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submitted 2 days ago* (last edited 2 days ago) by doublepepperoni@hexbear.net to c/games@hexbear.net

Especially when it's written from the point of view of the playable character. It can be such a great way to add more characterisation to your protagonist. Silent Hill 3 is a great example, with Heather's attitude really shining through every text box

Some people would probably argue that with modern 4k Pathtraced DLSS4 Unreal Engine 5™ graphics there's no longer any need to rely on workarounds invented for text adventure games in the 70s or that we can just have characters think out loud but to me at least this is way less intrusive and more immersive than the character yapping to themselves

Here's another example, the doll is not relevant to any puzzle or the story at all, it's just there for set dressing but you still get several lines of text about it that set the mood more effectively than just having the doll sit there

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[-] EatPotatoes@hexbear.net 7 points 2 days ago

Emulators and upscaling for life. I don’t trust modern game design. Too many coders and mbas.

Thirty years ago people from the arts filtered in. Or at least devs didn’t reject the arts as catastrophically as they do now.

[-] doublepepperoni@hexbear.net 5 points 2 days ago

The next time I play RE2 and 3 I really want to try out the Seamless HD Project which upscales all the original 2D art and backgrounds

Thirty years ago people from the arts filtered in. Or at least devs didn’t reject the arts as catastrophically as they do now.

I guess this is more of a problem specific to indie spiritual successors but with those you sometimes get people who just want to recreate a specific game from their childhood whereas those original games were created by teams with a wide array of influences

this post was submitted on 06 Apr 2026
33 points (100.0% liked)

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