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Offline rooster

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Re: Now Playing (the Video Game Version)
« Reply #1040 on: December 11, 2023, 06:49:51 PM »
oh hey, it's vongeo

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Offline Vongeo

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Re: Now Playing (the Video Game Version)
« Reply #1041 on: December 24, 2023, 06:09:46 AM »
Maple syrup was a kind of candy, made from the blood of trees.

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Offline rooster

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Re: Now Playing (the Video Game Version)
« Reply #1042 on: December 26, 2023, 02:22:48 PM »

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Offline Crudblud

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Re: Now Playing (the Video Game Version)
« Reply #1043 on: March 05, 2024, 01:24:35 PM »
Hot take since I finally got around to it. The only good thing about Dragon's Dogma is being able to pick up and throw people. That provided about ten minutes of solid entertainment.

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Offline Rushy

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Re: Now Playing (the Video Game Version)
« Reply #1044 on: March 17, 2024, 07:36:58 PM »
Playing Arkham Knight really makes me feel like I'm batman

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Offline juner

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Re: Now Playing (the Video Game Version)
« Reply #1045 on: March 18, 2024, 07:27:42 AM »
Playing Arkham Knight really makes me feel like I'm batman
>okay sadaam
>video games are for children
>imagine unironically not playing neverending fantasy seven remake part deux

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Offline Rushy

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Re: Now Playing (the Video Game Version)
« Reply #1046 on: March 18, 2024, 02:34:00 PM »
Playing Arkham Knight really makes me feel like I'm batman
>okay sadaam
>video games are for children
>imagine unironically not playing neverending fantasy seven remake part deux

I'm batman

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Offline Crudblud

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Re: Now Playing (the Video Game Version)
« Reply #1047 on: March 18, 2024, 03:38:35 PM »
I've been playing Insomniac's Spider-Man game and it's mostly quite good, please enjoy some fragmented and poorly organised complaints. My excuse is I have a really bad cold and my head feels like it's stuck in a vice.

They really nailed the fluidity of the movement, though sometimes combat feels a bit unwieldy compared especially to the two major Arkham sequels, which have a more intuitive combat flow, especially with the quick gadgets button combos. Spidey will often target random other enemies during a combo without any directional input for no apparent reason, so instead of taking out the enemy I just knocked to the floor, he will suddenly turn around and target someone completely different with the rapid web shots. Being able to take some enemies out immediately by webbing them to a wall or floor is cool though, and not having a head-on fight with gun-wielding enemies be an automatic death sentence does give it something that the Arkham games always lacked.

Speaking of stealth, the MJ/Miles sections suck ass. Yeah I really want to have the character who can run up walls and cover all of Manhattan in a matter of minutes by swinging from skyscrapers taken away from me so that I can slowly fumble around as an ordinary person while armed guards with extremely selective cones of vision and radii of hearing fart about in silly obstacle courses like a bunch of potatoes with legs.

The movement is the best part of the game, and the size of the map complements it really well, although some of the collectathon stuff gets incredibly silly very quickly. You'll be on your way to a main objective and Spidey will just blurt out "hey look a pigeon lol" as if he doesn't have something more urgent to take care of. Some stuff can again be a little awkward, particularly interacting with walls in any way other than freerunning. Not jumping against a wall and immediately sticking to it is just weird, as is having to manually aim to shoot up to the ceiling. Ceiling and wall geometries can also be extremely fucky to negotiate; I don't care if it's more realistic, the environment should be built around accommodating Spider-Man as much as possible. The Tony Hawk games have always had ridiculous nonsense geometry because it's fun to have fun things even if they aren't faithful to the real world locations the levels are modelled on.

One final complaint is that for an open world game it feels super on-rails a lot of the time. Sometimes you finish an objective and then have nothing to do, but then literally one minute or less later someone will call you and tell you where to go next. I'm not sure what a good solution to this is, since there's nothing worse than having to complete minigames and sidequests to get the next piece of the main story, but it feels as though Insomniac didn't quite know which direction they wanted to go in with some of this stuff.

Again, overall I think the game is pretty good so far and it does a good job of living up to the fantasy of being your friendly neighbourhood Spider-Man, but a solid chunk of it is comprised of really fucking annoying shit put in seemingly at random.

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Offline honk

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Re: Now Playing (the Video Game Version)
« Reply #1048 on: March 19, 2024, 01:44:26 AM »
Speaking of stealth, the MJ/Miles sections suck ass. Yeah I really want to have the character who can run up walls and cover all of Manhattan in a matter of minutes by swinging from skyscrapers taken away from me so that I can slowly fumble around as an ordinary person while armed guards with extremely selective cones of vision and radii of hearing fart about in silly obstacle courses like a bunch of potatoes with legs.

You just don't understand the vision.

