


You describe while I can play Diabolo II hardcore, but get bored of ‘rogue-lites’ that have 30min or 1h loops.
You can always do solo self found for the “true” challange or do selffound for different experience.
The character is only reliant on itself and the stuff you find/farm. The “side-grade” comes from finding build-enabling uniques.


Highguard has an art style that is primarily concerned with selling cosmetics instead of delivering a hopefully unique vision.
Highguard, Finals, and many more have this “everything goes” therefore nothing matters style.
It’s a call sign, that Deadlocks beta-design on old heroes has more vision.
It although shows, that hero shooters are not at the end possibilities.


I expected a really bad take, but this is not it. HL2 has strength, but the story is not it. It’s okay, but I want you to remember that the ending of HL2 is just not good - neither to ‘boss fight’ nor the deus ex machina ending.
Even the gameplay gets boring when you have the “op” gravity gun.
I prefer HL1 to HL2. The physics riddles are not hard either and I think Stratholm is only “horror” for people with no xp in Survival Horror games.


I would take a look at Warframe.
https://www.protondb.com/app/230410?device=steamDeck
I like the gameplay and it ran on every hardware.
My first question: Did they change the gun play?
Because that feeling I got from OW gun play was “spammy, unsatisfying, boring” either in kill time, movement or timing.
The weapons are simple, but you don’t get the arena gameplay of map control, ammunition control and weapon cycling of arena shooters.
A single weapon is not complex to use as a weapon in CS or DirtyBomb.
To be honest Dirty bomb does health and ammo management better.
Everything I hear sounds good, but I never heared them fixing guna.


Diablo 1 is at fault - and Diablo 2 the first kingpin. Even without progression tabs people were grinding and hoping for the High rune.
What’s kinda funny is thw fact buying progression (i.e. Items and runes) on thoses ‘illegal’ sites was more reasonable in price.
The only danger the current iteration of f2p games has, is the graphical fidelity.
In other aspects premium games are still better. We just need to teach the new generation, that there is more than f2p.


Yeah, the theory if front-loaded design is just reality of game development reality. No, D2 Ac4 wasn’t limited because of rentals - it was bad,because one year of crunch and still nit enough time does this to a product.
Halo1 last third is bad, because they did not have enough time, nit because they cared about rentals.
Game content dev generally starts at the beginning.


Video Game Jounalism missed the step to professional, independent work. Either by work ethic or by an industry playing the consumer and being outside of legislatives eye.
Like how can a honest, self-paying journalist compete in marketing and access to sources, when companies can blacklist them and at the same time allow exclusive time and content access to willful pawns? - and google and consumers support it.


Maybe look out for single player games?
Diablo-likes are not good, when the design team thinks about retention and game time instead of accessibilty.
Stuff like Van Hellsing, Victor Vran and other AA release are not about the grind.
Insteaf of 120 hours of PoE you can have 30-40hrs of 3 to 4 different diablo-likes a d I will tell you the difference is greater then within PoE.


Isnt Icefrog one of the lead devs? I guess he likes this style of game. How many Total Wars, 4x and CoDs were released while Valve made one more Dota-like. Valve has some cool people working, vut O don’t see a Suda51, a Raphael, Swery or Co, who has the focus to develope such a single player experience. If the flat structure with ‘at will’ project focus is still a thing, than sp games have probably a problem getting devs.


I feel like people dont understand, that the RT part in rts will always be the important part.
If you free up macro work, people will micro harder. WC3 got rid of most of the macro demand of SC and in consequence you will lose if you dont micro your units ik battle.
SC1 had build pipe lines and it wad still better to issue commands seperatley, because the player is more flexible.
A strategy is worthless if it csn be executed and the limits of execution create strategy.
Extraordinary pathing and all-select created the a-click deathball, that is one of the most boring ways to see, play and lose to.
I remember that Microsoft “sandbox” dev environment. That went nowhere.