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Captain Hygiene
Sep 17, 2007

You mess with the crabbo...



food court bailiff posted:

Isn't that the part where you play as Mia, though? She's a trained agent and is literally tracking the girl at the time, the number on your watch is the distance to her, and it certainly doesn't seem like she's on another floor at that part. I haven't played that far in a while (I just started a new playthrough recently but I dread getting back to the ship, ugh) but it really doesn't seem like a situation where your character would be wasting any time exploring, and they're certainly trained and equipped enough to know that.

Yeah, it makes some sense after you get to that location, as I remembered after getting there. It's more the way it's delivered - you've typically found everything obvious on this level a while before you figure out how to get in there, and it'd make just as much sense that you'd have to go up a floor and climb down into the room or something. The message is just weirdly vague, when normal RE design would have your character say "No, I've gotta get into that room first!" or just outright make an obvious missing piece like I mentioned earlier.

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piratepilates
Mar 28, 2004

So I will learn to live with it. Because I can live with it. I can live with it.



Cities: Skylines

The DLC situation is outrageous. You want trams? Pay 10$ for the Snowfall DLC, which adds trams, and also a winter map (that is always snowy) you'll play once or twice.

Customizing a realistic university is the Campus DLC for another 10$. Nice parks is the Parklife DLC for another 10$. The Green Cities DLC adds a whole lot more eco-focused houses/offices/businesses, and some eco-friendly versions of power/water/garbage or whatever. Casinos and nightlife are 10$ for the After Dark DLC. Natural Disasters is another 10$. Subways, ferries, cable cars, blimps, monorail, and transit hubs are Mass Transit, 10$. The Industries DLC is another 10$ and adds a smarter industry chain (with levels, and a bunch of different industry types that end up combining in cool ways, like a car factory that needs all the different industry types to function). And the latest is Sunset Harbor which is actually $15 and adds fishing industry, trolleybuses, and helicopters.

There's also a large number of smaller DLC that add things like a handful of buildings, or a radio station, etc.

The steam bundle to get the base game and all DLC is about $200 for a 5 year old game.

All of the DLC seems to be new assets added to the game, and not necessarily new developments to the engine. I'm pretty sure it's all part of the base game and just locked behind DLC, since I didn't have to download new updates to the game after buying a couple of DLC.

--

That being said, the game is totally worth it (on sale, only some DLC) and is probably the best current city sim you can get. I have nothing else bad to say about it (relatively, it's not a genre that has a lot of competition right now) and it was the saving grace for the genre after the latest SimCity fell flat. There are a ton of mods that add gameplay and make things new realistic, or add new buildings. The game itself can look incredible (and realistic!), moreso if you add mods to enhance the graphics. Honestly it's a good game, just the DLC pricing dragging it down.

Lobok
Jul 13, 2006

Say Watt?

Probably didn't seem as crazy for people who bought it five years ago and then got some/all of the DLC as time went on but yeah, $200 in one shot if you wanted everything in one package is a lot.

piratepilates
Mar 28, 2004

So I will learn to live with it. Because I can live with it. I can live with it.



Lobok posted:

Probably didn't seem as crazy for people who bought it five years ago and then got some/all of the DLC as time went on but yeah, $200 in one shot if you wanted everything in one package is a lot.

Yep, I bought the game on release, and only ended up getting the After Dark+Mass Transit bundle on steam (so the base game cost is removed) recently to get back in to the game after the years. Didn't feel that weird about it since I wanted to support the game after 5 years of being maintained and nothing else really being available for city sims made in the last 10 years. I picked up Snowfall and Green Cities half off from a recent Paradox store sale so all in all the DLC cost hasn't been that bad for me, and you certainly don't need any of them to enjoy the game. Buying the bulk of the game and DLC fresh and when not on sale is pretty sketchy to me though.

Rockman Reserve
Oct 2, 2007

"Carbons? Purge? What are you talking about?!"

