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ampersandrew

@ampersandrew@lemmy.world

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

ampersandrew,
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He’s arguably the best investigative journalist (of a very short list) in video games.

ampersandrew,
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They’re also one of the few studios out there that can manage California salaries, remain a multi-project studio, and not scale up so fast that they’re trying to build games they can’t afford to make.

ampersandrew,
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People see Avowed and wish it was Elder Scrolls, or they see Outer Worlds 2 and wish it was bigger or something. I’m not really sure why these people come away with the criticisms they do, but in my opinion, Obsidian made two of the best games this year, and those games were rated in the low 80s on average on Open Critic.

ampersandrew,
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Like that the story is bifurcated and that the combat in the late game is parry or die?

ampersandrew,
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Good for them. Did they do it without dodging too?

ampersandrew,
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Sure do. I got good and still have this criticism.

ampersandrew,
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I have a criticism or two about one video game, and you leapt to “gaming isn’t for you”.

ampersandrew,
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My experience was my experience. I’m glad for that person that they found that build. I did not, and I’ll wager most others didn’t either. The last third of my game was spent pumping points into defense and vitality to alleviate the issue, but it was a drop in the bucket. This is like when I vented frustrations with RE2 remake’s scaling difficulty, and someone pulled up, “Well, speedrunners don’t run into this issue, because…” I’m not a speedrunner. I’m a guy playing the game for the first time, and I used the information in front of me to make the best choices I could, and I still came away with criticisms. In CO:E33, it led to situations where the damage was so high and the action economy so constrained that it was faster to throw the fight and reload than it was to take a hit on the first turn and recover from it, and that sucked.

ampersandrew,
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I beat the game on normal difficulty. Believe it or not, you can be good a thing and still dislike it. And I like the game, for the record, but my criticisms of how much weight they give to certain parts of the combat, which changed somewhere around the back half of act 2, mind you, hampered my desire to do more of it in act 3.

ampersandrew,
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If whenever a game says “this is how you play the game” and your response to that is “it shouldn’t be”

That response is what a critique is. Metroid Prime 4 says, “you play the game by collecting these green crystals,” and many critics said, “it shouldn’t be.”

ampersandrew,
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No, it doesn’t. My problem is that missing a parry, on an animation I haven’t seen before and haven’t been able to learn the tells of yet, which are purposely full of misdirection to make it tricky, was overly punishing during the learning process. Succinctly, it’s that there’s not enough fault tolerance later in the game. The parries feel great. The road up to learning the timings was frustrating the further into the game I went.

ampersandrew,
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Looks like you put words in my mouth when I was keeping it short.

ampersandrew,
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Sounds the same to me. You do lose nuance in brevity, but I didn’t expect someone to see that and think I don’t like video games.

ampersandrew,
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I disagree with your criticism of my comment.

ampersandrew,
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This is misplacing cause and effect. The shift to digital has been happening for years now. They cut physical production because fewer people were buying it.

ampersandrew,
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There is no digital store for DRM-free digital movies and TV shows, and I hate it. Hollywood’s crying about the implosion of its industry, but they’ve operated as a cartel that stands in the way of stuff like this for a long time.

ampersandrew,
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What do you play the digital media on?

ampersandrew,
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And that’s worth talking about in relation to this article too. But also, you buy those devices at retail, and we’re down 27% from last year.

ampersandrew,
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Prices are not going to come down. If they could get a Switch 2 in your home for $300, they would. The component parts are too expensive.

ampersandrew,
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The funny thing about Disney, and believe me, I don’t want to defend them here, is that they’ve found ways to admit and fit far more people into the park as demand rose for a thing that inherently has fixed supply. More or less the same thing is happening with GPUs and memory right now as AI demand is sucking up so much supply and they can’t be produced any faster. The supply can’t increase, so the prices go up. They have to. Nintendo and Sony both know they stand to make more money after the fact if they sell you a cheaper console, but they can’t lose $200 per unit either, or there’s very little chance they make a profit on it ever.

ampersandrew,
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Insider information of what? Increases for memory and GPUs are covered by basically every news outlet that covers tech right now. That $7 to copy a file is exactly why they’d want to get a Switch into your home for cheaper if they could. You get multiple Switches in the same home by making it accessibly priced, and Nintendo knows that. Walled gardens suck, and that’s where their money is made. Right now, Nintendo is absorbing some extra costs above and beyond where they expected (like tariffs) by charging more for accessories rather than raising the price of the base unit, but there’s a good chance they lose their stomach for keeping the Switch 2 price where it is as we run into more of these supply issues.

As far as Disney, don’t care. Unless there is armed security guarding your shit, $175 is just extortion.

