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2 yr. ago

  • sure thing, grandpa

  • They won't go away, but you will eventually learn and see where they are. Sometimes you'll have to engage them, a lot of the time you can get around them.

    They're not in all areas, but you will be able to understand how to deal with them and once you can fight back you can handle them.

    I was terrified by them in the beginning and didn't want to have to deal with them, but now I really think they're cool and enjoy taking them down. You really go from helpless and confused to knowledgeable and prepared.

  • As a kid I endlessly replayed the original trilogy and never wanted to try Apollo because "I thought his hair looked dumb", so after trying it now and realizing that even with a new character it's still Ace Attorney I won't be skipping any other games.

    So yes, I'll be doing the Edgeworth Investigations next! I'm excited. Eventually I'll make my way through the 3DS titles and then to Great Ace Attorney too.

  • Funny, I've been replaying the Mass Effect trilogy as well (through Legendary edition), and I'm also on Mass Effect 2. ME 1 holds up more decently than I expected with the LE changes, but ME 2 is just such a better game in almost every way. Really enjoying spending time with these characters again. Even with other games going on you can always hop back in and do a mission or two in ME 2, the save system lets you make some good progress even if you don't have a ton of time. Femshep for life.

  • I'm a PC player so I probably won't get to play the second one for quite a long time, but I'm excited as well. Kojima doesn't usually iterate in a straightforward manner in sequels, so it's hard to know just quite what we'll get out of it.

    Death Stranding was already one of the most novel and interesting games I've ever played in both story and gameplay, so I'm glad we'll get to see some more of it.

  • Yeah, I have no idea what this game is or how to help OP. Just based off the screenshot it's a sort of multiplayer turn based game in which each player possibly has a time limit to make their turn in order to keep the game moving and OP has dramatically less time to make a turn than other players without obvious reason.

  • I loved the Retro Future even before he took a stance on these fake restos. It's a bit crazy how much of the old console resto scene is quite fake after seeing Elliot's videos about it. I respect the hell out of that guy

  • Continuing my first time playthrough of Apollo Justice on my way through the rest of the Ace Attorney series.

    And returning to Death Stranding since I beat the game to max out the prepper shelters (mission givers) and to slowly work towards Legend of Legends (completing every single repeatable mission on "hard" mode).

    Now that the story is over Death Stranding is a fantastic "throw on a podcast and grind" kind of game. Very soothing.

    Still working through side quests in Borderlands 3 as well. Really enjoying the shooting in this one. As acclaimed as 2 is, I just couldn't stand the shooting model until at least Pre Sequel, but 3's shooting genuinely feels quite good now.

  • I found it relatively easy to understand the basic motivations of the characters without getting into metaphor, what about the characters confuses you specifically?

  • There aren't many of them, that's just one I remember seeing. I haven't used it so I can't vouch for it working, but it sounds like it'll solve your problem

  • That's why it can't be my only favorite, it's definitely not a "throw this on whenever and enjoy" it's a very particular mood, but it's executed extremely well

  • You could turn the dialogue audio off, I'd hope there's a slider. If you're on PC there's actually a goddamn mod where you can press a button to skip the currently playing line of dialogue.

    I agree, though, there's a lot of just waiting for the quest dialog to get it over with so you can get to the next objective. I really like BL3, but it does have a lot of caveats.

    Mine would be the fact that you can't sort your inventory by highest sell price. I mean, come on, what were they thinking?!

  • Oh man, I despise when people think that shit doesn't need an apology if time has passed. Time passing doesn't mean I think youve changed as a person, you need to show that to me, and expecting someone to forgive things when nothing's been done to repair that is its own problem.

  • A toss up between Hayao Miyazaki's Spirited Away, or Eternal Sunshine of the Spotless Mind.

  • Emergent gameplay is a big part of what makes video games unique as a medium. I'd say a good example I've played recently is Death Stranding. One of my favorite games of all time at this point, it really is best and worst described as a walking simulator. Or moreso, a delivery simulator. At its core, you'll take on missions involving the delivery of different amounts and sizes/weights of packages to destinations near and far. Sometimes there are invisible ghosts that want to kill you, sometimes there's visible, inanimate landscape that wants to kill you.

