- Location
- The Hague
- Pronouns
- He/Him
Controversial gaming opinion: video games are good.
Actually they might have fixed that. I'll have to double check though.The remaster? It looks nice, but it has changes to the way fightercraft work that caused a lot of anger in some oldschool HW players among my circle. I only played a couple of missions.
Should this be relevant with my purchase? How big of a change?
Something to do with formations no longer being implemented using the same procedures as originally, which makes them less responsive, IIRC. Also some attacks no longer simulated through ballistics, which means dodging is no longer working as originally. I can ask a friend for a more clear answer if you want, as I barely played either version.
I disagree. It fundamentally changed how the game was played and made almost an entire feature of the game (formations) useless.Relevant? Nah not really, the changes are just one of those things that you only notice (or care) if you played to original, the game is pretty good overall.
It wasn't bad, per se. Just way, way overhyped. To the point where Aonuma decided he was going to use it as the blueprint for future Zelda installments.From what I remember, BotW could be described as "someone took Shadow of the Colossus, stretched it way too much and sprinkled goblins around the place". Plus obligatory sandbox features.
I mean, it's been 20 years of basically the same on the main series because Ocarina of Time was so crazy good, so I'd say it's about bloody time. Maybe the OoT formula can be for "middle sized" titles, above the still-basically-tile-based current handheld lineup and the hard-to-make BotW style. Some theme-dungeons locking (types of? Like improved water travel to reach islands?) locations would be nice, as full open world is overplayed (anyone remember that this was done in Link to the Past? The Dark World was mostly open world)To the point where Aonuma decided he was going to use it as the blueprint for future Zelda installments.
...Well, what you call 'simplicity and clarity' I call 'a lack of direction to the experience'. I'll freely admit that the open world is one of the best I've seen this decade, but ultimately I never found any substance to the game beyond Standard Open World Checklist Gameplay. Well, okay, that and the robust AI interactions, but if I want to mess with AI, I'll just go play MGSV instead.Whether BoTWs gameplay and design holds up on a mechanic level seems like a moot point. A game doesn't have to have the best combat system, toughest puzzles, and be stuffed with meaningful content to be an amazing experience. Honestly the need for developers to pack their games with GAAAAAAMEPLAAAAY is why most other open world games feel tiresome. They lack the simplicity abd clarity of what it wants to bebe BotW.
You try climbing wet rock.
That's what our fingerprints are for. Being able to keep a grip on wet objects. Have you tried to climb wet rock?
Yes. It's slippery. You don't have nearly as good as a grip when it's wet compared to when it's dry. Also you tend to slip with your feet, which is very fucking dangerous. It's not impossible, but it's very difficult and tiring.That's what our fingerprints are for. Being able to keep a grip on wet objects. Have you tried to climb wet rock?
ahonhonhon zut alors *flash-kicks a robot*
It's the best cover based TPS out there probably, but in the end while I liked it that's not saying a huge amount.
It has social links that change the course of the story and some genuinely shocking twists and turns once you hit the third act. It actively gets better as you play it.It's the best cover based TPS out there probably, but in the end while I liked it that's not saying a huge amount.
The original NWN campaign let you do that with Aribeth the (fallen) Paladin, and you can actually convince her to surrender, but you find out in the sequel that the king had her executed while you were still recovering from the final battle.It has social links that change the course of the story and some genuinely shocking twists and turns once you hit the third act. It actively gets better as you play it.
And I'll give a lot to any game that makes me fight a former comrade-turned-lover-turned-enemy that lets me use core game mechanics to respond to all of her taunts with "I love you". That got me right in the sweet spot.
Yeah, but in the end it's still cover based shooting which is an issue. I enjoyed it, but the gameplay is held back by the genreIt has social links that change the course of the story and some genuinely shocking twists and turns once you hit the third act. It actively gets better as you play it.
And I'll give a lot to any game that makes me fight a former comrade-turned-lover-turned-enemy that lets me use core game mechanics to respond to all of her taunts with "I love you". That got me right in the sweet spot.
Also fuck the horses. Horse that act like real horses are not fun video game horses. Stamina goes away like that when you sprint so you really kind of need the horse to get around before you've got enough shrines done to teleport.
You mean, the same horses that automatically follow roads and pathways? Yeah, soooo hard.
Rock climbing is meh, and having to wait for the rain to end before being able to do so is annoying; but the only time I've seen a horse do whatever it wanted was just after taking it. Afterwards, they pretty much always follow paths.One: can it with the sass. Two: I've never had those fuckers follow the road properly. I try and let them go along the road and they end up veering into a Cliffside every dang time.
Like is it so hard to accept that getting around in this game isn't very fun controls and mechanic wise? I like exploring and I still hate the actual process of doing it. Rock climbing is boring as shit.
I know Trails in the Sky did a thing where you had a core set of characters (Estelle and Joshua) with a rotating cast of supporting characters for each chapter until literally the final dungeon. I found it worked pretty well for introducing the other characters outside of the two protagonists.
Cold Steel had a ridiculously large main party but typically you were given different parts of the class in different parts of the game, meaning you had to experiment with party comp. and in classic Trails fashion there was an almost equally large cast of side characters that you sometimes got to play with. The sequel had more flexibility through most of the game, but it presumed you were familiar with each character and their strengths (ie. That you knew that Laura + Fie = the future).
Of course, they're JRPGS so they know what the main character is like, even accounting for customisability, so the overall party is easy to balance.