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SubNat
Nov 27, 2008

Guy Mann posted:

In the PS4 Spider-Man game there's a level set in a house of mirrors but none of the mirrors actually work.

BiggerBoat posted:

How does that even work? I take it that's a Mysterio level? Is there video anywhere? So jealous I can't play this game since I'm stuck on Xbone

(It's not a level, it's a quick 1 minute gag in one of the quests.)

Well that is very understandable.
They way they 'don't work', is that they use normal reflection maps for their reflections. (Aka they just plopped in a camera probe and rendered what the mirrors would see, saved that as a texture, and used it on the mirrors.)
That's how most videogame reflections work.
Even a top end desktop would severely chug if they tried to actually do proper realtime reflections, aka proper mirrors. Atleast without raytracing assistance.


My main dragdown in the game is how they felt the need to fit every single kind of terrible style of collectible into the game.
Every single loving time I flew past an area with one of those loving pigeons I hated how the game would always start up a chase, then stop it, with voicelines tied to it.
If you're going to add stuff like that, please let me loving disable them somehow, so that they don't trigger every single time I fly past nearby.

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SubNat
Nov 27, 2008

My Lovely Horse posted:

What would be really useful is managing investments and collections right from the pause menu. Majima's business minigame requires active input so it's sort of justified you have to drag your rear end to the location, but I get the feeling even if it wasn't set in '88 you'd still have to take Kiryu to the office. Still: at least some kind of automatic direct payment once you're done with an area or something would have been neat.

On the other hand, it never seems to take very long. You could probably start collections, get a glass of water, and rake in the dough as soon as you sit back down. Stay hydrated, too.

Buying out the last couple buildings was frustrating too.
Oh? You bought every building except for 2-3 in a district a while ago?
Enjoy rubbing your face against every building, mashing the x button as you as you try to figure out where the last ones are.

A small banner, or flag, or icon on the minimap would have been nice. I remember I had to look up the location of one or two stores online.

SubNat
Nov 27, 2008

My Lovely Horse posted:

I see the usual Rockstar disillusionment is coming in on time if not a fair bit quicker than usual.

I think the disillusionment kicks in way faster now than ever before, because people can easily just snap up recordings of bugs and glitches in a way they couldn't on last gen titles.

(Both consoles constantly record, so that you can snap up the last couple of minutes if something interesting happens. I think the PS4 does 15 minutes worth? )

SubNat
Nov 27, 2008

I've been on a bit of an Anno binge lately, in anticipation of 1800 coming out in a couple months.

And I've gone through the games backwards, so 2205, 2070, 1404.
(Which was probably a very bad decision, due to QoL stuff coming into the series over time.)

And 1404 is insanely frustrating to play.
There are characters in the top right who talk occasionally.
In 2070 and 2205 this would mostly happen when you clicked on their ship, or had a building selected for a while. This is alright.

In 1404 whenever someone trades with you they spawn a popup in the top right, where they'll comment on the trade.
Meaning that if you trade on multiple islands, you'll just be bombarded by fuckers complimenting you on a trade well done.
Just a constant loving barrage of comments, perpetually.

It makes me want to disable trading entirely, but that'll leave a massive hole in my pocket.
(Especially since I'm playing with iaam which makes the game more complex, and harder to turn a huge profit, due to needing more buildings and resources.)

The trading comment spam is worsened by the fact that every single time you switch your building menu over to Oriental buildings, the ol' Vizir pops up and usually comments on it.
(The game focuses on building & trade between europe and the middle east, giving you access to 2 separate production trees. )



I really want to play the game and enjoy it, but it is so immensely draining for the game to constantly go:

