games you played today 12 times the fun and the excitement!

I didn’t really post much about playing avowed because of the boycott but recently I decided to stop playing it. Besides the obvious, while there’s stuff I liked moment to moment I think the way the equipment upgrades work is kinda annoying (which they’ve slowly been addressing in patches reinforcing my decision lol) and it doesn’t really give me anything I wanted out of another pillars game. Cosmologically I feel like parts of it are retreading pillars 1 and it doesn’t really address what happened in pillars 2 besides vague mentions. It’s cool seeing poe stuff in 3d but the living lands is one of those things that sounds cooler in a book a la cyrodiil than it is when you see it in unreal engine lol.

I also got stuck in a position where the combat was pathetically easy on hard but my companions were instantly dying on path of the damned. After a while it became clear the skill tree was largely superfluous damage upgrades and that stats didn’t matter either once you get to the level where you can craft the +6 to all stats food item clearly designed to let you skip all stat checks. Which to be fair im not opposed to this because I think that’s awesome but at that point who cares about stat checks then, just give me more roleplaying dialogue options. They started fixing the garbage loot and stuff already but god could it kill someone to stop forcing obsidian to make and ship these games on the cheap. I mean good lord half the unique items had placeholder, useless carry capacity+ stats on them until the third or fourth patch. Months after launch!

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yeah, largely agree with that, but in spite of myself I was still largely happy with it (as a huge POE2 fan) because it reminded me just how baseline smart and engrossing their colonial narratives are and it has me looking forward to Outer Worlds 2 (even though I put down the original after like 90 minutes because I thought it played like shit and was too precious) because their games move so much better now.

it’s a very weird game because it has good movement, good writing, nice visual design, and its only downside is that every single perceptible system in the game sucks or is boring. historically bizarre within this genre in particular. but I still think that’s kind of better than when obsidian games had good systems but shitty everything else.

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i could see it being exciting for the “this game is boring” crowd that didn’t play the first two but honestly despite going oh cool when some lore thing popped up it’s highly annoying to me that they decided it would be too much to actually include cool and interesting pillars stuff like chanters and ciphers (I mean you can fight some enemy chanters but it’s not like they come across as anything but enemy buff bots)

i did like the verticality of the level design even though it quickly becomes an excuse to force you to platform to pick up what might as well be oblivion leveled loot

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yeah I am a huge sucker for any and all verticality in level design, I really think they hit it out of the park there

also I think I’ve said this too many times but it does help that it came out at the same time as KCD2 which has such incredible systems design that you kind of appreciate that obsidian went so arcadey in comparison

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they didn’t go arcadey enough there’s so much shit that’s just like ok but why bother. carry capacity is one of the only reasons to take might but it only applies to weapons and half your armor which means it is functionally a non factor. just get rid of it! you can have dozens and dozens of health and mana potions before even leaving the first zone. just put them on a fuckin cooldown

every companion ability that needs a target is so particular and you get less hotbar slots on controller to the point I wish they just did all that shit themselves. I only ever found myself using giattas haste ability and kais invincibility shield because I effortlessly did so much dps taking damage skills they were basically just there as distractions anyway. almost every build choice you can make in that game is like “why bother”

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Thanks for all the posts @ellaguro !!

We just did a little hang out run through ourselves it was largely disheartening to be honest. I made @boojiboy7 play various things but let himself feel if he has any energy to share. I tried two platforming sicko games Big Hops and Rufus (or whatever) and the riverside. Both od them had mechanics that I was immediately abrasive of. Rufus looks absolutely fantastic outside of the main character. Big Hops was a series of gorges. Both of them were less about platforming than puzzle “solving”.

Asura The Blaster was a Space Harrier clone and it really wanted to show it was a clone by just cloning the first stage. I’ll try it again it was the end of our session so I was maybe tired and jaded by then.

There was some liminal space photography game with a fantastic PS1 aesthetic that also wanted to be a video game and that made all of us mad. I really liked how it looked.

