You do know that Yahtzee spends 90% of his time reviewing bad games, right? It's kind of his job.Onliuge said:Can't wait for the AAA games to fuck off so Yahtzee can review something half decent.
Actually he spends 90% of his time reviewing games. They just happen to be bad because those are the only type of games being made these days.erttheking said:You do know that Yahtzee spends 90% of his time reviewing bad games, right? It's kind of his job.Onliuge said:Can't wait for the AAA games to fuck off so Yahtzee can review something half decent.
If it remains drearily boring through lazy overuse, then yes, it is worth mentioning it just like any other bad or good thing in a given game/film/whatever.HumanShale said:I got some good laughs from that one, good episode, but I'm beginning to wonder if it's worth putting in the "grizzled white dude" complaint in every time it occurs in an action game.
That's the catch 22 of the entire problem. Outside of RPGs and strategy titles, games do not really use textures to point out anything important because you're mostly busy getting from point A to point B. However, ironically, whenever a developer gimps on the "life-like" textures, the first thing out of everyone's mouth is that the game looks bad, or is categorized as "last-gen" in look.normalguycap said:The end of this one really got to me. How do you make the artist's work noticeable? How do you make a game that doesn't force the player to look at a thing which is bad but also doesn't make them feel like they have to advance as fast as possible?
I do this a lot in games lately. Most of the time it's pointless to stick around and so you just go to the next set without seeing anything and somehow the experience as a whole feels hollow. Besides being an exploratory RPG thing, how can this be fixed?
I think collectibles help with this. If there's hidden bits of lore or items to find players might take some time to explore the environment and look around at the world more.normalguycap said:The end of this one really got to me. How do you make the artist's work noticeable? How do you make a game that doesn't force the player to look at a thing which is bad but also doesn't make them feel like they have to advance as fast as possible?
I do this a lot in games lately. Most of the time it's pointless to stick around and so you just go to the next set without seeing anything and somehow the experience as a whole feels hollow. Besides being an exploratory RPG thing, how can this be fixed?
You put it in a non-linear action and/or adventure and/or RPG game that focuses on exploration, not just combat.normalguycap said:The end of this one really got to me. How do you make the artist's work noticeable? How do you make a game that doesn't force the player to look at a thing which is bad but also doesn't make them feel like they have to advance as fast as possible?
Xcom(ugly cutscenes) and Undertale(ugly even by pixel art standards).Transdude1996 said:Seriously, name a game in recent years that actually did well and didn't blow it's budget on the graphics.
You're kind of all over the place there. That the Locust are former humans mutated by imulsion, with the sires being the evolutionary link, was established awhile ago. The first three games hinted at it, and a dev post outright confirmed that the Locust were former humans.Mr_Jack said:Getting to the Locust, that whole thing just felt lazy. It wasn't fully absolutely established that they were lambent humans from 100 years previous, but that the sires were part of what made them into what they are now. It was fairly obvious in the first trilogy that the Locust must have been older than 100 years, and their current hierarchy was created 100 years before. Long story short, I felt that old origin would have been better than new origin. The story isn't set up for a 'hubris of man' arc, it's just blatantly told to you that man was dickish and made more problems than good. Hell, Adam Fenix had said that Imulsion probably came from off world fairly recently. The current story seems to be pretty much the prevailing fan theory put forward from the first trilogy rather than something a little more thought out. Like having these beings be what the Locust were before Imulsion, and now that it's gone long dormant strains of their 'infection' came back to life and started to repopulate their numbers by infecting humans. Making the Locust the demons of Seran mythology.
....I'm really overthinking this, but then again it just irks me they just sloppily slapped the reasoning together.