Tumgik
#i enjoyed the loot the environment and gameplay
dotssu3 · 1 month
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jotchua
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thevikingwoman · 7 months
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Top Ten Video games
thanks @keturagh for the tag!
as this list shows - I'm not young, and I started out with PC gaming, where truly my love for gaming was built. It was hard to pick 10 games - for being a "gamer" I don't actually play a lot of games, and there's only a few games that really stick out as truly noteworthy over time to me. Criteria is muddled - games that are great, games that are fun, games that defined a moment for me. Yes, there's a certain amount of nostalgia too here. I've by internal logic excluded text-based IFs from considerations.
Tagging @myreia @galadrieljones @galadae @roguelioness @redinkofshame @lilas @coldshrugs @allaganexarch @a-shakespearean-in-paris if you want! And anyone else! tag me!
Civilization
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I refuse to pick one, but I'll probably go with IV if I had to, just because of the music and I think it's where they introduced cultural victory. Civilization was the first video game I brought with my own money, and yes that's an old pic of all the boxes (I don't have the Civ I box 😭but I still have the disks and manual). I also have Civ VI, but no new pic. Civilization is genre defining, a PC gaming defining game - there is no other game like it.
2. Diablo II
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I played so much Diablo II - it was such a fun game full of fun gameplay. It was also the first game I truly played online - meeting new and wonderful friends and got embroiled on online drama! Diablo II was just sheer fun, from the builds to the loot to the secret cow level. The cut scenes were phenomenal, the one above is still one of my favorites of all time - the shattering of the world stone. Tyrael was possible my first video game crush, yeah just the wings and voice, don't @ me
3. Warcraft III
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I played so much Warcraft III. The gameplay was fantastic, just a great RTS. It had humor, but also possibly the most heartwrecking storyline I've played - the fact you get to play out Arthas decent into evil was a stroke of gameplay and storytelling genious. Coupled with this era of Blizzard's cinematic department, the hands down best cut scene ever. This remains a top game for me.
4. Mass Effect
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What can I say? Mass Effect is fun to play, has a pretty great and well written story - it's one of a kind to be honest. I don't do shooters, but I do do Mass Effect.
5. Pharaoh
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I love city building and this was the best one. IS the best one, as this is remastered on steam. I'm currently playing this, and this is from the other night. I love this! pyramids! logistics! production! bright colors!
6. Dragon Age Inquistion
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would be weird if I didn't include this one, right? I love the game and I love all the stuff that lives in my brain because of it. Also I do think the combat is fun? I think mechanics and environment wise it's also the best of Dragon Age.
7. Assassin's Creed Odyssey
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I had a hard time picking between II (best boy Ezio, Desmond), Origins (pyramids! BAYEK and AYA, the mature story!!) and Odyssey - in the end I think Odyssey won because of the feel of AC - assassin, the vast explorations, the many quests, and ofc yelling in DMs over lost love. Not to forget - clop, clop, clop, the fake minotaur quest.
8. Jedi: Fallen Order
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Look, I don't like platformers or difficult combat, but story mode hit the spot, and the story was SO good. Cal Kestis is my son in my heart, the story and his character touched me.
9. World of Warcraft
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well, the sheer amount of time and investment I put into this game count for something. At some point it seemed like half the world played it, for good reason. I don't think I can go back, but WoW was the first MMO I truly enjoyed, and I love the art style so much. and I got to turn into a demon for massive damage, and endlessly frustrate my healer. Infinite mana, baby, just heal me
10. Master of Orion II
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another old 4x game, this just hit the spot somehow.
other contenders: Geometry War Retro Evolved, Tetris, the MasterMind game my dad coded himself and we had a vicious family competition for the leaderboard, Settlers III, Heros of Might and Magic (but I don't recall which version I loved the most), and Warlords (the original DOS game)
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aurrymaycry · 1 year
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Hi-Fi Rush: a rebellious, punk, major piss at the current Game Industry.
It's a simple promise, really. One we've all wanted at some point during our childhood or teenagehood: We'd imagine a scene in our head. A fight, a conversation, going from point A to point B, anything, to the beat of the music we'd be listening to. Don't lie, I know you've done this, and all of us wished for that to happen in real-life in some way, shape or form. Hi-Fi Rush tell you from the get go it will deliver on that front and realize your dream, as almost every single aspect of the game is tied to the rhythm of the OST.
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We'd imagine a scene in our head [...] to the beat of the music we'd be listening to.
You have an rhythm indicator at all points, but it's not just the music that guides you: The ennemies talk and move to the beat, the environment moves to the beat, your character's idle stance is dancing to the beat, all of that to condition you to what the game wants from you. And that suffices to immediately bring satisfaction to the player. Press button to the beat, game rewards you for it. You have a weak and fast attack, a slow and powerful attack, a parry, a dodge and that is all that you need to play the game. No need for gear with stats that you don't understand that will give a false sense of progression like in more recent productions. You will feel yourself getting better by just playing along.
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No need for gear with stats that you don't understand
And even so, you don't have to play along. Even if you choose to disregard the main gimmick, the game will still be beatable like a regular beat 'em all as the game comes with a wide array of accessibility features and easier difficulties that let everyone enjoy the show. Now, this is formula unapologetically taken from the Devil May Cry series (understandably so when the game's lead designer is the same as the original DMC & Bayonetta, games that defined this specific genre of beat 'em all gameplay): It will encourage you to play along however, and the further you'll advance, the more the game with ask of you, without ever being out of your reach as a player and the more it will reward you for succeeding, not through materials or loot, but with the feeling of having done something really fucking cool. Inspiration from it's big brothers doesn't stop there, however. Tango Gameworks' secret baby pays hommage ludically, but also aesthetically to the games that came way, way before.
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Tango Gameworks' secret baby pays hommage ludically, but also aesthetically to the games that came way, way before.
From the moment you turn it on, you can see the bright colors, the bubbly character design and vibrant personality the game exhudes, the one you'd get from entering the room of a 16 year old teenager during the 2000's. The pop-punk aesthetic, mixed with a refined cel-shaded artstyle won't fait to remind you of Dreamcast games of old, like Jet Set Radio or Space Channel 5, games where the music also were focal points of interest. We've gone through the Devil May Cry influence already, but we can feel it in the gameplay loop of linear levels that are still large enough for exploration, (with all the little secrets and challenges and enemy rooms along the way) and the control scheme itself as well, hell the even has game has a Style Gauge, the signature mechanic of the DMC series. The cast of characters feel like they've come out of an Edgar Wright movie, and that Chai, the main protagonist would fit right along the likes of Shaun from Shaun of the Dead and Scott Pilgrim. And lastly, the whole rhythm schtick can definitely string that Guitar Hero chord somewhere. All the game's I've cited were games of the 2000's and 2010's generation of games. All of these games were experimental products of their time that carry all the youth, innocence and simplicity of bygone times, for both the player and the industry. Hi-Fi Rush does its best to recapture that feeling and pay its respects to it.
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The main protagonist would fit right along the likes of Shaun and Scott Pilgrim
A trend that carries over to the music as well. Though mostly original works by Reo Uratani (Monster Hunter Series, Ultra Street Fighter II) and Shuichi Kobori (Metal Gear Solid Series, The Evil Within), Hi-Fi Rush continues to borrow from millenials' teenagehood by featuring groups like Nine-Inch-Nails, the Black Keys, Number Girl, or even The Prodigy. Number Girl in particular must be the most niche, underground group to be selected here. It's one of the pillars of Japanese Indie Rock, and the main inspiration of groups like Asian Kung-Fu Generation (you know, the ones that pulled that off.), whereas The Prodigy was featured in a late segment of the game that is a nice strong the the best video game level ever made with how on point and cathartic it feels to go through, and how well it delivers on the whole game's promise. Aside from the licensed tracks, the rest of the OST nails the spot it aims to with its constant 120 BPM that goes from Alt Rock to Jazz Fusion to even Classical Music. With the music being the centerpiece of basically every aspect of the game, it was paramount for it to deliver an enjoyable, non-repetitive experience, and it does so by the use of dynamic music, where it'll adapt depending on the current state of the game (exploration, combat, cutscene, etc.). And despite the referencial tone of its presentation, and the impressive audio design necessary for a beat 'em all/rhythm hybrid game, Hi-Fi Rush's actual production team was rather small. It has all the components of a big triple-A release yet managed to deliever all of that with a rather small team in comparison. Crazier yet, the game had basically no marketing campaign at all, with the developers showing the game for the first time ever in a relatively random livestream, and releasing it right after, betting a cheaper price-tag, gamepass inclusion and word-of-mouth to boost its sales.
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Hi-Fi Rush continues to borrow from millenials' teenagehood
A crazy plan that only made me think that I was being sold a CD by an indie group on the streets, but it turned out to be pretty well-produced in the end. All of this sounds crazy, all of this is crazy, unexpected from both Bethesda & Microsoft, and would be deemed a guaranteed failure should you pitch that to any kind of executive in a suit and tie. But that crazy plan actually worked, with the game reaching 2 million players by it's first month of release, with some citing it as "Perfect until proven otherwise". And you can't help but feel that part of all of this was intentional. As if the game itself was screaming to the current status quo of the game industry to invest millions in marketing, trying to equate hollywood in prestige and production value, and its disregard for the conditions of ethics and focused vision, to go fuck itself.
The main antagonistic force in Hi-Fi Rush is, quite literally, a corporation. The levels include a factory, a laboratory, an expo, and the bosses are the heads of the departments you'd expect from any tech corportaion. It's a business, through and though, just like what the game industry is. So then you start to look at it through that lens. And you can see how on the nose it happens to be: The head of production is a ruthless ball of anger obsessed with pumping product at maximum capacity, at all times, without any consideration for it's employees (which are, well, literally robots, but you get the gist). The head of R&D is an evil scientist with ambitions ambitions that go way beyond of the scope of what is actually asked of him, spending money loosely to quell his ego-fueled "vision". Marketing, in illusions of grandeur, puts on a literal show where they put themselves in the center spotlight in-lieu of what they are supposed to sell, the head accountant will do anything for profit, even if it means using underhanded tactics and cutting essential costs, and of course, the CEO's main motivation, is find the most convoluted and impractical way to sell more product. All aspects are common issues found in way too many recent studios. Some of you may have thought of names of industry veterans tied to similar problems in the past (or present).
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The main antagonistic force in Hi-Fi Rush is, quite literally, a corporation. The game doesn't hide its criticism of the industry, or its self-awareness as a game. It's humour go from subtle metatext to breaking the fourth wall with the finesse of a wrecking ball.
Given all of these elements, and the game's development history of a timid production squeezed in parallel to an expected release, that has gone against all expectations established by the studio and the publisher, one can only wonder if John Johanas, the director behind all of it, didn't have a bit of resentment with how the current video game industry turned out to be. He's already stated in the game's first demonstration that it was a "dream game of his, that he thought about way, way back." and his admiration for past works, and a past time, can be observed both in surface, and more subtle ways.
Intentional or not, Hi-Fi Rush defies the status quo with a bold, confident, stylish neon explosion of stellar gameplay & nostalgic yet fresh presentation that brought me back to easier, simpler, more fun times with video games as a whole. It's one that I'll remember fondly for years to come and that I hope will, just like it's predecessors, gain fame in the minds of people slowly but surely.
