Katana314

joined 1 year ago
[–] Katana314@lemmy.world 1 points 1 day ago (1 children)

This may have been my thought.

I was never so deeply in favor of the acquisition, but I did find the focus on exclusives hypocritical. Microsoft had already made many of their games available cross platform, while Sony had not at the time.

[–] Katana314@lemmy.world 5 points 2 days ago

Garry's Mod. Basically a gateway drug to hobby animation, and in some ways not so far off from the modding tools used to make it.

If you've watched stuff like Heavy Is Dead, they're usually made with it. Some more professional-looking stuff is instead made in "Source Filmmaker".

[–] Katana314@lemmy.world 2 points 2 days ago (1 children)

I tried out Portal RTX, found the room where the light ball is casting shadows all around. It looked nice; but I also felt like I’ve seen the same effect imitated with regular rendering. Sure there might be slight differences, but I wouldn’t have spotted them.

[–] Katana314@lemmy.world 5 points 3 days ago (2 children)

Much as I trust Sony more than Meta, part of the issue is that 80% of the cool stuff from VR comes from indie teams running an ItchIO page or Patreon, not established publishers.

Supposedly, PSVR2 can work with PC now but I don’t know how refined that integration is.

[–] Katana314@lemmy.world 7 points 3 days ago (2 children)

I still see the PS5Pro as a bit dumb, but also not sure what Sony could easily do around this problem.

We’re at the graphical plateau where any improvements become extremely expensive, and increasingly hard to notice. Sure, we have 4K TVs and we’re not quite able to play all our games at 4K 120fps, but very few people care about that level of detail. Honestly, I don’t even know what Sony may be planning for the PS6 while still keeping it at a reasonable price.

[–] Katana314@lemmy.world 27 points 4 days ago* (last edited 3 days ago) (1 children)

The way in which Half-Life maintained a continuous viewpoint over long stretches of gameplay and landscape was always so immersive to me. Games like God of War and Dead Space did something similar, but Valve had an additional challenge.

They almost never take player control, instead relying on mere hints of where to look; they even have the character sequences scripted for wherever the player was standing. That all usually took a lot of their effort.

I could be biased because I even enjoyed toying with their choreography tool, which let you layer simple gestures together; so without making a new animation, you could have someone both lean forward and nod right, and point their thumb right.

[–] Katana314@lemmy.world 6 points 4 days ago

On enemy variety, I see the critique of games like Zelda: BOTW and even realistic games like Hitman. Something those games have in common is very well-made enemy AI that presents you many ways to defeat them.

[–] Katana314@lemmy.world 1 points 4 days ago

Half-Life: Alyx spoilersIt's gonna be wild watching Valve try to explain that Eli was brought back from the dead in a prequel game that took place years before Half-Life 2, that 90% of their fans couldn't play.

[–] Katana314@lemmy.world 3 points 1 week ago (1 children)

It sucks that music replacement is almost expected. A track was popular once, they’ll ask for 30x royalties on the next go.

[–] Katana314@lemmy.world 2 points 1 week ago

Not that it succeeded long term, but I salute Apple Arcade’s venture on this. It’s a subscription service that aimed to highlight iPhone games that had no monetization, and were usually small indie games with a fun idea.

[–] Katana314@lemmy.world 2 points 1 week ago (1 children)

If you hate Windows 11 and don’t mind tinkering, I’d almost think Linux would be a better option especially if your preference is for retro games.

[–] Katana314@lemmy.world 8 points 1 week ago

Decentralization is a bit like showing people "Here's how to make friends. I won't actually introduce you to anyone, though." I kind of want to at least get a starting point off a general topic.

 

For game designers, encouraging aggression is often a good thing. Too many players of StarCraft or even regular combat games end up "turtling", dropping initiative wherever possible to make their games slow and boring while playing as safe as possible.

But in other games, often of multiplayer variety, hyper-aggression can sometimes ruin pacing in the other direction. Imagine spawning into a game with dozens of mechanics to learn, but finding that the prevailing strategy of enemy players is to arrive directly into your base and overwhelm you with a large set of abilities, using either their just-large-enough HP pool, or some mitigation ability, while you were still curiously investigating mechanics and working on defenses.

Some players find this approach fun, and this may even be the appropriate situation for games of a competitive variety, where the ability to react to unexpectedly aggressive plays is an exciting element for both players and spectators.

Plus, this is a very necessary setup for speedrunners, who often optimize to find the best way of trivializing singleplayer encounters.

But other games have something of a more casual focus, which can give a sour feeling when trying to bring people into the experience without having to reflexively react to players that are abandoning caution. Even when a game isn't casual, aggression metas can trivialize the "ebb and flow, attack and defense" mechanics that the game traditionally tries to teach. This can also lead to speedruns becoming less interesting because one mechanic allows a player to skip much of what makes a game enjoyable (which can sometimes be solved by "No XGlitch%" run categories)

So, the prompt branches into a few questions:

  • What are fun occasions you've seen where players got absolutely destroyed for relying on various "rush metas" in certain kinds of games, because witty players knew just how to react?
  • What are some interesting game mechanics you've seen that don't ruin the fun of the game, but force players to consider other mechanics they'd otherwise just forget about in order to have a "zero HP, max-damage" build?
  • What are some games you know of that are currently ruined by "Aggression metas", and what ideas do you have for either players or designers to correct for them?
 

This might be a slightly unusual attempt at a prompt, but might draw some appealing unusual options.

The way it goes: Suggest games, ideally the kind that you believe would have relatively broad appeal. Don't feel bad about downvotes, but do downvote any game that's suggested if you have heard of it before (Perhaps, give some special treatment if it was literally your game of the year). This rule is meant to encourage people to post the indie darlings that took some unusual attention and discovery to be aware of and appreciate.

If possible, link to the Steam pages for the games in question, so that anyone interested can quickly take a look at screenshots and reviews. And, as a general tip, anything with over 1000 steam reviews probably doesn't belong here. While I'd recommend that you only suggest one game per post, at the very most limit it to three.

If I am incorrect about downvotes being inconsequential account-wide, say so and it might be possible to work out a different system.

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