AHHH A GOOD PRICE IN MORE WAYS THAN ONE
AHHH A GOOD PRICE IN MORE WAYS THAN ONE
A GOOD TRADE
AHH I SEE YOU loving LOVE ORIENTAL BUILDINGS, THAT'S RAD
AHHH A GOOD PRICE IN MORE WAYS THAN ONE
A GOOD TRADEAHHH A GOOD PRICE IN MORE WAYS THAN ONE
A GOOD TRADE
HI I'M THE VIZIR, WONDERING WHY THE gently caress Y'ALL OCCIDENTAL PEEPS ARE HERE
AHHH A GOOD PRICE IN MORE WAYS THAN ONE
A GOOD TRADE
AHHH A GOOD PRICE IN MORE WAYS THAN ONE
A GOOD TRADE
AHHH A GOOD PRICE IN MORE WAYS THAN ONE
A GOOD TRADE
AHHH A GOOD PRICE IN MORE WAYS THAN ONE
A GOOD TRADE
HI U R REALLY GOOD AT BUILDING ORIENTAL ARCHITECTURE.

I should probably just disable voices entirely, but that leaves out a lot of important stuff, since I'm still kinda figuring things out.
In 2070 there's just a small log at each trading outpost showing recent trades, instead of the game shoving them in your face constantly.

On top of that there are perpetual voice announcements about OH NO PRODUCTION STOPPED.
Yes, because the stores of wood is full on that island.
There are a lot of products where if you have a small production of them on an island you're likely to max out the storage, and then you get even more notifications straight into your ear.

SubNat has a new favorite as of 18:10 on Nov 6, 2018

SubNat
Nov 27, 2008

Kruller posted:

Absolutely, positively, under no circumstances, should EVER have voices on in 1404. That dipshit from the Orient blabbing every time you misclick and hit those buildings instead of what you wanted WILL drive you insane. Drag the info toolbar on the left side up and down to have a larger backlog of what was done and what is active. That'll help quite a bit. You honestly will not miss anything by turning voices off, other than a stress headache because Northburg will not shut the gently caress up.

Yeah, I'm extremely partial to just turning all the voices off the next time I sit down with it.

I also tried to do the campaign for a bit, but it's just a constant torrent of people talking into your ear as you go. (And then the campaign hardlocked because the Iaam mod messed with progression in a way that locked me out of completing one of the chapters. )

I'm kind of amazed at what a barrage of frustration it is, compared to the way more toned back 2070 & 2205. (Though both of them still suffer quite a bit, but atleast that's mostly from quests. )

SubNat
Nov 27, 2008

moosecow333 posted:

You can absolutely turn off the trade notifications in Anno 1404 without disabling voices. Pretty sure it’s in the gameplay settings.

I personally don’t mind the normal voices so much since they’re the only way I’ll remember to refill my Norias (god, gently caress having to tear away from what I’m doing to spend 100 gold to refill those) and I generally use the ‘your storehouses are full’ to either redistribute supplies or sell off the excess.

Ah yeah, that did the trick.
Plus reducing the volume of messages.
Thanks!

SubNat
Nov 27, 2008

StandardVC10 posted:

Play HL2 enough and you really start to notice that the zombies only have one texture and one set of animations. One of the smarter things Left 4 Dead 1 did was having a giant set of textures for the infected that changed depending on where you were.

Also that they had a very variable texturing shading system to increase variance between zombies using the same model & texture.
https://steamcdn-a.akamaihd.net/apps/valve/2010/GDC10_ShaderTechniquesL4D2.pdf

SubNat
Nov 27, 2008

JC as a series perpetually drags itself down by not having coop.
And instead only half-heartedly supports some modders that try adding multiplayer to their older games.

The faults in the games would be immensely more tolerable if I could share them with a friend. (That I would attempt to attach a significant amount of gas canisters to.)

Haven't played the games since... 2? Though, so the new ones might be actual garbage for all I know-

SubNat
Nov 27, 2008

Ugh, I'm playing Darksider 3, since I remember liking 2 a bit way back when that came out.

Giant loving pet peeve: I do not like Dark Souls.
The game adopts a semi-dark souls system where some enemy drops can be crushed for Souls/XPMoney, sure alright.
The game also adopts dropping all your souls on death, and needing to pick them up.
And checkpoints you get thrown back to.
The game also has wonky platforming where it's incredibly easy to just drop off platforms, or get pushed off platforms. Every time you do so you seem to lose like 20-25% of your hp.

