75
submitted 1 year 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.

you are viewing a single comment's thread
view the rest of the comments
[-] WittyProfileName2@hexbear.net 5 points 1 year 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 1 year 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 1 year 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
75 points (100.0% liked)

games

20527 readers
208 users here now

Tabletop, DnD, board games, and minecraft. Also Animal Crossing.

Rules

founded 4 years ago
MODERATORS