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juicefest
Jun 12, 2022

Tuxedo Catfish posted:

you're the one who piled on to yell "what the hell" at me dude

this happens to me a lot and i'm sick of it. i don't even need people to agree, it's just really tiring trying to say something and then realize that to even have an argument about the actual thought itself you're going to have to back up three or four steps to cover background you thought was self-evident

Don't get down about it, a lot of people here are just doing the twitter thing of assigning uncharitable readings to posts so they can make fun of people for being idiots or whatever.

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chainchompz
Jul 15, 2021

bark bark

Galick posted:

Modded Minecraft, there's a village building mod!
Ooh!

Sandwich Anarchist posted:

7 Days To Die
Dragon Quest Builders 2
Not too into zombie games anymore.

SlothfulCobra posted:

If you care the primarily about first person, Slime Rancher and Raft.
Raft might do it.


doctorfrog posted:

No Man's Sky does all of these things (including a sorta simulated village for you to manage) to kind of a shallow, but enjoyable and pretty degree. NMS is a very amiable game.
Yeah my village in NMS seems way too tiny and silly. It won't ever expand beyond what it is now and it's a little of a let down.


Thanks all!

John Murdoch
May 19, 2009

I can tune a fish.

FWIW, when I say I have qualms about Outer Wilds, it's exactly these. My tolerance for bullshit is a bit low these days - I love Dark Souls, yet I've not jumped into Elden Ring, for example. I also never liked MM, which is another point against it.

Tuxedo Catfish posted:

One of the main endgame puzzles of Myst is you piloting a minecart through a (conceptually) 3d maze of tracks. Riven's entire world is connected by rail and requires you to use spatial reasoning to figure out where everything is in relation to each other in order to solve a comparable endgame puzzle.

The world of Riven is rapidly dying in the fiction, although it isn't really realized in mechanics it is the central dilemma of the entire plot, and there are several ways to get a game over where your character dies violently.

I don't even disagree with the general Myst comparison, but here you're bending over so fuckin hard to draw a line between them. Why?

You also don't seem like you really get why saying a game is like something I enjoy "but actually good" is weird and off-putting. I tried to brush it off in good humor but you decided to double down on it instead. :confused:

LLSix
Jan 20, 2010

The real power behind countless overlords

chainchompz posted:

I'm looking for a single player, FPS, basebuilding, exploration, and/or open world game where I can kinda just chill and explore and use my base as a hub for refueling between treks. I've played Subnautica (and below zero), minecraft and satisfactory to death already. If there's villagers that I can attract and build a tiny village that's semi-autonomous that's also cool.

I know fallout 4 kinda also did what I'm looking for with regards to basebuilding and exploring, but have also played it to death.

It sounds like you are describing Necesse, except it's not first person.

Shine
Feb 26, 2007

No Muscles For The Majority
Quick reminder that you are all in your 30s-40s and should speak to each other that way.

chainchompz
Jul 15, 2021

bark bark

LLSix posted:

It sounds like you are describing Necesse, except it's not first person.

Oh yeah that's on my wishlist. Waiting on it leaving EA though.

moosferatu
Jan 29, 2020
This debate about Outer Wilds reminds me of the old arguments about adventure games with action elements or roguelikes vs roguelites. I only just started playing Outer Wilds yesterday, and I can understand comparing it to Myst. There are thematic and mechanical similarities that scratch a similar itch. That said, there are some significant gameplay differences that make it impossible to say, if you loved Myst, you'll love Outer Wilds. I think this particularly true for OG adventure gamers who traditional do not like dexterity based gameplay. Personally, I find the game extremely interesting, but probably won't play much more of it because I hate the space movement.

John Murdoch
May 19, 2009

I can tune a fish.

moosferatu posted:

This debate about Outer Wilds reminds me of the old arguments about adventure games with action elements or roguelikes vs roguelites. I only just started playing Outer Wilds yesterday, and I can understand comparing it to Myst. There are thematic and mechanical similarities that scratch a similar itch. That said, there are some significant gameplay differences that make it impossible to say, if you loved Myst, you'll love Outer Wilds. I think this particularly true for OG adventure gamers who traditional do not like dexterity based gameplay. Personally, I find the game extremely interesting, but probably won't play much more of it because I hate the space movement.

