A new twist on the <em>Souls</em> formula has killer weapons and foes, weak pacing.
Read the whole story
Read the whole story
Yo ho fiddle-dee-dee, do what you want cuz a pirate is free..."Want a quick-hit version of Dark Souls' challenge? Buy it. Otherwise, try it."
Try it how exactly?
Buy on Steam, play less than two hours, get a refund if it's bad.[url=http://meincmagazine.com/civis/viewtopic.php?p=31529233#p31529233:b4tgsfvv said:globalist[/url]":b4tgsfvv]"Want a quick-hit version of Dark Souls' challenge? Buy it. Otherwise, try it."
Try it how exactly?
Depends on the game. Some games work well this way (e.g. The Binding of Isaac...nearly up to 500 hours on that...second only to my first MMO experience in terms of play time). Others don't. I think, for example, in anything competitive, random levels is going to be bad, because it may give one player/team an unfair advantage.I used to think that randomly and procedurally generated content would be great. Not so. You can't replace maps and levels made by skilled designers.
[url=http://meincmagazine.com/civis/viewtopic.php?p=31529313#p31529313:3kwssa24 said:rabish12[/url]":3kwssa24]Buy on Steam, play less than two hours, get a refund if it's bad.[url=http://meincmagazine.com/civis/viewtopic.php?p=31529233#p31529233:3kwssa24 said:globalist[/url]":3kwssa24]"Want a quick-hit version of Dark Souls' challenge? Buy it. Otherwise, try it."
Try it how exactly?
[url=http://meincmagazine.com/civis/viewtopic.php?p=31529365#p31529365:btff0rps said:lewax00[/url]":btff0rps]Depends on the game. Some games work well this way (e.g. The Binding of Isaac...nearly up to 500 hours on that...second only to my first MMO experience in terms of play time). Others don't. I think, for example, in anything competitive, random levels is going to be bad, because it may give one player/team an unfair advantage.I used to think that randomly and procedurally generated content would be great. Not so. You can't replace maps and levels made by skilled designers.
(Also, Harebrained needs to turn on public matchmaking for co-op post-haste.)
[url=http://meincmagazine.com/civis/viewtopic.php?p=31529485#p31529485:3q8q9c20 said:NemesisX00[/url]":3q8q9c20](Also, Harebrained needs to turn on public matchmaking for co-op post-haste.)
You must be some kind of crazy masochist to want public drop-in/drop-out co-op in a game that has perma-death AND friendly fire on. I imagine the trolls would quickly become worse than they are in the Dark Souls series.
Sure, there's just bad generation too. I think, more in that realm, Minecraft does a pretty good job at world generation (there always seem to be interesting features to find, both above and below ground). So good is at least possible.[url=http://meincmagazine.com/civis/viewtopic.php?p=31529365#p31529365:p1xsydyo said:lewax00[/url]"1xsydyo]
Depends on the game. Some games work well this way (e.g. The Binding of Isaac...nearly up to 500 hours on that...second only to my first MMO experience in terms of play time). Others don't. I think, for example, in anything competitive, random levels is going to be bad, because it may give one player/team an unfair advantage.I used to think that randomly and procedurally generated content would be great. Not so. You can't replace maps and levels made by skilled designers.
Planetary Annihilation has procedurally generated planets and they're boring. I'm cautiously optimistic about No Man's Sky.
The actual limit is within two hours of total playtime or two weeks past purchase (or release if you pre-purchase), whichever comes sooner. They still sometimes issue refunds for customers who go beyond those limits but it's not something I'd risk - if you intend to buy a game in order to try it then it's important that you actually try it when you buy it and not long afterwards.[url=http://meincmagazine.com/civis/viewtopic.php?p=31529421#p31529421:ndt05o8d said:Zak[/url]":ndt05o8d][url=http://meincmagazine.com/civis/viewtopic.php?p=31529313#p31529313:ndt05o8d said:rabish12[/url]":ndt05o8d]Buy on Steam, play less than two hours, get a refund if it's bad.[url=http://meincmagazine.com/civis/viewtopic.php?p=31529233#p31529233:ndt05o8d said:globalist[/url]":ndt05o8d]"Want a quick-hit version of Dark Souls' challenge? Buy it. Otherwise, try it."
