Stoked. I like the new improvements. I’m happy to see this game moving forward like this. Been playing for over 20 years and I couldn’t be happier. After a few patches to tidy up loose ends, this game will leave CS:GO in the dust.
It’s such a shame - and such a bizarre decision - that this is based on the vanilla Persona 3, not the Portable edition with the optional female MC and all the extras.
I would honestly rather have FES than Portable, but considering they are starting from scratch there is absolutely no reason they couldn’t have gotten the FES content, shove in the FemMC option and do it.
I’m firmly in the “no FeMC, no buy” camp, but I’m not really surprised. Including FeMC in this project would have dramatically increased the amount of dialogue, and they’ve already said P3R will have the most voiced lines ever for a Persona game.
Unity top leaders selling stock before the announcement
they proposing “special” deal to not get the per install fee applied if the devs opt in to use only Unity’s advertising plaform in order to kill competition.
I can’t wait till the threats turn into promises. I’m so sick and fucking tired of the “elites” getting away with doing whatever they want. I’m hungry; let’s eat.
If it’s own employees are giving death threats, chances are high that it’s aiming up. Unless their CEO is threatening to kill those below him to save a buck?
Neither have I. Last of his I watched was for Eve. “Bored, bored, bored, eye strain” was all I remember, and that’s right on the money (for Eve Online). Might have to start watching his videos again, didn’t know he’s on YouTube now.
showcasing why i stopped watching ZP years ago. not that yahtzee had to always come up with a new theme song, but like nothing about the format has changed since he joined The Escapist a decade ago.
I was super excited for this game, and after watching that gameplay video, removed it from my wishlist. Was really hoping for a good moria survival game, but all the mechanics in this video look subpar.
I might be in the minority here, but I couldn’t help but think Half-Life 2 still looks really good for a game released in 2004. Obviously “RTX on” is nicer to look at, but all the small details like the magnifying glass that actually magnifies made me appreciate the old assets/graphics so much, what a milestone it was.
Yo dawg, I’m gonna let you finish but there are too many good games out right now so something has to give. And unfortunately, big robot mech game, that’s you for now.
I’m definitely wondering if I should pick armored core up myself considering Starfield is coming soon, there’s just a lot of games coming out back to back.
Starfield, Baldurs Gate 3, Payday 3, Lies of P, Bomb Rush Cyberfunk, Harvest Moon, and a few others that other people are probably hyped for (Madden, ETC)
I’ve tried 3-4 times to get into this game, and I guess it’s just not for me. That doesn’t mean they shouldn’t be really proud of what they’ve managed to turn the game into. It looked pretty…rough 7 years ago but with a bit of patience and a lot of goodwill and hard work they’ve turned it into a success story.
Same. It’s very broad, but not very deep. I’m generally a deep-system type gamer. Gimme Factorio or it’s kin. I really get frustrated with NMS’s implementation of logistics and stuff. I just gave up. It’s an explorer’s game and I’m not an explorer type.
I get everyone’s sentiment here, boiling it down to “better games are better” but also keep in mind the development costs and times for making new games are constantly going up. Yeah of course there are fantastic indie games out there (and I love them myself) that have a fraction of AAA game budgets and dev time but those are the gems in the rough, not the norm.
I’m all for better gaming experiences but they do come with tradeoffs. Also, flops are now death sentences for studios so the pressure to perform is even higher
He's not wrong, though. Game development is a business, like any other, and larger-scale games require exponentially more resources to produce than smaller indie titles.
Obviously one could make the argument "Well they shouldn't be making every single game into a huge, multi-billion dollar blockbuster title that costs the player an arm and a leg to gain access to, then they wouldn't need that amount of resources to begin with", and that would be a fair argument. But ultimately, people keep buying those games, anyway. And not by force, they buy them of their own volition. So those games continue to be profitable. There's no incentive for big studios to change their ways when consumers keep giving them money, so they're going to keep making huge games that require huge resources and huge payments from the players.
I'm not sure what you mean. Were you offering some sort of insight into what I or the other person was actually saying, or just whining? Some of us are having a conversation here.
It’s mind boggling when the costs of games get leaked (or revealed during court cases). It makes me sad that so many studios have pivoted to the strategy you’ve described because it means we’ll have less games of a franchise I enjoy since the development takes so long or the developement is never even started because people have decided the profit won’t be as high as making a blockbuster game. Hell, look at Rockstar milking whales with GTA V, that’s a slightly different conversation, but it’s crazy how long the gap between GTA V and GTA VI are
It very much feels like Going Mobile, which I remember definitely enjoying. I was able to play this a little on my phone using this emulator: https://github.com/nikita36078/J2ME-Loader
It’s not unknown, but I think it’s an underrated mechanic: in God Hand, the better you do, the more the difficulty increases. If it gets too much and you want to lower it back down, you can grovel and beg enemies to go easier on you.
I wish more developers tied difficulty change to in-game actions like that.
Apparently it’s more common than I realized. Most games doing it apparently don’t tell you it’s happening. For example I played RE4 when it was new and had no idea it had dynamic difficulty.
Yeah. Back during the pandemic Abby Russell played RE4 on Giant Bomb and chat was pretty much constantly losing it over how much ammo she was using. But the game’s drop tables accounted for that and she basically was just playing Gears of War for all intents and purposes.
Was fascinating since basically everyone who has ever played that game focused on headshots and conservation rather than just unloading.
But it also speaks to how this is usually implemented. It is more about making every playstyle viable rather than actively getting the hammer and nails if it sees you are getting a bit too excited during a combat sequence.
Hmm, I remember from one of the developer commentaries that only future levels should get tuned, not the one player is currently on. Maybe the intro level was an exception.
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