Problem is, I own most of the games on the Steam front page, so finding new and interesting games is getting difficult.
This. I feel totally underwhelmed by the sale this year because everything on the front page I already either own or have no interest in. I know the discovery queue exists, but it primarily tries to feed me the same jank I already know exists.
On the other hand… this feels like I would be calling it out as manipulative FOMO bullshit were it any other company.
While I hesitate to type this as it might be perceived as viewing a corporation as a friend, the intent matters, and GOG has a different history than the majority of FOMO abusing game companies. Did they identify that this is probably an opportunity to push some sales? Sure, probably. But I am chill permitting them that right when they’re visibly working to remove FOMO as a commercial strategy.
Undertale is such a bolt of lightning. It both depends on its player having experience with traditional JRPG and having no fucking clue what it is. But when the conditions line up, as it did for many people at release, it was such a master fully crafted experience. But even the slightest amount of “it’s good because…” really siphons part of the experience away.
My experience with GOG is that it is a fringe option, at least in the combined North American (USA+Canada) culture. Plus, the unfortunate reality is that in many cases GOG’s principles preclude it from being a genuine competitor to Steam. Insisting on being DRM free means half of released games never go to the platform, so it will always be the secondary “better if” option.
I worry about Steam’s functional monopoly on PC game access. It hasn’t been an issue so far, because it has remembered that it is, first and foremost, a service, providing consumer protection through a generous refund policy and supporting devs with easy access to simple matchmaking and anti-cheat systems. But without a healthy competitor, it would be easy for Steam to start milking it’s users and developers alike.
No satire here; I genuinely think it’s a great example of a remake done well.
There are some major breaks from the original plot, which in itself would be neat, but they introduce an entire plot element that interacts with this derivation. The spirits I was talking about, “Whispers” (had to look up the official name, tbh), appear whenever the story attempts to break from the original story from the original release. In universe, this is explained as pre-determination, or destiny. Thanks to our meta knowledge, we know in reality that these spirits are attempting to maintain the timeline from the original release.
As an early example, after the events at the first Mako reactor, Cloud decides to collect his pay and go his own way, which is not the original intended path of the game. To correct this, a group of Whispers attack the party, and ultimately injure Jessie, preventing her from going on the mission. Needing another body, Barrett is forced to rehire Cloud for Avalanche’s mission to the next reactor. Without spoiling specific details, the whispers slowly become a form of antagonist as the characters try harder to get away from the original plot of FFVII.
This is interesting in a few ways. First, we’ve introduced a new major conflict in the form of the characters fighting against a physical embodiment of destiny. They do not want the outcome of their struggles to be predetermined, particularly as that predetermination involved the death and suffering of some specific characters. This is, in my opinion, an interesting new plot element beyond being “the same game again.”
Second, stepping back, and examining this with a wider lens, we can look at the Whispers for what they are to us, the players, rather than what they are to the characters. We know they are not maintaining “destiny,” but instead trying to reestablish the original story we loved. As a result, I see the Whispers as the collective voice of the “change nothing” remake ideology. When a community asks for new content of IPs they love, there will always be diehard essentialists who want their loved stories to remain untouched; the Whispers, then, are these people.
So if the Whispers are a physical representation of the “change nothing” remake ideology, then what is there to make of the fact that they’re largely an antagonist? This seems to me that the writers were critical of this culture, so much so that they ask you to fight it to earn the different take on the story. Of course, it’s far from the only derivation from the original game, but that’s exactly my point: FFVII remake was so far divorced from the conceptual, soulless “let’s pump out the same game again” remake that they literally wrote that culture into a new antagonist.
I feel like people are taking this commentary a little too literally. I don’t think it’s intended to suggest that all remakes are always bad and we should be ashamed of ourselves for enjoying them. Mankind has a habit of romanticising the past, and that’s led to something of a modern obsession with nostalgia. These are fair, and interesting, statements.
That said, the choice of pairing the statement with an allusion to FF7 is probably not a great choice. The remake is fantastic, and isn’t at all symptomatic of the problem of quick cash-in, nostalgia driven remakes. Hell, the first game specifically tackles themes of pre-determination, which functions as a pretty on-the-nose metaphor for nostalgia. And fascinatingly the meta-analysis of this is critical of exactly the same thing: there are literally spirits of sorts which attack the player and manipulate events to ensure the original story remains untouched, and they become a prominent antagonist of the game as the player works to tell a story that is different from the one told in the original. Perhaps there’s something counterproductive about attaching this message to a remake that’s critical of soullessly telling the same stories we’ve already heard.
Pre-empt: Everything I say is in regards to the original release. I have not played the pristine cut.
It is definitely intended to be deeply uncomfortable. It has a very “cosmic horror” vibe to it, while playing on themes of relationships, love and romance. Both the player and the princess will die, repeatedly, in sometimes gruesome ways, and sometimes absurd ways. Body horror will happen. You will read descriptions of flesh and bone seperating. But despite all that, it ultimately is an emotionally endearing experience.
