Honestly, I think the bar for games these days is totally warped. People expect these cinematic masterpieces with ultra-realistic graphics in gigantic 3d landscapes with massive autonomy, extensive character creation options, full voice acting, juiced up complex mechanics, and zero bugs, and they want it yesterday. If it costs more than a full tank of gas they’ll say it’s too expensive, and if it isn’t fully patched on day 1 they’ll call it unfinished.
It seems almost obvious that simpler 2D games are a better and more satisfying alternative in this landscape. No wonder AAA studios seem like they’re racing to the bottom.
How are you supposed to get all that and also have a decent story or a sense of cohesion? We need to simplify.
Having played Palworld a bit, some of the monsters are distinct from Pokemon, but some of them are incredibly obvious clones.
But like, looking back at some of the knock-off toys I remember seeing in the 80s and early 90s? It definitely seems like copyright has gotten more robust in its attempted overreach.
This is the problem with spending millions of dollars on games and focusing on profitability over actual quality or expression. Video games are fundamentally an art medium. You can choose to make some uninspired cash grabbing trash, and can even make a whole company built around that and make profit. But are you going to make a great game that way? Probably not.
You’d be better off with half a dozen people with passion and a comparatively minuscule budget. You might have to scale back from ultra realistic graphics and massive explorable areas with dozens of voice actors, but I don’t really think that makes games any better anyway. A little 2d rpg with really basic pixel graphics can put a big project to shame if it’s made with passion and emotion.
Honestly I mostly just know because I have a big stack of old Game Pros and Nintendo Powers from the 90s and I only ever remember seeing Game Informer in Barnes and Noble once those became a thing.
2006 is a bit late in the game. Game magazines as a relevant medium peaked in the 90s. By 2006 you have a pretty robust internet, what’s the point? Yeah, sure, if you stick them in every single B&N they’ll sell, but Game Pro and Nintendo Power were institutions in the 90s. If you wanted to know about games, that was the way.
Bummer. Game Informer was the leading game magazine when Game Pro and Nintendo Power were around, though? I think not. Game Informer was third fiddle at best.
Privateers tended to obey a sovereign government and do all the pirate things, but directed it against the enemies of the country they were under the flag of rather than just at whoever. Privateers would sometimes become pirates, though. Basically, they’d just keep doing the same job, but for themselves.
The distinction is largely one of who gets to make the rules and do the finger pointing.
Planescape: Torment is extremely replayable. I’ve been playing it every few years since I got a copy in I think like the early 2000s. It may be that this has something to do with having gotten to play it a little bit in the 90s but not having gotten to play the whole thing. There was a lot of anticipation there.
But I don’t think it’s just that. It’s incredibly responsive to choice, and it’s one of the first games I can recall with things like faction reputations and alignments. There’s a lot there to dig through, and even once you have, it’s always cool to wander around Sigil. It feels very alive.
The other one I end up replaying over and over is Shadowrun for SNES. That’s not so much infinitely repayable though as just a really great game that I’m happy to run through.