I inevitably think of

grate deceiver
Jul 10, 2009

Just a funny av. Not a redtext or an own ok.

John Murdoch posted:

I inevitably think of



I urge you to ignore the weirdos arguing about the Berlin interpretation of "adventure game" and play Outer Wilds, one of the best games of the last decade. It's cool, smart and chill.

An Actual Princess
Dec 23, 2006

myst and riven pwn and everyone should play them. consider this a Recommendation in the recommending games thread

Magnetic North
Dec 15, 2008

Beware the Forest's Mushrooms
So, I skipped The Outer Wilds because first person games make me motion sick in my never-ending wretched senescence. However, I managed to play both The Return of the Obra Dinn (which is loving fantastic) and Superliminal (which is good). How 'action-y' is it? How fast is it?

Hwurmp
May 20, 2005

Magnetic North posted:

So, I skipped The Outer Wilds because first person games make me motion sick in my never-ending wretched senescence. However, I managed to play both The Return of the Obra Dinn (which is loving fantastic) and Superliminal (which is good). How 'action-y' is it? How fast is it?

Very light on both action & speed. Moving carefully is much more important than moving fast.

AG3
Feb 4, 2004

Ask me about spending hundreds of dollars on Mass Effect 2 emoticons and Avatars.

Oven Wrangler

John Murdoch posted:

I inevitably think of



I read that as Arcade-Sque Amish at first and had a hell of a time trying to parse that.

moosferatu
Jan 29, 2020

Magnetic North posted:

So, I skipped The Outer Wilds because first person games make me motion sick in my never-ending wretched senescence. However, I managed to play both The Return of the Obra Dinn (which is loving fantastic) and Superliminal (which is good). How 'action-y' is it? How fast is it?

For what it's worth, first person games sometimes make me motion sick (The Witness is the worst for me. I would love to play the game again, but can't bring myself to endure the pain again.), but have not had any issues with Outer Wilds in the time I've spent on it. That said, I don't like the movement, which is perhaps more difficult if you don't play a lot of first person games? Maybe try it and see if you like it?

Hwurmp
May 20, 2005

AG3 posted:

I read that as Arcade-Sque Amish at first and had a hell of a time trying to parse that.

Lunchmeat Larry
Nov 3, 2012

There is a lot of gravity flipping and steering a spaceship in six degrees of freedom so I suspect Outer Wilds could cause some motion sickness in some people

StoryTime
Feb 26, 2010

Now listen to me children and I'll tell you of the legend of the Ninja
Anyone who's into Myst should check out Obduction, which is very much a spiritual successor to the series, and literally from the makers of Myst.

A GIANT PARSNIP
Apr 13, 2010

Too much fuckin' eggnog


I'm looking for a game where you start up a space colony on a station or a planet. There seem to be a lot of these games out and a fair amount of them have poo poo ratings. Which ones have people had fun with?

Chamale
Jul 11, 2010

I'm helping!



Rimworld is the gold standard of that genre, isn't it?

A GIANT PARSNIP
Apr 13, 2010

Too much fuckin' eggnog


Chamale posted:

Rimworld is the gold standard of that genre, isn't it?

I have Rimworld and have had fun with it but I get more of a "we need to escape this shithole" vibe instead of a "we're making a new home" vibe. I don't own the DLC though and haven't gone too deep on mods so if these change the game to offer more of a pioneering / colonization vibe I'd be up for giving it another shot.

SlothfulCobra
Mar 27, 2011

The only other games I really know of for making a space colony are Oxygen Not Included, which I think is more about micromanagement and putting together a working base (but it is also a closer look at the physics involved in these things), and Surviving Mars. Maybe also A Dark Room.

Phigs
Jan 23, 2019

John Murdoch posted:

FWIW, when I say I have qualms about Outer Wilds, it's exactly these. My tolerance for bullshit is a bit low these days - I love Dark Souls, yet I've not jumped into Elden Ring, for example. I also never liked MM, which is another point against it.

If this bothers you then I'd say definitely stay away. It has plenty of time sensitive bullshit that bothered me a lot. 22 minutes is a pretty short amount of time when you have to go up an elevator, launch your ship, fly to the planet, land on the planet, move to the place, then go through the maze/jumping puzzle/whatever path to get to the exact spot you need to go to, etc. And hey sometimes you need to get there before something happens, sometimes after something happens. It's got some pretty finicky bullshit. I think it's a pretty cool game that's worth a look for most people such that if you're just "should I play Outer Wilds?" my answer would be yes. But if you're "should I play Outer Wilds? I'm not down with any bullshit tho" my answer is no.

