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Perestroika
Apr 8, 2010

To make it even worse, the game actually slightly boosts your rolls behind the scenes on consecutive misses, to make such streaks less common.

So basically now's the time to buy a lottery ticket. :haw:
Yes I know that's not how probability works, shut up

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Perestroika
Apr 8, 2010

Nuebot posted:

Civ 6 is fun and all, but it seems like in their drive to streamline the game they lost some of the details and now the UI just doesn't have any of the information I feel like it should have, and it's all just lost under tiny little icons the game doesn't tell you what to do. At one point some barbarians destroyed one of my trade routes and now I have 1/2 trade routes active. Except nothing I do seems to let me open up any kind of trade route menu. The only time the game lets me do that is when it tells me to. The whole game is like that, it's like it thinks the players are too stupid to play the game so you're only allowed to do things when it tells you to. Even unit management is like this. What, did you want to move this guy right in front of you? Too bad, because we're auto-zooming on the one unit you had left on the other side of the world, he's more important. Why? No reason.

The unit auto-switching can fortunately be disabled by modifying one of the .cfgs: https://www.reddit.com/r/civ/comments/58s9hr/psa_you_can_turn_off_unit_cycling_in_civ_6/

I have no idea why that isn't toggleable in the settings menu proper, it's such a common complaint :psyduck:

Perestroika
Apr 8, 2010

Convex posted:

Psi-Ops was terrible for this. 90% of the game was awesome mind controlling scanners type stuff, then right at the end they introduced invisible floating monsters and mines which made the game completely impossible. If you somehow stuck that then oops turns out theres no ending as they never made part 2

It's way old by now, but XIII had probably one of the worst examples of this. The game was set up to be part one of some kind of episodic deal, to the point where several of the skills shown in the skill menu weren't actually unlockable, because they'd been earmarked for a later part. The game ended on a sudden cliffhanger, all set up for the sequel... which ended up being canceled.

So yeah, maybe don't build your whole game around being only one part of a series when you don't actually have any assurance that you can actually pull through.

Perestroika
Apr 8, 2010

BioEnchanted posted:

I lived Reaver in 3 because he'd positioned himself in a situation where no matter what happened, he won. Child Labour Versus allowing children to go to School? Child Labour equals free workers for Reaver, School, well, who else will renovate that old pile of wood but Reaver's company? Either way he gets paid. Dredge the Lake? Reaver gets a lucrative silver mine. Leave the lake alone? Reaver's house if on the lake, he keeps a nicer view. No matter what, it either gives Reaver money directly, or allows his company to get contracts to make money. He is an evil genius, although his sidekick Pedophile Jonathan Ross was a bit too much. (He makes crude jokes about some of the monsters in his deranged harem, including the little goblin things that are Children stolen by monsters and turned into them)

That was only because the game never gave me the option of "Nationalise everything he owns for the good of the people. Because seriously, end of the world." :colbert:

Perestroika
Apr 8, 2010

Olive Garden tonight! posted:

I gave up on it during the late game when the button-mashing hijacking QTEs became impossible for me.

Oh man, I remember playing it on PC and being frustrated because I could not even get a single one of those to work for me. That was, until I found out by accident that the issue was mashing too fast. Apparently due to some (probably framerate-related) issues, hitting keyboard keys too quickly would cause the input to be lost. So the only way to get those QTEs was to purposely slow yourself down, trying to mash those keys quickly but not too quickly.

Perestroika
Apr 8, 2010

Barudak posted:

A friend of mine had to review the original Dead or Alive Extreme Beach Volleyball for work. He said the worst thing about it was that it was a genuinely really fun and accessible volleyball game but you could never reccomend it to anyone.

