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File: 1693885437131-1.jpeg (384.29 KB, 1192x624, landscape1-67058203.jpeg)

File: 1693885437131-2.jpeg (81.33 KB, 1347x704, Kenshi-146849356.jpeg)

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 No.30275[Reply]

Ken-Xi Jinping?
1 post and 1 image reply omitted. Click reply to view.

 No.30277

>>30275
I only appreciate dark story telling in games when the aesthetics match the writings tone. The environmental design is fine, but the character designs are so fucking bad and cartoonish. Just like the entire fallout series where the lore is painful and dark, but every NPC wears power ranger gear and borderline BDSM equipment for clothing along with using goofy looking firearms, rather than wear the mass produced nylon and cotton clothing proles internationally use on top of using standard pistols, assault rifles and everyday blades for self defence.
I get that Kenshis different but man it gets frustrating to see.

 No.30278

one day i will have a PC that can run this game

 No.30281

I've almost "beat" the game once but it started getting unstable once I headed to the ashlands. Southern Hive raids were spawning when they weren't supposed to and the game would crash when they'd get near my outpost, importing didn't fix it and resetting the world state completely was too demoralizing to consider. Maybe another time. My favorite part of the game is doing assaults on minor outposts, it's just chaotic enough with some bonus objectives like freeing slaves without turning into a slog like the late game where enemies just keep getting up over and over and you have to individually confiscate all of their weapons and med kits to make sure they can be easily KO'd again. Taking out the Southern Hive was also a ton of fun because you're so deep in enemy territory and the hostile patrols are relentless.

>>30277
Fallout's aesthetic is meant to be retro futurism meets Road Warrior (at least until 4) and Kenshi's is sci-fi samurai, they aren't meant to emulate reality and doing so wouldn't make them better games, thematically or in terms of gameplay.

 No.30284

>>30281
It would be really satisfying to see the aesthetics match the writing like in rain world, cyberpunk and dark souls 3. Players are less likely to feel completely disconnected from the world they take part in when what’s visually communicated to the player matches up with the world around them. It also helps make serious moments in the games stories feel a lot more organic than feel out of place.

 No.30308

>>30275
Inner china moment



 No.30118[Reply]

David Cage was 100% right on this one, they are failure of game design. Both immersion braking and challenge trivializing, because what are you going to do when you loose the game? Hit the reload button and continue like nothing happened.
I recently finished Battlefleet Gothic: Armada, and just now rage-uninstalled its sequel, and these two games perfectly illustrate why game over screens are bullshit. In the first game, you loose the game when you loose 50 systems to enemy (and also final mission I guess), other than that you can fail any single mission and continue the game, but of course, now having to deal with consequences of your failure. You failed to protect a system? You get debuff until you reclaim it. You failed to protect a system in one of the story missions against Planet Killer? You get debuff, but no way to remove it because there is no longer a system to reclaim. Failed to keep artifact out of hands of Chaos? They are more aggressive now. Got your ship damaged? Pay to speed-repair then or make do for couple turns without it. Even if the story is basically linear, it still lets player build their own narrative this way.
Now in Battlefleet Gothic 2, whats that, enemy decided to focus fire and blow up your admiral? Eat shit, game over, reload. Nothing, no consequences, just bad taste in your mouth. And there is no reason it had to be this way. Even if he just respawns, you still at very least get punished by loosing a ship. Or have player pay for having him respawn, of reset his level, give him some negative trait, anything.
Anyway, because I am a retard with no self control, I am currently trying to recover the deleted save files so I can reinstall the game and continue. I am going to make my own "game over" free houserule, reload right before the battle, delete my fleet, and continue from there.
28 posts and 6 image replies omitted. Click reply to view.

 No.30199

>>30198
/v/irgin rage lmao

 No.30200

Guys I have problem:

I played a game about a guy who’s a piece of shit unlikable character. Now me, being a cool intellectual, I understand perfectly fine that art doesn't have to be likeable. An artist can create unlikable main characters in order to make a point. I enjoyed it ironically. But later I read an interview and the dude who wrote the story for the game actually thinks the douche main character is actually cool. So it turns out I wasn't playing a good game at all! I feel violated.

Can you help me out here. I need some donations so I can buy the copyright to the game IP and as the owner of the IP I can then declare that it is official canon that the character is a douche and NOT cool and so my own coolness hymen will be restored. Thnx.