Try it how exactly?
There is also a limitation to be aware of how soon after the purchase you play the game. A month or two? I played a game for less than an hour but several months after a purchase and Steam refused to refund it. I bought a bunch of games on a sale and then gradually tried them out over several months, unaware of that limitation. Now I don't buy a game unless I know I will be able to play it within a month.
There's a few ways to get around it even then. For example, asynchronous competitive play is easy enough - generate from a seed every, say, 24 hours or so, and give everyone the opportunity to compete on that specific generated content. Even for synchronous content it has more or less the same downsides as created content in that anything asymmetrical is going to inherently favor one side or the other to at least some small degree, though there's (fairly complicated) ways to deal with that as well.[url=http://meincmagazine.com/civis/viewtopic.php?p=31529365#p31529365:1kjqopz7 said:lewax00[/url]":1kjqopz7]Depends on the game. Some games work well this way (e.g. The Binding of Isaac...nearly up to 500 hours on that...second only to my first MMO experience in terms of play time). Others don't. I think, for example, in anything competitive, random levels is going to be bad, because it may give one player/team an unfair advantage.I used to think that randomly and procedurally generated content would be great. Not so. You can't replace maps and levels made by skilled designers.
[url=http://meincmagazine.com/civis/viewtopic.php?p=31529771#p31529771:2y6dwofs said:sep332[/url]":2y6dwofs]I've seen this compared to Dark Souls a lot, but I don't see how a game can be randomly generated and still be at all similar to Dark Souls. The article only mentioned the controls being similar. Is that really all it takes for everyone to say "oh, this is like that other game"?
True. I should have thought of the asynchronous situation, I do that on a daily basis (BOI:R daily challenges work exactly that way).There's a few ways to get around it even then. For example, asynchronous competitive play is easy enough - generate from a seed every, say, 24 hours or so, and give everyone the opportunity to compete on that specific generated content. Even for synchronous content it has more or less the same downsides as created content in that anything asymmetrical is going to inherently favor one side or the other to at least some small degree, though there's (fairly complicated) ways to deal with that as well.[url=http://meincmagazine.com/civis/viewtopic.php?p=31529365#p31529365:3hwn5exv said:lewax00[/url]":3hwn5exv]Depends on the game. Some games work well this way (e.g. The Binding of Isaac...nearly up to 500 hours on that...second only to my first MMO experience in terms of play time). Others don't. I think, for example, in anything competitive, random levels is going to be bad, because it may give one player/team an unfair advantage.I used to think that randomly and procedurally generated content would be great. Not so. You can't replace maps and levels made by skilled designers.
[url=http://meincmagazine.com/civis/viewtopic.php?p=31529771#p31529771:b82x2elt said:sep332[/url]":b82x2elt]I've seen this compared to Dark Souls a lot, but I don't see how a game can be randomly generated and still be at all similar to Dark Souls. The article only mentioned the controls being similar. Is that really all it takes for everyone to say "oh, this is like that other game"?
Unfortunately for you, the gaming community has decided otherwise. (Also, one thing you left off your list of the popular usage, it usually involves permadeath.) And it's communities that get to decide definitions, not individuals (since words are used to convey a common meaning between individuals).Why, oh why did the term "roguelike" come to mean *only* random map / item / monster, and not the far more important turn-based / topdown view / keyboard only attributes???
Dark Souls is not roguelike. Necropolis is not roguelike. Binding of Isaac is not roguelike.
ROGUE is roguelike. Nethack is roguelike. Angband is roguelike.
Find your own term, stop abusing mine.
There's slightly more to a videogame than level design alone. I can certainly see the similarity to dark souls based on how the combat system appears to work and other core mechanics.[url=http://meincmagazine.com/civis/viewtopic.php?p=31529771#p31529771:1kut0786 said:sep332[/url]":1kut0786]I've seen this compared to Dark Souls a lot, but I don't see how a game can be randomly generated and still be at all similar to Dark Souls. The article only mentioned the controls being similar. Is that really all it takes for everyone to say "oh, this is like that other game"?