Many platforming sections are so poorly set up too.
There are some times where you have to swing from swing-point to swing point.
Except you use the same button to swing, as to attack.
Meaning that there's a chance you might just start attacking in midair instead of swinging, and have a huge chance of falling down.

So peeve: lovely gameplay decisions, coupled with poor design and polish adding a lovely mechanic that in practice forces you to go through areas multiple times in case you die.

And a single platforming error will wipe out a small health item worth of healing.
The first impression the game is giving me is... :effort: .

SubNat
Nov 27, 2008

HairyManling posted:

My biggest gripe is the lock on target button being a shoulder button. I hate that so so much. And dodges being a right shoulder button. I hate that too. I’m sure some people like it that way and that’s fine, but I cannot believe we still don’t have button remapping in all games. I think I’ve complained in this thread about that before, but it just drives me nuts. If I want the god drat touch pad to be my main attack I should be able to set it to that even if it’s a stupid idea.

Also actually locking on is really slow and sluggish.
I'm not sure what it is, but it feels like I have to stop what I'm doing, and then hold it down for a bit to get it to actually trigger.

Which doesn't help when there are often and usually enemies off screen. (Especially since you often seem to meet groups of enemies.)
And it's even worse with the optional boss I encountered, where the lock on is useless, because it moves underground and breaks lock every couple of seconds.

It's kind of 50:50 like dislike right now, it got a lot better when I stopped trying to headbutt an optional boss, but it isn't exactly a particularly good game so far.

Also it crashed.
How the hell do you get an unreal game to crash, it's a pretty stable engine.

SubNat
Nov 27, 2008

Len posted:

Only Nintendo could make Bluetooth controllers so janky. I hope it's not the router because that means ha in to rearrange the entire drat living room since they're both on the tv stand

If your router has 5Ghz capability, (I think basically any router less than 5+ years old should have, nowadays.) you could try just turning off the 2.4Ghz mode in it, and leaving it in 5Ghz only.

And see if that helps alleviate things, if that's the one causing interference.

Personally I sit maybe 2m away from my router and have never had any issues with controller connectivity. (Though it's in the opposite end of the room from the tv/switch.)

SubNat
Nov 27, 2008

Ugly In The Morning posted:

Uplay has grown on me a lot. I like the points you get for achievements that you can spend on little mini DLC bits. It’s certainly better than it was when it first came out and was just there as DRM.

Also streaming installs, and the ability to select language to install. (Thus not downloading+installing 2-10GB worth of language files you'll never touch. ) is nice.

It's also better now that their games are built for it, there was a really awkward period when their games came out on both CD, then later needed UPlay, like with Anno 2070.
(You have to manually download the patch + run it, otherwise the game just gets stuck in a boot-loop where it's trying to apply the DLC+patch and failing.)

SubNat
Nov 27, 2008

Mierenneuker posted:

In the previous game the main character was accessing memories by plugging in a 2000 year old grave. She then moved on to getting DNA from a spear in Odyssey.

Note that this (broken) spear is used to stab people. Yet it still has DNA from the wielder.

To be fair, it was a magic supercomputer (AI?) in a spear. So for once it could actually make sense to explore the past through it, as it's probably got a clear recollection of everything that happened. (Unlike the DNA.)


The broken spear is so bizarre however.
It breaks during the battle of Thermopylae I think it was. (Aka in the prologue.)
And when it breaks it looks just like it does in the present.

Alright, that makes sense.

But when you progress the story you both repair it, and massively upgrade it, making the spear look entirely different.
Yet somehow it just reverts back to it's original form for the future.

SubNat
Nov 27, 2008

I've been trying Graveyard Keeper a bit.