StoryTime
Feb 26, 2010

Now listen to me children and I'll tell you of the legend of the Ninja

A GIANT PARSNIP posted:

I'm looking for a game where you start up a space colony on a station or a planet. There seem to be a lot of these games out and a fair amount of them have poo poo ratings. Which ones have people had fun with?

Aven Colony is a fairly traditional Sim City style building game where you set up colonies on a planet. You deal with trying to attract immigrants to your base, and assign them to work in various facilities that provide power, clean air and other necessities. There's a plot line, but it's not massively involved. Mostly you just try to build an efficient base exploiting the resources around. Kinda reminded me of the Tropico series.

Surviving Mars was mentioned. It's more of an automation game where you give orders to a bunch of AI controlled drones to build a base capable of supporting human colonists. I liked the part where you try to get a survivable environment set up. When the actual colonists arrived and started to demand 5 star hotel luxuries on Mars it became less fun. The drones are a bit dumb and frustrating, I had issues of them endlessly shuffling building materials around, while the colonists were starving to death with a big pile of food right next to the door of their habitat.

Terraforming Mars is a digital version of a board game about turning Mars into a livable planet. Very abstract, but there's fun to be had. It works well as a single player game against AI opponents. It's kind of the problem with the original board game that there's not much interaction between players, everyone is just playing a solo game on a shared board and then you count victory points at the end euro style.

Tharsis is kind of a roguelite Mars mission catastrophe simulator. You roll a lot if dice to see how badly everything goes wrong. It's a game that doesn't want you to win, but some seem to like that kind of gameplay.

Offworld Trading Company is about setting up a cutthroat capitalist resource grabbing operation on a planet, with the objective being to buy out your competitors. It has a cool and interesting economy simulation that rewards you for both thinking on your feet and seeing the long term market trends. Also unlike a lot of strategy games, once you're in a winning position you win in seconds instead of hours. This will happen to you as well, if an opponent makes enough money they just buy you out and that's it, game over. It's real time and quite stressful, so if you're looking for chill base building time, this ain't it.

Out of these, Aven Colony was the one I enjoyed the most as a just a basic rear end building game. Offworld Trading Company is very unique and definitely worth a shot, but it's something people will either love or hate.

StoryTime fucked around with this message at 06:21 on Sep 6, 2022

John Murdoch
May 19, 2009

I can tune a fish.

Phigs posted:

If this bothers you then I'd say definitely stay away. It has plenty of time sensitive bullshit that bothered me a lot. 22 minutes is a pretty short amount of time when you have to go up an elevator, launch your ship, fly to the planet, land on the planet, move to the place, then go through the maze/jumping puzzle/whatever path to get to the exact spot you need to go to, etc. And hey sometimes you need to get there before something happens, sometimes after something happens. It's got some pretty finicky bullshit. I think it's a pretty cool game that's worth a look for most people such that if you're just "should I play Outer Wilds?" my answer would be yes. But if you're "should I play Outer Wilds? I'm not down with any bullshit tho" my answer is no.

Yup, that'd do it.

Same wavelength as I just played through Tangle Tower recently, which is fairly casual and railroad-y but I still enjoyed piecing together the whodunit. Doesn't automatically mean I want to jump from that to Sherlock: Crimes and Punishments or Obra Dinn or w/e.

BlankSystemDaemon
Mar 13, 2009



A GIANT PARSNIP posted:

I'm looking for a game where you start up a space colony on a station or a planet. There seem to be a lot of these games out and a fair amount of them have poo poo ratings. Which ones have people had fun with?
I take it you've thought of Dwarf Fortress?

It's the grandfather of basically all these games, and it still does something that's unique compared to the others (at least as far as I know), which is that you don't have control over individual dorfs, but instead control what needs to be done and it's then up to the dorf with (in)appropriate training, role, and most importantly mood to do the job.

It's also deeper than the Mariana Trench, so it's the sort of game that if you really fall into it, you're gonna spend a lot of time there.

It's also "nearing" a "complete" release.

