Remakes are not inherently devoid of creativity. And, frankly, Capcom seems to have a pretty decent track record when it comes to revisiting their IP, at least as far as the Resident Evil series. Case in point, the remake of RE1 from way back in the GameCube days is, arguably, the definitive way to experience that story. It retained the core features of the OG game, but expanded upon them, and remixed certain aspects to keep the experience fresh, even for a diehard fan of the OG. I would like to have seen the face of someone who played the hell out of RE1 watching a dispatched zombie resuscitate as a Crimson Head for the first time.
More recently, the RE 2 and 3 remakes offer a wildly different experience from their original blueprints, what with the change in perspective and what not. However, rather than overhauling everything about those games into RE4 style action games, as the perspective would imply, they maintain an emphasis on inventory management, puzzles, and evading danger rather than confronting it. This keeps the remakes feeling like the games that they are based upon, but offers a different gameplay experience, one that is less of an ask for modern players to adapt to.
So, idk man. Call me a simpleton lining up to suckle at corporate teats if you like, but I’m pretty fucking excited over the idea of a Dino Crisis remake.
He was dismissed for “gross misconduct” following an investigation into his involvement in sexual harassment. One of the articles has the guy’s lawyer saying it was a sham investigation because he was not involved in it (as in, was not questioned). Which, if this were a court of law, where a defendant has the right to confront their accusers, then sure, he’s got a point.
But it wasn’t that, and clearly Sony/Bungie felt that he was a greater liability than an asset. That leads me to believe that they DID find evidence of wrongdoing on his part, convincing enough that questioning him was unnecessary, and severe enough that they felt they could terminate him for cause. In taking those steps, I’m certain they cleared it with legal to ensure that their case was as airtight as they could make it, especially if there was a 45 million dollar payment at stake.
So, maybe he’s being truthful, and he was a convenient fall guy for Bungie to throw to the wolves during the height of the scrutiny on them. However, until there’s more convincing evidence available than, “well they didn’t ask ME if I harassed my colleagues”, I’m not buying it. Discovery will be interesting.
Not much to say about the wider conversation here, but I just want to chime in to support your position. I read that article you posted, and I was kinda chuckling to myself at the author, who seems to be at least a casual fan of deckbuilder type games, arguing that the devs are wrong, and that the cards were not a barrier to entry. Meanwhile, I’m sitting over here, looking at the copy I have in my steam library which has never been touched, specifically because I heard it was a deckbuilder and immediately lost all interest. This despite the otherwise fairly positive reception the game got, and the hundreds of hours I’ve spent in Firaxis style tactical strategy games.
Sometimes I wish I knew why I have such a mental block about deckbuilding. I think the layers of strategy become too abstract for me to visualize what I’m trying to pull off, and it feels artificial in a way that rubs me the wrong way. Even if a 3 turn cool down on an ability is no less artificial, it doesn’t irk me in the same way.
And for the record, I didn’t buy the game just to never play it, its a family library copy! I’m not that wasteful.
I’m not busy this week, but I have no money with which to purchase anything I find this particular sale. Want to combine powers? If you tell me what sort of itch you are seeking to scratch, I’ll come back with some relevant options I find trawling through the sale listings. That way I can maybe find something outside my usual bubble for myself come the winter sale, and you don’t necessarily need to wade into the waters yourself.
Whether it’s and advantage or not depends on your perspective. If you want the fediverse to supplant Big Tech, then no, having a culture which is not welcoming of outsiders is not an advantantage.
However, if you happen to be a part of Lemmy’s “in-group”, you probably don’t want a bunch of “normies” flooding in and cluttering up your feed with what you consider to be low effort shitposts, or starting drama in the comments. In that sense, maintaining a barrier to entry is an advantage because, in this mindset, if they can’t be bothered to wrap their head around a slightly more complex signup than usual, than they weren’t going to be good members of this community.
Perhaps some will disagree with my interpretation of the two popes (I meant poles, but I’m keeping the typo) of users here. To be clear, I’m not ascribing a value judgment to either position. I think both have valid points, and, frankly, I’m not sure where I come down on it.