1: Moving around is incredibly tedious because the default run speed is low and every map is far larger than it needs to be. (Especially dungeons.)
2: It's got a dungeon-crawler segment where you fight monsters and delve deeper.
But you -have- to kill all monsters before being allowed to progress deeper, which makes it even more tedious due to the character's runspeed + massive, empty maps.
3: You've got a technology screen, but you don't have ingredient lists anywhere I can find. Meaning that to check what resources you need to build something, you have to run over to that area and check it's crafting table.
(Basically ever specialist item can only be built in a specific zone, which makes this even worse.)

The game has something pretty interesting in it, but there are just so many things dragging it down at the same time.
I do appreciate that it's a Harvest-moon-like without a forced bedtime though, days just flow into eachother and you sleep when you need to, instead of being forced to bed/passing out at a designated time.

SubNat
Nov 27, 2008

Judge Tesla posted:

Yeah, I love spending up to 10 minutes collecting Power Stars from Toadette in Mario Odyssey because she only gives you the achievement rewards one at a time and you have to restart dialogue each and every time, thanks Nintendo.

They should just have had an animation like when you dump moons into the ship.
*di-di-di-di-di-di-di-di-di-di-di-di-di-di-di-di-ding!*

SubNat
Nov 27, 2008

That would be the newer one, Conan Exiles.
They needed the full power of Unreal Engine to add flopping dong physics.

SubNat
Nov 27, 2008

The Yakuza games / the Kiwami remakes: ( Have only played 0, 6, Kiwami 1, going through Kiwami 2.)

The remakes give you a lot of various costumes, but you can only ever use them in Premium/Platinum mode. Aka new game+.
The games are huge, and with me poking around a lot between missions and doing most of the sidequesty stuff it takes ages to go through the game.
And when I've completed the game, I'm not particularly interested in faffing around in it anymore.

I really wish the loving costumes and stuff were available in the normal game. And it annoys me that they aren't.

( It's a general thing with with sandboxy games like this, once the main story is done, my interest is too. Having certain things locked into new game+ is just so tedious. )

SubNat
Nov 27, 2008

Minidrag/peeve.
Any game that's co-op/multiplayer, and has the player characters say things based on what's happening, but what they're saying isn't synced up between players. (Like say crashing or driving rough in Saint's Row. Or Character shouts in the Borderlands series. )

Why is it so hard to sync up voice lines? It's just selecting from a list of responses, it should be trivial for the server/host pc to sync them up and play the same voice clip for everyone.

SubNat
Nov 27, 2008

One small, and two medium ones about Control. (The better a game is, the more annoyances stick out, after all.)

The tiny one: The interaction distance feels like it's half the range of what it should be, especially considering how almost none of the interactions require direct contact.
Every time I run over to say, pick up one of the 'treasure' chests, I stop a couple steps too early to interact with it.
It's very strange how despite the fact that she's just telekinetically popping them open, you have to stand right beside it. (Probably because the loot it pops out has to be picked up, instead of just flinging it at you.)

The bigger one:
There are a ton of mini-bonus missions you can pick up alongside the primary and secondary quests in the game.
Like 'kill 50 enemies without dying.'
'Kill N enemies of type X with Y Weapon in Z Area.'
The kind of missions you pick up and encourage you to use other weapons/playstyles sometimes.

And that secondary one is my annoyance.
You can only have 3 extra missions at a time, and many of them are restricted to specific locations (And as in my example, some can be hyper specific.). Except it's very likely that you'll pick one up and then not actually need to go to that area for ages.

I really wish that you could accept like 3 missions -per area- and have the location based ones filtered to that.
Instead of needing to abandon missions because you don't want to take a long detour into an area just to get what amounts to a random drop.

And the last one is crouching.
The game lets you crouch, giving you some protection behind furniture and barriers.
Except if you do anything, including just firing your weapon, Jesse will pop up and stand straight the moment you start shooting.
I guess it's the game going 'no gently caress you, this isn't a cover shooter.', but it feels so restrictive not being allowed to pop off an enemy or two from behind cover sometimes, especially considering how much enemies work to flank you anyhow.

