TotesIllegit

@TotesIllegit@pathfinder.social

Profil ze zdalnego serwera może być niekompletny. Zobacz więcej na oryginalnej instancji.

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  • TotesIllegit,

    I feel that sometimes realistic graphics are what a game needs- like some simulators or horror titles going for that form in immersion. We’re not quite over the uncanny valley in AAA titles, and pushing the boundaries of real-time rendering technology can lead to improvements in efficiency of existing processes.

    Other times, pushing the boundaries of realism can lead to new game mechanics. Take Counter-Strike 2 and their smoke grenades: they look more realistic and shooting through them disturbs only a portion of the cloud.

    I do miss working mirrors in games, though.

    TotesIllegit,

    I waffle between preferring Jet Set Radio cell shading and hand-drawn pixels on any given day.

    TotesIllegit,

    It’s on Steam, and it’s very short compared to a lot of games so long as you’re not too rusty with the controls.

    TotesIllegit,

    It kept getting delayed so the release really caught me by surprise!

    Hideki Kamiya thinks Japan should be proud of ‘JRPG’ and wants to use ‘J-Action’ (www.videogameschronicle.com) angielski

    He added: “So when it comes to the term ‘JRPG’, this is something that ties into this – these are RPG games that, in a sense, only Japanese creators can make with their unique sensitivity when it comes to creating these experiences. “I think it’s certainly something that should be celebrated moving forward, and...

    TotesIllegit,

    This reminds me of the internet discussions around Avatar: The Last Airbender years back and whether it counted as anime or not.

    TotesIllegit,

    I think Achievements are useful if they’re tracked separately by each save game. Minecraft does this, and I find it helpful when I return to a world save after a long time because I can use the achievements I unlocked to help remind me what I was doing and resume from there instead of looking at what clues may have been left behind.

    I love New Game + mechanics. I think it’s a travesty more games don’t have them.

    I hate excessive collectathons or overly repetitious cutscenes or dialogue. I love TotK, but the end-of-shrine bit got old real fast; I found myself missing pre-BotW heart container hunts where they could just be in a chest somewhere. I also feel exhausted just thinking about all the Koroks; I like trying to 100% save games, and the Koroks start to feel like work after a couple hundred in total.

    I like when fps weapon recoil moves the player view with the recoil, particularly if the view resets back to where the player was aiming as the recoil cooldown ends. It’s satisfying and also gives the player an odd feeling of agency because the recoil mechanic lets them play “can I control the hose?”

    TotesIllegit,

    Fair, but from back when I played a ton on my 360, a large number of a games’ achievements were progression-based, sometimes entirely. That being said, tracking optional challenges within the save game itself can also be helpful in some instances.

    For example, if there are challenges that require you to not use special weapons at all, and then you violate the challenge requirements, it could be grayed out to signify that the player locked themselves out of anything related to completing that challenge in that playthrough.

    Resident Evil 4: Remake already does this to a degree, though my thought is that it would be most helpful in long rpgs, where it may not be clear after loading where you are in story or what you have and haven’t done if the save hadn’t been touched in months.

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