Gaming thoughts, bite-size chewables - new orange flavor!

S2pidiT

Ars Tribunus Militum
1,737
BTW, one crucial difference between Morrowind - Oblivion - Skyrim is how, without the compass, Morrowind gave you decent directions (especially with the updated journal of the expansions). Oblivion sort of worked, as it sort of kept the pretence of being beatable without the compass. But Skyrim? Characters will drop names of locations without blinking, and assume you know it all about the land. What do you mean you don't know where the grove of the random druids is? Just check the compass!
Skyrim was the first of the games that actually put the location they told you about on the map. Morrowind it was "Go north then look for the tree with the diddly bit hanging off of it then kind of go to the left of that and find a rock with a painting on it and the cave will be 3 miles to the right of that" all without batting an eye that if you came upon those things from the wrong direction then the directions were worse than useless to you. A character actually pointing out on the map where you're supposed to go is the equivalent of actually stopping and asking for directions. :p To Morriwind's credit: at least they left the directions in the (bad) journal unlike other RPGs of the era which just told you once and expected you to remember/write it down.

I originally played Morrowind on Xbox... It was my first foray into The Elder Scrolls. That journal became so frustrating once I got over 50 pages; once I found out about the Unofficial Elder Scrolls Pages Wiki, I went through the journal and noted down every single quest name in my own notebook to try to keep track of everything.

I did enjoy playing Morrowind! I often got lost in the Ashlands though. And so much lore was thrown at me that I could not keep track of it all. :D

I now have Morrowind on my PC but I'm not sure I can bring myself to deal with that journal again. :scared:
 

MiguelMC

Ars Scholae Palatinae
951
BTW, one crucial difference between Morrowind - Oblivion - Skyrim is how, without the compass, Morrowind gave you decent directions (especially with the updated journal of the expansions). Oblivion sort of worked, as it sort of kept the pretence of being beatable without the compass. But Skyrim? Characters will drop names of locations without blinking, and assume you know it all about the land. What do you mean you don't know where the grove of the random druids is? Just check the compass!
Skyrim was the first of the games that actually put the location they told you about on the map. Morrowind it was "Go north then look for the tree with the diddly bit hanging off of it then kind of go to the left of that and find a rock with a painting on it and the cave will be 3 miles to the right of that" all without batting an eye that if you came upon those things from the wrong direction then the directions were worse than useless to you. A character actually pointing out on the map where you're supposed to go is the equivalent of actually stopping and asking for directions. :p To Morriwind's credit: at least they left the directions in the (bad) journal unlike other RPGs of the era which just told you once and expected you to remember/write it down.

I originally played Morrowind on Xbox... It was my first foray into The Elder Scrolls. That journal became so frustrating once I got over 50 pages; once I found out about the Unofficial Elder Scrolls Pages Wiki, I went through the journal and noted down every single quest name in my own notebook to try to keep track of everything.

I did enjoy playing Morrowind! I often got lost in the Ashlands though. And so much lore was thrown at me that I could not keep track of it all. :D

I now have Morrowind on my PC but I'm not sure I can bring myself to deal with that journal again. :scared:

The thing with the Morrowind journal is that Tribunal & Bloodmoon expansions made it usable! Entries were grouped by quest, and you could go through the active quests. So you wouldn't need to go back and forth through zillion pages trying to figure out if a particular entry is relevant to your quest.

On the positive, Morrowind's interface is designed to show you info, not just how cool your character looks. Sadly, I know which one my 10 y.o. prefers. DAAAD DAAAAAD LOOK HOW COOL THE MASK OF CLAVICUS VILE LOOKS! (caps absolutely necessary)

EDIT: Not having to hunt for left/right pauldrons is a total win, even if I miss wearing luxury robes to cover my glass armour
 
On the positive, Morrowind's interface is designed to show you info, not just how cool your character looks. Sadly, I know which one my 10 y.o. prefers. DAAAD DAAAAAD LOOK HOW COOL THE MASK OF CLAVICUS VILE LOOKS! (caps absolutely necessary)
Except it wasn't. Not really. It was an inventory grid where no information was visible until you hovered over each and every item. Have 20 red bottle stacks? Which ones is a healing potion that's useful for you and which one is the healing potion that you crafted for the quest to kill a guy? Hover over each stack until you find the right thing. Some of Bethesda's later games definitely went too far toward the visual impact factor (IMO, Fallout 3 is probably their best overall inventory UI) but there's a reason that SkyUI aimed to replicate Oblivion/Fallout 3's inventory layout (with bonus features!) rather than Morrowind's.
 
