Katana314

joined 2 years ago
[–] Katana314@lemmy.world 1 points 1 day ago (1 children)

I’ve always been okay with keeping gaming libraries digital - but I think the larger console population might be okay with that too if we could disconnect digital games from account-based ownership - the kind where a company can go “Oh, whoops, we lost the license to this fart sound effect. We’re going to have to remove this game from your library.”

[–] Katana314@lemmy.world 11 points 1 day ago (12 children)

I can’t say I like how /Games often circles around negative attention rather than positive.

Activision spent billions on marketing so people will buy these stupid Ultra Editions. Even negative attention gets people thinking about and talking about the game.

Instead, post about the cool indie games out that you think deserve far more attention than this battle pass slop. Let Activision come check up on us and cry because for all their efforts no one even cares to hate on their game.

Theres an asymmetric game out as a demo, called Carnival Hunt. It has a really unique aesthetic, and isn’t all that fun yet, in part because of the formula being refined and players getting better at it. But I like the idea: Rather than TCM’s idea of unlocking doors towards an exit, the survivors, “bunnies”, are trying to climb the floors of a large building, with each method of ascending a floor requiring various tools and making noise. Some ways up are harder to set up but easier to repeat, others only work if the killer is ignoring them.

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

The only occasion I could buy that a “console makes the exclusives” is when the costs are so high that the investors decide a $60 price tag isn’t enough.

That can be alleviated with DLC, or live service bullshit; or it can become an incentive to buy a particular console.

Then, when someone is braindead and doesn’t want a big epic award winning adventure, they’ll use that same console to play Fortnite. Thus, God of War helps sell VBucks or whatever.

It’s a weird analysis, but even though we no longer see console exclusives and it’s seen as a pro consumer move, I also think it was just a way for managers to boost one quarter’s revenue, and it wasn’t really good for the console ecosystem as a whole, especially considering how it would fund future exclusive epics.

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

I think the limit for me was the articles about forced repatriation, where China had snatch squads sent into other countries to force people to return, even when they had broken no laws recognized by that country. Oh, and the Uyghur genocides, which multiple global newspapers have reported on.

I will accept "US Bad". These days, any claim of a large empire being perfect should be treated with massive suspicion.

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

You can get quite a few options at Itch.io if you filter for games that have an HTML5 version, and click through - much faster than installing options from Steam Next Fest. Unity and other small game engines have been perfect for that.

[–] Katana314@lemmy.world 5 points 6 days ago

"We are on the cusp of the next AI evolution, in which we, the tech company, can simply say the word 'Money' to our AI, and it will automatically transfer money directly from our investors into our wallets. Future versions won't require us to say anything, permitting AIs to write their own next press release for budding, just-around-the-corner technology in an E-mail to investors."

[–] Katana314@lemmy.world 9 points 1 week ago (1 children)

A little lesson about technical projects: You will quickly reach 95% completion and have something amazing to show off. Then, 95% of the work is completing that last 5% in order to make the prototype usable.

AI is good at making itself look ready. It is nowhere near ready.

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

I think this is why a certain scrolling shooter at the endgame of a certain game closely located to a tomato didn’t emotionally work for me. I can do the math - it can’t just throw that many other players at the problem to get me through the enemy ships, and the game needed to be playable off the internet since little else of it was online.

[–] Katana314@lemmy.world 6 points 1 week ago (1 children)

The above poster is likely to become a racist terrorist, given their history of comments getting downvoted.

/logic

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

FUNKYHEART: In which the people who wrote that bunny-hopping script for Half-Life 2 speedrunning made a video game, in which they're also strange cyber demon lesbians.

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

For some of the cases where enemies are getting multiple turns in a row, using an S-Break (RT+D-pad) can be a good way to get yourself back on positive ground. If you get a turn, it also helps to give defensive buffs to the VIP before the enemy attacks them.

That said, I have heard that while Nightmare difficulty poses a great challenge to some masochists and optimizers, it's not a difficulty level the developers really balanced around.

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

Just tried it out. I'm unfamiliar with the extraction shooter genre, but it was interesting, I'm not necessarily opposed to tactical complexity for its own sake. I died to a minefield, and then on the next go didn't have a weapon; so some of the mechanics come across a little bit unclear.

 

Something I've picked up on with my gaming preference is stories that don't simply focus on one "mood" for the game, but alter it to fit the situation. Players get a relaxed time exploring or diving into combat, and the world is inviting and colorful, but when the story builds, it puts brutal tests of character in front of the heroes.