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Loot River
Developed & Published by straka.studio
Release Date 2022
Tested on Xbox Series X
MSRP 24,99 USD
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Roguelite, a genre that bases itself on repetitive gameplay that becomes a fresh experience with each run. You die, you repeat, your goal is to be better than your last run, and as you go, you progress and you’ll reach the point where you can beat the game with enough effort. Personally, roguelite genre and souls-like games which are too hardcore are not my cup of tea, you can say that I cannot stand up a game which defeats me over and over again and I start at the very beginning with the hope of ‘let’s beat this game in this run once and for all’. Loot River has nice twist for it though, let’s get to it.
As a typical roguelit, Loot River does not attempt to invent the genre from scratch, you’ll see the usual suspects here: your character stats, the upgrade points as you level up, your gear (weapons and rings), modifiers, the map, merchants that you can purchase items and equipment from between runs.
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One of the first things that I spotted on the screen as I started the game is the timer at bottom-right, this gave me the chills that there’ll be players trying to beat the run record all the time and competing for speedruns, I mean, there’s already a “leaderboard” at the main menu. 
I’d like to mention interactions between runs before I talk about the game, so between runs you can interact with a few NPCs, Soap is a self-described alchemist, to whom you can invest health points and receive the double amount after a successful run. Freya is a blacksmith-like fella, you can see your weapon unlock path and unlock weapons with earned “knowledge.” Hoby is a merchant who sells rings and weapons but his offers are too limited, you won’t find there diverse range of gear, compared to games such as Dead Cells.
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Casual players may be put off with the difficulty and challenging enemies, that’s way the game offers “easy mode” which turns the game into more of a hack-n-slash type of one, this way enemies have less health and they deal significantly less damage to you. You may say “then what’s the point of being a roguelike game if I turn on easy mode?” Frankly, I’m not a hardcore gamer, meaning I don’t like my patience to be tested in a game I just would like to enjoy myself and enjoy the game itself without being frustrated with it. If going roguelite is your jam, then you won’t be enabling “easy mode” option and go with the default one. My point being, if Loot River didn’t have difficulty option and the game wouldn’t have grabbed me and most probably I would have quit it within half an hour. Providing an easier mode and making it accessible to non-hardcore audience is a smart choice. I, for one, love the environment layout and hack-n-slash quick combat. From this perspective, the players of this game will be divided, people who use the easy mode and those who don’t. A roguelite and a souls-like game lays the foundation in pushing the player to be better than their last run, you die and you try once again and you don’t stop until you overcome and defeat the boss or a certain level and you try to keep up with your gear and all the equipment combinations and whatnot. Loot River is much more friendly towards the player because you can pick up and get going much more easily even at your first run. And the other highlight is that each level lasts around ten to fifteen minutes depending on your movement speed etc, this makes the game more approachable to a vast player base, for example I wouldn’t like to commit half an hour or more to a game at one sitting if I’m looking for a quick game session, for instance I consider games like The Elden Ring, a hardcore soulslike, to be a game that needs to be played at least an hour in one session and not just pick up and pause after ten minutes. In today’s world our time is pressed even more, games which don’t require us to commit a long playtime at one sitting are preferred and Loot River is one of them.
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Check out the movement in the clips below:
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The game has a simple and easy-to-read UI:
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This is the hub area:
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Loot River presents unique movement mechanic that may seem too surface-level at first, yet it’s awesomely smooth and it offers a fresh combat experience thanks to it. The gameplay doesn’t pressure you to “git-gud”, it indirectly teaches you to get around the map more fluidly by getting used to moving blocks and traversing on them. Procedurally-generated maps work so well with the mechanic that, you’re approaching to enemies at your own pace, this gives you the choice to pick a more aggro or more strategic playstyle. 
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jadedvaevic · 10 months
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~My Hogwarts Legacy Review~
Combat: Fun as HELL. Would enjoy this in more games.
Customization: ...eh, they tried. Very limited character creation. That said, I do enjoy the designs and ability to keep your gear looking the way you want it to look regardless of what you wear. Very cool.
Loot: ...eh. Very typical looting experience.
Collectibles: Really sick of games using collectibles to expand play time. This game included, this game is the worst offender I've seen.
Playtime: LOTS. 40+ hours marked on my last save.
Visuals: Beautiful. A+.
Experience: Powerful, but terribly linear. In a BAD way. Very, severely unhappy with the railroading of your character's moral compass and choices, as well.
Replay value: ... None, if you're thorough in your first go.
Gameplay mechanics: ...overall? VERY bad. 1, Lockpicking feature is redundant and boring, entirely the same despite requiring an ASS LOAD of work COLLECTING COLLECTIBLES ACROSS. THE ENTIRE. MAP. to level the skill. 2, most of the game is walking/riding/fast traveling because god damn this map is huge and full of all the same activities. 3, it's. It's literally just fetch quests. You're fetch questing to COLLECT THE SPELLS OF THE GAME to improve one of the only two good things in this game: COMBAT. There are more spells but those are just for ACCESSING MORE PARTS OF THIS MAP AND COLLECTING COLLECTIBLES.
Would I recommend buying it? Yeah. Later on, when the price drops. Not new, that's for sure.
Why? Fun time waster. Nice twist of the heartstrings for boredom a lot like a good book. Will fill your spare time decently. The combat makes it really hard to remember how annoying it is to fetch quest everything.
Detailed review: (SPOILERS, DUH.)
The game is so linear it's painful. The open world is a lie with nothing but meaningless and limited experiences outside of quests. One playthrough is enough, and then... Meh.
The first playthrough is honestly really good. The story touches you. The characters and quests are full of life. Even with what feels like a game full of forced diversity, the story explains everything well. Why is there a Ugandan woman who worked at the largest wizarding school of all moving her child to a small school like Hogwarts? ... Well. Her storyline explains enough of it. If I were running from my past, I too would likely try to live in an opposite environment.
The game touches you. It gives you STRONG connections between the main characters which, happily, start as coincidentally as irl friendships often do.
But after that first playthrough, that's it. You've pretty much experienced everything there is to offer.
There's no romance. I personally loathe that, because 15-18 year olds can have non-sexual romances in media. They are growing and experiencing shit for the first time. But the company made that choice, and I have to respect it given the current atmosphere in the world. As well, I think it compensated well by really showing non-romantic relationships in powerful ways which ought to be done more often.
Using spells and being able to learn dark magic, going through the deathly hallows, riding a hippogriff mount and more, it's the game every fucking kid wanted with this franchise. ... Though I would have loved to be able to see dementors, cast a patronus and even become an animagus, I suppose I'll hope they'll expand in another game later on.
Either way. In my opinion, the game isn't worth such a high price when it's only going to be a single playthrough. Imo game devs should be making games with replay value in mind, but that's a whole other topic not for a review.
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A Comprehensive Guide to Developing a Mobile Game like PUBG (Player Unknown's Battle Grounds)
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Introduction: What is PUBG and Why It Is so Popular?
PlayerUnknown's Battlegrounds (PUBG) is a popular online multiplayer battle royale game developed and published by PUBG Corporation, a subsidiary of South Korean video game company Bluehole. Released in March 2017, PUBG quickly gained immense popularity and became a cultural phenomenon in the gaming world.
PUBG drops players onto a large, open-world map where they must fight against up to 99 other players in a last-person-standing battle. Players start with no gear and must scavenge for weapons, ammunition, and equipment while strategically navigating the map. The playable area gradually shrinks over time, forcing players into closer proximity and intensifying the encounters until only one player or team remains.
Several factors contribute to PUBG's popularity:
Engaging Gameplay: PUBG offers an immersive and adrenaline-fueled experience with its intense battles, realistic weapon mechanics, and strategic gameplay. The combination of exploration, looting, and combat creates a dynamic and unpredictable environment.
Battle Royale Genre: PUBG played a pivotal role in popularizing the battle royale genre. Its unique blend of survival, exploration, and intense firefights resonated with gamers worldwide. The thrill of being pitted against numerous opponents in a fight for survival creates a highly competitive and addictive gameplay experience.
Multiplayer Experience: PUBG allows players to team up with friends or play solo, fostering a social and collaborative experience. The game's multiplayer aspect facilitates communication, coordination, and strategic planning among teammates, making it a popular choice for both casual and competitive gamers.
Cross-Platform Availability: PUBG's availability across multiple platforms, including PC, consoles, and mobile devices, significantly contributed to its widespread popularity. This accessibility allowed a broad range of players to enjoy the game and compete with friends, regardless of their preferred gaming platform.
Constant Updates and Support: PUBG Corporation has consistently provided updates, new features, and gameplay enhancements to keep the game fresh and engaging. The developers actively listen to community feedback, address issues, and introduce new content, ensuring the game evolves and retains player interest over time.
Esports and Streaming Culture: PUBG's competitive scene and the rise of streaming platforms like Twitch played a crucial role in its popularity. High-profile tournaments, professional players, and content creators streaming their gameplay helped showcase the game's excitement and attract a dedicated fanbase.
How to Create a Mobile Game Like PUBG?
Creating a mobile game like PUBG (PlayerUnknown's Battlegrounds) involves several steps and requires a combination of technical skills, creativity, and game design knowledge. Here's a high-level overview of the process:
Conceptualize the Game:
Define the game's core mechanics, genre, and target audience.
Determine the unique selling points and features that will set your game apart from others in the market.
Game Design:
Create a detailed game design document that outlines the gameplay, controls, art style, levels, characters, weapons, and other key aspects.
Balance the gameplay mechanics to ensure a fair and enjoyable experience for players.
Consider implementing a battle royale-style gameplay similar to PUBG, where players fight against each other until only one remains.
Choose a Game Engine:
Select a game engine that supports mobile platforms, such as Unity or Unreal Engine.
Familiarize yourself with the chosen game engine's tools and features.
Develop the Game Mechanics:
Implement the core gameplay mechanics, such as player movement, shooting, looting, and inventory management.
Create the AI systems for non-player characters (NPCs) or opponents in the game.
Design the Game World:
Create the game's environment and map using 3D modeling or level design tools.
Consider factors like terrain, buildings, vegetation, and other elements that provide a visually appealing and immersive experience.
Art and Animation:
Create or acquire high-quality 3D models, textures, and animations for characters, weapons, vehicles, and environmental assets.
Design the user interface (UI) elements, including menus, HUD (heads-up display), and on-screen controls optimized for mobile devices.
Implement Multiplayer Functionality:
Develop the network architecture and integrate multiplayer functionality to enable players to connect, compete, and collaborate in real-time.
Implement features such as matchmaking, server infrastructure, and synchronization of game states across devices.
Testing and Iteration:
Conduct extensive playtesting to identify and fix bugs, balance gameplay, and optimize performance.
Collect feedback from testers and make iterative improvements to enhance the overall player experience.
Monetization and Business Model:
Decide on a monetization strategy, such as in-app purchases, ads, or a combination of both.
Implement the chosen monetization model while ensuring it doesn't negatively impact the gameplay experience.
Launch and Marketing:
Prepare a marketing strategy to generate awareness and attract players to your game.
Create promotional materials, such as trailers, screenshots, and app store descriptions.
Utilize digital marketing channels, social media, influencers, and press releases to reach your target audience.
Ongoing Support and Updates:
Continuously support and update the game based on player feedback, bug reports, and evolving mobile platforms.
Release regular updates with new features, content, and improvements to keep players engaged and the game competitive in the market.
