I’d love a new Wolfenstein-style game that diverges from the simple divide of giving them helmets.
It’s simple morbid truth that these people are human beings, who have committed their minds to unimaginable cruelty. It’d be fun to have more games about reciprocating that cruelty.
Mortal Kombat’s fatalities gave me a big ick factor when they leaned into cruelty and pain (and thankfully turned towards looney creativity to be entertaining). But I could see the former being a bit more valid when there’s universal reasoning behind why it’s being applied.
To be honest, I never got that feeling. I always feel catharsis finishing a game. However, with a huge exception on the Metal Gear Solid series, because Hideo Kojima always leaves more questions than answers at the end of the games. But without spoiling anything for those who haven’t played it yet, the exception in itself in the series is MGSV which completed the series full circle at the end.
The only time I felt empty after consuming a media is after the finale of Breaking Bad. Never have I felt so empty and lost on what to do after. Post-college life does not even beat it.
Plague Inc. comes in at the top of a search in the Play Store for “pandemic” but I understand that it’s kind of a reverse concept of the Pandemic boardgame: You try to wipe out those pesky humans by developing an incurable virus.
I might be inclined to give it a try if I can’t find a decent implementation of Pandemic.
I remember playing “Pandemic” as a flash game (or similar) many years ago. Plague Inc seemed to basically be the same game, and I think Pandemic the board game is completely unrelated. Not very helpful for your actual question, but I think it explains the search results.
Don't know if it qualifies, but some time ago I saw a VTuber play "Suck Up!": you play as a vampire and you have to actually talk to try and convince NPCs to let you in so you can suck their blood. The "thinking" isn't done on your PC though, you push-to-talk your line and the answer is elaborated by their servers.
It has the complexity of a MOBA (but genius level UX that completely addresses how that would normally be daunting, through a fantastic community item build system), movement approaching the intensity of Titanfall and a match format that finally fills the hole in my heart that was left by Battleborn, and is maybe even better.
It has a a unique 80s magic/fantasy aesthetic, and what we know of the lore so far is fantastic. (I laughed out loud when walking by a radio in-game and a newscaster voice went “Have love potions ruined dating?! These 20-somethings tell all!”)
My advice, hit up !deadlock, get an invite, and just give it a try. The way it’s looking, it might turn out my favorite game of all time.
Oh thanks, this does look pretty killer. I haven’t gotten into a MOBA in a while but something fresh and different could tempt me. I’ll add this to my queue!
STALKER 2, and I haven’t felt this frightened to climb down into the basement of a decrepit waste processing station since the original trilogy. So in short, it hits just right.
I actually stood in my kitchen last night eating some yogurt and two Lucky Charms cereal bars just to procrastinate what I knew I had to do.
It functions well enough that I haven’t noticed anything off, save for maybe two occasions in 40+ hours where I was unlucky enough to have bandits spawn in near me. Once out in the woods, and one time they literally appeared sitting in chairs in the room I had just passed through, then attacked on my way back through it. You can’t help but laugh when it happens, but it’s nowhere near like it was on release.
I know that several of the squads I encounter in the wild have been artificially spawned in just outside of my exclusion radius, but they move organically enough that I’ve never had my immersion broken with the impression that these aren’t just stalkers on their own mission. Sure, if I reload a ways back and travel the same route, it may well be a different assortment of them, no one at all, or maybe bandits or mutants the next time, but rather than feeling tacky it keeps the Zone feeling unpredictable. Retracing my steps after reloading often results in a wildly different experience from Point A to Point B, so I can’t cheese my way through much of anything.
I’ve also encountered large, roaming packs of mutants who, when avoided, travel well outside of my exclusion radius and continue to be heard far off in the distance (Flesh are a good example) even though they’re no longer rendered on my screen. I’ve traveled in that direction a short time later just to run into the same pack having changed direction, so there definitely are some persistent A-Life doing their thing out there. It’s just sprinkled with some chance encounters.
All in all, the A-Life isn’t exactly where they/we want it to be, but they’ve taken enough corrective steps that I find it very enjoyable, and I say that as a long-term fan of the originals, as well as hardcore versions like Anomaly. Honestly, the only thing I truly dislike about STALKER 2 is the number of bloodsuckers. They’ve become a lot easier to dispatch with my better gear, but if I’m ever going to run into three bloodsuckers in the wild, it should be like one time. But there are times where I encounter packs of them several times per day, and on Veteran difficulty that is absolute bullshit.
I tend not to finish them as well. I think I just like the exploration and learning part, then I get bored when it comes time to apply what I learned and power through content.
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