What game are you playing?

wankerness

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I think 9 is the most "fun" since that was the point at which the characters were still cartoony and the gore was still fun. X leans too hard into the "TOTALLY EXTREME" torture-porn arena and 11 is just kind of bland. As far as actual gameplay goes I can't really speak to any of them cause I'm just a stupid button masher in those games. :p
 

BlackMastodon

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Plus the UI/ holo map designs are still untouchable. I can't believe more games haven't copied the idea of the holo map.
Holy shit, yes. I remember being really impressed with how cool the UI design was the first time I played Dead Space years ago. So simple and smart, and no other game has even tried anything like it. Instead, every shooter now has to have perks and a battlw royale mode.
 

wankerness

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What’s the map like? The screenshots I could pull make it look about the same as Descent or Metroid Prime before it, or that Jedi Dark Souls game from a couple years ago. Wasn’t doom 2016 also a 3D rotatable map? I haven’t played it since 2017 :p

The UI in 2 I remember thinking was really cool the way it existed in the game world. It was like a much, MUCH slicker version of what Fallout 3 attempted.
 

KnightBrolaire

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What’s the map like? The screenshots I could pull make it look about the same as Descent or Metroid Prime before it, or that Jedi Dark Souls game from a couple years ago. Wasn’t doom 2016 also a 3D rotatable map? I haven’t played it since 2017 :p

The UI in 2 I remember thinking was really cool the way it existed in the game world. It was like a much, MUCH slicker version of what Fallout 3 attempted.
The map and menus are all holo and fully 3D/project from Isaac's suit. The workbenches for upgrading also do it. For 2008 it was insanely impressive.

One of my other favorite details is how the game doesn't pause in the map/menus so there are situations where you can get attacked while in the menu. It just adds to the atmosphere/dread/paranoia that the game does such a good job of cultivating.
 

Mathemagician

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Holy shit, yes. I remember being really impressed with how cool the UI design was the first time I played Dead Space years ago. So simple and smart, and no other game has even tried anything like it. Instead, every shooter now has to have perks and a battlw royale mode.

Tell me about it. Bruh if EA/Ubisoft/Activision made Elden Ring it’d have a fucking season pass.
 

spudmunkey

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TMNT: Shredder's Revenge is goddamn fun.

Full disclosure: I've probably put in $100 into the TMNT arcades, and I had every NES and Game Boy game, so I'm the prime target for it.

My only complaint: the character sprite size is a bit small compared to the arcade games. They seem sized like in the NES games. That said, if the sprites were larger, they'd likely have had to limit it to 4 players instead of 6, so I guess I get the choice. The online multi-player has been flawless, and so much fun.
 

TedEH

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I've been slowly poking at two things.

Blake Stone: Aliens of Gold - It's an improved Wolf3d engine game with a little more to it than just shooting, although not much more. The enemies are more varied, the guns are sort of more varied but mostly same-y. The sound is higher quality in some ways, but worse in some others.

Tunic - Only just stared this one, but it's sort of like playing an indie Zelda rip off that doesn't give you any instructions and expects you to figure it out. It looks nice, movement is a little clunky, the mechanics of the game feel week thought through so far.
 

wheresthefbomb

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IMO even Skyrim was very hit-or-miss with it's random content filling the world. When it worked it worked well, but it felt like a lot of filler to me, as a person who only played Skyrim years after it originally came out (and therefor the novelty of the scale of the game had long worn off). The bigger a game is, the more you have to lean on proc-gen and filler, which can go sideways very easily. I mean, you see the same thing with face animations - when there's just way too much dialogue to animate you end up with Mass Effect Andromeda faces.


Given how long ago Skyrim came out, this is probably more accurate than not.

For me, Skyrim and felt much smaller than Oblivion, which in turn felt much smaller than Morrowind (despite it being smallest of the three). I know part of this is due to the simplification of fast travel, but a lot of what made Morrowind feel so big was that encounters and areas were highly polished with more "personal" touch. I also found Morrowind much more replayable, despite the static world. Once the "random" encounters in Skyrim started to repeat, it really ruined my immersion.
 

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Dead Space 2
Really liked the mostly unbroken narrative. Reminded me of playing Half-Life for the first time again.

Dead Space: Extraction
That whole era of on rails Wii shooters was never my bag. But as far as a prequel to the original Dead Space, it was a prequel done right. You find out what happened on the Ishimura before Issac and co even get there. And that's all it needed to be.

Dead Space 3:
I understand that co-op (which is online only) was forced upon the developers, but whoever decided that certain collectibles needed to be only obtainable by the second player can go fuck themselves.

Resident Evil 5:
The inability to move and shoot at the same time took some time to get used to. And the AI companion wasn't a hindrance like I had been led to believe. But the El Higante boss fight is one of the worst I've ever experienced. It was my brick wall for progression on professional.

Resident Evil 6:
I have no desire to ever play this piece of shit again.

