Games You Played Today Classic Mini

Yeah, spacing is basically non-existent; player and enemy attack distances are extremely broad, and a different anim will be selected based on how far the attack target is, and they’ll just slide to make up any distance in between. Really bad implementations will have differently-timed attacks, but smarter devs keep all the player attack anims roughly the same duration so you have more consistent rhythm.

An implication of this combat style is that you can’t really support more than one player weapon, because a) timing and spacing aren’t variables that you have to play with, and b) you’re developing grosses of anims for the player’s one weapon, rather than the 20-30 for a Souls-style weapon. Any time you have unique anims for ‘from behind’, ‘from side’, ‘from front’ you are looking at drastically reducing the player weapon count (this is a main reason why Sekiro only has one weapon: they added all these stealth attacks and it’s unfeasible to support more than one set of these anims. Another thing they could have done is run all stealth attacks from something like a dagger, so they could swap the main weapon (note how Shadow of Mordor carries a broken sword-dagger so they had the option to swap (they didn’t use that option)).

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I finally (the better part of a year later) finished the Hazelnut Bastille demo. It’s maybe more interesting than I thought!

What felt like sloppiness in the combat seems to actually be a deliberate decision to focus on quick movement and deliberate attacks. Sword stabs are still NES slow, but there’s a sprint button. The encounter design in the demo is pretty meh, so I don’t know how well it’ll work overall, but it’s not just a bad LttP.

The obligatory Zelda block puzzles are also dramatically better than the originals. I mean, they still are what they are, but they mostly require some level of spatial reasoning and creativity. It definitely feels like the developers are trying to do something at least a little beyond pure nostalgia mongering.

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Media Molecule’s Dreams feels like browsing something like Newgrounds, flying around Second Life, or wandering through Playstation Home. It is one of those things that’s going to brush up against people’s preconceptions of something being called a “game” or being viewed as a “game” creation tool, when it really feels more like playing with a Macromedia Flash editor back in the day.

And by that I mean it is wonderful. I haven’t messed around with creation at all because that’s going to take a while but it’s been pleasing to just sit back and look around the various mini games to play, mini worlds you just walk around and look at, art pieces to view, and animations to watch. It is peak hangoutitude.

I particularly like this one dream where you walk up to a window, press triangle to Drink Absinthe, and then watch the view outside your window turn into a recreation of van Gogh’s Starry Night. But there’s a lot of wild, wild stuff out there. It’ll be interesting to see just how much these dreams develop as people learn from each other and create more complex things.

There are also built in game/art Jams where people just make things based on a theme. Right now it’s themed around Spring so there’s a lot of levels of forests with flowers, or 3D artwork of birds perched on branches looking at the sun, or 3D models of frogs.

One super cool thing is that it seems you can pull elements out of someone’s Dream, such as the level, a model, or a sound, to study how it was made or use it in your own creations. You can also explore the history of each of these elements, seeing who originally created it, view all the iterations of its creation, see comments people have written about the thing, and see all of the other Dreams people have used it in.

It’s like a media creation tool, and a media player, a community site, and an asset store all in one.

From what I understand the $30 Dreams Early Access that’s up for download on PSN right now will also get you the final game once it comes out (which I imagine will be the full $60) so if you’re at all curious it’s not a bad thing to check out (the PlayStation Blog faq claims there’s a limit to how many people can get the Early Access). I imagine this is being used to get more feedback from a larger pool of players and also to generate a lot of content for people to play once the game final game is out and tons of casual people hop in to check it out.

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Oh actually, speaking of Playstation Home.

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I’m really excited about Dreams and what people will do with it and haven’t got it yet but will but really my only complaint is why does everything have to look fluffy and feathery.

I never did like LBP at all but I love the look of this

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I did a bit better in the next Yakuza Kiwami chapter the funeral until the boss beat me up for a while. I did as someone elsewhere told me and used my early upgrades on unlocking heat moves which helped. The boss there was tough as as far as I can gather you can’t actually block his attacks and I somehow missed the whole detail about the tired glowy stance meaning they are recovering health and it can only be interrupted by doing a special move of the same color so you had better keep a full meter of that at all times. I gotta go look at all the upgrades next time to see if there is one that makes filling the meter easier (or better yet makes it so that getting hit doesn’t drain it quite as fast) as on first blush that system feels like a bit of a jerk. “Oops you got hit right before he decided to recharge, go punch him and hope you can refill said meter in time before he refills half his health” is… rough.

I assume that’s the default look to give the game a defined personality and make it recognizable at a glance. It probably also helps punch up the mundane stuff most people will make, giving them a bit more life. But there’s stuff out there that isn’t soft or feathery though so I imagine there’s customization to the general tone of your visuals if you want it.

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Dreams is rad. There’s a lot of wonderful stuff people are whipping up.

Then ya got stuff like this, which, well! It’s still neat!

I haven’t had a chance to watch it just yet, but Giant Bomb did a video with some folks from MM to show off some of the sculpting and scripting stuff.

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Don’t worry, people have already used it to recreate Silent Hill PT.

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Someone made the opening area to Silent Hill 2, too.

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I know the physics of LBP was also one of it’s biggest issues, but I’ve seen a couple of videos of levels people have made with what looks like real solid game feel. I was trying to find one really nice and polished one with wall jumping and sliding that I can’t find anymore (maybe it was in the Giant Bomb video?) but I stumbled on this one and dang, I love the look of it.

Like, the argument that always comes up with stuff like this is “why don’t you just learn to make a real game using actual PC software instead of spending so much time on this limited toolset,” but I feel like there’s something to be said about the medium of this being a video game for your PS4 tha eases people’s apprehensions about jumping in and messing around with creation tools. Maybe it lowers your expectations so you get wowed easier by it and feel like you accomplished something, or maybe it’s the familiarity provided by the PS4 controller that “gamifies” the act of creation just due to your control method. But I think stuff like this is really great. And Dreams seems like it does a great job of lowering the friction involved with seeing something, playing it yourself, and then copying it to see how it was made.

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Let’s take it farther: Software like this gets so fully featured, why not let users build standalone applications and sell them or otherwise distribute them outside the software maintaining full rights of whatever they create?

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I was literally just reading a Twitter thread about this, with some input from Media Molecule. I have no idea how to use twitter, but I think it starts with this thread https://twitter.com/CasualEffects/status/1123225870414635008. The response by @mmalex gets cut off so then I had to click their second post there to see the rest of their comment.

Edit: I recall RPG Maker is coming out on Switch. I wonder if that has any exporting options, at least to PC as there seem to be a lot of RPG Maker games on Steam.

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It’s almost like an intuitive user interface that makes immediate sense is a really big deal

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From the 3DS version:

Good project idea: pouring through old PSX RPG maker games uploaded through dexdrive

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That’s still gated though a dedicated “game” you have to download and play though, right? I thought we were looking more for games able to be distributed as individual applications independent from their “game makers”. Maybe that’s nigh impossible for console based game makers though.

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I think it depends a lot on what console holders allow, and the software developers feel like implementing. There’s not really any technical reason consoles couldn’t support that, they just don’t.

i think the most interesting thing about dreams is that, unless i am mistaken, everything anyone creates can be used by anyone else no matter what.

they could still allow asset/code export to some more universal formats, to share and even as a way to outsource archival for the inevitable closure of the service at some point in the future, and give some kind of “you figure out the legal stuff if you do this” kinda disclaimer, i guess though

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