Remember that developing a mobile game like PUBG is a complex and resource-intensive endeavor. It requires a team of skilled professionals, including programmers, artists, animators, game designers, and quality assurance testers. Starting with smaller, achievable goals and gradually expanding the game's scope can help manage the development process effectively.
What Technologies & Features Do You Need to Develop a Pubg like Game?
Developing a PUBG-like game requires the use of specific technologies and the implementation of key features. Here are the essential technologies and features you would need:
Game Engine:
Select a game engine that supports the development of multiplayer games and is compatible with mobile platforms, such as Unity or Unreal Engine. These engines provide a wide range of tools and features to facilitate game development.
Networking and Multiplayer:
Implement networking functionality to enable multiplayer gameplay. This involves setting up server infrastructure, implementing server-client communication, and managing game sessions.
Develop matchmaking systems to connect players with similar skill levels and provide a seamless multiplayer experience.
3D Graphics and Animation:
Use 3D modeling and animation software, such as Maya or Blender, to create realistic and visually appealing character models, environments, weapons, and vehicles.
Implement shaders and lighting techniques to enhance the visual quality of the game.
Physics Simulation:
Utilize physics engines, such as PhysX or Bullet Physics, to simulate realistic movements, collisions, and interactions between objects in the game world.
Implement physics-based behaviors for objects like vehicles, projectiles, and destructible environments.
Artificial Intelligence (AI):
Develop AI systems for non-player characters (NPCs) or opponents in the game. This involves creating AI routines for enemy behavior, pathfinding algorithms, and decision-making processes.
User Interface (UI):
Design an intuitive and user-friendly interface that includes menus, HUD (heads-up display), and on-screen controls optimized for mobile devices.
Implement touch controls, gesture recognition, and virtual buttons to provide smooth and responsive gameplay.
Audio:
Incorporate sound effects and background music to enhance the game's atmosphere and provide feedback to players.
Implement spatial audio to simulate realistic sound positioning and create an immersive experience.
Map Design and Level Creation:
Design and create the game's maps and levels using level design tools provided by the game engine.
Consider factors such as terrain, buildings, landmarks, and strategic elements that provide engaging gameplay.
Game Mechanics:
Implement core gameplay mechanics, including player movement, shooting, looting, inventory management, and vehicle handling.
Create systems for in-game physics, damage calculations, weapon mechanics, and character progression.
Monetization Features:
Decide on a monetization strategy for the game, such as in-app purchases, ads, or a combination of both.
Implement features related to the chosen monetization model, such as virtual currency, cosmetic items, or gameplay enhancements.
Performance Optimization:
Optimize the game's performance to ensure smooth gameplay on mobile devices. This involves efficient memory management, minimizing load times, and optimizing rendering processes.
Backend Infrastructure:
Develop and maintain the backend infrastructure required for player data storage, leaderboards, matchmaking, and server management.
Remember that developing a PUBG-like game is a complex task that requires a team of skilled professionals with expertise in various areas such as programming, game design, 3D modeling, animation, and networking. It's important to plan and allocate resources effectively to ensure a successful development process.
Finding the Best Developers & Designers for Your Mobile Game Development Project
Finding the best developers and designers for your mobile game development project is crucial for its success. Here are some steps to help you find talented professionals:
Define Your Project Requirements:
Clearly outline your project requirements, including the platform (iOS, Android, etc.), game genre, scope, timeline, and budget. This will help potential developers and designers understand your needs.
Research and Identify Potential Candidates:
Conduct thorough research to identify potential candidates. Look for developers and designers who have experience in mobile game development, preferably with expertise in the genre or specific technologies you require.
Review Portfolios and Previous Work:
Review the portfolios and previous work of the candidates to assess their skills, creativity, and quality of work. Look for examples of games they have developed or contributed to that align with your vision.
Check References and Reviews:
Request references from the candidates and reach out to their previous clients or employers to gather feedback on their professionalism, communication, and ability to meet deadlines.
Attend Game Development Events and Conferences:
Participate in game development events and conferences where you can network with professionals in the industry. This can be an excellent opportunity to meet potential developers and designers and assess their expertise firsthand.
Utilize Online Platforms and Communities:
Explore online platforms and communities dedicated to game development, such as LinkedIn, specialized forums, or game development websites. These platforms often have job boards or sections where you can find developers and designers looking for projects.
Post Job Listings:
Create detailed job listings on relevant job platforms, freelance websites, or game development forums. Clearly state your project requirements, preferred skills, and compensation. Screen applicants carefully based on their portfolios, experience, and communication skills.
Conduct Interviews and Assess Skills:
Conduct interviews with the shortlisted candidates to assess their technical skills, problem-solving abilities, and compatibility with your project. Consider requesting them to complete a small test or provide a sample work relevant to your project.
Collaborate with a Game Development Studio:
Consider partnering with a game development studio that has a team of experienced developers and designers. Studios often have a range of expertise and resources to handle different aspects of your project.
Non-Disclosure Agreements (NDAs):
If your project involves unique or confidential ideas, consider having candidates sign non-disclosure agreements (NDAs) to protect your intellectual property.
Communication and Collaboration:
Evaluate the candidates' communication skills, responsiveness, and willingness to collaborate. Strong communication is vital for a smooth development process and effective teamwork.
Consider Budget and Contracts:
Evaluate the candidates' proposed budgets, payment terms, and contract terms. Ensure you have a clear understanding of the costs involved and the ownership rights of the developed game.
Remember to carefully assess the candidates' skills, experience, and compatibility with your project. It's important to foster a positive and collaborative working relationship to ensure the successful development of your mobile game.
Building an Engaging UI/UX that Makes Your Gamers Come
Building an engaging UI/UX (User Interface/User Experience) is crucial for attracting and retaining gamers. A well-designed interface can enhance the overall gaming experience and make players more likely to come back for more. Here are some tips to create an engaging UI/UX for your game:
Understand Your Target Audience:
Gain a deep understanding of your target audience, their preferences, and gaming habits. This will help you tailor the UI/UX to their specific needs and expectations.
Consistent Visual Style:
Create a cohesive and visually appealing visual style for your game's UI. Use consistent colors, typography, and graphic elements that align with your game's theme or genre.
Intuitive Navigation:
Ensure that the navigation within your game is intuitive and easy to understand. Minimize the learning curve by using familiar patterns and placement for buttons, menus, and interactive elements.
Responsive and Adaptive Design:
Design the UI to be responsive and adaptable to different screen sizes and orientations. Consider the variety of mobile devices your game will be played on and ensure that the UI scales appropriately.
Clear Hierarchy and Organization:
Establish a clear hierarchy of information within your UI. Use visual cues, such as size, color, and placement, to guide users' attention to the most important elements. Organize menus and options in a logical and easily accessible manner.
Minimalistic and Uncluttered Layout:
Avoid overcrowding the UI with excessive elements or clutter. Embrace a minimalistic approach, allowing players to focus on the core gameplay without distractions. Use negative space effectively to create a clean and uncluttered layout.
Engaging Animations and Transitions:
Incorporate subtle and smooth animations and transitions to enhance the user experience. Use animations to provide feedback, highlight interactions, and add a sense of liveliness to the UI.
Meaningful Feedback and Progress Indicators:
Provide meaningful feedback to users when they perform actions or interact with the UI. Use visual and audio cues to indicate progress, completion, or errors. This feedback helps users understand the impact of their actions.
Customization Options:
Consider including customization options in the UI to allow players to personalize their experience. Provide choices for themes, color schemes, control layouts, and other elements that can make the game feel more tailored to individual preferences.
Seamless Integration of In-Game Features:
Integrate in-game features, such as inventory management, character customization, and social interactions, into the UI seamlessly. Ensure these features are easily accessible and intuitive to use.
Test and Iterate:
Conduct usability testing and gather feedback from players during the development process. This will help you identify any usability issues or areas for improvement. Iterate and refine the UI/UX based on the feedback received.
Accessibility Considerations:
Keep accessibility in mind while designing the UI/UX. Ensure that the game can be enjoyed by players with different abilities by providing options for colorblindness, text size, and control customization.
By focusing on creating a user-friendly and visually appealing UI/UX, you can enhance the overall gaming experience and make your game more engaging for players. Regular testing, iteration, and listening to player feedback will help you refine and optimize the UI/UX over time.
Also Read :
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What Does a Fantasy Sports Mobile App Do and How Does it Work?
Complete Guide to Building an Online Dating Apps Like Tinder
The Future of Smart Parking Apps and the Benefits They Bring
7 Myths about Remote Outsourcing Jobs and How to be Successful
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longlava · 2 years
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Rogue legacy ps4
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#Rogue legacy ps4 mac os
#Rogue legacy ps4 upgrade
#Rogue legacy ps4 full
#Rogue legacy ps4 free
With amazing Dungeon Crawling elements, Enter the Gungeon lets the players select any character from the provided characters of Misfits, shoot down your way through the dungeons, collect epic loots and complete the game objectives while enjoying the most amazing gameplay ever. The game offers a truly remarkable and an extremely fast-paced gameplay in which it Tasks the players to go head to head with deadly Robots, shoot them down with fire blazing guns and finally reach down to the treasure of Legendary Gungeon, a special Gun that can kill the Past. Developed by Dodge Roll, Enter the Gungeon lets the players take on a journey filled with Hardcore Action and Thrill.
#Rogue legacy ps4 free
Keep on pursuing the bad guys and finally, reach the end, defeat the Evil Queen DeRezzia and free the Princess from her Clutches.ĭo you want to forget your past? Or do you want to kill it? Well, this fantastic Roguelike Bullet Hell and Top-down Shooter is all about forgetting the past. Keep in mind that the Pip can walk, jump, run, float, break blocks and collect loads o fantastic upgrades, so don’t rely on one or two abilities. Keep on switching between the evolution to gain more power and to complete various levels of the game. While going through the 2D Low and High-resolution environments, player’s tasks are to defeat the enemies, pick up upgrades and evolve into an 8 and 16-bit Hero gradually. The player gets to be the Mighty Pip, a single Pixel that goes on an epic adventure of saving the Damsel in Distress. Pip gets selected to rescue the princess and to eliminate the evil of Queen DeRezzia. According to the storyline, an unknown Evil turns the kingdom upside down, turns the King and Queen into Pixels and Abducts Princess Adeline.
#Rogue legacy ps4 mac os
Released back in the mid of 2015, Adventures of Pip is available to play on multiple platforms such as Microsoft Windows, Mac OS X, Nintendo Wii U, Xbox One, PlayStation 4 and iOS. This change in behavior each time means you can maybe lure the enemy to you if you belive you can kill him fast, or move away from you if you need to get into the room to fight it.Adventures of Pip takes the players to a beautiful world of Low and High-Resolution beings and offers a fantastic combination of 2D Side-scrolling and Action-Platform elements. If you back out and go in a third time, maybe he's moving away from you. If you back out and go back in, maybe he will be moving towards you. So, the first you enter a room, that fire mage may instantly cast his spell. Enemies react differently when you enter rooms. The easier areas will always be viable for earning money, so if you're just aiming for that, just do the areas in order of difficulty.Įdit: Forgot a super good one. TL DR do the areas in order: Starting area, forest, tower, the darkness. There's an item which makes you drop money when you get hit, but I think that's the only bad thing you can get from it. Praying at the statue is nearly always worth it. Opposite of the Shinobi we have the Knave, who has low base damage, but an added multiplier from critical hits, meaning he's better in the end-game.