 No.30208

File: 1693613765281.jpg (63.72 KB, 905x1280, 24b0ds800.jpg)

>I can make him write multiple paragraphs
secretly you know that I am right and you are wrong

 No.30209

>>30183
I watched Mandalores video and read some steam reviews, and apparently its only Chaos campaign that is like this, and others are better. Suck so much, Chaos barely ever gets presence in games as anything other than antagonist, and even those couple times it does ends up poorly implemented. Total War Warhammer had similar issue, where Chaos campaign was generally considered to be borderline unplayable until the 3th game came out.

 No.30290

>>30150
I know it is not what you are saying exactly but also from a decent story writing perspective it is important to let the consumer experience failure as a part of the story, these kind of game over systems, progress only when winning, often only encourage the same old stale power fantasies hat honestly should be grown out of before one hits 19 years old.
In my opinion at least.



 No.30013[Reply]

For a studio like from software that has so much experience with visually interesting world design it’s astounding knowing they couldn’t beat anthem. This isn’t an issue with FOR its just a reality of how much potential was wasted on the ladder. It’s crazy knowing how much was just fucking lost the day BioWare fully pulled the plug on their own game, and even crazier knowing the closest title to come close to fulfilling what the game was trying to be still couldn’t hit it almost half a decade after it launched. Fuck fuck, I’ll still look into playing rubicon but man the pang of sadness felt knowing there was a game just like it that could’ve been so much fucking better and in some ways is in comparison to the one released today hurts, so much.
1 post and 2 image replies omitted. Click reply to view.

 No.30015

>>30014
The issue with anthem extends not just to its mechanics but the way it’s world was designed. There isn’t another game that’s been like it that has come out ever. Like fuck, I’m weak for games with interesting world design and plenty of unique encounters but fuck, I can’t honestly say there’s another game with a world like anthems. Searching for it is pointless and only goes into the same feeing that an insurmountable amount of potential was lost after BioWare pulled the plug on it completely.

 No.30018

>>30015
Yeah, I haven't played it but I like how many cliffs, ravines, canyons and other natural features maps in Anthem seem to have. Something that a lot of games with vertical mobility kinda lack but could use, mech sims especially with their scale. Mechwarrior games for example when they do feature these its almost always rather generic mountains that barely have any cliffs big enough to land on with the jumpjets.

 No.30021

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 No.30030

Da fucks this nuyka talking about anthem for?

 No.30202




 No.24803[Reply]

Hard mode: no GTA games
<specially GTA V where you're more likely to just end up fighting 12 year old in oppressor bikes

right now i'm playing:

>XCOM

<you fight corporate cops there's nothing more cool than cornering them into cover at the end and blasting their asses with all my modded guns

>Red Dead Redemption

<Literal illegalist-pilled game every heist mission is such a thrill even if they start a bit slow

>PAYDAY 2

<old game with mods i love making blursed weapons and blasting cops with them then making them surrender and executing them anyway
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 No.25133

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 No.25136

>>25133
All Elves Are Breedable

 No.25169

elder scrolls frankly lets you kill guards, and they're kinda like cops, in-universe

 No.25324

cruelty squad

 No.30180

>>24803
If you think about it, in war and country management games in general you are more or less causing potentially thousands of cop deaths



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 No.30174[Reply]

From the concept art it’s clear ND toned this character down from what they were going for by like a lot. Abby was way skinnier, used guns and blades like Ellie but she was as vicious as her when it came to kills, protagonists no exceptions. The fact that the first encounter she has with Ellie after straight up slicing off Joel’s arm happens when the several members of Jackson are captured by WLF soldiers and executed collectively, only to have Abby fully armed against Ellie is really dark. I don’t fucking know what happened during the writing phase that saw her have such a drastic change in character but man, this version is horrifying and I’d hate having her in the game wether or not she gets killed by Ellie just for how terrifying she is. Hell her post enslaved concept is so brutal I’d question if the game would get straight up banned like mw2 for being too violent.


 No.30153[Reply]

I know to so many animators this doesn’t and shouldn’t matter at all but I feel Iike it’s something worth the effort to acknowledge for hack and slash titles. (I’m not a professional so take this with some level of criticism) typically most attacks meant to come out fast, barefisted or with a blade/blunt don’t involve the any part of the body moving backwards at all. In fact the entire point of faster attacks is to use the individuals body to quickly throw out a generally short but swift attack. This typically means these kinds of attacks wether it’s a basic jab, thrust or swing ends up covering little area but enough that it’s not entirely reactable for the person receiving the hit. In nearly all hack and slash titles this doesn’t happen, monster hunter, Witcher, Skyrim, dark souls, I could keep going. It makes the combat feel a lot less brutal and a lot less difficult when every normal attack has someone taking ages to throw something out in the most overly dramatic fashion possible. If there was a mix between fast, and swift attacks followed by highly telegraphed swings covering a large area, attacks you’d find with some of the lothric knights in dark souls 3, or basic jabs in tekken, it would help make these titles feel just a little more interesting.

