I’d play NFSU in modern graphics! But apparently linear games are not allowed any more and it always has to be open world and come with seasons and DLCs and all that.
The entirety of Starcraft 2: Wings of Liberty made less money than the first paid mount skin in World of Warcraft. That’s why companies don’t make linear games - because people will buy the microtransaction that required 1/1 000 000 effort of the game for more money than the game made.
I am slowly buying and playing through the old NFS games. I just bought Carbon and I’m going to go pick up MW before it comes in. I love the Underground 1&2 but Most Wanted was special for me. Nostalgia is a hell of a drug.
What I find crazy is that on Playstation you got Gran Turismo in 2022 I think and there’ll be no other concurrent until Asseto Corsa Evo in probably 2026.
I’ve already so many hours of going around the Ring in GT7, but I’d really h’love an extension with a new career mode and new trophies until Asseto Corsa Evo.
There is also The Crew, Forza Motorsport, Forza Horizon as well as Gran Turismo to mention a few more that I have played. Plus a whole slew of hardcore F1 titles, Nascar titles and the Trackmania series.
There might be something in there that catches your attention. Could just be a case of these not surfacing in your algorithm to get noticed.
Gran Turismo is Playstation exclusive and has only released two games the last decade. Quite sad since I have heard a lot of great things about it.
Haven’t played the crew, but it seems to follow the same “drive a supercar around a track” that Forza has.
Not saying there are no racing games, but there is a lack of variety besides the four flavors of: Microsoft racing game, EA racing game, Ubisoft racing game or Codemasters (Recently acquired by ea) racing game. Compare this to the huge variety in strategy games or shooters.
The only thing keeping racing games relevant for me are the amazing indie games, but the lack of content hinders them more than other genres imo.
Do you want themed racing games in different time periods?
If you’re using realworld(or alikes) cars, there isn’t really much more to go for, you’ve got circuit, street, rally, drift and touring cars - which really the only thing you can start to really differ is locale or time period.
F1 is F1 and F1 fans will slaughter anyone who tries to mess with F1. But also there are yearly games, since the rules change every year and the new game is the new rules.
Do you want more arcade style?
What are the indie games that have piqued your interest?
The thing is miss is immersion and progression. It feels like you get a 1000hp lambo five hours into the game, and the gameplay is just driving around a track interrupted by navigating clunky menus.
Some of my favorite indie games are “art of rally” and “revhead”, the former having great driving but no progression and the latter having great progression and customisation, just very mediocre driving.
I tired out “Uncle Chop’s Rocket Shop” earlier this year. It has a unique world, fun graphics and a solid gameplay loop. That being said, it seems the “repair sim” subgenre is not for me.
There was a 2010 2D platformer released as Sonic 4 which was meant to be the spiritual successor.
I’d say the real spiritual successor on Genesis/Megadrive was Sonic & Knuckles, which came out after Sonic 3 and for all intents and purposes may as well have been called Sonic 4. But they had to push the Knuckles aspect because the cartridge had a passthrough that would accept another Genesis cartridge and allow you to play e.g. Sonic 2 with the Knuckles sprite, iirc.
No no no…Sonic and Knuckles was just Sonic 3, the other half of the cartridge that they sold you a second time, somehow.
They had 1 game, Sonic 3, and somehow split it in 2, and sold it twice. I mean, I guess it was kind of cool playing with Knuckles if you also owned Sonic 2, but it would have been nice if they’d have made it compatible with Sonic 1 somehow.
And would it have killed them to let you play as Tails in Sonic 3? Or use the dual screen multiplayer mode?
I feel like Sonic 3 was so great, but also somehow also a huge ripoff. I only got Sonic & Knuckles. I never had Sonic 3. And I tried showing my dad the whole interlocking cartridges thing. I said "See, if I had Sonic 3, I could insert it here, and play that game as Knuckles. And he asked “Can’t you play as Knuckles in this one?” And I said “Well…yes…” and he said “Great. Problem solved! Not like you won’t be playing with your knuckles soon enough as it is!”
Which I’m just now getting was a masturbation joke. My dad made a masturbation joke to me when I was 11…gaaahhhhh…forever unclean! forever unclean!!!