It’s good, but not great. The story is impactful and meaningful, and it does a great sort-of incidental meta commentary on literature.
An opinion which I find most players don’t share with me: the ending was incredibly weak, to the point that I felt it really detracted from the experience, which led me to my “not great” assessment. It has a bad case of “the only decision that matters is the last one,” which isn’t the way I like these seemingly heavily malluble visual novels to go, and none of the endings feel genuinely satisfying. Worse, my first ending set up for something of a second attempt towards a “golden ending” of sorts, only to pull the rug out from under me and just kind of… end, instead.
The storytelling is great, the writing is engaging, the voice acting is fantastic, the art is gorgeous… There’s a lot to like about the game, so I don’t want to make it sound “bad,” because it’s quite good. It just sold itself to me as a kind of “choices matter” game, where I’d find myself digging for information and answers, so I can learn more and make better decisions on multiple, short playthroughs. I hoped to eventually either discover everything I want to discover and feel good about my explorations, or use my growing knowledge to find the “right” ending, whether that’s a “golden” ending or an ending that I find satisfying and rewards me for my effort. But, for it’s variety choices, it’s not really that kind of game. It is, at its heart, a linear game, with some variation in the experiences you have between where you start and where you end up, with a couple choices in the last moment determining which page you flip to before the credits roll.
Maybe I expected too much, and the problem is with me. I can’t deny that my opinion could be based on a failure of expectation. But, I restate, it’s good, but it’s not great.
No one thinks Gaben is the second coming. His platform just, actually doesn’t suck, and genuinely functions as a service to its users. It’s a low bar, sure, but it’s a good one. Comparing it to Microsoft axeing any studio that produces something worth talking about while they force more datascraping malware and adware into Windows is just dishonest.
Your comment reads more like you get off on being controversial than having actual insightful thoughts and the comparisons in what these three companies you listed are actually doing.
A lot of Steam games are also DRM free. It’s up to the individual developers whether they enforce DRM checks or not.
I’ve copied files from Steam folders directly to a flash drive, plugged them into an offline, Steam-less computer that I don’t have rights to install anything on, and ran them perfectly. But it is a game-by-game thing.
While I understand and agree with your premise to a point, aren’t you advocating for the removal of all randomness in videogames? As long as random factors are tied to outcomes, games will always be playing off that desire that the Skinner Box highlights. I’d argue that the entire modern rogue-lite genre is predicated on the fact that sometimes you will get “better” powerups, upgrades, etc., which leads to better outcomes. Auto-chess games are similiar, where hitting good random rolls leads to high powered teams and easy wins.
Mastery of both these genres requires both a wide birth of knowledge, and flexibility as you make due with what you are offerred, rather than simply always having the best things at all times. These are skills that are fun to have tested and build master in, and I don’t really think we should eliminate that from games. I agree that the worst offenders are simply trying to feed off human addiction rather than build are emergant gameplay situations, but any rule that targets the addict chasers is likely to catch other games with randomization in the crossfire.
Every single time I have played an Annapurna published game, I had a fantastic time. I won’t say that everything they did was equal, but everything they did was entertaining, and thought-provoking.
I can’t quite follow the legalese required to parse EXACTLY what this means going forward, but I am sure it is not good, and that is disappointing.
If you’re looking for “maybe slightly higher specs than the Steam Deck”, a good APU solution will get you there on the cheap. In particular, the 5000 series APUs are pushing 50% off in most places, because they’re the last entry in a socket type which has already been replaced.
The challenge will be finding a pre-built that takes advantage of these facts, so you may do best either using a website that lets you define the parts you want and then builds the PC for you, or walking into a local PC shop and asking them the same question followed with “I’ve heard that Ryzen APUs are surprisingly good for gaming and affordable right now”.
The problem is we’re linking it to appearances instead of maturity.
The problem with sexual relationships between adults and minors is two fold. First, the minor in question hasn’t had time to fully develop the emotional intelligence to healthily and safely engage in a sexual relationship. Second, there is an innate power differential between a minor and an adult: usually the adult has means of supporting themselves, something akin to solidified social supports and experience, education and knowledge necessary to live without the day-to-day support of others. You put these together, and you have a relationship that, even with the absolute best of intentions, becomes inherently abusive. The adult holds all the power in the relationship, and the minor is left with no choice but to worship the ground they walk on, and worse, they have not developed the emotional intelligence to identify it.
The problem with these 2000 year old loli’s is not their body; the problem is that they’re often child-coded. They act like children. They do things that highlights their lack of knowledge and inexperience. What is often played off as a cute girl anime trope is in reality an indication that this is someone who you can conquer, dominate, and hold power over in a sexual relationship, and you can feel “good” about doing so, because you’re, with the best of intentions, just helping them learn through your loving relationship. So what if you’re fucking her while you do so. (/s on that last sentence just in case)
There is nothing wrong with finding petite women attractive. 30 year olds who look like teenagers are not a problem. Hell, as long as we’re on the topic, I’ll shock most people by arguing that admitting that a 16 year old has developed into an attractive and desirable person isn’t even a problem, as long as you’re doing so from a position of respect rather than intent. The issue is neglecting to recognize the power differential between you and that 16 year old, and convincing yourself that it’s okay to engage in romantic and sexual acts with them while uttering deranged statements like “they’re very mature for their age” or “I’m helping them learn and grow so it’s okay”.