StoryTime
Feb 26, 2010

Now listen to me children and I'll tell you of the legend of the Ninja

BlankSystemDaemon posted:

I take it you've thought of Dwarf Fortress?

It's the grandfather of basically all these games, and it still does something that's unique compared to the others (at least as far as I know), which is that you don't have control over individual dorfs, but instead control what needs to be done and it's then up to the dorf with (in)appropriate training, role, and most importantly mood to do the job.

It's also deeper than the Mariana Trench, so it's the sort of game that if you really fall into it, you're gonna spend a lot of time there.

It's also "nearing" a "complete" release.

Rimworld is very much Dwarf Fortress with a handful of colonists instead of 100+ dorfs. Works the same way, you assign things to do and the colonists get around to doing them once they feel like it. It also has an actual UI. Amazing Cultivation Simulator is similar, except you build a Wuxian religious sect and the members gain ridiculous superpowers by meditating very hard, and random bears and pieces of furniture gain sentience as a side show.

John Murdoch
May 19, 2009

I can tune a fish.
Alright. So. Round two. Turns out trying to post about a high-minded (and likely :spergin:-fueled) idea when I'm sleep deprived and feverish leads to people having no earthly clue what the gently caress I'm on about. And doubly so when I half-rear end on the examples. Lesson learned. (Hopefully.) Let's ignore that entire first post ever happened and try this again.

To spare the thread another clog of a giant rambling essay, albeit a much more coherent one, I've dumped it into a pastebin Google doc of all things because pastebin sucks rear end. Four clearly laid out ideas! Proper concrete examples! Sensible summaries!

tl;dr, it's a specific sub-genre of game design porn. Not to be confused with porn game design. Frankly this whole thing might be more appropriate for a PYF thread or some poo poo, idk.

I scanned back through the original recommendations and FWIW Hwurmp you gave me the last little push to finally grab Inscryption and also splurge on Tunic. I know both lean towards the meta-y side, and I'm pretty confident the former is right on the money at the very least. Ultrakill might be too but it's not the kind of game I'm after right now.

John Murdoch fucked around with this message at 11:33 on Sep 6, 2022

Fruits of the sea
Dec 1, 2010

Tyranny for creating a levelling system that responds to what you do in combat to reinforce your out of combat skills and vice versa.

E: I only skimmed but it may not be your cup of tea judging from the other stuff name-dropped. It's a crunchy RTWP rpg with branching narrative

Fruits of the sea fucked around with this message at 11:50 on Sep 6, 2022

A Worrying Warlock
Sep 21, 2009

John Murdoch posted:

tl;dr, it's a specific sub-genre of game design porn. Not to be confused with porn game design. Frankly this whole thing might be more appropriate for a PYF thread or some poo poo, idk.

Some random suggestions:

-Baba is You
-R-Type Final 1 and 2
-Yakuza: Like a Dragon
-Every Castlevania from Symphony of the Night to Order of Ecclestia
-Bloodstained (see above)
-Magicka 1 and 2
-Divinity: Original Sin 2
-Gunpoint

StoryTime
Feb 26, 2010

Now listen to me children and I'll tell you of the legend of the Ninja

John Murdoch posted:

Alright. So. Round two. Turns out trying to post about a high-minded (and likely :spergin:-fueled) idea when I'm sleep deprived and feverish leads to people having no earthly clue what the gently caress I'm on about. And doubly so when I half-rear end on the examples. Lesson learned. (Hopefully.) Let's ignore that entire first post ever happened and try this again.

To spare the thread another clog of a giant rambling essay, albeit a much more coherent one, I've dumped it into a pastebin Google doc of all things because pastebin sucks rear end. Four clearly laid out ideas! Proper concrete examples! Sensible summaries!

tl;dr, it's a specific sub-genre of game design porn. Not to be confused with porn game design. Frankly this whole thing might be more appropriate for a PYF thread or some poo poo, idk.

I scanned back through the original recommendations and FWIW Hwurmp you gave me the last little push to finally grab Inscryption and also splurge on Tunic. I know both lean towards the meta-y side, and I'm pretty confident the former is right on the money at the very least. Ultrakill might be too but it's not the kind of game I'm after right now.

The Stanley Parable and Thomas Was Alone are both games with kind of a meta commentary about the game running along with the game.