Well joke’s on him! I was too dumb to know that masturbation was a thing until I was 19! First time I cum, it was inside a girl…which I felt really bad about, because I felt like I was about to start peeing inside her…and I wanted to stop…but sex…and then it just happened. And I was like :O and she was like :D and somehow, she didn’t get pregnant. Looking back on that story, maybe I should get my sperm count tested. I’ve NEVER gotten a girl pregnant, as many times as I’ve been not using a condom. I’m sure some of those girls were just gold diggers too. Then when they didn’t get pregnant, they must have been like “WHAT THE FUUUUCK???”
Actually, knowing my dad…is it possible for a father to secretly give his infant son a vasectamy when he’s just 1 month old? I wouldn’t put it past him…
No no no…Sonic and Knuckles was just Sonic 3, the other half of the cartridge that they sold you a second time, somehow.
It’s not though? Sonic & Knuckles has unique stages and story vs. Sonic 3. Unless you mean they were designed as one game and split at the end before release; that I don’t know.
Aggression should be part of a game, but shouldn’t be the only way to play it. Obviously, when a game is optimized, it may be the best way to play (Monster Hunter and HAME speedruns come to mind), but a lot of great games try to design so that different archetypes can coexist and play off one another.
Street Fighter 6 encourages aggression. The Drive Meter system makes it so that turtling and blocking forever will end with you in blowout, taking chip damage and having worse frame disadvantage, as well as removing your ability to use Drive moves and opening you up for stuns. However, also hidden within the Drive System are some of the tools to deter mindless aggression. Drive Impacts are big moves with armor that lead into a full combo, so if you can read a braindead attack sequence, you can Drive Impact to absorb a hit, smack them, and then combo them for 35% of their life total. There are also parries, which can refill your drive meter.
Magic: The Gathering has tried to balance the various archetypes (Aggro, Midrange, Control, and Combo) so that every format should have at least 1 competitively viable deck in each meta archetype. Typically, Aggro will be too fast for a Control deck to stabilize and kill them before they can get their engine set up. But Midrange will trade just efficiently enough (with good 2-for-1 removal or creatures) to stop the aggression, and then start plopping out creatures that Aggro will have difficulty overcoming. And Combo often has nothing to fear from Aggro, since Aggro oftentimes can’t interact with the game-winning combo pieces. And because of this system, Aggro decks have to have sideboard plans ready for whatever meta they expect at an event or tournament. Removal or protection to get over or under Midrange, and faster speed or other types of interaction to take down or disrupt Combo. Magic’s systems (Mana/lands, instant speed removal, and even the variance that comes from being a card game) don’t punish aggro directly, but they make sure that there are usually answers out there.
Dark Souls, and other from soft souls likes (except Sekiro and Bloodborne).
You are encouraged to play cautiously and intently, otherwise you'll get slapped by concealed enemies, mobs with unexpected movesets, and being over aggressive and "greedy" during boss fights will end many an attempt. I love these games for that.
Competitive Pokémon tends to go back and forth between times of “stall” (turtling) and hyper-offense (aggression) dominating the metagame, depending on which strategies and team builds players will find. Whenever one becomes dominant, fans of the other will constantly hound tournament runners to change tiering or ban certain pokemon to change it.
As for a “fun” game to go hyper-aggressive with zero HP, max damage, I’ve seen some YouTubers attempt “Danger Mario” runs in the first two Paper Mario games, maximizing FP and BP and never taking HP when leveling, keeping Mario in the “danger” zone where lots of evasion or damage badges will stay activated. They then rely on those badges, items and partner abilities to avoid taking damage.
EA’s been manipulating the review scores, and can still only muster their current metacritic rating. I’m interested to see what the audience scores look like later this week.
Dead by Daylight has an issue with killers that keep their focus on one of the four survivors, ignoring the core objectives and other players. Worse, it often works well. There are many videos out there of experienced teams that find karmic counters for this practice, helping the victim escape the killer to some completely unknown location on the map, and often leaving the killer late-game with little to work with.
Texas Chainsaw Massacre (a 4v3 horror game), on the other hand, developed some issues where the prevailing strategies for the victims involve stacking up abilities that let them ignore attacks so there’s no need to hide or move slowly. It ends up taking long enough for the family members to even strike them down that some will brute-force objectives right in the family’s face. Part of the game’s issues is, the maps are developed to be relatively tight, so there’s fewer places for family to check, but it also made stealth strategies relatively ineffective.
