Kinda figured it would be some bullshit when they were already taking a poll on whether people would be interested in another MGS getting the same treatment, only weeks after just announcing this collection. At least the sentiment was most “Hold your horses and finish this one first, then we’ll talk.”
You mean the event exclusive shit you don’t actually have to pay for (outside of attending the events/seeing social media posts/the few that come with a DLC pack)?
Per Gearbox’s official site for the game:
How do I get Golden Keys? Golden Keys can only be unlocked by redeeming SHiFT codes. You can get SHiFT codes from official Gearbox sponsored events and social media accounts.
It sounds like you have no fucking clue what you’re talking about. Have you ever actually played any of the Borderlands games? Or are you like @Detheroth and considering the event/pre-order exclusive codes needed to unlock golden keys as a lootbox, despite them not actually selling them for money? FFS, you can cheat to obtain these things by just copying your save file, since they’re stored locally on your profile.
If you had argued over the season pass shit, you’d have somewhat of a point, though not anything to do with gambling. But you decided to focus on lootboxes.
The only loot boxes in Borderlands are the actual boxes of loot you find in the game world playing the game like any other box of loot in an RPG. Unless there’s a new one I haven’t heard of that contains MTX loot boxes.
The only loot boxes in Borderlands are the actual boxes of loot you find in the game world playing the game like any other box of loot in an RPG. Unless there’s a new one I haven’t heard of that contains MTX loot boxes.
Star Fox has a secret level with a slot machine as a boss and the only way to beat it is to successfully get a jackpot. It’s as much of a gambling sim as this dude’s game is.
So many I can’t even narrow down a specific one. Many new titles have tutorials that go over generic bullshit like how to move and aim and then don’t tell you how to do anything that’s actually unique to the game itself. I hate that shit.
Really hate having a tutorial objective of “put the goober in the jibjab” but then it doesn’t explain what the fuck either of those things are, and it’s not obvious by just looking at the situation.
Oh, The Ascent did this. Tells you to hack something early on; does not tell you how this is achieved. Everything up to that point was walk up to thing and press A/X. To hack you have to HOLD A/X. But it doesn’t say that. I had to look it up online. Which is stupid.
Dark Souls also. But… It’s hard to be mad at that one, since being vague is literally purposeful game design with those. 🤷🏻♂️
“I’m sorry there seems to have been a problem with your reservation and the command deck suite is unavailable. All we currently have is the garbage mashers on the detention level.”
The best systems I’ve seen so far are super new and janky because they use AI and you just actually fucking talk to them, and are also only in some niche indie games atm. It’s what I’ve always dreamed to be the future of dialogue systems in games since getting into RPGs way back in the 90’s. The systems themselves are perfect; but the AI still has a little ways to go.
Morrowind similarly used this dialogue system, and I truly do like it a lot more than most others, even with a lot of options because it feels more like naturally discovering information and acting up on it, rather than just having a threshold on your stats, or completing quest triggers.
The original is still my favorite. There are some awesome ROM hacks that provide competitive 2-player mode, while keeping the original rules, scoring and graphics.
Marketing. It generally being a good game and part of a beloved series, set in a beloved franchise (D&D). WOTC has been marketing and growing the Hells out of D&D lately. The recent movie and this game are part of that.
The fuss seems to be mostly just the Japanese developers getting butthurt that people in the west got bored of their simplistic combat systems and random encounters, and came up with a term to differentiate the games that, at the time were entirely developed in Japan, that fit this style.
It’s not the Japanese part that made them disliked more. It was the style of gameplay they offered. If you played one, you played them all, basically. They are barely RPGs, taking a more linear, choiceless approach to not only character creation, but dialogue options if even offered, are generally “yes/no” responses to questions that don’t have any real impact.
It took the big developers of these games way too long to actually listen to fans’ very valid criticisms and make changes to these systems, and they still very much keep so many more traditions that the term endures.