The Chronicles of Riddick: Escape from Butcher Bay also has a dev commentary mode, it's like what you'd get on a physical copy of a movie disc, except it's in the game as you play.

Hypnospace Outlaw simulates being an early Internet moderator with a fully functional lovely OS with a browser and a desktop. You can download various applications to run for your enjoyment/detriment, and the game messes with the framing environment in all kinds of ways.

Eversion is a short platformer that goes places.

Edit: oh, Antichamber for exploration of non-euclidean 3D spaces.

StoryTime fucked around with this message at 12:28 on Sep 6, 2022

Sway Grunt
May 15, 2004

Tenochtitlan, looking east.

John Murdoch posted:

To spare the thread another clog of a giant rambling essay, albeit a much more coherent one, I've dumped it into a pastebin Google doc of all things because pastebin sucks rear end. Four clearly laid out ideas! Proper concrete examples! Sensible summaries!

In terms of pushing a concept all the way the first thing that came to my mind was Brutal Legend and not just because you used music in the example. It's just a game that absolutely revels in the idea of "heavy metal" and infuses it into every aspect to a ridiculous degree. Your whole first paragraph exists almost verbatim in BL, down to a guitar being your weapon and having to play a solo to "cast" a spell. One of your attacks is called "Bring it on Home" and summons a zeppelin to crash onto the field.

Now you do have to deal with some mediocre open-world gameplay and vague-at-best strategy battles, but the latter at least does have some decent design in it in terms of unit variety and synergies and such, with the major problem being that the game is really bad at communicating that design or giving meaningful feedback to the player. The potential is there to play smartly and strategically but because the info is so hidden most players (myself included) never get there and battles end up being very random and chaotic (which, actually, can easily be spun as a positive in this game specifically).

I also wonder if Crypt of the Necrodancer or Atomicrops might be interesting as they both really commit to the concept/aesthetic as well, and are chock full of puns. Necrodancer does still have mostly standard weapons and enemies but at least the playable characters are thematic.

BlankSystemDaemon
Mar 13, 2009



StoryTime posted:

Rimworld is very much Dwarf Fortress with a handful of colonists instead of 100+ dorfs. Works the same way, you assign things to do and the colonists get around to doing them once they feel like it. It also has an actual UI. Amazing Cultivation Simulator is similar, except you build a Wuxian religious sect and the members gain ridiculous superpowers by meditating very hard, and random bears and pieces of furniture gain sentience as a side show.
Rimworld does have the option of letting you control your colonists directly, Dwarf Fortress doesn't. This makes a huge difference.
Also, are they really colonists if the aim is to escape? Surely they're just crashlanders.

Having said that, I love both Rimworld and Dwarf Fortress - the latter just gets too little love, and it deserves way more of it. Plus, the one thing that sets Dwarf Fortress apart is how deep it is - nothing inspired by Dwarf Fortress is as deep as it is (for good reason, nobody has the same dedication or time as Tarn).

As for UI, an ASCII based UI is just as much of an UI as a tile+sprite based approach - and one of the things that's coming in the version to be released on steam is a complete tile+sprite set:


BlankSystemDaemon fucked around with this message at 13:23 on Sep 6, 2022

Sandwich Anarchist
Sep 12, 2008

A GIANT PARSNIP posted:

I have Rimworld and have had fun with it but I get more of a "we need to escape this shithole" vibe instead of a "we're making a new home" vibe. I don't own the DLC though and haven't gone too deep on mods so if these change the game to offer more of a pioneering / colonization vibe I'd be up for giving it another shot.

If you set the narrator to Randy, it doesn't do the progressive scaling difficulty designed to push you off the planet (it's more randomized stuff with difficulty based on your colony wealth), and you can just build and grow. There's mods to add more stuff for development, as well as to remove the soft cap on colonists.

Jack Trades
Nov 30, 2010

Using Randy in Rimworld just makes the game objectively better. It's unfortunate that the game doesn't communicate that well the fact that the other two narrators are literally actively trying to get your colony destroyed while Randy is the only one that doesn't.

Sandwich Anarchist
Sep 12, 2008

Jack Trades posted:

Using Randy in Rimworld just makes the game objectively better. It's unfortunate that the game doesn't communicate that well the fact that the other two narrators are literally actively trying to get your colony destroyed while Randy is the only one that doesn't.