Star Wars: The Force Unleashed
I don't know why, but Starkiller's design and way of movement reminds me of Raziel from the Soul Reaver games.
 

wankerness

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For me, Skyrim and felt much smaller than Oblivion, which in turn felt much smaller than Morrowind (despite it being smallest of the three). I know part of this is due to the simplification of fast travel, but a lot of what made Morrowind feel so big was that encounters and areas were highly polished with more "personal" touch. I also found Morrowind much more replayable, despite the static world. Once the "random" encounters in Skyrim started to repeat, it really ruined my immersion.
Skyrim felt bigger than Oblivion to me largely because I fuckin hated the way oblivion kept reusing THE EXACT SAME LAYOUTS for the rifts and mini-dungeons/caves. It got so damn repetitive so quick and made me utterly hate going in rifts. I thought it was quite a bad game, especially on Xbox 360, where it was loaded with game breaking bugs that you couldn’t fix since you didn’t have access to the console (I finished it on pc, with the most fixed fan patch that existed, and even then I had to use console commands a few times to unbug sidequests. Good thing the wiki had console command fixes for practically every quest/npc since people were so used to the game’s garbage). Skyrim seemed like a breath of fresh air after it. I only missed some of the weirder skills, like how if you leveled jumping you could eventually jump off water.
 

NoodleFace

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TMNT: Shredder's Revenge is goddamn fun.

Full disclosure: I've probably put in $100 into the TMNT arcades, and I had every NES and Game Boy game, so I'm the prime target for it.

My only complaint: the character sprite size is a bit small compared to the arcade games. They seem sized like in the NES games. That said, if the sprites were larger, they'd likely have had to limit it to 4 players instead of 6, so I guess I get the choice. The online multi-player has been flawless, and so much fun.
My only complaint..

6 of us playing, all gamers. We quickly found out you could meditate then use your special. 6 people doing that constantly was INSANE. We were screen clearing without even seeing enemies pop in. Bosses were also funny. Now, the game isn't hard, so it's not like we absolutely broke the game but it felt overpowered.

We had to have a gentleman's agreement to only use specials we earned organically. Then it felt like the arcade game again.
 

Werecow

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Skyrim felt bigger than Oblivion to me largely because I fuckin hated the way oblivion kept reusing THE EXACT SAME LAYOUTS for the rifts and mini-dungeons/caves. It got so damn repetitive so quick and made me utterly hate going in rifts. I thought it was quite a bad game, especially on Xbox 360, where it was loaded with game breaking bugs that you couldn’t fix since you didn’t have access to the console (I finished it on pc, with the most fixed fan patch that existed, and even then I had to use console commands a few times to unbug sidequests. Good thing the wiki had console command fixes for practically every quest/npc since people were so used to the game’s garbage). Skyrim seemed like a breath of fresh air after it. I only missed some of the weirder skills, like how if you leveled jumping you could eventually jump off water.
I remember building my character as a stealth wizard, just to sort skip through those rift things. I'd walk through 90% of them completely invisible. It was so annoying getting into exploring and another damned rift popping up.
I'd also play the game with an enemy/creature levelling mod to change the stupid levelling mechanics, where bandit grunts would eventually have daedric armour (which basically breaks lore with how rare it should be), and smaller creature types would completely dissappear from the countryside as you got to a high level.

On the positive, some of the top-side scenery was awesome to explore, and some things it did better than Skyrim. I really missed the weather effects Oblivion had, like heavy rain storms, with wind that whipped up the long grass.
 

rokket2005

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I started 13 Sentinels : Aegis Rim about a week ago and I'm liking it a lot. I heard basically nothing but praise about it for the last year or so but I had so many other things to get through first. It's the first visual novel type game I've played, and while there is really fun combat that's kind of Armored Core meets tower defense, the story is definitely the selling point. Really pretty visually too, which I normally don't care about so much, but it adds to the constant intrigue. Highly recommend so far.
 

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Forgive me if I already mentioned this. Switch had a small sale/demo of stardew valley.

So that. My first farm sim game ever. I did not get a dance to the spring fling. But that’s ok, because my veggies came in noice.

I also sold the first 15 seeds the game gives you because I though I was putting them in storage. I was not, lol.
 

wankerness

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That game has a lot of systems in it that are not very intuitive or transparent. Selling stuff, for instance, and whether it's best to sell to that asshole Pierre or just put it in the chest or what. The fishing, for another example, takes a lot of getting used to, at least on console. But yeah, my girlfriend has spent probably 200+ hours in that game at this point. It's very zen in some respects, has a TON of depth when it comes to stuff to do, and also has the insidious mechanism of not saving until you start the next day, at which point you're like "well the day started, now I have to play to the end!" It's a vicious cycle.
 

Mathemagician

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That save mechanic is another level lol. I definitely wish the days were a tad longer but it does really force you to decide what you are going to do that day. Which makes sense from a sim perspective. Fishing took me a bit but it’s similar to many mmos/rpgs that have fishing.

Yeah nothing is really explained which j guess is ok since you can’t really die.

I don’t know how Pierre is an asshole yet. I fucking HATE that Joja mart manager though. Fuck him. I’m gonna rebuild the community center for the kids.
 


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