Skip Navigation

User banner
Posts
2
Comments
345
Joined
2 yr. ago

  • Pssh, I fucking wish they based combat on that mod. Skyrim's combat is still a little too basic comparatively.

  • Yes, it really knows how to make inventory management an integral and engaging part of the gameplay. Too many times is inventory management done wrong or relegated to a mechanic thought of as "busywork". .

    I'd love to see more games shine a spotlight on it, because I find it very interesting.

  • I use a program called The Hat in which you can add text entries to a list and then randomize their order. When I want to play a game, for instance, I'll throw in 3-5 that I'd be okay with playing, and then let fate decide.

    As long as you don't allow yourself to veto the randomization and second guess, I'd say that method works pretty well. If I only have two choices sometimes I flip a coin

  • Hiking, for me. There's a variety of trail difficulties, so you can do something more casual if you want to, and aside from the great cardio, you're out in the beautiful outdoors.

  • A lot of old Iron Maiden will fit that quite well, of course, maybe most infamously, The Trooper.

  • I wouldn't necessarily say unfun, but "not for me". Stardew Valley. I went in ready to relax and farm, but oh God, time moves quickly! And I only have limited energy per day. That wombo combo when I was starting out just stressed me out and I didn't get into it immediately.

    I know there are mods for it or that it's a good game even with the time, but out of all possible farming type games there were plenty more my speed than Stardew.

  • I didn't know it until I saw some video about it, it sort of sells that premise short, I think the name is... Not awesome

  • I think it does make sense to expect that up until you realize how much of a technical undertaking it'd be to do so and whether that payoff seems worth it to them. Seamless transitions seem to me to still be in a category to show off if you have it, so that they didn't should be a red flag, but if you didn't watch all the footage then you wouldn't realize that, which I get, and I dont expect everybody to watch both the showcases like I did, thats probably over an hour of footage.

    I can see why you'd expect a similar seamless experience due to their previous maps, but implementing that is completely different due to the style of game and requires new engine features to do so unlike their previous games which were already capable of it since Morrowind. You could expect them to consider doing it, but it wouldn't be a given

  • They're very specifically influenced by From Soft's game Bloodborne more than Dark Souls. It's interesting to see them use Pinocchio as an anchor point for the world. The game looks quite polished and as derivative as it seems it looks like it'll be pretty fun.

  • I'd really love that, though I'm on Kbin. This is one of the most lacking features currently, a way to consolidate feeds between different sorts of larger interests you're subscribed to.

  • I can understand the link between seamless exteriors and the equivalent of what that would mean in the context of a space game for Bethesda, but the technological implications of having a galactic system flight mode and seamless planet to space transitions are both completely new ideas to Bethesda and are also technically complex to implement in a game already knee deep in new tech and systems only from what we'd been shown.

    There's a reason things like seamless planet transitions are only something you might be able to expect in recent years. While Bethesda could totally make that happen, it's not where I'd expect them to put their money, or they'd have probably dropped a line showing it off in the pre release footage.

    At once, I understand why you might've expected that, but expecting anything not explicitly shown is never a good idea when it comes to tempering expectations.

  • Expecting anything that particularly in-depth without being shown explicit pre-release footage of it is an expectation trap. Bethesda was never going to make a space sim, any space sim features are a bonus and were far from guaranteed.

  • Yeah, Ive followed Jeff for a long time and he's absolutely not afraid to say a game isn't good, and his tastes can be fickle and particular, if I were a publisher cynically selecting who to send advance codes to to manufacture a good score he would not be one of them.

    As a consumer, I love him because he has integrity, likes what he likes, and says what he means, and I even can tell sometimes when he dislikes a game that I'd still like.

  • It's obscure in the larger scope of horror media. It's not obscure to a cult following of gamers who know about horror rom hack type things, but if you ask somebody who likes Jordan Peele horror flicks if they know Ben drowned there's not going to be a big link, and same goes for asking the average Call of Duty gamer if they know Ben Drowned its unlikely to be a resounding "duh".

  • I remember when GTA 5 hit PC in 2015 and was around 90 gigs. Seems like we've finally hit the point where most AAA games are around its size. How time flies...

  • Thanks for your work on that. The early access release makes this particularly tricky for the rest of us waiting for full release.

  • I think the effort towards changing that starting with Fallout 4 shows, it seems like it's now a priority for them. Their engine has always been their greatest asset in terms of gameplay possibility, world object physics, immersion through radiant AI scheduling, an open and very moddable design, and it's obvious specialization towards open world format (less of a big deal for an engine nowadays).

    It's also been one of their greatest weaknesses, with stiff and awkward animation and movement/combat on both NPCs and the player, the inability for crouching to allow you to pass under certain objects, poor pathfinding and scripting on NPCs in combat and for your followers who constantly get lost or hung up on geometry, the radiant AI which through complication of scripting can cause quest NPCs to be in the wrong locations or be missing the correct dialogue.

    Ever since the creation engine rebrand I partially lamented that they didn't scrap the engine, but over time I've come to accept that it's not just Bethesda that makes Bethesda games, it's the gamebryo engine. To remake an engine with their unique systems, mechanics, moddable format, and familiar console commands would be an enormous undertaking and I understand why theyve chosen to dig in and modify it further instead and their acceptance of those pros and cons.

    I think any true lover of Bethesda games has to understand what they're really good at, and what they're really bad at, and you have to want them to get better, or else that's not love at all.

  • I found Fallout 4's shooting night and day better than NV and 3's. It's a shame you didn't feel that. It's still definitely RPG shooter territory which is a lot harder to make feel satisfying than a conventional FPS, but the movement still didn't feel very good, certainly.

    Moment to moment feel is definitely a strong issue from previous Bethesda titles. I'm confident Starfield will feel better, but how much better is impossible to tell until we can get our hands on it or there can be some common discussion about it after release. The manicured, manufactured movements of pre release gameplay make it very hard to tell how that stuff has changed aside from their claims of redone animations systems.

  • I suppose I'd call one form of that "household chores"

  • I'm glad this is how I learned that Ed Sheeran x Pokemon is a real, unironic thing