I wouldn't say it's objective, since the game was always intended to be about getting off the planet, and the two girl narrators are built around that design philosophy. I personally like Randy because it let's you just do your thing, but he definitely is not how the game was intended to be played at its core.

John Murdoch
May 19, 2009

I can tune a fish.

Fruits of the sea posted:

Tyranny for creating a levelling system that responds to what you do in combat to reinforce your out of combat skills and vice versa.

E: I only skimmed but it may not be your cup of tea judging from the other stuff name-dropped. It's a crunchy RTWP rpg with branching narrative
That's an interesting wildcard. I've never heard anyone really talk about Tyranny for its mechanics. I remember playing the demo and being intrigued by the writing but rather...unimpressed by the first impressions of the combat system. (Pillars was similarly bewildering, though that game's way worse about dumping maximum crunch on the player before the game even properly starts.) Has a whiff of Alpha Protocol about it, too, speaking of interesting Obsidian games I've never gotten around to finishing...

Sobatchja Morda posted:

Some random suggestions:

-Baba is You
-R-Type Final 1 and 2
-Yakuza: Like a Dragon
-Every Castlevania from Symphony of the Night to Order of Ecclestia
-Bloodstained (see above)
-Magicka 1 and 2
-Divinity: Original Sin 2
-Gunpoint
Some of these I get at a glance, and some I kinda don't. But if there's one huge blind spot I have it's for the R-Type series as a whole. What's special about Final 1 and 2?

StoryTime posted:

The Stanley Parable and Thomas Was Alone are both games with kind of a meta commentary about the game running along with the game.

The Chronicles of Riddick: Escape from Butcher Bay also has a dev commentary mode, it's like what you'd get on a physical copy of a movie disc, except it's in the game as you play.

Hypnospace Outlaw simulates being an early Internet moderator with a fully functional lovely OS with a browser and a desktop. You can download various applications to run for your enjoyment/detriment, and the game messes with the framing environment in all kinds of ways.

Eversion is a short platformer that goes places.

Edit: oh, Antichamber for exploration of non-euclidean 3D spaces.
It's not really about being meta in general. Ironically, before I excised an unnecessary paragraph I had a brief mention of Stanley Parable for exactly that reason. Though I guess it might be an odd exception because it folds in on itself so thoroughly that it actually does meet the criteria on that merit. Which by that same token, Antichamber also does.

Sway Grunt posted:

In terms of pushing a concept all the way the first thing that came to my mind was Brutal Legend and not just because you used music in the example. It's just a game that absolutely revels in the idea of "heavy metal" and infuses it into every aspect to a ridiculous degree. Your whole first paragraph exists almost verbatim in BL, down to a guitar being your weapon and having to play a solo to "cast" a spell. One of your attacks is called "Bring it on Home" and summons a zeppelin to crash onto the field.

Now you do have to deal with some mediocre open-world gameplay and vague-at-best strategy battles, but the latter at least does have some decent design in it in terms of unit variety and synergies and such, with the major problem being that the game is really bad at communicating that design or giving meaningful feedback to the player. The potential is there to play smartly and strategically but because the info is so hidden most players (myself included) never get there and battles end up being very random and chaotic (which, actually, can easily be spun as a positive in this game specifically).

I also wonder if Crypt of the Necrodancer or Atomicrops might be interesting as they both really commit to the concept/aesthetic as well, and are chock full of puns. Necrodancer does still have mostly standard weapons and enemies but at least the playable characters are thematic.
Okay, bingo. Frankly a lot of Double Fine's catalog is a glaring omission from this conversation. Brutal Legend is an A+ choice. Though lordy am I also waiting for Psychonauts 2 to get cheaper.

Necrodancer is another one I've shied away from all this time because it's just barely outside my usual kinda thing. (The music is sick tho.) Atomicrops on the other hand...I feel like this is the third or fourth time I've looked it up to remind myself of it and went "wait, it's an action roguelite??" yet again. Would love to hear a bit more info on it because I don't know if I've come across a single soul talk about it before.

