True Gaming what happened to all the star wars games?


what happened to all the star wars games?

Posted: 20 Nov 2017 10:30 AM PST

KOTOR, Jedi Academy, Battlefront, Republic Commando, Lego star wars, and countless others all came out between 2003-5 to accompany the prequel trilogy. We're now two years into the third golden age of star wars and we have two extremely similar mediocre/awful games from one developer to show for it. What has changed? Is Disney micromanaging EA? Not having enough input? are games simply too expensive to make?

There could be any number of reasons and I wonder what everyone's two cents are here about this.

submitted by /u/OgodHOWdisGEThere
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What is the difference between a legitimately demanding game and a poorly optimized one?

Posted: 20 Nov 2017 09:47 AM PST

Watch Dogs 2 and The Witcher 3 are generally regarded to be well optimized games yet they are incredibly demanding to run. On the other hand, Crysis was considered poorly optimized till hardware improved enough to run it smoothly. What's the difference?

submitted by /u/TomHicks
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What is a game mechanic you used to like, but now dislike or vice versa?

Posted: 20 Nov 2017 12:34 PM PST

For me, I really used to like morality systems in Role playing games. It feels like every role playing game I played from 2004-2008 contained some sort of morality system, whether it be the light and dark side mechanic in KOTOR, fame or infamy in Oblivion, paragon or renegade in Mass Effect, or Fallout 3's karma system. At first I liked it because it gave me replayablity options, you could play it once as a good guy then again as a bad guy. A game with this mechanic suddenly became 2 for the price of 1.

Then I played Dragon Age Origins and the Witcher 2 and my opinion changed. Now my main issue with morality systems is that each option has to be divided into a good and evil route, which doesn't really allow for morally ambiguous writing. Look at Mass Effect 1, it had some really interesting choices such as whether to save or kill the Rachni queen, and that was ruined by giving a definitive right or wrong answer depending if you are playing Paragon or Renegade. Now, it's okay for RPGs to allow me to be a complete psychopath sometimes, and that should be measured in some way, whether it be through a meter in your stats or something invisible that the game tracks, but as I've gotten older I've learned to appreciate quests that don't have easy right or wrong solutions. I think the answer is have something like Fallout New Vegas' system, where you have karma and a reputation system, and your reputation with each faction is more important to shaping the overall story than whether your a cool dude or a total jerk. DAO has something like this except it is with your approval with your party members rather than factions, although I still felt like most of your party members could be divided into good (Wyne, Leliana, Allister) or evil (Morrigan, Zevran, or Oghren)

TLDR: Liked morality systems at first, kinda glad they are gone now.

submitted by /u/Pepperman94
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How do we justify long term satisfaction, relative to refunds?

Posted: 20 Nov 2017 03:28 PM PST

I read this article on another sub fairly recently. Now, I'm not certain if it was satire or not at this point in time, but supposing even if it was I think the person featured in the article actually has a more legitimate position than others to be upset about.

In board games, players often end up in some really weird late game scenarios.The more complex the game the more likely we see different odd scenarios present themselves. The problem with this is twofold. First, getting enough of these scenarios to represent sufficient data, probably takes 6000 hours. You have to be able to replicate different board states and see if you end up in a similar scenario.

For example, when Parker Brothers released Monopoly, they probably did not design the jail system as a safe zone from paying rents. It was supposed to punish the player for getting too many doubles, for landing themselves in jail literally, and for pulling Community chest or chance cards that landed them in the slammer.

But time went on, and Monopoly evolved. The Monopoly meta has changed, and everyone worth their salt loves spending luxurious vacations in jail. This strategy, likely ruined the game for some players. In fact you could argue that an already lengthy game of Monopoly is now protracted because people are playing with far more savvy than they did previously. But it took a lot of cultural evolution and a lot of observation between people who play the game to get to this point. So don't you think, that now that the rules have sort of worn out over time, someone who understands the game better, is in a better position to be dissatisfied?

So then, the focal piece of this post: If a game has underlying features that don't present themselves till extremely far in, is it not then justified to want a refund? Are we so seated with the fact that someone plays a game for 60 or more hours and we just assume they had fun the whole time?

I'm a pretty good example of this. I got into Diablo 3 at launch. It took me 60 hours to get to endgame, which was miserable at launch. I requested a refund, and thankfully I got it because it was a PR nightmare for Blizzard at the time. The fact of the matter is, that with a game like Diablo 3, you spend more of your time playing the endgame scenarios than you do any other feature of the game. But it takes so long to get to that point that it is often unrealistic to educate yourself on whether or not you like it without making a purchase.