Cities: Skylines always seemed to me a lot like the similarly-phoned-in-bland-blue-logo game Planet Coaster. Both are sims in genres that I'm interested in, the engines for both are pretty good, but the actual games themselves are just joyless and boring somehow, lacking a je ne sais quoi that their predecessors and clear inspirations had.

Ugly In The Morning
Jul 1, 2010
Pillbug

piratepilates posted:


All of the DLC seems to be new assets added to the game, and not necessarily new developments to the engine. I'm pretty sure it's all part of the base game and just locked behind DLC, since I didn't have to download new updates to the game after buying a couple of DLC.


Isn’t that pretty common for games like that to have all the DLC added to all installs to avoid weird issues with save games/other things breaking?

Taeke
Feb 2, 2010


food court bailiff posted:

Cities: Skylines always seemed to me a lot like the similarly-phoned-in-bland-blue-logo game Planet Coaster. Both are sims in genres that I'm interested in, the engines for both are pretty good, but the actual games themselves are just joyless and boring somehow, lacking a je ne sais quoi that their predecessors and clear inspirations had.

I feel the same way. Part of it (especially with Planet Coaster) is that because it's fully 3D and you've got all this freedom, it's too much work to make something that actually looks like you want it to. It's too fiddly, and I end up spending half on hour building a good looking toilet building that meshes well with its surroundings, which just takes too long. If I want a toilet building to look well in Parkitect, in contrast, it's a simple matter of easily plopping down the walls, roof and some extra bits and pieces, and it's done in a minute, maybe two. Same with Cities Skylines, it just offers too much freedom which makes it all look like a samey sprawl unless I put in hours and hours of work, which I don't have the time for nowadays, so the end result just lacks personality.

I had the same problem but to a lesser extend because it's still on a grid, with RCT3. The only time I really got a park to look the way I wanted it to was when I broke my shoulder and was high on painkillers for two weeks, so I just spaced out for hours on end getting everything just right.

Rockman Reserve
Oct 2, 2007

"Carbons? Purge? What are you talking about?!"

Taeke posted:

I had the same problem but to a lesser extend because it's still on a grid, with RCT3. The only time I really got a park to look the way I wanted it to was when I broke my shoulder and was high on painkillers for two weeks, so I just spaced out for hours on end getting everything just right.

Haha, my fondest memories of RCT3 are from after my wisdom teeth extraction so you might be on to something there!

BioEnchanted
Aug 9, 2011

He plays for the dreamers that forgot how to dream, and the lovers that forgot how to love.
Sometimes in Hollow Knight it can be hard to determine who is an NPC and who is a new enemy type, because sometimes there is overlap. Like the warrior woman in Greenpath (Or was it Fungal Depths?) that comes out from under the ground when you hop across the water at the end of the room, I thought she was a new type of large smashy enemy and it wasn't until the third time that I was just like "OK, may as well try to fight this... wait, it has a listen prompt?"

Dr Christmas
Apr 24, 2010

Berninating the one percent,
Berninating the Wall St.
Berninating all the people
In their high rise penthouses!
🔥😱🔥🔫👴🏻

Ruffian Price posted:

Does any game do "no regenerating health and no health pickups, but it refills after each checkpoint/cleared room"? Max Payne 3 comes to mind, but I'm not sure

The Batman Arkham games have anything that gives XP restore health, and since XP is doled out at the end of encounters, so that is usually what ends up happening. Small numbers of mooks in between "encounters" give less XP and therefore less health, so you won't always be back to full. If you're outdoors, what gets counted as an encounter is more ambiguous.

If you're hurt by an environmental hazard or something or come out of an encounter hurt, you'll have to find some guys to beat up without taking hits yourself or a Riddler trophy, which give a hefty XP boost and therefore health.

Unless there's a nearby Riddler trophy, there's no way to heal in combat. Or you can always just die or reload a checkpoint and be back at full health.

Lobok
Jul 13, 2006

Say Watt?