Some examples of generally-great games that might fail this test:

  • Silent Hill 2: A game well-known for plumbing the depths of the human psyche. But it's missing any real moments of levity, leading players to pretty much be on guard the whole time.
  • Monkey Island: Undoubtedly a funny game. But since it breaks the fourth wall so much, and revels in its own illogical deus ex machinas to fit the "hero cannot die" tropes, it's never going to make the situation feel tense or at risk even when it tries to (and Telltale did try).
  • Call of Duty: Though a dudebro series, one can't deny the series has occasionally had some great storyline twists. Many of us may not remember them years later though, because as cool as characters like Captain Price are in the moment, they don't form a lasting impression as someone "complete" with flaws and weaknesses, in part because the storyline is often rushing you forward with action rather than poignance.
  • GTA: As a crime drama, pretty much everything is falling apart all the time in GTA, whether it's the plan, the heroes' relationship, or the entire city. There's moments of humor for sure, but little in the game makes you feel "awesome" or heroic, like your violence is achieving something.

Some games that prevail:

  • The Walking Dead: While it is a serious game like Silent Hill, it's more often going to have meaningful, positive and tender moments to settle from the horrors the characters are going through, as well as allowing players to creatively express themselves even if that means having Lee say something boisterous or silly to the other survivors.
  • Yakuza: Sort of the posterchild for these emotional oscillations even within individual side quests. One might start through a silly situation where a man is throwing snow cones in the air, and end with using diaper fabric to simulate a snowstorm - so that a terminal cancer patient has a perfect sendoff in her final hours.
  • Final Fantasy: Thinking of the one I've played the most, XIV, but plenty of the others have had the heroes cross-dress to get back their taken party member, perform in plays for children, before having to dive into hell and confront their dark past, or consider ending an entire civilization to save the world.
  • Ace Attorney: The passion for murder tends to run hot. But, Ace Attorney is good at introducing ridiculous characters that tend to soften the blow. They may take premises as simple as security guards or journalists, and find every way they can to exaggerate their appearance and mannerisms. On the other end, the emotions behind proving the state and prosecution wrong about your innocent defendant are always worthwhile. Even when you do your best, the game delivers some poignant and well-written sad endings as well as many good ones.
  • Metal Gear Solid: Though diving hard into the "Tacti-cool", strategic warfare theme, MGS has always leaned hard into silly and highly characterized moments that have made the hard-hitting ones more impactful, as a result winning it lifetime fans.
  • Borderlands: Thought I'd throw another Western developer on here. I haven't played many of the others, but Borderlands 2 at least mastered the idea of having characters be flippant and silly 80% of the time, but getting you to really care when the jokes drop. A certain few moments around Handsome Jack come to mind in particular.

I've definitely seen that Japanese developers are often better at this form of emotional openness, but this is something that I've wanted to explore a bit more as a prompt; whether people agree this is a good goal for story/theme development, what causes some publishers to stumble in this approach, and especially what indie games people aren't aware of that pull this off particularly well.

 

Apologies for YouTuber link - as some of the sources cited are in Japanese, it’s harder to get to a direct English source. The video description includes links to the Yahoo.jp article.

 

Many of us only view a game's release in passing, and view it as an "event". Groundhog Smasher came out, it failed, and we don't hear of it again. Additionally, many of us associate "online" games with being "live service" - expecting the developers to announce a new skin, battle pass, game mechanic, or character every other week.

But some online games are just purely enjoyable, or get enough unremarkable patches, or sometimes don't even need a high playercount, to be enjoyed for years after the developers stopped emitting news.

This subject also gets confusing with cross-play games; even if one game has hardly anyone in its Steam playercount, sometimes between Playstation and Xbox there's just enough left to garner a following.

Which games do you play, or know about, that most people would've thought to be completely closed down, or at least had totally forgotten about?

 

Given how little libraries advertise, this is something that I found recently. Like many, I missed being able to easily/quickly rent games via Blockbuster. But, it turns out many librarians keep up with modern preferences and keep quite a few games for checkout. Even when the one closest library doesn't have something I want, it's often available in the others on the network.

Especially as Nintendo lifts their prices to $80, this may be something to seriously consider for people that have felt burned just two days into playing a game that isn't as fun as it looked in trailers.

 

Storyline? What kind of lore-addled whackjobs needed a storyline to get invested in two teams of knuckleheads killing each other endlessly in the Nevadan wasteland? Back when I played video games, it was two bleeping and blorping pixels that would gladly use their own guts as a rope to strangle the other. And you were lucky if you got any blorping!

Anyway, it ends on a happy note so you may as well enjoy it. Merry Smissmas!

 

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.

view more: next ›