This of course is going to vary from game to game. I was inspired to make this post because of Final Fantasy Tactics Advance. In doing a repeat playthrough, it's pretty apparent that all the strategic depth this game has washes away in the face of the speed stat. It's so useful that, strategically this is all that matters. But you wouldn't expect to discover that on a first playthrough without a guide. However, people only get a single first playthrough, subsequent playthroughs are likely to be the more common use case.

This is a pretty muddied topic. But I'd like to see where people stand. Or maybe if you have similar experience discovering that a game is a lot less than what you thought it was because of advances in gameplay made for a given title.

submitted by /u/championofobscurity
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Need help choosing ps4s

Posted: 20 Nov 2017 03:26 PM PST

Looking to get a PS4 pro or slim. Rather spend less cuz money always an issue but I'm willing to pay more if the ps4 pro is really that much significantly better in graphics. I have a 55 inch TCL 4K tv. Need your help!

submitted by /u/jonathanmrm
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How the Deepnest Oppresses the Player (Hollow Knight) [Spoilers]

Posted: 20 Nov 2017 02:50 PM PST

For those who haven't played Hollow Knight, it is a quite beautiful, somber Metroidvania about a kingdom of bugs, that I highly recommend you play before reading this, as it is well worth your time and money. Also, this post will spoil several surprises from a very well designed area of the game.

The Deepnest is an area in Hollow Knight that the player must visit in order to slay one of the three dreamers, Harrah the Beast. And I hate it. Hate it with a passion. Avoid it whenever I can. This is, however, a compliment to the area, rather than an insult, because The Deepnest is an area designed to keep the player off balance, reeling, and stumbling around in the dark. The sense of malaise and discomfort is enhanced by nearly every single aspect of the area's design.

The Entrance:

There are two ways a player will enter the Deepnest for the first time. One is past a particularly challenging optional boss known as the Mantis Lords. First time players are likely to avoid this entrance, as there is an NPC who warns the player to get stronger and return. But, should the player best the Mantis Lords, they will be met with an enormous pile of bug corpses, slain by the Mantises in an effort to keep the Deepnest back. An ominous welcome.

The more likely way a first time player will enter the Deepnest is through a floor that suddenly collapses, dumping the player quite a ways down. The way back up from here is quite convoluted, and the player is liable to get lost, and mistakenly push deeper into the nest. So from the start, the player is off balance and surprised.

The Map

In Hollow Knight, the map for a room is only revealed by visiting that room, then resting at a bench (the game's respawn points). But first, the player must find the cartographer Cornifer, who sells an incomplete map for the area, that the player fills out. Usually, he is quite near the entrance, and can be found by following the trail of papers he leaves in his wake, as well as his cheerful humming. In the Deepnest, however, he is quietly hiding in an out-of-the-way spot behind a rock, near the Mantis Lords entrance (quite a ways away from the broken floor entrance). Thus, the player is likely to not find him, and be forced to go without a map in the Deepnest.

Light

The Deepnest is the darkest area in Hollow Knight. The player has a small lantern, but that only lights up a moderate radius around the player, not even half the screen. Therefore, the player is always half-blind.

Hazards

In the Deepnest, parts of the floor will randomly give way, with only a second's notice, to reveal spikes that will impale the player if they don't move quickly enough. In another part, meanwhile, there is a vertical shaft, similar to those that, everywhere else in the game, lead to a room above. This one has spikes at the top. Because fuck you.

Speaking of spikes, most of the spike pits in the Deepnest aren't spikes, per se. Instead, they are a bed of living, writhing insects, which make a horrible noise (see the video in the "sound" section").

Enemies

The enemies in the Deepnest break the rules the game has set up to that point. Previously, you could often hear enemies before you saw them, and they were hanging around in plain sight, waiting for you to come by to attack. In the Deepnest, many enemies hide, and only appear when the player comes close. There are three that are particularly effective at this-

Dirtcarvers hide in the ground until the player approaches, quietly digging themselves out and attacking, climbing walls and jumping down ledges to do so. Occasionally, they will retreat after being injured, only to pop out again later. The player can find themselves fighting three or more at once.

Little Weavers appear with a screech from the foreground or background, and can effectively fly, as they move to attack the player

Finally, you'll find one of the basic enemies, the Wandering Husk in the Deepnest. At this point, they really are no challenge, just an annoyance. About five seconds after killing them, however, some of their corpses reanimate as a Corpse Creeper, a very aggressive and agile enemy. However, this only happens sometimes. So the player waits by every corpse, sometimes for upwards of ten seconds, waiting for the sickly rattle that signifies the corpse is about to mutate.