Does Skylines use the same method as Sim City where you put down zones? Or have mixed-use zoning/buildings? The thing that always nagged at me with Sim City was this basic building block of defined zones that does not fit with how any city I've been to was built or defined. Like a 1960s North American idea of how a city works.

piratepilates
Mar 28, 2004

So I will learn to live with it. Because I can live with it. I can live with it.



Lobok posted:

Does Skylines use the same method as Sim City where you put down zones? Or have mixed-use zoning/buildings? The thing that always nagged at me with Sim City was this basic building block of defined zones that does not fit with how any city I've been to was built or defined. Like a 1960s North American idea of how a city works.

Just single use zones, can't have a condo building sitting on top of stores. I don't think any mods change it, or could change it if they wanted, but I could be wrong.

Lobok
Jul 13, 2006

Say Watt?

Dr Christmas posted:

The Batman Arkham games have anything that gives XP restore health, and since XP is doled out at the end of encounters, so that is usually what ends up happening. Small numbers of mooks in between "encounters" give less XP and therefore less health, so you won't always be back to full. If you're outdoors, what gets counted as an encounter is more ambiguous.

If you're hurt by an environmental hazard or something or come out of an encounter hurt, you'll have to find some guys to beat up without taking hits yourself or a Riddler trophy, which give a hefty XP boost and therefore health.

Unless there's a nearby Riddler trophy, there's no way to heal in combat. Or you can always just die or reload a checkpoint and be back at full health.

I tihnk Spider-Man's system works pretty well where you have to earn your health by landing hits or webswinging around the city but the resource used to heal (Focus) is also what you need to be able to do Finishers on enemies and Focus build-up increases your damage so there's a three-way trade-off of what to use your Focus for.

BioEnchanted
Aug 9, 2011

He plays for the dreamers that forgot how to dream, and the lovers that forgot how to love.

Lobok posted:

I tihnk Spider-Man's system works pretty well where you have to earn your health by landing hits or webswinging around the city but the resource used to heal (Focus) is also what you need to be able to do Finishers on enemies and Focus build-up increases your damage so there's a three-way trade-off of what to use your Focus for.

That's pretty close to Hollow Knight's method too where your magic meter is what you use to throw energy balls at enemies but also the pool you can draw more health from.

Byzantine
Sep 1, 2007

I still like Infamous' one. Cole's got electrical powers so he regenerates from the ambient charge of the city's power grid, but head into blackout areas and the regen stops.

SpookyLizard
Feb 17, 2009
I got Jedi Fallen order since it was on sale and holy poo poo someone needs to be fired for the frequency with which control is violently yanked away from me for the game to explain video game concepts. oh here's a map cool can I play the game now NO YOU MUST USE ALL THE MAP CONTROLS FOLLOWING THE ONSCREEN PROMPTS okay i did NO YOU DID IT TOO SOON LISTEN TO THE NPCS TALK ABOUT THE loving MAP. cool can i play now oh look at the map again no leave NO YOU MUST LISTEN TO US EXPLAIN THE ON SCREEN PROMPTS AGAIN THE BIG RED SIGN IS VERY IMPORTANT AND YOU CANT GO ANY FURTHER DO YOU UNDERSTAND THAT THIS PATH IS BLOCKED yes can i please play now NO THE JEDI IS NOT TALKING ABOUT HOW THE PATH IS BLOCKED AND HOW THAT IS REFLECTED ON THE MAP.

or cool i can't wait to explore this area i just climbed to NO YOU MUST APPRECIATE THE VIEW FIRST yeah i'd love to can i loving do so with camera control NO YOU MUST STAND LIKE A MOVIE CHARACTER AND NOT PLAY THE VIDEO GAME STAND GAZE yeah great but there's some weird building here and i want to look at NO LOOK AT THE VISTA AND LISTEN TO THE MUSIC yeah oval office i've seen star wars but i want to look at this other thing NO

piratepilates posted:

That being said, the game is totally worth it (on sale, only some DLC) and is probably the best current city sim you can get. I have nothing else bad to say about it (relatively, it's not a genre that has a lot of competition right now) and it was the saving grace for the genre after the latest SimCity fell flat. There are a ton of mods that add gameplay and make things new realistic, or add new buildings. The game itself can look incredible (and realistic!), moreso if you add mods to enhance the graphics. Honestly it's a good game, just the DLC pricing dragging it down.