SubNat
Nov 27, 2008

BiggerBoat posted:

Oh, cool. That's great addition.

I've been thinking about picking up a Hitman game so what's my best bet? Doesn't have to be new. I haven't played one since HM2 I think plus a little bit of Blood Money.

The 2 new ones ( Hitman 2016 + Hitman 2 / Season 1 and Season 2. ) are together in the same executable nowadays.
So if you just grab a cheap GOTY package of Hitman 1/2016, and I believe the free demo for 2, you can play all the Hitman 1 content in Hitman 2's updated engine, with tweaks and improvements to the old content.
(Atleast, that's how it functioned at release, they just checked if you owned any Hitman1 content and unlocked it in hitman2.)

(And keep progression/unlocks if you decide to get #2 as well.))

e: beaten ^^^

SubNat
Nov 27, 2008

Squiddycat posted:

What if you already own Hitman 2016

Download the Hitman 2 demo on the same platform with the same account, and it should be able to add that content, unless this has been changed since it came out.
e: I believe it is called the 'Hitman 2 Starter Pack'
https://store.steampowered.com/app/863550/HITMAN_2/

SubNat
Nov 27, 2008

You say that as if people care if something is true of not, if it's something they can use to drag something or someone down.

A lie can loop around the earth twice in the time the truth takes to tie it's boots, and all that.

SubNat
Nov 27, 2008

Gears 5, pretty fun game so far. Especially so since it's only like, 2usd.
(2 months of Xbox Game Pass Ultimate or whatever for 2usd. Which also means access to the PC versions of games.)

You spend a decent section of the game as 2 people and a robot. And it works very well.
And then later you suddenly get a full squad of 4, plus the robot.

And holy hell it's so incredibly loving frustrating.
They have a bad habit of clustering up around you unless you work to keep your distance from the rest of the group, especially in more cramped environments.

Annoying AI checkmark list:
Giant musclemen stopping, and completely blocking off hallways and narrow spaces? Check.
Them being too dumb to recognize that you want to pass, and you just have to grind up against them sometimes? Check.
Game locks some interactables, like elevators until everyone is on, even the robot? (Even though the robot consistently warps around.) Check.
Game waits until everyone is on the elevator, even though it immediately starts warping them around? Check
Game waits around until everyone is on the elevator, even though door prompts on the other hand will happily warp the AI to you? Check.

Them constantly blocking line of fire, and then whining when stray bullets hit them? Check.

By loving god, I wish the game just had you split the party regularly. And only have you use all 4 people at once in larger areas/gunfights where it really works.
Throughout the Prologue this was done regularly, which gave me the impression they would do the same once I'm in the game proper again, but no.

e: Let's not forget:
Have to reload a checkpoint after a battle, because one of the AIs froze, and the game doesn't override+warp him to the scripted interaction point to progress the mission.

SubNat has a new favorite as of 17:12 on Sep 8, 2019

SubNat
Nov 27, 2008

I very much like the Ace Attorney series and it's spinoffs.

Which is why it's always so tedious how:
The first Chapter is a long, slow, tutorial, introducing the court system.
Then the second Chapter is usually a long, slow, tutorial introducing the examination system, and often additional stuff related to the court system.

It's just kind of grating how long it takes for it to fall into just being a game again.
And then in many cases/chapters it'll take a good while before the case builds up to become interesting.

It's a series full of 'Oh yeah the start isn't that great, it becomes way better if you just push through.' repeated in each installment.

I think it might be slightly amplified right now since I'm playing a fan translation of The Great Ace Attorney, meaning that a lot of localization charm may have been scrubbed away by some overly-strict fan-translators.
Not a single hamburger in sight in Meiji period Japan.

SubNat
Nov 27, 2008

Replaying Xcom2 again, and I guess I had kind of forgotten or suppressed the most annoying parts about it.

Having random pauses in the middle of gameplay, sometimes up to 5-10 seconds due to -something- happening in the background is pretty annoying and quickly draws you out of it as you wonder if it's softlocked or something.

