videogame things you think about a lot (Part 1)

wanna take you for a ride

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how if you play Destiny 2 with a controller, the triggers are analog, mapped ~1:1 to the trigger on the weapon model, and they have different actual firing actuation points on different weapons

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Just about any line of character dialogue from this, at any time

LET’S GO, BUB

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i’ve updated my journal

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her

vibri made a mistake

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“every time my caveman sleeps I can let my thumb rest”

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Surreally bad level design lol

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i do love the idea of pokemon as a stealth efficiency game about trying to navigate an arbitrarily-complex hedge maze while avoiding as many other trainers’ lines of sight as possible

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I think Pokemon speedrunners may already experience it primarily that way

Speedrunning reveals the true nature of a game which was a secret to even its designer

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https://www.filfre.net/2020/09/bullfrog-after-populous/

Pretty good blog post. Somehow, I didn’t know that all those games were associated with Bullfrog nor Molyneux. I guess the publisher must’ve been much more prominently advertised than the dev.

It makes me remember Magic Carpet exists and want to play it again. I was blown away by the dynamic landscape at the time and also the dense fog gave it a memorable sense of mystery

Anyway, the thing I think about a lot is the broken Theme Park strategy I invented as a kid. I just made miniparks with a one-way path to force all visitors into a water-slide. The water-slide had an extremely long snaking path that eventually brought them back near the entrance. The now extremely joyous guests are then funneled by a steakhouse, the most expensive type of shop, empty their entire wallets there, and then funneled to the exit. All other rides and shops are pointless

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Oh yeah! Also mind controlling the entire level in Syndicate by waiting behind corners so enemies get into mind control range before they have an opportunity to shoot me. I end the level with a giant blob of little people milling around my party, making the game lag and also providing a meat shield when they do get an opportunity to shoot me

They don’t make em like that anymore

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it’s that flabbiness specific to old PC games

the stats were plentiful and the balancing was ???

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There was a point in time when, Giants Citizen Kabuto, a relatively popular PC game had a topless female character and I don’t recall it being remarked upon much at the time. It was censored in some versions but the lack of discussion around this at the time is noteworthy. It was a pretty cool game from what I remember since it had 3 very different campaigns, pretty large environments, and some neat weapon and spell ideas.

The Meccaryns and the Reapers are pretty standard humanoid characters, but they enjoy nice detailing. (There’s even a way to make the main Reaper go topless.)

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Nowadays I think a lot about how I never should have made fun of Arino’s poor performances on Game Center CX cuz they had that dude playing Famicom games on a 2003-ish LCD and that thing must have had so much input lag, right.

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i have a very specific memory of playing the end of Wolfenstein 3D Episode 1 Floor 4 as a kid and my friend watching me and singing the song “American Pie”, except i didn’t know what a levee was so i thought she was talking about a school levy (which always, always failed) and just kept repeating the line “took my chevy to the levee but the levy failed”.

Episode 1 of Wolf 3D is kind of weirdly barren in a lot of places, especially on the easiest difficulty that i always played on as a kid which had way less guards, and i remember the ending of Floor 4 being just a collection of relatively subdued rooms after a map that is a bit more open/action packed. there was something really somber to me about the combination of that American Pie lyric and the weirdly empty ending of Floor 4 (especially that room right before the exit with the green barrels) that is like somehow burned into my brain now.

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@HOBO recently figured out Arino on Game Center CX was playing a 2002 era LCD that must have terrible input lag. How much of his failure is because of that? I will think about this forever now.

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I dunno, the ADs seemed to manage pretty well. Maybe they practised on that set-up.

how the Final Boss monster from Monster Hunter World: Iceborne is not only extremely creepy-looking, but its eyetracking is coded to follow the camera, not the player character

which makes it VASTLY MORE CREEPY

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