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File: 1757184832633.png (981 B, 500x250, Oekaki.png)

 

IM gonna sound like a huuuuuuuge fucking edgelord when i say this but i fucking love games like HATRED or postal, i dont like hatreds "storyline" since its just pure edgeslop, but i like the gameplay mechanics, no i dont enjoy it because haha funny mass murder, just a game to pass time
2 posts omitted.

>>44212
that's good to know, armedpuppygirl

^ peak png

>>44212
These games are too chuddy for me

It's funny and also sad that RWS changed the ending of Postal 1 because a school shooting wasn't shocking any more

>>44221
sadly true.. :(



File: 1754087745240.png (1.81 MB, 1920x1080, ClipboardImage.png)

 

Funny how this guy went from the most hated character in the franchise in his overpowered release + taking away the spotlight as the main character; to one of the most beloved new additions to the game. A good VA and a few memes make all the difference.

>>43829
It's because they've released a lot of more annoying (gameplay-wise) characters since then.

>>43829
Bro, why do you keep reposting old ass threads? I know I've seen you post this thread and this one:>>44195 before.

What kind of super autism is this?



File: 1754515219970.png (47.93 KB, 250x217, low poly chihuahua.png)

 

what are some great old games that you think still feel good to play?!?!?
what are some great old games that you think are too janky for you to recommend?!?!!

by old I mean at least 20 years old
25 posts and 3 image replies omitted.

>>43938
I just picked up SotN. It's pretty good but I need to get good so that I'm not constantly taking damage just from touching enemies

>>43908
San Andreas
Sims 2 (including ps2 versions)
OG resident evil 4

chess :)

File: 1757050107206.png (1.57 MB, 1920x1080, ClipboardImage.png)

>>43991
This

Mercy main here btw

>>44194
I was forced into the tank chair lol



File: 1752616806746.jpeg (7.9 KB, 348x145, ttw.jpeg)

 

A thread where we can talk freely about the Total War Saga and CA, historical, non-historical, classics, new titles, all the way from Shogun 1 to Pharaoh or whatever you want.
Mods, Historical accuracy, game mechanics, critique of newer titles, etc.

Interesting YouTube channels:
< Volound; he makes videos about game mechanics, he is pretty controversial within the community for his critiques of CA and post-Shogun 2 titles (https://m.youtube.com/@Volound)
< Legend of Total War; mostly gameplay videos about various TTW titles (https://m.youtube.com/@LegendofTotalWar/videos)
< To Nerd is To Human; another gameplay channel, although they have also made modding tutorials in the past for Rome and Medieval 2 (https://m.youtube.com/@ToNerdistoHumanTNH/videos)
7 posts omitted.

I’ve only played the napoleon one which is fun but after a while i just end up creating “meat grinders” (positioning troops in a line and waiting) and picking off generals with my cannons

Anybody have any advice on how to play the game properly?

>>44131
I used to play this realism mod with my friend online. I remember it was hard as shit. You'll find your troops getting wasted potentially in a few volleys.

I think it was Darthmod and I played it a few times with the creator. You got to be good or you get stomped in online.

>>44131
>>44132
Oh, but they still had to have a "no general sniping" rule in MP because it's so easy to cheese the game like that.

>>44130
It's would be fun without the shit UI

>>44129
this is what i posted in the other TW thread

idk i always come back to TW but it never holds my attention for too long. the problem for me hasnt ever necessarily been the particular problems title to title but the overall gameplay loop. the strategic campaign/tactical combat is a massive draw and has so much potential, but it always ends up feeling kind of clunky and unsatisfying. like its strangely rare to actually feel like the tactical combat is a hig stakes, pivotal battle. if youre playing the campaign right youre moving around with a couple big stacks and not overextending yourself, and then the most challenging battles are playing as a garrison fighting off a small enemy army that snuck behind your borders. even if its a fun combat, it ends up feeling tedious. ultimately everything is just about managing a very linear economy to maintain enough garrisons to go on the offensive. which doesnt sound terrible in theory, but in practice youre constantly jumping between relatively inconsequential economic decisions (upgrade building now or later) and relatively inconsequential battles (need to spend 30 minutes defending a location peripheral to the main action). and halfway optimal play means you need to micromanage all of it, which means spending a few hours jumping between decisions that rarely feel like they tie together and payoff.

then they add in this half-baked dynastic politics that isnt important enough to be satisfying but is too important to ignore completely.

i think Total War might benefit from leaning in to the more focused premises, and adjusting the priorities of campaign strategy so that attrition/training of your armies is more of a priority than managing country economy. in Napolean youre either trying to defeat Napolean or conquer Europe as Napolean. in Attila youre either trying to survive the hordes or you are the hordes. even with the other flaws present, at least when the campaign has this clear context it feels like what youre doing has some stakes and narrative so that its easier to enjoy the process



File: 1756516769131.jpg (126.48 KB, 1650x1275, 61pETE6v4vL-2153248495.jpg)

 

REJECT MODERN GAMING

REJECT ALL DIGITAL DISTRIBUTION

REJECT STANDARDIZED GAME MECHANICS

REJECT $90 GAMES

REJECT GACHA TRASH

REJECT IN GAME PURCHASES

REJECT NOT SHARING GAMES WITH FRIENDS

EMBRACE HOMEBREW
8 posts omitted.

