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Pseudohog
Apr 4, 2007
My peeve at the moment - just started playing the Black Mirror series, which had got some decent reviews as spooky traditional-style adventure games.
Got a few hours into the first one, and during one scene the main character - who has up to this point refused to do anything slightly dangerous or touch anything nasty - responds to my telling him to go and investigate an electical cable by running over and grabbing it with his bare hands.

Boom, game over! No restarting at a recent checkpoint or autosave - nope, chucked out to the main menu to reload a manual save game. Where I find out that my last save was over an hour ago, before some tedious conversations and puzzles.

gently caress you, game developers who think that putting instadeath into a modern point and click adventure game is a good idea!

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Pseudohog
Apr 4, 2007

Tardcore posted:

Hahaha yea that poo poo got me too when I played that game over a year ago, the sequels are much more forgiving on that aspect at least in that they autosave whenever you enter a room with something that can kill you

I'm saving before the stupidest things now :( An old tome? Better save before I read it in case it's going to send me insane or something...

Pseudohog
Apr 4, 2007

Morpheus posted:

Goddamn I loved the morality system in Planescape Torment, because it wasn't a system where 'good' options where highlighted blue or whatever garbage. It utilized the alignment system of D&D really well, which is a tough feat, by giving you a bevy of options in numerous scenarios that would slide your scale in the appropriate direction, without making it explicit. I'm not even sure if alignment actually affected anything beyond the ability to use certain equipment.

But jesus, the Practical Incarnation, is awesome. First, the name - it's not 'evil', it's practical. It will do whatever it takes to get to his goal. If that means saving a puppy, sure. If it means eternally damning a woman's spirit to act as a gateway by tricking her into loving him before getting her hideously murdered, he'll do that too. He isn't a moustache-twirling madman, he's just someone who is very, very determined and simply does. not. care.

Reading his past atrocities was just so good.

K. J. Parker's Engineer trilogy is basically about this kind of person - someone who has a very definite goal and will do anything to achieve it. It takes a while to get going but it's a good read in my opinion!

Pseudohog
Apr 4, 2007

Yardbomb posted:

Dedicated "Make Tony swear" button was too good for this world.

And it's still only the 50 Cent game which has followed up on that... it needs to be in more games dammit!

Pseudohog
Apr 4, 2007
I think Dead Space was one of those rare beasts where it seriously had so many things wrong with it - the loving asteroid shooter part, the totally broken mouse controls on pc, the horrendously obvious monster closet spawners, the backtracking combined with glacially slow movement - but the whole thing managed to work as a whole thanks to the overall feeling of dread and powerlessness (at least to start with). Then the series turned into a generic shooter which while still fun to play, lost the part which I liked the original for in the first place.

Pseudohog
Apr 4, 2007

Brazilianpeanutwar posted:

I felt the same way about F.E.A.R.,the military baddies were great to fight but the ghosts and monsters were boring as gently caress.

Like the original Thief. "Hey, are you having fun sneaking around, knocking out guards and stealing everything that's not nailed down? Great, here's some catacombs full of zombies and spiders. gently caress it, we'll throw in some dinosaurs that spit acid as well, why the hell not"

Pseudohog
Apr 4, 2007

ilmucche posted:

Did they make eating and drinking less annoying?

I believe they added an option to turn off hunger and thirst

Pseudohog
Apr 4, 2007

MiddleOne posted:

More games need joke endings where you just leave the plot.

The 'false' ending in Prey which lets you escape the station early without resolving anything partially spoils the real ending, which is a bit annoying!

Pseudohog
Apr 4, 2007

BioEnchanted posted:

It's not really the game's fault because I like the premise, but I just cannot get the hang of moving in 3d space in flight games. I'm trying to play Star Trek: Shattered Universe on the PS2, which is a really neat premise and fun intro, but cannot get past the first mission fighting the Mirror Enterprise because the second part where I need to kill the enemy fighter ships, I cannot keep track of them or hit them because I'm getting overwhelmed by the wide range of motion. It's not the game's fault, I'm the thing dragging it down, but it's frustrating. It doesn't help that I've never played a flight-sim before so have no idea how to move as I haven't learned how these types of games work.

