I can’t remember the exact method, and I may even be remembering the wrong game, but I think in Breath of Fire 1 there was an item that you needed that could be sold, or maybe not picked up, and if you didn’t have it, you’d get locked out of a puzzle much later in the game. It was hard to fuck up, but if you did, it was 30 hours of game down the drain.
It really depends on the type of game and how it presents itself.
Some games have a very long and complex story but others might have a shorter story told more indirectly, then there are also multi-ending games which might take longer than a regular story game since you have to replay them. Then there are sandbox games which don’t necessarily have a limit on how long they can be since it’s dependent on how much you want to put into them.
Ultimately in my opinion there’s not really a required amount of time for completion, the thing that I think is most important is whether the games are fun and enjoyable. In the case of story games they can be as long or short as needed depending on how they tell a story.
then there are also multi-ending games which might take longer than a regular story game since you have to replay them.
That’s something I have a hard time doing depending on the game. Sometimes you can get a wildly different experience like in Fallout NV and see your actions having consequences while you play but a lot of the games I have been playing only are linear up until the ending cut scene.
Yeah a lot of times the multi-ending ones don’t offer many unique experiences.
Though there was this one game I played that largely did, it was a Horror RPGmaker game called Red Haze, by far one of the more expansive multi-ending games (so much so that it’s actually not finished, there’s supposed to be 26, possibly 27 endings but only about 3/4 of them are there) the endings might be short or require a lot of steps, and some changes propagate into later playthroughs, some of the endings also require you to have done other endings for them to work.
It’s a very interesting concept but unfortunately not many games implement multi-ending in this way since it takes a lot more work to do.
King Kong for the PS2 had a fire puzzle, where if you dropped the torch in the last section, you couldn’t get a new source of fire. So you were stuck at a section where you had to burn away wood in the path forwards, but couldn’t go backwards to get the fire.
I almost softlocked myself in The Evil Within (the first one). I’ve used up most of my ammo before walking into a boss fight and I just barely managed to beat him by using everything I had. It does give you ammo before the fight but it isn’t enough to win, I imagine it would be easy to softlock there. I remember spending a huge time making sure all my shots land so I don’t restart.
It’s not quite what you’re getting at, but in Bubble Bobble Revolution you can’t pass level 30 because the boss doesn’t spawn. It’s a soft lock but there’s nothing you can do to avoid it, and the game is on the DS so there’s no updates to fix it :D
Yeah but every NBA game gets flooded with negative reviews and these people will buy it again next year. It doesn’t matter how many negative reviews it has if it sells well.
I always have a laugh when half of these reviews are “wow guys this poorly rated game that everyone told me is garbage turned out to be garbage. They’re making the same game every year!”, fast forward to them posting the same review next year.
I got Madden 22 for free and for awhile I was enjoying it. It was my first Madden game since the 360. So I start going to forums for the game, and every single post was about how bad the game is, highlighting ridiculous bugs, shitty AI, missing features.
Then details about Madden 23 started to come out and everyone that was tearing 22 apart was absolutely in love with every little thing that was shown.
Man I remember being on the Gamefaqs forums back in like 2005 or so, and people were complaining about this exact scenario back then. Some things never change
Stalker: Shadow of Chernobyl. If you were too lazy to trek back to Cordon after deactivating the miracle machine (I think), you couldn’t get the true ending without abusing glitches and bugs.
Mine’s 15 now, but back in the day I used those bootlegged Steam clients that allowed me to run Garry’s Mod for free. Those were the hackey, piratey times of 700MB aXXo DVD rips that took 1 hour to download.
Honestly, I'd completely forgotten that Embracer had bought out Gearbox. Curious to see who ends up acquiring them, if anyone actually does. Also have to wonder just how many studios Embracer is going to end up selling off or shutting down by the end of this.
Full model replacements are typically not hard, especially if theyre being used as a replacment for already existing assets vs creating a new asset and item id for.
Its like the modding scene for both brawl and umvc3.
It only starts off with replacing already exiting assets, but it wont explode till you figure out how to add custom assets. Brawls point was when project m devs found how to add character slots, umvc3 was when they figured out similar + making fully custom models/animations without having to borrow existing ones.
You need the tools to exist to get to the blowup point.
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