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1
 
 

I just started playing Tunic. I've heard several people say it's great, so I'm going in blind.

First impressions were that the aesthetics do not feel interesting. The graphics look like default unity polygonal, and animation is quite rough. Physics objects are floaty and feel insubstantial. The outdoor lighting burns the colours in some areas, which feels unintentional.

But after 3 sessions of about 30m to 2h, I can say that I'm loving this game. The sense of mystery and discovery is masterfully embedded in a world that feels increasingly charming, the more it gets its hooks into you.

2
 
 

So over the winter holiday or so Dave the Diver exploded onto the scene. I finally got to play it and I totally see the appeal! Super charming/chill atmosphere, great art and visual style that's super dynamic and playful, and a lot of fun mini-games comprising the core loop such as the Diner Dash experience of running the sushi bar and the constantly changing blue hole fishing.

The cast of characters is also incredibly enjoyable. The chef and his cut scenes when he "enhances" a dish or otherwise takes a special action add so much to the game. The surfer beach bum friend who is giving you directions throughout has this vaguely "used car salesman but he's still your friend and wouldn't screw you over" vibe. The weapons geek is a little iffy with the way they handle weight and the "basement dweller" trope though, which I was a little surprised to see unfortunately. Still, a fun wacky cast and a great energy define this game that makes it very easy to see why people flocked to it.

But I. Am. BORED. I do not enjoy the fishing at all, it just isn't fun for me. The O2/weight restrictions kill my chill zen state really quickly (though I totally get why they are there) and if I get curious at all I have to react kind of quickly to the inevitable hostile predators. The diner dash mini game has a "timer" going for each customer but it's so stripped down and forgiving that I just get into a light flow state and enjoy it more readily. Under the sea though just isn't for me.

Anyone else play(ing) it?

3
 
 

It is no secret that the industry is experiencing a pretty rapid, substantial contraction. Sega US announced layoffs yesterday, Embracer just a few days ago, Microsoft laid off 1900 actvision/xbox employees, and the list only grows larger/more dramatic the more you look into it.

I'm just curious what people here think. Is this an opportunity for indies? Could this lead to a substantial overhaul in how some studios are run? Is it just going to get worse and deeper as we enter a new dark age?

4
 
 

I'm trying to find good gaming experiences for wife, who has some typical non-gamer traits, but also some otherwise hardcore traits. I find it hard to make sense of it, and I'm wondering if this is the right community to get some help and suggestions.

Past gaming experience:

  • Sims 2: ~1000s hours on Sims 2. Loves the design of houses and villages, rather than the psychological experience of the inhabitants.

Which is where I thought that there has to be some experience out of the huge collection of games that can be fun. Luckily, being a fan of Harry Potter, Hogwart's Legacy ended up being a big hit, and great introduction to 3rd person and open world mechanics.

I've tried suggesting games, but none really sticked. Until...

  • Armored Core VI: Fires of Rubicon..... not, my idea. She was bored, and picked it at random from the list of installed games while I was away for some days. Doesn't seem to mind the difficulty spikes or dying 60 times in a row because of movement mechanics. And, it's not like I'm coaching. This is all her. I would never have thought to even suggest this game.

So, I need some help with finding suggestions, since I'm apparently a bit clueless. These are some constraints:

  • ADHD and very easily bored. RDR2 would be a great recommendation, except that the game is very tedious. It might work if one got hooked, but, I doubt it'll happen. Hogwart's Legacy got past it by the setting and world building. Horizon: Zero Dawn on the other hand is an absolute no-go.

  • First person mechanic might be a challenge. 3rd person works a lot better. Not entirely sure why.

  • Competitionist to a fault. Hogwart's Legacy was 100%-ed beyond what the game was able to properly track. If a game hooks, it hooks deep.

  • Not a fan of gore, horror, and zombie themed games. Or in general enemies who look like they are having a bad time.

  • Probably not a fan of complex game systems if one is forced to understand it. (AC6 just.. let's you fly around and shoot things, even though you really should understand all of it). It's fine to sneak in game systems after getting hooked, but not as a prerequisite. If that makes sense.