#Rogue legacy ps4 upgrade
You're probably not focusing on critical hits in the upgrade tree though, so it's a very small trade-off for high base damage, especially since they have an easy time one-shotting many enemies. They have a high base damage, but cannot deal critical hits. The Shinobi/Hokage class is really good early game. If you're saving the mana but dying before actually using it, maybe you should just use it more liberally.
#Rogue legacy ps4 full
One mistake I personally made a lot was dying with a full mana bar quite often. It's obviously intended, don't feel bad if you're dying a lot, there's no timer of any sorts, so you lose nothing. This way, you can heal up before the boss by killing the easy enemies which can probably be killed in one hit.ĭying is fine. If you're looking to fight a boss, try not killing enemies in the easier areas if you have lifesteal. The gear with lifesteal has fairly bad stats, but is still useful early game. Third, lifesteal is the bees knees, it's awesome. The starting area will always be a viable source of money, so if you're doing a run just to gather money, feel free to clear the areas in order of difficulty. Enemies get significantly tougher when you enter a new area. The "proper" order is the castle, which is the area you start in, color coded blue, then the forest, always towards the right from the starting area, color coded green, then the tower which is always up, color coded a dark blue, and then the darkness, always downwards, color coded red. Fun coincidence too!įirst, there are 4 areas, separated by difficulty, and each contains one boss. Just got the plat yesterday, so I feel I can answer pretty well.
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mangop1e · 3 years
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my Thoughts about mcc14, because this is my blog and the official year of no cringe (in that i will no longer regard my interests as cringe and enjoy them wholeheartedly and post about them if i want)
overall !! it was a really fun event, i was watching blue bats punz pov and they popped off so it was a really good watch for me, the updates to the games were sick as hell and i cannot wait to see these get more refined as we go along plus see what they have in store for bingo and sands of time
putting everything else below the cut for the sake of all the mutuals i have on here that have never interacted with a mcyt in their life! 
so. will preface this by saying i’ve watched every mcc live starting with mcc9 and am . just very very into this tournament, i’ll probably do a little analysis post next mcc because i just find it all very fun !! and tumblr is like a void i can scream into and sometimes it screams back so it’s the perfect place to let myself ramble. that being said, here’s my thoughts on this mcc from the blue bats punz pov, with vague knowledge of what happened in a few other povs
build mart: so sue me, i’m a build mart fan. the new map build is INCREDIBLE and i love the choice of elytras rather than the scuffed boats!! the new addition of the golden build is really fun too! not something that could necessarily be changed but build mart is definitely a killer for teams that don’t have good comms and coordination, and having it as a first game can really shake some teams and cause a drop in morale that could affect the rest of their performance in the event. overall, though? im loyal to build mart and i think it only got better with the updates
tgttosawaf: i love how pedantically long that acronym is <3 i think some of the changes really threw players into the deep end, that one round where they had to break the wool in the targets to get through especially, and terra swoop force Definitely threw some players that are otherwise cracked for a loop, especially if they were unfamiliar with the map, but this one was also super fun to watch!! definitely a good game for the first half of the event
sky battle: at long last, sky battle returns <3 as a shameless inniter sky battle is one of my favourite games simply because i Know tommy will always pop off, but it’s also such a fun twist on classic minigames like sky wars and a faster version of skyblockle done super well! i like the new map layout a ton as well, the little towers in the middle ring plus the structure of the innermost ring made for some really interesting plays all around. this game’s another one that can go south really fast if your team comms aren’t great, but definitely more forgiving than build battle, and a hell of a lot more adrenaline-inducing!! in terms of the updates i think this one was probably one of the best, tied with build mart.
survival games: survival games was CRAZY i do think this is one where you need to get good rng with your loot pickups as well as have good team coordination but it’s definitely a really fun pvp game!! only thing i will say is it can be a bit bland next to the rest of the crazy games in mcc but it’s definitely a classic and depending on how its played (cough red rabbits cough) can definitely turn things wayyyy around for a team!! very high stakes in a fun way
hole in the wall: god :sob: the glitch. ohhhh hbomb you and your glitchy ways. this glitch was definitely a new one compared to the usual “spam-space-bar-and-pray” glitch that our dearest tommyinnit has taken advantage of before, but i honestly can’t really blame him too much for using it? it did give aqua an advantage but it’s only slightly different from falsesymmetry using the spam-space glitch to win a few rounds of hitw in a more recent mcc (would have to double check which one, but i do remember hbomb taking note of this when he was reviewing mcc vods the day after). hole in the wall has been a glitchy bastard for as long as it’s been in mcc and it was truly hilarious to see hbomb clip through walls, so - all in all i think if the glitch could be fixed that’d be great but it was still a fun watch! also, pete zahutt is CRACKED.
ace race: whoo boy. ace race. honest opinion? i think the map is REALLY cool and has a lot of potential, but there was a lot of confusion and bugs that need to be fixed for next time - the fact that the players could reset back to a previous checkpoint, the general confusion over where to go which cld mean they need to add more directional arrows. overall i’m really really excited to see how people will perform on this map when they’re more familiar with it and some of the kinks have been worked out on the developer end. i do think scott had a Huge advantage here and it was really prominent due to the fact that this was a new map for everyone aside from him, albeit him seeing a much earlier version that wasn’t the same as the version that existed in the event, and it would definitely be wise of noxcrew and the developing team in the future to be more aware of how much involvement scott has in the gameplay side of testing. the general confusion and checkpoint resetting also did Not help anyone and i do think a few teams really lost out this event because of the issues with ace race, but this map has a ton of potential and im really excited to see what they do with it in the future.
battle box: oooo battle box !! this one didn’t really leave too big of an impression on me but the new map was definitely interesting!! the fact that the way to get to the middle was a bit unclear was ,, definitely interesting to watch :sob: but you can’t go wrong with battle box to be honest. solid team pvp game!
parkour tag: PARKOUR TAG!!! having this as the final game was so fun :] the map they had this time was complicated which definitely comes with its pros and cons: pros being that it creates potential for a lot of really interesting routes and unique usage of the area and environment, and cons being that it can feel really cluttered and overwhelming especially when its your first time playing. overall i liked the fact that it was busier but i think striking a better balance between full and barren could really elevate parkour tag from a good game to a great game
dodgebolt: blue bats </3 they had a fantastic run in the games and had an awful dodgebolt and sometimes that’s how it shakes down !! i always always love the unpredictability to the final winner that dodgebolt gives - the first place team pointswise isnt guaranteed a win, reverse sweeps have happened multiple times in the past, and dodgebolt is always nail-bitingly exciting to watch!
misc thoughts: i do think aqua had an advantage but from the sounds of things scott and noxcrew will be taking genuine criticism into account for next time and have learned from this event, i DONT think that removing parkour warrior was unfair because it wasn’t an event that noxcrew could ever successfully balance by making it hard enough to not have the same guy dominating every event and creating a gap, especially when played later, that no other players had HOPE of reducing and i think parkour tag was a really really fun alternative to it especially since runner and hunter play to diff strengths of the team members and it has a bit more strategy to it plus team comms than parkour warrior did, and i think build mart is a good game and i WILL die on this hill
if you read this far, fantastic, you madlad, i appreciate you
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abacys · 4 years
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7 Days to Die - Play Conditioning
I’ve been thinking about 7 Days to Die a fair amount recently. I got the game in mid-to-late 2016, shortly before the Alpha 15 build was released. I enjoyed it for a while, but after a couple of days, I moved on to other games, as I am wont to do. However, last year, I decided to revisit it and try out surviving on my own again. While I was wandering around the world, my father happened to ask what the game was like. He used to play his fair share of video games, but hadn’t stuck to anything much in recent years. He had tried out some games here and there, Civilization VI comes to mind, but never played for very long. I mentioned a few aspects of the game I thought he would find interesting and recommended that he try it out. Now I have over one hundred and fifty hours in the game, he has banked almost nine hundred, and various family members and friends have spent hundreds or even thousands of hours playing. This has left me wondering what exactly it was that had pulled them so far into this experience that other games had lacked.
The first time you play a new game plays a large role in how you will interact with it as you get further in. The experience at the beginning of the game will contextualize the rest of your time playing. This concept is an element of game design known as Play Conditioning, invented by Harris Brewis, also known as HBomberguy.
First, I should explain what 7 Days to Die is. 7DtD is a post-apocalyptic, open-world survival horror game published by The Fun Pimps, released in 2013. From some statements made by the developers, it is revealed that the third world war has devastated the earth, with nuclear weapons destroying most traces of civilization. In the fallout, a virus of unknown origin has spread, bringing the dead back to life as zombies. Your task is to survive in this increasingly hostile environment. The game takes place in Navezgane, a fictitious county in Arizona, known as “one of the last true Edens on Earth.” 
Now, let’s take a look a way that the first hour of gameplay might play out.
You wake up in a forest near a road that has a frame of a car and various pieces of trash strewn about. you are greeted with a note with a threat written on it, a few basic supplies, and a short set of tutorial quests to get you started. You get to work on completing the quests. 
The sun is now higher in the sky, and the tweets of the of the birds has quieted down.
After you complete the quests, you're pointed in the direction of the nearest trading post, but are otherwise left to your own devices, free to do what you want in the world. Unfortunately, that feeling doesn’t last. 
You quickly notice that you only have one can of food and water, which do not seem to recover much.  As it is the first day of the game, there are two options to to get more. They are to try to make it to the trading post or scavenge for supplies in various locations throughout the land. You take the second option, as you have nothing to purchase food with.
The sun is now directly overhead, and you can now hear wind whistling through the trees.
Upon finding a house, you enter and try to find food to prepare for the coming days. Encountering a few zombies, you to take damage and start bleeding. After beating them back, you use the only bandage you have. This recovers some of your lost health, brings the maximum back up from where it had fallen, and stops your bleeding. Now there is no way of recovering lost health other than waiting, and nothing that can help you if you start bleeding again. You gather some of the supplies now that the area is clear, and obtain some food, water, a cooking pot, and a painkiller in case you have to get into another fight. You set out to find some weaponry in order to be able to manage future encounters more safely.
The bright sunlight has given way to the dimmer yellows and oranges, and you can now hear crickets start to chirp.
You come across a new house, and spot a few boxes on the roof. You go through the building, dispatching the zombies inside with caution. Recovering lost health with the painkillers generates a lot of thirst, requiring you to drink more of your water. After making your way through the building, you end up on top with the stockpile of goods, and a large group of enemies protecting it. Fighting proves difficult, causing an infection and more wounds that you will have to deal with when you get more medicine. Luckily, you can now loot the containers they are guarding, providing you with a better club and bow, and a little more food to tide you over.
While you walk to the trader, an ominous noise plays, and the clock at the top of the screen strikes 22:00.
It’s now night, and you spent the whole day focusing on gathering supplies. This is when you find out the consequence of not staying indoors. Zombies now are faster and stronger, and you don’t have shelter to deal with them. Running away from the nearby zombies that have picked up on you existing takes a lot of time and stamina, increasing your hunger and thirst, making it harder to continue running. Trying to fight them is punishing, causing you to lose a significant portion of health. Now crouching around, trying to sneak past all of the enemies that are around you, there is little that you can do to avoid the feeling that you are powerless until the next day. Any sound you make can draw zombies to you. Trying to go to a new house will just put you in close quarters with more enemies. The only thing now is to sit and wait in the darkness, preparing to run at any time that something notices you. Besides that, you just watch the clock.
