- Location
- The Hague
- Pronouns
- He/Him
Controversial gaming opinion: video games are good.
No kidding. Hello, Mass Effect! But JustAAAThings didn't look as good when I was typing it up.Let's be real, it's particularly unfortunate given Blizzard's internal culture but this is by no means a "Blizzard thing". Choosing sex appeal over any other design consideration is by no means unique to them, especially in science fiction.
They did give her more non-human body elements in Starcraft 2... but in a way that didn't break her silhouette as human, instead visually replicating human clothing as part of her body (and being kinda silly in parts. Bone heels?).So, this is pure and total minor detail complaint:
In Starcraft, Kerigan's transformation is a massive disappointment, and barely counts as a change overall.
Just a few bone wings and a skin replacement, with the rest of the body still entirely human. It is dull, and the fact that she ended up the face of the zerg is annoying.
Admittedly most furries go for zergling or hydralisk for actual artwork, but the most generic "converted human" ends up the main face of the faction and the main character that gets the focus.
... I have not actually played Starcraft 2, and I do know that there are a good number more zerg characters there, but even then Kerigan is still the focus of things.
Yeah, OG dooms, doom 3 and doom eternal are all extremely different.I just played though half-life 1, and it's two expansions Opposing Force and Blue shift, definitely in my personal top games of all time list. Starting to play though half-life 2 and honestly I really don't like it that much- it doesn't feel as tight.
I cannot comment on doom eternal, but I really don't like fast paced games, which seems to be the case with the game. Especially with fps games, I want them slow. The last doom game I remember playing was like doom 3 or something and that was like three years ago so my memory of it is pretty hazy, it was pretty slow mostly like walking around a mars base- but it was fun in the exact same way I found half life one to be fun. I don't think I would get quite the same experience out of doom eternal.
Since the hype is building for Doom: The Dark Ages, I think now is a good time to re-litigate this debate: I still think Doom Eternal has the best combat in any first person shooter I've ever played. When I get into the rhythm of juggling a dozen weapons, weapon mods, and cooldowns while pinballing around the arena, targeting enemy weak points, and getting in glory kills and chainsaw kills - it's almost like entering a trance-like state. Few other games have done that for me.
Interesting post! Out of curiosity, what are some games that you consider to have really good combat design?Well, since it's a debate, I might as well: I don't. I think Doom Eternal is markedly worse than 2016's Doom as an overall first-person shooter package, and I don't think either game qualifies as having "the best first-person shooter [combat mechanic]", acknowledging that I'm going to exempt many acclaimed "classic" shooters because they lack many of the same modern elements that are basically hard requirements in any game of that genre--Goldeneye is probably an obvious example (regardless of how you feel about it), but even the original Doom lacked jumping and true vertical aim.
The thing is when it comes to gaming, imitation is the name of the game, mechanically, aesthetically, and narratively. I mean like you don't need to guess what these games want to be:That's just how it be when there's only one or two (popular and well known) games in a genre to be basing opinions off of. When the only FPS 90% of gamers know is Doom, then similar games quickly become "this is a lot like Doom". Or for a somewhat more recent take, when Dark Souls took off and people starting making similar games, out came the words "Souls-like", especially for ones that were quite literally just "Dark Souls but X".
Interesting post! Out of curiosity, what are some games that you consider to have really good combat design?
Warframe is not about combat, it's about looking fabulous, jumping like an insane grasshopper on speed, and watching everything explode before you.
Oh, and there's some shooting involved, occasionally.
You say it's not about combat and then mention two of three things that are combat relatedWarframe is not about combat, it's about looking fabulous, jumping like an insane grasshopper on speed, and watching everything explode before you.
The thing is when it comes to gaming, imitation is the name of the game, mechanically, aesthetically, and narratively. I mean like you don't need to guess what these games want to be:
Combat generally assumes some level or, resistance, from the people you are fighting.You say it's not about combat and then mention two of three things that are combat related
Combat isn't just gunplay. Character speed, the visual consequences of shooting, TTK, and player durability (or lack thereof) are all crucial parts of combat and (with the arguably exception of TTK) do not have a direct connection with how the shooting 'feels'.
So I would definitely say that Warframe is about combat, it's just that things like combat movements are given higher premium then gun-feel. It's still combat, just a focus on a part of combat that many shooters don't necessarily prioritize.
I sometimes wish with like those rogue likes that half something and half action game like cult of the lamb or cuisneer they let you ignore the other thing that isn't action with like an "auto do this with average results", like maybe if you do it yourself and know what your doing you get better results but for those who just want to get back into the action you put that on
I saw some people say this is a bad design... I admit she looks goofy as hell but she isn't that serious a character, What do you think?
Unfortunately this iterative process tends to mostly produce inferior clones of the most trendy games, genres, and mechanics. Part of the issue is that it is not fully iterative. Many of those inferior clones I mention actually come up with elements that are good in a vacuum, but are unpolished or in mediocre games, and consequentially will not be fully explored. Here's some examples from various StS-likes:Relatedly hot take but I think this is a good thing, video games are a much more iterative media where having imitators is a sign of health for that genre(Indie specifically, since the higher amount of releases and shorter turn-around means improvements/divergences spread and happen faster). Like the open-world AAA's issue to me is that since there's not much AAA that are released per-year you really feel the staleness
Like if over 2 years there could be 5 Ubisoft-style open world not made by Ubisoft and they're unlikely to be that different from each other due to the low amount of examples. But by 2 years there would be a lot of divergences as seen in Slay The Spire-style deckbuilder roguelites