True Gaming A lot of people use The Office or Parks & Rec as comfort shows. What's your video game equivalent? |
- A lot of people use The Office or Parks & Rec as comfort shows. What's your video game equivalent?
- Which individual level is your favorite in all of gaming?
- Why are new mechanics preferred over new content with same mechanics in a sequel?
- What are some simple mechanics in games made super fun by their presentation?
- Ready or Not is being made as the spiritual successor to SWAT 4 with a similar raw and unglorified outlook, curious what you think
- My INSIDE review
A lot of people use The Office or Parks & Rec as comfort shows. What's your video game equivalent? Posted: 06 Jul 2018 08:25 AM PDT I play a lot of MLB The Show (created player career) and NHL 18 (GM Mode simming) and I consider them my video game versions of The Office. My comfort games, per say. I dont have to think much (besides making trades) and I can listen to podcasts and screw around on my phone and not get so sucked in. At the same time, I'm like "why am I wasting my time in these storyless games when I still need to beat the witcher and bloodborne" just like I ask "why am i watching the office when i could be focusing on something new". Anyone else do this? EDIT: elaborating on my comfort games. MLB: I created a Left Fielder and have it set up so all I do is bat and field some pop flies. One game can take 3-7 minutes, so I can fly through games. I've kinda made a backstory for him as he's progressed through the minors and into the majors. I have the difficulty just high enough that he's not crushing 80 home runs a year, but low enough that I'm not throwing my controller through the window. NHL: Nothing better than picking a shitty team (hi Ottawa) and trying to rebuild them from the ground up. Dont play a single game until the playoffs when I have to try and save them from getting booted from the divisional round. [link] [comments] |
Which individual level is your favorite in all of gaming? Posted: 06 Jul 2018 12:25 PM PDT I'm obsessed with the Taurus stage in 2004's Katamari Damacy. First, some context: Katamari is a Japanese action-puzzle series in which you push a sticky ball to collect objects and become larger within a time limit. Most levels simply involve becoming as big as possible, but the games really shine when they present weirder objectives, like collecting as many pairs of twins as possible, or rolling up as many calories worth of food as you can. The strangest and most fun objective belongs to the Taurus level. The player must collect the largest cow that they can, but the catch is that you are judged solely on the first cow you collect, an action that immediately ends the level. To further troll the player, anything remotely related to cows is counted. So you end up trying to avoid hundreds of absurd variations on cows that are haphazardly scattered everywhere, while growing big enough to hunt down the giant and elusive Holy Cow, who can be found hiding in the forest on the edge of the map. Highlights include a ravine filled with 'No stealing cows' signs, a road blocked off by cow-print pylons, and a baby calf that floats around the city with a balloon. What is your favorite individual level in a game, and why? [link] [comments] |
Why are new mechanics preferred over new content with same mechanics in a sequel? Posted: 06 Jul 2018 01:08 PM PDT Hitman 2 and Assassin's Creed: Odyssey are 2 recent examples: Hitman: Season 1 was an amazing game which got lots of praise on it's repayablity factor, level design, ways to kill/achieve your objective and the environments/sandboxes/levels being the major highlight. Now 2 years later, Hitman 2(otherwise and initially called Season 2) has been revealed. It's expanding on pretty much every factor of Season 1 - levels seem to be even bigger(Season 1 levels being huge themselves), less triggers and more open style gameplay, the animations being improved along with the new ones. BUT. It's on the same engine(Glacier 2) and has the same animations. Visit any place of discussion except r/HiTMAN and Hitmanforum and you'll see the phrases 'There's nothing new, everything looks the same!' and 'It's the same game with a reskin!' posted almost everywhere. The exact same thing is with AC: Odyssey - same engine and animations but new content working on the framework established by the prequel Origins. The comments are the exact same, even more in comparison with Hitman 2. You'll see everyone calling this 'same as Origins nothing new' almost everywhere. There are even more examples like - Far cry 4 which provided a bigger map with more outposts, a new story and improved on the brilliant mechanics of 3 whilst adding new ones, Deus Ex: Mankind Divided with more augs, bigger levels, expanded dialogue system and mechanics, especially the cover system, Sniper Elite 4 which expanded on the size and quantity of levels from 3 aside from lots of new content like weapons and multiplayer modes And the list goes on. All of the above games offered new content expanding on the established framework put up by their prequels and using the same engine, animations and assets but got negative reception for the latter and (most probably) lost a few sales for this reason. What're your thoughts on this? [link] [comments] |
What are some simple mechanics in games made super fun by their presentation? Posted: 05 Jul 2018 08:29 PM PDT For example I am recently playing though xenoblade and there is a mechanic in that game that when you are about to take a big hit, die, or be put in a bad situation, the game will show you a vision of the future when that happens and give you a time limit to try to counter that upcoming attack and "change the future" Now at its core its nothing new or revolutionary, its basically just being able to see your enemies next action, which games do every once in a while, but the whole presentation of it being a future you are changing and the style of it makes it probably my favorite part of the game because its just so fun to change the future and the devs did a great job making you believe that is what you are doing Id love to hear more mechanics done similarly to this if any of you know any good ones! [link] [comments] |
Posted: 06 Jul 2018 12:11 PM PDT I'm pretty damn hyped for this game, and the devs are active in their subreddit so I've got even more confidence in them 20 second audio-less gfycat from the trailer if you can't watch the full vid About controversiality, like the school shown in the trailer: "We obviously hope we can mitigate most concerns since you'll never, ever play as the suspect in a school shooting. However, we're striving to make all missions in Ready Or Not as realistic as possible, and as confronting as they are in real life. In truth we're just going all-out, without being gratuitous. These events are pivotal moments to a lot of officers on the force, it's not something we want to skirt around." -Gruntr, developer This is the kind of stance we need in gaming and sensitivity, especially now. Good on these guys, and I can't wait for their release What are your thoughts? [link] [comments] |
Posted: 05 Jul 2018 07:32 PM PDT INSIDE has an amazing, pseudo-realistic yet vibrantly fantastic aesthetic that clearly shows a mastery of Unity and 2.5D environments by the developers. It also, like LIMBO, has an impressive aray of visual shaders and effects, and a gorgeous ambient soundtrack. For these reasons alone, the game is worth playing. The game has far less interesting puzzles or even puzzles in general than LIMBO, but most of the time this is acceptable and doesn't detract from the experience. However, INSIDE's story is a curious subject. In many ways the narrative is the strongest and yet most detrimental part of the game. It shares many of the problems and strengths of LIMBO's story, whilst amplifying the positives and at the same time the negatives. Both stories are EXTREMELY vague and ambiguous. They supply the player with a large array of visual storytelling and powerful imagery, evoking countless questions whilst answering none of them and encouraging the audience to draw their own conclusions. In a sense, it's really the player who creates INSIDE's story; Playdead only provides a writing prompt. This approach is a double-edged sword to the extreme. The lack of any definitively cohesive plot creates an atmosphere that is all build-up and no payoff. The tension and excitement along the way is superb, but without a conclusion it all ends up spilling over. I was left with a strong sense of dissatisfaction and only a few disconnected ideas about what I had just witnessed. If you're looking for a potent story to cozy up to with hot chocolate and a warm blanket, INSIDE probably isn't for you. [link] [comments] |
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