This is giving me flashbacks to getting horribly lost and disorientated trying to play Descent about 20 years ago...

Pseudohog
Apr 4, 2007

Ebola Roulette posted:

I agree but I mean you're kind of poo poo out of luck when you sign a contract without negotiating that poo poo upfront. It's not like GTA was unheard of. He knew he was playing a main character for a popular franchise.

Yeah his agent let him down big style on that one, trying to fight for royalties afterwards was never going to work

Pseudohog
Apr 4, 2007

John Murdoch posted:

4 is smart enough to hold animal skins you need in reserve and sell the ones you don't, even for crafting tiers you haven't unlocked yet, IIRC. I assume Primal is the same and/or avoids that problem entirely.

The auto-sell in New Dawn sells off everything, including the rare skins that you get from the highest level corrupted animals, which you need for the best weapons.

Pseudohog
Apr 4, 2007

Captain Hygiene posted:

I thought we collectively agreed that RE4 was the only game that came out in 2005

Painkiller would like to have a word with you.
Yes, there was a lot of brown, but goddammit it made those browns work!

Pseudohog
Apr 4, 2007
It did annoy me that after Fallout 2, which showed that societies and towns were being rebuilt and that there was possibly a brighter future down the line... the other games went straight back to people squatting in the 200 year old ruins (excepting the institute but that had its own problems)

I know Fallout is now associated with post-apocalyptic, but things don't have to stay stuck in the ruins of the old world forever!

Pseudohog
Apr 4, 2007

John Murdoch posted:

I feel like 95+% of strategy game tutorials are just awful. The very worst will only explain what all of the buttons do and how to move units or w/e and nothing else. The slightly better will try to train the player on basic gameplay loops and rhythms. But they basically all fail at communicating the fundamental underpinnings of the game beyond broad strokes (for instance just stating the 4 Xes is not useful). Which leads to beginners needing to tinker and experiment with complicated mechanics in a genre where choices made in the first hour can have ramifications several hours down the line. :goleft: Said game length also often leads to awkwardly decompressed tutorials, where each step is split up by several, possibly even double digit numbers of turns or open-ended tutorial objectives that leave a player hanging without further guidance.

I know a part of it is that the devs can't predict the true metagame in advance, but there's always some kind of baseline intended method of play and it's basically never actually described, only gleaned from individual snippets of information.

For some of the Paradox games like Europa Universalis, they release big content patches alongside their expansion packs. Great, except sometimes the patches change the gameplay in fundamental ways! So either the tutorials give you outright wrong information, or break and don't let you progress beyond a certain step. So new players buying the game after a few patches have to find tutorials on external sites to have any idea what to do.

Oh, and sometimes the tutorial is narrated by Hitler. Nice one Paradox!

Pseudohog
Apr 4, 2007

Qwezz posted:

Yeah exactly like that. only 2.0 sort of. Like a sort of microsoft remote desktop mixed in a abstract kind of way.

if an IT employee at work can take over my desktop to fix things there has got to be a possible way of implementing a similar kind of system to help me beat a boss.

reminds me of dara 'obriens bit about videogames being different from other media.

https://www.youtube.com/watch?v=HeFPIDTkWyA

Playstation has Share Play which works like that I think? You can pass control to anyone in your session. Would just need to be tied to some kind of invite/gifting functionality.

Pseudohog
Apr 4, 2007

So every fight is just A. summon Cthulhu, B. win?

Pseudohog
Apr 4, 2007

SubNat posted:

AC4:Black Flag, there is only one collectible type in the game I particularly care about, and it's the sea shanties.
Except unlike the other collectibles, they're a flying note that starts flying on a parkour trail when you get too close.
So it's a collectible where you mostly just hold down the trigger and thumbstick to follow it for a while.
And then you randomly fail it because the auto-run/parkour system decided to snap to the wrong thing while running, and it vanishes to respawn later on.