  • Strategy games and turn based games are probably not a fun time.

  • Likes pretty worlds, but not a fan of artsy 2d stuff like Gris, or the many platformers of that type. Maybe Ori might be pretty and cute enough to work. It's a weird balance.

  • Playstation 5 is what is most readily available and perhaps more importantly, low effort. Though PC could be an option.

  • Doesn't mind a challenge that would be frustrating to most people, as long as one can get back into the action immediately. She doesn't have "gaming skills", and it's fine to be punished for it, but not with tediousness. For example Hollow Knight would be a game that is 99% getting to a boss and 1% getting killed by the boss. Not very fun. So the game design also matters. Demon Souls would have this same issue. Checkpoints in AC6 is probably a big element in why that game seems to still be fun.

Edit: some more constraints

  • English is not a first language. So it's a somewhat higher threshold to get drawn in by text based storytelling.

Here is what I've thought so far might be good games:

  • Monster Hunter: Probably amazing if one gets past figuring out all the mechanics. I haven't played this myself.

Hm... and I'm a bit out of ideas. Suggestions?

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submitted 11 months ago* (last edited 11 months ago) by BolexForSoup@kbin.social to c/truegaming@kbin.social
 
 

Hello again! I finally wrapped up Bluey: The Video Game with my son, and I am proud to say we collected everything! He really enjoyed visiting all the classic locations from the show. Like I said in a previous post, it’s a little rough around the edges but it does what it sets out to do for the most part and the $40 price tag makes it a little more tolerable.

I am looking forward to playing The Finals soon. Got it downloaded but haven’t really had a chance to sit down and sink my teeth into it. I haven’t played a multiplayer shooter in a while, so I’m hoping this one delivers!

I have also been plucking away at my second playthrough of BG3 and while a lot of the issues revealed themselves on playthrough 1, I am still very much enjoying it. You really can change your experience in wild ways if you want to!

So what is everyone playing right now? What do you have on the horizon?

6
 
 

Back with the weekly thread!

My son and I have been playing Bluey: The Video Game. He has definitely enjoyed it. It is basically one big collect-athon where you are doing an interactive episode of Bluey, more or less. At $40 I would say the price is fine but it’s a little thin/janky at times. Still, they got the voice actors and my son seems to love it, so the primary check boxes are definitely ticked.

We get to spend 20 to 30 minutes running around memorable locations from the show, many of which are pretty much carbon copy lifted straight from the show, so he’s happy haha!

What have y’all been playing?

7
 
 

Hey everyone! As this is "True Gaming," we would of course love to see a few sentences elaborating on your thoughts of what you are playing.

I actually took a solid week away from the computer and games! My wrists haven't been great so figured some time away from it the phone and such was a good call. Excited to dig into Cocoon and Dead Space this week. Also might get the Bluey video game for my son, we'll see.

So: what are you playing?

8
 
 

Hey everyone! Going to test out a weekly "what are you playing?" thread to encourage some discussion. As this is "True Gaming," we would of course love to see a few sentences elaborating on your thoughts of what you are playing.

Right now I am putzing around in Baldur's Gate 3 trying to see what whacky things I can pull off or incur in my second playthrough. I also have the Dead Space remake tee'd up for play soon and have been occasionally playing Arcade Paradise with my son, which has been a real delight - once you beat the game it's just a fun arcade to run around working on high scores in. He just loves picking up all the trash and the little "gamified" aspects of the arcade himself!

So: what are you playing?

9
 
 

I love FMV's in games, plain and simple. I think they're so rarely deployed that at this stage it's almost always to great effect. Sam Barlow is the obvious one that comes to mind (Her Story, Telling Lies, Immortality) but there are also some famous examples from the past such as the often campy/ham-fisted but always fully-committed and enjoyable performances in Red Alert and Command & Conquer. I also really enjoyed Dr. Darling in Control.

