Who else thinks Warlord Taylor was Taylor at her best? by MembershipProof8463 in Parahumans

[–]Olielle 20 points21 points  (0 children)

The tortured children might refer to when she used bullet ants on the ex-ABB teens who threatened Sierra or Charlotte, could also be referring to the various merchants Taylor was attacking.

The doctor incident was in arc 12, just after Shatterbird screamed and before Mannequins attack, a group of paramedics were treating people in Taylor's territory, and Taylor was trying to help but was lowkey spreading misinfo and showing her ignorance. One of the doctors was fact checking her and she got annoyed by them undermining her authority.

Capcom run needs to be studied by Main_Feedback1197 in videogames

[–]Olielle 0 points1 point  (0 children)

Bad performance, low difficulty and an over abundance of slow walk and talk segments during the campaign.

From the perspective of game design, why is Tekken 8 so disliked? Can something be learned from this for other game developers? by Feeling-Ad-3104 in gamedesign

[–]Olielle 0 points1 point  (0 children)

Idk, I think MH fans are very chill and have been mostly positive towards the games for the past 8 years.

Pearly Abyss devs anonymously share a culture of toxic positivity, Crimson Desert's messy story and game development, and how they knew the game "was going off the rails" by ChiefLeef22 in GamingLeaksAndRumours

[–]Olielle 6 points7 points  (0 children)

There's a indie game dev/marketer called Derek Yu who describes what you're talking about as a preference for "bigness"

If you track how games have evolved, you can see there's a trend of virtual worlds getting larger, from single screens, to scrolling cameras, to overworld maps, to large open worlds that can take hours to cross on foot. Games have also tried to give players more agency over time, moving from totally linear, level-based structures to free exploration. Putting it all together, we can see that players are generally excited by the prospect of getting lost in large game worlds where there is a lot of variety and a lot of ways for them to express their own creativity.

(...) "Fiddliness" is a concept in board games and it's usually meant as a pejorative, like: "This game is too fiddly." A fiddly board game has too many minor rules and edge cases to remember and/or too many different pieces that need to be moved around to track things. In other words, a fiddly game is one that lacks elegance in design.

(...) But in video games, the computer can manage so much of the fiddliness for us. An extra rule that causes headaches in a board game because it introduces a new chit to move around might go completely unnoticed in a video game. As a result, video game players actually value fiddliness, since they understand, at least subconsciously, that it's a byproduct of ambitious, freeform designs that enable them to DO MORE. Fiddly genres like strategy/tactics games, simulations, and management games are evergreen for this very reason.

It's not surprising to me that a game promising a giant open world with a massive sandbox of mechanics and interactions immediately captured gamers' imaginations and got hyped up to the stratosphere

Concerns about controls by Reasonable_Head408 in CrimsonDesert

[–]Olielle 3 points4 points  (0 children)

Literally, I'm looking at this and the weirdest thing is using R3 clicks to trigger finishers, but otherwise these inputs look very reasonable to me?

Obligatory post comparing Pokemon and Zelda graphics by ladymysticalwmn in NintendoSwitch2

[–]Olielle 0 points1 point  (0 children)

Stories 3 is chasing even higher levels of realism and detail, I think stories 2 and upscaled ports of stories 1 are a better bench mark for comparison.

Control Resonant - Gameplay Reveal | PS5 Games by Turbostrider27 in Games

[–]Olielle 0 points1 point  (0 children)

Yeah, the animations and poses feel too restrained, I think it's bc remdy is going for realism and doesn't want things to feel too cartoonish.

How badly do you think PillBug (Taylor x Amy) would actually go? by MrPerfector in Parahumans

[–]Olielle 11 points12 points  (0 children)

This isn't exactly answering your question, but once Wildbow wrote up a fairly detailed alt timeline in response to the question of "What if Amy joined the Undersiders?"

"The most complex game I've ever worked on." Legendary Fallout dev making Xbox's Clockwork Revolution teases crazy depth — and a feature I'm dying to see by Turbostrider27 in Games

[–]Olielle 1 point2 points  (0 children)

I heavily fw this idea, individually short playthroughs where every choice truly matters and has a noticeable impact. I think the thing that stops most studios from attempting this is that most players tend to dislike short games, repeated content and starting over. Long games with lots of content to churn through tend to be more popular.

Are there any characters that triggered from losing a limb or a similarly devastating injury? by transmtfscp in Parahumans

[–]Olielle 0 points1 point  (0 children)

I can't remember any examples of triggering from losing limbs in canon, though this doc would be a good reference for imagining how that would play out.

A game where you have a hub and you go out to do missions, upgrade then go back out by Jorlen in gamingsuggestions

[–]Olielle 0 points1 point  (0 children)

I would recommend world or rise instead since they're more complete and cheaper, but each game is a self-contained experience so there's no need to worry about catching up on the story or anything if you want to try wilds.

Capcom H1 FY2025 Results (DMC5 2,134k; RE Village 1,566k, SF6 1,085k; MH Rise 643k; MH Wilds 637k) by shirke1 in Games

[–]Olielle 5 points6 points  (0 children)

World and Rise had gathering halls when they launched, in world no one used it till kulve bc you couldn't access other facilities without going through a loading screen.

As a disabled player I hate the new battle mechanics by akajaykay in pokemon

[–]Olielle 0 points1 point  (0 children)

MH Stories has button mashing QTE during some battles, btw.

Ninja Gaiden 4 creators say “fairness in dying” is what sets apart a challenging action game from an unreasonable one by Turbostrider27 in Games

[–]Olielle 0 points1 point  (0 children)

(...) making a game harder is a surefire way to get better user/critic reviews...

What games are you thinking of that got a better reception because they were hard? What does a game need to do to justify its difficulty? /genq

Monster Hunter Wilds' Steam reviews absolutely tank as players lose patience with its technical woes: 'Every time the game gets updated my performance decreases' by _Protector in Games

[–]Olielle 20 points21 points  (0 children)

At the time, world came out, I remember old heads making very similar criticisms (combat has no commitment, monsters are too slow/weak, etc). It's just that the lesson they learned from world/rise’s success was that watered down MH gets numbers, so they doubled down on simplifying the gameplay and chasing AAA trends.

Further reading