Everything today made me feel bitter. That games have to have OBJECTIVES and “teaching moments” but not like…be fun or interesting. They’d studied youtube or game design essays but not just stepped back and go “is it fun for my frog to be in the bottom of a hole and climb gray rocks to get out?” And “just have characters talk and talk and talk and talk?” Hades sold a lot of copies!!!

I’m seeing Mario 64 moveset in a lot more games and yet…why? Wind Waker inspired music.

Again I think this is mostly me being old and I should just shut up and play my old games and not be mean to new games.

That said no more games “inspired” by “the 16-bit RPGs we all love” ever again.

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i only ever play games i’m anticipating having some decent amount of interest in for this reason. i don’t try and play random things hoping they’ll be good or i’ll like them, because i can imagine that having a very low hit rate. there’s just too much shit out there to be annoyed or disappointed by lol that i actively try and avoid having that experience. related, but it’s also why i don’t make any effort to go out of my way to watch popular streaming shows or listen to mainstream pop music unless i have some very specific interest in a particular thing.

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the writing is actually what pushed me to stop playing, specifically how the companions are written to shove in little whedon-esque quips that undercut every single conversation you have with anyone else. especially that dwarf where every line out of his gob was “let me get this straight, you want us to go into a dungeon? that’s dumb” but with a brandon sanderson doorstopper fantasy gloss

PoE is already a pretty generic setting with that 90s fantasy heartbreaker vibe (one good idea buried under a heap of half-digested dnd nostalgia schlock) so making a marvel movie version of that was guaranteed to annoy me to no end

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Gave it a shot tonight and had a good time! For what is ultimately just a brief platformer it does a good job tossing things out there to keep you wrong footed, when it started with your likely second jump sending you endlessly up towards the heavens having to dodge things rather than back down to earth I had a feeling me and it were gonna get along just fine.

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the dwarf was the worst. he hated everything I just wanted him to shut up, but I loved giatta and Kai, didn’t get a soy feeling from them and asked them for their opinions constantly in convos. fucking hated the joyless little dwarf though he reminded me of a gemstone player who complained about the game but played every day like WHY ARE YOU HERE JUST GO HOME

if Kai didn’t have his gay little sidequest I would have quit way sooner. glad I pirated it. the crafting sucks too much ass

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Giatta is funny too because her healing and haste abilities are 1000x more useful than anything the dwarf has across his entire kit. I feel like the companions role in combat needed to be thought out more or something I just don’t get what they were going for. That’s like the problem with the entire game. What were you guys going for here.

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kai was grown from a lab culture extracted from mass effect so that the ME fans would have a bro they could bro out with, but still way too quippy for me

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I think it all depends on the evening. We went in tonight maybe last minute. I hoped to have a good time with the games and they were just video games. A lot of times we go in to be Haters and have a good time (usually with an RPG.)

I think there was nothing to really hate on any of these games. Just light abrasions to wear us down.

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You gotta dive into stuff that can’t even afford to be on steam and find a publisher. Grab one a game from one of those itch charity bundles and at least feel the magic of enthusiastic amateur work.

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:grimacing:

I have a lot more than that

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It seems like the whole game was rebuilt in too short a time after their initial direction for Avowed didn’t pan out. Granted, I don’t think a hybrid of Skyrim and Destiny could ever have been good, but this game definitely has the feel of the developers polishing up and assembling the scraps of a much more ambitious project into something that is plausibly best-practices AAA game shaped

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BLAKE STONE PLANET STRIKE

Basically a 20 level expansion for the original game, everyone says this is worse… and they’re right!

One of the biggest problems is the new map. The little rotating one in the HUD sure looks cute, but there is no longer a large one to check when wandering around which makes navigating MUCH more tedious, with it being easy to get lost or forget where a locked door was. Why would you take out the most useful part of your game?!

You can also zoom in on the mini map and look for secrets that way, which is a neat idea but this function uses up a resource… so if you run out, get ready for good ol’ wall humping!