After a painfully long amount of time, you hear a tune play, marking 4:00 and the end of the night. You survived though the first full day. However, now you are infected, wounded, starving, thirsty, and without shelter.
Not only does this set a mood for the game, but it also trains the player on how they should play the game by punishing prioritizing the wrong things. The game gives them the base concepts of what they need to survive in the quests, such as getting weapons, clothing, a place to stay, and a way to make food, but don’t enforce those concepts too strongly, allowing for more player freedom. That doesn’t mean that every option the player can take is a good one. Many things they can do, like going into places they are not prepared to enter or engaging in too many fights, will kill them. If they don’t find shelter, they will be in a very dangerous position come nightfall. If they don’t get ample amounts of food an water, they will be less equipped to deal with the tasks they need to handle, or they will just die of starvation or dehydration. The game teaches the player to strike a balance of their needs by making it tangibly more difficult to play and showing what is needed to fix that added difficulty. Every time that the player starts over, or continues past a difficult period of survival provides more knowledge on what they should do to survive, but the first steps give them a baseline of get food, water, and shelter, while avoiding many of the unnecessary risks that you can take. Making the game more difficult or killing the player work as great deterrents to careless play, and showing the steps on how to avoid that help to train the player on what they should do to survive, while not just stating it outright, giving them more of a feeling of actual personal growth and learning to survive in a harsh world.
Even if this is only one aspect of how someone comes to interact with a game, I still think it is very important to how people come to interact with it. There are other things I may come to talk about in the future regarding this, as there are many other things that I believe contribute to the interest this game pulled to those I know. If you can, I would check out the game yourself to see what I mean, and I hope that this admittedly long piece of writing provided some food for thought about these concepts.
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killscreencinema · 4 years
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Doom Eternal (PS4)
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Rip n’ tear!
Rip n’ tear!
Rip n’ tear!
5 stars.
End of review.
Nah, just kidding, but that does more or less summarize my feelings on Doom Eternal, the sequel to the masterpiece soft reboot of Doom that came out in 2016, other wise known as Doom 2016.  On a side note, who would have thought “Doom 2016″ would have ended up being an omen of the following four year?  Weird.
Anyway, speaking of Hell on Earth, Doom Eternal’s plot revolves around an all-out demonic invasion of Earth, with humanity’s only hope being the DoomSlayer (aka, the Doomguy).  A lot has changed since he last thwarted Hell’s efforts on Mars, such as the DoomSlayer’s swanky new mothership known as the Fortress of Doom.  Where did he get it?  That information is probably provided in the loads of codex pages you find throughout the game that fill in the gaps in the lore.
Which brings me to my first problem with the game - too much story getting in the way of my ripping n’ tearing.  I know, I could skip the cutscenes, but that ain’t really the point.  Part of Doom 2016′s charm was its middle finger to story intensive gameplay and obnoxiously extensive game lore.  What minimal story there was in the game was carried out organically during gameplay, similar to Half Life 2.  Nothing ever felt like a cut scene or a complete interruption of the game.  Also, the story pretty simple - you are a legendary badass who has been resurrected to save Mars, and by proxy the Earth, from the forces of Hell.
Doom Eternal tries to expand on the lore by giving Doomguy a backstory, involving him belonging to a race of demi-gods known as “Sentinels” who have stood in opposition to Hell throughout the ages.  That’s pretty lame, as the appeal of THE DOOMSLAYER to me is that he’s just a regular dude who is so good as slaying demons at will, they’ve built a mythology around him as an unstoppable killing machine and the only being demons fear.  That’s enough for me - I don’t need him to be part of a lineage of “Slayers” or some shit like that.  YOU’RE OVERTHINKING THINGS BETHESDA! 
I won’t lie though - there were some cutscenes I enjoyed, such as any time Doomguy interacts with other humans, who all scurry out of his way in fear or are just paralyzed in awe. 
Another issue I have with the game is THERE’S TOO MANY WAYS TO KILL THINGS!  I know, it’s an odd complaint, but bear with me here.  So you have 8 standard weapons, but each weapon, except the Super Shotgun and the BFG, have two mods each that fundamentally changes them into new weapons essentially.  So counting the mods, and the chainsaw, you have 21 weapons to choose from!  That’s... a lot of goddamn weapons.  I envision Doomguy comically approaching a demon fight, both hands full of so many weapons they clatter to the ground as he tries to pick the best one for the fight.  Then there are the frag grenades, the ice grenades, the flame thrower, the “Blood Punch”, and eventually the one-hit-kill sword.  All this results in me either pushing the wrong button for what I want (”Ah shit, I meant select the sword, but I accidentally switched my frag grenades to ice grenades!”) or getting pounded by projectiles in slow motion as I go through my weapons and try to figure out the best one for this particular encounter. 
Oh shit, and then there are the Runes, which give you different abilities while equipped AND you can upgrade the Praetor suit.  Oh, and you can upgrade your stats by finding crystals along the way.  It’s just too much, and a little overwhelming to juggle at first.  I just wanna shoot things, Doom Eternal!
Well, fortunately the game has plenty of that and then some.  The combat is just as intense and frenetic as Doom 2016, with “glory kills” still in full effect and a nice variety of demons to maul.  There’s nothing quite as satisfying as the visceral thrill of tearing a Cacao demon to pieces.  Doom Eternal can also be extremely challenging, especially if you dare to venture into the harder difficulty settings.  I tried playing through it on “Ultra-Violence” (the Doom equivalent of “Hard”) and got my ass humbled back into “Hurt Me Plenty” (aka “normal”) pretty quickly. 
While Doom Eternal might be a little too bloated, like a Mancubator on a Golden Corral binge, it’s still, at its core, every bit as fun as its predecessor.  The graphics are amazing, especially the lovingly crafted, ultra detailed level designs.  There were many instances, in between battles of course, that I would just stand there and take in the environments.  So if you loved Doom 2016, and current events make you wanna tear things to pieces, preferably virtual things, then Doom Eternal is a solid playthrough.
  UPDATE
Since posting this review, I have gone on to play the online “Battlemode”.  Normally, I don’t care for online multiplayer games.   Playing games have always been a solo activity for me - a way to take a break from people.  Also, playing online games seems frustrating in that you almost always start with a huge difficulty curve as you often play against people who LIVE AND BREATH the game 24/7, and therefor, have the uncanny knack to destroy you utterly and immediately before you have a chance to move, much less “get gud”. 
Anyway, I started playing Battlemode solely to pop the PS4 trophies associated with it so that I can Platinum the game.  I must admit, now that I’ve taken the “PS Plus plunge”, I’m curious to check out other online games people seem to be nuts about like Rocket League (which honestly looks fun as hell, I must admit) and Overwatch.  So I figured it was only fair to edit my review to include my impressions of Doom Eternal’s online mode, which is thus..
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My usual gripes about online death match difficulty curves aside, “Battlemode” is incredibly lopsided with its premise of 2 player demons versus one player Slayer.  Not only are the odds stacked against you as the Slayer, but the demons also have the ability to summon minions to pester you, make your loot disappear (thereby making health replenishment a pain in the ass), and they respawn if you don’t kill them both within 20 seconds.  As the Slayer, when you are up against two players who are extremely good as demons, the round can be over in seconds, which is infuriating and not remotely fun.   
Meanwhile, playing as a demon is much easier for all the reason listed above, despite some demons handling better than others.  The only difficulty is that the Slayer is inherently faster and more agile than any demon you can choose, which is the only real advantage a Slayer has.  None of this would be a problem if you could just knock out the trophies as a demon, even though it’s a bit of an irritating grind, except one trophy REQUIRES you to be the Slayer - the Weapons Expert trophy, wherein you must kill player demons with each of the 8 weapons at your disposal, including the BFG, which you only have the option of using should you survive to Round 4 (which odds are you won’t).  It’s an incredibly frustrating task, but I got lucky and found a lobby where the player demons were either exceptionally bad or were away from their controller a lot.  So I was able to knock out this trophy at my convenience then, but only after several incredibly frustrating failed attempts.
The only other trophy where being the Slayer is ideal is the “Blood Bath” trophy, where you must kill 200 opponents.  This goes by a lot quicker as the Slayer if you can manage to consistently kill both player demons every round in every match, but you’ll be lucky to kill even one.  However, even then, that can work to your advantage because when they respawn, you can kill them again and rack up another point towards the trophy.  Trying to pop this trophy as a demon is less of a headache, but still sucks because it’s too slow and possible your demon ally will get the deathblow, thereby stealing your point.
So the point of all this is to say I hate Battlemode.  I hate it with a burning passion not unlike the fires of Hell.  I wish the online feature of this game could have just been a good ol’ fashion Death Match.  It’s also bullshit that the game even has trophies you can’t pop unless you play online, because what if you’re a late comer and nobody is playing Battlemode anymore?  Does that mean you just can’t Platinum Doom Eternal?  It’s also mild extortion in that it forces you to pay for PS Plus if you don’t already have it.
So there you have it:
Doom Eternal solo campaign = good
Doom Eternal Battlemode = bad
Happy slaying!
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metalgearkong · 4 years
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Jedi: Fallen Order - Review (PS4)
11/24/19
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Developed by Respawn Entertainment
Up until now, Electronic Arts has taken the wrong direction with their exclusive Star Wars license. So far they created not one, but two awful Star Wars: Battlefront games, both overstuffed with microtransactions and unethical loot boxes. Sure the graphics, sights, and sounds of Star Wars were present, but when the entry fee was $60 and the base game had so little to it, I wasn’t a fan. Jedi: Fallen Order is an answer to all the rightful criticism EA has taken, and they have finally funded developer Respawn Entertainment to make a dedicated single-player, offline, action/adventure game that Star Wars fans have wanted for years. Jedi: Fallen Order is an enormous step in the right direction with the Star Wars license, and shows the potential on what a lot of money and talented people can create when backed by passion.
This is yet another game taking place place between episodes III and IV, a few years after Order 66 and the fall of the Jedi Order. I don’t know if the Force Unleashed games are still considered canon, but I certainly hope not. We play as Cal Kestis, a young Jedi Padawan who survived the purge, and has been hiding out for years as a scrapper taking apart old ships from the war. The Empire has established itself firmly as the dominant superpower of the galaxy, equipped with all the classic Star Wars stuff I love, such as AT-ATs, AT-STs, Stormtroopers, and TIE fighters. A few additions include the Inquisitors, apparently Dark Jedi not following the "rule of two,” who seek out and kill the remaining Jedi in hiding. I guess they come from a TV show or something, but I’ve never watched any of those. Accompanying them are Purge Troopers, who use electro-magnetic melee weapons and can be a struggle to take down. I think the Purge Troopers should have just taken the role of the Inquisitors because I think it would be way cooler to know that the only experienced Force-users left alive now are Obi-Wan, Yoda, the Emperor, and Vader.
