Games You Played Today Classic Mini

The 6 one is pretty accurate to the real one, except that the stuff on the outside isn’t stacked as high as the real one, and there is no downstairs level (which is groceries and even more claustrophobia inducing and make you realize “man, they do not give a shit about fire safety” even more). Also not enough Godzilla merch, since it is one Godzilla Avenue, but that is understandable.

Jeez, why? EXP so doesn’t matter in these games, and I don’t think I have ever totally maxed the stats in any of them, or at least not until the very end of the game.

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it matters if you want to maximize the enjoyment from combat.

We have different definitions of maximizing enjoyment.

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I wonder if you hold the analog stick slightly down when you turn the controller on if that would help. I used to do that on my n64 controller for some reason, just to fuck around I think

it’s not like the games are difficult but even in these random battles are random battles, even if punching people is way more satisfying than selecting things from a menu it’s still the constant feeling of interruption. I want it as trivialized or removed as much as possible.

That was real exciting when somebody here recently mentioned there were only a couple fights in shenmue, I didn’t know that and I’m looking forward to that now.

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Fair enough. I mean, you can just play on easy to make most of the fights trivial. They should let you get the “avoid random battles” items earlier in these games though, definitely.

I do appreciate that the later games in the series made running from battles a viable option. In the first few games, you couldn’t see random dudes wandering the city, so it was just basically RPG random encounters and that was annoying as heck.

And yes, you will enjoy Shenmue’s relative lack of fighting (aside from a few big ones that feel appropriately important due to the relative scarcity of other fighting).

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Obduction was free recently on GoG.

I’m sick right now, so I guess an adventure game was on order.

The game runs like dirt. But, its pretty good. I played all night. I was stuck for the past couple of hours. But, I just found a new path. Gonna get some sleep. And then see where it goes.

the fighting at the end of shenmue is fuckin TERRIBLE

10x more so if youre playing the game for its lack of fighting

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no

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im playing through it again for the first time since it came out originally, im really hoping i just sucked because i didnt play action games at the time

Still powering through the DS remaster.

As someone with really bad eyesight, I can’t say enough about how the higher res and generally better visibility have improved my experience. For instance, at the bottom of the Great Hollow, on the first floor with the curse frogs, there are a couple of holes that I used to constantly fall through, which would lead to a) fall damage and b) getting swarmed by the aforementioned curse frogs. I was fucking terrified of that area. Now, I can actually see those holes from aways off and have no problems making mincemeat out of those annoying god-damned animals.

Anywho, just put Nito out of his misery after a few unsuccessful attempts, until I finally remembered, duh, use a divine weapon to kill the skeleton crew and then Nito is a pushover .

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This is fascinating. I wanna play GTA IV or The Last Guardian in an MRI machine because when the controls go awry it feels physiologically bad in the same way that lost tracking in VR does.

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I believe I know what you’re talking about – characters take an age to respond to input, movement speed and response is inconsistent based on whether physical obstacles and moving limbs around, the general possibility of tripping and falling causes one to doubt all stability. It’s not great!

Ubisoft, while better, is still rather mediocre along input delay and responsiveness axes, slaved as they are to mocap animations (turning around from standstill is a common test I use to look at ability to navigate small and interior spaces, and modern animation systems make the animations drive the movement, rather than older systems where movement is calculated and animation is slaved to it).

My feel is that the high level of consistency that Rockstar (and Ico Team, that’s a good call as they use very similar player character physically-simulated systems) gives it a plausible sluggishness, while the Ubisoft model has to break frequently, as it can’t quickly blend to an appropriate animation for hit reactions and changes.

So it’s: simulation and sluggishness, versus smoothness and inconsistency.

While I prefer quick response, I wonder if I inured myself to sluggish response by playing too many 15fps N64 games. Or the decade past trying to run games not designed for the computers I had.

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see, idk, banjo-tooie on a CRT is still way more responsive than any asscreed i’ve ever played

(as an aside i really like the way cars handle in GTA IV)

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Heh, that’d be an interesting test. 15fps = 66ms frame times, so probably ~120ms response? And modern games with wireless controllers are, what, 60-130ms response? 60-80 is commonly seen as ‘good’, 100+ is seen as ‘sluggish’. I think Killzone 2 was notoriously around 150ms.

The recent Tomb Raider games are outrageous, something like 200ms+ response, and it’s barely commented-on.

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Hmm how would you apply these to From’s action games and/or Monster Hunter, where the movement is smooth but actions are sluggish commitments? I think I’d separate movement from action, and simulationist movement is the thing that feels like a vestibular disruption.

But otherwise, yes, this totally explains why I love Titanfall to my bones (inner ear, mostly). I’m intensely curious how Fallen Order will feel given it’s Respawn’s first third-person game.

I think the movement is the key especially here. It’s bizarre that Mario 64 chugging along feels better than a totally smooth 3D actionthing.

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‘High-commitment’ action games are disjunctive, as they can be completely responsive until the player initiates an action, at which point input is locked-out. So if the player is aware of the game mechanics and timing, they can retain their mental model sync with their character – I think Monster Hunter’s world-class animations really help sell that you can’t do anything but keep lifting that enormous sword, and let you know when you’re done.

But for a player who hasn’t yet learned the timing, or operates on a different thought-speed than their character design, it’s infuriating. Descriptions I’ve heard from people are that it feels like ‘taking turns’ controlling their character.

Personally, I think slowly and deliberately enough that I appreciate the long input->action->release cadence; I’m heavily feedback driven, so I like to wait to press the next attack until I get feedback confirmation on my last attack. I know people who like to press the next attack input before hits and they find this style unmanageable.

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Yes! Ah, thank you. I had this inchoate feeling that Titanfall “feels like” VR and it’s this. Totally synced the whole time. Especially the first-person embark and finisher animations in Titanfall 1 - I was disappointed when they removed them in 2.

This also interplays with the simulation of a body that makes or breaks the feel of an FPS for me. Bungie and Infinity Ward/Respawn are among the best at this.

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I couldn’t tell you why Titanfall induces that feeling when other body-sim first-person games look wonky (Thief and its descendants’ use of bobble-run), not having had to break them down enough to do first-person myself.

That phrase (and I don’t know where I nabbed it from or if it’s original cloth) gets a lot of play when talking about the limitations of Kinect and VR, when the character should stop due to game objects, but there’s no blocking the player’s movement, well, the player’s body will get out of sync and the absolute positioning that Kinect & VR promise is impossible without breaking physics.

And I think that’s analogous to the fact that buttons can be pushed on a controller way faster than a game character can react to them, so you need to figure out how to ignore them.

I’ve never not had huge problems figuring out how to indicate that a button press failed due to resources; it usually seems effortless but in building something it always sticks out as nonfunctional and buggy-feeling.

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Honestly noclip would probably help me a lot IRL too.

I definitely appreciate that making responsiveness gel with contemporary visual fidelity is a huge hurdle and I have no problem turning everything down to avoid hiccups.

I gotta think about the poor body-sim first-person stuff, because you’re totally right that not every attempt works - DICE stuff is great in theory but doesn’t work for me in the same way. (Just remembered - Starbreeze/Machinegames also great at it for me.)