Even ignoring the fact that cars and parking them is about the least efficient use of land you can have, the only alternative is that they keep prices low but then there’s a lottery or a waiting list to get in. No secret as to why prices just went up.

ampersandrew,
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The market was just way smaller back then. Video games weren’t a mainstream hobby yet.

ampersandrew,
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We all want things to cost less, but as adults, there are realities to acknowledge as to why they can’t. I never said they’re not making profit on their hardware, but their actions (announcing prices and then raising them above their competitors after tariffs were revealed) indicate that their margins are probably not very high; marketing one price and then changing it is a tangible expense that companies don’t like to do if they don’t have to. This report that we’re commenting on shows that even being the only new console this year is not enough to make it a hot holiday item.

ampersandrew,
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They tried. They can’t sell movies that the rights holders won’t allow them to, and the studios all kind of unanimously decided not to do this.

ampersandrew,
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And there’s also the fact that many game releases now suck

I don’t think I’ve ever had more great new game releases, personally.

ampersandrew,
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Because the new ones are great. There has been no shortage of bangers for the last few years.

ampersandrew,
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There’s an enormous jump in quality of story, presentation, and quest design between D:OS2 and BG3, and the RPG mechanics are very different. It’s worth a shot, seriously.

ampersandrew,
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I played through this series for the first time in the past couple of years, and I had no idea about this line, so I got to experience it fresh like everyone did in the early 00s. Absolutely amazing.

ampersandrew,
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The first Divinity was called Divine Divinity, and it was closer to Diablo than Baldur’s Gate. As per this interview, this game is going to be the same style as BG3 and the Original Sin games.

ampersandrew,
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Sure is!

ampersandrew,
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They said very little about what that new engine entails, but much like Starfield, I suspect it’s largely reusing their old engine and only remaking select parts of it. Larian is doing something in the RPG space that, to me, makes nearly all of their competitors feel outdated, and it makes sense to me to make their own engine to do that as efficiently as possible. To make one of their games in an off the shelf engine like Unreal, with all of the bespoke physics objects and the ways every entity interacts with spells, elements, and other effects, could easily result in huge performance costs above and beyond what we saw in Act 3 of BG3.

ampersandrew,
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Much less is determined by engine than the average person thinks. Andromeda wasn’t a new engine; it was an engine that was made to make Battlefield games that then had to be used to make action RPGs and racing games after the fact. Capcom made an engine for the games they had in mind 10 years ago, and it’s fantastic at Resident Evil, Devil May Cry, and even serving as an emulation wrapper, but it’s showing cracks under the support for open world games that they added more recently. Larian’s engine is made to support the systems driven RPGs they conceptualized in the early 2010s, and there’s little chance some other engine will do it just as well or better without plenty of custom code anyway. Ask Digital Foundry about all of the “optimization” Unreal 5 has done for developers already.

ampersandrew,
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From the other Larian article in this community, it seems their engine improvements are largely things that they claim will allow them to iterate on ideas faster, like going right from mocap to a usable animation more quickly.

ampersandrew,
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Keep in mind that also comes with Vincke championing AI, and though he says no genAI assets will make it to the final product, there’s still some dissent. Here’s hoping though.

ampersandrew,
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I think very little about AI compared to most people, for or against, but it largely seems to me like a solution in search of a problem, and it’s very cult-like how many CEOs get on board with it so quickly despite its very public lack of actually good results. On paper, the way Vincke describes their use of it sounds fine to me, but hopefully he’s not doing something so idiotic as to mandate its usage, as is happening at workplaces for friends of mine right now.

ampersandrew,
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They do say it sometimes, like Microsoft admitting defeat on this year’s Call of Duty. It’s not, “We’re going to release a mediocre product,” but when they say, “We hear you, and we’re making changes” or “we’ve made the difficult decision to…” or “we’re trying to stay agile”, that’s usually what it means. Beyond just hyping up their next product, there’s substantive information in here, like engine upgrades, expansion of the studio, reduction in production timelines, the damn genre of the video game (because that wasn’t a foregone conclusion given this series), etc.

ampersandrew,
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There are too many games I want to play and not enough time to play them, and with a programming background, I decided to basically use Agile methodology to schedule which games I can reasonably finish in a given month. I’ve been tracking my completion times and comparing against How Long To Beat to get good ballpark estimates. This year, I’ve beaten 30 games, 15 of which came out in 2025, and I think I can beat 3 more before the year is done. When a new game comes out, I don’t like to play it unless I’ve played the earlier / mainline / canon entries in the series, so not only did I play Borderlands 4, I played through 1-3, the Tales games, and the Pre-Sequel. I played through the first three Mafia games and intend to play The Old Country once the Steam sale starts. I played not only Kingdom Come: Deliverance II but also its predecessor.

Speaking of KC:D2, that’s the best game I played this year, by quite a margin. Obsidian put out two great games this year in Avowed and The Outer Worlds 2, but despite obviously sharing a lot of the same bones, they deliver quite different experiences. Dispatch was a treat. Split Fiction was what I wanted as an iteration on It Takes Two. Borderlands 4 continues what Borderlands 3 set up in making its systems fun for math nerds. Clair Obscur: Expedition 33 was fun and novel in so many ways, and I love the story behind its development; I do wish that I loved the execution of its story more, and I wish the combat wasn’t so feast or famine, but those things didn’t seem to bother most people. The Alters might be the most slept on game in 2025 relative to its quality; seriously, it’s a great story, and it’s nice to see that level of presentation in a game of its scope and genre. (A lot of Unreal 5 games in that list…)

ampersandrew,
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This series is pretty crazy to play through back to back, because they have to escalate so many times.