Quote
One final complaint is that for an open world game it feels super on-rails a lot of the time. Sometimes you finish an objective and then have nothing to do, but then literally one minute or less later someone will call you and tell you where to go next. I'm not sure what a good solution to this is, since there's nothing worse than having to complete minigames and sidequests to get the next piece of the main story, but it feels as though Insomniac didn't quite know which direction they wanted to go in with some of this stuff.

I have a solution - put a marker on the map with each new story mission, and whenever the player arrives at that marker, then they get a phone call from whatever character wants them to do something next.
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Offline Rushy

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Re: Now Playing (the Video Game Version)
« Reply #1049 on: March 19, 2024, 01:21:00 PM »
The core problem with a lot of open world games is that they have some extreme overarching storyline (e.g. the earth is about to collapse into a black hole!). Yet, the protagonist will often waste time doing some random nonsense on the world map, like delivering pizzas, solving a puzzle, or saving one single person from getting beat up.

As an example, one of the missions in Arkham Knight involves an ally being kidnapped and presumably tortured by a villain. However, Batman has no problem taking 10 minutes out of his day to solve some random riddle he found lying around the city. Obviously that's insane from a role-playing perspective, but open world games do this all the time; putting the player in a position where they can either pretend the main mission really is super duper important or they can ignore it to do the secondary story content. It always gives me a weird form of anxiety where I feel like I should be doing the important stuff instead.
« Last Edit: March 19, 2024, 01:23:27 PM by Rushy »

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Offline Rushy

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Re: Now Playing (the Video Game Version)
« Reply #1050 on: March 24, 2024, 04:17:04 PM »
I am annoyed that to fight the Riddler in Arkham Knight you have to do ALL TWO HUNDRED AND FORTY THREE of his stupid riddles on the map. Who the hell thought that was a good idea?

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Offline honk

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Re: Now Playing (the Video Game Version)
« Reply #1051 on: March 25, 2024, 01:31:38 AM »
The Arkham games have always struggled the most of any series in trying to balance their high-stakes plots with their open-world formats. It's not helped by how inane and convoluted their plots end up being, and it's so unnecessary. The main draw of these games has always been playing as Batman and fighting his famous villains. There was no need to pair that up with an apocalyptic plot with a breakneck pace in which everything happens over the course of a single night. My big takeaway when I first played through the series was that the games would be so much better if they loosened up and took a more episodic approach, just letting you play as Batman as he faces off against his villains while he goes about his business.

It's a shame that you didn't like Dragon's Dogma, Crudblud. I'm enjoying its new sequel so far, though.
« Last Edit: March 30, 2024, 04:46:34 AM by honk »
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Offline Rushy

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Re: Now Playing (the Video Game Version)
« Reply #1052 on: March 29, 2024, 04:37:11 PM »
Only 150 riddles to go!

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Offline Rushy

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Re: Now Playing (the Video Game Version)
« Reply #1053 on: March 31, 2024, 12:50:20 AM »
I did all of the riddles and got the "true ending" of Arkham Knight. It wasn't worth it. The Riddler fight is meh.

I do like how they managed to find a way to let you murder every single Batman villain without lore implications on the part of Batman.

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Offline Crudblud

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Re: Now Playing (the Video Game Version)
« Reply #1054 on: March 31, 2024, 06:25:29 PM »
Cyberpunk 2077 is presentationally fantastic but kind of boring to actually play. For the first few hours I approached it as an FPS, but it became obvious when I decided to try using my PS5 controller that it's a console action game that just happens to be played primarily in first person perspective. I've been warming to it since then, although the generous aimbot assist only really serves to make the garbage gunplay tolerable rather than fun. One thing I will say is just moving around the city feels nice, especially with the adaptive triggers and finer steering control making the driving much smoother and more responsive, although the experience is kind of barren in terms of non-mission content, even compared to now-ancient games like San Andreas.

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Offline honk

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Re: Now Playing (the Video Game Version)
« Reply #1055 on: November 12, 2024, 04:40:12 AM »
God of War Ragnarök

(minor spoilers, which I'll try to keep vague)

As far as the gameplay and combat go, this game is a delight. All three of your main weapons are fun to use, there are a ton of special moves and abilities to play around with, and there's a much broader variety of enemies, minibosses, and spectacular boss fights than in the previous game. The game looks fantastic, every world you explore is visually unique and brimming with detail, and the game cleverly balances scripted setpieces with exploration of its semi-open world to tell a linear story while still offering the player plenty of freedom to take the game at their own pace. A lot of effort has even been put into the collectibles and usual open-world shite to make them feel like a worthwhile addition to the game and properly flesh out the deep lore. There are a few story missions that mix things up by having you play as Atreus, and while he's nowhere near as powerful as Kratos, his ranged-based combat is a refreshing change of pace. If I had to nitpick anything in this department, I'd say that the climbing is very slow and tedious, especially compared to most other games with similar mechanics, but that's incredibly minor.

