It seems like English is not their first language. What I think they were saying is that escaping from a difficult living situation doesn't always guarantee a better one since anyone you live with could be monstrously shitty, even if they arent your parents.
They believe that you can make do where you are because life is hell and "what's the point?" Not that I believe that absolutely dire worldview, but that seems to be their point.
Sometimes physics bugs can be funny, but I'd rather it not be buggy because I always hated things like getting hung up on geometry, having a physics enabled object kill me because I happened to touch it, or worst of all, realizing I haven't seen my companion in the last ten minutes, somehow they got lost somewhere and only showed up after I manually teleported them to me with console commands.
The first two of those Bethesda seemed to nip in the bud by Fallout 4, but the bugs are not always charming.
Yeah I think saying it's a must have for any gamer is a bit too much, no game is for literally everyone. Disco Elysium's humor doesn't strike me as overly humorous anyway, it's not really a comedic game, more of a dry chuckle now and then.
And the fun is really just reading/hearing any of the dialogue or descriptions, it is very well written. You get a lot of different choices depending on the "build" stuff, but it's really mostly all well written and should be enjoyable if you're into the style at all
Bethesda's "good stories" have always been moreso the player's stories of cobbled together mechanics as a a result of their playstyle/current abilities, gear, and motivation.
Most of the time it might be rote open world questing with some enjoyable grind loop, but there are a lot of particular memories I love, like robbing the Red Diamond jewelry store in Oblivion's Imperial City, "casing" the place by day as a customer and purchasing a necklace, purely to experience the joy of breaking in at 3 AM and robbing it blind.
The joy and hilarity I felt when I came back the day after I'll always remember. Entering the store to see the shopkeep, beaming at his new customer, all of his shelves and cases completely fucking empty, as he vacantly grinned at me, buck naked as id stolen the clothes right out of his sleeping pockets.
I've stolen a lot of shit in that game, but that one was good. It's incredibly rare for me to remember Bethesda's actual character moments that fondly, as they've always come off plastic and rehearsed in some combination of writing, voice acting, and rigid animation. Sometimes they almost reach a good story, like some popular side quest chains, or Paladin Danse's personal quests.
So, I think these two games tell their best culminational "stories" in different fundamental ways, and I think it's neat how each one's best potential narrative, whether written or otherwise, is a marriage of the game's possibilities and the player's motivation and intent. But you're probably right, BG3 can tell a lot more, better stories than my idiotic repetitive Bethesda adventures, but I do like some pulp.
A little bit ago I used to watch the AI Sponge live streams for all their horribly AI voiced shenanigans.
It wasn't super eventful a lot of the time, but sometimes they'd just have humorously absurd short "storylines". It was really a sad day when they got taken down by Paramount, I had actually found it to be a soothing comfort food type of stream.
Well, you confirmed some of my fears. I'm sure I'll still enjoy it when I play it eventually, but the mech game genre has been in starvation mode for a long time and it doesn't seem like AC6 will be able to really scratch that itch.
I'm actually a little worried about the ship building precisely because it's modular. There are a lot of cool ship designs that are only possible as one cohesive ship design.
For example, imagine trying to remake the SR1 Normandy. It'll simply never be able to look that smooth because you'll be forced to use modular little bits to make it up. A lot of ship designs will be possible, I'm sure, but I think the general aesthetic of everything will hit a hard limit.
I'm also worried about planet generation. From what we've seen there's not a huge variation in the verticality of planets or of bodies of water on those planets.
Lastly, I'm worried about the depth of the space sim elements. I know it's not really going to be a space sim what with the announcement that the economy is static, but I'd really hope for a good trading experience and space mining with some degree of depth in terms of weapons and modules that spec your ship for it.
I'm excited to see the different weapons and how we can modify them and to see if the looting and weapon/armor modification can be as addicting as FO4'S was for me.
I'm a bit confused by that take. Fallout 4's character progression works differently than Skyrim, the weapon and armor modification is completely different due to the gathering and breakdown of materials, and the way those populate the world dramatically changes the gameplay loop, the world itself was totally different, there was settlement construction, voiced protagonist, I mean shit, even the pure fact that the main combat gameplay was "finally enjoyable" gunplay makes the moment to moment gameplay fundamentally different from magic, arrows, and swords.
You can extremely whittle that down to "Skyrim with guns" but aside from being open world power fantasies with certain bethesda trappings like Radiant quests and AI schedules it's absolutely not just a skin of paint on Skyrim, those games scratch a different itch.
If anything Starfield is absolutely taking a lot from those Fallout 4 specific innovations such as settlement construction expanding to ship construction and weapon and armor modification through materials coming along.
It's that sort of feeling that the game is this weird, organic beast that feeds on the "subscriber base" that caused me to leave in the first place.
Sad it worked out that way with Lightfall's release, but if Destiny wants to be such a good game that the ideal player buys everything, then it has to be that damn good to do so. And it can be, but not always.
Exactly. By pointing a big red arrow at the problem they've historically had to the point of memory it just serves to make the skeptics more skeptical and create concern in everybody else since it's just a big "source: trust me, bro".
Getting back into Metal Gear Solid Peace Walker. I'm about at the end of the game and I've really enjoyed playing a portable full on stealth game. Its scope is quite limited, what with it being a PSP game, but it actually serves to breed a pretty easygoing stealth game with not too much of a cost for getting caught and pretty limited sound and sight ranges to match the small level sections.
While it's totally limited it's actually a bit refreshing compared to how tight being stealthy can be in even the home console MGS games.
Noah is one of my favorite games analysts of all time. An excellent, excellent writer.