I've always found the Uncharted 4/The Last Of Us/God of War 2018 to all be decent, but all those games are kinda lacking in imteresting gameplay and are basically the video game equivalents of "Oscar bait"

  • CyborgMarx [any, any]
    ·
    edit-2
    2 years ago

    Who complains about player characters having actual weight and haptic response instead of just floating around the screen like some boring ass abstract ghost, give me a shopping cart over a wonky paper plane any day

    Also yes meter management, welcome to video games circa 1975-2022, sorry you don't have an unlimited button mashing ability, turns out thinking about combat actaully makes it more engaging instead of shooting infinite ammo at polygons. Honestly what a bizarre critique its like complaining about any game not having automatic cheat codes, sorry most people find that inherently boring, MANAGEMANT CREATES STAKES which is a core concept in any successful game design

    And yes it's not takken, its not a fighting game, you dont get to just button mash until you clip your opponents iframes which is why all fighting games are trash, and gear matters after +5 upgrades and even average stat gear becomes beast at +10, again if you don't experiment how would you know

    Also bringing up bad netcode while bringing up fighting games is ironic since every single fighter has garbage net code, sorry youre gonna get lag, adapt and anticipate which unlike popular fighters Souls gives you the option to do

    And despite all the "trash netcode" people loved the fuck outta of multiplayer and created a pvp community bigger than most fighters , which is again ironic. Learning curves do not equal bad game design

    Also intention doesn't matter, other games before 2012 may have attempted the linear/non-linear progression strategy, but Dark Souls was the first to successfully execute the concept across the games design and layout

    • WEIMARUSSY [they/them]
      ·
      2 years ago

      Who complains about player characters having actual weight and haptic response instead of just floating around the screen like some boring ass abstract ghost, give me a shopping cart over a wonky paper plane any day

      It's clunky, that's why. Swings feel unwieldy and slow in a way that doesn't take long to accommodate to, but never feels like you have the control over the character you'd like.

      Also yes meter management, welcome to video games circa 1975-2022, sorry you don’t have an unlimited button mashing ability, turns out thinking about combat actaully makes it more engaging instead of shooting infinite ammo at polygons. Honestly what a bizarre critique its like complaining about any game not having automatic cheat codes, sorry most people find that inherently boring, MANAGEMANT CREATES STAKES which is a core concept in any successful game design

      What management? What moron is gonna try to keep swinging after their bar is done after the first couple of fights? You get your swings in, you back off for two seconds while the bar refills itself, the fights are balanced around the idea that you will need this interruption. That's not interesting decision making, and that sure as hell isn't "creating stakes".

      And yes it’s not takken, its not a fighting game, you dont get to just button mash until you clip your opponents iframes which is why all fighting games are trash, and gear matters after +5 upgrades and even average stat gear becomes beast at +10, again if you don’t experiment how would you know

      1. You have no idea what that entire genre is about, not even a pedestrian understanding.
      2. How does it change the way you approach fights other than raw stats. How does it fundamentally change what buttons you are pressing on a regular basis during an encounter.

      Also bringing up bad netcode while bringing up fighting games is ironic since every single fighter has garbage net code, sorry youre gonna get lag, adapt and anticipate which unlike popular fighters Souls gives you the option to do

      see post above, also "a lot of people played this game", a ton of people played League of Legends but that game is a blight

      Also intention doesn’t matter, other games before 2012 may have attempted the linear/non-linear progression strategy, but Dark Souls was the first to successfully execute the concept across the games design and layout

      play more than four video games

      • CyborgMarx [any, any]
        ·
        2 years ago

        It's only "clunky" if you neglect the weight/ratio stats, and even then, plenty of dex builds have your character zipping across the screen hitting with pinpoint accuracy with precise control feedback

        If you play as a tank things are gonna get clunky, and you know some folks like that, but let's not pretend there's no accelerated option, dex builds do go fast

        What management? What moron is gonna try to keep swinging after their bar is done after the first couple of fights? You get your swings in, you back off for two seconds while the bar refills itself, the fights are balanced around the idea that you will need this interruption

        Ok no, fights are not balanced around backing off and waiting, some enemies sure, but large swathes of the game are designed around tipping over that established rubric and pressing you out of your comfort zone play style wise, many enemies will not allow you time to "back off", some switch into ranged move sets and others rush you, this requires a keen eye for management and anticipation, patience is only rewarded when those first two criteria are met. Not meeting them punishes you, which is where the stake arise, you can play cocky, loose and fast and maybe get lucky for a while, but the 'management/anticipation = patience' philosophy is always in the background acting as a torsion for the unwary and impatient, and when paired with TIME management (Souls/Humanities) and the risk of losing it forever, that is literally casino ass stakes

        You have no idea what that entire genre is about, not even a pedestrian understanding.

        I don't have a pedestrian understanding, I have an experienced understanding, because I'm good at those games, too good the shit is boring, I'm one of those mutants who can move my thumb up and down real fricking fast, as a result I always clip my opponents and then one or two memorized combos (does that sound familiar) and boom I win....and if I don't want that to happen I have to limit myself to one or two specific character types where quirks and gimmicks can offset my twitchy thumb

        Souls-like games, that doesn't happen, in fact my quick thumb more often than not gets in the way, I love games that punishes overeager trigger fingers

        How does it change the way you approach fights other than raw stats. How does it fundamentally change what buttons you are pressing on a regular basis during an encounter.

        Raw stats changes your strategy, gives you more openings, offsets the punishments, nullifies ranged and elemental attacks in many cases, you become a high roller at that casino I mentioned, you can double your bets and when you still eat shit you can't help but laugh because at that point you have no excuse, it builds confidence in a game that loves to means test confidence, shit feels good

        see post above, also “a lot of people played this game”, a ton of people played League of Legends but that game is a blight

        But unlike Legends, shitty netcode in Souls incentivized skill formation towards anticipation, one of the game's core gameplay aspects, the concept of mind games was introduced, dueling, management, timing, and of course etiquette

        In an ironic twist the core gameplay aspects were heightened DESPITE and because of the lag and something developed that many games struggle forever to create, NOVELTY