[url=http://meincmagazine.com/civis/viewtopic.php?p=31529501#p31529501:bcyp7wu0 said:lewax00[/url]":bcyp7wu0]Sure, there's just bad generation too. I think, more in that realm, Minecraft does a pretty good job at world generation (there always seem to be interesting features to find, both above and below ground). So good is at least possible.[url=http://meincmagazine.com/civis/viewtopic.php?p=31529365#p31529365:bcyp7wu0 said:lewax00[/url]":bcyp7wu0]Depends on the game. Some games work well this way (e.g. The Binding of Isaac...nearly up to 500 hours on that...second only to my first MMO experience in terms of play time). Others don't. I think, for example, in anything competitive, random levels is going to be bad, because it may give one player/team an unfair advantage.I used to think that randomly and procedurally generated content would be great. Not so. You can't replace maps and levels made by skilled designers.
Planetary Annihilation has procedurally generated planets and they're boring. I'm cautiously optimistic about No Man's Sky.
[url=http://meincmagazine.com/civis/viewtopic.php?p=31529313#p31529313:v30skjrj said:rabish12[/url]":v30skjrj]Buy on Steam, play less than two hours, get a refund if it's bad.[url=http://meincmagazine.com/civis/viewtopic.php?p=31529233#p31529233:v30skjrj said:globalist[/url]":v30skjrj]"Want a quick-hit version of Dark Souls' challenge? Buy it. Otherwise, try it."
Try it how exactly?
While I agree that permadeath is too far, I did always find it surprising that Dark Souls both punishes you for dying (PAST sending you to a checkpoint) and heavily encourages you to repeat everything you did up until you died, when that may have been the wrong way to go to begin with.[url=http://meincmagazine.com/civis/viewtopic.php?p=31532895#p31532895:16ruc6xo said:Jilkon[/url]":16ruc6xo]"Souls-like" does not at all go with "Perma-death" and "Randomly generated" in my opinion. The entire point of the Souls experience is mastery over a set of obstacles that are unknown to start with but stay the same afterwards. Trial and error is the name of the game. "Trial and error and restarting the whole bloody thing" is a different thing entirely.
Same. I had been excited for the game given the developer's pedigree with Shadowrun, but it feels like a "B-team" project. The style of the characters is nice enough but the constant monochrome of the environments gets a bit tiring, the combat is overly simplistic and easy and has a serious lack of weight, the AI is absolutely and completely braindead and constantly gets stuck on objects and corners, and the overall game just has a massive lack of variety (identical rooms should not be down the hall from each other). I pretty much gave up on it when I realized that I was only getting hit (let alone dying) whenever I got bored of the repetitive hit-dodge-repeat combat and just starting mashing the button to try and get it over with faster.[url=http://meincmagazine.com/civis/viewtopic.php?p=31533155#p31533155:sezt0sca said:DJ-R[/url]":sezt0sca][url=http://meincmagazine.com/civis/viewtopic.php?p=31529313#p31529313:sezt0sca said:rabish12[/url]":sezt0sca]Buy on Steam, play less than two hours, get a refund if it's bad.[url=http://meincmagazine.com/civis/viewtopic.php?p=31529233#p31529233:sezt0sca said:globalist[/url]":sezt0sca]"Want a quick-hit version of Dark Souls' challenge? Buy it. Otherwise, try it."
Try it how exactly?
Yeah is what I did... disappointed.
[url=http://meincmagazine.com/civis/viewtopic.php?p=31530897#p31530897:11c4dmpz said:lewax00[/url]":11c4dmpz]Unfortunately for you, the gaming community has decided otherwise. (Also, one thing you left off your list of the popular usage, it usually involves permadeath.) And it's communities that get to decide definitions, not individuals (since words are used to convey a common meaning between individuals).Why, oh why did the term "roguelike" come to mean *only* random map / item / monster, and not the far more important turn-based / topdown view / keyboard only attributes???
Dark Souls is not roguelike. Necropolis is not roguelike. Binding of Isaac is not roguelike.
ROGUE is roguelike. Nethack is roguelike. Angband is roguelike.
Find your own term, stop abusing mine.
But you're right, Dark Souls is not roguelike by the popular definition either.
