• 16 Posts
  • 70 Comments
Joined 1 year ago
cake
Cake day: June 1st, 2023

help-circle

  • I have started to notice that a lot, if not the majority, of games that make the biggest social splashes in the past couple years are smaller games - with exceptions for titles like Baldur’s Gate 3 and Alan Wake 2 which are their own labors of love on a AAA scale. Animal Well, Balatro, Dredge, Vampire Survivors, Talos Principle 2, Hi-Fi Rush…these are the games I tend to hear about the most.

    The attention that a lot of AAA games get seems shallow and short-lived lately.

    One of the things that’s excited me most recently is seeing new and inventive ways to use graphics and fidelity besides photorealism. Games like Gris and The Artful Escape are probably the most stunningly beautiful games I’ve ever played.





  • For me, the fun comes, like in some other crafting games (e.g., Subnautica) and roguelikes, from chasing the next upgrades, enjoying the sense of empowerment they bring, and getting to explore new areas.

    For that reason, I love the idea of survival crafting games, but I hate the sandbox, perpetual loop format most of them come in (like No Man’s Sky). Subnautica is the gold standard (with Dysmantle being a surprise second place) of having a finite, focused progression path. Pacific Drive scratches that itch.

    Although, I will admit that it’s more stressful than I would have liked too. I knew about the procedural generation and run-based loop early on, but I still kind of expected something overall tranquil. But with storms coming on a timer in every junction, anomalies frequently overwhelming every space you need to explore, and the high stakes of potentially losing a lot of critical material, I found myself playing much more anxiously than I would have preferred, which is what I alluded to about the endgame.






  • Slowly coming to the end of Pacific Drive, which has been mostly great. I think I’ll wrap it up at the perfect time, because I’m not quite tired of it but can feel my interest beginning to wane.

    I have also been playing Sea of Stars. I had one foot fully over the edge to give it up during its painfully slow opening, but I just barely made it long enough to get through the first dungeon and found myself beginning to admit that it was becoming fun. I can’t remember the last time my feelings for a game pivoted so hard, because once it opens up it is a ton of fun. I’m glad I was able to stick with it.


  • I played the hell out of the first DMC back in the day. Just over and over again, even on Dante Must Die and I almost never do hard modes. Apparently I really liked the relatively toned-down gameplay and setting, and the RE-inspired tone, because I never really enjoyed 2-4 the same way (2 goes without saying).

    I largely ignored the series but spontaneously got the interest to play 5 a year or two ago. I did beat it, but it did not do anything for me. I was very glad to be done with it.



  • With all the news coming out the past couple days about The Veilguard, I’m starting to piece together a suspicion that Bioware is picking things back up where they last had decent ideas: early to mid 2010s.

    I think Veilguard will feel like a stuck-in-time successor to Inquisition, stale by that period’s standards and grossly outdated by today’s, especially in the wake of Larian’s enormous success reinvigorating the kind of game Bioware has forgotten how to make.







  • I was persuaded to pick Elden Ring back up despite not really feeling a pull for it, but lo and behold once I was back in I fell in deep. I never actually finished the game with my first dex/bleed-based character, so I continued making my way through Crumbling Farum Azula. I’ve given Malekith a couple of attempts but I’m pretty burned out on bosses at the moment. I started up a new sorcery-based character and that’s been the real joy. Magic really does make the game significantly easier, and part of me wishes I’d done my first playthrough this way. But I’d beaten Demon’s Souls remake not too long before starting Elden Ring originally and wanted something different.

    To fall back on when I get too frustrated, I’ve been playing 10tons’s Undead Horde. Their game Dysmantle wound up being a major highlight the year that I played it (I really, really liked it), so I finally bought Undead Horde 1 and 2. It’s not nearly as good as Dysmantle, but it’s a really great, lightweight dungeon crawler. I like their vibe very much and am really looking forward to Dysplaced.

    I also gave the Saints Row reboot a try since it was free a while back on PS+ and it’s really, really (really) dumb. It’s also kind of fun, a little at a time. Not sure it’ll hold my interest all the way through but it’s nice having an open world game that’s just…easy to play and asks very little of the player.



  • They claim that entertainment companies exist “to provide that entertainment.” Sure I think creative leads and the devs (especially in the games industry) are there to provide entertainment that they are passionate about. But idk if I can ever see a period where the publisher was in it for the art, despite what they may say.

    I agree with you, except that up until the early-to-mid aughts, before Fortnight, and skinner box mobile games, and the promise of persistent revenue capitalizing on addictive tendencies and FOMO, publishers believed that the best path to profit was good games. Konami, to pick the (previously) worst example, published one of the weirdest, most cinematic, ambitious, influential games of all time with Metal Gear Solid. And then, eventually, they saw a straighter, shorter path to profit.

    I am…way more personally upset about the Arkane closure than I usually get about these things. I have so much respect for what that studio created. This article is great though and gives the holistic perspective I’ve been looking for the past few days:

    The point here, ultimately, is that this cycle has been repeating, and repeating, and repeating, and it does not show any sign of coming to an end. Xbox buys talent, mismanages it in search of impossible scale, and cuts it loose - be that the 20-year experts of Fable, or the battle-scarred makers of Dishonored, or the invigorating new generation behind Hi-Fi Rush. Xbox’s leadership clearly knows it’s a problem…they have to step behind this first, surface-level layer of justification for closing studios, and get to the real cause - not the decisions themselves, but the principles that inform them. The principles that say expertise, creativity and talent are less valuable than the cost to let them flourish.


  • There’s a PlayStation community I was subscribed to whose main mod posted a gamergatey rant over the weekend with a number of factual inaccuracies. I wanted desperately to assume they were just benignly uninformed, but it didn’t turn out that way.

    I’m not interested in subscribing to a community at risk of being affected by that kind of toxicity, so I had to leave. Which is a bummer because I liked having PS-specific news in my feed.



  • Hey, I appreciate the work you do here with this community so I’d like to give you the benefit of the doubt on some of the issues with your post, but I also want to correct the record on those issues.

    IGN did not suddenly invent the idea that RE5 had racist undertones. That accusation existed from as early as the game’s release in 2009. And it doesn’t exist in a vacuum but ties into a recurring observation that western media (EDIT Maddie fairly pointed out that Capcom is not Western; this label would perhaps be better revised to “media of developed nations”) has very often treated non-western cultures as savage hellscapes, and its inhabitants as demonic predators (see early American Westerns). The fact that IGN gave the game a 9 on release and now acknowledges its issues is not a sign of hypocritical woke fever but that a niche dialogue has been elevated to higher prominence in the past 15 years.

    Interestingly, the article at the link above actually directly addresses the distinction between RE4’s setting and RE5’s that you reference.

    As for Cliffhanger games…you kind of did make that up. Lalonders’s actual quote:

    “I’m not saying white people are creating unsafe environments, I’m saying sometimes it’s hard to work with white people because sometimes they think something is okay, but it’s really a microaggression."

    Is this racist? Maybe. Certainly it’s discriminatory, but it sounds way more like a reaction to poor past experiences than it does like anything malicious.

    More importantly, you claim that Lalonders “of Cliffhanger Games has gone on record that the studio [implying Cliffhanger] will not hire white people.” Except the quote from Lalonders is from 2021, when they were working on a different game at Veritable Joy Studios.