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 No.27005[Reply]

This is by far the most grounded and consistently enjoyable game I’ve ever played and that’s by fps standards where they’re either over the top completely with their movement aesthetics or are so fucking slow and overly tactical to the point where unless you have thousands of hours clocked in do they feel aggressive and enjoyable. This game with its simplistic design, actually good gunplay that still holds up pretty well as old as it is, aesthetics and consistency of its environment setup make it so enjoyable for me so consistently that I can pick it up expecting I’m gonna have alot of fun without ever feeling like the game is getting ridiculous with its content that it becomes immersion breaking.

Oh man what a game

 No.27009

I do love the game too, but I hate how everything is a corridor, how you can't walk 1 meter without a guy shooting you, and how robotic the voice acting is. I still have no idea what the story of the game is, even after finishing it like 3 times, due to how distracted I was by the voice acting.

That being said, I love the gunplay, the destruction, the mission design, the immersive mechanics, the immersive interface, the sound, and the aesthetics of the game. The game feels kind of liminal in a way, I can't describe it. I wish ubisoft would remaster this game, since they gave up on new ideas anyway

 No.27010

>>27009
They did it’s called far cry 6

 No.27017

>>27010
i haven't played fc6, but isn't it completely different? in what ways is it like fc2?

 No.27018

>>27017
In terms of some gameplay similarities it’s just the healing animations and that’s about as far cry 2 ish as it gets. But that’s also the most far cry 2 ish out of any non far cry 2 game Ubisoft has put out. In terms of overal gameplay the games closer to fc3

 No.27019

I think part of why far cry 2 is so enjoyable with its immersion is because you would only notice its flaws if it wasn’t there. Like I can’t count how many times I’ve tried to blow up ammo crates in other games and got surprised by them just having a bullet hole on them or how certain buildings won’t blow up or how cluttered the UI is in recent cod titles and open world games. When a games immersive and has a lot of detail you don’t actually notice that it’s there but when it isn’t it’s obvious and very distracting



File: 1679912489601.jpg (261.04 KB, 1920x1080, image.jpg)

 No.27001[Reply]

Anyone else love this game? I played it so much on the Xbox in like 2011-2012 along with Battlefront until my familly got a 360 and I could play Halo 3 and Halo 4, though I never finished it. Replaying it has been an absolute blast, the gameplay loop of it is good fun if a little tough on higher difficulties. Just dealing with Super Battle droids can be a challenge if you don't have enough explosives, but its satisfying killing them and seeing their armour fall off. The weapon diversity is good and you can approach most encounters in a number of ways. The squad manages to be useful even if the command system is a bit primitive, and I'd say that the droid generators actually help this since you basically need your squad to blow them up or to cover you or you'll die by your self. Its just a good tactical shooter that I think we need to see more of today rather than COD clones and Doom clones. The game is also SO immersive, its one of the most immersive shooters I have ever played. The HUD was perfectly integrated as your own helmet's HUD and it just works so well. Missions were designed so immersively as well and the dialogue was good if a little cheesy.

 No.27002

I liked this game! It's pretty much as you say, it's a good squad-based shooter. Looking back on it it's quite linear, but that's the par for most shooters back then (and today). There's also a bunch of mods available for the PC version, but I haven't tried any.
I guess one criticism I could have is the ending? It kinda felt like a cliffhanger to me when I first finished it.

 No.27008

>>27002
Yeah I heard they had three games planned but only ever made one unfortunately.



 No.26896[Reply]

Name a game where the following isn’t a problem
11 posts and 3 image replies omitted. Click reply to view.

 No.26916

>>26896
Monster Hunter pre-World. Ranged weapons (mainly bowguns) are powerful but you really need to be able to manage your ammo and make sure nearly all of your shots hit the right hitzones to get the most out of them.

 No.26919

File: 1679363116546.jpg (15.74 KB, 1280x720, maxresdefault-1.jpg)

>>26904
And Pong

 No.26940

File: 1679513172747-0.jpg (86.36 KB, 1280x720, maxresdefault.jpg)

File: 1679513172747-1.jpg (52.77 KB, 1280x720, maxresdefault (1).jpg)

>>26896
Counter point: Team Fourtress 2 with the demoknight sub class and the sniper class

They both can kill faster than most other classes, but it's not equal to others, (especially Demoknight since it's considered worse than the demoman) – since balance isn't equal time to kill, but it being able to succeed just as well as every other class/builds – and that success can't be tied to time since the classes/builds goals can be different from each other.