Something similar also happened with the boardgame Kingdom Death. Reportedly (I haven't played it) it's mechanically very sound and quite fun. But the developers have decided to tune the whole aesthetic and marketing towards terrible cringeworthy softcore porn. Have fun suggesting playing or buying this thing to anybody when all the Google image search results look more or less like this: :nws:https://i.imgur.com/4cmDpTB.jpg:nws:

Perestroika
Apr 8, 2010

MisterBibs posted:

Planeswalkers as cards was part of Wizards wanting to shuffle off all the godlike planeswalkers out of the setting, if I remember correctly. A lot died, and the remainder got depowered to the point where they are just really really powerful mana users (card-acceptable) instead of Gods.

I haven't really been following MTG too closely, but thematically the whole powerlevel thing seems a little finicky at any rate. Last edition I played was the Greece-themed one, and one set of cards in there was of literal actual gods, too. You'd be calling down the analogue of Zeus or Poseidon to wreck poo poo. And while they were functionally indestructible, they were still only about two or three times as killy as some random dude with a spear :v:

Perestroika
Apr 8, 2010

The best/worst unexplainable keyboard layout will probably always be the old Pirates of the Caribbean game. The ship part was fine, but about half the time it was a third-person sword fighty thing. Walking forwards was achieved with the left mouse button, while the right one was for going backwards.. I'm not sure whether there was any strafing. Attacking was done with shift and blocking with space. I have no idea how they even got to that idea. WASD had already been around for years at that point.

Perestroika
Apr 8, 2010

Action Tortoise posted:

that's a cool read on inFamous. I read every choice as 'show restraint/take time to help npcs == good' and 'revel in your powers/gently caress errbody == evil,' with the final choice falling into the 'gently caress errbody' territory.

it would have been cool if Cole's gf didn't die but remained bitter over his selfish actions. like she's a constant reminder of his selfishness and he ironically loses who he was trying to save figuratively rather than literally.

Curiously enough, the first Kane and Lynch actually kinda pulled that off. IIRC, towards the end you launch a big old assault to free Kane's daughter. Once you reach her, you've got the option between just bailing with her right away, leaving Lynch and the others to die, or going back to try and get everybody home. If you go back for Lynch, Kane's daughter catches a bullet in the confusion and dies. If you leave the others to die to get her out, she basically hates your guts forever. After all, Kane's still the one who got her into trouble in the first place, and there are some kind of abandonment issues between them already.

In many other games, that kind of thing would have been pretty annoying as an enforced bad end. But the whole game had already been plenty misanthropic and depressing the whole time through, so it actually felt fairly appropriate.

Perestroika
Apr 8, 2010

Fil5000 posted:

My favourite thing about Mirror's Edge is how they took away the guns in Catalyst but I killed WAY more people by accidentally knocking them off rooftops than I ever did with guns in the first game.

Yeah, the game starts out with Faith being released from juvie on parole, and not ten minutes later after the first action segment it occurs to me "hold on, I just straight-up murdered at least two people back there. Maybe she kinda should be in jail after all."

Perestroika
Apr 8, 2010

Strom Cuzewon posted:

Do you want to know the incredibly innovate and groundbreaking system they have in place?

Dark Souls bonfires

Man, I still remember those times when everybody was happy as gently caress that hardware had finally gotten to the point where at-will saving became feasible and got commonplace. When relying on rigid save-spots or checkpoints was considered a straight-up negative mark against a game's quality.

Perestroika
Apr 8, 2010

I didn't actually mind it as much in the original Mass Effect trilogy, because that one at least took the time to actually set things up properly. The entire first game was pretty much just about what the hell was going on with that giant weird space ship Sovereign and how the Geth were going crazy, with only a small glimpse at something larger going on towards the end. Then the second one expanded on the threat and its nature, revealing the true scope and end-game of the whole thing. The third one was then focused entirely around the final galaxy-wide clash and endgame, and might just have pulled it off if the ending hadn't been such dogshit.