Collectables

This is one of the Deepnest's dirtiest tricks. One of the side tasks in Hollow Knight is to free grubs trapped in glass jars. Near the collapsing floor entrance, the player finds a hidden room with a grub, and frees it. The grub then proceeds to mutate into a grub mimic, and attack the player with speed and ferocity not yet seen in the game. It attacks too quickly for the player to keep it at bay with their nail (read: sword), so the have to jump and dodge out of the way while still hitting the evil grub to kill it. After killing the mimic, the player goes and frees the real grub behind it.

Which is another mimic.

So the player, then moves past this second mimic, to find a third and fourth grub. If the player is like me, they will skip the third grub, and free the real grub hiding behind the three mimics.

Except the last grub is a mimic. It is the third grub, and only the third grub, that is real. See this video for an illustration of the situation.

Bosses

Deepnest has only one boss, an optional one. Though the player fights through room after room of spiderwebs and spider eggs, and kills countless lesser spiders, there is no mother spider boss. But the player doesn't realize that until they've literally made it all the way through the Deepnest, so they push forward cautiously, dreading the spider boss they can so clearly see coming.

Meanwhile, as the player travels, out of the corner of their eye, they will often spot a doppelganger. Should the player make an effort to follow this doppelganger, they will eventually be lured to an area with countless corpses hanging from the ceiling, and the doppelganger will morph into the boss Nosk. Because everything in the Deepnest must be horrible, and creepy, and lure the player in. Naturally.

Sound

First, of course, is the music. The ambient Deepnest track is perfect for putting the player ill at ease, with just a single violin scratching out a few discordant notes.

In a game about bugs, the developers showed a fair amount of restraint with regards to the creep factor. The Deepnest is the only area I can think of where the enemies chitter. The living spike pits make this horrible noise (so you can expect to hear it for most of your time here), the dirtcarvers hiss and chitter, the corpse creepers make a horrible rattling/crackling sound, and the little weavers make this almost catlike screech when they attack.

All of these ambient and active sounds work together and build on each other to create a creepy and hostile atmosphere in the Deepnest, keeping the player constantly on edge.

The sum total of all of these design decisions is a very, very uncomfortable /u/Natemiester. But I have to admire how every facet of the Deepnest's design reinforces its oppressiveness. It doesn't want the player there, and after about five minutes, the player probably doesn't want to be there either, as they wander, lost in the dark, dreading whatever nasty surprise lies in the next room.

Now, it's not all doom and gloom. The Deepnest does have one lovely surprise. Throughout the game, there are hot springs that replenish the player's health and soul (used for spells and healing). As the player explores from the broken floor entrance, they'll likely fall prey to another collapsing floor, which drops the player down and down and down, and deposits them in a spring. The sense of relief I had when I dropped into the spring, and not another twisting maze of enemies, was palpable.

Of course, I realized later that that long, long fall had basically destroyed any hope I had of finding my way out back the way I came, leaving me no choice but to push deeper into the nest.

Few games have given me a stronger sense of relief than Hollow Knight. When I finally found the Stag Station (fast travel point) at the end of the Deepnest, and re-emerged onto the surface, I recall putting the controller down, and thanking whatever power would listen that I was out of the Deepnest. I despised (and despise) the Deepnest, but the more I thought about it, the more impressed I was with how every single design decision about the place broke the game's previous rules, limited the player's knowledge, or played with the player's expectations in order to create a genuine feeling of being lost in an endless dark maze full of chittering things that want to eat you, with no idea which way leads out, and which way leads deeper. For that, I can only respect Team Cherry.

TL:DR Deepnest is creepy as shit, in every single aspect, and while I hate it, I can't help but admire Team Cherry for it.

What were your experiences with the Deepnest? Are there any other games you know of that go out of their way to make a particular area seem exceptionally hostile? In games full of enemies, how does a game designer go about designing areas that seem especially hostile to the player?

submitted by /u/Natemiester
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Call of Duty 4's "Death From Above" (or, 'the AC-130 mission')

Posted: 20 Nov 2017 01:37 AM PST

Call of Duty 4, original: https://www.youtube.com/watch?v=yD9IHx0F9vg

Modern Warfare Remastered: https://www.youtube.com/watch?v=5559ThBNz0A

I have heard it tossed around that Call of Duty 4's AC-130 mission, "Death From Above" is not simply a mission meant to both inject variety into Call of Duty 4, a game mostly centered on "boots on the ground" gameplay, and a sense of power from easily slaying rows of Ultranationalists in a pretty new-feeling (for the time) turret section, but rather a subtle commentary on the horrors of war that utilizes monotone dialogue over a black-and-white, overhead perspective, to discuss the detached and efficient murder of tens, and perhaps hundreds of people in mere seconds at a push of a button that is the reality of contemporary warfare.