It's good, you just gotta like, play the game a bit until summer sale, gobble up the good DLC, wait for winter, gobble up the new DLC, etc.

Lobok
Jul 13, 2006

Say Watt?

BioEnchanted posted:

That's pretty close to Hollow Knight's method too where your magic meter is what you use to throw energy balls at enemies but also the pool you can draw more health from.

Yeah, I think it's a good idea because the resource is always useful. If you need to heal, great. If you don't then you have this power to draw from to do cool/better attacks.

The sound effect for healing is a little off-putting in Spider-Man, though. Based on the sound the healing is not an abstract videogame concept of somehow getting better but something like an injection, as if Spider-Man is actually being healed in the fight.

RareAcumen
Dec 28, 2012




Lobok posted:

I tihnk Spider-Man's system works pretty well where you have to earn your health by landing hits or webswinging around the city but the resource used to heal (Focus) is also what you need to be able to do Finishers on enemies and Focus build-up increases your damage so there's a three-way trade-off of what to use your Focus for.

It's also nice that you can just go around and swing a bit and timing it correctly also gets you more focus.

The impact of your hits don't sound very good though. It's way less satisfying than listening to a punching bag getting hit which is such a shame.

Ugly In The Morning
Jul 1, 2010
Pillbug

Byzantine posted:

I still like Infamous' one. Cole's got electrical powers so he regenerates from the ambient charge of the city's power grid, but head into blackout areas and the regen stops.

Yeah, I liked having to find anything with a battery to get some health/special move power back. Second Son didn’t really have anything like that, unfortunately.

muscles like this!
Jan 17, 2005


Cleretic posted:

I vaguely recall hearing one of the Dead Space games also had that 'dump the overpowered DLC gear onto you right off the bat' problem, come to think of it. Which is especially ruinous for a horror game.



Dead Space 1 had a problem on release where if you preordered the game you would get a platform specific suit. This unlocked at the first time you gain access to an upgrade terminal but it basically ruined the difficulty curve because it counted as a late game suit with more armor and inventory space. Once you put it on you couldn't take it off because the game wouldn't let you downgrade your suit.

Lobok
Jul 13, 2006

Say Watt?

RareAcumen posted:


The impact of your hits don't sound very good though. It's way less satisfying than listening to a punching bag getting hit which is such a shame.

Huh, never really noticed it except for fighting Sable agents. Because they're armored the sound of hitting them is so dead and wimpy. I don't mind that they take extra hits, it's the sound that makes it annoying to fight them.

CJacobs
Apr 17, 2011

Reach for the moon!
Dead Space 3 also ended up with the OP dlc issue in a different way. Throughout the game you can send out scavenger bots to collect crafting resources for you and after 20 minutes or whatever they'll return with parts to upgrade your guns or suit. But they ALSO return with 'ration packs', the EA microtransaction currency you use to just buy crafting parts for 50 irl cents a pack or so. If you use these ration packs to buy the mtx for free, they're added to your EA account literally forever. So you will now start every new game of Dead Space 3 with a ton of free crafting resources and gun attachments which breaks the whole scavenging system.

HenryEx
Mar 25, 2009

...your cybernetic implants, the only beauty in that meat you call "a body"...
Grimey Drawer

CJacobs posted:

Dead Space 3 also ended up with the OP dlc issue in a different way. Throughout the game you can send out scavenger bots to collect crafting resources for you and after 20 minutes or whatever they'll return with parts to upgrade your guns or suit. But they ALSO return with 'ration packs', the EA microtransaction currency you use to just buy crafting parts for 50 irl cents a pack or so. If you use these ration packs to buy the mtx for free, they're added to your EA account literally forever. So you will now start every new game of Dead Space 3 with a ton of free crafting resources and gun attachments which breaks the whole scavenging system.

