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thesnwmn

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Everything posted by thesnwmn

  1. I'm at 40 Nd have only my original battery. I e not been back to the Depths since getting my camera at the start. I want to. But I'm scared. I've also got hardly any extra armour. Or even finished the normal world map (I've two towers still to go). I have done two temples. But more by accident that really planning. Ended up at them and just kept doing the quests and then the puzzles and then the bosses. Really need to just set out on a night or two in the Depths.
  2. Haven't they already announced/suggested that the next Zelda will be of the BOTW/TOTK template?
  3. I'd say there's absolutely zero glitzt in his shows. It's tacky and tawdry stuff. Embarrassing on every front. David Brent levels of cringe. I'm definitely not a fan of his stuff. Obviously done well for himself but putting himself front and centre doesn't work for me. I'm not interested in the Geoff show punctuated with trailers. He has presented himself as the saviour of gaming presentations whilst really just manipulating them into a vehicle for his own self promotion. As for celebrity appearances. They do nothing to elevate the experience. They just make it a clear laughing stock because most of the guests (paid appearances presumably) don't know what the fuck they're talking about or
  4. Agreed about the ring. I've got some sympathy for anything systematic or supernatural but a guy saying no is shit. There's another near the start stopping you going in the castle.
  5. Agreed but the real art to it is that these don't feel like such discreet missions or levels or whatever that most games require to even get close to achieving the same thing. These goals I might have for a session might be progressing a quest, getting to a temple, grabbing a memory or two or just climbing a hill for the joy of it. And even more importantly the game fully supports short sessions by the variety of what it offers. Only got 30 minutes? There will still be some little explorations you can undertake.
  6. I think gamer's expectations over publisher events has escalated beyond the point that most can live up to. I'm not sure the content has got worse. Or that the delivery is better/worse/less cringe than it was before. I think we just have horribly rose tinted views of what most of these shows were like. Occasionally, maybe once every few years, each platform holder or big publisher might have the stars align and show a good selection of games. On that day gamers are happy. But not for long. There'll be some section of the audience who didn't see the types of games they wanted and start questioning the breadth of the lineup. And within 12 months their next show will either have no content (because they've released many of the big things shown before and not have replacements ready) or face questions around why everything was shown so early that it's not out yet. We've got a point of very long development cycles for big hyped games which mean most major game announcements are either so early to be pointless or so late that people are wondering where the platform's big games are for.the year almost up until they're released. And on the flip side maybe half of any game of the year contenders aren't known until they actually gey released, after never gathering any following or hype from shows.
  7. Just Zelda here. I'm normally terrible for jumping from one thing to the next. If it's not finished in a week then I'll be bored and move on. But Zelda is holding my attention easily, helped by the fact I'm only finding a few couple of hour sessions a week to play at the moment. I'd love to be playing the Case of the Golden Idol DLC, Hummanity, maybe some Diablo IV (interests me but never actually played one), Planet of Lana, and get back to Advance Wars. So I'm quite proud that I've not picked anything else up.
  8. I've actually just done this tonight. I had been avoiding combat for a while and was running short on bows. So decided to go and have a look at restocking.
  9. Very interesting to see this come to light but much of it felt like a reasonably likely explanation already. Redfall always looked a little outside Arkane's thing since they started showing it. But the last 6 months or so made it very clear there was a big business live service style influence over its design. Co-op focused and always online (until removed). And whilst that "could" have come from the devs/designers they never sounded all that convincing when trying to explain the game. Or even that clear about what it was. Which always feels like the influence of an outside force. Clearly the driving forces behind that decision evaporated with MS paying the bills but no-one seems to have quite had the idea/gumption to just cancel it. It continues to show just how dumb most publishers are. They really really don't understand the market and will continually back the already dying horse until the next obvious "thing" appears upon which point they can try to mount that after that market has already been cornered. These slightly niche developers are up against it. They make critically acclaimed games that can sometimes struggle in the market. But I'm not sure most publishers care about having these prestige titles any more (if they ever did) to bolster their reputation and farm goodwill from consumers. Rocksteady are the other case study. Although that one seems even weirder as their previous games were, I think, a bit more successful given the branding. So switching them to make a generic online thing is an even odder choice.
  10. I'm not sure I follow. Why would they bother to talk about it all the time years out? You're building the sequel to a game widely considered one of the best of all time. It's launching onto the clear market leading games platform of the day. The major games you've made not only sell stunningly but keep doing so at full price for years. For most of its eventual purchasers any push more than 3 months out would probably be pointless. I'd say that showing it before then was only to keep media and the internet for constantly asking what you're working on. Which is pointless anyway because they're an insatiable but broadly insignificant audience at this point of the Switch's lifecycle. In the end, the real question is why do any games developers/publishers start talking so early? I suspect it's often about satisfying investors that they are doing something rather than really improving sales.
  11. I don't think it's a mistake. You could happily dip into a case at a time, and the early ones don't take too long. Do one an evening or something. In fact maybe spreading it out will be better. You can let the tricky problems sit and be considered by your mind in the background whilst you play Zelda. Just buy it. As should everyone with even a passing interest in mystery games. I think it's a wonder.
