True Gaming About TLOU2/Ghost of Tsushima : almost no HUD, no lock-on icon, no blips/tag icon, no detective vision...


About TLOU2/Ghost of Tsushima : almost no HUD, no lock-on icon, no blips/tag icon, no detective vision...

Posted: 12 Jun 2018 09:02 AM PDT

I noticed that on many E3 trailers for 3rd person ARPG there was a lack of HUD and other gameplay icons (notably these infamous "tag" icons).

Do you think that games will move on from that or these trailers are knowingly omitting these HUD icons in order to improve the cinematographic aspect of these trailers ?

TLOU especially didnt show any detective vision, therefor it made the trailer action tensed and "real".... but we all know that these gameplay elements will be in the final game (i have yet to find a AAA stealth game that does not have at least 1 of the two, either tag icons or detective vision).

After all it is sad that these trailers can show what "tense and cinematographic" moments are, but often change this because of gameplay .....

thank you for your input and ideas

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About VAMPYR and the insulting "Tribute to the victims" quest (RANT)

Posted: 12 Jun 2018 12:49 PM PDT

I was playing VAMPYR, and while a bit charming and intriguing (the setting) i really felt insulted as a player, especially by the quests, the hint system, and uprade/progression mechanics.

It seems that this game was made by designer who either just played a couple RPGs in their lives or didnt even ask RPG players what makes these game good, and thus failing at all these mechanics.

  1. The Quests

as perfectly shown by the abysmal "Tribute to the victims" quest, most of the "investigations" (thats how the game calls their quests) are insulting to our intelligence.

So you can understand (no meaningful spoilers), that quest has you talk to a guy, go to an aera on the map (in all quests, the player automatically knows to which zone he must go - it will be marked as a red circle on the map), see a grave (in the middle of a backalley), then the character says something like "i need to find flowers" (keep in mind, you almost never pick up items from the ground in the game), and, wait for it, you back track and just behind you lays a flower pot ON THE GROUND. You pick it up (it is literally 5 feet away - what kind of designer decided "hey lets put the flower just there, it will be easier"), turn around, click on the grave, quest done.

(here is the quest log https://guides.gamepressure.com/vampyr/guide.asp?ID=45042#NH3_5 )

Ridiculous. It kills the game. Most if not all the quests are like that, fetch or go kill, with A to B to C travel.

  1. The Hints

In the game you talk to the NPCs, who are, i must admit, sometimes interesting, they seem real, are not all pretty faces, and somewhat have a backstory.

But then as soon as you enter dialog you can see that dialog options are there but hidden (so you are like "i need to unlock this"). You need "hints" in order to open these dialog options, for that you need to find items in the game world and/or talk to other people related to that NPCs. But ALL that work is for what ? opening up the story ? getting a special quest ? NO.... it just maximize the XP you can get if you kill that NPC (drinking his blood). Hum. But killing NPCs is just (1) to make the game easier (fast level up, so more skills) but a bit chaotic (more enemies).... it's thus so disconnected to the hint system which is more "story" oriented. it's like they ideas of rough game mechanics but didnt know how to mix it together. and it all feels rush.

when you "complete" an NPC (get all hints), it just feels useless and empty (unless you want to kill everybody for fun and be overpowered).

  1. the upgrade / progession / RPG system

first thing that really tells you the quality of the game is the upgrade screen (https://www.primagames.com/games/vampyr/tips/vampyr-how-unlock-and-upgrade-skills) . the skills are not even organized in a creative or logical or usefull manner, they just plastered the skills all over the screen and barely regrouped them in a seemingly logical way.

(one of the skill, healing, is just laying there, in the middle of the screen, i guess they didnt know where to put it, knowing they kept the HUGE ugly head of your character in the middle of the screen...why ?)

but, first, the icons are just UGLY. that's one. and then when you click on one of the 18 skills, you realize there is a sub menu, with a sub tree.... yes.... when you get the BITE skill, you get to improve it 12 times, to get 5%, 10%, 15%.... etc bonus... how modern and interesting it is for the player to chase the same skill upgrade 10 times .

also, another great design choice, all the skills are open and visible to the player right from the start (while you are supposed to be a very new vampire who is lost to all that), so much for discovery and mystery.

anyway, the game, i am sorry is bad, no, not bad, because some aspects of it are interesting, but there so much low-quality aspects to it, and the designers seem to be just clueless to what makes good mechanics, especially in terms of quests and dialogs.

so many things are just weird, you can steal and loot cabinets in front of NPCs they don't react, all the game takes place during the night (i can accept it , i am a vampire), but all the NPCs are up at night, EVERY night, for no reasons (even SHOPKEEPERS), ... i dont know ... the game seem broken and just bizarre.

sadly, it seems that all the makers of the game have is the technical skill (programming) to make it.... which is the most important :)

sorry for the rant, but this sub often feels that gameplay mechanics are important, it's good sometimes to notice how things can go wrong.

submitted by /u/hudornohud45
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Console Shooter vs PC Shooters

Posted: 12 Jun 2018 11:11 AM PDT

Hey guys, just wanted to start a dialogue about this in general, to obtain people's thoughts on the matters.