Yeah, but....


... you get to kill necromorphs to this BGM and a redneck insulting you:
https://www.youtube.com/watch?v=k8mH-PQ54Bs

CJacobs
Apr 17, 2011

Reach for the moon!
You're goddamn right you do :hai:

ilmucche
Mar 16, 2016

BioEnchanted posted:

BTW an actual problem with Hollow Knight - the Mushrooms that you bounce on are unclear how they work. I had to look it up to figure out how to use that mechanic.

I got stuck with that as well. Had cleared a load of the game out and saw the mushrooms but didn't realise I could attack downwards in the air until I looked it up.

BioEnchanted posted:

Sometimes in Hollow Knight it can be hard to determine who is an NPC and who is a new enemy type, because sometimes there is overlap. Like the warrior woman in Greenpath (Or was it Fungal Depths?) that comes out from under the ground when you hop across the water at the end of the room, I thought she was a new type of large smashy enemy and it wasn't until the third time that I was just like "OK, may as well try to fight this... wait, it has a listen prompt?"

The npcs are great. So many of them are super friendly.

Philippe
Aug 9, 2013

(she/her)

piratepilates posted:

Just single use zones, can't have a condo building sitting on top of stores. I don't think any mods change it, or could change it if they wanted, but I could be wrong.

There's a mod called Ploppable Growables, where you can put down buildings yourself and you're not limited by the zoning mechanic. It takes a long time, but you can combine buildings in the way you describe.

RareAcumen
Dec 28, 2012




Lobok posted:

Huh, never really noticed it except for fighting Sable agents. Because they're armored the sound of hitting them is so dead and wimpy. I don't mind that they take extra hits, it's the sound that makes it annoying to fight them.

I also just like it less than I did Batman Arkham's system. I dunno, Spider-Man's just not as interesting to watch fight or something. Maybe it just needed combo takedowns like that one too rather than just the single finisher.

Anyway, I'm sure the second one will be super great to contrast that.

Lobok
Jul 13, 2006

Say Watt?

RareAcumen posted:

I also just like it less than I did Batman Arkham's system. I dunno, Spider-Man's just not as interesting to watch fight or something. Maybe it just needed combo takedowns like that one too rather than just the single finisher.

Anyway, I'm sure the second one will be super great to contrast that.

It's funny because Insomniac's Spider-Man is clearly a descendant of the other Spider-Man games before it, including ones that had some decidedly Arkham influences, but I get the sense Insomniac really wanted to shy away from Arkham. Nobody cared about previous Spider-Man games using Arkham stuff because nobody cared about previous Spider-Man games but this one was super high profile so I gather they wanted it to make it on its own steam as much as possible. Even when some mechanics clearly were perfectly suited for both heroes.

Fair point about it not being as interesting to watch. I have a voracious appetite for combat videos for that game and I have to admit most of them are from close to the game's release where people rushed to get views and hadn't even earned all the skills and gadgets to be able to show off everything. Or they're people who do the same air combo over and over. If you're ever interested, my take on the combat is under VonZuben on YouTube.

John Murdoch
May 19, 2009

I can tune a fish.

food court bailiff posted:

Cities: Skylines always seemed to me a lot like the similarly-phoned-in-bland-blue-logo game Planet Coaster. Both are sims in genres that I'm interested in, the engines for both are pretty good, but the actual games themselves are just joyless and boring somehow, lacking a je ne sais quoi that their predecessors and clear inspirations had.

I feel the exact same way w/r/t to Skylines and I have similarly struggled to put it into words. But I also lack very much experience with builder/sim games so it's a double whammy of not knowing if certain things are par for the course or not.