Any playersof CoC willing to chime in on the key differences which push that game into a more investigative space than your typical DnD style dungeon crawl adventure? I mean, I assume there are things like a sanity mechanic, as well as an emphasis on player fragility, but I’m curious if there are other systems at play which separate the two RPGs even further.
I suppose I cling to the old adage that a bad game is bad forever, while a delayed game may some day be good. It’s less true today than when Miyamoto said it (No Man’s Sky being the commonly cited example of a game which was able to turn its radioactive launch into a fairly positive experience), but I still believe it’s more accurate than not. I’m picking on a straw man here, but I wonder how many of those “gamers” bemoaning Halo’s long absence also look down their noses at the yearly release mill of sports games. Far as I’m concerned, new games in a franchise should come when the creators feel they have something new to showcase. A new mechanic, new engine, a new plot, whatever. Obviously, the games industry at large is perfectly happy to ok boomer me, and I’m perfectly happy to keep mining through my backlog of games which manage to be fun without live updates.
This article, or corpo propaganda depending on your cynicism, asserts as fact that “gamers” are clamoring at the gates, screaming about the length of time between installments in franchises. That rings hollow to me. If anything, it seems like franchise fatigue is a much more common ailment. However, Lemmy is the entirety of my social media presence, so I am sure I’m not tuned in to the wider landscape.
Man, Trespasser is an example of a game with some pretty wild ideas about immersion and puzzle solving in a first person shooter game that the tech just wasn’t quite able to pull off. If anyone is curious there is a positively antique Let’s Play on YouTube that discusses the game’s development, its relation to the wider Jurassic Park franchise, cut content, and, of course, the game in context. I think it may have come from the old Something Awful forums, and it remains, to my mind, the gold standard for what I’d like Let’s Plays to be. Worth checking out if you’ve the time.
You’re making the same points as the article (and the devs), hence OP stating that what he posted is not the “clickbait journalism” that you appeared to accuse it of being originally.
If you were saying the other articles referred to in the headline are clickbait journalism, then I’m pretty sure we’re all on the same page. Your phrasing was just a little ambiguous at first.
Check it out for yourself, if you like. 22 minute gameplay demo. I think it looks neat, but I am not involved enough with the game to samee how these things interact with one another.
Oh my goodness. Thank you for pointing out the different VA. I knew something felt off, moreso than the new character models.
Also, I can’t help but feel like the updated Frank wandered out of the basement tier of fighters from a Street Fighter title. I feel like he should be chubbier and ruddier. I can’t speak for the direction they took the character in later installments but he always felt like kind of a goober schmuck whose “instincts” finally paid off. I like that characterization, especially in light of the game’s satire of clueless Americans.
I’ll keep an eye on this one. I never did get that achievement for killing the 53,000 zombies in a playthrough…
I’m circle jerking here, but Lemmy needs content so I’m gonna inflict it on y’all. It’s just nice to hear that the genesis of this project is a bunch of creative people experimenting and seeing what sticks rather than some suit writing “Live Service” on a white board and circling it a bunch. Maybe a dollar sign or two.
Is this mean t as a replacement for, or in addition to the Adaptive Controller kits that were in the news a few years back? This seems like a logical end point for that program (i.e. I remember the adaptive controller looking relatively unpolished in comparison to this product). Another commenter pointed out that the actual cost of the adaptive controller is greater than the sticker price would indicate since you need to add peripherals to the base $99 controller to achieve functionality, but hopefully it’s still a feasible option for folks that maybe can’t quite swing a $300 purchase.
For sure. My impression is that to focus on character work in the same way as BG3 (i.e. voice acting, mocap, cinematics, etc) would have been an impossibility for the studio that made Solasta. I would guess they did not have the financial support to make that happen.