All of this is to say that that FMV's as a component or the centerpiece of games frequently comes across, at least to me, as being film's "found footage" equivalent in video games. FF films got a bad rep for "shaky cams" or being a way to mask cheap productions, but some of the best films I've ever seen were shot in that style (for those of you who haven't seen [Rec.] do yourselves a favor). Every now and then the style gets a brief moment in the sun and everyone moves on. Perhaps it's just seen as too gimmicky but I don't want to get too thick in the weeds here.

I've now seen several great examples of FMV's and I feel like there's just this barrier it can't cross. I'm not sure if it's technical - asking developers to also be versed in filmmaking, even though many of the same principles in games translate such as lighting and camera angles is maybe too big of an ask - or if it's just not something that interests many devs yet. Either way, I'd love to see more of it and I'm curious how people think it can be deployed in new and interesting ways. Immortality is a great example because of how it integrated not just the footage but the very tools used to edit films. The UI is a gamified moviola which was necessary for editing and reviewing back in the day. Having editing experience myself actually made the game play better, but it was still very accessible to my friend who had never edited a clip in their life.

I know this is sort of half rant/half question, but I just really wanted to talk about FMV's so here we are!

10
 
 

It's a common issue at this point: a game releases, gets years' worth of updates and DLCs, and then eventually the developers move on to developing a sequel. The sequel comes out and... the depth and amount of content is nowhere close to what players have just been experiencing in its predecessor. The sequel may have many of the quality-of-life features that didn't arrive in the predecessor until later updates, but it simply can't launch with a full game's worth of content plus years of DLC's worth of content. It only gets worse for games that support modded content, too, because they'll have years' worth of mods on top of the developer-created content.

We've seen this a lot already: the Civilization series is infamous for the sequels not living up to their predecessors until they've had years of support themselves; Crusader Kings 3 was seen as lacking in long-term replayability for passionate fans of the series; Destiny 2, upon release, was seen as shallow and sparse compared to the first game; and, recently, Cities: Skylines 2 developers spent the lead-up to the game's release trying to reel in expectations because they didn't want fans to expect the game to have comparable amounts of content to everything that's available for the first game after eight years of post-release updates and DLC.

To compound this, many of the games that benefit from extensive post-release support are less story-focused games. They often offer a mechanical foundation and a sandbox wherein players can create their own experiences, stories and lore - Civilization has no plot, nor does Cities: Skylines or Crusader Kings. They're similar, in fact, to tabletop RPGs - like Dungeons & Dragons - in that sense. And they share another issue with tabletop RPGs: sequels sometimes just aren't necessary. When there's a new story to tell in an existing world, or for an existing character, it obviously makes sense to make a sequel and tell that story. But if the game is more of a mechanical foundation that's already sound? Well, major overhauls to that foundation are a reason to make a sequel, but sometimes it can just feel like "reinventing the wheel" for the sake of releasing a sequel, not because it's necessary or because it improves anything.

It feels to me like a problem that will only become more and more pronounced as more games opt for live-service models or extended post-release support, too. Can anyone think of any examples of games that had extensive post-release support through updates and DLCs where a sequel was then released that wasn't seen as disappointing or a step backwards?

11
 
 

We had an interesting discussion on the discord about "hand holding" in video games. To describe a game as "hand holding" is 99% of the time a pejorative when I see it. So my question is 1) what constitutes "hand holding" and where would you say the line is? Is there "good" hand holding or is it always a bad thing akin to babying or not respecting the player? Always love good examples but mostly just curious what people think here.

12
 
 

Capcom Exec says Videogames need to be more expensive

Just thought it might be interesting to get a conversation going around this topic. Obviously it's stirred up a lot of opinion.

What's your take on it?

13
 
 

Its been a while since we had a new entry of the famous Dark Souls or Bloodborne Formula, but its here and it is good. What I can say to you without spoiling is that the story is the highlight which for this type of game, is never the case.

14
 
 

One of the biggest games with the biggest community is arriving at Playstation. Roblox is much more then a game, it’s a virtual world where you can literally do anything that your heart’s desires. Roblox, which is free to download, is already out on a bunch of platforms, such as PC, Mac, iOS, Android, and Xbox, but it never had any plans to release into the consoles market and with that it literally felt like a notable hole in Roblox’s lineup.