>>44140
>jrpgs
trve. the success of octoslop nothingburger says all there is to say about the state of the genre

>>44171
Gta San Andreas is the best game of all times and was released in mid 2000s
The Sims series had its peak (The Sims 2) in this time too

>>44165
Rollslop, gachaslop, multiplayer shooters (horde shooters and Battle royale mostly) and boomer shooters.

>>44163
I miss vehicular combat games so much

Have they made any games like Blast Corps where you wreck shit.



File: 1756292061126.png (Spoiler Image,37.97 KB, 512x512, IMG_3654.png)

 

>gets trapped inside of a computer game
>gets corrupted to the point his speech is constantly glitched out
>"destroy the game or something"
>literally forces the player to play the game

what



 

Legitimately, who does this trailer appeal to? Who is their target audience? I know that there's rightoids who are mad at it, but I saw the trailer and the biggest thing that hit me is that I have no idea who was supposed to see this trailer about a plain, bald lady in a Porche RV spaceship with anime playing in it being kind of annoying and rude to another lady while insisting that she wants to go to some planet to look for some guy that you've never heard of.

I can accept when I'm not the target demographic. Like, I tried the demo of Life is Strange and it really hit me while I was playing it that it wasn't really a bad game, I just wasn't the target demographic. I look at this and I really don't know who they're trying to sell this to.
34 posts and 4 image replies omitted.

>>44069
>people play-acting as tortured geniuses on the promise that their work will be worth millions
That problem has more to do with producing art as a commodity. I see all art in the way Scaruffi talks about music: Things that manage to express specific emotions are more interesting than those that are technically impressive for whatever reason. The latter is how exchange value is assigned, while the former has, despite appearances, little to do with speculative pricing, which is an entirely different can of worms.
<The Velvet Underground were among the first bands to conceive rock music as creative art, not as a commercial product to sell in this or that format. As a consequence, they were also among the first bands to show total disregard for the charts. The aim of their music was to transmit emotions, to express uneasiness, to communicate within their environment. The early albums are first and foremost examples of creative freedom: the band wrote what it felt like, arranged it as it pleased, and played it how it wanted. The only rule was not to play blues, because too many bands were already doing it.

>>44074
speak for yourself

>>44070
Of course, it was an exaggeration. But I find it fascinating how much of the buzz around new releases seems to be drama bullshit. Makea one wonder how much of it is manufactured by advertisers.

>>44083
I dont think it is actively astrosurfed, more of a symbiothic relationship between corporate product marketing and right wing outrage media.

>>44077
I know that's what art people like to say, but high modern art fails even in that regard. Most modern art doesn't make you feel anything, it's just incomprehensible nonsense. It's incomprehensible nonsense made by people essentially LARPing as tortured geniuses on the model of Van Gogh because his works sold for cheap and are now worth millions, which caught the attention of rich people. The point isn't to evoke emotions. The point is to appear avant garde for the sake of appearing avant garde.



File: 1755446580631.webp (32.37 KB, 370x596, IMG_2586.webp)

 

Wizards: elemental spells, summons, soul manipulation, portal creation, shape shifting, conjuring, necromancy, healing, and regeneration powers (maybe silent casting).
Superheroes: usually one signature ability (flight may be included as a secondary ability) followed by generally high base physical prowess
Espers: teleportation, telekinesis, telepathy, mind control, barrier creation, force blasts, flight, reality manipulation, extra dimensional attacks and movement options, instant reflexes, full battlefield awareness, intelligence usually at or just slightly shy of a wizard/magic user at base or functionally boundless at best, future sight

>>44062
Sorry, the title of this thread was supposed to say “are espers too powerful for gaming”

Seems like everything esper can do wizard can do as well, but not vice versa.