What are your thoughts on this? I've not been able to decide whether or not this is actually intended, or the result of reading too far into things.

submitted by /u/deadhawk12
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Difficulty Discussion: When you play a game that has a difficulty setting, what difficulty do you start on?

Posted: 20 Nov 2017 10:38 AM PST

I've always been a fan of games that challenged me, Dark Souls series being my favorite. Always found it more rewarding when completing challenging obstacles. So I choose hard, but I don't know if that's the gameplay the makers intended in some games. Just curious what everyone else does.

submitted by /u/ScoobuhJohnson
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Should there be a limit to how much developers should try and balance their game after release?

Posted: 20 Nov 2017 01:57 PM PST

To me it seems to lack purpose after awhile. All that seems to happen is characters/weapons switch places on the tier list (or just in general use if your not a fan of that concept). This happens a lot with fighting games and we're seeing it happen pretty to pretty hilarious effect in Overwatch right now (Mercy being patched 3 times in one month).

The advantage is a more balanced game (possibly), but the disadvantage is no one can get comfortable with how their character or how the core game plays if things keep changing quickly. Is there a time when the developers should call it quits or should they always be working to polish their game?

submitted by /u/hyperknees91
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Does anyone else feel disadvantaged when you can't see the enemy health?

Posted: 20 Nov 2017 01:34 PM PST

It feels psychologically different when I know how much remaining health an enemy has vs not knowing that info.

submitted by /u/vinnvout
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Does anyone else have difficulty playing Horror games?

Posted: 20 Nov 2017 01:51 AM PST

When I say horror, I mean any element in the game which makes you feel hunted.

Im a huge story nut. Unfortunately (for me), some of the best story games also tend to be Horror themed, like Bioshock, Amnesia, Outlast, Dead Space, Doom and Dying Light, among others.

Funny thing is, I LOVE horror movies. Ghost, scifi horror and zombie movies are among my favourite genres and I have never once felt a sense of fear watching them, rather I felt intrigued and my curiosity was off the charts. But all my intrigue and curiosity gets thrown out the window when a horribly disfigured demon/alien/zombie thing charges at me from my computer screen. I remember the first time I installed the Dead Space 2 demo years ago, excited out of my pants to finally get to experience this marvelous scifi theme which would be right up my alley if it were a movie, only to get scared shitless on the first zombie/alien abomination and quit and uninstall it immediately.

Since then I have tried to play numerous horror games to test my limits, the ones I mentioned above and including Resident Evil, Slender: the arrival, Alien: Isolation and various indie horror games. I have not been able to play a single one for more than an hour, and that hour was filled with everything but enjoyment.

It hurts me to know Im doomed to have to watch playthroughs of great horror games because im literally too much of a pussy to play them myself. Can anyone relate?

submitted by /u/darkaris7
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This Bugs me every time I play a game.

Posted: 20 Nov 2017 07:33 AM PST

It's hard living with the fact that I can't have a satisfying hobby to look towards a long days work without it breaking. I had to stop playing skyrim switch edition after realizing I couldn't possibly spend more time trying to get around a bug then actually having fun playing it.

I was playing with my pup laying on the side of my chair next to a nice warm fire lighting the chimney wearing some smug headphones around my ears while everyone else was in bed. I worked all day and have to be at work in the morning but I can't let a perfect rainy night like this go by.

I really just expected skyrim to be finally finished with all the game breaking bugs and to have it run smoothly with no extra hassle, no extra work arounds or makeshift solutions to simplistic quests. I was so patient with them too, kept track of all their patch notes way back to their expensive day one edition, preorder it like any sucker with high expectations would, and to justify it said I wanted to support what I thought at the time was a inspiring gaming company with my old part time job money (11/11/11). I bought the next generation edition and the switch edition, but all failed at meeting my expectations of delivering solid gameplay. I gave up on my gameplay strategy so I could just play how Bethesda wanted me to play so that I don't run into these game breaking bugs, still runs into the same problems 2017.

I played till I was level 25 then loaded a previous save to level 8 because of a glitch (on every edition including pc) that appears & basically erases a quest from happening. So I played till I was 20 stopped cause it reappeared so I took time to look for answers on the internet went back to level 8 then stopped playing all together somewhere when I was approaching level 10 or whatever. I've wasted a lot of time fixing a product that I thought was already assembled. I feel like a chump believing these guys could actually pull off something so amazing where you can take it anywhere and "it just works".

Nothing...will be done...about this...because...it's my fault...and I'm the bad guy for not being satisfied with the product that they sold me. I should of just modded it I guess, I should have out smarted them & programmed the game myself for immersive role play. I can't even hate because it's my time and money that I wasted. Oh well, that sucks I guess.

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