Perestroika
Apr 8, 2010

Futuresight posted:

Uninstalled Dark Souls SotFS during Iron Keep. I died 3 times on Smelter Demon and then just couldn't bring myself to go through the level again. I was pretty sure I knew how to beat it and would have the next time but I just didn't want to. It was the 2nd time I'd died that many times to a boss in this game and it was too much for me to do the runback, especially in this zone. The whole game I was constantly thinking why am I playing this? I've died more to individual bosses in other Souls game than I have entirely in DS2 but every death felt way worse because the content I had to repeat was so much worse. I can beat the encounters with little problem, but the biggest difficulty was just not wanting to. I didn't want to learn the Heide Knight attacks for instance because I felt like they were just bad. Just of a quality completely unworthy of putting effort into learning. The Aeld Knights? There are 15 of them on the way to the Smelter Demon. Fifteen. You can't run past them. You can't proactively attack them 99% of the time in melee. You have to pull them one by one unless you wanna get gangbanged by fast aggressive and strong enemies. Their moveset is easy enough to figure out on the first one. But you have to fight fifteen of them to get to one boss. There are more of them elsewhere on the level too. What? Why?

Like... I literally felt offended that the developers would make this game and entice me to play it by labelling it as a Souls game. I don't think I've ever had a more visceral hatred and disdain for a game. I uninstalled the game 2 days ago and decided to sit on this post for a couple days to get space but I still feel disgusted by it.

I know other people like it but for me it's just intolerable.

Coincidentally, that's kinda how I feel about every Dark Souls game. :v:

Perestroika
Apr 8, 2010

Yardbomb posted:

All of that guy's Dishonored videos are insane, the one I always think of is Kidnap Sokolov though.

Yeah they're pretty great, but then I got to the one set in the brothel where he makes a point of killing the (non-combatant) hookers and looking up their skirts. :yikes:

Perestroika
Apr 8, 2010

I'm currently playing Expeditions: Vikings, and while it's overall pretty fun, it does handle combat in a fairly annoying way. It's turn based, with each side moving and acting with all their characters before the other side has their turn. The issue here is that, outside of a few specific circumstances, the enemy side always goes first and the player always second. It takes only between 2-4 good hits to incapacitate a given character, so quite a few combats start out by all enemies converging upon one of your people and taking them out in the first round before you can do anything. Since your party size is usually limited to 5 characters and characters that are incapacitated in combat can suffer semipermanent wounds that have long-term effects, that's kind of a big deal. Last but not least you have little way of organising your formation, so there's a good chance that you start combat with your support people out front and the melee characters in the back, all piled up against the edge of the battlefield so that nobody can actually get past one another.

Perestroika
Apr 8, 2010

Weird Sandwich posted:

After playing Breath of the Wild, any game in which I cannot open a chest from every angle is now dragged down.

Yeah, Nier: Automata doesn't do that, and it's pretty annoying. Particularly since many chests are so small that you can just walk over them, and the game is also really fond of forced-perspective shenanigans so that you often can't even see which way the chest is pointing.

Speaking of Nier, it's also just a bit too in love with its whole shooter gimmick. It's annoying how you regularly have to stand back and plink with the anemic machine gun because some miniboss is doing one of the seemingly million moves that prevent you from melee attacking. I just wanna hit dudes with my giant sword. :saddowns:

Perestroika
Apr 8, 2010

I think it's been said in here before, but right now I feel like it bears repeating: Jesus gently caress, Nier: Automata, if you're gonna be so smug about not having any sort of autosave you should make sure you don't crash regularly.

Perestroika has a new favorite as of 20:55 on May 17, 2017

Perestroika
Apr 8, 2010

The Lone Badger posted:

W1 Triss is basically Yennefer.

Ayup. Witcher 1 was in many ways basically fanfiction. The main story was its own thing, but a great many quests and characters were basically "hey, remember this thing from the books?". The Striga fight, for example, was basically lifted 1:1 from one of the books. So yeah, they basically wanted somebody to fill the general role of Yennefer, but couldn't really find a way to bring the actual character into, probably because that would have caused too many complications. It was only from Witcher 2 and onwards that they went for a more focused story and setting that more properly slots into the rest of the universe.