There's a bit more than just permadeath or turn-based - random elements are a pretty substantial part of the genre's original canon too. Top-down and keyboard-only aren't so important though - even most classic roguelikes offer a mouse-driven scheme as an alternative by now, and a lot of them have functionality or front-ends that let you alter the perspective. Presentation and input scheme just don't make sense as part of the defining characteristics of a genre.[url=http://meincmagazine.com/civis/viewtopic.php?p=31535741#p31535741:160q9z5l said:Mazzicc[/url]":160q9z5l][url=http://meincmagazine.com/civis/viewtopic.php?p=31530897#p31530897:160q9z5l said:lewax00[/url]":160q9z5l]Unfortunately for you, the gaming community has decided otherwise. (Also, one thing you left off your list of the popular usage, it usually involves permadeath.) And it's communities that get to decide definitions, not individuals (since words are used to convey a common meaning between individuals).Why, oh why did the term "roguelike" come to mean *only* random map / item / monster, and not the far more important turn-based / topdown view / keyboard only attributes???
Dark Souls is not roguelike. Necropolis is not roguelike. Binding of Isaac is not roguelike.
ROGUE is roguelike. Nethack is roguelike. Angband is roguelike.
Find your own term, stop abusing mine.
But you're right, Dark Souls is not roguelike by the popular definition either.
Perma-death is really what most people mean by roguelike. I've also heard turn-based as a requirement. I've never heard of top-down or keyboard only as critical attributes.
The only thing I think of when I hear roguelike is perma-death. And usually that's the only relevant thing people are looking for.
[url=http://meincmagazine.com/civis/viewtopic.php?p=31535741#p31535741:y29gp3sf said:Mazzicc[/url]":y29gp3sf][url=http://meincmagazine.com/civis/viewtopic.php?p=31530897#p31530897:y29gp3sf said:lewax00[/url]":y29gp3sf]Unfortunately for you, the gaming community has decided otherwise. (Also, one thing you left off your list of the popular usage, it usually involves permadeath.) And it's communities that get to decide definitions, not individuals (since words are used to convey a common meaning between individuals).Why, oh why did the term "roguelike" come to mean *only* random map / item / monster, and not the far more important turn-based / topdown view / keyboard only attributes???
Dark Souls is not roguelike. Necropolis is not roguelike. Binding of Isaac is not roguelike.
ROGUE is roguelike. Nethack is roguelike. Angband is roguelike.
Find your own term, stop abusing mine.
But you're right, Dark Souls is not roguelike by the popular definition either.
Perma-death is really what most people mean by roguelike. I've also heard turn-based as a requirement. I've never heard of top-down or keyboard only as critical attributes.
The only thing I think of when I hear roguelike is perma-death. And usually that's the only relevant thing people are looking for.
Ouch. As much as that sucks, there's probably plausible reasoning for it - I doubt GOG has such a robust multiplayer friend system or anything.[url=http://meincmagazine.com/civis/viewtopic.php?p=31539631#p31539631:2s8qmjzi said:rabish12[/url]":2s8qmjzi]Just a short PSA: the GOG version of this game does not currently have online coop (despite having advertised it as a major feature when taking pre-orders for the game on the site), so if you're planning on buying it you're much better off just going to Steam.
They actually do have a system for it built into Galaxy, and the page for the game does say that multiplayer is going to come to it later. I'm guessing that the developers just prioritized one store over the other and decided to release earlier rather than waiting for both versions to be at par, which is a shame.[url=http://meincmagazine.com/civis/viewtopic.php?p=31539857#p31539857:2ascqzmx said:Katana314[/url]":2ascqzmx]Ouch. As much as that sucks, there's probably plausible reasoning for it - I doubt GOG has such a robust multiplayer friend system or anything.[url=http://meincmagazine.com/civis/viewtopic.php?p=31539631#p31539631:2ascqzmx said:rabish12[/url]":2ascqzmx]Just a short PSA: the GOG version of this game does not currently have online coop (despite having advertised it as a major feature when taking pre-orders for the game on the site), so if you're planning on buying it you're much better off just going to Steam.
That's actually possible right now and a couple of games already do it (albeit between GOG and Steam rather than Origin and Steam), it just depends on the developer to implement it and it makes the whole thing more complicated.Would be interesting if someday an Origin player could add a Steam user as a friend and play together.