It's exceptionally dumb, but apparently you can cheese them by triggering them to fly off, and then just standing where they'll reappear. (Which I found out after looking it up now. )

It's so strange that they put a lot of effort into adding dozens of shanties, and then gate them behind a super tedious collection method.
I wish I learned them from visiting taverns or something instead, or just had a chance to get more whenever I recruited/saved new crew.

Another way of cheesing them, is that they only fly away if they see you looking at them. If you sneak up on them by walking backwards, they won't fly away and you can pick them straight up. More effort than just standing around and waiting for the respawn though.

Pseudohog
Apr 4, 2007

Inspector Gesicht posted:

Outer Worlds tied damage bonuses to non-combat skills like speech, unfortunately the game was much too easy to notice.

I prefer it in games where the effect of leveling is minimal, or more about lowering the skill-floor needed to beat the game. In New Vegas and Horizon you get a skill point and a tiny bit of health on level-up while everything else remains static. Outer Worlds also had this but buggered it up by having weapons with levels, which eschewed the need to modify your own equipment.

Really I just hate when all that matters in combat is an abstract "level number" hanging over your head instead of your choice of equipment, abilities, and intrinsic skill. It's the reason Gotham Knights is getting poo poo on because it favours spammy combat full of numbers over the skill-based rhythm combat of the Arkham games.

This is what is annoying me about AC Origins, how everything is levelled and gated. These lions over here, they're two levels below you, so you can slaughter them in two hits. But those hyenas there are five levels above you, so each time you hit them you only take off a tiny sliver of health!

Wasn't too bad in Syndicate because there were only 10 levels and your power was mostly tied to your equipment, so you could still take down higher level enemies. But in Origins there's about 70 levels and the scaling means things below you are trivial, while things a few levels above you are virtually impossible.

Pseudohog
Apr 4, 2007

Manager Hoyden posted:

Outer Wilds may be an almost perfect game, but it really trips up when you have to do skill-based stuff every now and then. It wouldn't be bad but if you fail you often have to wait a while before you can try again due to how the game works.

I was loving this game, until on that one planet it turned into a platformer with a time limit (admittedly lax). Being crap at platform games, it sort of soured me on the rest of the game.

Pseudohog
Apr 4, 2007

Manager Hoyden posted:

Level scaling in AC:O was so silly. A stray dog from island ten is a hundred times stronger than the big bad crime boss from island one. The alternative is strong level scaling, at which point leveling was pointless anyway.

Never mind dogs, the bloody chickens from later islands were as powerful as gods compared to early enemies!

Also snakes which took off a third of your health no matter what level you were or how much armour you were wearing, which goes against all the other rpg mechanics.

Pseudohog
Apr 4, 2007

Alhazred posted:

Why would you fight the snakes? I just threw torches at them.

That's what I did most of the time, yeah... but on the odd occasion when I wasn't paying attention and accidentally ran into striking range of two snakes, bam, there goes most of your health. Just felt strange compared to a bandit hitting you with a sword 10 times and doing a fraction of the damage.

Pseudohog
Apr 4, 2007

RenegadeStyle1 posted:

I recently got an xbox series x and I wanted a charging station so I bought one online from gamestop. I needed 5 more dollars for the free shipping so I thought about it and decided to buy Assassin's Creed: Rogue because I've never played it since I didn't have an xbox when it came out. I remember hearing good a lot of good things about it when it came out and I can see them but man the gameplay is rough after playing the newer Assassin's creeds (especially Origins and Odyssey).

Compared to the newer ones, yeah it's not as polished. But it's not as bloated as 3 or Unity, to me it was kind of an expansion pack for 4 and it did that well enough.
As this is the dragging things down thread, I thought the enemy assassins were too predictable - any time you saw a well or large bush near a mission target, you could be sure there was someone lurking inside it.