Perestroika
Apr 8, 2010

I'm finally getting around the playing Dishonoured 2, and by and large it's really great. But so far there've been two issues that have been pretty annoying so far:

-This time around the bone charms seem to kind of suck? I've found about 10 so far, and all of them had effects that were either incredibly minor, too specific to be of much use, or both. I put some points into the skill to let me craft new ones, but as it turns out you can craft charms with effects that you have already found (and a bunch of them can't be learned that way). So instead of getting a minor boost to recovered health from eating food I now get a mediocre boost, which is still not useful since I'm swimming in health elixirs anyhow.

-The clockwork soldiers are a massive pain in the rear end, and not in a good way. Can't sneak up on them because they've literally got eyes in the back of their head, can't quietly dispatch them because you pretty much have to use explosives to get through that armour. The only semi-stealthy way to do anything about them is using dropdown attacks, which obviously requires the terrain to line up for you and to not have any other enemies nearby because those animations take forever. Perhaps it gets less annoying later on, but it sure didn't help that the first level you encounter them in is quite cramped.

Also, though this isn't much of an actual complaint, but goddrat this game is bleak as all gently caress. I mean, in principle that's a good thing because it really adds to the atmosphere and works well with the story, but Jesus it never once lets up.

Perestroika
Apr 8, 2010

Why yes, Vanquish, it's a great idea to give a miniboss an ability that instantly kills me with pretty much no warning. Particularly if that same kind of miniboss never had that ability before, it only fires after I already killed him, and it appears to be one of the only things in game that actually instantly kills you from full health instead of putting you into the slow-mo critical state.

Also, for a game that's ostensibly about boosting around at high speeds and doing sick flips while shooting dudes, many of the combat setpieces are way too cramped and crowded to ever get much use out of it. Way more often than not it seems that chilling in cover and headshotting everyone gets things done in half the time and a quarter the risk as charging around would.

Perestroika
Apr 8, 2010


I think it's this one, from one of the bossfights they've shown (which also looked pretty bland):

Perestroika
Apr 8, 2010

Action Tortoise posted:

Sniper Elite 4 is amazing. The large but discreet maps remind me of Ground Zeroes and I'm genuinely surprised how much stealth factors into the gameplay.

But I'm having a hard time gauging my shots. I'm on Normal so I know only bullet drop is affecting my shots but I need to get a handle on how dialing my scope affects my shot placement because I'm sort of consistent when my face shots but not enough for my liking.

Yeah, I'm starting to feel a little bad for my victims because instead of precisely splattering their brains half the time I'm just tearing off their jaws. It might help to try some different rifles, as they appear to have different styles of sights. For example, I went straight for the Mosin (:ussr:), and while the high muzzle velocity helps to deal with wind it only has a pretty minimalist vertical post sight picture. So if my target is ~60m away with a middling crosswind, I kind of have to put my target's head right into empty space with little to guide the eye.

Perestroika
Apr 8, 2010

Sniper Party posted:

The game is also apparently not at all designed to be actually played without all the objective markers on the UI and map. There are so many tasks you just kinda get told to do but don't actually get any more instruction, making it super annoying to look for the specific thing you need to click on or a place you should know how to get to on the highest difficulty. You are also apparently not issued with a goddamn compass, but luckily the maps are so tiny it hardly makes a difference for navigation.