  12. Whilst this might be true I think it's easy to overlook that Elden Ring being a From game does a pretty good job of bouncing a wide range of people before they even pick it up. That's not a criticism, it's simply that From games are From games and will contain certain elements. For me they're one of the few really hyped franchises that I don't even suffer from a flicker of FOMO on. I know their choices around challenge and content doesn't appeal. This is where I think BOTW and TOTK shine more widely although not necessarily brighter for their respective super fans (of which there is undoubtedly a lot of crossover). As Nintendo games, even as a relatively tricky comparative starting experience on TOTK they do a good job of encouraging all players to move forwards and play in and with their world.
  13. I feel like there are a lot more side quests dotted around than BOTW. Every stable I've been to has had one or two little things going on for me to get involved in. And that increased when I got involved in the newspaper stuff. On the road side I find little groups who need help in caves, or letting out of cabins. Each offers a tiny bit of enrichment to the world. A tiny sliver of extra info or colour to events. And even whilst I'd argue that some of it is really just busy work it doesn't matter. When a game is so mechanically satisfying you do everything gladly. It's an excuse to explore again. For me, it's what BOTW and TOTK do so much better than all previous Zelda games. They feel amazing. It's the same way I think about Mario: a game where just running and jumping is a joy. There happen to be quests and collectathons and bosses and whatever but I don't really care because I'm just smiling pushing the buttons.
  14. I did exactly this. Some discussion about how I tried and how you're meant to...
  15. I think install base is a tricky element to consider. No doubt it increases your addressable market but I wonder if most of the likely future PSVR2 buyers will already own a PS5. Like do people buying in 3 years after launch also turn out to be the people dropping another chunk on PSVR2.
  16. Of course they're shit. Im just saying the conversation around that element here is about how you phrase it.
  17. Or you could phrase that as a bonus for a game meeting management or the publisher's Metacritic expectations which when unmet is withheld. I suspect profit sharing as a percentage of sales in the games industry for medium to big projects is pretty much non-existent. But bonuses related to organisation/project goals for a year aren't uncommon in many industries. And in this case for the year of release it's easy to see that metric being tied to something tangible (however bullshit it is) like metacritic.
  18. I wouldn't worry about the stickers if you don't want to. I entirely muddled through without really engaging with all the details and it worked fine. I don't even really know most of the type counters of effects. The prompts when in battle of what each attack would do were enough to push through. For the first part I just played with the first monsters I'd caught. Once I'd got a few badges in and had recorded a good number of tapes (say 20 or so) I basically picked a team of 6 beasts with a range of types at random and that I felt looked cool. Then I did the stickers on them using whatever I'd found around the world (or removed interesting ones from other beasts). Never bought sticker packs. My stickers focused on... A mix of single target and team attacks A little extra type variety (by using stickers that don't just follow your beast type) A very small number of debuffs or buff removal (to circumvent a few odd abilities like "ghost" that can prevent you hitting anything. There was basically no planning. No min maxing. Just slap some on to fill up the slots. Only stop to check AP cost so you've always got a zero AP attack which allows you to build up AP for bigger moves. Fusions... Fun to see what it makes but again, I just did it when I could on big fights and didn't worry about what "good" combos were. I think that's sort of the good thing here. The game is confident enough in its styling and story to not require the player to calculate all those details. Let them enjoy the systems.
  19. First temple down at about 15-20 hours. Reached the temple last night and managed to use it as a pause to stop. Then happened to be up early this morning so knocked out the temple in about 30 minutes. I was maybe expecting something a little more elaborate and longer but not complaining at all. Dungeons are why I've never actually completed another Zelda game, just too tiresome and oppressive for me. I enjoyed the journey to it for the most part. Maybe it dragged a little but it was pretty epic. And it wasn't the worst boss fight. I almost enjoyed it (except the addition in in phase 2) which is saying something as I hate bosses of all form. Post wind temple spoiler
  20. So long as anyone doing it doesn't complain about reduced challenge or too plentiful resources then I don't mind anyone doing anything they like with the game they paid for. I honestly hope it's never patched. With all games, unless it's expecting to cause stability issues and therefore upset the experience then up to the player I say. There's no real "cheating" here. It's not a competitive experience.
  21. Couldn't you just use your truck to prop up his sign?
  22. I would love the ability to pull the camera back a bit from Link tbh. Not always but sometimes it's much tighter than I'd like it to be. I feel more trapped generally with the tight camera being unable to see much of what is directly behind me, or when manoeuvring things around.
  23. It's an opinion I don't agree with because I enjoyed the area myself. But I've read and heard it a lot of I accept a lot of people do seem to bounce off it a little. I wonder if, for at least some of them it's not so much that it's bad, it's that their expectations from BOTW's start are a bit too high. TOTK can struggle to recreate that moment of emerging from the cave. As wild as TOTK is, it's still a BOTW core. Also some are saying BOTW's plateau didn't feel so much like a tutorial. I think it did, but the mechanics were simpler and more familiar to general action game playing audience. Here the tutorials are for such wild mechanics they actually take learning and understanding. But I've heard it enough to see that it's clearly an issue.
  24. It's an opinion I don't agree with because I enjoyed the area myself. But I've read and heard it a lot of I accept a lot of people do seem to bounce off it a little. I wonder if, for at least some of them it's not so much that it's bad, it's that their expectations from BOTW's start are a bit too high. TOTK can struggle to recreate that moment of emerging from the cave. As wild as TOTK is, it's still a BOTW core. Also some are saying BOTW's plateau didn't feel so much like a tutorial. I think it did, but the mechanics were simpler and more familiar to general action game playing audience. Here the tutorials are for such wild mechanics they actually take learning and understanding. But I've heard it enough to see that it's clearly an issue.
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