[-] EvaUnit02@kbin.social 11 points 9 months ago

I wouldn't be surprised if there's a patent Microsoft just hasn't been willing to license use of.

I remember when the Sixaxis came out. It was missing vibration. It was because Immersion sued Sony (and ultimately won) over patent infringement of rumble motors. Sony ended up having to pay somewhere around $100 million.

[-] EvaUnit02@kbin.social 10 points 10 months ago

I've rarely considered it beyond functionality. I'll play a female in a fighting game if I like how the character plays. If the choice is purely aesthetic, I generally just choose whatever the default is. In Dark Souls III, I played a female because I thought I could make a beautiful character (and I think I did)

[-] EvaUnit02@kbin.social 23 points 11 months ago
43
submitted 11 months ago by EvaUnit02@kbin.social to c/gaming@beehaw.org
[-] EvaUnit02@kbin.social 9 points 1 year ago* (last edited 1 year ago)

Price per unit time suggests that the only value of a game is in how much time it consumes.

The value calculus is going to be different for everyone but for me, I tend to look for:

  • A game which is a game first and foremost rather than an entertainment experience. That is to say: something that demands decision making of me in which I can either increase or decrease the payoffs of those decisions. Games which focus heavily on cinematic scenes, heavy QTEs, or long dialogs disinterest me.

  • I am often willing to take a punt on a game that tries to do something creative and interesting.

  • I tend to not like games that demand a high degree of memorization and/or dexterity.

  • Games which perform well. A recent example of a regretful purchase I made was with Shin Megami Tensei V. I adore the series but the framerate on the Switch really brought my experience down to a level where I just didn't want to play anymore.

The weights of these things will change from game to game and other elements may enter or exit the equation from time to time, of course.

[-] EvaUnit02@kbin.social 46 points 1 year ago

I recoiled when I read, "my dad actually owned a PS2 when I was born." Oh time, you cruel beast.

70
submitted 1 year ago by EvaUnit02@kbin.social to c/gaming@beehaw.org
[-] EvaUnit02@kbin.social 13 points 1 year ago

In addition to the mentioned Godot, Monogame is available as well.

[-] EvaUnit02@kbin.social 25 points 1 year ago

Seems like you’re ultimately annoyed that you can’t faceroll the game with simply bigger numbers in certain stats.

That's not it at all. What I want is the freedom to approach the game using the mechanics of the stats, the way the game had worked for decades before. If that means "faceroll[ing] the game", then so be it. I thought the final boss of Verdict Day (among many others across the series) was incredibly difficult but I didn't have a problem with it because the game let me respond to that difficulty with building my mech rather than requiring me to be dexterous and having intimate knowledge of action game mechanics. AC6 just doesn't play like the mech sim I expect the series to be. It plays like an action game and demands I master the action. It feels less MechWarrior, more Titanfall. I know that's a reductive analogy and all three games are fairly different but hopefully my point gets across.

And you also seemingly have a hate boner for Dark Souls.

Then you've misread. I adore the Souls series. That doesn't mean I want my From games to be homogenized in to it.

You’re also gonna have a pretty unsuccessful time chasing the gameplay of your childhood too. I firmly think if you got the AC you think you wanted, it wouldn’t reach those expectations at all.

I disagree. For what it's worth, I wasn't a child when Armored Core first released on the PSX; so, I'm not really chasing childhood nostalgia. Regardless, I thought Verdict Day was brilliant. Granted, it was ten years ago but it was nearly fifteen years after the original AC.

124
submitted 1 year ago by EvaUnit02@kbin.social to c/gaming@beehaw.org

Man, in 2023, it's really hard to get heard through all of the macho "git gud" guff but as a fan of Armored Core since its inception: this game is not what I was expecting. I am disappointed.

I adored Armored Core as a series because it was steeped in the management of myriad statistics and unimaginably many ways to combine various parts to get to the collection of statistics you wanted. It was about navigating maps that were sometimes open and sometimes long and winding. It was about having a mech that can hit hard for a small open map or has enough ammo and energy for a long, exploratory map. It was about kitting out your AC for each and every mission to accomodate for every detail given in the mission briefing.

With the exception of AC4 and to some extent, AC5 (and Formula Front, I suppose), the piloting was really rather ancillary. Sure, it was fun. Sure, there were things to do. But really, as a pilot, your job was to leverage your AC's strengths while mitigating its weaknesses.

AC6 turns all of that on its head.

AC6 feels very much like a Souls action game akin to Sekiro just with an added dash command. You dash around, trying to fill up an arbitrary bar just so you can deplete another bar all while managing your own bars. You do this while looking for patterns in a boss, avoiding their attacks, and waiting for "your turn". Cool, if you like that sort of thing. But the focus now really is on the action aspect rather than your builds. Of course, you can still build ACs but it feels much more like kitting out a Souls character than it does studying numerous values and piecing them together in ways that are both effective and affordable.

My gripes:

  • The game seems to dish out AC parts as a reward rather than giving them to you as the core gameplay itself.

  • Why do I not have a radar?

  • The image editor is more restricted than it used to be (no more free-form pen tool)

  • Why can't I build an AC whose generators offset my energy usage?

  • Why is there a stagger gauge? Why isn't staggering instead a function of the kinetic energy behind my weapons and the stability of your AC?

  • Why do my weapons do insane damage to normal enemies and virtually no damage to bosses?