I should play Morrowind again, it's been a long time.
I'm never going to play Morrowind again. Not because I hated it, but because my memories of it are so fond that there's no way a replay will live up to those memories and I don't want to spoil them with the harsh light of reality.
That was my takeaway the last time I replayed it. It's a game that influenced my tastes far more than I would have expected at the time but most of the "Morrowind did X better" that flies about is often coming from rose-tinted memories that aren't recalling it accurately. I really loved Morrowind and I would love to be able to revisit that first time with it again but I can't and my opinion of it was reduced by having a decade's worth of additional experience with games between that first playthrough and my most recent one. I don't want it to be further reduced by another decade of experience telling me just how bad certain things we put up with back then were.
 

malor

Ars Legatus Legionis
16,093
What I've tended to find is that most super-duper classic games, the ones that people really rave about, are kind of pedestrian if you play them now. In many (most?) cases, they shaped an entire genre. They so strongly influenced all the games that came later that their amazing new ideas became standard features, often implemented better in subsequent titles.

The fact that they remain playable in many cases is because they were so influential, but because they were so influential, they're not exciting anymore. Other games from the same time period often feel awkward, difficult, and aren't a lot of fun, but you're not playing those, so you don't have a contemporary point of comparison.

Old games that remain genuinely fun are the really towering works of genius. There are surprisingly few.
 
I should play Morrowind again, it's been a long time.
I'm never going to play Morrowind again. Not because I hated it, but because my memories of it are so fond that there's no way a replay will live up to those memories and I don't want to spoil them with the harsh light of reality.
That was my takeaway the last time I replayed it. It's a game that influenced my tastes far more than I would have expected at the time but most of the "Morrowind did X better" that flies about is often coming from rose-tinted memories that aren't recalling it accurately. I really loved Morrowind and I would love to be able to revisit that first time with it again but I can't and my opinion of it was reduced by having a decade's worth of additional experience with games between that first playthrough and my most recent one. I don't want it to be further reduced by another decade of experience telling me just how bad certain things we put up with back then were.
When it came to replaying MW the problem was me, not it. I grew up in a time where RPG games required graph paper and copious note taking. Loved it. Fast forward to today and I just don't have the time to do all that nor hunt for the hidden cave for a day. Then again long gone are the days when if you bought a game it had to last months or in MW's case years :D
 

Ardax

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19,755
Subscriptor
I grew up in a time where RPG games required graph paper and copious note taking. Loved it. Fast forward to today and I just don't have the time to do all that nor hunt for the hidden cave for a day.
So much this. It's really hard to go back to the old great RPGs. They simply didn't offer the affordances we're used to today and needing to slow down and take notes is... Painful in comparison to what came after.
 

Klockwerk

Ars Praefectus
3,760
Subscriptor
What I've tended to find is that most super-duper classic games, the ones that people really rave about, are kind of pedestrian if you play them now. In many (most?) cases, they shaped an entire genre. They so strongly influenced all the games that came later that their amazing new ideas became standard features, often implemented better in subsequent titles.

The fact that they remain playable in many cases is because they were so influential, but because they were so influential, they're not exciting anymore. Other games from the same time period often feel awkward, difficult, and aren't a lot of fun, but you're not playing those, so you don't have a contemporary point of comparison.

Old games that remain genuinely fun are the really towering works of genius. There are surprisingly few.

I had this exact feeling playing the Command and Conquer remaster - I loved it as a teenager and it was a fantastic evolution of the genre, but even with all the upgrades they made I could not believe the grind and the pain involved:

* Unit pathing is bad for 2021
* Some of the campaign maps are horrible. I'm talking bash-your-head-against-the-mission, "oh damn I've just triggered the enemy at the wrong time and I need to restart the map completely" bad

I had the intention of playing through each and every level of all the main and expansions. That did not and will not happen.
 
I should play Morrowind again, it's been a long time.
I'm never going to play Morrowind again. Not because I hated it, but because my memories of it are so fond that there's no way a replay will live up to those memories and I don't want to spoil them with the harsh light of reality.
That was my takeaway the last time I replayed it. It's a game that influenced my tastes far more than I would have expected at the time but most of the "Morrowind did X better" that flies about is often coming from rose-tinted memories that aren't recalling it accurately. I really loved Morrowind and I would love to be able to revisit that first time with it again but I can't and my opinion of it was reduced by having a decade's worth of additional experience with games between that first playthrough and my most recent one. I don't want it to be further reduced by another decade of experience telling me just how bad certain things we put up with back then were.

