3D level design where you can get stuck on elements when you just want to move past them. Especially frustrating in racing games or sections where you have to move fast. Controls are just not precise enough to deal with this under stress.
Visible polygons and interactable polygons are not the same thing. Play Banjo Kazooie and Yookah Laylee (including the remake) to see the difference. The latter has you constantly bump into things because the environment is not smoothed out.
On the other hand some studios take it to the other extreme and make you walk almost on rails, childproofing every corner. A good middle ground is needed.
Valve will have a good enough overview on the situation and if they think it will hurt sales they can simply make a statement. They can handle it.
It’s interesting to discuss about the price but being upset about „idiots“ who have wrong ideas and playing hero for a multi billion dollar corporation is something I’m confused about.
Just finished it with all achievements (except final Takezo fight, yet) in about 50 hours. It was a little repetitive yes, but it didn’t bother me much. The setting, presentation and gameplay checks all the boxes for me so I kept going.
But I would’ve also been happy if it was shorter. That’s my general opinion on games these days.
I miss my old Club Nintendo magazines. Shouldn’t have thrown them away. One of them had a huge story about the „upcoming“ 64DD, which then never released outside of Japan. I used to browse through that from time to time, dreaming…
If the customers still buy it in the end, the publisher was right. We will see over time. Maybe there will be a drop in sales but then GTA6 comes along and no one can resist, opening the path for other games.
Even though I’m a huge Zachtronics Fan, I never bought Exapunks until recently. And I love it, of course. I get so much satisfaction out of improving my solutions, I often think about it outside of the game.