15
 
 

For all of you cat lovers, remember the hit that went to PlayStation Plus a few months ago called Stray? Well, it was so well received by the community that they decided to do an Animated Movie Adaption.

16
 
 

For those that didn't catch the last Direct, Super Mario Wonder has announced that it will feature two different kinds of online multiplayer, both very different to local multiplayer - one where you can see "ghosts" of other players currently online on a given level, which can't interact with you directly but can give you specific aids (such as reviving you when you lose a life, setting a checkpoint for you to revive, or handing you an item); and another where you can make rooms with your friends... but still can't interact directly with them, only allowing for speedrun-styled races. Sure it's a letdown to not be able to properly interact with other players online in the same way that you can do offline, but the problem is that the alternative has already been attempted... and the results are catastrophic.

Remember Super Mario Maker 2? It included a mode where players could join an online room, whether with friends or strangers, to play courses among themselves. It's also infamous for the constant slowdowns that players experienced during the courses. Why was this happening, you may wonder? Well, because the players needed to synchronize their state between each other, and since the game was not designed with modern network tools in mind such as rollback (which would probably be too heavy for the Switch), the only way to ensure everyone was on the same lane was to wait for everyone to receive the input data from all other players. And in a game with up to four players at a time, things are absolutely going to get messy.

And that's why the current online implementation of Super Mario Wonder is a decent compromise. If players are ghosts that can't interfere directly in the state of other players, that means that no synchronization of data is required, and a ghost can lag behind real-time as much as the network forces it to without needing to pause the game of all other users of the lobby. Sure, it's a shame that Nintendo still doesn't use rollback in the year of our lord 2023, but let's face it, the Switch was not the best of class back on release date, and nowadays even a smartphone has more memory and processor speed. That means that implementing rollback netcode into the game would require major gameplay sacrifices (such as capping the frame rate and the amount of items on screen, for example) in order to fit the limited capabilities of the Switch. If the choice was between having limited interaction between players and running at half the speed in the worst case scenario, I think Nintendo chose right.

17
 
 

I challenge you to comment and correct my mistakes about the characters in overwatch2 visit now https://playstationcouch.com

#truegaming

18
 
 

This copies a post by grailly on Reddit.

Most games have adopted popular RPG mechanics and it's widely accepted that "everything's an RPG now". RPGs are also some of the biggest and most popular games around.

I'd argue that Puzzle Game mechanics (aka puzzles) are even more widespread than RPG mechanics throughout the media. However, Puzzle Games themselves are pretty niche and basically never get any big budget titles. This gets more surprising when realizing Puzzle Games are very popular; Tetris might just be the most recognizable video game, Portal (Portal 2 might be the only AAA puzzle game?!) is insanely beloved, wordle took the world by storm last year, sudoku and crosswords are still in the newspaper every day, Candy Crush...

Why do you think Puzzle Games are relegated to being indie or AA?

I thought about it a bit and came up with some unbaked responses which I hope you will add to:

  • People want to kill stuff in AAA games. To which I answer, can't we kill stuff in puzzle games?

  • There's little point to making Puzzle Games more expensive. Would having The Witness or Talos Principle pushed to AAA status make them any better?

  • "Puzzle" is a recessive genre. Add anything to a puzzle game and they aren't considered puzzle games anymore. So making a AAA Puzzle game will basically remove its Puzzle Game consideration. Puzzle + exploration = adventure. Puzzle + fighting = Action adventure. Puzzle + story = walking simulator, etc.

19
 
 

Hello! Back with another round of musings.

Exoprimal has been my not-Diablo game the last few days and I have to say, I am impressed. It has my attention despite being a flagrant GAAS-model/wanting me to open my wallet so badly.

The game is a little thin at times and running around in your exosuit doesn't "feel" quite as amazing as flying in Anthem or piloting your titan in Titanfall, but the wide range of exosuits + customization definitely shores up some of that.

