What’s frustrating is that the thing that is arguably questionable (the art of some of the characters) isn’t what is the subject of anything. Nope. Ball throwing.
It was the last battlefield I played, and only the open beta. Because it was only during the open beta I remember the absolute blinding flashlights lol. Like a portable flashbang gun.
Tears of the Kingdom was amazing. The only thing BotW did better was how it felt riding on horseback through Hyrule field dodging lasers. But that was the high point, the average experience in BotW was less fun that TotK for me.
TotK really might be one of my top 5.
It’s too hard to really rank every game. I spent a ton of time on Minecraft over the years but haven’t recently. Like over a decade ago I liked gmod and still spent so much time on it but haven’t played recently.
Lately colony management games have been scratching the itch. Do id probably say Dwarf Fortress, Rimworld, and Oxygen Not Included.
I’m gonna push back on this idea. Take Rimworld. It’s also a “have the wiki open” game. The game tells you how long plants take to mature, but there is a mechanic that plants “rest” a certain amount of time that isn’t mentioned anywhere, so the figure is just flat wrong for all plants by some factor (same factor for all plants). I love these types of games, but it’s not an excuse for relying on wikis to explain things.
Plus with games never explaining how some of their mechanics work and not giving you any realistic way to experimentally determine it, why wouldn’t I look it up online?
A big one that comes to mind is stuff like attacks, armor, and HP. Games handle them differently and very rarely tell you exactly how they work.
Banished is so nostalgic but replaying it is so bad lol. I love colony management games. Probably my favorite genre. Rimworld is my favorite at the moment.
I like to set the difficulty high enough to where I don’t feel the game is too easy, but low enough so that I’m not getting frustrated and feeling like the challenge is bullshit.
Edit: Also I proved my gaming prowess back when easy games had not been invented yet.
This is so true lmao. Every time I play old NES games I’m dumbfounded. It’s like half because they’re hard and half because the design is wonky. So much has changed since then.
I guess part of it is because arcade games were meant to drain your quarters and older games sort of followed that style to an extent.
Yeah. Like… Uh. Major spoiler. Don’t open if you haven’t finished.
Frost Punk 1 spoilerThe sheer length of the end game freeze was crazy. Of course, if you knew just how long and how intense it would be then it wouldn’t really be fun to encounter. The fun of that is the surprise of how long and intense it is, even with the game telling you that you need tons of food it’s still crazy.
But even apart from that, there are times when you make decisions based on limited information only to realize there is something that gives you more options soon after, and if you’d pursued that other thing you wouldn’t have needed the first thing. These was a bit of that in FP1 and FP2. I liked 1, didn’t finish 2 but I still liked it. My main complaints about 2 were the UI being wonky and a few mechanics not being very clear.
I appreciate the devs of FP1 making it so buildings didn’t need to be smushed. There used to be this way you could trick the game into shoving more buildings in than it typically allowed, but they just made that happen by default. Changes like this deserve praise. Pointless micromanagement should always be eliminated.
Just give me explicit visual cues on when I’m supposed to party and I’ll be happy. I hate when devs assume I understand what “just about to hit” means.
It’s hilarious to me when people whine to devs that changing the difficulty is bad, because what, do we really want to view beating a single player game as competitive? It’s single player. Who cares.