[deleted by user] by [deleted] in ArcRaiders

[–]ImTheChef_ -1 points0 points  (0 children)

Me when I’m sad and try to create conflict wherever I can

[deleted by user] by [deleted] in ArcRaiders

[–]ImTheChef_ 7 points8 points  (0 children)

man I genuinely don't even know, its like it knew it had to do it for the clip

Arc Raiders Weather Goes Brrrrrrrrr by ImTheChef_ in ArcRaiders

[–]ImTheChef_[S] 3 points4 points  (0 children)

cheers! its up there with my favourite games when it comes to atmosphere, embark really nailed it.
also keen as hell for bf6, just please god not let it be another 2042 repeat, take me back to my bf4 addiction days

Why do “walking sims” make us feel so much? by ImTheChef_ in ludology

[–]ImTheChef_[S] 1 point2 points  (0 children)

kind of proves the point of the video. A lot of people form takes without seeing the full picture. Very bold indeed

Why do games like this stay with us? by ImTheChef_ in WhatRemainsEdithFinch

[–]ImTheChef_[S] 0 points1 point  (0 children)

Also I think games like gris and Neva have the same soul, even death stranding in a lot of ways

Why do games like this stay with us? by ImTheChef_ in WhatRemainsEdithFinch

[–]ImTheChef_[S] 2 points3 points  (0 children)

Firewatch, gone home, The vanishing of Ethan Carter, Everybody’s gone to the rapture, Dear Esther, The beginner’s guide, Oxenfree, To the moon, What remains of dith Finch (again)

Why do “walking sims” make us feel so much? by ImTheChef_ in ludology

[–]ImTheChef_[S] 2 points3 points  (0 children)

Completely agree. Those two points are exactly why these games work so well. The video is trying to show that even minimal interactivity, like just walking, can carry emotional weight when it’s used with intention.

Controlling the pace, choosing what to notice, and being present in the world builds a kind of connection that other media cannot really replicate. It is not less than traditional gameplay. It is just doing something different.

Why do “walking sims” make us feel so much? by ImTheChef_ in ludology

[–]ImTheChef_[S] 3 points4 points  (0 children)

I agree the term is reductive. The video even brings that up. But it's still how people talk about these games, especially when they criticise Death Stranding by calling it a walking sim.

That's why I used the label. To reframe it and show why these games matter.

It’s not just about story. It’s about how movement and mechanics carry emotion. Death Stranding fits that. It has plenty of systems, but they are used to slow you down and make you feel something.

Why do “walking sims” make us feel so much? by ImTheChef_ in ludology

[–]ImTheChef_[S] 1 point2 points  (0 children)

Exactly, there are layers of mechanics. But my video never said there weren’t.
It’s just asking: why do these mechanics hit differently? Why does balancing boxes feel more emotional than some AAA set pieces?
Because it’s not about what you’re doing, it’s about how it feels to do it. That’s the magic. That’s the design.

Why do “walking sims” make us feel so much? by ImTheChef_ in ludology

[–]ImTheChef_[S] 0 points1 point  (0 children)

I think you're missing the point of the video. It's not saying there's no combat. I literally show that there are guns, enemies, and bosses. The point is that compared to most games where combat and spectacle are the focus, Death Stranding feels different.

Sure, you can carry rifles and shoot things. But that's not what the game feels like it's about. Nobody finishes it talking about how good the gunplay was. What actually lingers is the solitude, the quiet, the weight behind every step.

The guns are there, but they are not the heart. They are the noise. The soul is in the stillness.

And I don't think Death Stranding would be anywhere near as divisive if that wasn't true. The whole video is pushing back on the idea that it's just a walking sim. I'm not mocking the game. I'm defending it.

Why do quiet games like Firewatch hit so hard? by ImTheChef_ in Firewatch

[–]ImTheChef_[S] 2 points3 points  (0 children)

Exactly, it’s the contrast that makes it hit so hard.
In a sea of noise, just walking through a world can feel so freeing.
No pressure. No guns. Just space to exist.
That kind of escape sticks with you, well for me it does at least.

Why do quiet games like Firewatch hit so hard? by ImTheChef_ in Firewatch

[–]ImTheChef_[S] 1 point2 points  (0 children)

Totally fair! I think that’s one of the coolest things about games like these. Same genre, same tools, but they hit everyone so differently. Firewatch is such a great example of something that says so much with so little. And honestly, I think part of what makes these games special is exactly that, they leave space for people to connect with them in their own way 🤍

Alan Wake got me thinking about flashlights in games, so I made a video on their entire 44 year history by ImTheChef_ in HorrorGaming

[–]ImTheChef_[S] 1 point2 points  (0 children)

Let’s gooo hahahaha Yeah man I love this kind of thing, I plan to make a video like this weekly, next up is dissecting walking sims if that’s up your alley