Just months after reportedly cancelling two live service games in development, Sony announces a new PlayStation studio with a live service game in development
Quetzalcutlass @ Quetzalcutlass @lemmy.world Posts 0Comments 487Joined 2 yr. ago
Monkey's paw curls
Your wish has been granted. Look forward to our upcoming Syphon: Extraction, an exciting extraction shooter with none of the gameplay you remember!
Also on the docket is Ape Escape Infinity, a gacha featuring all your favorite apes and up to several minutes of gameplay. Now supports importing NFT apes, because our execs are still pushing crypto as the next big thing for some reason!
"It's tee-ah-tim-eh!"
The funny thing is being enslaved by the religious zealots is one of the best starts you can pick in the game. You're stuck in a quarry doing backbreaking work (which levels strength), are fed just enough that you won't die (acquiring food is normally a nightmare in the early game), and most importantly the guards won't (intentionally) kill you, only knock you unconscious if you misbehave. Which matters because taking damage is how you train toughness, making it one of only a few places on the entire world map where you can train it without a high risk of death.
And it gets better. Every night after your shift you can sneak out and practice lock picking on doors and slave shackles and assassinating sleeping guards (since failure only results in a beatdown), which combined with the strength and toughness grinding leads to you becoming a ninja powerhouse by the time you escape.
10/10, would lead a slave uprising again.
I copy+pasted my lunch without thinking and overwrote my clipboard; guess I'm sans vehicle now.
When you hope they're dyslexic and show up with delicious baklavas instead.
"Hey, that guy said to tell you-"
(I know this is a shitpost, but I couldn't resist lore-dumping)
The Dark Sign is actually Gwyn's curse on humanity to seal away their potential (the Dark Soul being the only fragment of the First Flame that can be shared and passed on without weakening, he feared humanity growing powerful enough to topple the gods through sheer numbers). That's why the Dark Sign appears as a flame encircling the Dark. When the First Flame weakens enough, his seal becomes visible as the Dark within humanity begins breaking free.
Shivering Isles rivals Morrowind in my mind. It has a strange and unique setting and most of the content is incredibly well-written, which contrasts sharply with the standard medieval setting of baseline Oblivion (mandatory reminder that Cyrodiil was supposed to be a rainforest, but the devs retconned it to make development easier).
The other expansion, Knights of the Nine, was just a bunch of fetch quests to unlock an armor set and was disappointing in comparison to even the base game (though at least the final boss fight was cool). It also put behavioral tracking on the DLC's rewards that would disable them if your character gained infamy, forcing you to repeat a bunch of boring travel quests to fix them whenever this happened. There's a reason KotN never comes up in discussions about the game.
Digital Molecular Matter, the DMM you mentioned in Force Unleashed, is just as interesting IMO. It calculated how objects would break under various types of stress and produced some of the best and most realistic destruction in gaming. It even simulated wood splintering vertically when twisted!
I'm guessing it had similar problems to Euphoria since I haven't seen it mentioned since.
90% of Oblivion's voice acting budget must have gone to paying for Patrick Stewart and Sean Bean to say a few dozen lines. It's long been a meme that basically every other person in Cyrodill shares the same six or seven voice actors.
Jeremy Soule did amazing work. Unfortunately it turned out he was a terrible person and he was blacklisted from the industry after multiple allegations were made against him during the MeToo movement.
They announced a 2025 release date back in 2023, and as of the last video update a few months ago it seems they're still hoping to hit it.
It's a marketing tactic called "shadow-dropping". It's a risky tactic that relies on word-of-mouth for marketing instead of an expensive ad campaign. It tends to be used either when the company isn't confident in their product, or if the drop is so desirable that it'll sell well regardless of marketing.
We can assume this is the latter, though it's possible Bethesda were also hedging their bets due to the remake's lack of mod compatibility since long-tail revenue from modding basically carries them for the several years between game releases.
The original is also required to enjoy Skyblivion, the fan-made remake with much more love and care put into it, when it comes out later this year.
They might be working on an old codebase with maintainers who yell at you if you try to standardize formatting because "whitespace changes pollute diffs" (smh, programmers who don't know how to configure their diff tools).
I hope future installments steal from some of their competitors. A few of them (I think Jagged Alliance 3 and some Valkyria game on consoles?) have a system where aiming is done in first person using a reticle that displays a large circle the shot is guaranteed to land within and a smaller circle with an x% chance of it landing within.
It doesn't make the game any easier in most situations, but it feels a million times better when you can visualize the exact odds and see how you could possibly miss before you commit, plus you no longer need to worry about missing point-blank shots just because the RNG hates you.
