Games You Played Today: 358 Threads Over 2

In the age of Wholesome Games, Start-to-Love is the new Start-to-Crate

22 Likes

It solidified how I thought about NPC dialogue. It’s clear that the text is written by someone used to working in interactive fiction, and the team thought, why not apply technically-skilled prose to a Zelda-like? Good + good = more good?

But it’s so clear that when a game embodies the player and the pace is normally structured around walking, running, jumping, climbing, hoverbiking, it’s too much of a context shift to briefly nod at an NPC and get 5, 6, 10 dense paragraphs. It doesn’t respect the player’s mindset or the rest of the experience.

The amount of detail is also really strange to my relationship to the player character. The weight of Zelda expectations prep me to expect a half-inhabited body – a character capable of acting, but who I’m responsible for reacting and contemplating. Sable’s anonymous, masked character reinforces this expectation. It’s my comfort spot in games: to exist, subtly. But the dialogue insists on an intimacy and a personality for the main character, my character, that fights against the presentation, and pulls it away from me. If this character has already existed in the world I need more of the experience to reflect their relationship to me.

17 Likes

Action games should have as much dialogue as silent films.

6 Likes

Counter Point: Dog Days

2 Likes

That’s a movie

rpg where every enemy in every random encounter says ā€œi love youā€ right before you kill them

14 Likes

Basically Undertale

7 Likes

But while I’m not shitposting let me talk about Indiana Jones and the Fate of Atlantis. I didn’t particularly care for it enough to keep playing for more than about 20-30 minutes. But, I will say the opening credit sequence is pretty funny.

Back to Psychonauts 2. It is comforting to see these weirdos again after so many years.

2 Likes

Let me think, for me I guess I’m tired of that business form ā€˜indie game’, you know, beautiful lovely pixels, shiny colors, boring story on damsel in distress, metroidvania, and enemy farming with boring loot. I wish I could play something more creator’s fetish game, so a high-heels-latex-swimsuit-model doing parkour on a void space, running on wall, jumping between on whales doing gymnastics acting, if it not so terrible on control, then I will be love it.

Man, I really miss Oni on PC.

11 Likes

As I’ve noted elsewhere twice now, for me this is forever the ā€œparkour on a whaleā€ game.

23 Likes

ā€œThey did parkour on a whaleā€ is the new ā€œsurgery on a grapeā€

14 Likes

I think I can only enjoy a ā€˜fetish product’ game if there’s enough care put into the mechanics that the whole truly represents a personal vision. There’s a higher bar to cross the exploitation threshold on Steam and with sloppy, poor action it comes off as cloying and desperate rather than personal – it’s hard for me to imagine this represents anyone’s ideal of movement.

1 Like

I still haven’t played it, so I’m reserving judgement.

but then, this is a higher standard than I’d apply to some dirt-cheap pre-video exploitation film. Is that unfair? Yeah!

I don’t think it’s anything more than the patina of time-travel that old sleaze offers. If I think about unlicensed Famicom Disk System eroge, it doesn’t feel quite as distasteful to me (but, like modern games, the repetition and mastery a game demands makes it way less enticing than giving a bad cheap movie a couple hours).

2 Likes

i mean… i get it. i’m not arguing for more pixel games lol. i just don’t think that particular game felt that great or inspired to play at all. it did feel someone’s weird demoscene fever dream/passion project though, i’ll give them that.

2 Likes

Reminds me of I’m very deeply love to play The Hong Kong Massacre without using bullet time. Hotline miami is perfect, but I love this more. Runfa zhou caught me.

3 Likes

played like an hour or so of wrought flesh now that it’s finally out, i wanna play more but im liking it a lot so far. it has tribes style skiing as the main navigation mechanic and enemy ai will actually jump around and dodge and stuff unlike a lot of new lo fi shooters so it forces u into this really cool aerial combat dance that calls on the same mechanical literacy as like, quake multiplayer or something. ive been having a lot of fun just jumping around and getting into random fice… i’m generally not someone whos squeamish about gross monsters at all and find a lot of them pretty cute but some of the enemy designs in this i genuinely do not want near me lol, take that as you will but i feel like this game nails it’s aesthetic goals pretty hard. it’s not as heavy on rpg stats/build based elements as i thought, it’s more about like finding modular upgrades that push u in a clear direction and stacking them which for what i assume is a 3-5 hour game seems like a nice way to give it a kind of dynamic cycle? obvs i need to see it bear itself out more to see what its really doing but i think moment to moment it’s very sick and vivid.

have u seen the hong kong massacre devs’ latest game, it looks absolutely nuts. im extremely into the huge saturation of particles and smoke and muzzle flash all over the screen
https://twitter.com/vreskigames/status/1453796018290634755

10 Likes

This video is pornography

5 Likes

feel like hyper-simulationist action games definitely have room to run once people finally start shipping stuff that requires current generation hardware (which is going to be, like, 2023 at the earliest)

3 Likes