    What takes it from 'walking simulator' to 'walking simulator' is the fact that the walking is complex. The smoothness or roughness of terrain can directly influence the stability of your character. Even small rocks can be marginally trickier to traverse than truly flat ground. You may find pavement, dirt, rocky terrain, snow, or deep rivers, which require considerations. You can brace yourself for stability to help, and your movement speed, momentum when changing direction, and whether you're standing or crouching all affect your likelihood to slip or trip. Many items help you to move off the beaten path and find shorter routes, with ladders or climbing rope & anchors allowing the scaling or descent of steep cliffs.

    Through experimentation, sliding helplessly down a mountain, and having all your important shit get washed away in a river as you scramble around like an infant, you come to understand your mobility and limitations. Enter: the packages and your hubris. You can accept multiple missions at a time. Some missions require few or relatively light packages. Some ask you to move an amount of goods that ought to be palletized. Through understanding your limitations, and attempting to slap different amounts of cargo on your person, you can possess Icarus and fly as close to the sun as you want.

    But, there's more than just your person. You can use floating sci fi wheelbarrows that trail behind you, carrying a large amount of goods, but restricting your ability to use climbing ropes or ladders. You could use a motorcycle, allowing for speedy traversal and some light offroading with small storage on "saddlebags", or even a huge ass truck which affords incredible storage potential, at the cost of a squirrelly and incline averse driving model.

    And I haven't even really gotten into all of the equipment or strategies required to handle the "ghosts", whose unique abilities and behavior provide an interesting additional challenge where being caught by one could easily mean the loss of your cargo, or even your life. Even in the big ass truck, you aren't truly safe. The intermittent and locational time-accelerating rainfall means even cargo you haven't dropped or bumped can have its durability rusted away given some time.

    Though the game, of course, has a story, it sits alongside a story of the player's experience, limited only by the bravery and recklessness with which you, essentially, don't want to make three trips to the car to bring groceries in, so you load up yourself and two linked floating carriers to carry nearly 1,000 kilograms of cargo, and make a winding, manually waypointed journey through the desolate and oppressive landscape, stopping to deliver parts of your massive load as you come to each post-apocalyptic shelter in your list of deliveries.

    Your successes and failures within are unique to the way you chose to plan and execute your trips. Shit, man, I like this game.

  • I'd read somewhere that there's some sort of Linux programming reference in the name, but I don't know anything about Linux so I can't quite remember. Don't quote me on that, though

  • Oh wow, a fixed economy? I suppose that depends just how many places there are to actually trade with. I'm curious how much this game can hold up as a "space sim lite", and hearing that the prices are fixed is a little sad.

    Using custom modules to block ship scanning is interesting, I'm hoping those module slots are limited and you can't just hide from scans on any ship by using the same module.

  • I agree with everything you said. Though that's certainly not everything, that's a lot of the major issues that hold Bethesda games back from their potential.

    I am actually glad that with Starfield radiant quests have been expanded to dynamically place quests in different locations. I think that, if it's taken advantage of, will go a long way towards the potential criticism of "1,000 planets and nothing to do on most of them" that I see as a possible issue with their scope.

    Bethesda continually evolves and changes their radiant system with each release, but from Skyrim to Fallout 4 we saw the felt effects of that system stagnate and become padding instead of adding dynamic experiences as its original intent.

    And since I didn't specifically mention the bugs in my other comments, Ive played plenty of non-bethesda open world games with plenty of bugs long after release, I feel they're a part of the whole deal and I excuse most of them unless they truly cant be worked around (things like losing your companions or getting stuck on geometry if you're a console player). I cease to excuse those bugs as soon as the gameplay requires things of you that the bugs prevent, such as the game being too janky to support the strict save system of vanilla FO4's survival mode, which is inexcusable.

    I also worry, though, about mods. Because of how many players use mods extensively in Bethesda games it becomes tricky to know which bugs are inherent, which are from poorly made mods, and which are from conflicting mods. It muddies the waters of really pinning down what's going on. Just something that contributes to the bugginess of those games in a way that isn't very calculable, unless you're unmodded on console.

    But if anything remotely as problematic as the survival mode stability is a factor in Starfield, I'd be much much less willing to forgive some bugs here and there. We'll just have to see.