And then there's of course the discovery mechanic.
Where an enemy can just stroll into your field of vision, then immediately get a free movement action to position themselves.
Or the worse one, where if your squad spots a single toe of an enemy group, they'll all instantly bound into position. And then they were of course discovered during the last action of your turn, so they also immediately get a full round of actions to gently caress you over with.

I really wish that system worked better.
I'd much rather have the enemies come towards you, using their normal actions the moment they hear a firefight or something, instead of the incredibly 'gamey' setup they have there.
Where if you accidentally take 1 step too far you'll suddenly activate another group that was content just chilling in place until discovered.

It just feels so artificial, and the way it's structured just feels unfair in an unfun way.
(And it's made worse by the fact that even if you have a reaper in concealment, so that you can scout them out, you have no indication of where you can place or move your soldiers without triggering them.)

SubNat
Nov 27, 2008

Leal posted:

Thing dragging down Beat Saber is that my goony body is horrifically out of shape and I get sore after playing which makes it hard to keep playing it!

The thing dragging it down for me is that in the 'campaign' there's a bottleneck mission to progress where you have to have your hands 'travel' 600m/2000feet.
And it's just the worst garbage, even flailing my hands around during every downtime I only come close to it.

It doesn't help that I have a busted shoulder which makes that specific level even more tedious. Normal gameplay works just fine, but I've butted my head against that level a couple times, and I just don't understand why it's a bottleneck, as opposed to just an optional side-mission or something.

SubNat
Nov 27, 2008

Also to add to the pile of Outer Worlds stuff.
The game only tracks 1 quest at a time, even though you'll generally have a bunch of things vaguely near eachother.

Having to flick through the quest list to see if there's anything nearby regularly, or waste time backtracking back and forth because you walked past some quest markers is kind of annoying.
Just a 'quest marker nearby' system would help a lot, or allowing for tracking multiple quests, with different coloured markers, etc, would be nice.


But there's also this annoying, pervasive feeling hanging over the game that they did want to make it more open-world-bethesda-sandboxy, but scaled it back at some point in development.
It does make for a tighter experience, but every thing they skip feels like a chunk that's missing. Most buildings out in the world are completely closed off and inaccessible, many of these use the same 'generic scifi door' that can't be opened.
Which is also used for actual working doors, so you have to run up to many doors to check if they're actual ones or fake ones.

Why is there a day-night cycle? Neither your character nor NPCs care, they're all static. Only difference I've seen is that some animals might sleep during the day.
NPCs being completely, utterly static to the point where they don't even give a poo poo about you stomping into their store's stockroom makes kleptomania trivial as well.

I'll poo poo a lot on Bethesda's terrible QA, buggy games, terrible monetization, and terrible writing + gameplay design. But poo poo like having nearly every building be accessible, especially out in the wild, and NPCs faffing around helps a lot in breathing some life into the game.
Shopkeepers and the like in Skyrim will start following you around if they catch you sneaking about in their shop etc, in Outer Worlds there's none of that.

I guess one thing that's pulling it down is that I kind of expected an Obsidian open-world bethesdalike, and instead I got a good, but completely static feeling first-person RPG.
I would love a larger scale followup, which I suppose is entirely possible if this does well.

SubNat
Nov 27, 2008

Every game with a long semi-story, semi-tutorial start should have an option to skip it after completing it once.

If I want to try a new character in Borderlands 3, I should be able to just start at the second zone (After taking over the propaganda centre.) at level 3 with a basic weapon or two.

I can't remember if Skyrim had it, (Since I always used a quick start mod, after the first time.) but I remember in Oblivion you could just keep a savegame from the end of the sewer to customize your character and start up quickly.

SubNat
Nov 27, 2008

Ramming the soulslike bonfire mechanic into games is just the most tedious and blatant way of padding out the length of games.

