I liked the hard threshold in Mario 3d World. In that one you ran at a fixed velocity, and then if you ran for ~3 consecutive seconds then your velocity suddenly increased to a higher fixed velocity, the transition announced with a cartoon puff of dust. It doesn’t make any physical sense but it introduced a puzzle-y aspect to some of the platforming, particularly how and where to gain enough speed to jump the gap to the flagpole.
It felt really good in Nier: Automata, too. 3D character games are toying around with dropping sprint and run buttons to reduce held buttons for accessibility (I’m sorry Mario, I love your run button too) and I think this is a lovely little friction to replace it.
the way you move in automata is one of my favorite things about it. i really like when movement is a big part of a game - it’s basically the only part of like, death stranding i care about for example - and feels good, or at the very least, something i need to be conscious of without becoming annoying which is why historically I have a bad track record with modern rockstar games
i think the tightness and lack of friction in HK work where they wouldn’t in a more dedicated platformer like Celeste because HK has different priorities, it’s also heavily about combat and combing each screen to find secrets. It’s a game that benefits from that precision, you want to be able to stop on a dime.
That said, the sequel has you playing as Hornet and i hope they embrace that by giving you more dynamic movement (like grappling around with her needle and thread)
remember to post about your ocs in the soul calibur 6 ocs thread
Ape Out is fucking great and mercifully short, highly recommended
It’s Hotline Miami if it forced you to improvise rather than memorize.
Tired of looking at Bad Pandemic Screen (studying the impact of the pandemic on my company)
Can’t wait to get home and look at Good Pandemic Screen (playing Pathologic 2)
Except that from Monday on I have to stay home remote working until further notice because of the pandemic
Remembering when I used to play video games.
beat the boss that was giving me trouble in mmz, but not like, in a cool way
best thing about mmz is how every boss has a unique death animation when you finish them with the saber
oh yeah its awesome and super satisfying
it is so good!
just finished a ranking normal mode
which boss were you stuck on?
is the 3d effect of games in this style intentional? or am i supposed to be reading it like flat lines of sight?
anubis guy
I played several more hours of Prey before deciding to hang it up. I like a lot of what it does and the plot does do some stuff I didn’t expect which was nice but I was also hitting the point where I felt like I’d wrung most of the novelty out of it.
This game gives you a lot of toys but so many of them seem highly situational and inefficient compared to just wading into a room with a shotty but maybe that’s just me being a meathead.
I played Wario’s Woods for the first time the other night because of this post. It’s a good game, and was apparently the very last licensed NES game in the U.S.
What I didn’t remember from this post was the list of things you can do, so I kept being surprised by the discovery of additional mechanics as I went along.
Also, I played A Way Out today. I played the whole game through in one sitting online with a friend. (The second player does not need to own a copy of the game to play it.)
I like the way the story takes itself seriously but the developers don’t. I was impressed at how many different types of gameplay that they included.
I think that Brothers had mixed reviews, but I liked that one as well and this one did a lot more with similar concepts. (When I say reviews I guess I mean opinions on Select Button because it looks like that game actually had a lot of praise. And maybe I am misremembering what people here said about it.)