What I want to focus on however is the PvPvE format they've decided to go with. For those who don't know, Exoprimal is not just about beating up dinosaurs. You are actually racing as a team of 5 against another team of 5 doing the exact same missions. You progress through different challenges and each time you complete one, you see the silhouettes of the enemy team as they do their missions and the game notifies you if you are completing your objective faster or slower than they are. This constant update - both from the game's AI character Leviathan and from the silhouettes - creates a constant energy of go go go! that really enhances the game's tension. You can't just beat up dinosaurs, you need to work together to do it efficiently.

The game also randomly inserts story bits for everyone that will change up the level and challenges, keeping it incredibly fresh. One instance that really caught my attention (and drove me to make this post) happened to me last night. We were about 1/4th of the way through our encounters when suddenly some dialogue began and all of us were warped into one arena and a cutscene began. At the end, one gigantic dinosaur warped in and suddenly our enemies were our friends. We all had to work together as a 10-unit team to take this thing down. It was such an awesome way to be shaken out of "just doing missions." What's amazing is so far these major shakeups have happened once every 5-10 matches for me. While I'm sure I will soon encounter repeated events, I'm about 15hrs into the game and I haven't yet.

If they keep adding special missions/events/curveballs like this, especially tinkering with the PvPvE format, I don't see myself putting this game down for quite some time.

20
 
 

I’ve been going out of my way lately to find unique mechanics, UI’s, etc. that fundamentally alter and improve a game, to the extent that their removal would severely hurt the game and make it less effective/impactful/etc. To be clear this is less “unplayable,” so not something silly like “removing the right thumb stick from Halo.”

Instead, I think of how Immortality essentially “gamified” and simplified a movieola (35mm film editing hardware) to be the player’s interface with the game. The process of scrubbing through footage, marking favorite clips, cropping in on items of interest, “match cutting” (sort of), made for an incredibly immersive experience. Honorable mention goes to the music raising and lowering or shifting as I sped through or slowed down on footage - it created such a unique gaming experience.

What are some examples for y’all?

21
 
 

Before I start let me be clear that I am NOT talking about Zuckerberg’s “Metaverse” with a capital “M.” I am speaking of the concept writ large - aka a 3D/AR/VR/etc. "virtual world" akin to Oasis in the world of Ready Player One. This is incredibly boilerplate so if you are unfamiliar with the concept or want to know more I'd recommend reading more about it!

Arcade Paradise is a game where you slowly (and secretly) turn your dad's laundromat into a fully-fledged late 80's/early 90's-style arcade. It has a fun little story going as you move forward and a fantastic mix of short, medium, and longterm goals, all punctuated by a fun little sense of humor. It's a nostalgia trip for sure for anyone who lived through the arcade-era, complete with 35 arcade games you can play.

So to the actual point here: this game made me operate like I was playing Stardew Valley and Civilization again ("Just one...more...turn...") without the assistance of the actual arcade games. I really enjoyed a lot of the "cabinets" the devs put together but frankly it wasn't the games that kept me coming back. It was the laying out of my arcade, the little tasks to get the money I need for the next upgrade, the optimization of my pricing to get every possible penny I could to expand my floor and add more cabinets. Even seeing the completely non-interactive NPC's playing contributes, which is what made me also constantly go, "Man I wish my friends and I could chill here."

Prior to this game I never really experienced that sensation, but I then thought about my friend who designed all these social spaces on her island on Animal Crossing: New Horizons. She had this outdoor café she was so proud of in particular, and she always was inviting friends to join and run around there. I didn't really get it until I played Arcade Paradise.

I'm not really entirely sure what my question or "prompt" is for folks here, I just found myself musing on this subject and wanted to write up something about it.

22
 
 

We've all played them. Games that live long in the memory; games that dominate your every waking moment for weeks at a time and games that you'd replay over and over again if you had the time....

But what I want to know is this..Have you ever played a game that you loved, but had to work around the fact that one of the games core mechanics was just... kinda trash?

For context, I'm currently working through the excellent Bloodborne. I can see why it's largely considered the best one of those games, and potentially one of the best games released in the last decade.....at the same time I cannot abide the way the game handles healing and health vials.

What about you.