The medic in tf2 heals the team and can do misc damage; while the engineer can also heal, but less efficiently, yet makes up for it with more damage – both are in the support class for this reason.
The medic would be unfair if it can also kill well just as it would be unfair if the engineer was better at healing.

For a more material comparison: the times when heavy was considered unfair was when he had a item that allowed him to be faster, negating his slowness downside, and let Heavy branch away from being a mobile sentry gun.
Granted, I would still like to see him have a optional item to replaces his sandwich, like a jalapeno that would make him run faster in exchange he can't heal while running and is much less accurate. Making him play kinda like scout spy sub class, but a mingun instead of a knife or a back scatter gun. Would also be cool if they allowed heavy to equip a shotgun as a primary, maybe give him a speed boost in exchange for doing this. I'd like to see this not because of a buff, but to create more sub classes to push more diversity in the game, which is massive part of what makes tf2 better received than overwatch

 No.27006

Heroes of the Storm has some of the most innovative ways to balance melee and close range characters that I've ever seen that doesn't rely on generic "10% more move speed" tinkering.
>Zeratul
<Teleportation and time stop
>Murky
<Faster respawns, invulnerability bubble, gives less xp to enemy team when killed
>Samuro
<Clones, teleportation, invisibility
>Alarak
<Telekinesis, killstreak power boosting, self healing
>Qhira
<Grapple hook, stuns, and self healing

 No.27007

>>27006
Sad blizzard just sort of forgot about HOTS at least it still has a welcoming community with regular tournaments



File: 1679519156377.png (1.18 MB, 1295x686, ClipboardImage.png)

 No.26941[Reply]

https://www.youtube.com/watch?v=TjMJy22N8e0
valve releases a new game………and its just a semi-better looking version of cs go….(the mod/map tools will be nice still, i guess)
17 posts and 3 image replies omitted. Click reply to view.

 No.26966

>>26951
Honestly this is a long time coming and has a huge range of applications in different games. Even just for atmosphere volumetric fog can be great.

 No.26968

>>26965
that was the gimmick for all valve games

 No.26999

>>26955
It's not a new game, they're just marketing it as such becuz they need them gelders and attention.
It's literally just port of CSGO (it's intended to be in the first place), and it's completely free, all your ranks, skins and the whole shebang is coming along

 No.27000

>>26999
sorry for bit hard to read post, is tired; but I was waiting for the source 2 update since like 2014

 No.27003

>>27000
VALVE CANT MAKE NEW GAMES EXCEPT TECH DEMOS AND PORTS CONFIRMED



 No.26997[Reply]

Video game protagonists be like

 No.26998

More like
>you play elite spec-ops supersoldier
>runs out of breath after 8 seconds of sprinting



 No.26970[Reply]

I was playing fallout 3 with mods equipped to make the game way harder since I was used to the insane inventory space and weapons barely dealing damage to me and found myself dying as you can imagine often. Despite the experience the reasons for why o died werent different from how I would die in other fps titles
>running past edges where I could easily get myself at a frame disadvantage against enemies
>only reloading after wasting a ton of ammo or running out
>reloading in bad positions
It’s those kinds of things but it also made me realize how much movement can impact all these things because if a player has access to multiple techniques to enhance how well they can avoid getting hit as a relief for making these mistakes, while gaining the benefits of having extra options of positioning themselves to shoot their opponent with themselves at advantage in their position then an fps become way to how do I phrase it “jumpy” where the entire skill expression ingame is reduced to who aims the best and nothing else and I’m guessing that would actually make gameplay worse because what ends up happening is no one hitting anything and reliance on camping and abusing ingame traps becomes common. To me this is why casual fps titles are so much more grounded, why they prioritize tactics and team decision making and also why they’re way more commonly played than arena shooters. Those are just my thoughts on movement
1 post omitted. Click reply to view.

