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submitted 2 years ago by UlyssesT@hexbear.net to c/games@hexbear.net

This is a followup to @SorosFootSoldier@hexbear.net 's recent thread for completeness' sake.

I'll state an old classic that is seen as a genre defining game because it is: Myst. Yes, it redefined the genre... in ways I fucking hated and that the adventure game genre took decades to fully recover from. It was a pompous mess in its presentation and was the worst kind of "doing action does vague thing or nothing at all, where is your hint book" puzzle gameplay wrapped in graphical hype which ages pretty poorly as far as appeal qualities go.

So many adventure games tried to be Myst afterward that the sheer budgetary costs and redundancy of the also-rans crashed the adventure game genre for years.

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[-] WoofWoof91@hexbear.net 29 points 2 years ago

i don't like any of the soulsbourne series
the controls felt godawful on both mouse and keyboard and controller
and i like hard games too, so it's a shame

[-] BeamBrain@hexbear.net 14 points 2 years ago

Agreed. I like my controls to be snappy and responsive, and Dark Souls... was not that.

[-] Tankiedesantski@hexbear.net 13 points 2 years ago

My main issue with that series is that it made not respecting a player's time a game mechanic. Make a hard boss? Cool, no problem. Make it so if I die against said boss I have to go farm healing materials? Go fuck yourself.

I find myself enjoying Armored Core 6 way more because it follows the conventional mission structure and if you die in a boss you just reload at a checkpoint with all your shit.

But even then, the game won't let you save and quit at a checkpoint on PC, so fuck me if I'm at the boss check point and need to switch off the PC to run an errand.

[-] ZapataCadabra@hexbear.net 5 points 2 years ago

Yeah I tried Elden Ring for a good 20 hours, but I see absolutely no reason for the mechanic of having to go back to your body to get the XP, and if you die along the way it's all gone. What gameplay purpose does that serve?

[-] Elohim@lemm.ee 3 points 2 years ago

If you’re actually curious: the purpose it serves is to instill a weight in and fear of death for the player. The goal is to make you more tense when pushing farther from your last checkpoint.

That’s the idea, at least.

[-] ElChapoDeChapo@hexbear.net 11 points 2 years ago

If you can't get into it, you can’t get into it edgeworth-shrug

I never could get into Bloodbourne and I hit a wall in Sekiro that I just can’t get past, sometimes a game just doesn't feel right to you and I completely get that

[-] boletus@sh.itjust.works 8 points 2 years ago

Do you mean the input queuing? I like them but alw found the aggressive input queueing made the game feel shit sometimes.

[-] WoofWoof91@hexbear.net 8 points 2 years ago

mostly yeah, it felt pretty heavy compared to other games

[-] boletus@sh.itjust.works 8 points 2 years ago

That's cos it is heavy, the game will queue inputs for over an entire second it's crazy. I think I would have enjoyed dark souls 3 more if it didn't have the aggressive input queueing

[-] 1nt3rd1m3nt10n4l@hexbear.net 6 points 2 years ago

I mean, my understanding is that that's deliberate. You're not really supposed to be able to just sweep bad inputs under the rug with cancels & stuff. Sometimes, you just make the wrong call & get your ass kicked because of it.

[-] WittyProfileName2@hexbear.net 5 points 2 years ago

The input queuing is by design, it's supposed to make you pay more attention to attack telegraphs and the move sets of bosses since you can't just cancel an attack into a dodge.

[-] BeamBrain@hexbear.net 4 points 2 years ago

Yeah, I understand the design intent, I just don't like it. To me it makes the game feel unresponsive and clunky.

[-] WittyProfileName2@hexbear.net 6 points 2 years ago

Ok, I get that.

Imho I feel it helps to add weight to attacks that a lot of RPGs are missing but I can see why you wouldn't like it.

this post was submitted on 02 Sep 2023
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