I hate using this analogy because it showcases how much of a glutton I am but: a full release game should feel like a full meal. It can leave you wanting more but it should satisfy first. DLC is meant to be dessert. Something nice and extra after the fact. Wilds felt like an appetizer. Like it was prepping you for something more.
My friend who's a big MH fan got us into Rise, which was a lot of fun (and my first MH game), and while the gameplay of Wilds feels nice, it really is apparent they intended to dripfeed content for however long they intended to support it. Hopefully this is a step in the right direction.
Fools stupid people into thinking theyre being generous. Same tactic gas companies keep doing in California to raise gas prices. Price goes up almost $2 per gallon, and then back down only $1.
At least with video games we don’t have to buy them to live.
Love how fast they all dial back after seeing the reaction on nintendo’s 80$ approach. But seriously EA I don’t care for those extra 10 bucks upfronf if your games are still the mtx and gambling infested shit they currently are.
So… I noticed over the past few weeks that apparently Somebody had been running “guerilla marketing” and Wuchang was apparently the most important game ever released?
And now it apparently became the center of another culture war?
… What the flip? It looked cool but it very much looked likea “good first try” and the Iron Pineapple video mostly aligns with that.
Clair Obscur immediately had rave reviews everywhere, especially with users, and that was also UE5. UE5 isn’t inherently low performance, but inexperienced devs can make any engine run inefficiently.
My friend group enjoyed Splitgate 1 but we just bounced off Splitgate 2. It just wasn’t fun. Portals seemed to be an afterthought, rather than fundamental to the gameplay. Also the maps we played seemed to be tighter and less arena based.
Still not sure why they decided to do ‘2’ rather than continuing to iterate on the first one really.
I recall them saying that their tech stack in the first game couldn’t handle the influx of players that they got at their peak, and that’s what led them to start with a rewrite.
I think the reason you pivot to 2 is always because execs say that they didn’t monetize enough early enough and it’s best to just try again with the week 1 sales peak because they’re short sighted idiots. Splitgate 1 was a game worth revisiting for months, but 2 isn’t going to hold your attention for a weekend.
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Aktywne