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Sagebrush was kinda cool It really had confidence in the narrative It wasn't world ending ,but felt impactful. It's about as good as a walking Sim can be It was the first time the " reality collapse, abstract representation of event" really worked for me Tight walking sim
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# ¿ Jun 19, 2020 11:32 |
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# ¿ Apr 29, 2024 09:45 |
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90s Cringe Rock posted:I fell into a really lazy style of a beefy interceptor or fighter with a javelin or two and agms or the big guided bomb, no gun, no micromissiles, just take a few seconds to evade or fly directly away at a million knots while they reloaded. Similar but with the flak or auto cannon They one shot most things and once upgraded once or twice fire our 12 shots per slot, chuck that in something whippy and you are golden Something I learnt recently is there is multiple camera angles (back button in controller) ,this lacks polish somewhat but they are pretty cool
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# ¿ Jun 19, 2020 21:00 |
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Ok, so like what am I not doing right in "A night in the woods"? Like I just keep hanging out with mates and jumping round the town on power lines I'm like 5 hours in an a story hasn't really started. Like currently the game is like ( really well, I might add) a tone poem about being 20 year old dropout trying to find an identity. But like this doesn't feel like 9/10 on steam Well constructed tone poem is not an earth shattering " best game I ever played" thing it was pitched to me as. Can someone who has finished it please assure me that it actually does something
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# ¿ Jun 21, 2020 10:07 |
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Hwurmp posted:it does Thanks , I'm like 5 hours in and just been waiting and been frustrated
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# ¿ Jun 21, 2020 11:05 |
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My god night in the woods is getting my goat Like I just got to the harvest festival and got the spooky handyman outlining some mystical horror stuff (smartly I might add ) and someone just got kidnapped. Like I'm glad I finally have some instigating incident to shift gear But like nothing is happening, I can see tension building, I can see that the language choices of some characters are super deliberate and hint at something greater. But far out just poo poo or get off the pot It has been almost too charming for its own good , I like feeding the rat babies, I like the whole "Mae got older but didn't grow up" thing. it's really well reinforced in the little vignette hangout things the world is really well constructed and I like checking on everything during the day Like if there is some kind of world altering thing I might just be kinda annoyed that it didn't end with something more banal, to reinforce the whole "incapable of maturing" flaw of Mae I'm going to finish it, but like drat, 5 hours in is too late to have these things It's like if Firewatch was an actual (kinda fun) Firewatch simulator for 5 hours that then morphed into its plot
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# ¿ Jun 23, 2020 04:24 |
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Khanstant posted:
Charmingly presented platformer visual novel isn't far off. And not in a bad way, the town is very pretty and there is a real sense of time progression and the relationships are well written. They clearly loved making the game
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# ¿ Jun 23, 2020 09:13 |
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Naramyth posted:Now that the sale is over is there an easy way to get at the games purchased in the client? It's clunky but getting that link from your email or the support system and pasting it into your client we browser works for me I just have it favorited in my primary browser and copy paste it
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# ¿ Jun 23, 2020 21:27 |
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I had a long screed written up but I'll be brief as this is the indie itch thread not the bitch about game thread NitW Night in the wood was two different stories jammed together with the second half actively undermining the very well established first Less than the sum of its parts
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# ¿ Jun 26, 2020 01:07 |
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Clarste posted:Out of curiosity, where did you think it was going? Personally I thought the story was going to be that the the whole town was going to fall apart and force everyone to move away and there was going to be this big bittersweet party with Bea, Gregg and Angus and the whole town having farewell to each other bash one last "Night in the Woods" , and then having an epilogue where you play as each person after they have become established in their new place. Using that strong routine loop that was established for emotional impact with fund Ng out about their new lives based molding on choices you made in the early game. Alternatively I was thinking that the cosmic horror was going to be some sort of "town is on loop, everyone is unaware they have lived tens of lives prior" , Mae's inability to mature kind of having implications there. And the graveyard with Bea was pointing in that direction I felt, talking about long lives and short lives etc . Following on , the hand moving grab mechanic thing was so great I thought not was going to be leveraged in some way to like suggest a cosmic horror taking control, or that you were controlling something else. Mae's arm poking an arm that moved in such a funny but spoopy way was really good The death cult could have worked if the story was more about sacrifices that had to be made, like if the reason Mae came back was some terrible hazing ritual where she had to kill a small animal or something, atleast there would be a connection