(I suppose in hindsight, Hades is another roguelite that has at least one foot firmly planted in the kind of stuff I'm after, but I definitely don't need to be sold on it at this point. :v:)

Sway Grunt
May 15, 2004

Tenochtitlan, looking east.
Yeah I almost mentioned Psychonauts as well. Some levels in the first one really go all-in with how they tie the gameplay to the concept (thinking of Lungfishopolis and Waterloo World here in particular). The second doesn't really do that but improves on other aspects and ends up being just as good in my opinion.

For Atomicrops I'm just gonna cop to not having actually played it. :v: But I watched a whole bunch of it at one point. You're balancing growing your crops and exploring for upgrades with defending your farm from mutants. The action is of the twin stick shooter / bullet hell variety. I mentioned it mostly because like Brutal Legend it leans hard into the concept, and the pun levels are through the roof (example weapons: Shallotgun, Parsniper; example bosses: Old Mech-Donald, Bundertaker). The kind of stuff where you can tell the devs are enjoying themselves. My impression at the time was that the runs aren't varied enough for the game to have any sustained longevity (i.e. the capacity to make different builds seemed lacking so it whiffs on your third point with the self-reinforcing design, whereas other roguelite/likes nail it better - like Slay the Spire or Hades as you've mentioned). But this was a couple of years ago when it was still EA, maybe that's been improved? Someone who's actually played it would have to chime in.

Fruits of the sea
Dec 1, 2010

John Murdoch posted:

That's an interesting wildcard. I've never heard anyone really talk about Tyranny for its mechanics. I remember playing the demo and being intrigued by the writing but rather...unimpressed by the first impressions of the combat system. (Pillars was similarly bewildering, though that game's way worse about dumping maximum crunch on the player before the game even properly starts.) Has a whiff of

Yeah folks kinda slept on it but there's a lot going on behind the scenes (Plus it got a lot of flack from the Vancian crew).

My favourite example is an encounter where a dude is giving a traditional villainous monologue. There's all the standard bargaining/attacking options or you can just chuck a stone at him mid-speech because lol. The dude runs away instead of fighting and when you next see him, he's got a head wound, is very angry and has a combat debuff.

That kind of feedback design philosophy carries through the whole game. Dialogue choices are constantly affecting your reputation with factions, which changes your reputation ability (mechanical) and changes storyline options (narrative). Your starting background still changes outcomes way into the second act. Most combat encounters change in difficulty or have new resolutions depending on what you've already done and how you approach encounters can affect what happens afterwards. There are 5 ending paths and they change what areas of the game you'll see. Basically it's what games like Dragon Age promised but never actually delivered beyond some set-pieces and throw-away comments.

The downside is that it's an Obsidian game, so there were budget problems and the third act is brutally truncated :v: Also some issues with enemy variety. Still fun to see what was basically a test bed for a bunch of new ideas they had kicking around. There's a neat DIY spellcasting system just because why not.

E: also there's a one sentence explanation every time you mouse-over a weird fantasy name instead of pretending you have amnesia and suffering through endless expository talks with npcs to explain the setting. God I wish they would go back and do the same to Pillars of Eternity.

Fruits of the sea fucked around with this message at 21:29 on Sep 6, 2022

Cantorsdust
Aug 10, 2008

Infinitely many points, but zero length.

Alright, I'll try a round 2, although my previous recommendations of Pathologic (2) and Disco Elysium and my endorsement of Outer Wilds still apply even after reading your refined criteria.


Consider Darklands. It's a very old MSDOS RPG set in medieval Germany, but medieval Germany as its inhabitants might have imagined. Praying to saints really does help, and building a repertoire of who you can pray to and for what is how you cast magic. Alchemy is real and potions are made from gathered components. But also the devil and demons and witches are real, and you have to deal with them, too. Immerse yourself in a full map of the Holy Roman Empire including every major city, with main squares, churches and guilds, market shops, and backstreets to explore. Explore the countryside and fight robber barons, corrupt church officials, bandits, witches, demons and worse. gently caress around for as long as you want in character creation and start your party with 4 60+ year olds with high skills but poo poo stats. It has poo poo graphics and a clunky old interface. But it has a certain charm to it and really works hard to immerse yourself within its world.


