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Posts
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Everything posted by StrixLiterata
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I played some Unreal Gold as well, as well as some other retro shooters and new "boomer shooters". I discovered I like the interconnected structure of most levels and the tricks that were used to make them look like real places. I also realized that I hate how the later enemies all tend to be tough, agile, and hit hard as well; pick two, dammit! I feel like I'm having no effect while I get slapped aroud!
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You're overlooking that there are people who are desperate enough that they will do it regardless, those who live paycheck to paycheck and at any given moment must use whatever instrument is availeable to get some money, no matter how little the profit margin or how great the risk, inconvenience, or humiliation. What those people need is a viable and more stable alternative, not negative feedback
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Sseth here! I don't usually play his sort of games because they have too little story content for my taste, but Caves of Qud looked like it had what I looked for. It does have a bit, but not enough, but I often find new things that keep my interst going. I think I'll learn to mod it just to add some dialogue and story content which I feel should have been included already.
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Ommioddio sei arrivato alla stagione 2! Ho scoperto adesso la tua iniziativa, ma non pensavo fosse così duratura. Quali altri italiani ci sono sul forum?
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So the expansion is free? I didn't know: I've had the game since when Breaking Dawn didn't exist yet.
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The great "Difficulty in games" debate
StrixLiterata replied to Arseniy Yavorśkyi's topic in Gaming in general
@Arseniy Yavorśkyi I'm glad you answerd me. About the inclusion issue, I didn't mean it as an accusation to you, but I have had the displeasure of meeting gamers and hobbyists who do want to exclude new people from their circles, and I knew if there were such people participating in this thread they would have mired it in double-speak, so I felt obligated to address them before getting to the meat of the discussion. Most of what I wrote was about difficulty in general and not you or Ross specifically. Having finished Dark Souls 1 & 2 and being about halfway thorugh Bloodborne, the way I see it, in this kind of game the player doesn't really get good at the whole game at once: at first one learns the basics of how movement, stamina management and stats works, then it's almost exclusively learning the behaviour of each new kind of enemy, the layout of each new zone, and the moveset of each new weapon, but not really learning new things about the game in general. It is rewarding, but your progression is reset every time you meet something new, especially regarding enemies. You and I find it fun, but it's reasonable to dislike having your hard-earned lessons thrown in the bin. I was referring specifically to how certain thrust attacks can be turned into swipes if you're not locked onto an enemy and use the left stick to turn while the thrust happens: I've seen it used in Dark Souls III's competitive pvp, and I've learned to do it with Ludwig's Holy Blade to crowd control. The encessity for tactical thinking isn't removed: there's still timing and range to consider. Also the mechanic I was referring to only works with the Lock-on turned off, so the attack isn't aimed for you. Sekiro would have been better if there was an explicit indication that parrying should be your main defensive mechanic. You didn't refuse to learn: you weren't taught, only given negative feedback. -
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online?
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The dev is creating a main quest, which now has 8 of the 10 individual quests. So far the main quest is made so as to expose your character to each system in the game ( ), each in an unique area. There is also an implicit progression of zones with ever more dangerous enemies (not just in the sense of higher HP and attack, but new mechanics which need to be understood to defeat them) and ever more powerful loot. If you care, there is also lore to discover, made with a blend of human writing and procedural generation: how it works is that there are fixed historical characters, but most of what they do and why is procedurally generated, with only their place in time and most important actions being fixed.
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thoughts?
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It's not much like it, however: for one you only control one character, and the controls are actually manageable.
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Caves of Qud It is a firm Love/Hate for me: I found it very intresting at first and couldn't stop playing, but then I sort of hit a wall in that I didn't feel like like doing anything in the game, but even then I still thought about it costantly while not playing it. I unisnstalle dit and will pick it up again after I cleared my head.
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I knew, but this is about Blasphemous, not Breaking Dawn. In the base game there is no warping between Prie Dieus.
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This is a Love/Hate for me: I had a lot of fun, but the amount of bactracking required to get the best equipment is criminal.
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Anodyne 1 is very different: don't judge a game unless you know it.
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The conceit of your enemies only using the abiliteis you use makes every action extremly tense, for good and ill. I liked this game but couldn't finish it becuase of that: it felt draining. Love/Hate then, I guess.
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This game has the highest interactivity of those that can be played with a controller: everything is destructible, subvertible, and exploitable: you canput sigarettes inside air conditioners to make people flee from a building, get rid of enemies by luring in hostile NPCs, and for every objective combat, stealth or exploits are almost equally viable, which allows every class to play radically differently.
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I loved this game: the puzzles range from ok to well made, the art style is appropriate and the music is great. This game succeeds not only as an adventure game, but as a horror game as well: always unnerving, and sometimes even straight-up scary. FANTASTIC
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This is an intresting spin on the Sunless Sea formula: Not only is the world more varied and therefore more intresting, you have much more capability to influence it. I especially love the museum: you can build it in the City of Keys and populate it with intresting items you find during your adventure, modifying it's public image and serving as a trophy hall for your travels; no I wish all open world games had this mechanic. The only drawbacks are the meh combat and the obvious budget limitations. Good/Great. I also think it would make a good subject for a Game Dungeon
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This game lends itself to being casual, but it's not easy: you'll need to really pay attention, plan carefully and micromanage aggressively. I always have a lot of fun playing it.