23
 
 

I'm old now. I've finally realised I get more enjoyment from watching someone play than to actually play the game. Why is that? Do you experience that as well?

24
 
 

Has there been changes to what games you choose to buy and play?

25
 
 

When Ghostwire: Tokyo released, it seemed like every online social circle I paid attention to panned the game. "It's open world, formulaic Ubisoft schlock, the gameplay is tedious and un-engaging, and the open world serves no purpose" was the general consensus.

Due to these criticisms, I held off on buying the game, despite its appealing aesthetic.

Only upon purchasing Humble Choice last month did I finally get to playing the game -- and I must say, it is an incredibly entertaining expose on Japanese culture, with beautiful vistas, terrifyingly trippy set pieces, a dynamic world, a unique (albeit flawed) combat system, and a story that engages the player to some degree.

To get the PC Master Race stuff out of the way, this game is very well optimized.

Yes, the game does suffer from Ubisoft syndrome; there's a lot of busywork, and the payoff for said work oftentimes feels trivial. At the end of the day, though, the game's universe is more than enough to keep it going. Japanese dialog being the preset heightens immersion, and invariably removes any flaws a non-English speaker might have with the voice acting. The world is dense and rich with collectibles that provide a further glimpse into the world, instead of merely being tat that sits in a codex forever. Sure, some of it is absolutely tat (looking at you, capsules and Hachi graffiti), but audio logs, newspapers, community notices, hastily written texts and letters, etc. give you a glimpse into the minds of those who were spirited away due to the antagonist's malign and selfish ambitions.

In addition to the engaging lore, the world's design itself is remarkably beautiful. Vibrant colors present themselves across the digital billboards of Shibuya. Iconic and beautiful landmarks are found at the corner of every block. Depending on what happens in the story, the environment and lighting of the open world can change completely, almost transporting the player to a different world. Side-quests, while being rudimentary, provide an engaging insight into the various spiritual abominations and eccentricities present throughout Japanese culture.

The story missions do a great job of utilizing the environment to convey feelings of dread, desolation, and futility. During story sequences, the environments shift in captivating and psychedelic ways. It is awesome seeing the ways in which entities toy with your environment. This function also carries over to the open world as well, to a lesser degree.

And the story itself is engaging enough, with characters and motives that unfold at a consistent pace as the game goes on.

Yes, the game suffers from Ubisoft syndrome. There is a remarkable quantity of useless collectibles -- but nobody is making you go after this stuff! If you feel bogged down by the mechanics, then don't engage in them. Odds are, you'll be fine. I've been playing through the game on Hard, and while I have engaged in a vast amount of the side content, I'm nowhere close to being a completionist, and I still find the game to be very easy. Open world activities give you substantial quantities of XP, but the skill upgrades are largely trivial when it comes to the resilience of the player and the damage they can inflict upon enemies. Certain abilities are effectively essential, but most are just minor enhancements to the player's skills. As far as I know, the groundbreaking abilities are unlocked through story and basic gameplay alone.

The game demands time from the player, and I can understand why that might be a turn-off to busy people. But not every game has to be playable in short, 30-minute bursts. I don't know why you would commit to an open-world game if you don't have the time to play it, anyways. Not every game has to be built around your schedule.

I've left out some criticisms, so I'll briefly encapsulate those here: Rooftop traversal is samey and often (but not always) pulls the player away from the rich world around them. It is weird that so many of the enemies you face bear a resemblance to one another. The plot provides a very convenient justification for the lack of unique NPC's, and NPC's altogether. Default mouse settings are absolutely abysmal. If one lacks restraint, the open world activities could certainly become exhausting. The economy sometimes feels too forgiving.

Ultimately, though, I think it's important for people to realize that not every game has to push boundaries. It's okay for a game to use familiar systems, and it's okay to build a unique combat system and world around said systems.

I've found myself consistently interested in what's around the corner. If I'm drained after a long day of work, the game provides mindless fun, and I appreciate that.

If you've played Ghostwire: Tokyo, what are your thoughts?

If you'd like me to expand on any statements I've made regarding the game, I'll gladly do so.

Hope you found this account entertaining and/or enlightening.

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