Consider Highfleet. Take command of a fleet of steampunk-style ships, all built in a 2D builder out of parts. Run them through a campaign where you have to invade a foreign land and defend against its own strike fleets while you manage money, fuel, weapons, and resources against time. Intercept radio signals using a manual interface and decode them using captured keys in order to discover radio chatter merely suggesting where the nearest strike fleet is going. Play hide-and-seek radar scanning games and send rapid strikes to hit your enemies before they hit you. All this through an extremely detailed interface with switches to flick and dials to turn. Pilot your ships in 2D battles where your pilots pass out and your screen turns black if you pull too many Gs. Loot the wrecks and take the money to rebuild your ships into more fearsome specialized fighting machines. The ultimate say in skeumorphism.


Consider the Yakuza series, particularly Yakuza 0 or Yakuza 7 (Like a Dragon). Control a loveable low rank Japanese gangster who is headstrong and dumb as he runs headfirst into trouble. In 0, you beat up enemies for cash, but cash is also your XP, so you're becoming rich and experienced at the same time. In 7, your character is hallucinating that he is in an RPG and literally gains XP and unlocks new jobs and is explicit about this. Explore a small but extremely detailed city neighborhood full of restaurants, minigames, shops, and side stories. Think maybe 10 x 10 city blocks but with every building detailed and many, maybe 10-25% enterable. Experience a storyline that is over the top in the best of ways and not afraid to play things up for the viewer.

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John Murdoch
May 19, 2009

I can tune a fish.

Sway Grunt posted:

For Atomicrops I'm just gonna cop to not having actually played it. :v: But I watched a whole bunch of it at one point. You're balancing growing your crops and exploring for upgrades with defending your farm from mutants. The action is of the twin stick shooter / bullet hell variety. I mentioned it mostly because like Brutal Legend it leans hard into the concept, and the pun levels are through the roof (example weapons: Shallotgun, Parsniper; example bosses: Old Mech-Donald, Bundertaker). The kind of stuff where you can tell the devs are enjoying themselves. My impression at the time was that the runs aren't varied enough for the game to have any sustained longevity (i.e. the capacity to make different builds seemed lacking so it whiffs on your third point with the self-reinforcing design, whereas other roguelite/likes nail it better - like Slay the Spire or Hades as you've mentioned). But this was a couple of years ago when it was still EA, maybe that's been improved? Someone who's actually played it would have to chime in.

Fair enough. I saw it has a DLC so maybe it's one of those ones that really opens up with the expansion. On the plus side, it was in some Humble Monthly like a year ago so I already own it.

Fruits of the sea posted:

E: also there's a one sentence explanation every time you mouse-over a weird fantasy name instead of pretending you have amnesia and suffering through endless expository talks with npcs to explain the setting. God I wish they would go back and do the same to Pillars of Eternity.

Yes! That should be standard in like, every RPG ever. I also remember the DLC situation being...weird.

Cantorsdust posted:

Consider Darklands. It's a very old MSDOS RPG set in medieval Germany, but medieval Germany as its inhabitants might have imagined. Praying to saints really does help, and building a repertoire of who you can pray to and for what is how you cast magic. Alchemy is real and potions are made from gathered components. But also the devil and demons and witches are real, and you have to deal with them, too. Immerse yourself in a full map of the Holy Roman Empire including every major city, with main squares, churches and guilds, market shops, and backstreets to explore. Explore the countryside and fight robber barons, corrupt church officials, bandits, witches, demons and worse. gently caress around for as long as you want in character creation and start your party with 4 60+ year olds with high skills but poo poo stats. It has poo poo graphics and a clunky old interface. But it has a certain charm to it and really works hard to immerse yourself within its world.

Consider Highfleet. Take command of a fleet of steampunk-style ships, all built in a 2D builder out of parts. Run them through a campaign where you have to invade a foreign land and defend against its own strike fleets while you manage money, fuel, weapons, and resources against time. Intercept radio signals using a manual interface and decode them using captured keys in order to discover radio chatter merely suggesting where the nearest strike fleet is going. Play hide-and-seek radar scanning games and send rapid strikes to hit your enemies before they hit you. All this through an extremely detailed interface with switches to flick and dials to turn. Pilot your ships in 2D battles where your pilots pass out and your screen turns black if you pull too many Gs. Loot the wrecks and take the money to rebuild your ships into more fearsome specialized fighting machines. The ultimate say in skeumorphism.

These seem interesting...but also maybe a bit beyond me. Otoh, I'm already familiar with the Yakuza games.

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