I know. Cliche as fuck. But for those who weren’t around when It came out, it’s really hard to describe just how absurdly revolutionary OoT was. Between it and Mario 64 (another Top 5 game for me), you essentially had the foundations of 3D gaming that are still used today.
But besides that…it’s an amazing game that I’m still replaying nearly 30 years later. Ever single complaint I have about this game is a tiny issue that has been solved in other versions (like binding the Iron Boots to the C button).
The last console I had was the Sega Mega Drive, so I don’t have much knowledge of console games, but are you sure Mario 64 and Ocarina of Time “essentially set the foundations of 3D gaming that are still used today?”.
Quake 1, was released on June 1996. Quake II was released on December 1997.
Ocarina of Time was released on November 1998, the same time as Half-Life.
Sure, Mario 64 was released in June 1996, same time as Quake 1, but Quake 1 also had multiplayer - a key milestone for 3D gaming at that time).
You also had Frontier: First Encounters, released in April 1995, with primitive, but full 3D graphics:
I am just curious, is there something about Super Mario 64 and Ocarina of Time that I don’t know about with respect to their contribution to 3D gaming (either from a technical or game design perspective)? They are clearly great games, I just don’t really understand how they could be the foundation for all 3D gaming.
Fair enough lol. Not all 3D gaming obviously (I mean they aren’t First person shooters, like most of your examples), but effectively the Action, Adventure, Platforming, etc angle (which makes up a fairly massive chunk of games today).
What I’m talking about is the fundamental gameplay of both. Online Multiplayer was revolutionary, but it wasn’t really a fundamental change to the gameplay itself (Like with Marathon introducing mouse control)
It’s interesting that you mention Tomb Raider though because that’s a perfect comparison. It was a fairly indicative of the industry as a whole with its stiff controls, static cameras, and dodgy combat.
Mario 64 brought a full range of movement and action to games. It was really the first 3D game where just moving was fun (which is why they started the game in a peaceful courtyard, they wanted you to just have a fuck about). It also brought the user controllable camera to games (It hasn’t aged well, but that camera system was amazing when it came out). Also, while it didn’t invent the Hub world (it had been used in 2D games) it pretty much set the standard for it.
OoT built on Mario64 with two major bits of gameplay. Target lock-on (Then called “Z-Targeting”) and contextual buttons. Both of which are just so fundamental to games these days it just feels obvious. More relevant back then (but not now), it created the template for how you could faithfully transition a series from 2D to 3D while perfectly maintaining the feel of the 2D series.
Now, neither of those things alone would justify it being in my Top 5. The fact that they’re both so aggressively fun and well made does that.
I see. I still think claiming that Mario 64 and Zelda 98 are the foundation for most 3D action and adventure games doesn’t really align with reality.
Especially the piece about Mario 64 being the first 3D game were movement was fun. I understand that the definition of fun is subjective, but this is basically false.
Beyond Quake, in Frontier: First Encounters you could literally fly between solar bodies, do planetry landings, fly between cities. This is far more difficult to pull off well than the relatively primitive movement in Mario 64.
Same with setting the standard for player hubs. I haven’t played Mario 64, but I have seen friends play Mario Galaxy and the hub area in Galaxy is well designed, but simplistic and with no dynamism related to gameplay.
Not sure about how exactly target lock-on functions in Zelda 98, but target lock-on definitely existing long, long before Zelda and in more complex, dynamic environments.
Don’t get me wrong, you like what you like and clearly Mario 64 and Zelda 98 are good games, but it is strange to put them on the pedestal in this manner. Especially when many of your statements almost approach a PR level of what I assume is hyperbole (e.g. “first 3D game with fun movement” - this is clearly false).
Mario 64 was the first use of the analog stick in a console game. Push it a little bit to walk, push it all the way to run, and several states in between. Maybe you can find a simulator that had analog control, but I’m sure you can see the difference.
Ocarina of Time was a solution to that type of game in 3D space that, as discussed above in things like Tomb Raider, was far more awkward in its predecessors as the industry was figuring out how to make games work in 3D. It’s very similar to how Halo wasn’t the first console FPS, but it was the first one smart enough to put guns, grenades, and melee all on their own buttons, among other innovations.
I'd also add Mario 64's use of a controllable third person camera - all the games @Agent_Karyo mentioned are first person, and I don't think movement in those types of games is at all comparable. The camera was the key point to making a 3D platformer even possible at all, and it immediately became vital to many other genres too.
I know that by today's standards that camera is known for being rather antiquated, but it was revolutionary for its time. One detail I think deserves more credit is how they tried to anthropomorphize the camera as Lakitu to introduce it to players.
Yeah, OoT feels dated by modern standards, but that’s largely because it set the standard for 3D games. Future games have built upon the mechanics, but OoT was what paved the way.
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