While we're bitching about Sniper Elite, the implementation of silenced weaponry feels a little awkward, mostly because those that are silenced by default are just so much better than anything else. For those who haven't played it, most weapons can use Silenced Ammo to fire quietly, with the trade-off that the ammo is very rare and has much worse bullet drop and penetration. However, some weapons are suppressed by default, and simply convert any regular ammo you find (which is incredibly plentiful) into Silenced Ammo, while retaining decent ballistics. The Welrod (default silenced pistol) is so ridiculously useful that the game feels more like Pistol Elite than Sniper Elite at times.
Now, you don't have to use those weapons (especially the silenced sniper rifle, which I imagine would completely trivialise everything), but there are often so many enemies around that going loud while still trying to avoid an open firefight takes forever, what with having to reposition all the time and waiting for the enemies to go where you need them. Particularly in low-visibility missions at night it's often just much easier to whip out the silencer and cut a quick and undetectable swathe through your enemies from up close.

Perestroika
Apr 8, 2010

Action Tortoise posted:

I've never been on a pub server where people stuck with classes out of stubborness in TF2. Most pub servers I've been on had players who knew two or three classes well enough to switch out when the situation called for it. Overwatch has been the only time I've seen people be lovely about who picks what because of the MOBA-like team makeup the game rates when everyone's making picks.

And it's basically always a Hanzo. It's become a goddamn rule of nature. Any time your team is desperately in need of a tank or healer, you can be guaranteed there's a Hanzo there who will stubbornly refuse to switch away. :argh:

Perestroika
Apr 8, 2010

Devdisigdu posted:

And I'm fully prepared for them to gently caress up and make the same mistakes with the Necromunda video game.

Yeah, basically all my enthusiasm for that game vanished when I saw it was from the same dudes that made Mordheim. Those guys spent so much time reinventing the wheel of an already existing game's core mechanics that they never really got around to the rest of the car. And despite all their effort, those core mechanics still ended up being worse than those of a 20 year old tabletop game.

Perestroika
Apr 8, 2010

Action Tortoise posted:

Sniper Elite 4 is such a great stealth game and I'm getting a fairly good handle on how bullet drop and zeroing my scope works.

Few things:

- I just did the Capo mission for the Mafia and at the end of the score screen I missed a side-op even though I talked to all the guys at the base before going out. I don't think I wanna replay a mission just to 100% the side-ops.

- There's this recurring soundbyte of an Italian guy being an art snob but I have no idea where he is. Like I've killed all the Nazis on the map and there's no one around me but there's this voice from who I assume is God at this point talking about the flaws in an artpiece.

- I wish I could choose how to balance out my type of ammo at the start of each mission so I'd have more Suppressed Ammo at the beginning and rely on Loud Ammo near the end.

- Why does Suppressed Ammo add a suppressor on my rifle? If rifle suppressors exist why can't I add that to my rifle? What the hell do I have to do to unlock these upgrades and how do I upgrade rifle stability because that's the only stat that doesn't have any XP on it.

I think the voice is supposed to be the priest guy you're following up on? Like they're trying to do some "following in his footsteps" deal, but really halfassedly. You can bring additional silenced ammo in lieu of grenades/mines as one of the equipment choices, though I think it caps out at 2 packets/20 shots. To see what you need to do for the upgrades, bring up the equipment wheel and hover over the respective weapon, after a few seconds it should tell you what you need to do to unlock each one. It's probably something like grenade or liver shots.

Perestroika
Apr 8, 2010

RyokoTK posted:

Hollow Knight could use a couple more save points.

I died in a tough fight in god-knows-where, in a zone I hadn't found the map for yet... only to discover the last bench I sat on was something like 25 rooms ago, two areas back, and I don't remember how to get back to where I died.

The game doesn't have the courtesy to put save points anywhere near bosses or big fights, and as a result some of the bosses have Smelter Demon-esque lovely runbacks.

And on that note, the fact that you still need to buy/find new maps even after buying the item that specifically allows you to fill in your map via exploring. Have fun trying to remember the exact path you took ten minutes ago in the search of your corpse because you haven't stumbled over the map-guy for this section yet.

