aaahhh im so glad this game was successful! it was so small scale feeling at first but it has such a strong look, and everyones into y2k again so yay! yay!
oh I actually like the premise, I just meant there are too many exciting games to play. I do hope they’re able to stick the landing to a greater degree than with oxenfree, I really liked that one (everyone did I think) but they couldn’t make the scooby doo villain plot work quite right with the emotional beats they were going for and I want to see their second try
i’ve been waiting so eagerly for this, i want y2k in my life again
On the one hand, having the ridiculous supernatural premise right up front and explicit is I think a real good move
On the other hand, everything I’ve seen of the actual environment is pure cringe to me
am I the only person who really didn’t like oxenfree?
I like the stupid drinking in hell premise of that game and I look forward to playing it when I eventually get it as part of some promotion one of the launchers is doing 2 years from now
Ok I like drinking. And the hell premise is fine. But shortly after the game was announced, I saw a developer interview where they stated their solution for adding more interactivity to their Oxenfree followup was playable beer pong, and that shit turned me off Afterparty forever alright.
I quit literally one minute into it. I thought it looked hokey as fuck yet I figured I’d give it a chance but when I heard that voice acting I knew it was exactly the kind of entertainment that makes my stomach churn and immediately uninstalled.
I never wanna play a game starring teenagers again in my fucking life.
yeah Teen Media is weird for me too tbh as someone who had a very uneven adolescence and is not quite there for the themes it’s notionally celebrating, it helps when it’s absolutely surreal like Riverdale, b u t…
I thought they more or less got away with having some of the characters be kind of annoying in this one, it grates like hell in the first ten minutes then you settle in
i appreciated–mechanically, (thematically?)–oxenfree’s execution of the teen horror trope of Conversations No One Wants To Have between Incompatible Personalities during Situations No One Wants To Be In, but when all of the writing read as falling into the categories of:
a.) what if every character was the one you’re supposed to root for dying first,
and / or
b.) sincere sub-sub-Whedon attempt at “normie” wit
and nothing else about the game supports a compelling enough argument against the otherwise constant question of “why would i want to spend any time at all with any of these characters”, i found it difficult to have a generous take on these folks’ creative voice, even after finishing it
for the same reason i’m very confused by how anyone is reading this next thing as any sort of divergence from what oxenfree established, tonally or otherwise
Foxes had a moment a year or two ago and I guess they’re having one again, or it never ended
Noita is out!!!
as a developer on one of the games mentioned in this article:
sWoRdS hAvE tO bE sOlVeD fOr Vr BeCaUsE pEoPlE wAnT tO dO iT rIgHt???
alternatively: fuck
I assume he’s using it as a stand-in for all the ‘solid objects penetration’ problems in mapping human bodies to virtual spaces (as in, by the rules of the world, your body should stop, but there’s nothing stopping your arm from stopping when it passes through air). It’s a huge constraint! And I don’t think anyone is anywhere close to solving it but it’s a big enough problem that it makes sense for leadership to keep pushing, “work on this nasty problem”.
VR really hammers home how much Star Wars and videogames love each other because lightsabers that cut through anything are the nicest VR/Kinect swords that could be
how is it 2019 and we still havent ‘solved’ killing orcs? its gonna be 2030 and this same person is gonna be like WELL THE FEEDBACK FOR WHEN YOUR CRUSH THROUGH THEIR SKULL ISNT AS SATSIFYING AS SLICING THEM IN HALF VIA THEIR TORSO. skull crushing has to be solved because people want to do it! we brought in consultants from cold steel to make sure that when you kill an orc IT FEELS RIGHT. we know how important the ergonomics or murder are!
the best worldbuilding in lord of the rings was when frodo, samwise, merry and pippin inserted a sword into a new orc every 5 seconds for 6 hours (8 in the director’s cut)
it’s actually fine if you just don’t handle it
at least to me, like I don’t care enough about replicating whatever internal consistency that exists within a game if that requires you to handle those cases
because a game that requires you to handle all that is too big to not also have a bunch of weird abstractions or shortcuts around a hundred other things you’d question about the “”"“immersion”""" of the game world you’re in
that’s like, the number one lesson I’ve learned from this project and AAA in general
it’s a “problem” only if the terms that are laid out for the player require total immersion and not interesting frictions between space and abstractions of such
