Several times in Yakuza Kiwami, courtesy of Majima Everywhere system. Basically, you arrive in town completely weak and this dude who is also a yakuza, called Goro Majima, takes it upon himself to “train you up”. For the player this means having to fight him all the time. At first, it’s just meeting him on the street. Then, he starts making ambushes around corners. Then, he starts dressing up as a cop just so he can have an excuse to beat you up. THEN he starts muscling into fights he didn’t even start and it just gets more and more ridiculous from there. I found it super funny just how annoying they made him. In a good way, though!
This is their seventh Borderlands game made in Unreal engine. This isn’t some fledgling indie studio that’s still finding its footing around a game engine. They have 1300 employees, they had 6 years to make this and they have 2K Games’ backing. They have no excuse to release a game in this state, but sure. Let’s blame the customers.
Oh, and I just noticed: the game uses Denuvo, because of course it does.
As a fan of story-driven games, I absolutely am NOT advocating for complete removal of stories in videogames. What I was trying to say is that if Bioware knows that their audience has an attention deficit and is developing the game around this fact, you’re going to get a crap story. And judging by the reviews for Veilguard, that seems to be the case.
If Bioware is dead set on developing games for a crowd that watches twenty-seven thing simultaneously, why develop the story at all?
“What you need to know about your audience here is that they will watch the show, perhaps on their mobile phone, or on a second or third screen while doing something else and talking to their friends, so you need to both show and tell, you need to say much more than you would normally say.”
This is so baffling to me. So you’ve discovered your audience has a limited attention span. I can see that. But for the love of all that is holy, if you know this, why even make a game with a story in the first place? The thing with videogames is that stories can be minimalistic as all hell, or even optional. Just let the gameplay speak for itself and have the story be “defeat the bad guy on the mountain” or something.
Not defending Paradox’s scummy business practices in any way, but by and large Paradox games’ DLC usually came after their games have been out for a while. What’s happening with VtM:B2 is a whole other level of shit.
Project Hel, a DLC for Ghostrunner. The base game was already pretty great, but the DLC added jump trajectories, making movement less ambiguous and improved the frankly wonky upgrade system of the original. It also added a new (albeit shorter) story, a new rage mechanic and you get to play as a cold, unfeeling cybernetic abomination controlled by the villain of the base game.
All of this is to say that I was floored on how much I preferred playing the DLC than the original and I loved Ghostrunner.
I played only a bit of Oolite about 10 years ago and man, this does not look like the same game at all. In a good way, of course! There’s actualy detail on the ships now! Props to the Oolite team!
Matt Turnbull doesn’t have a singular clue what LLMs do and what they should be used for. Except touching up your resume, I think that’s actually a good use for LLMs. However, he also suggested using it as a career coach and even a psychiatrist. That man is a raving lunatic.
Ah, fair point. Still, I’m not too jazzed about Nintendo making their own USB standard. They may as well call it just SB, because there’s nothing universal about this.
Yes, I may have jumped the gun, I apologize. What this initiative is trying to do is important to me and between Pirate Software lying his face off and one of the most prolific gaming publications not getting their facts straight… The amount of misinformation being spread around this topic just hurts my soul.