 No.30156

Play nier replicant

 No.30160

>>30156
That was actually a pretty shitty example because the attacks are all super telegraphed including the players. It would make slightly more sense to just make the attacks cover significantly more range but the combat is dmc tier in terms of spectacle over realism.



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 No.30131[Reply]

Truxton, Truxton, we want Truxton.

 No.30132

You want the Truxton?

You can't HANDLE the Truxton.



File: 1679167508253.png (493.28 KB, 600x662, pain.png)

 No.26863[Reply]

>Create the Disco scenes of your dreams.
>Introducing Collage Mode: the new functionality that gives you the creative freedom to stage just about anything in-game.
lmao ZA/UM usurpers come up with worst possible choices for the franchise now that they kicked out the creators and have become just an Amazon subsidiary now, expecting to see Disco Elysium NFTs soon
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 No.30112

>>29844
ive always thought it sounded presumptuous in that it assumes we somehow know for a fact that we are getting towards the end of capitalism, and is misleading in the sense that the way society is shaped by reproduction of capital is not based on some definitely half-life of the mode of reproduction, but on the peculiarities of its functions, which are themselves historically contingent. the other side of that coin is that it assumes that the way capitalism operates necessarily breaks down simply through the passage of time, despite the fact that the fundamental laws of capital reproduction remaining the same throughout history, whether or not it is the dominant mode of production

 No.30113

>>29844
its a dumbfuck way of framing capitalism, almost as bad as "neofeudalism"

 No.30121

>>30113
this is splitting hairs

 No.30122

File: 1693236595631.png (217.54 KB, 628x540, ro2cd15y7tkb1.png)

>>29844
>>29846
>>30121
The problem with the term is that it implies something being fundamentally different about how capitalism is now, in its "late stage" and how it used to be, and by used to be in this case means at most like 50 years ago, before post-war boom ended. It encourages reactionary and socdem tendencies, "lets just go back" to the time when capitalism was good and worked for the little guy. To illustrate the point, picrel is the first post I saw after opening r/latestagecapitalism subreddit today.

 No.30123

>>30122
I mean TBH I feel capitalism is different today than it was say before WW2, sure the basic principles are the same but how they're expressed is different, the focus has shifted completely to rentierism, casual work, scamming as a major part of the economy, and so on, the decline in the ROP has made a post-industrial economy where most of the focus is in real estate and other imaginary capital.



 No.29779[Reply]

Have fun reading to anyone here that does that.
8 posts and 1 image reply omitted. Click reply to view.

 No.30020

Well done for putting the work in, anon! that's more than most people ever do.

I'm working on fully editing your transcript, putting in paragraphs and making general corrections. If you want your work to be read seriously, you should listen to myself and the other anons in this thread. If you just like writing for fun, ignore it I guess.

Keep writing, anon.

 No.30023


 No.30031

I knew Skyrim sucked when I, a fucking nobody, walked right up to the jarl and without any proof told him a legendary creature burned his fort down, and he was like, "by the nine, I need to get my best men on this now. Hey, guy that just walked in and that I don't know at all, can you take care of this for me?"

 No.30034

>>30031
Oh that’s caused by a multitude of problems both related the games combat and Bethesda’s dogshit mentality towards game design. I don’t even to write anything. they basically wanted the game to reward the player and feel good as a primary objective over fleshing out the game itself to feel like a world worth playing in for those that cared about it. This sounds redundant but it’s why the devs gave zero shits towards things like level design, world design, npc encounters, dungeons, fleshing out the cities, fleshing out the characters(in comparison to other TES titles, there’s still some really interesting people in game), fleshing out the enemies you get the point.