  • Ammo counts seem insane. I could be misremembering but I'm pretty sure the shoulder-mounted missile pod in the first mission reported having 150 missiles.

  • Energy is just a meter limiting your dashing and jumping. It feels very much like a Dark Souls stamina gauge. I suppose if I'm charitable, I could say it feels like AC4.

  • Speaking of Dark Souls, you now have magical repair kits akin to Estus Flasks.

  • Combat seems very much of the Sekiro/Bloodborne dodge => stagger => damage variety. It seems much less viable to just walk in with a massive tank, soak everything thrown your way, and accomplish your mission. It also seems much less viable to use distance and terrain to your advantage. The smaller scale of the ACs in AC5 really gave me hope that terrain would be coming back as a major feature but it hasn't. Moreover, you can't build an AC that can fly off in to the stratosphere and rain hellfire from the sky.

This game feels very much like Sekiro with robots, to me. It's a game that is 95% action and 5% mech building. Even the action element doesn't try to feel like giant lumbering mechs engaged in combat. It feels like Gundams darting around while pulling both energy and ammo out of the ether in order to keep up the pace of the action. AC4 was very "super robot"-like but at least AC4 retained the core conceit of combat by virtual of stat interactions.

The bosses also feel distinctly Dark Souls-ish. They're big, imposing trials. I long for the days of Nine Ball and White Glint.

Does this game have stats? Sure. Do you build ACs? Yeah. But they are not the focus of the game anymore. This game is about piloting and at that, the piloting has been massively changed to feel much more video game-y and Dark Souls-like. It's about identifying and reacting to patterns. If you can do that, you'll be in very good shape to complete missions despite your build. In fact, I fully expect to see streamers with goofball AC versions of "nothing but my underwear and a torch" runs through the game.

One of the greatest joys I got out of the previous AC games was in finding clever ways to complete missions. If a mission was too hard for me, then I would try to construct an AC that allowed me to win the mission outside of the way the game wanted me to win. It was such a joy. It was facilitated through the fact that parts were numerous right from the get-go and the game mechanics centered around the interaction of dozens of statistics. Few things felt better than pummeling an AC with shots that they couldn't handle and keeping them in stun lock.

Sadly, this game is hell bent on you playing the game as an action game. You will be required to both understand and become proficient in the action mechanics or else you will fail missions. Mech building is a secondary activity.

There are plenty of games that do that already. What I wanted was Armored Core.

[-] EvaUnit02@kbin.social 35 points 1 year ago

The thought of such a video being fifty minutes long makes me nauseous.

47
submitted 1 year ago by EvaUnit02@kbin.social to c/gaming@beehaw.org
[-] EvaUnit02@kbin.social 10 points 1 year ago

I politely disagree. Baldur's Gate III teaches you absolutely nothing about its rules and systems. You are expected to discover the rules and systems on your own. Things like crowd control, the actual numerical advantages of height, and repositioning while in dialog are never explained.

It is the most frustrating aspect of Larian games, imo.

[-] EvaUnit02@kbin.social 12 points 1 year ago* (last edited 1 year ago)

As I see it, it's a confluence of things which have captured the zeitgeist:

  • Larian D:OS games have been very well received.
  • Baldur's Gate and the Infinity Engine games are beloved.
  • Final Fantasy XVI, the big JRPG for the year, is squarely an action game and some view that as off-kilter. Baldur's Gate 3, the big CRPG for the year, is squarely an RPG.
  • D&D is a big property and new D&D games often gain a fair bit of attention.
  • People seem to appreciate having no in-game purchases.

These five things, in my opinion, have pushed Baldur's Gate 3 to the front of media outlets and, in turn, to the forefront of conversations.

53
submitted 1 year ago by EvaUnit02@kbin.social to c/gaming@beehaw.org
[-] EvaUnit02@kbin.social 22 points 1 year ago

I'm a former game dev and I can tell you, at least from my experience, there was no golden age where developers and customers were treated fairly. It's the primary reason why I left. Hell, I once interviewed at a place that showed off how the offices had beds in them, as if that was a selling point.

That said, I'd probably be someone who you'd consider "doesn't care about the bad things these companies did." I'm just too fuckin' old to be mad about shit all of the time. If I was only going to patronize folks and companies who matched my own set of ideals and ethics, I would be more than just gameless. I would be homeless and penniless as well.

What I do is simply detach products and services from those who provide them. I can buy a thing from a person I find distasteful. I don't have to invite them out for a drink and I certainly don't have to avoid taking them to task for their poor or unethical behavior. Moreover, ethics and behavior are saleable. If someone comes around who offers something comparable to something from someone I find distasteful, then I can go patronize the new person instead. I have jumped ship from many service and product providers for that very reason. If you want my business, then you better ensure you're either the only person who can provide what I want or ensure you're the person I want to buy from.

[-] EvaUnit02@kbin.social 14 points 1 year ago

Mage Knight. This game threw me in to an unbridaled rage with how much I loathed it. I couldn't understand why it was rated so highly. So, I went to BGG to see just how so many people could like this awful game.

Turns out everyone plays it cooperatively. Not a soul plays nor recommends the competitive mode; the mode I was playing in.

75
It is time! (media.kbin.social)
submitted 1 year ago by EvaUnit02@kbin.social to c/gaming@beehaw.org
74
submitted 1 year ago by EvaUnit02@kbin.social to c/gaming@beehaw.org
35
12
I love board games. (media.kbin.social)
view more: next ›

EvaUnit02

joined 1 year ago