I'm in the middle of a playthrough right now, and while I'm enjoying it (I originally came to this thread to post about Remnant 2, then read your comment and realized I agreed with every single thing you said), it's frustrating how they chose to design things. The games had great intentions held back by poor implementation.
They wanted to make the game replayable, but they did so by artificially limiting what you could encounter in a single playthrough. For completionists this is torture. For one-and-done players it could be a deal breaker.
They wanted endless exploration, but the random maps make exploring unrewarding. I lost count of the number of interesting map features that ended up being completely empty aside from common enemies and some smashable pots (which are empty 90% of the time and drop a paltry amount of basic currency when they aren't). Remnant 2 is at least way better about this than the first, where the maps were a chore to get through.
They knew one of people's favorite things about Souls games is piecing things together from obscure clues, so designed the game in a way that the entire playerbase would work together to learn how to unlock everything. The downside is that obtaining many basic things like classes and gear requires ARG-level shenanigans (plus a hefty dose of luck), and if you don't use a wiki you'll miss some of the game's best content.
And the constant hordes you mentioned are a result of the game needing to drip-feed ammo drops to the player since most guns can burn through your entire reserve in under a minute of fighting, especially against the bullet sponge bosses. That Engineer archetype I linked to in my first comment has a mechanic where it regenerates ammo for its special weapons over time when they're not in use - something like that (or the first Mass Effect's heat mechanics) would have been preferable if they wanted to force players to swap weapons from time to time rather than get complacent. They clearly played with these ideas during development since there are a few weapon mods and archetype powers that work like that.
I love the gameplay, the lore, the characters, the visual and sound design, hell nearly everything save the parts I complained about, but I'm left with the unpleasant suspicion that these games would have been significantly better if they dropped half of what made them unique in the first place.
Yeah, Microsoft kept the publishing rights to the first game and Tango gets nothing if you buy it.
I don't know if they still do it, but Microsoft used to give a free month of Game Pass to entice new signups. If that offer's still open, you could grab it and play the game without giving them a cent.
The Remnant games are a completionist's nightmare. Want a specific weapon or bit of kit for your build? You need to hope the right world shows up early (three of the worlds switch their order around each playthrough, so based on luck a specific world could be the first you go to after the tutorial, or it could only show up right before endgame), hope the right main quest for that world is picked (each world has two mutually exclusive storylines), hope the side quest and/or dungeon that drops that item is generated, hope the tile it spawns in is placed on the map (usually but not always guaranteed), hope you don't miss it entirely due to 90% of the world looking identical... and if it's dropped by an optional boss, you even have to hope that boss is picked from the pool of choices. It's insane how random it all is.
And it's not just gear. As you noted, the archetypes (your character classes) are also gated this way, plus have absolutely ridiculous unlock criteria to boot. Have fun finding the archetype that requires a leap of faith off a random border of a specific map into an opaque cloud of poison, then a second blind drop immediately after to grab another item before you choke to death! Don't worry if you didn't know about it, it's only the best archetype for fighting bosses as a solo player. Better hope that world showed up early in your playthrough and you are the type of player who's okay dying repeatedly while exploring - which, as this is a Souls-like, revives the dozens of enemies between the last checkpoint and the spot you died.
One of the archetypes was only found through data mining, the unlock criteria was so obscure. I shouldn't need out-of-game knowledge and to pass several dice rolls in a row just to have a chance at getting to content I enjoy.
It's telling that the class dedicated to exploration and level grinding is unlocked by beating the game. You're expected to play through the campaign several times to see everything, but since it's all random you're just as likely to roll stuff you've already done. Which the developers clearly realized since you can roll individual worlds as side adventures.
Though at least one thing that sets it apart from other Souls-likes is that you don't drop or lose anything on death. However, they compensated for that by making currency drops a miniscule fraction of what they are in other games in the genre, necessitating even more grinding.
Edit: and I actually like Remnant 1 and 2. The gameplay and story are good, the worlds are gorgeous, and the voice acting is phenomenal, but it's all dragged down by the random generation mechanics. At least 2 is a solid upgrade on that front - the first game felt far more empty and lifeless.
I'm still salty they turned Marathon into an extraction shooter. Marathon, one of the all-time narrative greats!
Why make millions releasing games people want when you can potentially make billions by abusing addiction research to keep users playing long past the point they enjoy your game?
(I'm vaguely associated with the gaming industry. I knew things were about to go downhill when I started getting invites to lectures on retaining players and extracting money by using unethical psychological tricks - this was nearly fifteen years ago and targeted at mobile devs, but it's long since infected the entire industry)