QFT

Once I learned the joys of the super-speed running feather potion ultra-bounce, my enjoyment was drastically hampered by the constant nagging of those adorable cliff racers. Even when I'd obtained near-endgame gear, their annoyance affected my happiness while exploring.

One of the things that sticks with me most about Morrowind was just how amazingly FRESH and comprehensive its world felt. The building architecture, the depth of its factions, the conversations. For its time, Morrowind threw one new opportunity after another at me in a way that strongly encouraged exploration and experimentation.

There were other excellent games from the same time period, like GTA 3/Vice City and Neverwinter Nights, that were combining complex subsystems with huge worldspaces. Yet those two didn't have such an alien feel that kept blowing my mind at every new turn. Scouring around for crafting ingredients wasn't happening in GTA. Neverwinter had awesome multiplayer, but the world was the usual DnD fare except in 3d. Meanwhile, stepping out into the swampy Bitter Coast was just the introduction to Morrowind's bizarre newness. Encountering cat people, lizard people, giant flea taxis, and using magic and first-person spell/melee combat along with a stunningly deep potion system kept me fully engaged. Raising the stakes further, Morrowind sent us to the eyeball-popping environs of Balmora, Vivec, and some freaky mushroom spaces that assured me the dudes making this game must have been doing their own shrooms. This game is just too weird, nobody normal is doing this.

And that was why Oblivion, as good as it was (excellent and better than Morrowind in many respects), was a bit of a let-down. Now that I had experienced a TES game, my dendrites had some idea of how things worked which took away a lot of the freshness. But the real disappointment was the lack of newness that was exaggerated by just how normal the region of Cyrodiil felt. Sure Ayleid Ruins, Frostcrag Spire and the Gold Coast were beautiful, but Oblivion's primary weirdness was traversing through the endless gates, and those quickly became rote leaving an unfavorable impression.

Since then, Bethesda has pushed their formulas further in Fallout and Skyrim, but man... they're doing that whole franchise thing that takes away a lot of opportunity for creativity. Skyrim and Fallout 3 are over a decade past, and the only real newness since basically boil down to base-building in FO4 (which I feel took away from the core experience) and an mmo (which isn't new, it's just the bean-counters seeing potential $$$ a la GTA Online/WoW/Fortnite). I've loved TES and Fallout, but I can't overstate how thankful I am that Bethesda is even attempting Starfield. Plenty of Studios have cratered from just a single game, but not taking risks in the games industry is a path towards eventual irrelevance.

Maybe that's a part of why I've loved FROM Software's evolution; they aren't overly caught up in franchises and embrace The Weird even while attempting the new. FROM's constant is their combat systems and action-adventure focus, and within those confines FROM are still willing to toss their mega-franchise aside and explore new settings as they tweak their core mechanics. My least favorite FROM game, Dark Souls 2, had some fantastically odd locales and pvp newness. Ditto the more thematically consistent Bloodborne which executed its storytelling trip down Lovecraft Lane so beautifully, I didn't even realize I was ensnared until facepalmed by the obvious. Further cementing FROM's willingness to experiment was them ditching pvp/co-op and swords 'n' boards entirely to produce Sekiro, an absolutely insane ninja fantasy that ditches FROM's typical ambiguous lore for an excellent and focused narrative.

Now with Elden Ring, FROM are following a similar path to CDProjekt when transitioning from Witcher 1/2's segregated acts to 3's open world. Hopefully they can pull it off, and I'm pretty confident they will. Regardless of George RR Martin, I'm expecting FROM will revert somewhat to the vague storytelling ambiguity of the Souls series, but if they can craft a great and memorable tale in the process, while attempting so much other newness (a mount and jump button!), all the better.
 

Elore

Ars Scholae Palatinae
1,117
Subscriptor
I thought sony added 1440p support, or was it only Xbox that added it in a dashboard update.

Not exactly, The PS4 upscales 1080p to 1440p. So it "supports" it, but not by just running native resolution. It's supposed to do a decent job of it, though.
I don't think so. PS4 and 5 will only output 1080p or 2160p (on a Pro), nothing in between, regardless of render resolution. Many 1440p displays can accept a 2160p signal and scale it down themselves, though.
 
I should have done my research, but it never occurred to me that the PS4 Pro won't support anything other than 1080p or 4k. My nice, beautiful 2k 166 mhz monitor looks like crap.

166 mhz! Man, display tech has really evolved since the last time I looked at it :D

I shudder thinking of the gpu it would be needed for such a display :scared:
 

sword_9mm

Ars Legatus Legionis
26,120
Subscriptor
I have to admit that Witcher 3 has ruined Skyrim for me. The writing is so much better, and the world feels much more real. It helps that the developers know who the main character is instead of leaving it up to the players. The Elder Scroll games now feel 20 miles wide and 6 inches deep.