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The gameplay could be described as a combination of Uncharted exploring, and Dark Souls combat (although it more so reminds me of 2018′s God of War, also inspired by Dark Souls). I didn’t give this game enough credit in the beginning. I decided to play the game on the hard difficulty option, but a few a few hours, I bumped it back down to normal mode. I underestimated the combat and how tough even simple enemies could be. Encounters involve locking on to one enemy at a time, and timing attacks, parries, and dodges. Even low level bad guys can take down your health, especially because they usually appear in small groups. I quite enjoyed fighting members of the Empire, especially basic Stormtroopers, but fighting creatures was much more annoying. Space bugs, space rats, and space crabs feel like a chore to kill as they leap backwards and avoid your lightsaber strikes, and its often harder to read their telegraphs. 
Coming across a squad of Stormtroopers is always where I had the most devilish fun. I appreciate how the game gave the troops a lot of personality. You can hear them chatting to each other before a fight, and they make sarcastic comments as you slowly dwindle their numbers. Laser bolts can be reflected back at the shooter, making ranged combat pretty easy. It’s when the game mixes melee enemies and ranged enemies where it gets a little more tricky and engaging. Every melee trooper is a Scout Trooper and I found that a little hilarious and inconsistent compared to a Scout’s role and ability levels from the films. I didn’t realize they can stand toe-to-toe with a Jedi using their electric sticks and block plenty of lightsaber strikes before being killed. I also liked the detail that when an AT-ST is defeated, you then get to brutally execute the pilot as he scrambles out and fires his pistol as a last ditch effort before his merciless death.
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Bosses range from the aforementioned AT-STs, as well as large indigenous creatures found on different planets. Each world, from what I could tell, also has an optional, semi-hidden boss. These didn’t draw my attention much because they’re basically clones of other tougher creatures, only with a greater damage output, higher speed, and more health. You do get experience points for defeating enemies, but I lived happily without taking down these frustrating side-bosses. The most blatant rip-off of the Souls-like formula is the fact that when you rest at meditation spots (save points), it resets all the enemies in the level. This makes more sense in a game with tighter gameplay, such as Hollow Knight or Dark Souls, but there’s not as much of a need for experience points, and the gameplay isn’t reliable enough to warrant farming XP from regular enemies over and over again. I nearly gagged when the game warned me that meditating resets the enemies around you. I’m sick of seeing this mechanic, especially if it isn’t necessary.
I wish the gameplay was a little tighter and snappier. Enemies telegraphy their attacks well enough most of the time, but if an enemy is about to do an unblockable attack, the game doesn’t let you react quick enough to go from blocking to dodging. Many times I’d be blocking or trying to parry, and when an unblockable attack was coming, I couldn’t quick-step to the side fast enough. This means your reflexes not only have to be good enough, but you have to give the game a head start because it takes some time to go from one thing to another. This would happen often enough to get me frustrated. Another annoyance was Cal falling to the ground when the block meter isn’t depleted, and getting hit repeatedly as he’s trying to get up. I get that you can’t block forever, but you shouldn’t be “stunned” when the block meter isn’t empty yet. I don’t know if some of the clumsiness was intentional, but I would get pissed off during tougher fights because I felt like I was fighting an enemy as well as the mechanics.
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This all has to do with combat, but I found the traversing to be more reliable. Respawn Entertainment definitely borrows heavily from the Uncharted and rebooted Tomb Raider series. Cal can’t do a lot at first, but as he remembers powers over time, you unlock more abilities such as Force push, Force pull, wall running, double jumping, and more. Sliding down icy or muddy slopes is always fun, especially when combined with other traversal obstacles such as gaps and the need to wall run at the beginning or end. If you die in combat, your brought back to a meditation point, but if you die while adventuring, the game resets you quickly and with a small loss of health. The animations were great as well. I really did feel like a character in the Star Wars universe climbing rocky terrain, jumping over ledges, climbing, and all sorts of stuff like that. It gave the game a cinematic feel even during gameplay. Same goes for combat which can be a little imprecise, but at least looks great. It’s funny, however, that a lot of what prevents Cal from going to new places is the game, is him simply not “remembering” how to do something, especially when he will recall one of his skills out of the blue.
One of the greatest strengths of the game is also it’s greatest weakness: the level design. Each planet you visit has its own interconnecting environments, of which short cuts can be unlocked so you can loop back around easier in the future. The map is also extremely helpful as it gives you a 3D view of the environments, shows where you haven’t explored, shows where places are locked, and shows things like meditation spots. But there isn’t one bit of fast-travel in the game, so when you find yourself deep in a tomb or canyon, you have to hike your way all the way back to your ship. Granted, the developers have tried their best to make the way back interesting with new enemies or new ways to get back to the start, but when some of the environments are as large and twisting as they are, it can be a grind to get from A to B sometimes. Regardless, I’m impressed with how big and detailed each location is (my favorite being the lush jungles of Kashyyyk). It also gives you reminders of places you can re-explore once new abilities are unlocked.
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The story itself is one of the worst aspects of the game. While the settings and storytelling itself can be quite good on regular occasions, the overall plot is extremely basic. When Cal is forced to use his powers to save his friend during an industrial accident, he draws the attention of the Empire and the Inquisitors. The game becomes a race between you and the Empire to find a hidden list of Force-sensitive children left in the galaxy. This list (Holocron) has been hidden by a former Jedi who simply has put it in a difficult place to get to simply as a test, so that anyone who finds it would be “worthy” or something. We don’t necessarily see the Empire taking steps to find this list, but they pop in and our during cinematics when it’s convenient for the game. It’s basically an excuse to hop between a handful of planets and get slightly further and further as we unlock new abilities (a la Metroidvania). We spend a vast amount of time in deep tombs, putting Lara’s recent adventures to shame. It got old after a bit, even if the graphics and designs were gorgeous. I also think the game had one or two many giant ball puzzles.
The acting can be hit or miss as well. The most annoying character was Cere (Debra Wilson), one of the members of your small crew, who is a former Jedi Master, but has cut herself off from the Force. I think on a technical level, Wilson plays this character like a seasoned actor, but I found Cere’s character to be like one of those teachers or supervisors who is more dramatic than she needs to be. Cere comes off as condescending and a bit self-important, making excuses for herself while holding Cal to a very noble and high standard. She just comes off as endlessly melodramatic, and I don’t see a lot of need for her to have been a former Jedi, especially because she’s nothing but a co-pilot, quest-giver, and expositioner.. Cal Kestis (Cameron Monaghan) is a very vanilla hero who isn’t too bright, but is very altruistic. He has to have everything explained to him, even though I think he could have easily been telling other characters information, rather than being so clueless as a Jedi Padawan. Monaghan does a pretty good job playing him, I just thought the character itself was a little bland and typical.
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Instead of the main Inquisitor chasing you around (called the “Second Sister”) I think being pursued by Darth Vader would have been way more fun. How much cooler would it have been to be hunted by THE Darth Vader, him doing exactly what his job was during this time period? Another inconsistency that irked me was that Cal is a Padawan, yet he’s proficient in single blade, staff, and double lightsaber combat. I know this makes the game more “fun” but it doesn’t make sense to me that a teenage Padawan is an expert in three forms of lightsaber combat, each of them needing nearly a lifetime to master. I was annoyed I could switch to a lightsaber staff at any time with no background or explanation for it. I would have liked it much more if the story and game stuck to single blade combat, and not felt like it would have been too basic or boring for most players. But I think the larger thing to blame is the Star Wars canon and Force-using, lightsaber-using people don’t get much of a technical explanation on how much the Force aids you or how much training you need to do on your own.
It may not seem like it, but overall I am actually pretty happy with Jedi: Fallen Order. Not only does it eschew the practices EA has become notorious for, but it’s a game in a genre I really enjoy. Aside from some combat imperfections, flat story, and average characters, I had a lot of fun exploring this game at every turn. Finding chests with cosmetic collectibles and playing with the Force powers kept me going from one corner to the next. I also enjoyed the music which was done by composers Stephen Barton and Gordy Haab, instead of relying too much on the famous John William tracks (although they are heard far and few between). They evoked a Star Warsy tone and atmosphere without outright copying existing works. I loved moments like my first AT-ST fight, or climbing and piloting an AT-AT. Most of the set-piece moments were exciting and unique for a Star Wars video game. It certainly has its blemishes, but definitely not things that couldn’t be ironed out in a future sequel. I really hope Respawn Entertainment and EA continue on this path of coming up with semi-original stories with their Star Wars license and make single player driven experiences.
7.5/10
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fridgewheatfield · 4 years
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Fridgewheatfield 2019 GOTY Awards
Normally I would go through the TGA nominations and give my thoughts on who the winner of each was for me. But 2019 kinda sucked for games imo, and I didn’t play very many. So instead, I want to highlight 5 games I really loved this year and give them each their own award. So here they are:
Best AAA Game: God of War (2018)
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This game really took me by surprise. I got it in the Summer for 50% off and hoped it would scratch an itch that I knew a 3rd BOTW playthrough wouldn’t quite scratch. I didn’t expect much from it except for maybe some fun gameplay, since I had never played another game in the series, but it won a lot of GOTY awards in 2018, so I figured it was worth a try for the discount.
This game floored me. I was enamored from start to finish. The environments, the story, the characters, and especially the gameplay had me glued to this game for 10 hours a day for almost a week. I have never felt such guilt from shafting irl responsibilities in order to play a game. The graphics are among the best of this generation. The world building and main quest line kept me interested and actually listening the entire time. The relationship between Kratos and Atreus was strangely relatable, but never had me siding with one character over the other for too long. And the combat is probably the most immersive, diverse, and fast-paced of any game I’ve played. I fought thousands of enemies and I wouldn’t be surprised if there were only a few enemies that I actually killed in the exact same ways. This game was a huge pleasant surprise for me, and the ending pushed its hypothetical sequel near the top of my list of most anticipated games. 10/10
Most Satisfying: A Hat in Time
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A Hat in Time finally came to Switch this year after what felt like an eternity. I was waiting for this game to come to Nintendo since the Kickstarter was announced. Before we knew about Mario Odyssey or Yooka-Laylee, it was refreshing to see that anybody still had interest in reviving the genre of game I loved most as a kid.
This game is EXACTLY what I wanted it to be: A love letter to every Gamecube game I played ad nauseum. A Hat in Time masterfully blends the freeform movement of Mario Sunshine, an art style inspired by Wind Waker, and the charming dialogue of Thousand Year Door to create a game that starts at a 10 and never lets you down. There must have been 20 times during this game where I said to myself, “I hope this game [does this],” and the game followed through with shocking consistency. With customization, easter eggs, references, and humor stuffed into every mission, this game reminded me of everything I loved about the games I grew up with. But this game isn’t just bells and whistles, it also features some of the most engaging level design of any 3D platformer I’ve played. A train murder mystery, a free-roam around a cruise ship paradise run by uwu-speaking seals, and genuinely one of the scariest segments in any game I’ve played were some of the highlights. But none of this game’s 30+ main missions ever disappointed. While the graphical quality and technical performance were less than stellar, everything that the game WANTED to be more than made this game an easy 9/10.
Funniest Game: Untitled Goose Game
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I never understood all the buzz about this game leading up to its release. You’re just a goose? What do you even do?