 No.26972

>>26971
No quite the opposite. most fps games have some sort of advanced movement but when movement is made to be too exploitable the skill expression of the game is actually reduced because simply moving in a way that prevents you from being hit regardless of where your positioned against an opponent will always overpower that opponents options outside of how they’re aiming. Imagine trying to shoot someone while hiding in a corner corner and the guy you’re shooting at immediately charges into a full sprint just before your even allowed to put your sights onto that person

In this type of scenario even if you knew the map layout, common routes taken by enemies, and the mechanics of the options you have to aim with you would still lose that engagement purely because of that one aspect of movement and there’s way more than one instance of where that can happen.

 No.26973

>>26972
>Imagine trying to shoot someone while hiding in a corner corner and the guy you’re shooting at immediately charges into a full sprint just before your even allowed to put your sights onto that person

Cool, so movement mechanics prevent camping. What about it?

 No.26974

>>26973
It also prevents you from being allowed to shoot in any way that doesn’t involve abusing said movement mechanics. Imagine trying to play csgo but b hopping was made to have its speed completely controllable making it way better than running in all instances

 No.26975

>>26974
This exact reason was also why a ton of movement tech was also removed from mw2 and why the base running speed was increased

 No.26994

>>26974
I guess I see where you're coming from, but I think that you can have a game with diverse movement mechanics and isn't twitchy and without strategy. I haven't played overwatch, but it seems pretty strategic and not twitchy from what I've seen



 No.26598[Reply]

Obviously my opinions are gonna be biased since I work with bethesdas engine often and know a lot of the mechanics present in how their games function but I really am honest when I say that gameplay wise FNV is about as awful as your standard 3d Fallout game on top of being horribly under developed

Level scaling is still thing
Enemies just have random weapons some don’t have any at all including the enemies you’d think should be armed like NCR
43 posts and 11 image replies omitted. Click reply to view.

 No.26989

>>26987
This counters your points, not support them.
Not your most egregious move, I might add: your claim that file size was a hardware constraint in the year of our lord 2011 means you are either very young or delusional.

 No.26990

thread reeks of /v/

 No.26991

>>26990
Seems to be a sincere dipshit.

 No.26992

>>26989
You also have to account for how many games the average console user in the early 2010s had installed considering back then at most you’d have 40gb or what’s possible on a phone around the late 2010s. Something like 10gb is already a quarter gone just one for one game and that’s the version with less information on it

 No.26993

>>26992
Along side with the fact that this also had to fit on discs for anyone purchasing a physical copy of the game



File: 1667776219739.png (543.28 KB, 960x544, Junkomaeda.png)

 No.24212[Reply]

Im making a thread about VNs because there isnt one on the catalogue and i wanna talk about my experience. I just finished danganronpa 2, which im not certain counts as a VN or if it's a point and click murder mystery social deduction game, and i think im pretty confident to say that it presents a pretty interesting moral dilemma. On one hand, the hope faction is pretty clearly a technocratic organization who obsesses over "Ultimates", or people who possess immense talent in a particular field or study, for example the world's best scientist, or the world's best doctor. It is revealed in the story of goodbye despair that before despair took over, hope's peak academy created a method of artificially forcing someone to become extremely talented, which dialectically had the potential to equalize mankind and develop the talents of anyone, which would make the idea of meritocracy, or ruling over others due to better talents or knowledge, completely obsolete. Despair on the other hand spawned as a result of the mass movement of reserve students, malcontents who became disaffected with the idea that people with talent mattered more than the rest, since hope's peak academy was formed to research peoples' talents and how to cultivate them.
I think it would be pretty easy to side with the latter out of frustration, especially if you're talentless like i am, but i think the idea that talent could be forcibly cultivated out of someone who never realized it before would be the "productive forces" argument. Not to mention that junko destroyed civilization, which is dialectically bad.
Your turn to die is a great game too, very similar to danganronpa on a surface level, i finished it a while ago and im glad i played it. Free btw. Anyone got visual novel recommendations? I need a weeb fix.
63 posts and 37 image replies omitted. Click reply to view.

 No.26930

>>26585
>Zero Escape trilogy
I just finished the first game, it kinda felt like a mindfuck to me at times, especially during the true ending, but I liked it!
I found a good amount of the puzzles pretty easy to figure out (plus the game gives you plenty of hints), which is a good thing because I'm kinda dumb lol. Soundtrack was cool, characters were charming, and I'll make sure to check out Virtue's Last Reward next.