I do remember learning that my character in DaggerFall was infected with lycanthropy, and it wasn't a game over situation.

My witcher 3 example:

There's one quest where you get ambushed by some monsters on the road, but their behavior towards you changes based on who you handled some previous monster hunting tasks. There were some quests where you had to deal with sentient monsters, and there were non-violent ways to fix the issue. If you went the non-violent route, the monsters ambushing you would argue about whether you should be attacked or not.

I have the base game on Steam but I'm waiting for the PS5 'Full' version to drop. It runs fine on my old rig but the PS5 should make it much better as my rig is OLD. 2500k/970 old.... Once I back it up I need to look for recyclers as this thing is OLD.
 

invertedpanda

Ars Tribunus Militum
2,934
Subscriptor
I played Sekiro: Shadows Die Twice on my stream tonight in celebration of Elden Ring's upcoming release, and.. Holy crap, a miracle happened.

I didn't die.

I loved the idea of Sekiro, and it's execution is just amazing, but I'm HORRIBLE at souls-likes. Seriously. Every time I tried to play Sekiro, I'd die so many times to mini-bosses that it was just.. absurd.

This time, though, not a single death.

Just blown away.. and now I'm seeing even more of the game and falling in love.

Can't freaking wait for Elden Ring now.
 
And my brief thoughts on Bloodrayne 2

The combat is much improved over Bloodrayne but bad combat has been replaced with boring to fight damage sponge bosses and infinite wave enemies combined with frustratingly badly implemented "puzzles" geared around harpooning enemies then "throwing" them into specific environmental objects. What's cool as a bonus way to fight is terrible as a puzzle solving mechanic when you have little control over where the enemies fling nevermind getting them to a specific interactable. The story's fine but not worth the frustration of the rest of the game.
 
I often say how the best aspect of game subscriptions is that it compels you to try obscure games and find gems. Here's a couple more, from Game Pass:

Dandy Ace - this is basically Hades on a budget. :) With different combat skills that you get by getting combat cards. The same cards can be used to augment other cards, resulting in interesting combinations.

Taiko no Tatsujin: The Drum Master - this is a two-button rhythm game with heavily Japanese art direction and online ranked multiplayer. I wouldn't have paid the asking price of $50, but a few hours of rhythm games as part of the subscription are fun.
 

malor

Ars Legatus Legionis
16,093
I get a little annoyed with Timberborn because of the 'district' mechanic. Any given district can only be so big, and then you have to build a dividing gate and create a new one, which is a big pain in the butt. It makes sense technically; districting means that pathing won't explode into an unmanageable mess, one of the typical problems of the agent sim genre. But it's still annoying to work with.

Also, IIRC, beavers can't easily dig ditches, you need a ridiculous amount of tech advancement. In a game that's so much about water management, being unable to easily dig a ditch is a goddamn bizarre design decision.
 

MadMac_5

Ars Praefectus
4,000
Subscriptor
I often say how the best aspect of game subscriptions is that it compels you to try obscure games and find gems. Here's a couple more, from Game Pass:

Dandy Ace - this is basically Hades on a budget. :) With different combat skills that you get by getting combat cards. The same cards can be used to augment other cards, resulting in interesting combinations.

Taiko no Tatsujin: The Drum Master - this is a two-button rhythm game with heavily Japanese art direction and online ranked multiplayer. I wouldn't have paid the asking price of $50, but a few hours of rhythm games as part of the subscription are fun.

I tried out Taiko no Tatsujin, and I usually really enjoy rhythm games. There's something about this one that just doesn't work well with my brain/fingers, though, as I can't get the hang of it at ALL. Easy/Medium doesn't have enough beats for me to keep time with it, and Hard is too hard for me at the moment. Combine that with the fact that I'm Anime/JRPG Impaired, and there's not a big hook for me to stick with it instead of going down to the basement to play Rock Band instead. It's sad, because I really wanted to like this game!
 

Scifigod

Ars Tribunus Angusticlavius
8,847
Subscriptor++
Man. I know that Legacy of Dorn: Herald of Oblivion is a throwback to an older style of pre-digital gaming experience, but there are no levels on which death-by-slot machine qualifies as good design.
Tangential but I thought it was kind of funny the first time it happened to me in borderlands 2.
oh sweet triple grenades... Wait a minute...BOOM
 
I reached the end of enjoyability on Rogue Tower. All of the tower upgrades all feel extremely similar, and all I'm using it for now is a time waster. I unlocked the vast majority of the tech (rogue legacy style) tree, and got pretty damn far along all three 'modes'. I played for just shy of 10 hours - $15 well spent then.

