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I like xi, and its still got a good amount of players, but its a difficult game with old slow mechanics, so know what you are getting into. Find a friend or discord to play with.
I pre-ordered a game twice now. The first one was Stalker 2 and the second Death Stranding 2. I am unhappy with Stalker 2 (I’m still waiting on the preorder physical) but I have the Death Stranding one. If you care about the bonuses I’d say it’s a gamble.
As a big metal gear fan, I’ve been replaying the series and the writing in particular hasn’t aged well, any female character or anything related to them feels like it was written by a horny 12 year old. The series needs some major overhaul if it’s gonna go on, and a mostly naked jiggly sniper doesn’t help the series progress
At least they’ve rereleased ZOE at higher native res a couple of times. It was a long gap between 2 and the “HD remaster” where I wondered if I’d ever see it recognized again.
By the way, if anyone knows of any other games with similar gameplay/combat, please let me know. The closest I’ve found so far was Dissidia Duodecim for PSP, and that’s kind of a stretch.
But horror isn’t CoD. I will never be that big. But Konami thinks it can be, and will either sacrifice the quality of the games in order to appeal to a wider audience, or keep the games as scary as they are, and fail to meet their own unrealistic expectations.
The scariness of the games is an additional complication that AAA publishers don’t seem to get.
A bad Call of Duty still lets you click heads and scream slurs in a match lobby.
But make a horror game that isn’t scary? Or even the wrong amount, or type of scary? Complete failure.
If you target hardcore horror fans, your game has to be good enough to scare them, and you’ll never be able to sell to everyone. And if you can’t scare the hardcore fans, you need to be interesting enough for the casual fans to buy in. Getting both is near impossible, which is why indies do so well in the genre. It’s REALLY hard to make horror for everyone. Usually, a horror game interests only a subset of gamers.
And when you have a franchise, every new game needs to figure out how to scare people who have played the previous games. Or else interest them in other ways.
Horror is really easy to overplay. If your game is too long, the scares stop working because the player gets used to them. If sequels just do the same thing as the last game, entire games can stop being effective. And once you start trying to reinvent things every game, they can end up losing their identity (see RE5 and 6).
Doing this every 12 months? Just no.
Resident Evil is an excellent example. Capcom has tried and failed to increase release frequency, but titles that actually sell are about two or three years apart no matter what they seem to do. And that is WITH their new formula of using two completely different styles to reduce the sameness of the titles.
If Konami wants to release more games, they should tap their other IPs, not oversaturate the already crowded horror genre even more.
i just went and did the tutorial, which i avoid like the plague due to being drained by it.
Yup. God, Starbound has so much missed potential by focusing so heavily on a bad story. It’d be one thing if it were there in the background, but you’re basically forced to play through it every single time. The dungeons are extremely repetitive (this would have been a great chance for some procedural generation), the boss fights are way too easy, and the whole portion of the game where you just search for relics to scan isn’t fun or interesting at all. Not a great design decision for a sandbox game that should otherwise have a ton of replayability.
I think the story is a point where people unfairly criticize the game, personally. After the tutorial dungeon you don’t have to engage with it whatsoever.
The parts where you have to search for relics between each dungeon are meant to encourage exploration and remove the pressure of the story. It’s the game saying “now go do whatever and have fun!” and you make progress toward the story just by playing normally, as you come across settlements belonging to the particular species you need to scan.
If your goal is to speedrun the story and drop the game, then yeah those parts are annoying, but if you want a sandbox game where you are free to do anything you want, then I don’t really understand why people complain so much about those parts of the main story.
The relics are probably the furthest i’ve ever gotten in the story. I like the settlement portion, but when i get to the story it’s just a slog. If there’s something I absolutely need from it, i just use console commands to skip as much as possible. It’s really the weak point in the game
Man those games are great. I recently-ish tried out one of the decompiled versions of the original after the source code leaked. It's still a lot of fun
What you describe is a huge part of vehicle racing in general. Getting into a flow state is fast. If you can stress an opponent out enough by threatening to overtake or even just keeping up, you can very often push them to start taking bigger risks and to drop out of that flow state
This is how it felt like setting up my homelab. Watching videos or searching for tutorials when you hit some error and trying to figure it out all frantic. Then you sort of just happen to fix it after putting it down for a bit and everything is OK.
I just went through it last night when I saw my syncthing container had a database corruption error after seeing my darktable had an error. I was able to install the darktable flatpak which worked, synced my darktable database had to use flatseal to give syncthing access to that, then had to rebuild the syncthing database and now all is running again.
At first I was all nervous but remembered how I’ve figured things out in the past and its just a matter of time so I wasn’t panicked like previous times
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