I was skeptical, but this game did not let me down. There was something strangely hilarious about stealing everyone’s stuff and annoying them for no reason other than to cross off a to-do list. Maybe it was imagining the humans’ perspective. Maybe it was the spastic piano score that only played when you did anything. But whatever it was, this game had me cracking up for its entire 2 hour duration. You can’t deny that the price is a bit steep for such a small game, but the amount of enjoyment I got from an afternoon with this game left me satisfied with my purchase. And with fun secret challenges to discover along the way and to struggle with after the credits, leaving me saying “Ohhh I didn’t think to do that!”, Goose Game is just enough of a game to justify everything that it has going on. 9/10
Most Fun Bad Game: Animal Crossing Pocket Camp
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The OG followers will remember when this was a New Leaf blog, and you best believe it will be a New Horizons blog when the time comes. I hated this game when it came out in 2017. I thought it was a boring, empty waste of time that did nothing for fans of the series. But after numerous updates and quality of life changes that I totally missed the boat on, Pocket Camp actually became worth spending time on. I jumped back into this game following the post-E3 hype for New Horizons, and I’ve logged in every day since.
I won’t mince words, this game is bad. It’s nefarious, predatory mobile game practices at its most kawaii. But damn if I don’t love these new furniture sets they introduce every few weeks. I love piecing together the new items I get from each set or event to make a camp that I’d enjoy spending time in. I’ve spent more money than I care to admit on Pocket Camp’s take on loot boxes (not bank-breaking, but more than I’m proud of). But I honestly can’t say I regret any microtransaction I’ve made. I’ve had a lot of fun with this game in the past few months, and getting everyone I know back into it alongside me made it even better, just like previous Animal Crossing games. The crux of the enjoyment is still sharing your designs and collections with your friends, just like always. And that was Animal Crossing enough for me. Not giving this one a score because its still a scummy mobile game, but if you haven’t played this game since launch, redownload it and give it a look-through.
Best Game I Played in 2019: Banjo-Kazooie
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Everyone knows how good this game is. I played it as a kid, and I’ve known my entire life that this game is great. I’ve reminisced with friends about this game, I’ve watched countless Let’s Plays, and I’ve sung its praises as the best 3D platformer there is.
But I hadn’t ever actually beaten it until this past Summer.
And it turns out that I didn’t even know how right I was all these years. Banjo-Kazooie is a perfect game. Every level is meticulously crafted to be unique, interesting, and just big enough to where they’re fun to explore, but small enough to where there is no empty space. Banjo (and especially Kazooie) control like a dream. The dialogue is the textbook example of charming video game dialogue. And the game is just long enough to feel full, but it never overstays its welcome by retreading old ground for the sake of making the game longer. And don’t even get me started on the soundtrack. There’s a reason Grant Kirkhope left the 2000s as the only household name that came out of Rare. This game could not be improved, and its stood the test of time against the other greats of the genre like Mario 64, A Hat in Time (imo), and Mario Odyssey, to maintain its spot as the game that every 3D platformer wants to be. It’s the best game of the genre, the best game I played this year, and it’s now among my top 5 favorite games of all time. An obvious 10/10.
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Thanks for reading this. Feel free to respond, send a message, or send an ask with any of your thoughts on these games, or even some of your games of the year. I’d love to read them. I’ll see you next year for my 10 page review on New Horizons, which will surely double as my GOTY post.
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flavoracle · 5 years
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RPGs & The Character Investment Dilemma
First-Person, Character-Centric Storytelling...
Imagine for a moment that instead of being a ridiculously successful movie franchise, the entire Marvel Cinematic Universe was instead published as a series of adventures for a superhero role-playing game.
Except you don't play as Iron Man or Captain Marvel or Valkyrie or Groot. They're all NPCs that the main plot revolves around. You and your team play as S.H.I.E.L.D. agents... or maybe undercover low-level superheroes... or, I don't know, reporters or something?
Bottom line, you're there, you can have maybe SOME neglegible impact on the outcome of the plot, and you're one of thousands just like you.
And yet you're also ONE IN A MILLION! Because even with intense world-shaking events going on around you, this is YOUR story! YOU wrote the character background! YOU picked your character's abilities and specialities. YOU have been the one grinding through each level in each adventure to get your character to where they are now.
You took down a bunch of Hammerbots behind the scenes in the Iron Man 2 adventure. (Great XP and loot drops in that one!) You grumbled that your party insisted on saving civilians in Age of Ultron because fighting the robots would have been worth SO MUCH more experience. You nearly quit after the Ant-Man & the Wasp adventure when all you did was chase around false leads on Scott Lang.
But ultimately you've stuck through it all, the good and the bad, because you have invested in YOUR CHARACTER. You've put in too many hours to just give up on them now! They've grown so much! They're more powerful, more wealthy, more...
*SNAP*
Oh, Thanos.
"Roll a saving throw," you're told. You roll a 1. "Oooh, sorry buddy. Evens survive. Odds are dust."
You're shocked. You're angry. You're confused. All those hours. All that thought and attention and effort. All gone. All a huge waste. (Unless your friends find a way to rez you, of course.)
...When Characters Come Before Story
If the scenario above sounds like a tragic waste to you, I would totally agree. Just not for the reasons you're probably thinking of. The real tragedy of the hypothetical above isn't that the player's character dies. The tragedy is that the player had been taught to play the game in a way so focused on their individual character, that they failed to enjoy the amazing storytelling spectacle they were participating in.
The other tragedy is that because all the game progression was tied to the player's character (and not the player themself) all that progress really did disintegrate along with the character.
The Strange Expectations of Role-Playing Games
Consider for a moment, what other entertainment media are subject to this kind of failed investment? Books, movies, and shows may ask you to invest emotionally in the characters, but never more than you're invested in the story itself. Video games may have you focused on your own individual progress, but most of them include opportunities to save your progress. Plus, the games that focus the most on individual character progress are usually single-player games.
And yet role-playing games ask you to pour your heart and soul and time and energy into a single character at a time, play with other people who are ALSO focused on their individual character progression, AND you're expected to honor the final consequences if tragedy strikes or you take a risk that doesn't pay off.
Disproportionate Risk
As humans, our brains are generally hardwired to either minimize risk, or to take risks only when the benefits are worth that risk. The greater the risk, the greater the reward needs to be.
When playing most role-playing games, one of the greatest risks is losing a character that you've invested time and energy into. The longer you play that character, the greater the loss with that risk. So naturally, players try to minimize risk. And yet making a decision based on your character's internal motivations (rather than your own) feels inherently risky! After all, it's only natural to assume we know best. So what do you do if YOU want your character to avoid risk, but YOUR CHARACTER wants something else?
Some people will tell you the only correct choice is to do what your character would choose. "That's TRUE role-playing!" Maybe you're shamed for playing "out of character" or offered incentives for playing "in character." These tactics are used to cover up what I believe is the underlying problem...
A Primary Focus on Open-Ended Character-Centric Storytelling is BAD For RPG Gameplay
Now before people go grabbing your torches and pitchforks, let me say that I understand your reluctance to believe me on this. It might sound like downright heresy to you. It took me years of fantasy role-playing experience to realize this myself. And I'm not asking you to agree with me. Just hear me out.
A group of people, each asked to play a game focused on individual character development, in an open-ended environment where they set the objectives and tone and pace of the adventure is LUDICROUS. It would be like trying to play Legend of Zelda: Breath of the Wild, except it's a multiplayer game with six players, and they all have to share a single screen. HOW IS THAT SUPPOSED TO WORK?! (Even in a best-case scenario you end up with a "leader" in the group who keeps everybody focused, but how often do others complain that the "leader" is hogging the game?)
Is There an Answer?
Yes, I believe there is. I propose that a more positive and satisfying play experience can be achieved through playing adventures that are driven primarily through compelling plot points, rather than individual character focus. Additionally, I believe this style of play would be enhanced by a system of progression and rewards that are tied to the PLAYER, rather than the characters they play.
Now does that mean there's no place for character development or role-playing? Of course not! Players should still be encouraged to develop fun characters and play out scenarios that fit the personalities of those characters. But they should also be encouraged to play a wide variety of characters, and switch up between adventures, rather than feeling tied to one or two. And the characters that people play all work together with a focus on progressing the plot in the stories provided.
"That Sounds Like Railroading to Me!"
This seems to be a common concern among long-time role-playing gamers. Sometimes I get the feeling that they look at their right to an open-ended play environment the same way Second Amendment advocates look at the right to own guns. But I think that's only because they don't realize just how harmful the thing they love is. (OK, that's a pretty exaggerated comparison, but it's the best analogy I can think of.)
The point is, just step back from what you THINK role-playing games should be, and consider what they COULD be: A narrative-driven cooperative storytelling experience, moved along by players, and focused within the boundaries of a strong plot and setting determined with a deliberate purpose already in mind.
And honestly, that sounds like a lot more fun to me. How about the rest of you?!
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zydrateacademy · 5 years
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Review - Rage 2
I have little to no experience with the first Rage. I have about two hours on it, last played five years ago. I remember a lot of brown, and I think I immediately quit because it didn’t engage me very much. To the surprise of everyone, last year we get a teaser trailer set to Andrew WK’s “Ready to Die” in a semi live action setpiece telling everyone that Rage has returned, and it’s gonna be wacky! In practice, it’s just a very colorful shooter. A fairly decent one, but it lacks the general humor that Borderlands has, which yields a common comparison. Indeed, Rage 2 feels like a union between Mad Max (the driving), Borderlands (the environment), and DOOM (the gunplay). This review will have several comparisons to all three, but I’ll try to explain the systems so my readers won’t require previous knowledge of other games. I’ll start with the game’s main selling point, the zany gunplay and abilities. You play as Walker, gender of your choice but you cannot customize them as they both essentially exist as their own beings in this world. You are some kind of military trainee in a fairly safe and stable stronghold that gets annihilated in the first fifteen minutes of the game by an organization called “The Authority”. You put on a suit of armor of a now-extinct sect of “Rangers”, you being the last one in an impromptu promotion. This armor facilitates all of your guns and abilities. Even the guns are acquired through ARKS dotted around the land that are specifically designed for rangers and their suits, so right off the bat you’re more or less more equipped than every bandit in the wasteland.
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Other than some odd key bindings to start with, the abilities and guns feel very good. One of the first you acquire is imminently useful, as it was designed to shatter armor of the enemies (and the ability is in fact called “Shatter”). This is also very satisfying as you play through the game, whether you use that ability or shoot it all off, you can actually see mob’s armor plating fly off as you whittle them down. It’s a good signifier as any that they’re ready to be killed outright. Considering the game shares much more with DOOM than with Borderlands, enemies are not at all bullet sponges. Most enemies can be taken out in just a couple shots, or a single headshot. The armor is what makes them spongey, but you’re very quickly given the tools to deal with it. Other abilities include a bullet barrier, a ground slam, a super sprint, a dash, a vortex that pulls enemies in and detonates, an overdrive, and a few others. Considering that DOOM developers have worked on this, this is not a cover shooter. Everything is designed to keep you moving and shooting and the set of abilities you acquire serve this goal incredibly well, and the gunplay is very fun. However, like Mad Max (from Avalanche Studios, which also served as developers here) strongholds don’t tend to respawn which leaves my usual fare of sandboxing starting to dry up just 11 hours into the game. I’m starting to get the feeling that the game is rather short, and I wish it took a similar idea from recent Far Cry games to reset the strongholds, maybe add some extra difficulty to it, and let us play it all again. I do not believe there is a New Game Plus at this time, so when I’m done, I’m done. This is essentially a twenty to thirty hour game it feels, so take that as you will.
