Final Fantasy IX is a pretty great Final Fantasy. That is all.
Definitely take breaks when you feel pain, and learn and regularly do hand stretches. Never play through the pain.
Thanks, youâre totally right and I think I learnt the hard way. I should know better since the last game to do this to me was Sin and Punishment 2 about 10 years ago.
Pain means stop (like actually fucking stop).
Will likely never happen, but I really wish Project+ had the Melee rollback implementation.
Itâs basically Melee with a much larger viable cast and slightly easier tech skill. Played it (or itâs predecessor) a couple days a week for years with a buddy.
i always forget this thread is like the major artery of the forumâs lifeblood, just went through like 300 posts that had accumulated since the last time i opened it.
anyway i finally started playing dragonâs dogma. it is depressing for me to be reminded that for some reason i canât play 3d games for more than like 40 minutes at a time without getting world-rending nausea that lasts several hours. what have i become. i assume i will get used to it eventually because i somehow managed to play through all of that spider-man game but for now i have to take it in very small doses.
so the game itself is cool. i think i understand why it is so popular here even though i have barely scratched the surface of the game (just designed my main pawn and fought the giant multiheaded snake beast). not all SBeloved games are like this, but there is a particular Forum Itch that is only scratched by japanese games that combine vaguely contemporary graphical sensibilities with unrepentant Video Game concepts ripped straight from the era where there was no need to narratively justify why you would find complete, piping hot turkey dinners in garbage cans and within brick walls.
the parts of this that are less appealing to me all seem to be moving within the trend of âwhat if we made a single player mmorpgâ that seems to be kind of captivating jrpg developers lately. i think i can roll with this for the most part but i canât shake the feeling that all of these games (ffxv, this, probably other stuff idk) seem to be designed for a scenario in which some degree of lag is unavoidable, so all of your movements and actions have this kind of âeh, close enoughâ feel rather than the sensation of precision you get from more action-oriented games.
whenever i try to talk about games on here i always end up sounding like i donât like anything, but i am actually enjoying this. i think the heavily affected olde medeaeveal style dialougues, ser, are really the most enjoyable aspect of it for me so far.
animation-driven movement, the modern norm, as opposed to the classic style of character-driven movement, where the animation looks at how the character is moving and tries to fit an animation onto it. With character-driven movement you get crisp response but itâs very hard to increase fidelity to remove instant spins and foot sliding.
sensible people counter with, videogames always will and always should look stupid
with dragonâs dogma I feel like the weird juxtaposition of fidelity with how dumb it is to expect such fidelity in an action game like this is the entire game and thatâs what I like so much about it - it takes the dichotomy between fidelity and crispness that @BustedAstromech mentions and tries to do both and totally fails and fails inconsistently, where some actions are super crisp and some are the floppiest things youâll ever do but the game has fun doing it
like, the game takes this:
and literally tries to justify it? or at the very least abstract the concept in an attempt to explain things - killing animals and other critters will drop hunks of meat, which when consumed will refill your stamina bar so theyâre nice to have at the time, but the game then goes a step further and models the meat GOING BAD IN YOUR INVENTORY, to the point where if you eat a piece of rotten meat it will refill your stamina and also poison you? and all of this effort is for a system that is totally circumvented by just buying a bunch of mushrooms or stocking on the potions that refill health and stamina or getting the potion that prevents your stamina from draining for a period of time
itâs not just âvideo games should and will always look stupid,â itâs âwe will unintentionally prove your hypothesis by pursuing fidelity in systems that you would never think to do so in, and it will still be fun somehowâ
itâs very funny
the simulationism in the inventory bothers me; I donât get much out of climbing monsters compared to how expensive it must have been (but I sure love tossing villagers around)
but I canât beat the 4 times I had a perilous, multi-day journey into unknown lands that stretched my party to the breaking point and the black-dark nights and griffon ambushes and bandit forts and unparalleled sense of journey
Yeah I think this is what Iâm finding really fascinating about it so far too. Like the areas where you can tell they have really spent a lot of time thinking about seem very⌠handcrafted in a way a lot of games donât? Itâs not just striving for verisimilitude, but being very deliberate about what elements to simulate for the sake of changing the overall experience and what places to just be like âI donât know, itâs a video game, what else do you want from us.â
I think this is something all games do to a certain extent, but with DD it just feels like theyâre more willing to forego conventions and do their own thing. Itâs cool.
itâs great because it will do all of the simulation within the inventory but somehow it still retains the old-school sensibilities of âif I hit the inventory button a millisecond before I am hit with a fatal blow from an enemy, I can refill my health and live through the attackâ
Honestly Iâd love to see a game actually represent the instantaneous ingestion of 12 hunks of meat in the space between hits from an enemy. Image somewhat related:
gah! healing in inventory time, thatâs one of my anti-fetishes
like, in how many games do you have to consider canceling the animation of lighting your lantern? somehow light is an important enough concept in this game to require having a lantern everywhere, and they also put in a pretty damn long animation for lighting it, but it can be extinguished in an instant by walking through a waterfall or falling into a puddle of water? so the most efficient way to light your lantern after the fact is to grab the Instant Reset skill that striders/assassins/magick archers/rangers have and use it RIGHT AFTER lighting the lantern from your inventory? I canât think of a game that both has that kind of friction AND gives you the tool to circumvent that friction
itâs bonkers
antife
healing in the inventory is canon in morrowind, specifically referenced in in-game lore
Those incremental steps towards a physically-simulated world are really nice. Itâd be great to see what this team would do after they really took Breath of the Wild to heart
found my ds. returned to strange journey after many, many years
kinda think itâs good, but also donât quite like it? it has a low contrast aesthetic to it that kinda dulls everything, and the soundtrack just keeps hitting the same mood constantly with little variation. thinking about how the 16-bit games have a haunted look to them, and how soul hackers just had this absolutely wild look and feel, and this one is comparatively reined back and Iâm kinda bored
Playing Tomb Raider 3 for the first time since 2001 and loving it.
This game just does not give a fuck about you. Itâs taunting you to play it.
You start the first level by sliding down an unavoidable slope into a spike trap. If you make it to the bottom there is quicksand which will drown you or a river where you will be devoured by piranhas. Pick your poison my friends. The hatred is baked into the very fabric of this sequel. You can honestly feel the crunch time and pent up bitterness of the devs as youâre playing.
playing thief, in the lost city level, sneaking around those dorky elemental mages who literally mutter stuff like âI WILL BURN IN FIRE, BUILD SHELTER FROM THE WINDS, FEEL THE CRACKED EARTHâ etc
i hear one of them complaining about being sneak attacked from around a corner. Peer around and heâs standing with his back to a torch, close enough to take damage, just roasting his own ass.
The Lost City has a really fun and obvious sequence break you can attempt over and over again until you get it right and skip, like, most of the level. I kind of hate that level tho, and I either donât mind or actually really like the rest of the Thief Gold levels. (Thought it was a TG level, but itâs not!) Songs of Caverns is great, Thieves Guild is where I learned to be comfortable in the game.