Uninstalled! Maybe now I'll actually start playing Dead Space 2 :p .
 
Dandy Ace - this is basically Hades on a budget. With different combat skills that you get by getting combat cards. The same cards can be used to augment other cards, resulting in interesting combinations.

I tried it, but it never "stuck". I think maybe I'm spoiled after Hades.

I think the major difference from Hades is that, as a magician, you're relying on ranged combat much more. And dodging is on a significant cooldown, so you can't just jump around. It's not literally Hades, I guess. :)

But if you don't like, you don't like it. I tried another game - The Ascent - and the combat just wasn't my thing. They had one interesting idea - that you can crouch behind cover, but still aim and shoot. Still, it wasn't enough for me.
 
D

Deleted member 43669

Guest
I often say how the best aspect of game subscriptions is that it compels you to try obscure games and find gems. Here's a couple more, from Game Pass:

Dandy Ace - this is basically Hades on a budget. :) With different combat skills that you get by getting combat cards. The same cards can be used to augment other cards, resulting in interesting combinations.

Taiko no Tatsujin: The Drum Master - this is a two-button rhythm game with heavily Japanese art direction and online ranked multiplayer. I wouldn't have paid the asking price of $50, but a few hours of rhythm games as part of the subscription are fun.

I tried out Taiko no Tatsujin, and I usually really enjoy rhythm games. There's something about this one that just doesn't work well with my brain/fingers, though, as I can't get the hang of it at ALL. Easy/Medium doesn't have enough beats for me to keep time with it, and Hard is too hard for me at the moment. Combine that with the fact that I'm Anime/JRPG Impaired, and there's not a big hook for me to stick with it instead of going down to the basement to play Rock Band instead. It's sad, because I really wanted to like this game!

Heh, the GF and I stumbled upon a demo of Taiko no Tatsujin for PS4 a while ago and had a couple of very enjoyable sessions. The game is crazy and it makes you laugh... but we're not familiar with anime and videogame music, so music selection was a bit too limited for our tastes. But we did consider buying drum controllers...
 
D

Deleted member 14629

Guest
Atomic Heart dropped another trailer, with new "wow" moments - like really wow - but the same stretch of gameplay they've been showing all this time. It does look smoother than before though.

I didn't even know this game existed. I'm not sure how down I am for more FPS, but I love the aesthetic they use for the humanoid androids. A skillful mix of "try to make it look harmless but really drop it right in the uncanny valley."
 
Yeah, looks like they saw the uncanny valley and decided to settle down in it. :bigdumbgrin:

Looks cool, kind of like a Russian Bioshock, but I think the devs may be falling into a common trap for new studios: insisting on making their game too hard. That looks brutal.

I think what matters with the difficulty is how the developers fill it. So it's more of a challenge than a trap - and a new developer can be successful if they get it. Of course, if they think people like, e.g. Dark Souls games just because they're difficult, they're less likely to succeed.
 

Ardax

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I think what matters with the difficulty is how the developers fill it. So it's more of a challenge than a trap - and a new developer can be successful if they get it. Of course, if they think people like, e.g. Dark Souls games just because they're difficult, they're less likely to succeed.
I figured it was more of a "the developers are playtesting the game so much they forget that everyone else will not have the level of familiarity with the game that they do" kind of thing. Which seems like an easy trap for new devs to fall into.
 
Looks cool, kind of like a Russian Bioshock, but I think the devs may be falling into a common trap for new studios: insisting on making their game too hard. That looks brutal.

I think what matters with the difficulty is how the developers fill it. So it's more of a challenge than a trap - and a new developer can be successful if they get it. Of course, if they think people like, e.g. Dark Souls games just because they're difficult, they're less likely to succeed.
I don't even know that it looks all that hard. They started the gameplay demo with a railgun (at least, possibly more weapons we never saw in the UI) with 75 Power (whatever that means) that they never used in favor of a crowbar that looks to be the worst possible option against the plant things. It's marketing material so we know it's 100% scripted but it looks like the kind of "make it look hard" via bad player choices marketing rather than it actually being hard.
 

MichaelC

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Subscriptor++
that looks like they are throwing everything in the game. They got renegade robots and TLoU infected and who knows what else? Looks pretty crazy. I only watched a few minutes so I never got a sense for how difficult it might be.

But if it doesn't have massive dialog trees and options for having drinks and skeet shooting with companions I'm not sure it's for me these days.