Borderlands 1 has the flattest progression curve of the series, and I say that in a good way. I very much prefer flatter progression curves in RPGs, or loot games in this case. It solves a lot of problems with scaling difficulty, eliminating grind, and so on. That said, this is the only game in the series that checks this box. This one sticks fairly close to its North star of Halo meets Mad Max; the premise is simple and it works. I played Roland, because the turret seemed to be helpful when playing solo.

Borderlands 2 is where it finds its identity that it’s known for; actually, they sort of found that identity in the DLC for the first game, but here the characters get much talkier. It comes with a major upgrade in game feel and pacing.

The Pre-Sequel is the blandest of the series by far. The characters are boring, and the elements they use to spice up the formula are not very spicy. The boss fights are well designed though, even in a way that gives it something it does better than 2. But something else interesting happens in this game. I played the class where you get a little drone that comes along and marks targets. Later up the skill tree, this gives you access to a little mini game of killing the guys that you marked to extend the timer of your active ability, plus one or two other gimmicks that create a positive feedback loop. This makes the moment to moment decision making far more interesting in a fight, but it’s a shame how boring a lot of the game can be otherwise.

Tales from the Borderlands is probably the only truly standout writing in the series.

Borderlands 3 is one I seemingly enjoy more than most people. The villains are terrible, I’m sure we all agree, but what’s important to me about the writing in this series is that it has personality more than anything else. I’m not really expecting to hear a ton of great jokes, though I’ll admit I consider the part with Ice T in the body of a teddy bear to be pretty damn funny. The mini game that I noticed in Pre-Sequel that creates a positive feedback loop? It’s kicked into overdrive here. Building out my skill tree is so much better and more interesting than in its predecessors, and there’s yet another major upgrade to game feel over 2 and Pre-Sequel. The decision making in each fight is all about that feedback loop rather than just mindlessly shooting until health bars deplete. I really enjoyed this game. I’m somewhat new to the loot game genre in general, but I have finished Titan Quest before this series, and this positive feedback loop seems to be a relatively recent innovation in the genre; maybe around Diablo 3? I took a brief walk through some other games and couldn’t find anything like it.

New Tales from the Borderlands should have been thrown right in the garbage. It is the worst writing in the series by far.

Borderlands 4, I have yet to finish, but I’m probably 3/4 of the way through, and this time I’ve got a co-op partner. It stands on the shoulders of all the improvements in 3 and adds some new movement stuff as well as some subtle changes to the general design of classes. I once again play a gadget class, but even though my class was functionally nerfed, the way they did it made it more interesting to play. Even with a performance patch, the game still runs pretty shit, but I’m having a good time. The open world may actually be a detriment compared to the old way the game did things, but not so much that it’s a huge drag.

If I’m picking favorites, at this point, it’s a tough call between 3 and 4.

ampersandrew,
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If your computer is good enough to browse the modern internet, there’s probably tons of great old or low-spec stuff to play.

ampersandrew,
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Did you ever play them back in the day? I emulated old games for years before I realized how much some of them were designed to be viewed on a CRT. CRT shaders have gotten to be pretty good these days, and it does a lot for the experience for me.

ampersandrew,
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Hundreds of people worked on that game, as many as some AAA games, and yet games like Blue Prince, from a solo developer (or very close to it?) had to compete against that?

Moby Games lists 121 people in the credits for Blue Prince and 416 for Clair Obscur. At some point, the number of people who worked on a game is nearly arbitrary once your publisher enlists a QA contractor or starts localizing to more languages. I don’t think it’s ever been murkier territory to try to classify a game as indie.

ampersandrew,
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What we think of as the rise of indie gaming was when they started getting publishers to promote them. You needed one in order to be listed on XBLA back in the day.

ampersandrew,
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Xbox 360 and Summer of Arcade are major pillars in bringing indie games into the spotlight around exactly that era. There may have been Darwinia and Ragdoll Kung Fu on Steam at the time, but it was the likes of Braid, Super Meat Boy, Bastion and such that really came up within the XBLA promotions.

ampersandrew,
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I played quite a bit of Pocket Tanks, but there’s a huge gulf between that and the public consciousness that came up around indie games in the summers of arcade.

ampersandrew,
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I have now caught up to where the show left off, and I’ll probably pick up the comics during an imminent sale somewhere. I did hear that this game would have an original story, and given all the deconstruction of its genre that that show does, it gets me excited that they’re doing something similar for tag fighting games. A riff on Storm from Marvel vs Capcom 2 would be perfect for that.

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