 No.30044

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>>30034
Hmm, sounds fair. Elaborating on this I would say my main 5 gripes with their games nowadays are:
<Lack of NPC dialogue variety and depth, you hear guards talk about their bursted knees often and most of the time you get only one or two topics to talk about with any NPC outside of questlines
<Shallow questing where you get mostly binary choices at best, and at worst are forced to proceed with one choice, which couple with the first point limits your roleplaying choices and player agency
<In Skyrim's particular case: a pretty poor attempt at replicating Dark Messiah's combat and environmental interaction system that lacks the depth of its inspiration i.e. the shitty resource management, lack of the ability to kick, the ability pick up and throw objects, environmental hazards serve mostly as a deterrent to player and hardly can be used against the enemies
<Dungeon design that often resembles a gastro-intestinal tract in its linearity and lack of branching paths, also extremely claustrophobic when it comes to pathways between the rooms
<The power creep that kicks in once you get to a certain level, with the games pitting you against enemies that for example can disarm and shout you off cliffs while boasting insane amounts of health and stamina
Overall, I agree the issue here it not lack of game systems per se but lack of depth and refinement of them, as well as the lack of depth in the overall in-game world and level design. If Bethesda or someone else were to look to improve on it, they should look into generally expanding and refining what there already is laid out first and only then adding new mechanics.



 No.28944[Reply]

Old thread fell off at some point. I've been trying out the hardcore addon for classic and it's been a lot more fun than I thought it would be. Only level 20 so far on my warrior but it makes what's usually a long slog to max a lot more dramatic with trackers for its own achievements like only using certain gear or not using professions. It's pretty sobering seeing all the death alerts too, knowing what a huge time investment it is for someone to get to the 50-60 range only to die from fall damage or something. There's also a big sense of community with all the hardcore guilds and people tend to look out for each other even if they're not "officially" allowed to, which is cool.

Not being able to trade (even if to hand off things you can't use), no grouping unless in a duo/trio or in a dungeon, and only being allowed to run each dungeon once before max is annoying, but I'm hoping the official servers will be able to smooth out the rough edges whenever they come out. I don't think they should make trading/dungeons unrestricted, maybe just put a level band on grouping (no group member can be more than 4 levels apart from anyone else, for example) and prevent trading gold before max level while making traded items soulbound so they can't get passed around.
13 posts and 2 image replies omitted. Click reply to view.

 No.29230

Some drama in the hardcore community as a guy intentionally wiped an entire Naxx raid (including himself) on one of the only bosses that can't be petri'd out of. Not really clear why they invited him when he's been notorious for the last 4 years to go around fucking people over but it's clear he was playing the long game to reach this point.

 No.29234

>>29230
What a loser. I bet he has nothing going for him in life.

 No.29238

>>29230
kinda epic ngl

 No.29453

Every single design decision that blizzard has had to go back on or regret making can be traced down to a single idea, one wow shares with multiple other MMOs. Wow is designed like a linear game with a fixed conclusion in a game that’s not supposed to end. If you want to know what this looks like compare world of Warcrafts quest lines to RuneScape 2s. RuneScape 2 has quest lines that function similar to gta 5s, although some do connect to the main story of the game most quests don’t relate to any specific grand goal or character arc, they all serve as one off stories about different aspects of the world as a whole and how the player goes about dealing with the problems prosed in them is their own choice. Thus quests in RuneScape 2 rarely ever feel bloated or pointless to the game, because they’re all optional, and serve as content the player can playthrough at any time at any pace they want. Wow on the other hand has a lot of quests that play a lot differently, most are integrated to some major plot point in warcrafts lore, to some grand journey. When the quests go off topic to these stories they feel completely out of place, they feel pointless and serve only to drag out playtime for the player and they don’t have to be but that’s just how they were designed relative to the game. This disparity between how the game is fundamentally set up - an MMO to hop in and play for as long as you want whenever you want - and how blizzard designs new content is what drives out the fun in a lot of expansions, often completely indirectly and this is why so many new decisions put into it get scrapped. Increasing level caps, scrapped due to p2w shit and also just the fact that levelling for that long is boring and hard to balance on the developer end due to bloat. Azerite gear and item leveling, has to be scrapped and completely reworked because it feels out of place and over complicates progression. Heirlooms and the old skill tree, ends up getting reworked or even removed in some places because again it feels out of place, like it’s bloating the game even if the game isn’t meant to be finished without it.

What I’m saying here is that wows fundamental problems game design wise stems from a disconnect between the fact that it’s an MMO meant to be played indefinitely while having content designed to be finished once like in an ordinary game. What ends up happening is all that content ends up getting clogged with system after mechanic after feature and it all feelPost too long. Click here to view the full text.

 No.30016

Classic Hardcore is out. Anyone else playing?



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