>>44064
Not quite. Wizards are restricted to mana and soul based spells meaning no reality manipulation, casual defiance of physics, or spells capable of bypassing real space. Espers don’t have the regenerative abilities that wizards have, but barrier creation and instantaneous reflexes more than make up for that. Plus espers don’t need mana, chi, stamina or “energy”, their power is all raw willpower which depending on the esper can be unlimited. Balancing something like that in a game would be very difficult



File: 1754630286640.png (485.66 KB, 478x700, night elf huntress.png)

 

So we've recently had a spate of games come out in the old CRPG style which directly follows pen-and-paper or tabletop RPG rulesets. In many ways, this can be very clunky, especially in comparison to systems that were made specifically for video game RPGs. For instance, I would argue that mana systems are way more natural and fluid for video games than a daily-usage resting system. In a way, it makes me wish they would go back to using classic video game systems instead of using pen-and-paper or tabletop rulesets.

HOWEVER, there is a weird slippery slope effect I don't quite understand. The moment you start moving away from these pen-and-paper/tabletop rulesets, you quickly start hurtling towards the total annihilation of all RPG flavor, like these archaic rulesets made for a different medium entirely are somehow holding back total enshittification. Racial traits are done away with and races become entirely cosmetic, wizards have their magic systems and spells whittled down to nothing until they're little more than a particle effect turret. Priests and clerics might have it the worst though, because I can't think of ANY game that gives the priest/cleric class any kind of religion system that isn't being forced to by some kind of pen-and-paper or tabletop ruleset.

Why is this? Why does it seem to be so hard for developers to have both modern video game RPG mechanics AND all the little things that give RPGs their fantasy and flavor?
11 posts omitted.

>>43963
>you can only name a bunch of really old freeware passion project games
Fine, let's look at common tropes of the JRPGs. Turn-based battles are their main point of player interaction and they primarily achieve build variety through pre-made characters, equipment, a lot of consumables and sometimes skill acquisiton and/or materia some kind of aspect slot system. This type of character building is complex in its own right, despite being unwieldy with pen and paper, considering the amount of options most games throw at you, and clearly the point of JRPG combat. You can find a lot of people complaining about FFVII, because it reduced the maximum party size in ATBs from 4 to 3.

>>43964
"Build complexity" doesn't really mean anything in the "RPG flavor" context if ultimately all "build complexity" amounts to is the numbers going up.

>>43969
Yeah, that's why in pokemon combat rare skills, items like heat orb or focus sash and the monsters themselves are the most interesting aspects of combat, while nature marginally so and everything else a matter of mindless optimization. It's about linear upgrade paths you would see in a bad rpgmaker game vs. interesting tradeoffs or other unique rules that increase complexity exponentially. Ideally the complexity isn't collapsed into dumb number checks, the way speech skills usually work, but determines the way the player interacts with another system accomodating to it, usually combat.

File: 1754992917795.png (95.02 KB, 258x387, larian.png)

>>43952
Larian is actually an example.

While I liked Divinity: Original Sin 2, and messing around with the various elemental abilities and how they interact with each other can be fun, its a game about being a sorcerer where you don't really get to do much sorcerer stuff beyond doing damage in various ways, and the meta was actually focusing on physical damage over spells. In addition, it's all based around a classless system which I've never been a big fan of since they're kind of boring.

Then they make Baldur's Gate 3, which is tied to the D&D 5e ruleset, and suddenly all the cool wizard shit is back in, along with classes and all the flavor those classes bring.

>>43974
I'm still waiting for Larian Studios space opera kino, I hope it turns out well.



File: 1754439360086-0.jpg (256.36 KB, 1280x720, large.jpg)

File: 1754439360086-1.png (2.24 MB, 1920x1080, banner.png)

File: 1754439360086-2.png (2.8 MB, 1920x1080, leoapk5t7vf51.png)

 

Diagetic huds are the coolest thing ever when you take damage and they glitch out. They should be appreciated. I think the best hud ever was in Republic Commando, no hud has ever felt as immersive as that IMO. Outer Wilds has an amazing one too. HALO is really classic.

What are your favourite diagetic HUDs and UIs in 1st or 3rd person games?
1 post and 1 image reply omitted.

Steel Battalion looks cool.

>>43898
siht, this looks rly cool

Signalis immediately comes to mind :)

>>43898
Dude steel battalion is really cool. It's just a shame no one will ever make one with another huge controller.

>>43898
I wish I could play Steel Battalion so much… I think the only way this kind of game is going to be done now is through VR or something. Mechwarrior is kind of like it at least, it is very immersive being in the cockpit, but I just can't get over how the mechs have open cockpits with canopies, I just headcanon when I play that the pilot is sitting in somewhere more defended and the canopy is actually a set of screens.
>>43901
The Signalis UI is so fantastic, I love especially the weird unexplained tabs in the character screen. I think it is the best example of this kind of UI but Nier Automata also does a good job (even if IMO the UI getting damaged is underused). I've been playing Cyberpunk 2077 and it also has this kind of thing, all 3 games do an error message on death, which is just so cool.



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