ConstableJelly

joined 1 year ago
[–] ConstableJelly@beehaw.org 2 points 3 months ago

Sad to see it go. I was a subscriber to print for a time around the mid-to-late aughts and more recently have had them in my RSS feed.

[–] ConstableJelly@beehaw.org 6 points 3 months ago (1 children)

I have started to notice that a lot, if not the majority, of games that make the biggest social splashes in the past couple years are smaller games - with exceptions for titles like Baldur's Gate 3 and Alan Wake 2 which are their own labors of love on a AAA scale. Animal Well, Balatro, Dredge, Vampire Survivors, Talos Principle 2, Hi-Fi Rush...these are the games I tend to hear about the most.

The attention that a lot of AAA games get seems shallow and short-lived lately.

One of the things that's excited me most recently is seeing new and inventive ways to use graphics and fidelity besides photorealism. Games like Gris and The Artful Escape are probably the most stunningly beautiful games I've ever played.

[–] ConstableJelly@beehaw.org 2 points 3 months ago (1 children)

For how little cultural impact The Darkness had in the long term, I remember it being very hotly anticipated before release. I think I made myself believe I liked it more than I actually did, but it was a really ambitious and interesting title all the same.

[–] ConstableJelly@beehaw.org 2 points 3 months ago

Ha, that's funny, that's the exact opposite of me. But games are my downtime, and socializing is work (for me), so I am almost exclusively single-player.

Shame about Pacific Drive, but I get it. There is a ton of repetition.

[–] ConstableJelly@beehaw.org 2 points 3 months ago (2 children)

For me, the fun comes, like in some other crafting games (e.g., Subnautica) and roguelikes, from chasing the next upgrades, enjoying the sense of empowerment they bring, and getting to explore new areas.

For that reason, I love the idea of survival crafting games, but I hate the sandbox, perpetual loop format most of them come in (like No Man's Sky). Subnautica is the gold standard (with Dysmantle being a surprise second place) of having a finite, focused progression path. Pacific Drive scratches that itch.

Although, I will admit that it's more stressful than I would have liked too. I knew about the procedural generation and run-based loop early on, but I still kind of expected something overall tranquil. But with storms coming on a timer in every junction, anomalies frequently overwhelming every space you need to explore, and the high stakes of potentially losing a lot of critical material, I found myself playing much more anxiously than I would have preferred, which is what I alluded to about the endgame.

[–] ConstableJelly@beehaw.org 14 points 3 months ago

I'm happy to say that I was one of them. Beat the game this past weekend, and have really been enjoying trophy hunting in the endgame. Without the pressure of the main story I've actually started to feel a little more freedom to take chances and be less concerned about damage and loss of resources.

All in all, Pacific Drive has been an absolute highlight this year.

[–] ConstableJelly@beehaw.org 11 points 3 months ago

That was actually my first thought as well lol. Maybe story mode is secondary to some people who just like the survival grind, but it's the only part I'm interested in, and my attention in The Long Dark has come and gone waiting for it to complete.

 

Interesting thoughts about how to define success for video games in today's market, particularly for those using early access. Lots of respect for Hooded Horse's CEO, Tim Bender, he says all the right things and seems genuine.

He describes van Lierop’s post as “exactly the kind of distorted endless growth/burden of expectations/line must go up perspective that causes so much trouble in the games industry”. He’s also unconcerned by Manor Lords falling behind its initial vast popularity, poking fun at “the apparently dark reality that some people, after enjoying their purchase of a premium, single-player title, might decide to go on and play another game (The horror! The horror!).”

Headline is a little melodramatic though.

[–] ConstableJelly@beehaw.org 5 points 3 months ago (2 children)

Slowly coming to the end of Pacific Drive, which has been mostly great. I think I'll wrap it up at the perfect time, because I'm not quite tired of it but can feel my interest beginning to wane.

I have also been playing Sea of Stars. I had one foot fully over the edge to give it up during its painfully slow opening, but I just barely made it long enough to get through the first dungeon and found myself beginning to admit that it was becoming fun. I can't remember the last time my feelings for a game pivoted so hard, because once it opens up it is a ton of fun. I'm glad I was able to stick with it.

[–] ConstableJelly@beehaw.org 3 points 3 months ago

I played the hell out of the first DMC back in the day. Just over and over again, even on Dante Must Die and I almost never do hard modes. Apparently I really liked the relatively toned-down gameplay and setting, and the RE-inspired tone, because I never really enjoyed 2-4 the same way (2 goes without saying).

I largely ignored the series but spontaneously got the interest to play 5 a year or two ago. I did beat it, but it did not do anything for me. I was very glad to be done with it.

[–] ConstableJelly@beehaw.org 13 points 4 months ago (2 children)

With all the news coming out the past couple days about The Veilguard, I'm starting to piece together a suspicion that Bioware is picking things back up where they last had decent ideas: early to mid 2010s.

I think Veilguard will feel like a stuck-in-time successor to Inquisition, stale by that period's standards and grossly outdated by today's, especially in the wake of Larian's enormous success reinvigorating the kind of game Bioware has forgotten how to make.

[–] ConstableJelly@beehaw.org 1 points 4 months ago

That'd be great if it was true but there have been rumors that development largely reset when they left. Guess we'll have to wait until they release credits to know for sure.

[–] ConstableJelly@beehaw.org 5 points 4 months ago (2 children)

the devs given any reason to doubt them

I agree that it's super early for much speculation, but Dan Houser and a few other key players left Rockstar after RDR2. He and Michael Unsworth (who I think also left the studio with Dan) were two-thirds of the GTA 5 and RDR2 writing team. Without their involvement, I fear a scenario where the core single-player narrative has less gravitas, around which much of the detail and realism of the gameplay and game world has previously resolved, and the company leans more into the success of its GTA Online style gameplay.

I'm sure they can still be wildly successful with that formula, but it will be a huge disappointment for me personally.

 

I've been waiting for new game plus to replay, but it sounds like that just may not be in the works.

 

Mostly from Unity: 1800 through the end of March.

 

Article seems pretty flawed. Relevance is a vague metric, and the author relies pretty heavily on data related to government site visitation, which seems subject to bias toward certain types of users.

Market share is likely still incredibly low, but Firefox's relevance should be spiking right now due to Google's shenanigans with Chromium. The fact that like 90% of revenue for its for-profit wing is from Google is still troubling.

Any alternative views out there?

 

I regret to admit I have never played any of their games despite having Desperados 3 on my list for a while. I feel some relief on their behalf though that their closure was evidently a deliberate choice rather than a market failure.

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