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Joined 2 years ago
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Cake day: August 4th, 2023

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  • If I’m being honest, before Hades, I wasn’t sure how much of a future Supergiant had in game dev. They clearly have talent for making beautiful looking worlds with great soundtracks and writing, but their gameplay was not exceptional for the genres they dabbled in. They didn’t try to iterate either, flitting from genre to genre.

    Hades was the result of them taking what they learned from Bastion and Pyre and applying it to a trend. They really nailed the gameplay this time. I think Hades 2 is even better, and I suspect it will be again be a GOTY contender when it comes out.

    That said, I think they could very well end up branching out again from roguelites after this.












  • We don’t own our games anymore, so I need to know my library’s going to stick around if I’m going to invest in it. Last I heard, EGS hasn’t made a profit, so that doesn’t exactly inspire confidence in me that it’ll still be around in five years.

    I think competition is the answer to a lot of problems consumers face, but unfortunately the “are you going to be there tomorrow?” problem is going to be a major disadvantage for any storefront that competes with Steam. It’s why my most preferred shop is GOG, because I still have all my games with them if they close up.



  • Ashtear@lemm.eetoGames@lemmy.worldLife is Strange road-trip
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    1 month ago

    I lived out this way once upon a time and miss it dearly. I never did get as far north as Tillamook Bay, but I have great memories of Lincoln City and Newport. Imagine my reaction when this game was announced, hah.

    The photo in Chloe’s house of Arcadia Bay is one of Garibaldi, just mirrored. For plausible deniability, of course!


  • Freelancer would have been fresher in memory 15 years ago, and that’s one that had seamless intra-system travel. Gameplay in Freelancer even flowed better than NMS for getting from orbit to orbit and having encounters or discoveries along the way. It just didn’t have the on-foot gameplay. I had the same problem with loading screens in Everspace 2. Killed the flow. Whoever tries to do this again is going to have to make sure transitions are minimal.

    And that’s what I don’t get about Starfield, conceptually. With this project scope, you’re not competing well with NMS for ship-to-foot or orbit-to-surface transition, you’re not doing better than Freelancer–a 20+ year old game–for all the in-space stuff, and the procgen hamstrings you with all the “Bethesda magic” their worlds are known for. It’s like someone said “let’s do Daggerfall in space” and went rigid top-down design with it, retrofitting whatever they could along the way to make a functional game around the procgen.






  • LT: I knew pretty early the scope of the universe, the level, and the script, so I made my dream soundtrack. For example, I would take a level and would want to write three environment tracks, two battle themes, and one boss theme. I do that for the whole game and — one by one — I’d write the track for five years until the end.

    This is what’s so nuts to me about this soundtrack. It’s not only quality; it’s quantity too. Those who have played the JRPGs that inspired this game know: for the entire game, you get a few regular battle themes, a few boss themes, and a final boss theme. Some of the consensus top soundtracks in the genre aren’t this big. Yet this single composer did multiples for each level. Only the biggest projects in the genre get this kind of treatment.

    I’m glad Broche gave Testard so much run for this game, and gave him the tools to make it sound great, too.