Pseudohog
Apr 4, 2007
I felt the same about the timer at the start, I even put off buying Mooncrash because of it for a while. But to my mind it's not as bad as it seems - higher corruption levels give greater rewards, and when you start skilling up your characters (especially the engineer) the corruption becomes easy to manage.

Pseudohog
Apr 4, 2007

John Murdoch posted:

The fact that there are still games coming out that only let you track one single quest at a time on the radar/minimap/whatever is downright criminal.

And then there's games like Cyberpunk which force you to have a quest tracked at all times - meaning you always have an on screen marker, a guidance line on the mini map, and quest objective text on the side of the screen.
In order to get a cleaner ui while exploring the city you can toggle off the elements in the settings, but it's annoying toggling them on and off, when they could have just let you not have a quest selected!

Pseudohog
Apr 4, 2007
From my point of view I really enjoyed the Witness - I went into it blind and missed the whole deal about how the creator is apparently an arsehole, but for me the game without context was a good game. I decided a few minutes into the really long space themed tape not to bother with the rest of the tapes, and I had to look up the solution for the colour elevator, but apart from that all the various puzzle types clicked with me eventually. And the first time you realise you can use puzzle logic out in the world, and it actually works - after that I was running back around the whole world trying it out on everything.
A very different experience to the Talos Principle where I was enjoying it to start with, even the conversations with the computers, then I ran into the recording puzzles - and just bounced right off those.

Pseudohog
Apr 4, 2007

Afriscipio posted:

Obduction was free on Epic last week. It's a puzzler/walking sim from the makers of Myst, which tells you most of what you need to know about what type of game it is. My peeve is that it does not respect the player's time at all. Some of the puzzles are very clever, and once you figure out how to solve them, you feel clever too. But, executing the solution takes way longer than it should and one of the major puzzling elements requires a loading screen with every step. Some of the later puzzles require 10 - 15 of these steps to complete, not including walking between the puzzle pieces with a lower than necessary running speed.

...snip...

I really enjoyed the first part of Obduction, then ran into the part you're describing... looked it up after a while, realised the rest of the game was going to be like that, and just put it down. A real disappointment.

Pseudohog
Apr 4, 2007

Schubalts posted:

Thinking of Fragile Dreams: Farewell Ruins of the Moon, which was going to be a purely atmospheric/puzzle game where you explored the haunted remnants of human civilization to find out what happened to the rest of humanity. They were made to add pretty bad combat sections, because the higher-ups thought everything needed some kind of combat.

I think that was the case for Deadly Premonition as well? The random combat sections weren't originally planned, they were forced to add them later?

Pseudohog
Apr 4, 2007
I really liked the way the original System Shock did it, back in the 90s - for each of the four gameplay elements, they could be toggled between low, medium and high I think.
Story - no quest time limits, normal limits, or tighter time limits
Combat - non aggressive enemies, normal, or harder enemies
Puzzles - easy, normal or hard
Cyberspace - no combat in cyberspace and no time limits, normal, or hard combat and tighter time limits

Over 20 years later and still games don't do it this way!

Pseudohog
Apr 4, 2007
I think the scanner can only detect things in areas which have been loaded into memory - you may need to build one a bit deeper, do some exploring to load more areas around the scan room into memory, then go back to it and see if nickel is now an option.

I'm pretty sure the upgraded seamoth can take you to the depth where nickel spawns, or within free diving distance at least.
If not you may need the cyclops to get you there.

Once you have the grapple and jump jets for the prawn it becomes a lot more maneuverable and capable of getting up decent vertical distances by itself.

Pseudohog
Apr 4, 2007

kazil posted:

What about a timed, underwater, forced stealth minefield escort mission?

In a sewer I assume?

Pseudohog
Apr 4, 2007

Doctor Spaceman posted:

There are some that get vaguely realistic scales with a lot of procgen, and driving games can cover larger areas because of the limited ways players can interact with the world, but those are exceptions and almost every open-world game is a shrunken down model.