Perestroika
Apr 8, 2010

Triarii posted:

I'm finally trying out Vanquish and I feel like I'm missing something, like my guy is WAY too fragile to use any of the cool mobility options I have. If I try the neat sliding move, I'll get knocked out of the slide by enemy fire like a second into it, and then immediately knocked into the "poo poo you're about to die" slow-mo, and I have to scramble back into cover. If I play the game like a strict cover shooter then everything goes smoothly but that's boring :mad:

Yeah, I ran into a similar issue. Most arenas are fairly small and narrow to boot, so the only direction to actually boost towards was right into the enemy. Most of the time it was simply safer and easier to just drill dudes in the head from cover. Meanwhile boosting often made it harder for me to actually hit things due to the lower angle and imposed movement despite the slow-mo, not to mention that it'd leave me more exposed. The risk/reward dynamic just usually didn't shake out in favour of boosting. It only really worked out for me in a handful of situations where you're actually given the necessary space and suitable enemies to go up against, like the final bossfight.

Perestroika
Apr 8, 2010

HaB posted:

Finally got around to playing Mass Effect: Andromeda. You know....the thing dragging it down the most by far is simply the baggage. If it wasn't a Mass Effect game, I would likely think it was great. But playing the original trilogy as the Savior of the Galaxy to playing Andromeda as Space Real Estate Agent just makes it....meh.

Yeah, basically the main thing that killed it for me was that it tried to do two things at the same time, and as a result neither of them well. One the one hand, you had the whole thing about colonising a completely unknown piece of space, struggling for survival against a hostile environment, exploring new worlds, pushing the last frontier. That's got some serious potential. It's basically a classic Star Trek adventure, and that's the kind of space opera that Mass Effect does really well. On the other hand, you've got the whole thing about some group of zealots trying to remake the entire galaxy according to their vision, involving some ancient technology of a procreator race. That's a bit more by the numbers, but also pretty classic Mass Effect.

The problem was that both of these actively got into the way of each other. The whole exploration aspect was undermined because as it turned out no matter where you go, there are already dudes there. Not really much fun in blazing trails and making first contact with alien species when some random smuggling motherfucker already got there a year ago to sell the aliens space dope. At the same time, the story about the evil badguys never really gets much momentum going because you spend fully half your time exploring and settling random planets. All the exploration prevents any sense of urgency or pressure that could drive the story.

Perestroika
Apr 8, 2010

Agent355 posted:

But like, why do radiant quests exist. Does anybody really need even more meaningless stuff to do in a bethesda game? All they do for me is clog my drat quest log.

I mean, I can get the general idea behind them. They're supposed to give you the impression that you're part of an actual living world where people and organisations actually take care of the routine things that they're known for. Like how in Skyrim if you're joining the Thieves Guild, you can actually just go out and, like, steal poo poo instead of going off on whatever barely related mystical shenanigans their main questline is actually about. Or that you can just knock off a bunch of raiders for a Jarl without having the whole thing spiral off into some giant conspiracy to revive an ancient evil to take over the land. It gives a sense of normalcy, that not every task is about upsetting the world order, and that certain organisations actually do poo poo and aren't just waiting for the protagonist to solve all their problems forever. Ideally that should serve as a contrast and make the truly large-scale quests look even more impressive by comparison.

Except as it turns out, taking care of unexceptional routine tasks is boring as poo poo, particularly if they're implemented as barebones as the radiant quests. And nobody in the history of ever has ever been critically short on money in a Bethesda game, so they don't even serve a mechanical purpose.

Perestroika
Apr 8, 2010

Testekill posted:

He's such an awful character. I guess they were going 'villainous ally' but he's such an unrepentantly evil character that gets off scot-free at all turns and you never get revenge on him for loving you.

It's triply frustrating because much of the endgame could have been solved by just picking the option "imprison Reaver and seize all his poo poo for the good of the people". But they never offered that :argh:

Perestroika
Apr 8, 2010

World Famous W posted:

Almost every game with a shotgun acts as if bird/buck shot is the only ammo to exist. Where are my slugs?