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# ¿ Jun 27, 2020 03:59 |
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flatluigi posted:I really have no idea what you thought Night in the Woods was or what you wanted it to be. Fair enough, my random musings can only be half way finished by definition Like, I guess I wanted stronger cohesion between the themes of the two halves of the story First half was summed up nicely by Bea saying something along the lines of "you left and got older and I stayed grew up here". It is a strong theme certainly enough to hang a narrative on Then the turn was this spooky mystery that ends with an anti-conservative anti-"sacrifice the strong for the weak" thing which is also a strong theme you can hang a narrative off of. These two themes are not in harmony with each other and within this specific narrative kind of undermine each other Like I'm not anti some random mystical thing lurking in the woods but what would satisfy my imaginary version of this game would be one of two things Either a. The thing in the woods is some kind of ironic demon that plays off of Mae's inability to mature and forces internal confrontation (or Bea's forced early maturing/Gregg's perpetual adolescence) b. The reason Mae left was something that thematically aligns with the sacrificial nature of the death cult.[Like there was trolley problem style incident(I know.they referenced it in the tunnels but it's a throw away line)at college and Mae has survivors guilt or something] Both of these would have greater internal cohesion within the narrative. You might be able to square the circle with c. Mae stumbling by the death cult on her first trip through the woods and Mar internally struggles to work out the ethicality of the cult and her place within the town as it pertains to having an identity linked to horrible acts These fan-theory style solutions are banal and I guess the thesis of my dislike of NitW is as such For a really good piece of (conventional) media some type of consistent theme should be present and actualised. And in my reading of NitW, the themes are neither If you think I missed something please tell me. I'm only really bitching because the game really did charm me and I really like the hybrid platform visual narrative. I just can't see why this game is so highly revered
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# ¿ Jun 27, 2020 06:12 |
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Clarste posted:I took the unifying theme to be we are all being slowly crushed to death by forces more or less outside our control, ie: capitalism is cosmic horror. We are all sacrificing our futures in the name of a broken deity that doesn't even remotely care about us. But that's life. That's a fair reading I guess, Mae's random illness keys into that nicely. The resolution of Beas storyline and whole being stalked thing too seem thematically appropriate But that the deathcult makes the choice to sacrifice the unwanted to the hole and that it actually is successful enough to want to recruit new followers doesn't line up to that interpretation for me. More successful would be framing it as the desperate act of the town leaders that is not particularly effective no matter how who or how often they sacrifice feels more like the impending dread that you describe, this could be foreshadowed in the early game with all the exploration you are doing round the town. This would be admittedly more blunt but definitely would make the cohesion more prominent I can see what you mean, and I think it's valid, but it's not what I would describe as 9/10 don't sleep on this storytelling
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# ¿ Jun 27, 2020 06:42 |
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Ragnar34 posted:] Hey look credit where credit is due, I think I had checked out by the time they were like, talking at the camera. Maybe that is the problem? Every little thing feels so important I just got frustrated with the story about five hours in. Like how you find instruments out in the town that are the same as the ones you find in the dreams, it feels like it should be meaningful I was incredibly charmed and trained into routine by the town early on and so much of the town stuff is just busywork rather that directly in service to the story. I can definitely see the elements you guys are talking about , and see how my "fixes" are missing the point. Just I don't know, I guess the connection between the two halves didn't even feel necessary to get that point across or wasn't strong enough the fashion in which the turn towards occult occurs just feels really haphazard and from a different game and that turned me off further introspection PS: I guess I got the feeling that the town was still like , functional and able to continue rather than falling apart despite desthcult's best efforts
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# ¿ Jun 27, 2020 07:08 |
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Oxxidation posted:
I do not have experience with smalltown America so that sorta tracks Yeah I guess I interpreted that as the place still managing to support its people, and be functional as I said , I found it very charming. And things like Selma's library poem to be a comment on Selma's life circumstance rather than the greater locale. Like it's just didn't feel like it was still collapsing, the whole small town dynamic doesn't readily exist in my area and I took it as optimistic at the fact that the place still survives. I did find it a bit odd that there was no grocery store or the like but I chalked that up to economy of game development
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# ¿ Jun 27, 2020 07:32 |