Unfortunately, the one area where this game falls short of the previous one is the writing. The very simple story that was basically just an excuse to focus on the character development of Kratos and Atreus and their improving relationship has been replaced with a sprawling, complex plot with a huge cast of characters, an unnecessary MacGuffin, and a number of plot events that really just don't make sense when you think about them. I hate to be the "plot hole, ding!" guy, but it's impossible not to notice how some of the details of the story are fundamentally nonsensical or outright contradict each other. The game also has a bizarre tendency to spend a lot of time and dialogue setting up characters and events that by all the usual standards you'd imagine to be really important, only to then awkwardly dismiss or give them a poor payoff. Kratos and Atreus go to a lot of trouble to create an enormous monster for a task they have, only to decide after they've already created and summoned the monster that nah, they don't need it after all. A new character is introduced early in the game with a lot of fanfare and setup from the other characters, only for them to do essentially nothing for hours and hours and hours, and when they finally do something near the end of the game, it's a very weak and inconsequential payoff that makes you wonder why they bothered setting up that character to begin with. And worst of all, the final mission of the game, an epic battle between worlds that everything so far has been building up to...is by far the shortest story mission in the game and can be breezed through in about thirty minutes or so. It's an unbelievable letdown.

And yet, none of what I just described is my biggest problem with the game. That would be the dialogue. They went down the Marvel/Joss Whedon route. By that I mean that it's got all the hallmarks of that kind of dialogue, from a vague use of language (characters on multiple occasions refer to magical occurrences as "a thing" or "stuff," for example), to regularly lampshading and making fun of how weird the fantastical events happening are, to, of course, the quips. With the exception of Kratos, who alone always talks like a character in the setting should talk, everyone quips. Mimir quips, Freya quips, the new characters quip, and Atreus especially quips. Just wait until you're playing his solo sections and Atreus starts up his so-let-me-get-this-straight patter. It's disastrously bad, not even remotely funny, and most importantly, doesn't fit the tone of this game or the series at all. I won't bother talking about the Greece-set games, because that's apples and oranges at this point, but in the 2018 game, by contrast, the bulk of the humor came from the conversations between Kratos and Atreus, where Kratos's stoic gloominess and inexperience with parenting sharply clashed with Atreus's youthful optimism and naïvety. They weren't just telling each other jokes, and so none of the humor broke the flow of the game. It was simply two characters having genuine conversations that were nevertheless very funny to the player. Now, of course they couldn't have done quite that with this game, given the improved relationship between Kratos and Atreus, but humor that's unobtrusive in that vein and primarily character-driven would have been so much better than this lazy, bog-standard "so that just happened!" Marvel slop.

The Marvel Cinematic Universe and its consequences have been a disaster for the human race.
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Offline honk

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Re: Now Playing (the Video Game Version)
« Reply #1056 on: May 11, 2025, 03:42:20 PM »
The Last of Us Part II

(spoiler warning for an infamous early-game twist, along with hopefully-vague spoilers of other story details)

This game is bigger and better than the first one in pretty much every way. The stealth and combat are tighter and more fluid, there are more cool weapons to use, and perhaps most importantly of all, each levels is so wide-open that it feels like there are a dozen different ways to clear them of enemies. Whether you're keeping in stealth, engaged in combat, or attempting to flee combat so that you can slip back into stealth, there are always several different routes you can take. Smash a window and vault into a building. Squeeze through a crack into another building. Go prone and crawl under a vehicle. I also really love the animations for the hand-to-hand combat and how many different variations for finishing off enemies there are, depending on your environment. The attempts at guilting the player by having enemies cry out the names of their dead friends or beg for mercy if they're badly wounded are transparently manipulative, but I still enjoyed them for their added realism. Some of my minor issues with the first game have been addressed, too - shotguns now feel as powerful as they should be, and the hundred or so instances of grab-the-nearby-pallet-so-you-can-climb-the-fence have been pared down to only two or three. I will say that there's a new type of infected that's a bit too much of a bullet sponge for my liking, and there are some brute-type human enemies that can withstand headshots, which doesn't at all make sense, but those are quibbles in comparison to what the game gets right.