Yeah, slug ammo was the best in Battlefield 3 and 4. People would get so confused and/or mad when you shot their head off with a shotgun from 40 meters away. :laugh:

Perestroika
Apr 8, 2010

Look at all you guys still shooting people by yourself. Just lol if you don't chill back and have Enrique Quiet murder everyone for you so you can then stroll through the mountain of corpses and pick up what you need.

Perestroika
Apr 8, 2010

I'm playing the new XCOM addon, War of the Chosen, and I don't think I particularly like the way they implemented the new miniboss-enemies. The thing with XCOM is that while it's usually quite deadly and you can quickly lose guys, you generally have the opportunity to minimise the risks you're taking and only expose yourself when you're ready to take on the enemy. However, the minibosses are so ludicrously mobile that this doesn't really apply any more. Doesn't matter how carefully you set up your squad, they can just cover half the map in one move and shoot one of them in the back. It's particularly bad with the one that both regenerates health each turn and gains shields anytime you take a shot at him and miss. So all he needs to do when wounded is gently caress off away from your squad and whoops, there goes the progress you've been making against him the last few rounds.

Basically, their toolsets are so powerful that it rarely ever feels like I'm legitimately overcoming them through superior tactics. Instead when I do take them down, it's more like the AI let me win by intentionally playing suboptimally and making errors it didn't need to. Perhaps it gets better later on when you've better tech, but during the T1 phase of the game it's pretty unsatisfying.

Perestroika
Apr 8, 2010

Prey does so many things right, but goddamn the combat is just killing me. Ammo is scarce, enemies have a billion hitpoints, and worst of all they just keep respawning. It feels like half the time I'm just running back and forth scrounging up materials to craft more ammo because even random-rear end phantoms require half a dozen shotgun shells to the face. None of the weapons so far feel particularly satisfying, and the feedback is kind of vague and floaty to the point where half the time I can barely even tell what the enemy is actually doing. At this point I've started skilling into stealth just so I don't actually have to interact with the enemies whenever possible.

Perestroika
Apr 8, 2010

I'm finally getting around to playing through Divinity: Original Sin before getting started on the sequel. For the most part it's fun and good, but goddamn the combat is altogether too fond of throwing disabling effects around. Seemingly every other fight starts out with half my party being stunned, knocked down, frozen, petrified, charmed, or some other poo poo that prevents them from acting. And while I can return the favour, playing "who gets lucky with the stun chances more often" is not all that interesting. Besides, there've been plenty of (mini-)bosses that have something like 80% resistance chances to such effects while I can only put a single point into the relevant defensive skills so far.

Also, the game really could do with some quality of life improvements. After every fight I have to spend way too long healing up, because even though healing abilities are unlimited they still have excruciatingly long cooldowns even outside of combat. And if one of your characters does get killed, you need to use one of the fairly rare resurrect scrolls that get consumed upon use. Which is a tad lovely, since between the aforementioned stuns, gimmicky bosses, and grenades and skills that deliver huge burst damage, it's entirely possible to have characters go from full health to dead in a single turn or two without being able to do anything about it.

Perestroika
Apr 8, 2010

Guy Mann posted:

Prey's earlier game works a lot better when you overcome the mental roadblock of immediately fighting everything you encounter. It's a game built around running back and forth across the space station over the entire time with your character growing more powerful and things constantly changing due to plot progression, once you accept that it's OK to just not go into a room full of phantoms and come back later when you're more powerful a lot of the frustration vanishes.

Though sometimes the game seems intent on loving me over even then. I was scooting about the living quarters for the first time, picking up the various snippets of of voice recordings. At one point my two avenues of progression were locked behind fairly difficult fights: One would spawn in a whole bunch of upgraded phantoms that could seemingly snoop me out no matter where I hid, the other had me go up against a Telepath that can tank like a hundred shotgun shells. I had not nearly enough ammo for either of those fights, so it was time for some scrounging.

