TotesIllegit

joined 1 year ago
[–] [email protected] 2 points 10 months ago

It kept getting delayed so the release really caught me by surprise!

[–] [email protected] 4 points 10 months ago (3 children)

It's on Steam, and it's very short compared to a lot of games so long as you're not too rusty with the controls.

[–] [email protected] 8 points 10 months ago (5 children)

I waffle between preferring Jet Set Radio cell shading and hand-drawn pixels on any given day.

[–] [email protected] 9 points 10 months ago

I feel that sometimes realistic graphics are what a game needs- like some simulators or horror titles going for that form in immersion. We're not quite over the uncanny valley in AAA titles, and pushing the boundaries of real-time rendering technology can lead to improvements in efficiency of existing processes.

Other times, pushing the boundaries of realism can lead to new game mechanics. Take Counter-Strike 2 and their smoke grenades: they look more realistic and shooting through them disturbs only a portion of the cloud.

I do miss working mirrors in games, though.

[–] [email protected] 9 points 10 months ago (1 children)

Once the encryption schemes are broken, it's not just posterity, but every malicious actor with access to encryption-breaking tech will have a field day.

I don't mind a large collection of data about me being made available to historians, I just mind that happening with my contemporaries.

[–] [email protected] 3 points 10 months ago

It sounds like a fuel explosion was caused by a fire that started across the street and spread.

[–] [email protected] 13 points 11 months ago

This reminds me of the internet discussions around Avatar: The Last Airbender years back and whether it counted as anime or not.

[–] [email protected] 2 points 11 months ago

To piggyback on this, I used to play Counter-Strike 1.5 (and later 1.6) a lot. There were servers that ran scripts to automatically chuck people into the air and deal them damage (often called a slap) if they didn't change coordinates on the map for too long. Some would just auto-kick players for doing so. The anti-camper hate was common.

The server I frequented was far more lenient, but camping that prolonged the round(since dead players could only watch, and the rounds were 5 minutes long to make walking and crouching more viable) was generally frowned upon if they weren't outnumbered or defending an objective.

[–] [email protected] 1 points 11 months ago (1 children)

Fair, but from back when I played a ton on my 360, a large number of a games' achievements were progression-based, sometimes entirely. That being said, tracking optional challenges within the save game itself can also be helpful in some instances.

For example, if there are challenges that require you to not use special weapons at all, and then you violate the challenge requirements, it could be grayed out to signify that the player locked themselves out of anything related to completing that challenge in that playthrough.

Resident Evil 4: Remake already does this to a degree, though my thought is that it would be most helpful in long rpgs, where it may not be clear after loading where you are in story or what you have and haven't done if the save hadn't been touched in months.

[–] [email protected] 20 points 11 months ago (3 children)

I think Achievements are useful if they're tracked separately by each save game. Minecraft does this, and I find it helpful when I return to a world save after a long time because I can use the achievements I unlocked to help remind me what I was doing and resume from there instead of looking at what clues may have been left behind.

I love New Game + mechanics. I think it's a travesty more games don't have them.

I hate excessive collectathons or overly repetitious cutscenes or dialogue. I love TotK, but the end-of-shrine bit got old real fast; I found myself missing pre-BotW heart container hunts where they could just be in a chest somewhere. I also feel exhausted just thinking about all the Koroks; I like trying to 100% save games, and the Koroks start to feel like work after a couple hundred in total.

I like when fps weapon recoil moves the player view with the recoil, particularly if the view resets back to where the player was aiming as the recoil cooldown ends. It's satisfying and also gives the player an odd feeling of agency because the recoil mechanic lets them play "can I control the hose?"