The best I can summarize is that I never feel like I'm making meaningful decisions in Skylines. Everything tends to be vague and opaque, outside of obvious catastrophic problems. The solutions always seem to boil down to "buy another building that does <thing you need> and hope for the best" without much thinking behind it. There's certainly SOME tangible effects in play, but everything is just so drat muted. What did putting down that police station actually do? :shrug: Did upgrading that hospital help the situation? :shrug: Buses are cool, should I make a bus line? ...Where should I put the stops? :shrug: The only structure to go off of are the population milestones, but they're presented so poorly and in the early game it's easy to fail upward such that you're unlocking 20 new things before you can actually afford to build like, 2 of them.

The one possible exception is traffic. The game almost hyper-focuses on traffic, but to a point where I feel completely out of my depth. Knowing what to do requires an awful lot of knowledge of basic road design but also the quirks of the game's particular underlying simulation and then implementing that solution is a massive pain the rear end because making anything but the most basic and boring roads is a fiddly nightmare. (God forbid I don't have the mods that let me massage things closer to how I actually want them.) In general, there's a lot of fiddly bits that are vastly more fiddly than they need to be and then other bits that are so hands-off as to be borderline invisible.

I dunno if it's an issue of scale/scaling, balancing, pacing, systems design, or all of the above.

Oh, also it feels like every single ploppable building is carefully designed to be as inconveniently shaped as possible, such that it will never fit in the spot you originally intended it to go.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Regenerating health is good in Saints Row 2, because it requires you to not be being shot, and generally enemies will be coming from multiple directions and moving around obstacles, so in a big fight it's actually a challenge to find a spot to heal up but if you can get away then you're safe.


My Lovely Horse posted:

Deus Ex HR. Same idea.
I like the integrated DLC in DX:hr:DC. Losing all your augs is annoying, but getting them back is pretty fun, and the actual levels have a bunch of cool stuff that there wasn't enough of in the main game.

The Lone Badger posted:

The original Deus Ex was a bit like this. There were cyborgs and guys in power armour etc that were moderately bullet-resistant, but nobody man-sized is surviving being shot with an anti-tank rocket launcher.
Except that a bunch of people are just completely unkillable - but can still be turned hostile and will not stop until you're dead. At least in the rest of the series anyone plot-critical was just kept out of reach until such time as it was okay for them to die. It's sometimes done without much subtlety, but it's way better than the literally immortal NPCs in the original.

CJacobs
Apr 17, 2011

Reach for the moon!
To be fair, in Deus Ex most of the unkillable NPCs are people you have no reason to shoot in the first place. If you make them hostile, you wouldn't be able to continue the game even if you could kill them. Generally they were smart about it I think, in that they let you kill important characters in situations where JC would actually have reason to do so. Your UNATCO boss Manderley for example is unkillable all the way up until after JC defects to NSF, then he's fair game.

edit: But yeah, Human Revolution resolves this entirely by just making Jensen unable to pull out his gun in areas with plot critical NPCs (with some exceptions depending on who you piss off).

CJacobs has a new favorite as of 13:24 on May 6, 2020

piratepilates
Mar 28, 2004

So I will learn to live with it. Because I can live with it. I can live with it.



John Murdoch posted:

I feel the exact same way w/r/t to Skylines and I have similarly struggled to put it into words. But I also lack very much experience with builder/sim games so it's a double whammy of not knowing if certain things are par for the course or not.

The best I can summarize is that I never feel like I'm making meaningful decisions in Skylines. Everything tends to be vague and opaque, outside of obvious catastrophic problems. The solutions always seem to boil down to "buy another building that does <thing you need> and hope for the best" without much thinking behind it. There's certainly SOME tangible effects in play, but everything is just so drat muted. What did putting down that police station actually do? :shrug: Did upgrading that hospital help the situation? :shrug: Buses are cool, should I make a bus line? ...Where should I put the stops? :shrug: The only structure to go off of are the population milestones, but they're presented so poorly and in the early game it's easy to fail upward such that you're unlocking 20 new things before you can actually afford to build like, 2 of them.

