Chet_Awesomelad

@Chet_Awesomelad@kbin.social
1 Post – 21 Comments
Joined 1 years ago

I really like the way that he thinks, with each game being a way to learn new systems / implement new tools / increase the studio's knowledge and skill. Such a great way to take on projects - it ensures that each game brings something new to the table, and it puts you in an even better position to tackle the next project.

My only request for the next game is: please don't have it start with the player imprisoned on a ship and for the ship to be attacked by monsters so the player can use the chance to escape into a deadly situation only to be rescued at the last second by an unknown powerful being before waking up on a beach. Twice is enough, thanks.

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Lmfao the trailer doesn't even include any dialogue from Will Smith's character?! Imagine paying (I assume) millions of dollars to get an A-list Hollywood celebrity in your game and you don't even show them in your trailer!

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The writing is the strongest part of the game in my opinion. But the writing almost NEVER translates to interesting gameplay.

As an example, there's a quest where you're tasked with tracking some bad guys through a labyrinthine canyon, then you need to search for clues to find out where they came from, who hired them, etc. The gameplay for the quest is about the least imaginative way to interpret that story - the tracking is just following waypoint markers on your screen; the combat is just shooting four basic enemies; and finally the "search for clues" is just looting one item from the enemy leader's corpse. Then you fast travel back to the quest giver and get some credits as a reward.

Nearly every quest is like this. They present an interesting story via the dialogue, but then the actual gameplay for the quest is always just travel to a location, shoot some bad guys and/or pick up an item and/or talk to a person, then fast travel back and get some credits.

Caves of Qud, Ancient Domains of Mystery, Tales of Maj'Eyal, Cataclysm: Dark Days Ahead, and Dwarf Fortress Adventure Mode are all examples of modern games that meet the definition of a "traditional roguelike" - which is the term Steam uses to categorise games that are actually like Rogue, as opposed to games that just have permadeath and procgen.

However, dorks like the guy who wrote this article need to understand that language evolves. Roguelike doesn't mean the same thing today as it did 30 years ago. There's no problem whatsoever with games like Slay the Spire, Dead Souls and FTL being called roguelikes - you can see in an instant that these games don't meet the definition of the traditional roguelike. The claim that this terminology is confusing or frustrating is just not true.

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NVIDIA's AI tech is off the charts, this looks insanely good. One of the issues I have had with raytracing is you had to choose between either 1) having DLSS off so the reflections and lighting look grainy as shit, or 2) enabling DLSS so the reflections and lighting look smudgy and low res. The reflections look so goddamn sharp with the new denoiser, I can't wait to try it out.

I'm still unreasonably mad that they marketed the first game as a remake - even literally titling it 'FF7 Remake' - and then it turns out it isn't a remake at all, it's some poorly-written Kingdom Hearts nonsense about how bad it is to be restricted to telling the story you're fated to tell and how you need to break free from the shackles of destiny. I can't imagine a bigger "fuck you" to fans of the original game. If they hated the idea of having to remake the original story so much, then they should have just not made it!

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Anyone know if enemies trigger traps in BG3? Something I see in other CRPGs (Pathfinder and Rogue Trader, specifically) is that enemies will walk right through traps without setting them off. It's particularly frustrating if you learn this only after you've spotted a trap and then you try to lead the enemies into it and it doesn't affect them.

GOG once did enforce the use of DRM-free executables, but (as far as I understand it) once they expanded their store to include modern AAA titles, some of the bigger game companies refused to follow that rule so they dropped the requirement.

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I tried playing Outer Worlds but my main complaint was that I was constantly being overwhelmed by just how garish and visually busy the game was. The area that I was exploring was a bit too colourful, a bit too cluttered, and enemies didn't stand out well enough for me to differentiate them from the background visual elements. I got frustrated with the number of times I wouldn't notice an enemy until I was right on top of them.

Another issue I faced was a classic dissonance seen in most RPG/FPS blends - it's where you can equip a high powered rifle and shoot an enemy in their unprotected head only to watch them shrug the shot off with ease as their HP bar drops by a measly 10%. It ruins immersion for me, just reminds me that I am not actually an adventurer exploring a strange new universe, I'm just a guy playing a video game.

Apart from that, there was a lot to like! I liked the story that I got to experience, the characters seemed cool, the quests were interesting. I just couldn't push past the things that bothered me to see more of the stuff I liked.

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Yeah they always ask "Why won't people pay $100 for our video game?" and not "How about we DON'T spend $100,000,000 making ONE video game?"

As others have said, it's pronounced "kud". The name for the in-game plant qudzu, is based on a real life plant called kudzu.

Wrong. FF7 was the second-best selling PSX game of all time, and is also the best-selling single-player Final Fantasy game. If you consider that remaking FF7 means getting the original fans PLUS introducing it to an entire generation of gamers who never played it on PSX then you would definitely expect it to sell.

If they didn't think a remake would sell then why did they literally call it "FF7 Remake" and not something else?

I played the demo for this game and it was super fun! Reminded me a lot of Chrono Trigger, but obviously more modern. The soundtrack was AMAZING! Definitely going to pick this one up.

Looks good, basically the same gameplay as the first game but with updated graphics - which is exactly what I'm after. I like that you can stand on enemies instead of falling through them. The spell effects look really good, and I liked seeing an armoured caster.

Glad you're enjoying it!

No you're correct, that's exactly what they did.

Larian stated at the beginning that they deliberately set the early access at full price to try and discourage too many people from buying it. They wanted to try and keep the early access relatively small, and they wanted the people who did buy the early access to be the more passionate fans who would be more likely to provide feedback. That plan backfired because a shitload of people still bought it at full price anyway, but apparently that was their original intention.

The publishing side of their business has always been their greatest strength anyway imo, so this makes sense

My favourite run was when I took the mutation that gives a tiny chance of my evil twin appearing. Literally the turn that I started the game in Joppa, my twin appeared and killed me. They acted before I even got the chance to take my first turn, so from my perspective I just loaded in and instantly died.