On the subject of Elder Scrolls, Daggerfall from back in 1996 had that - the settlements were a good distance apart, but nothing between them but randomly placed trees and a few monsters. You could in theory walk between them in real time, but it was a massive waste of time!
Luckily you could fast travel to them without having to discover them first (I think!)

Pseudohog
Apr 4, 2007

moosecow333 posted:

I previously complained about the voice over for the Witcher 3’s loading screens. Apparently, based on the loading screen I just got, the super :geno: announcer is supposed to be Dandelion.

Except he sounds absolutely nothing like the character in the game.

He's supposed to be a really old Dandelion I believe? I didn't realise who it was supposed to be to begin with either.

Pseudohog
Apr 4, 2007

My Lovely Horse posted:

Games have so many options these days to customize your experience and difficulty, from auto aim to AI to some games like Control with plain invincibility, you'd think they could make a slider for those that goes from "frequent and unprompted" to "off or only on request".

Some of the later Tomb Raiders do have that option I think.

Pseudohog
Apr 4, 2007

orcane posted:

I'm a huge fan so my answer is always going to be yes :getin:

I think NOLF2 feels more modern to play (it even has RPG elements!) and it doesn't look quite as dated as the first one, but they're both fun to play shooters and I preferred the structure of the first game. Both of them have some great set piece levels. What dragged NOLF2 down for me was some of the levels having infinitely respawning enemies, until you passed some checkpoint or continued to the next area.

The engine requires a bit of tinkering to work on modern machines. I haven't tried the revival/modernizer projects when I last played, but I did have to limit my framerates to 60 fps, otherwise the aiming was completely hosed. Everyone should at least try the games, they're cool and "free"*
http://nolfrevival.tk

*because the former rightsholders can't be assed finding out who has the rights to the games now (that would cost money I guess), but just in case they do own them they still won't allow anyone to make a remake.

I think I might have the NOLF2 discs around somewhere, but this looks like a far easier way to get it running again! Time for some nostalgia trips I think...

Pseudohog
Apr 4, 2007

ilmucche posted:

Assassin's creed Odyssey is pretty fun so far but there is a LOT going on with the combat system. Parry being two buttons, one of which is bound to the same button as attack, is really messing with me.

How many pieces of gear are in this game because it's already looking like it's going to be warhammer style 40 types of gear with 60 different emblems I can put on each one, for 5% differences in damage

Far too many types of gear, with randomised stats! Have fun destroying or selling most of it!
And you'll also unlock many, many types of engraving, most of which are pretty situational. Although it can be fun stacking fire or poison bonuses through the roof and watching things just melt.

Pseudohog
Apr 4, 2007

Randalor posted:

Super Metroid?

Returnal maybe?

Pseudohog
Apr 4, 2007

Phigs posted:


I get that they were going with another charismatic villain like Vaas, but Vaas they made sure to make my personal enemy. When it comes to Pagan Min I'm his honored house guest who ran off and joined a rebellion against him for no real reason.

You didn't wait around for the crab Rangoon? Rude.

Pseudohog
Apr 4, 2007
Are you running any of the unofficial patches? I can't remember the preferred patch offhand but it does fix some of the problems. Although nothing can really fix the 'running on a half baked version of Source' issue.

Pseudohog
Apr 4, 2007

Inspector Gesicht posted:

Chants of Sennnaar mixes things up in the third chapter with an enormous sewer level, complete with no map.

Hmm, our nice chilled out game about translating languages seems to be missing something.
I know - let's add a sewer level and mandatory instakill stealth sections!

(Luckily, they don't drag the game down toooo much, but I was definitely cursing the devs whenever they cropped up)

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Pseudohog
Apr 4, 2007
Maybe the chess puzzle is affected by the difficulty setting as well? When I did it, it was already a game in progress, and there were just a few moves needed to win.

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