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jonny_rat

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Everything posted by jonny_rat

  1. You can add 8 bots to local deathmatches. There are online lobbies and matchmaking. This is ridiculous and brilliant
  2. Including the N64 version under add-ons is just pure styling and profiling: I'm guessing it's not actually emulation, just changes the maps, lowers the resolution and adds colored lighting?
  3. Now hang on, it's not that easy, they also have to hit the 'export to Unreal' button in their proprietary engines before they can do that.
  4. The only time this happens with male characters is - suprise surprise! - when they're giving off Gay Panic vibes. Voldo in the SC games. Lots of the scrolling beat em up characters already mentioned. Also weirdly Goldust in WWF/E
  5. The series s/x thread is full of chat about this and the 2016 game so might try to continue it in here. Unpopular opinion: the story stuff is great. It genuinely gives me the feeling of a metal band that's gone a bit mad and started writing high fantasy lore and characters and back story for their album artwork. It's dead silly and it definitely knows it. There are big UX/'player experience' problems. For example, I see lots of people talking about hating having their ammo run out in the middle of a fight and having to run around to scavenge more. Others then say, well, you're playing it wrong, just use the chainsaw. The problem is that the game doesn't do much to reinforce use of the chainsaw/belch/glory kill loop. The design and UI doesn't do much to tell new players how certain tools are on a cooldown (the icons on the HUD are so, so small) - they try to get around it with regular reminders to use them in the first few hours, but that doesn't help you in understanding how they work. Especially after the first game, you need to wire your brain to use each of these tools well, and it's a bit of a struggle. This slightly obtuse design carries across up other stuff as well: the way that the story is presented, the objectives and fast travel, the different upgrade systems and currencies (seriously pick a shitty mobile gacha game and it will communicate currencies better than D:E does). But the thing is of course that after a couple of hours of putting all this together - and it's definitely on the player to do this - it's completely brilliant, strategic, surprising, funny. It feels like 25 years of gaming history distilled into a single ridiculous experience.
  6. Definitely start with 2016. Eternal - for me - has a groove that doesn't get established for hours of gameplay, but once it clicks in, it's absolutely incredible. Like, genuinely thrilling, tense, strategic mayhem in the combat, dynamic scenes that look like they've been ripped from metal album covers. But it builds on 2016. They're fantastic games, but I'll give eternal one black mark at least for having unreadable tiny text and icons on the in game UI and title screens.
  7. I tried Fable 2 not long after getting a series X, and it seemed to have LOADS of input latency. So much that I couldn't get on with it. Thought there was something wrong with my setup, but switching to other games seemed to work fine; so I chalked it up to a bug and didn't go back. It looked really lovely. The art and lighting hold up well under higher resolutions. The protracted, stop-start opening section, unskippable cutscenes and dialog and all.. is fairly painful.
  8. I've not had much time to play this yet but I rinsed the demo: https://www.oculus.com/experiences/quest/3630025217090808/?utm_source=questshortlink I've tried a couple of drumming-type experiences and this one works the best so far; doesn't quite manage the audiovisual feedback of something like rock band or beatsaber but they've had a good go. Bit rough around the edges and the song selection isn't up to much but there's a lovely flow when you get into a tricky beat.
  9. Matt White's thoughts on this are pretty interesting. As far as I know he was a Sony guy through and through: got his big break there in their data team and has since left to run an indie publisher. He's still very close with lots of the teams there. I'd have said that he would have the advantage in terms of insider knowledge and contacts as an independent (which it sounds like he does) so it must be even worse for others.
  10. I, the idiot, have gotten into Outer Wilds just a couple of days before it's leaving the service. So this is completely the wrong time for me to say this, but, it's really good. It's not an overtly scary game but it has managed to really unsettle me, again and again. Space is fucking terrifying. I have these moments where I'm looking at something bonkers going on with one of the planets (being vague for fear of spoilers) and thinking.. I can't believe that I'm seeing this.
  11. jonny_rat