Oh your health got chipped away through all those battles?
Well, if you want to heal up before progressing further you'll have to backtrack and reset all the enemies in the area again.

Every loving action game that isn't sure what to make of itself will happily just ram it in.

If you like it for the challenge? Sure, but I'd massively prefer if the games let you toggle it off at most difficulties.

SubNat
Nov 27, 2008

Wait, I've heard people be annoyed about this before.
But the impression I'm getting is that the game does scripted 'omg lol u got captured, o no.' setups multiple times per region in the game?

Genuinely? The obligatory 'omg captured, escape!!!' things in most games are often tedious, but are you genuinely loving telling me that some people sat down and agreed that it was something they wanted to do, I assume a dozen+ times in a game?

What the most actual of hells.

That sounds loving terrible.

SubNat
Nov 27, 2008

Started playing through the 'nu-Wolfenstein' series, and started with The Old Blood, since it's first in the new chronology, and I haven't played it first.

For those who don't know, the game has a perk system where you unlock perks/bonuses based on stuff you do. A small challenge system to encourage you to do specific stuff.

That is good.
However, the one to unlock the first armor boost is to pick up 100 helmets.
Helmets are a pickup that give you like +5 armor.
But you can't pick these up if you're at full armor.

That (And of course the peeve that you don't pick up non-overcharge food/armor automatically.) is just weirdly annoying to me.

'tee hee, find enough of these, but you can only pick them up if you pop out and let and enemy shoot at you first for a bit.'
I kinda wish I could just hold down E to pick them up regardless of them being wasted, since they're integral for a perk.

Though granted, this is mostly an issue in the stealth segments of the game, where you are likely to end up not getting shot at for a while.

e: Also, while it's kind of amusing how the game goes 'Pipe! the most useful of tools!' I really dislike first-person-climbing-mechanics like this, where it's pretty drat slow. And in an earlier-gen-game would feel like something used to mask loading.

Just let me shimmy up it with W instead of slowly going left mouse right mouse left mouse for 'immersion'.

e: and this 'retro wolfenstein' thing I unlocked by accident is very very terrible and kinda nauseating. Having a 3d character + camera combined with every single sprite billboarding towards you while you move quickly around is impressively wonky.
(The retro Doom levels in Doom2016 were good though, on the other hand. Possibly due to far far far fewer billbording sprites?)

SubNat has a new favorite as of 15:33 on Dec 31, 2019

SubNat
Nov 27, 2008

Wolfenstein 2/The New Colossus
The game has a neat perk system where you level up perks and get bonuses based on how you play, like getting headshots or kills with heavy weapons etc.
Except these only go up to like level 5, and you quickly max out all the ones relevant to your playstyle like halfway into the game.

I wish they just kept on rolling upwards forever, but with incrementally smaller rewards, or gave points to spend in stuff, or something.
It's always a bit annoying when a game has a progression system that just stops being relevant after a bit.

Though, I gues I'm thankful they didn't shoehorn in levels/experience to manage the perks, atleast.

e: also the game has a weapon upgrade system, except the majority of them are just garbage you don't bother picking unless you just have upgrade kits to spend.

SubNat has a new favorite as of 18:13 on Jan 4, 2020

SubNat
Nov 27, 2008

Hel posted:

Avalanche is so odd as a developer, Mad Max proved that they can actually make a decent driving engine that's fun to play around with but they keep doing a lovely job on that with Just Cause, which is supposed to be their flagship series.

Also a perpetual thing dragging down the Just Cause series: No Coop.
For whatever reason the developers are just so utterly against it, even though players went in an made a pretty popular multiplayer mod for 2 and 3.
(The one for 3 even got semi-official support and is available on steam as a free addon/dlc for the game.)

It's so strange to have them go a decade+ just going 'nuh uh' to the people asking them for the ability to play it coop.

I don't give a poo poo about balance etc, the game is almost purely about doing stupid poo poo like attaching cows to windmills and watching them whip around.

SubNat
Nov 27, 2008

Riatsala posted:

I've always wished that FFVII was just the Midgar sequence but 70 hours long.