I grew up on Halo, love it, but always I hear from people who grew up on PC shooters like unreal tournament, that Halo is super slow paced and awful. I recently read a comment that the problem with Halo wasnt its movement speed, but rather that the characters were sluggish and were on skates in a way. When you switched direction, you slowed to to a stop, then switched direction, then sped back up.

Curious which is more of an accurate statement.

Also I'm wondering people's thoughts on PC shooters that have slower movespeed in general (but still high time to kill).

Thanks guys. I'm just a console player who plays PC now, but am curious about people's opinions on MP shooters on PC.

submitted by /u/Armonster
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Why aren't real buildings accurately portrayed in videogames?

Posted: 12 Jun 2018 12:54 PM PDT

I was very excited to hear about Vigor, a game set in Tromsø (Northern Norway), a city in which I lived for 7 years. There's something very appealing about controlling a character in an environment you've physically experienced. After watching a few videos, however, I was kind of disappointed to find out that I couldn't really recognize any buildings, landmarks or even terrain. The general atmosphere was sort of familiar, but still didn't feel like something I've experienced. Of course this particular game is still in development and this fact may change.

Then I came across this post, where OP photographed some real life counterparts of locations in the Fallout series. This time, the in-game locations and buildings bear some resemblance to their real life counterparts, but pretty vaguely at that.

And so I came to wonder - why is it that developers intentionally stray from their references? I get that there are technical things to consider (polygon count, map design/playability, player interaction and so on), but I feel like this alone can't describe the distance between reality and the games that claim to portray it. As an example - take colors and architecture (style, materials). If you modeled a real area accurately, you would be recreating the actual atmosphere in said area. If your game was post-apocalyptic, you could of course make changes to reflect some imagined past happenings, but those changes would affect all buildings in similar ways and it would still feel authentic.

In some cases I guess it makes sense from a security perspective to not model buildings with perfect accuracy (e.g. The White House), but most buildings aren't The White House, so this argument doesn't really apply in most cases.

Thoughts?

submitted by /u/BillGoats
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Help!.

Posted: 12 Jun 2018 12:30 PM PDT

Is it worth buying a PS4 console in 2018-19? . Many are claiming that the PS4 is nearing it's end , so I'm really confused whether to buy a PS4 or wait for the next console. Help me out guys!.

submitted by /u/Ganjaalex
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How do I get my gf into fighting games/enjoy playing them with me for

Posted: 12 Jun 2018 10:22 AM PDT

So I love fighting games and they're one of my favorite things to do with people but man, my girlfriend shuts down after a set, how do I keep this from happening and better help her enjoy the fighting game experience?

We only play when I bring my PS4 over to her house. We do enjoy playing games like Overwatch together taking turns but she hates fighting games, how can I get her to be more willing to learn so we can have a competitive activity together?

submitted by /u/Yourpoop
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Post E3 Discussion thread

Posted: 11 Jun 2018 04:09 PM PDT

Did anything interest you? I know it was mostly trailers but I feel like Bethesda has a great E3 and look forward to their near future releases

submitted by /u/Zombie_Booze
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Turn on the generator missions

Posted: 12 Jun 2018 03:42 AM PDT

When will the industry get enough of these? Even acclaimed games like The Last of Us have at least 5 of these. It's getting to a point where I will purposefully avoid playing any game that has them, maybe even make a list to warn people of lazy mission design/writing.

I feel like the industry is progressing in the writing quality, development of systemic elements and control-wise, however, the actual context or purpose of quests/missions is still mundane and lazy. There are a few exceptions like The Witcher series that is remarkably without any sort of filler that serves as "getting the player to go out there".

It's almost as if nowadays quests are made for the sake of doing actions such as puzzle solving or shooting, rather than with actual thematic purpose.

submitted by /u/UnderstandingEyes
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GOG sale, question from a Mac user

Posted: 11 Jun 2018 07:22 PM PDT

Hey, All. Sorry if the timing for this seems tasteless, but with the GOG sale coming to a close next week, I wanted to get this off my chest. A lot of the games I was thinking of getting are also available for PS4, but none of them are on sale at the PS Store at this time.

Part of me would want to get the games I'm looking for on GOG, but then I own a Macbook which I mainly use for work, so it wouldn't be the most ideal for gaming. On the other hand, I could wait for the games to inevitably go on sale at the PS store, but I'm also worried that the PS4 may be reaching the end of its lifespan within a few more years, and that the games I get for it may not carry over to new gen…

Honestly, I'm just looking for some input to put things into perspective. Thanks, guys.

submitted by /u/mean_emcee
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