    Bioshock 4

    I was planning on playing through the entire series again but I've given up on infinite, somewhere around getting to that bit with exhuming Lady Comstock. I've gone from thinking it was a flawed game to absolutely hating it. The combat is absolutely bizarre, just mowing down hordes of people, with vigors that feel in short supply and running around trying to find salts, but also weird and underwhelming to actually use. The ridiculous thing of Elizabeth randomly resupplying you. Scouring for coins to buy one of the million upgrades for the guns, then forgetting which is which because all the icons look the same, and there are two sets of identical weapons for the different enemy groups. All that searching being rendered useless by Elizabeth suddenly throwing you hundreds of coins. The skyhook thing being completely situational, awkward, and not especially fun. Feeling irritated that there are bottles of superpowers liberally scattered around and only one in a hundred enemies actually uses those powers (and they're just bullet sponge bosses). And then the story is the icing on the cake. The Chen Lin story bit is the start of where it goes downhill - absolutely baffling and just makes booker and Elizabeth into total drooling idiots - but then the notorious Vox stuff has gotten worse over time. The number of times that Elizabeth says 'the two sides are both the same' or something feels like it's an actual parody. But it's not, and it's shit. It's not fit to lick Bioshock 2's boots.
  12. That took me ages to find as well! On mobile I had to scroll right in the settings sections (but there was no way to actually see that there were more options off the screen).
  13. You might be able to grab an extra 3 months of Pro free for this, even if you've used a trial before: https://gleam.io/J9mE4/vantage-stadia-codes-20k Once you get the Claim link, you can copy and paste the code from the link itself and redeem it in your account.
  14. The thing that I liked about yesterday's stuff - that I don't think Microsoft actually shout about enough - is that a lot of it leaned into social or co-oppy multiplayer. That's been a real lifeline for me the last year, as has the xbox ecosystem: most of the friends who I want to play games with has access to an xbox one model of some kind, even if they've gone PS5 for the new generation. Game pass is an easy sell after that: we can jump between games that are on there that look interesting. It means we don't have the guesswork of all landing on one game that we're willing to commit to enough to buy outright. Sony leaning on the big exclusive narrative single player stuff is great as well, it's just not what I need at the moment.
  15. Apologies that these are twitter links! Steve Saylor is brilliant: he's quite visually impaired and does playthroughs of games, but also links to loads of good stuff. I haven't watched them but this journalist also does accessibility reviews focusing on visuals. Tara Voelker is an accessibility lead at MS, and Mark Friend at Sony. Both post loads of interesting stuff. DAGER are the other lot doing an accessibility database: still early days though. They also post video reviews?
  16. There are a few really good streamers etc who go through accessibility features (will post them later) but this place is a good start for finding games with specific visual access features: https://www.taminggaming.com/accessibility-data It's not totally extensive but there's a lot covered. I couldn't quite get the filtering to work correctly but clicking on a feature name seems to work. In any case I know at least two other organisations/groups are working on databases like this so there should be more to come!
  17. It's a bit weird to have seen this go from a niche gem to being labelled as overrated. I guess that's a function of having people advocate for it, but still, a strange journey.
  18. jonny_rat

    Bioshock 4

    I had one of my favourite gaming moments recently when replaying 2: in Hard the big sister fights are genuinely tough if you approach them like regular battles early in the game. There's a good chance that you'll run out of resources, end up running to vending machines, etc. I think maybe the second or third proper one I fought, I was in a bit of a bad state when I realised she was coming, and was scrambling to get ready when another Big Daddy came lumbering in. I legged it to the gene bank, swapped in hypnotise, and set them fighting while I set the camera going and put more traps down. I think the Big Daddy actually won out before turning on me, only to go down in a couple of shots. I just sort of.. sat back, thinking: fucking hell, that was fun.
  19. It's a great post @Sketch and really interesting game design questions, BUT in practical terms I reckon you're definitely overthinking it! In terms of the normal experience, and the stress of adding options and the existential questions about the nature of the game/challenge posed by the game, that core experience will always be there and will always be what game designers and devs spend most of their time crafting: it will be what you get when you press the start button and don't change any options. If you can add other options/modes that offer alternative crafted experiences - eg assist mode, Vs survival or hardcore mode - great. But having all the tweaks available are nice easy alternatives to implement if creating those is impractical (in most cases you're just letting players scale internal values, hence why sliders are popular here). sliders probably do make more sense to devs then they do to players for this reason. But I dunno, I think that granularity might actually be something that's requested quite often by players with accessibility needs? Couldn't say with confidence though. Grinding has the same issues when it's used in taking about a way of modifying difficulty in dark souls. Getting players to invest time in a tedious task sucks for everyone, especially the players who don't have long to okay or worse, experience pain and strain issues from playing.
  20. jonny_rat

    Bioshock 4

    Yeah, the level design in B1 and B2 is just lovely. I especially love the bits in B2 that boil down into mini-hubs that are designed to encourage you to create chaos in, or go off on tangents of exploration. It might also just be that my favourite thing in the world in a game is to be given a little street with shops to break into and loot, which is absolutely a me problem. I've just started Infinite again and for all the excellent atmosphere it's just a mess so far. One thing though: the eerie ambient sound you get in homes/buildings, I thought was just there for effect. It's supposed to be the sound of the city's engines!
  21. jonny_rat

    Bioshock 4

    I mean, give me something along the lines of Prey set in a hefty chunk of Rapture and I'd be very happy. Lots of scope for secrets/traversal upgrades in the ocean as well. Actually, fuck it, while I'm wishing for stuff, give me a time travel mechanic that lets you zip between rapture's heyday and the smelly, leaky, spliced-up present.
  22. I'd have said that BP is pretty up front about some aspects of Wakanda as it stands at the start of the film being not great, included being isolated and obsessed with secrecy and tradition.
  23. I was going to reply saying oh, sure, that bit was stupid, but what about THIS bit. Except there are like six other bits where they do ridiculous dumbo shit! An absolutely wonderful film and a firm favourite
  24. Haha, exactly the same re: Prometheus. It's the worst, most watchable film I've ever seen, and if I watch a minute of it I immediately want to sit down and gobble up the whole thing. So silly and beautiful and gruesome and total nonsense. Covenant is a terrible film and sadly not much fun in comparison, but god that one scene with fassbender. Where he gets his little flute out plays the theme from the prequel to the film that he is in.
  25. It's good that this has come up, and to recognise that no, people asking for difficulty options aren't asking for developers to be Nintendo. This is because Nintendo are super good at this and devote a lot of time and resources in developing their games to the sort of broad ability range you've mentioned (although as @Gabe says this doesn't always work), and no-one is asking - in practical terms - for other developers to make this much change. It's useful to discuss their games as points of good practice but for now the focus is on small, impactful changes that could benefit a lot of players.
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