An old favorite of mine for countering “Rush Meta” is in Team Fortress 2. For single players hoping to run past players to objectives, the Engineer’s sentry locks on to them pretty quickly, and no matter how fast they’re moving, it spells death within a certain bubble. Being automated, it also means no one has to camp for this to stay around. The sentries still die to inexperienced players that are making a unified push.
TF2’s other “rush punisher” is the Heavy - a class with a low skill cap, but a high health pool. He deals ludicrous damage up close, but can’t move quickly. So, he’s most lethal to people that are running at/past him instead of attacking from a distance. He says it right in his intro - he can’t outsmart people. He’s just a strong presence in a push for anyone that doesn’t have a plan to slow themselves down in order to deal the ton of damage needed to kill him. For a long time, in matches where the enemy team stuck to having 3 pyros rushing the frontline, my sole strategy was to pile up on Heavy, forcing the enemy team to consider ranged attackers like Demoman and Sniper, slowing the game down as a result.
You are so spot on with Dead by Daylight. If the survivor chosen to get “rushed down” has a couple specific things in their build or their team can play around it, it becames a huge uphill battle for the killer to get anyone else, but in public games often the teams aren’t coordinated enough, or the survivor chosen isn’t skilled enough to stall it out
I haven’t played Overwatch for a while but for a time there was a notorious meta called GOATS (3 tanks, 3 supports). It was an insanely aggressive meta that focused on rushing straight into the enemy team, tanking them, and killing them before they can react. The only way you can counter it is by also running the same team comp and hoping to kill them faster.
It ruined ranked games for a few months and the devs apparently had no idea how to fix it without nerfing tanks or supports hard - which would make playing them feel terrible. That’s why OW added a role queue and enforced 2 damage, 2 tank, 2 support teams.
That said, I think aggressive metas are way better than turtling ones. Nobody wants to idle around and take pot shots until someone gets bored.
To your first bullet point, your own example of StarCraft. Rush strategies are usually so all-in that they win or lose in a couple of minutes. If they’re successfully defended, the defender now has such an advantage that the rusher can’t come back from it.
I actually don’t know of a game that’s ruined by an “aggression meta”. I don’t think I agree that it’s a problem. Neither rushing nor turtling is incentivized in StarCraft. The push and pull that the designers wanted from a given match is the optimal way to play, and you’ll find more success chasing that than either turtling or rushing.
I’m heavily invested in the fighting game scene, and the genre’s been getting more and more “aggression mechanics” for a long time now; some might call them “neutral skips”, skipping the part of the game where the two players try to approach each other. There’s a clear reason for why they do this: it’s way more fun to watch. Street Fighter V often devolved into two players left on their last pixel of health, since you can’t kill with chip damage (for the most part), so it was a boring situation of both players fishing for a last hit as the clock ticks down. Now, whether it’s Street Fighter, Mortal Kombat, or Guilty Gear, you have a meter that you use on offense and defense. Being offensive rewards you with more and allows you to be more offensive, and being defensive will drain it. You can still have that moment from SFV that was supposed to be tense, but now it’s actually tense, because while that player is defending, the resource that prevents a checkmate situation is draining down, and when it’s empty, it’s basically game over.
Fighting games are a genre where it makes sense to push aggression meta. At times, people have wished that the genre allowed for more defensive counterattacking, but it’s not hard to predict how that would look in effect; two players both staring each other down waiting for the other to make a punishable move.
Basically, fighting games don’t have other mechanics outside of direct combat interactions that allow for fun decision-making. There’s fringe stuff like when someone has power-ups that don’t require landing hits (eg, Phoenix Wright in Ultimate Marvel vs Capcom 3) but they don’t involve much decision-making.
I think the only time rush is an issue in games like Starcraft, thus making it an example, is at the low level of play where people don’t know how to react. So, once players get experience in the mechanics, it’s basically fixing itself. Other games can sometimes have that issue at all levels of play though.
There are tons of decisions to make at any given time in a fighting game outside of trying to be on offense. That’s why it’s more of a recent trend to add mechanics to incentivize aggression. And yes, the fact that rushes tend to only terrorize lower levels of play is why it’s more of a gimmick than a feature.
I think most of us are just tired of obvious paid for reviews with built in talking points like that. I’d like to be able to remotely trust anyone without watching a one hour unedited let’s play video but that just means you’ll accidentally buy Andromeda. I hope Veilguard is playable but signs are not good when bioware is “returning to form” x100
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