And then there are other new features, some good, some whatever, most bad. Animations and action is a little bit snappier which is good (I think the engine was tweaked a bit). There are some new weapons but nothing particularly exciting.

Instead of finding the red key to exit a level in this one, you have to find a bomb and then destroy a security system in each level, which makes things feel a little more exciting than just key hunting even though it’s essentially the same thing.

There are lots of new enemies (though quite a few are bosses from the first game turned into standard enemies), with them all being monsters… no humans this time around.

… only their dead bodies, sometimes in what appear to be mass executions, which suggests the villain succeeded in making a mutant army and wiped out remaining humans, but the game works against this by still having human scientists wandering about as in the first game. Should have replaced them with robots you try to “hack” or something.

And don’t get too excited, that’s as cool as the story-telling gets in this game. The actual story is just finishing off the villain who got away at the end of the last game.

Anyway, one of the more annoying enemies are invisible ones (they look like shadows), who are incredibly hard to see when you have the new “lighting” system enabled which basically just reduces the draw distance to a few feet. They aren’t as bad if you turn that “feature” off (and you should), but they’re still annoying.

Enemy encounters can be more interesting in this one, as the game uses triggers to alert enemies or warp them in. So you may be walking down a corridor, and all of a sudden an enemy around the next corner is alerted and pops out to attack. As mentioned, enemies can warp in but there is no animation or even a warning sound, they just suddenly appear behind you.

Oh, sometimes you’ll trigger doors instead and a bunch of enemies will storm in… sometimes you have to kill a certain enemy before a barrier will raise, too.

So all in all, it feels like they were trying to make combat more exciting, but sadly these mechanics aren’t used enough nor in interesting enough ways… which brings me to the biggest problem with this game.

The level design ssuuccckksss. It’s so, SO boring! Just lazy, samey looking rooms and corridors with very few interesting moments. Like the first game, each level has a name telling you where it is, and in the original the levels often vaguely/abstractly felt like those places, but that’s rarely the case here.

There is no sense of place, or any sense of imagination. Just boring, lazy layouts. The single stand-out was level 9, which felt most like a level from the first game. I mean, they didn’t HAVE to have a sense of place, just be interesting to explore. Oh, and the mechanics from the first game like one-way doors and switches are barely used here which contributes to everything feeling samey and boring… this makes the lack of a full map even more frustrating.

So, to summerise:

  • New useless map
  • New annoying features
  • New features that aren’t utilised enough in interesting ways
  • Boring as hell level design

I managed to soft-lock the game at one point too, so that was cool.

At least it’s short!

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Joining @Rudie in saying thanks for the huge write-up!! I now have a tonne of things to check out!

Probably worth mentioning as well that Danchi Days seems to be directly inspired by a 2002 Japan-only GBA game called Sakura Momoko no Ukiuki Carnival that I actually found out about from a blog Melos himself wrote about it. He even went so far as to translate an interview with the lead planner/director (older sister of Sakura Momoko, who did some art for the game) who was basically completely new to working on games and I think hasn’t worked on anything game-related since… Would recommend giving it a read, the gba game seems real interesting!

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I started playing Binary Domain and it’s been interesting to go from Evil Within to Vanquish to this, it really underlines how important the feeling of movement is. Evil Within felt punchdrunk or like you were moving underwater, Vanquish had a nicely tactile sense of momentum, and then Binary Domain feels like you’re made of paper-machie and are sort of gliding along the ground. This is the floatiest game I’ve played in a while. It starts to feel better when you use the cover mechanics but even then things will happen like you’ll shimmy along a wall and effortlessly push the AI companion next to you out of cover as if they’re a piece on a chessboard.

Very early in but it’s also funny to have an immediate contrast with Vanquish, where every friendly NPC was near-infinite respawn cannon fodder/set dressing and my results screen had something like 170 of them KIA, to Binary Domain which wants you to buy into battle buddies as indispensable characters as much as possible. I chose the two girls for my squad because sniper & shotgunner felt most complimentary to assault rifle player character and the game chastised me for being prurient.

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Big Bo, my dawg for life

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