Coelacanth

joined 1 year ago
[–] Coelacanth@feddit.nu 3 points 5 months ago

I have a deep love for Greedfall. I think it's sadly pretty underrated. It's very janky, and time and again it's non-AAA nature rears its head, but it has such heart behind it. The good parts are worth powering through its flaws in my opinion, and it's not like they were asking for €60 anyway.

Like you say, the lore and world building is really quite interesting and I loved what they did with the language. Managing to create and enforce consistent accents for all the natives goes such a long way towards maintaining immersion.

I'm very curious how the sequel will turn out. Teer Fradee was the best part of the game for me, so knowing that it's a prequel taking place on the mainland makes me a little hesitant.

[–] Coelacanth@feddit.nu 7 points 5 months ago

I'm not fussed about the minimap, I play with it off anyway. I might turn off the compass too if given the option, I like checking the PDA for directions.

The ammo though is a travesty to me. Maybe I'm overly sensitive but for me it's such an immersion break, and these games thrive off of immersion. That's the whole dang point! Interchangable ammo is such a "video gamey" thing that every time I loot a container and see "assault rifle ammo" I'm going to be pulled out of the zone mentally.

[–] Coelacanth@feddit.nu 10 points 5 months ago (1 children)

Tuulik was a real one and I would have been very interested in his spinoff. He was really the last bastion of the old ZA/UM as one of the co-creators of the setting (having been part of the original Elysium tabletop game sessions with Kurvitz et al). Him getting fired a couple of months ago was pretty much the final nail for ZA/UM.

But hey, at least the Disco Elysium mobile game with 0 original creator participation is still under development!

Look forward to a harsh wasteland as the pale is slowly encroaching upon the world! Visit memorable locations like the Whirling-in-Rags and the Fishing Village as you fight off the terrible pale-zombies! Test your skill in our weekly reset "Mercenary Tribunal" challenge mode for in-game currency, cosmetics and more!

Play as the drunk detective Tequila Sunset - or roll for more champions in our exciting gacha system, each with unique gameplay! Having trouble dodging? Our first featured character "Mega-Rich Light-Bending Guy' can turn invisible thanks to his net worth! Check him out before the banner ends!

Play free today*

*Contains in-app purchases

[–] Coelacanth@feddit.nu 2 points 5 months ago* (last edited 5 months ago)

They shouldn’t have to compromise on the unique experience and simplify it for everyone and ruin what makes them good.

When was this ever about compromising the vision or changing the games? I thought this was about the use of guides while playing.

I'm perfectly happy for all the players who spend thousands of hours scrounging every surface, making conspiracy-boards out of item descriptions and feverishly figuring out every hidden secret in these games by themselves.

It's still completely valid to enjoy all the rest the games have to offer and look at the wiki for how you access the secret area with the hidden boss.

[–] Coelacanth@feddit.nu 5 points 5 months ago

Arguably the first Dark Souls is one of these. Most of the classes push you towards shields as the cornerstone of defense. The studio felt like this overemphasis on shields was such a mistake they took 2 whole games (Bloodborne and Sekiro) in an almost entirely shield-free direction to teach players there were other ways.

That's more the studio changing design philosophy rather than the game giving poor hints, I would argue. Shields are very viable through all of DS1.

[–] Coelacanth@feddit.nu 16 points 5 months ago (3 children)

But that’s literally the point of these games compared to everything else that’s out there.

I don't think that's entirely true. There are lots of people who play them mostly for the challenge of learning and beating the (mostly) well designed bosses.

Where else do I get cryptic puzzles and unforgiving exploration without a map full of markers?

Outer Wilds? Subnautica?

[–] Coelacanth@feddit.nu 39 points 5 months ago (32 children)

FromSoft sort of brought it upon themselves with their design philosophy to be fair, going back at least as far as Dark Souls. Selling a DLC and having it locked behind a convoluted puzzle you wouldn't figure out without a guide was certainly a choice, for example.

[–] Coelacanth@feddit.nu 3 points 5 months ago

I played Origins recently and heavily modded it too. That engine should not be touched, if it is ever revisited it will have to be in the form of a full remake. Which, I think, the odds of it ever happening has to be near zero.

[–] Coelacanth@feddit.nu 7 points 5 months ago

I wonder how they'll deal with James McCaffrey's passing. I can't imagine the game with someone else's voice, and I can't imagine just using the existing recordings from 20 years ago would be enough for a modern remake (unless it's literally retelling the story frame by frame, I suppose).

Regardless, I'm very hopeful about this project and I'm glad Rockstar let Remedy do this. The Max Paynes are true classics and hopefully this can introduce a new generation to those stories.

[–] Coelacanth@feddit.nu 12 points 5 months ago

Yes, definitely! Using the !community@instance.tld works well for communities, but linking to posts is a bit of a headache honestly.

[–] Coelacanth@feddit.nu 6 points 5 months ago

I don't know about complex, but pimping out your spouse is pretty dark (though it's mostly played for sex jokes so I doubt it's intentionally so).

[–] Coelacanth@feddit.nu 9 points 5 months ago

God I wish this game turns out to be so fucking good. Please be GotY worthy, please.

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