The one possible exception is traffic. The game almost hyper-focuses on traffic, but to a point where I feel completely out of my depth. Knowing what to do requires an awful lot of knowledge of basic road design but also the quirks of the game's particular underlying simulation and then implementing that solution is a massive pain the rear end because making anything but the most basic and boring roads is a fiddly nightmare. (God forbid I don't have the mods that let me massage things closer to how I actually want them.) In general, there's a lot of fiddly bits that are vastly more fiddly than they need to be and then other bits that are so hands-off as to be borderline invisible.

I dunno if it's an issue of scale/scaling, balancing, pacing, systems design, or all of the above.

Oh, also it feels like every single ploppable building is carefully designed to be as inconveniently shaped as possible, such that it will never fit in the spot you originally intended it to go.

I guess I treat the game more as a bonsai tree (unlimited money on, unlock all tiles at the beginning, start ignoring milestones and such) and expect it to be that. Once you get going it's hard to explicitly lose, and there's no real "winning". That's the same approach I took with SimCity 4. I can't remember the other SimCity's since I only played those a lot when I was a kid, so tehy might have much more of a game approach (and SC2k especially was probably way more challenging).

Police Stations decrease crime in an area around where they're plopped, I believe corresponding to how far a car could travel from the station by road. Plopping one down increases cim happiness in the local area and increases land value, leading to higher level buildings and more and more smarter people. Hospitals do the same but have some kind of health component to them. Schools do the same but also educate cims over time, leading them to shift to more smarter work (better commercial, and office buildings instead of industry (maybe there's smart industry too? I'm not sure, can't recall)). Fire stations stop things from burning down.

Buses reduce car traffic, cims want to take busses when they are available over driving. Yes you should make a bus line, you should put the stops where people live so they can take the bus, and position the line partially overlapping with other transit (bus lines, metro, train, tram, monorail, etc.) so cims can transfer to those methods and not take cars. The exact placement of lines is up to you.

The traffic is the most advanced system they implemented, and is fun to improve and smooth out (at least for me, a person who plays these kinds of games and likes them). The biggest impacts to road traffic that are also easy are to increase public transit coverage, implement arterial roads (i.e. divide the major transport routes of the city to highways leading to avenues, few intersections off of the avenues to local roads, local roads branching to houses), reduce the number of stop light intersections (especially near heavy trafficked areas like highway entrances/exits), add pathways for pedestrians to be able to walk places better (cims prefer walking over everything else, if you give them options to walk places, they'll take it. the more they're able to walk to public transit, the less traffic problems you'll have).

---

but yeah, the game part isn't rock solid, there's a lot of improvement they could do for making it challenging and having the systems be more transparent and necessary. That's not the main thing I'm playing it for so it matters less to me, but I definitely see how it drags that way for other people.

To be fair to the developers (Colossal Order), this is their first real city building game. The only other two games they made before this were Cities in Motion 1 and 2 -- which were pure transit games where all you controlled were transit routes in a city, and the city grew on its own without you. The game also came out fresh off the genre being in a real bad spot -- SimCity 4 was 12 years old at that point and getting real tricky to run well, the Cities XL/XXL series (unrelated) was widely criticized as being awful, the SimCity reboot came out and was not well received. Cities: Skylines came out right after those titles and was the most solid of the modern city building sims.

We're probably due for a Cities: Skylines 2 (please dear god please), and if that ever happens then I'm sure they'll refine the gameplay of the city building, it seems like it was a big focus for the first game. Hopefully if the series continues it makes the same leaps that happened with Maxis on SimCity Classic -> 2k -> 3k -> 4

Morpheus
Apr 18, 2008

My favourite little monsters
Because it's free this month on PSPlus, I figured I'd give Farming Simulator a try. My gf's father actual teaches some sort of farming sciences stuff, and is a fan of the game (or maybe it's the '20 version) so I thought I'd see what it's like.