Everything can be upgraded as well, DOOM-style. This is not Borderlands, and you will be staring at the same guns throughout your experience. There are about ten of them though (two from the preorder bonus, or potential DLC) and you can change their capabilities, level them up, and add extra mag sizes, reload speeds, and so on. They’ll function differently as you see fit but I find myself defaulting to the assault rifle you acquire, upgradable with armor piercing rounds which really tear through most enemies.
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Returning from Mad Max are the convoys, one of my favorite mechanics from that game. There were only a handful there, and this game serves many more and they’re certainly more engaging in their own way. They boast an entire caravan with a War-Rig like truck that serves as its own boss (complete with a health bar), where you must wipe out the allies and then hit “weak points” that pop out periodically. I’m not sure if they constantly spawn or are as temporary as the strongholds, but I do enjoy them.
So the gunplay is good, the environment is interesting to look at. There’s plenty of lights, colorful characters, and even trees and wildlife in certain zones. The writing leaves something to be desired. For example you get a Borderlandsy splash screen introducing a few characters, one of which was “enjoys manipulating others, and once tortured a guy just to get his approval”. Meeting him just screamed “This guy is going to betray the fuck out of you”. Sure enough...
So let’s move on to some points I have “mixed” feelings about.
As I alluded to with the guns, this isn’t really a Loot-N-Shooter. It’s just a shooter. Everywhere there are chests to get “feltrite”, the main upgrade currency. You also get money, which also helps buy upgrades outright as well as ammo for you and your vehicle. There’s even an upgrade just to help you triangulate and find these chests so you don’t abandon every stronghold at 3/4 chests found because it’s hiding in a tiny alcove somewhere, but sometimes I do it anyway because it kind of kills too much time when you’re running around for a while. The gameplay encourages constant moving, shooting, and ground-slamming, but after a while you actually run out of things to do all of that with. To the game’s credit, it doesn’t make Anthem’s mistake of “go here, kill everything”. Sometimes you defend a pylon, sometimes you shoot fuel tanks, sometimes you destroy a power silo. All of which involves a lot of shooting but none of this respawns or comes back.
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In relation, the map does feel a bit small. After gaining reputation with a certain main character, you’re awarded the Icarus, which is a flight vehicle. No weapon capabilities and it’s made out of paper but it’s very useful for transit. I’d almost recommend not using it at all, but it does help nab a few points of interest that you wouldn’t necessarily drive past on wheels, as some things you need to actively search for rather than drive by. As I said before, after 11 hours it feels as though I’ve complete most of the side-stuff already. Side missions can be picked up in towns but they’re much simpler and less interesting than the main story itself, and there’s little reason to do them.
The game is also very buggy. I suffer a crash to desktop (no error message or anything) every couple of hours. Much more often the game will freeze on me for an extended period of time (forty-five seconds or more) before coming back to me. I was on a “clear out the bandits” objective and one of the enemies was clipped into a building. Thankfully the “Shatter” ability has some AoE capabilities that got through the wall and I got him eventually. Those are the main three I’ve suffered but if you read around, you’ll no doubt find much more. These aren’t the usual funny “dragons flying backwards” Bethesda bugs, these are actually game breaking and rage inducing.
Oh, Bethesda. What has happened to you? It felt like it’s just been a couple years since you were the gaming community’s golden boy. It really all went downhill with Fallout 76 (which I’m still waiting on single player and modding capabilities) and has never really recovered. Yes, their new fare of “microtransactions” are here. I don’t normally have a hate-on for cosmetic shops like the community as a whole does but in Rage 2 it’s particularly pointless. It has some gun skins, both of which can be acquired in game. The golden skins are 10,000 dollars in certain shops (which is a lot, mind you) and the other ones can be acquired by farming the Mutant Bash TV enough. I enjoy the mutant-killing arena but I find it’s far too damn easy, and it really needed extra difficulty levels attached. Those skins cost 2500 MBTV tokens and you can get ~1500 every run you do. Considering how easy it is, I earned most of them in like, an hour. Now let’s get to some of the things I actively hate.
I don’t like the driving. Not nearly as much in Mad Max, anyway. The convoys are indeed still fun and more rewarding than Max’s were. To Max’s credit, that entire game was built around the car being a major mechanic and hell, even plot point and Max’s entire motivation. In Rage 2 it’s more of a sideshow. The cars don’t feel like they have much weight to them (at least, not until you spin them out and try to push yourself out of a ditch, which I often do) and when I was given the flying Icarus, I felt little point in returning to the sassy-AI that hosted the Phoenix, the only car you can upgrade and customize.
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To wit, I actually quite despise the driving in certain contexts. Early in the story you have to impress someone enough to enter his suite. To do so you must play through the Mutant Bash TV (fun, but easy) and... a race. You enter the race and the NPC there tells you that you’re starting on the bottom. Now, in other games this means they usually give you idiots for AI. The first race in GTA5 was laughable, and even in Mad Max their one main “race” was actually just a deathmatch with a six minute timer. This newbie race in Rage 2 actually made me Rage-Quit the night the game was released. They give you their own car, every other racer has the same one and they actually match your speed. At any given point I always had two to four other racers ahead of me at all times. You know what bots and AI don’t do? Make mistakes. They never spun out, rammed into each other, or hit a wall unless you yourself did all that to them. After getting a night’s sleep and three tries in the morning later, my only strategy was to ignore the other drivers and concentrate harder than I ever have in a game. I basically had to do a perfect run, not hitting anything. I did so well and ALMOST lost the ENTIRE race to one single spinout near the end of the track. When I won, I could hear one or two car engines right on my tailpipe. They never lost traction like I did, and that’s just garbage.
I hated it. I do not look forward to dealing with this required mission in future playthroughs. By the way, it’s required to unlock an entire upgrade tree.
One final point of annoyance before I summarize my thoughts ultimately. This one is much more minor but it actually irritates me more than the driving does because this one is a constant threat. Every time you clear an objective, no matter how quick or small, you get an unskippable popup announcing your victory and rewards, as well as the reputation gain. This could have so easily been put on the side, like they do their radio-bound dialogues. Instead it completely stops the show and I find myself slamming the enter key so I can skip it the very split second it allows me to do so. In a game that wants you to keep moving, in a very successful and fun way, this thing is just a complete show stopper and I don’t know how their beta testers weren’t yelling “Come on, let me PLAY!” constantly. Ultimately, I do feel like there’s a good game to be had here. The cosmetic store is easily ignored and beyond that, you’ll have to deal with some bugs, janky driving, and bullshit “OBJECTIVE COMPLETE” popups. If you can deal with that, you’re left with some excellent gunplay and skillfully crafted environments. It’s not as long as I had hoped, and I really expected more to justify an eighty dollar preorder but I have not at all hated the experience.
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brothermouzongaming · 6 years
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Cyberpunk gameplay thots
Obviously, this is a vertical slice of the game, something where CDPR can show off how the game works while making sure nothing is stressed too hard or explored too deeply. That being said, sonofabitch what a way to present your game. I’m going to gloss over my favorite parts and things I noticed because honestly, a play by play won’t do it justice. Please go watch it.
MadWorld (or “City” in this case)
I don’t need the sprawling landscapes and varied vistas of The Witcher 3. CDPR did an incredible job making every acre feel lived in. The landscape of Night City allows them to hone the focus of detail on a singular city. The touch of every NPCs class or sect hanging over their heads is nice, but I look forward to turning that option off and just enjoying the crowded streets for what they are. Gorgeous. The level of detail presented was just staggering, I couldn’t look at one thing for too long or I’d miss something. The lighting is sharp and accentuates how the world sits between impoverished dirty and futuristic shine. Even the ‘natural’ lighting in the apartment gunfight really cuts through and actually is worth noticing when LEDs and neon lights are almost all we get down on street level. The rooms are very well detailed, looking lived in, the clutter is not just assets but seemingly hand-picked to a certain extent. Night City is somehow seedy and luxurious, something made clear with every area we visited in the demo. 
RPGesus Christ
I can only imagine this had to have somewhat silenced the “it’s gonna be a FPS, not an RPG” crowd. Everything from the guns, the gear, and even the biometrics to some degree (that humanity cost tho). It really looks like it feels like a tabletop game especially when you get to the character creator. When V goes to pick up the pistol in her apartment, the green bar (to me at least) indicates a rarity level. Especially when later in the video another gun is seen with a purple bar.  Loot was an aspect of gameplay I didn’t foresee at all. I thought it’d be a merchant system. Loot, however, makes things a bit more interesting in my opinion. The ability to find something out in the world as opposed to coming to a market every time is always more immersive and overall fun in my opinion. The dialogue options are interesting and often, which is exactly as it should be. I’m not sure if this was intended but V even interrupts the Corpo woman and you can actually see a physical reaction though brief. Which has really interesting implications if used properly. It didn’t seem like the “shut up” button you’re given in Fallout that just silences the NPC. This actually seemed to be an active decision the player makes that the other character actually observes or at least understands. 
Movement Overhaul is Very Enticing
Doom Eternal is the closest thing I can think of when I see such quick and nimble movements from a character in an FP game. A sense of control and dynamism that will allow and encourage those to play as they wish. Dashing, sliding, and sticking to walls with mantis blades; all of it will only be enhanced with what appears to be well-designed levels and environments. I wasn’t sure if I’d talk about this in the movement section or the world section but to me; this specific demo shows how these parts of the level (and hopefully others) seek to facilitate combat. Not just exist in the same space to build the world or just because.
Guns and Their Play
We only saw four guns and one melee weapon, a handgun, the bullet curving submachine gun, a double barrel shotgun, some kind of gauss rifle, and the signature mantis blades. Both were very interesting in their functions. Enemies appear a little spongey, but I’m willing to chalk it up to augmentations but I do hope it gets a touched up a bit. None of that Division shit, I cannot stand that. No one has to go down in one shot but once I’m half a mag in...maybe they should be dead...? Later in the demo you do see the double barrel put people down left and right as well as the bullet curving gun. It’s a step up from the Titanfall pistol and an idea that lets you kind of peek behind the curtain as to what kind of tech we’ll be dealing with. The rifle shown is also again, very cool and makes me wonder what other high-concept weaponry is in store. I can’t comment on the feel obviously but I hope that the guns feel heavy to kind of play off how quick your character is/ can be. 
Deliberate Dialogue 
I very much enjoyed the ‘buddy-cop’ conversations between V and Jackie. I’m getting shallow but purposeful bits, most likely to avoid spoilers and things of that sort. Nothing too significant but it’s very well voice acted and that drives the tense moments and lets the lighter ones land regardless of how ‘deep’ the writing is. Then there's the Maelstrom scene, V and Jackie have a chat with a fine gentleman by the name of DumDum. The performance is phenomenal. The writing is good and houses the cliche dick measuring contest between DumDum and Jackie. It’s how Dum Dum carries himself and speaks that made me believe we had found the boss of the Maelstroms. Only for the big bearded fuck to storm in and start questioning what’s going on. Long story short, everyone dies and Dum Dum was nothing more than a passerby, practically an NPC in the open world. I was impressed how in that one scene, an absolute no one could leave such an impression on me. That doesn’t happen in most games, not for me at least. If this is something I can expect from even a handful of NPCs I’ll be floored and beside myself.
I know I’m fanboying but let me enjoy something dammit!!
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walterreso57-blog · 5 years
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Top Advice on Dragon Ball Z Games
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