Personally, I think of it as being of a piece with the old Infinity Engine games. There was the Baldurs Gate series, which, in classic CRPG fashion, was all about player choice and character. But, side by side with those games, you had the Icewind Dale series, which was almost completely devoid of the story focus of the BG games and entirely focused on dungeon crawling and seeing how far the ruleset can be pushed.
Allow me to introduce you to Solasta: Crown of the Magister. It was the OTHER CRPG releases based on the DnD 5e system. Much smaller budget and team, but a pretty faithful recreation.
Including the fact that the game opens in a tavern with your party throwing back beer one of them might refer to as a donkey piss (depending on which personality archetype you selected for them) while they wait for their quest sponsor to show up and tell them what’s going on. In the meantime, each character introduces themselves to the others by discussing the adventure they had on the way to the present location (as an excuse to run through some tutorials). Doesn’t get much more classic DnD start than that.
Grim Dawn is the most fun I’ve had with an ARPG in years. The class system is very interesting and, as far as I know, unique to this game. Rather than just being a barbarian or necromancer or whatever other typical ARPG class you can think of, your class is determined by selecting any 2 archetypes. For instance, maybe you like being a pet class like necromancer, but you want to have a slightly more active play style than just watching your skellingtons paint the map red. So, you mix in the Nightblade (melee rogue) class at level 10. Your new, combined class is called a Reaper, and you have access to both skill trees, free to mix and match as you wish. Very interesting playstyles can emerge from creative pairings.
I am a casual player so I can’t offer any perspective on the endgame or anything like that, but if you’re looking for something to scratch the Diablo 2 itch with a fun twist on classes,you cant go wrong with Grim Dawn.
Is there any explanation forthcoming from either WB or the creator? Is it a by product of the culling occurring in WB’s film division? How could that work when the game had already been released? What could the justification be for this action? How much money could they possibly be saving by removing this game from a third party distribution service? I’m genuinely asking, and I hope there is an a better answer than “greed”, even if that’s probably what it boils down to.
Vogel’s GDC talk about his career is well worth the time, if anyone hasn’t watched it. While it’s obviously aimed at the conference’s developer audience, there’s a whole lot in there that is applicable to lay people.
Every few months I get the itch to dive into an MMO. I drift around among many of the free to play offerings depending on what sort of world I want to inhabit. As is tradition for me this time of year, I’ve been rewatching the LOTR trilogy, and thus I’ve decided to hop back into Lord of the Rings Online.
I haven’t played in years, but dusted off my level 10 champion and set about getting reacquainted with things. Thus far I’m having a really good time. There’s something quaintly nostalgic about this kind of tab target MMO. The whole thing is very cozy to me. Maybe that’s just my love of the setting and the opening areas being consciously pastoral, but I find it very easy to just zone out and churn through content in this game.
I don’t know how long I’ll stick with it, as MMOs tend to demand more investment than I’m willing to give single games, but as of right now I’m having a wonderful time.
Thanks for the read. I have fond memories of playing the Sid Meier civil war games that I think came out a few years after this series. However, from your description and my memories, the games seem to share a lot of DNA. I also recall the Ultimate General Civil War game from a few years back. The mention of unit customization down to what equipment they field and who their commanders are reminds me of similar features in that game. Thanks for the write up! I love reading about this era of PC gaming.
Right? Like, if I want to be as charitable as I’m capable of being, I could understand that sentiment if you are talking about your own official forums on your website. Like, sure, if you own the content and the forum, you have the power to determine what is and isn’t acceptable on your platforms. It’s a stupid determination, mind you, but it’s within your power. However the impression I gather from the article is that they’re referring to the Steam forums, which is absolutely asinine to me.
Cause it doesn’t matter if they are still profitable. If you aren’t MORE profitable than your last outing, then you aren’t growing, and if your business isn’t growing, it’s dying.
However, I wonder if the premise is flawed here. In 1999, you could probably get a somewhat accurate idea of a game’s profitablity by comparing dev cost vs units sold. However, with live service being the AAA fascination du jour, and Call of Duty in particular having a whole game mode siloed off into the free to play space, I question if “units sold” is indicative of financial success anymore.