It's...well, it's a farming simulator alright. My gripes are with the interface though, as it's not very good. At any given point, the things you can do with your buttons are listed in the top left of the screen, and having to look through them to figure out how to do the thing you want with the thing in front of you is a pain in the butt. It would've been so much better if there were context-present button cues over the objects you actually wanted to interact with (ie having an 'X - ATTACH' float over the thing in front of you that you want to attach, rather than in the top-left menu, or a L1 + SQUARE over the, uh, harvester bit that lowers or whatever).

Anyway it seems kinda neat, a sort of zen game. Would rather have one of the truck simulators for free, but whatever.

Lobok
Jul 13, 2006

Say Watt?

Death Stranding ends in so many small cutscenes that tie into one huge overall chunk of story at the end of the game and it'd be fine if I could just let the game run and watch it at my leisure on YouTube later but it requires so many inputs from the player that you're forced to be an active part. Especially the credits, which are several segments of endless running to nowhere. Honestly unbelievable.

Away all Goats
Jul 5, 2005

Goose's rebellion

The amount of items and house options in the base Sims 4 game is frustratingly disappointing.

Not to mention the lack of vehicles. I can't believe how much of a step back they took from Sims 3

Captain Hygiene
Sep 17, 2007

You mess with the crabbo...



Lobok posted:

Death Stranding ends in so many small cutscenes that tie into one huge overall chunk of story at the end of the game and it'd be fine if I could just let the game run and watch it at my leisure on YouTube later but it requires so many inputs from the player that you're forced to be an active part. Especially the credits, which are several segments of endless running to nowhere. Honestly unbelievable.

That's why you let CJacobs play it for you!

Lobok
Jul 13, 2006

Say Watt?

Captain Hygiene posted:

That's why you let CJacobs play it for you!

The game part is mostly really good. But unfortunately there are lots offff

*studio audience in unison*
"Little! Things! Dragging This Game Downnn!"

Nostradingus
Jul 13, 2009

Away all Goats posted:

The amount of items and house options in the base Sims 4 game is frustratingly disappointing.

Not to mention the lack of vehicles. I can't believe how much of a step back they took from Sims 3

Yes but you can get back to Sims 3 amounts of content was for the low, low cost of $100+ in various DLCs!

Inspector Gesicht
Oct 26, 2012

500 Zeus a body.


Devil May Cry 5: Graphically, it's impressive. Artistically, the interior-design looks like someone thought Lost Izalith should get its own game.

There's a trophy for getting an S-rank on all 5 difficulties. That's 120 S-ranks accomplished by beating the game in excess of ten times. Thankfully I suck at this genre so I won't bother, but it seems like a waste of time that harder S-Ranks don't stack even though you've numerically proven yourself.

Dark Souls 3 had a pretty lazy completion trophy where you get every ring in the one profile. You have to beat New Game+ and New Game ++ to find them all. Unlike Dark Souls 2 there was nothing done to make New Game+ unique or interesting, only the addition of extra rings which are useless because you can find better ones in the DLC on the first playthrough.

Final Fantasy XII no longer has the egregious missable stuff from it's original PS2 version but it does have the completely insane act of filling the bestiary. One foe only spawns if you kill 250 consecutive enemies of the same type in a maze

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JackSplater
Nov 20, 2014

Metal Coat? It's already active?!

piratepilates posted:

The traffic is the most advanced system they implemented

I had two main issues with traffic:
1) Not all road styles are unlocked from the start, so you usually end up with your first section of town straight off the highway being basic two-lane roads, and by the time you can upgrade them it's usually a fairly entrenched part of town. How much are you willing to rebuild just to make your city's main influx point not terrible?
2) Emergency vehicles follow all traffic laws all the time. So unless you either a) get flying firefighters (which I think is DLC locked) or b) build way more fire stations than you think you need, you're eventually going to have issues with traffic blocking firefighters. Solving that problem, at least for me, would basically be a puzzle game entirely on its own, without having all the other parts of the game added on.

Also, the amount of education buildings required for a town is way higher than it realistically should be. Last time I played it felt like I needed one school for every 50 or so houses.

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