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Oxxidation posted:even if you don't have personal experience with it there's still hints if you know where to look - small businesses are going smash left and right, the local grocery got nixed in favor of the nitw equivalent of a wal-mart, there is literally just one doctor for the entire drat town and he doesn't do anything particularly well. surrounding businesses like the mall are also gutted, and there are other towns that are evidently doing even worse given mae's horror at the fact that one of the teens even knows a kid from there We don't really have a Walmart style conglomerate chain here and the idea of having one doctor for a town that is woefully inept sounds like how a small town *is* rather than an indication of a towns decay, with having to go to a different city or town for specialist treatment seeming like part of the pros and cons of living in a small town. Like there is a flying ambulance , or roaming specialists here as part of general healthcare services. I literally grew up with advertising for these solutions (and partially being serviced by them) to these problems on television I guess Like these rationales for me not getting it are not saying the game is bad, just that my cultural touchstones are not in line so as to receive the message of the story and that this kind of makes the story impact "harder" like , "ahh yes it is not immediately obvious to be how hosed rural America is" Those guitar hero sections were tough enough though I really couldn't read the text and the game portion at the same time Consider opinion changed to "missed cultural touchstones made story fly over head" rather than "horrific mismatch of theme" I will die the hill of it being a bit long though
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# ¿ Jun 27, 2020 08:05 |
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Clarste posted:I'd heard it talked about as a game about a dying rust belt town before I played it, so I guess I was primed to read it like that and noticed all the stuff about stores constantly closing down and everyone constantly settling for continually worse jobs just to survive. Even though I don't have any personal experience with towns like that. I mean I saw the shopsfronts closing but didn't really connect it with "this is a dying town" like food stores close and shut all the time and the perogi place in the tunnels is still going strong, as is the blockbuster, local bar and diner. I didn't really see Mae's father becoming a deli worker as "worse" because Im really not too familiar with Walmart practices and the jump from miner to deli worker isn't really suprisingly at all to me Like I see what I saw in the game happen around me my local mall has more than a handful closed shopfronts, but the idea of a small town even having a mall is foreign to me I don't know what it means in that context People take lovely jobs every where not just in small towns, it's an indictment of our capitalist world. I'm just wholey unfamiliar with the markers that indicate the slow death of rural towns. Call me naive I guess
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# ¿ Jun 27, 2020 08:40 |
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In more relevant to thread title Celeste is good fun I really like how the strawberries are totally optional. Also how it has little elements in some chapters that aren't in others, like the gems or nullspace dash zones It's neat I'll definitely play more
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# ¿ Jun 27, 2020 08:51 |
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Oxxidation posted:this at least is easy to explain, the mall is like half an hour's drive away - it's not for possum springs, it's for every small town in the area, and it's still dying I'm Gunna chalk this up to , again, not being immediately familiar with this dynamic of small town life.
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# ¿ Jun 27, 2020 12:11 |
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I put about half an hour into helium rain today It looks good, like elite dangerous and rebel galaxy had a love child I'll give it a few more hours and report back
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# ¿ Jul 18, 2020 09:01 |
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mycot posted:I'm working on a longer review post, but before then, I want to ask: what's with the general indie game fixation on preventing save scumming? There are few things going on with the dynamic As I understand it ,some games often want you to perform perfectly "Triple S Rank" and all that poo poo. So a lot of people only ever want to play a game perfectly However a lot of games put in content that only works if things cascade and it's all about controlling that cascade in a constant improvisational manner, which may be more "fun" than a perfectly played game The ability to save scum allows you to reset any mistakes you make and not engage with the meat of the game, so developers may make the executive decision to not put in quick save and load function These things being in opposition to each other is where a bit of conceptual friction may occur Some games manage a balance with these dynamics , some of the metal gear games for example. But given that indie development is more "focused" , performing this balancing act effectively doubles the workload for a small studio. People may have strong opinions about how a game is and what makes it fun may complain about a game not allowing their preferred play style and you start getting into arguments about "playing the game wrong" very quickly. I think that's what you are asking if not, disregard
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# ¿ Jul 19, 2020 23:38 |
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FreeKillB posted:. Sage brush did some cool poo poo Really landed the transition to vignette style walk through scenes in a way most walking Sims fail at the Lofi visuals really added to the experience too
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# ¿ Aug 17, 2020 09:23 |
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Yeah seconding beacon
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# ¿ Jun 11, 2021 12:53 |
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# ¿ Apr 29, 2024 09:45 |
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Been playing through glittermitten Grove, I rather enjoyed the opening, was quite enjoyable The main bulk is , certainly something.
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# ¿ Jun 19, 2021 13:05 |