Only problem was that the fabricator on this level was locked behind one of those fights. So I went back to the previous area to use the fabricator there. But as it turned out not only were there one or two unavoidable phantoms right in my way, draining the rest of my ammo, the loving Nightmare was squatting literally right in front of the door to the room with the fabricator. So I went back another area down to the drat lobby, and would you expect it, there's a bunch of phantoms and a weaver roaming around the elevator. I basically just sprinted right past those guys into the safety of the office, and finally got around to making some ammo. Which with all the stuff I'd gathered along the way worked out to like 5 packets of shotgun shells and one or two for the taser, so really not all that much in the grand scheme of things.

So back to the elevator, but as it turned out the phantoms had ended up clustered around it in such a way that there was no way for me to sneak into it unseen. And as I learned the hard way, the elevator will refuse to operate when there are hostile enemies around. So I had to take out that bunch as well, which apart from being a pretty hard fight in general ate up like a third of my freshly crafted ammo. Once that was done I took the elevator back up, and upon arriving saw two more phantoms ambling about near the exit.

At that point I decided to take a break from the game, because goddamn. Constantly respawning very tanky enemies and fairly scarce ammo is a pretty unfortunate combination. It's pretty disheartening when my first thought upon seeing an enemy is not "how do I best approach this fight?" but rather "gently caress this is gonna set me back so much ammo".

Perestroika
Apr 8, 2010

Witcher 1 in quite a few ways feels almost like an experimental test run. Many mechanics are sort of half-baked and a whole lot of things are pretty rough. Even the plot is in major parts a fanfiction-level retelling of stories in the books. And then you get to part 2 and it's such a massive leap in ambition and quality in almost every aspect that it's almost hard to believe it's even the same series.

Perestroika
Apr 8, 2010

Inspector Gesicht posted:

At least CDProjekt Red got off the ground in terms of game polish, localization, graphical fidelity, and international appeal. Piranha Bytes is making another Gothic-style game and it boasts the most cutting-edge animations from 2004 and a non-customisable dude with no personality as the player character, which will certainly win over today's more diverse market.

Man, I remember when the first Gothic was released and it just blew my mind with the big open world and branching story paths. But then they just kinda kept releasing the same game over and over with only minimal improvements.

Fake edit: I just remembered how incredibly weird the control scheme in Gothic 1 was. IIRC the default way to interact with anything was to hold shift and then hit the up arrow. :psyduck:

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Perestroika
Apr 8, 2010

Despite not being all too hot on Soulslikes in general, I gave Nioh a whirl (yay for Steam sharing) and I gotta say: gently caress anything to do with the Yokai. I actually really enjoyed the first couple of missions, where you're still mostly up against humans. Sure, they can cut you down in two or three hits, but you can do just the same to them. They play by the same rules you do in terms of stamina, have a similar amount of HP, armour, etc. as you do, and you get a nice selection of tools to engage them in a variety of ways. It's a nice evenly matched dynamic, and the difficulty comes from often having to deal with a fair number of enemies at once.

But then the Yokai pop up, entirely displacing human enemies for stretches at a time. Those still can kill you in two or three hits, but now they got a bitchload of HP that takes several minutes to whittle through. They rarely ever get staggered by your attacks, are immune against a bunch of moves, and have their own (stronger) rules when it comes to stamina management. And instead of the fun and varied back-and-forth you have against human enemies, the basically best way of dealing with them is to just stay at the edge of their reach, wait out their slow-rear end attack patterns, get in two or three hits, then rinse and repeat ad nauseam. And that poo poo's just tedious as hell, which has already turned me off of Dark Souls in the past.

It's extra frustrating because if the game was just all humans all the time, I'd probably enjoy it a whole lot. But from the way the story appears to be headed, there'll probably be only ever more Yokai as time goes on.

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