Veotax posted:

Good news!

Probably won't be 70 hours, but I image that they've padded the gently caress out of it since it seems to be just Midgar.

A couple people have mentioned that it'll be around 30 hours or so, more if you go sidequest heavy?

They'll probably be making FFVIIREMAKE episodes for the entire next console generation.

SubNat
Nov 27, 2008

Add on top of that the fact that they made the Luminous Engine or whatever it was called for the development of FFXV. Which is an entire ordeal of work on it's own.
A lot of resources went into just making that usable for a game proper, while it itself wasn't at a point where it was usable for the other teams in SE either.
Kingdom Hearts 3 was going to use that engine, until they ended up going with Unreal instead, and that released 2.5 years later.

Game engines are never ready until they've been used to make a couple games already. Developing a complex engine while making a game is almost always a recipe for disaster, resources wise.

It's very much the same kind of trap they stepped into with 13. New engine + massively bloated game and development, with no good way of recouping costs.

It seems like a lot of the bigger japanese studios are more comfortable running 3rd party engines nowadays though. Not that that'll help with project + development bloat.

SubNat has a new favorite as of 19:59 on Jan 13, 2020

SubNat
Nov 27, 2008

Here's to hoping they won't do the same with Eternal, but they probably will, considering how they're ramming multiplayer/invasions into the singleplayer campaign anyhow.

SubNat
Nov 27, 2008

Necrothatcher posted:

There are too many chests in Control and there is nothing interesting inside them.

But what if you might miss that +16% to one of the skills, to replace the +15% bonus you already had?
Oh wait nevermind, your inventory is full, better pop in there and disassemble 20, almost identical skill boosts.

Yeah, that aspect is massively weak, and basically one of the epitomes of useless randomly-generated-loot for the sake of randomly generated loot.

SubNat
Nov 27, 2008

Bloodcider posted:

It's been a while since I played Witcher 3 so my memory is a bit fuzzy, but just set it to easy mode and slap your way through. I never hosed with anything but my swords and my Gwent deck.

No crafting/toxins/recipes/traps/bombs/whatever else. I can't keep track of all that poo poo and I didn't have to.

Olaf The Stout posted:

If I ever get sent to Alcatraz / video game purgatory and need to try the Witcher three again this is how I’m going to do it.

Slap on some mods, which is what I did now after originally bouncing off the game after launch, though I guess that's not really possible on consoles.
Relevant oils auto-apply at the start of combat, turning oils from a tedium to a nice, temporary damage boost if I have the relevant one.

And after that you only really need to look at potions for relevant buffs, like the plant example Stoatbringer gave.

But yeah, the game's control system and UI is completely at odds with what they want you to achieve. Even just doing stuff like swapping out a bomb type entirely breaks flow.

Though on the whole, I'm pretty impressed with how much writing and quest design they've been doing, and I can understand why the game got such praise now.
(Though I have to say, the combat isn't that interesting or fun, barring bomb types, you basically have everything laid out for you at the start of the game. With little change to it as you play. )

SubNat
Nov 27, 2008

Repeated sound clips from npcs milling about should be illegal.
Have the game track each clip and only allow to play a clip if it's been atleast like an hour.

Witcher 3 is so bad about people everywhere constantly spewing lines that I just had a case where one lady started saying one of those random, generic lines. And before she managed to get 3 words in, some other lady in the distance repeated the exact same line.
(Skellige and Not-france feel like the worst offenders.)

I am entirely fine with random npcs just not saying much, or just having far off mumbling instead of specific lines or anything.

It's just so utterly grating. I don't understand why they insist on having them play voice clips so often when the pool for them per character type is so shallow.

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SubNat
Nov 27, 2008

I always just played ME2 with the heat mechanic, because they just disabled it in a config file essentially.
You didn't get back the heat mods and etc from 1, but you did get the balance of slow heat dissipation vs instant full reload by swapping out the thermal clip.

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