Child coded characters are a problem, and hiding the magic number that supposidly discerns whether or not they’re fuckable doesn’t suddenly make things okay.
Not because of the content, but because of groups of men all reinforcing this behavior.
I genuinely know more women than men that act like this. I can’t say you’re entirely wrong about the problems with normalizing behaviour and the like, but simplifying it to “men are disgusting and know nothing of 'real, actual women” when real, actual women are sometimes equally disgusting is, well concerning.
This particular brand of behaviour is usually about rejection of social norms far more than it is ever about the objectification of women. People who have been rejected by society like to take back the power by rejecting the norms of that society.
Right?! Watching it get worldwide acclaim was this strange experience, because Act 3 was nearly unplayable. Meanwhile, Acts 1 and 2 were such masterpieces that it’s hard to call the game anything other than amazing. Criticizism felt misplaced, but the widespread acclaim it received was toom
I am glad it is a much more polished, finished feeling game now, and we can look back at it as the standard games should be held to, moving forward, but I’ll still be disappointed in the way we failed to get what was initially planned.
I had some really, really poor experiences with Act 3, and it was only later that I learned 90% of my issues were direct results of the Upper City being scrapped.
Karlach, Gortash, Wyll’s father and Cazador are perhaps the biggest cases of this, with their stories feeling incomplete, buggy (at launch), and painfully linear relative to almost every other plot point in the game. In almost every case it’s because a series of their events, triggers and event flags were placed in or tied to the upper city, and the events needed to be replaced, rewritten, and reflagged in something of a hurry.
Larian is a great studio, and they’ve made some of my favorite modern games, but they do this with every release. I’m a little disappointed that this is the one time they’re not going back and “finishing” the final act a year later, the way they did with Original Sin 1 and 2. I won’t quite say I’ve been burnt by the purchase, or that the game is currently unfinished or doesn’t deserve the praise it gets, but seeing what the game could and should have been is a bad aftertaste after an otherwise mostly satisfying meal.
The Steam thread breaking down the cut content, for reference: https://steamcommunity.com/app/1086940/discussions/0/3812913565885064204/
Simplify the situation to lol defending the EULA all you want, but “I’m not bound by your NDA because I pressed ESC instead of clicking okay” is the kind of thing I expect a spoiled 14 year old to say while wearing a shit eating grin.
Act unprofessionally in a professional industry and you get dragged by professionals. And rightly so.
While I normally check both locations and buy from GOG if it’s available there, you would be surprised how many Steam titles are completely DRM free.
I needed some DRM free games for the classroom last year and was pleasantly surprised that a lot of the smaller, indie games I own Steam, the ones I was most interested in bringing into the classroom to begin with, run perfectly well on a machine without Steam even installed just by copying the folder to a flash drive. Some required deleting a Steam.dll or adding a text document that states the SteamID of the game, but most of the games I wanted I was able to run from a flash drive, DRM free, no Internet, Steam or game install required.
Steam offers DRM to devs that want it, but it is not a DRM platform in of itself.
A couple titles that deserve mention and I don’t see in any other lists:
Children of Mora - Narrative driven action RPG with some light Roguelite-ish elements. Amazing world building and story telling, good character choice/building and gameplay.
Cassette Beasts - Pokemon, if it were good. Much more mature story, tons of quality of life systems that makes building things fun, a weakness system that matters a lot more than “number big” and the entire game is double battles. I’ve played the game start-to-finish in couch co-op and it was incredible. They’ve recently added online multiplayer, but I cannot say with 100% certainty that the online allows you to engage with the story together. Couch co-op has one player play as the companion character in an otherwise unchanged experience whereas online has one player character hop into another player characters world.
Weird enough, the Monster Hunter franchise - I’m not sure how this isn’t anywhere else in this thread. Use large weapon to hunt large monster. Build bigger weapon to hunt bigger monster. World and Rise are both on sale on Steam right now. World is dumb to move through the story together though, despite the fact that most fans who aren’t me are likely to call it the better game.
Hopefully slinger won’t have the same softening mechanic as in Iceborn.
Speculatively, they seem to have replaced the mechanic with monster wounds and focus strikes, as shown in the focus video. I’m glad to have them keep some kind of mechanic to emphasize the importance of hitting certain parts of the monstet, because base world was far too forgiving with Weakness Exploit and ignore hitzone builds.
It’s been Jackbox every year for the past 8+ years. A side-effect of hosting the New Years Eve party for a bunch of gamers.