So, Jason and Lucia are together, right? Lucia gets out of jail and then Jason and Lucia start robbing again. Pulling a Bonnie and Clyde thing robbing across Vice City and the surrounding areas. But, as a result of their robberies, something from either of their pasts comes back to bite them. Maybe Lucia has some connections to the cartels and is the reason why she got canned. Or Jason got her out by doing making a deal with someone he shouldn’t have. Either way, kinda like what happened with Michael in the last game, they’re forced to work with the cartels and corrupt cops. And, eventually, it gets to the point that they’ve become so infamous that either the cops are cartels have it out for them. But, they offer them a deal. To either Jason or Lucia. You wanna live? Kill the other. If you don’t, you’re both dead. That’s gives us multiple endings like GTA V. Either Lucia dies, Jason, or both.
If it’s anything like Bonnie and Clyde, the ending is not going to be fun.
But it turns out they fake their deaths and the camera pans to a small town in mexico: “15 years later…” where you play as their child and discover they’re both alive and well, but bored with their lives. They reminisce on the good old days of adventure before reading the mail and discovering a potential bank to rob. “One last heist, eh?” one says to the other before both of them smile and the screen cuts to black.
At the risk of being a negetive nancy, they haven’t done this with crew 1. So that game is still dead. This might just be a perfunctory action to quell support for the movement. They haven’t made any real promises to have EOL plans for all their games.(As far as I’ve seen)
The freedom to look and move around with a mouse instead of buttons made it really popular. And back in those days you got your reviews from the school canteen.
I tried to play Half-Life Uplink with the right directions of looking mapped to 789, 4 and 6, 123. It wasn’t very intuitive.
That said, I played Quake 1 with lookup and lookdown bound to PgUp and PgDown, and Quake II on PlayStation with lookup and lookdown mapped to L1 and R1.
The OGs like Wolf3D and Doom did not even have mouse support for aiming until much later. Quake’s default controls didn’t use the mouse, despite it being one of the first FPS games to offer mouse-looking.
I didn’t fully embrace the current typical controls until Tribes 2. Before that, I used nothing but the keyboard.
I fudged the phrasing; you could move with the mouse and I think turn with it, you couldn’t look up and down. My dad played that way; but he would strafe instead of turn.
Ah, I sure do love never being able to find reliable information on games because honest reviews and helpful content is drowned in a sea of AI low-effort slop that can’t even sort videogames into proper categories (no, Overwatch is not an MMORPG) or low-effort undisclosed ads
Ever since CGW stopped publishing, I’ve just gone back to going by word of mouth. If a real, actual person is telling me in their own words a thing is good or bad, I generally trust them. Especially if they are someone I actually know personally, or at least have shown themselves to have similar tastes to mine.
And obviously if something becomes super popular, I gotta see what the fuss is about if it also seems like something I would like.
At the time, Infamous seemed to get a larger share of the hype, but nothing about that game felt good to me, and Prototype felt great. Prototype’s protagonist might be one of the worst in all of video games, alongside Watch Dogs’ Aiden Pierce, but despite the video’s intro, his morality isn’t ambiguous; he’s the bad guy. In Infamous, every choice to be good or evil is so cartoonishly polar opposite that no one would struggle with the decision except for Cole MacGrath.
I get that I’m the minority with Infamous, but after going back and playing Sly 2 and having since tried Infamous 2, I think maybe I just don’t jive with Sucker Punch’s open world design, which makes me hesitant to start Ghost of Tsushima. And while I loved Prototype, alongside Crackdown, what I really wanted was that game again but in a different city, and both of those franchises reused the same city for their sequels, which would be like giving Mario new actions to use but having him run through the same levels all over again.
I love the inFamous games. inFamous 2 in particular is in my top 5. I’m trying to remember some of the choices, but some of them are execute the mass murderer or not in one (or multiple) cases. But also, they have a variation of the trolley problem which I thought was a nice touch. The ultimate decision in 2 is pretty extreme, but it’s also the culmination of two games worth of selfish vs selfless decisions.
The biggest morality question though is whether to use area of effect vs precision damage.
Having said that, I think it’s interesting how these two games are so similar on a surface level. But in my experience, most people heavily prefer one or the other. I remember my friend and I were each obsessed with one of the two franchises when they came out, but neither of us were interested in the other.
Side note: inFamous 2 had a standalone DLC which just used the map from 2 with an entirely new powerset, and it was awesome. But it was a lot shorter than a full game. However, I remember losing interest in Bioshock 2 because it felt like I was just replaying the first game.
It’s funny, because I’m much more forgiving of BioShock 2 and even Dishonored’s DLC, which reuse the same levels but chop them up differently and have you approach them from different directions. In an open world, you can go anywhere, so even if they deform part of the map, it still feels like the same map to me.
which makes me hesitant to start Ghost of Tsushima.
