Hahaha there was no animosity. We just had a gentlemans agreement to not play and let the NPC’s win. Sometimes that was favorable for you, sometimes it wasn’t, but it was pretty fair over the course of the entire game.
For anyone that’s curious but doesn’t want to click on an ad-riddled IGN link - it’s FF 6. No they really don’t elaborate why, the best idea of ‘why’ you get is that it was the last game with pixel art.
I understand being frustrated with f2p shenanigans and microtransactions, but I think that frustration is blinding you to some of the bigger picture issues at play. I agree that microtransactions are a problem, but honestly fps games are one of the few genres where I would say a f2p and live-service model actually makes the most sense.
Before the prevalence of battle passes most games followed the CoD model where a new game would be released every year or two and you would be forced to buy it because the player population of the older game would die off drastically. With live-service it allows the dev to still update games and gives players a reason to keep coming back every season to keep playing a game. An fps game is only as healthy as how large and diverse in terms of skill range its player population has.
I’m also excited for Deadlock though. It will hopefully keep doing everything right that Battleborne failed at and looks really fun.
You kind of just explained exactly why the game failed without realizing it. You’re exhausted and bored with the genre as a whole and a new flavor of the same games that already exist isn’t innovative enough to entice new players. We’ve seen a long line of hero shooters that were dead on arrival because they have nothing new to offer and Concord is no different.
It released in a saturated market with better and more mature options already available, for free. They also barely marketed the game at all. I don’t know how any of this can be a surprise.
I’ve played quite a bit of MOBA’s before, coincidentally the other big third person ones Smite and Paragon, so I’ve got a decent feel for builds and macroplay and I’m not necessarily worried about those aspects.
I grew up as a console gamer but exclusively play on PC now so I’ve found for fps games I have trouble competing because my aim isn’t as great.
I really wanted battleborn to succeed on release even though it was just kind of flawed from a design standpoint. I kind of gave up on competitive fps games since then though.
With how chaotic the fights look like and how high the ttk looks to be, is the game still fun at lower-mid skill levels?
I’m a new Steamdeck owner so I just wanted to get used to the console honestly. I have Moguri installed on PC, but I have a hard time playing jrpgs on anything but handhelds nowadays.
I know there are tutorials, but at this point I’d mostly be worried that it’s not compatible with an existing save. I don’t want to redo all the Choco Hot and Cold 😂
Damn. I just finished the first disk on a playthrough on Steam deck with the base remaster. I had seriously considered modding it at first but didn’t and now I regret it 🥲
What were the technical issues that they’re referring to? I remember seeing gameplay that look clunky with odd power progression at launch(or maybe a beta), but I don’t know how it progressed from there. I’m not a Diablo-style ARPG player so I never picked it up, but can anyone fill me in?
Yeah I felt the same on some level, but the performance wasn’t too bad to the point it was impactful until you got to the final open area at least.
I wish the steamdeck had existed when it SMT released or I would have waited a couple years for the PC release. JRPG’s just lend themselves so well tobeing played on handhelds.
I should have known better than to buy a release version of an Atlus game. New content looks good though and hopefully the new “true” ending is a bit better now than the neutral route because I found it to be a bit lacklustre.