 No.26957

if you liked danganronpa i recommend seeing battle royale in some form, whether as a film, manga, or the original novel. especially since the ""political commentary"" is quite a bit more explicit than in DR
it's also widely considered the catalyst of the "death game" fad in modern japanese media
also seconding >>24390 since while i wouldn't really call higurashi "leftist" it's an interest read solely for the fact that it's a popular modern-ish japanese otaku work that dares to (obliquely) reference the '60s japanese left & stuff like the sanrizuka struggle
>>26848
recommendations are ostensibly limited by what's translated into english and what english-speaking VN readers are aware of… meaning the perennial "top 20" titles
>>25731
based take

 No.26958

also props on identifying the absurdist bent to the series; a lot of early english-language discussion about danganronpa (~2013) misread the games as being "subversive" or about "anime tropes"
certainly some part of e.g. DR1 ridicules the kinds of people who play games like DR1 (fat repulsive otaku hifumi) yet at the same time it includes near-unmissable bath scene fanservice and free-time events with galge mechanics
>>26957
>>26848
like i could tell you to read stuff like true remembrance and symphonic rain but i don't really give a shit about them either

 No.26960

Mahoyo is really good so far. Makes me want to take a bunch of screenshots at all the faces Aoko makes

 No.26969

>>26930
Virtue's Last Reward is my personal favorite although many say the first game is their favorite. It's all down to personal taste, but I think you'll really enjoy it since you liked the mindfuck aspects.



 No.26501[Reply]

They’re functionally too big to actually create

When I say that I don’t mean in the sense that someone can’t just create a map for players to relax in I mean in the sense that creating all the levels and ways for players to interact in every sector of the map on the scale servers provide is functionally impossible for any modern sized team to accomplish


Reasons established in post 2
3 posts omitted. Click reply to view.

 No.26516

>>26514
Feature creep tends to be a bigger problem among older mmos than it does newer ones
Take wow compared to new world. Wow has flying, pets, god knows how many races and classes at this point, an entire branch of gamemodes aimed at pvp. The base game ignoring expansions feels like a theme park meanwhile new world is pretty basic and only has community events at its core. Doesn’t even have mounts

 No.26928


 No.26961

>>26516
New World is also the most boring shit I've ever seen from an artistic standpoint. Looks like every generic western ARPG ever. Where the fuck are the cool monsters and fantasy environments??? Magic??? Yeah I know its theme is to be more realistic but god how boring.

 No.26962

>>26961
That sounds like an issue generally more related with the art and writing team being terrible at creating interesting environments that feel coherent to the map players explore through. That can’t be fixed with any new mechanics the game could introduce

 No.26963

>>26962
Yeah I know, not related to what you were saying or the point at hand, I just wanted to take the opportunity to complain about all that amazon cash being wasted on such a pile of crap. It could have been good if it hadn't been doomed to be so soulless.



 No.26931[Reply]

Summary: it’s not hard enough

Explanation: it’s not balanced in a way that makes progression feel as meaningful as it was in diablo 1. That’s not to say that the scaling back of power and feature creep from d3 wasn’t a massive improvement on top of the shift in aesthetics for the game but the implementation of health globes, low damage dealt from common enemies and too an extent bosses even against ranged builds that should be vulnerable for poor zoning to compensate for the range of their attacks, on top of mandatory minimaps and other accessibility features that waste the effort animators and level designers put into this don’t still make this game feel really casual like d2 does take me out of the sense of grounded-ness and genuine feelings of anxiety over how my performance would dictate wether or not I could complete an area/boss with how I was playing I felt from d1. That’s all I gotta say beyond the fact that sorcerers are completely busted
2 posts and 1 image reply omitted. Click reply to view.

 No.26935

>>26933
they were the first gacha/lootbox games

 No.26936

File: 1679496430890.jpg (109.96 KB, 1200x800, packcoon.jpg)

>>26933
Kinda. Diablo 2's appeal to me is that it has a diverse class roster and tons of enemies to reduce to tiny giblets with a variety of skills, as well as digging through the aftermath looking for loot and then sorting it.
>>26935
By that logic any game that has an element of chance for its loot tables is a gacha game.

 No.26937

>>26936
i said what i said

 No.26938

File: 1679500444292.jpg (134.06 KB, 1600x1120, raccoon with apple.jpg)

>>26937
There is difference between a game having an element of chance and being a game of chance. Apples and oranges.

 No.26939

>>26936
>>26938
Cute critter.



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