I haven’t played the other games you mentioned but GoT is a masterpiece. You should really give at least the first act a try to see if you like it. Pretty much everyone I’ve had try the intro has been hooked.
Maybe some day, but on top of disagreements I’ve had with that developer’s game design in the past, there’s also the looming threat that Sony patches in more dependence on a PSN login to give me pause.
Ghost of Tsushima felt the same to me. Great characters and a beautiful world, but the gameplay felt bland. I was happy to finally get to the end because I didn’t have to play anymore.
I still can’t get over how “wrong” it sounds and feels to have native English speaking accents for the voice work instead of the heavy Ukrainian and Russian accents. This is one to play with Ukrainian VA and English subtitles for sure.
I noticed this, too. “FUCK HIM UP WITH A GRENADE!”, “Cover me, I’ll hide”; I need a Ukrainian language setting for these voicelines. I need that panic “Oh shit!” feeling of not really knowing what the AI were shouting about like I had in SoC, and then getting surprised when they had flanked and crept up around me. That was pretty core to my experience, while the accents built a lot of immersion and feel in the world.
I think Stalker 2 needs a mix and match option where we can choose the language of the dialogue line by line. Or at least a future “meme” language option where the best lines of every translation is used.
The development company is Ukrainian, I’m sure they agree with you but are working with some tighter constraints than typical for game development. Please give them some slack on feature requests.
Believe me, I have nothing but patience and slack to give them. I see how my tone could be read as more demanding than nostalgic in that message. I’ve waited like 14 years for this game, that I thought would never be made when the original studio dissolved, I wouldn’t even be phased by an additional delay.
Even where this game may have faults, I have faith that there will be incredible work done by the modding community delivering more than I can ask for, such as there was for SoC/CoP
There a particular reason for the “humanity is doomed” remark or just being dramatic? I looked it up expecting some sort of privacy nightmare or micro transaction hell but I really don’t see any mentions of that, hell reviews seem pretty positive.
I think it just implies that since it’s out on a platform that pretty much everyone has access to, global productivity will plummet due to everyone playing it and getting addicted
I’m having trouble finding the link this moment but I remember reading about a billionaire or ceo public figure who is addicted to this game saying that productivity around the world will crash once this game was released on mobile platforms.
Edit: not some billionaire ceo. It was this link I was remembering:
My friend has 1000+ hours in Slay the Spire. A game that can scratch the same itch as Balatro. He has been playing on the PC and has claimed he will be splitting his time from now on. I too really like it, it’s a perfect chill game. I think a lot of ‘normie’ gamers are picking it up since the game is so easy for some to pick up as one main mechanic is just knowing poker hands. My dad who plays Tetris and solitaire really likes it.
IMO, a lot of them suck as games because they’re not really games in the traditional sense. They are experiences. Or even just art pieces. What annoys me most about them is they are usually touted and tagged as being “experimental” and yet don’t do anything new or unique or anything one could legitimately say is experimental.
There’s this concept in game design called game flow, which in simple terms is essentially what happens when a game is both engaging and challenging at just the right amounts to the point where you get immersed in the experience. You can’t have good flow without both some challenge and reward.
That’s why games that are too simple and/or easy are boring. I feel like that’s a very fine line you have to walk if you want to make a “cozy” game. How relaxing is relaxing enough without being boring? You need a minimum of challenge and stakes, because that’s makes good games good.
Imo what’s key to a cosy game is that you choose within the game how much you want to challenge yourself. Take stardew, for example. My mum was content just farming crops. I went into the difficult mines with lots of combat etc. You can enjoy the game if you don’t do the hard parts, or you can do them sparsely, or all the time. You choose, and that’s what makes it so relaxing.
This is why we need copyright expirations. Disney would most likely have sued with a cease and desist to remove it.
Does it use the likeness of old Disney properties? Yes… but it doesn’t hurt their image. Doesn’t take any profit away from them.
It’s also not a cash grab like those crappy Winnie the Pooh slasher movies. This pays homage to the art style of the time.
The only thing they could have done differently was use something different than a mouse… like what Cuphead did. Studio MDHR came up with unique characters and it paid off for them by getting their own animated series and merchandising. I don’t think Mouse P.I. for Hire will get the same type of deals, but time will tell.
Disney does not, nor did it ever, own the copyright to an entire state of animation. To my knowledge, it can’t even be done. It’d be like trying to copyright a particular painting technique.
I doubt Disney would give a shit about this game unless it was explicitly using Disney ripoffs or actual Disney IP. Which it isn’t.
I really don’t see why an indie dev would oppose this. If you were an artist, you wouldn’t want to watch your creation completely disappear from existence because you couldn’t keep working on it, would you?
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