Of course, the most controversial part of the game is the story. I'm certain that without the infamous leak of the scene of Joel's death (there was more in the leak, but everyone's attention was focused almost entirely on just that scene), there never would have been the ridiculous shitstorm from the capital-G Gamers and the obligatory review bombing once the game came out. Because the reality is that the people angry about the game weren't really angry about the actual story. What they were really angry about were the narratives they formed in their heads after the leak. They imagined that Neil Druckmann and Naughty Dog hated the first game, that they hated the fans of the first game, and that most of all, they hated Joel. They imagined that the story would be all about demonizing Joel and talking at the player about how he was a bad person and deserved what he got. And they imagined that Joel's death would be framed as a triumphant, heroic moment for his killer, a victory of feminism over toxic masculinity. None of this was true, of course, and as far as I can tell, precisely zero of the gamers who bought into these ridiculous conspiracy theories have admitted they were wrong about the conclusions they leaped to. Bear in mind that these are all largely the same people who have regularly insisted for years that gameplay and graphics are the only "objective" measures of a game's quality, and that details like story and theme are of very limited importance.

In the interests of fairness, I will address one argument that's frequently put forward by the they-hate-Joel theorists, which I can respect for at least being an actual argument and not just a gut feeling fueled by reactionary tendencies. It's summarized here - basically, the Fireflies' hospital from the climax of the first game is shown to be more sterile and professional-looking in this game's flashbacks, thus manipulating us into thinking that the Fireflies were the undisputed "good guys" and knew what they were doing. It may be true that the devs tried to make the Fireflies look better in this game and gloss over their deficiencies and moral faults. But as far as Joel's decision to save Ellie goes - it doesn't matter. It never mattered. Joel didn't sit down and calculate the moral weight of saving Ellie's life versus the likelihood of the Fireflies being trustworthy and competent enough to produce a vaccine and factor in elements like the shabbiness of their hospital and their willingness to kill a child without even asking for her consent. Those details might help you feel that Joel's decision was morally justified, but they're not why Joel did what he did. Joel saved Ellie's life because he wasn't willing to let her die. God himself could have come down from heaven and told Joel that the vaccine was a guaranteed success that would save millions of lives, and it wouldn't have changed anything. That's also why Joel doesn't raise any of these arguments when Ellie finally confronts him. They didn't matter to Joel's decision, and both he and Ellie knew that.

That isn't to say that there's no room to criticize the story, of course. Personally, I take issue with the scene of Joel's death. Not because it shouldn't have happened, or because Joel needed to have a "heroic" death, but because it plays out in a very unrealistic way that seems to be entirely for the benefit of the player. The slow, protracted torture of Joel, the lack of an explanation (wouldn't you expect someone seeking revenge to tell their victim why they're killing them?) the grotesque use of a golf club, and the enthusiastic participation of everyone present all point to deeply malicious cruelty rather than righteous anger. The scene is calculated first and foremost to make the player hate Abby and her friends, and this is clearly done so that the transition to playing as Abby is harsher and the player's journey from hating Abby and her friends to eventually liking and sympathizing with them becomes all the more dramatic. But this comes at the cost of having their killing of Joel feel entirely out of character. Based on what we learn about her in her playable sections, I feel like Abby might beat her father's killer to death in a fit of passion, but she wouldn't coldly torture him to death slowly without turning a hair or even telling him why she's doing this. And Abby's friends might very well back her up if she told them she was trying to get revenge on her father's killer, but they wouldn't eagerly participate in such a grotesque scene of torture without anyone voicing a single qualm. The characters you get to know in Abby's playable sections are so unlike the people who killed Joel that they might as well be entirely different characters.

As far as the rest of the story goes, I think it's good, but not great. Killing Joel off is a sensible decision that not only helps pass the torch to Ellie, so to speak, but also helps distinguish the franchise from the many, many other games with a similar "badass loner hero becomes a protector of a special child/young woman" premise. Unfortunately, they replace that premise with one that's no less well-worn - the cycle of revenge. From the start of the game, you can already tell where the story is going to go, at least thematically if not in terms of plot. It's not a spoiler if I tell you that Ellie's quest for revenge costs her many of her friends, she's deeply scarred physically and emotionally by her experiences, and the final scene of the game is a bleak, moody one where the player is primed to think, Wow, I don't think that Ellie is any better off by trying to seek revenge. None of this was worth it. By contrast, there's a reason why games keep revisiting the concept of a tough loner who learns to love again through the influence of a child or young woman - it's very well-suited to video games, and it's an inherently hopeful story that feels good to experience. Still, the gloomy story is executed well for what it is, there are some very stark, powerful moments throughout, and there's something fittingly tragic in how Ellie and Abby never find out about each other's struggle over the past three days and how thoroughly they've ruined each other's lives. I also really like stories where we follow different characters' perspectives over the same period of time, and I think that more video games should do that kind of thing. It's a very interesting storytelling technique.

That's pretty much my take. Better game, weaker story, and the chuds who flipped their shit over this are morons. I can now get back to watching the show, which I had been putting off. I already have some very strong opinions about it.
« Last Edit: May 12, 2025, 03:06:26 PM by honk »
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