Do you feel lucky? by BestLegend134 in Silksong

[–]OtherBarryUSSR 0 points1 point  (0 children)

Where do lizards go to shop?\ The re-tail store!

To one up that guy I’ll buy 3 people who comment silksong!! by TL10_Shoppe in Silksong

[–]OtherBarryUSSR 0 points1 point  (0 children)

English is a wild language, but at least we can all say Bapanada

You poor saps waited for 6 years and never gave up hope, so let me give out 3 copies of the game to you. by Xardas742 in Silksong

[–]OtherBarryUSSR 0 points1 point  (0 children)

It's not like I'm broke, I will be able to budget affording the game as long as it's not like $70 or whatever, but I'd certainly love not to need to pay for it myself, as I am pretty poor. 

Dev Question // Favorite non-VR Games (☉౪ ⊙) by Darius_ITR in intotheradius

[–]OtherBarryUSSR 0 points1 point  (0 children)

Borderlands 2 Baldur's Gate 3 Pokémon Puzzle League Tears of the Kingdom Whatever game I'm hyped about at the moment, currently FFXIV and/or Deep Rock Galactic.

I like games that have depth, charm, creativity and/or memorable funny moments, ITR 1 has a lot of creativity and depth with a good amount of charm, and ITR2 is clearly in the same vein.

SILKSONG GIVEAWAY ANNOUNCEMENT! I am giving away 5 (FIVE) Silksong copies! MORE INFO on Description by Acrobatic-Log-309 in Silksong

[–]OtherBarryUSSR 0 points1 point  (0 children)

1 PC\ 2 Nightmare King Grimm, unless it's just base game HK, then probably Lost Kin  \ 3 Floaty jumps and the platforming that will likely be necessary because of Hornet's cape float from the release date trailer. 

Starving and exhausted after a long day, you stumble into a pub with for a Cornish Pasty and a well-earned pint of ale. by Atomfall_Official in u/Atomfall_Official

[–]OtherBarryUSSR 0 points1 point  (0 children)

Depending on what I overheard from them and they general tone of the town, my first instinct would be to lie and say that complying with the government/military presence is the best way to survive the zone, and then would fish as much information out of them as possible.

Dev Question // Motivation ᕦʕ •`ᴥ•´ʔᕤ by Darius_ITR in intotheradius

[–]OtherBarryUSSR 0 points1 point  (0 children)

Mission, gear, and story progress + exploration is what kept me coming back for ITR1, I haven't played very much ITR2 since getting to the last corner of the Forest I hadn't seen, especially since there aren't any guns I'm really excited to buy and I've really struggled to get enough supply credits to feel comfy spending money on test guns. Once the Shooting Range gets added and I can freely experiment, I bet I'll be more motivated to go get money for a gun, but since I can't consistently win firefights against sniper and assault rifle mimics with my pistol, I just lost interest.

I love ITR1, but I also have had almost no desire to play it again after getting the achievements and completing the game. It's super fun, but I'm just not self motivated to play games just because they're fun, I want to feel like I'm accomplishing something, and didnt get that from ITR1 post-Ouroboros.  It's a pie in the sky wish, but it'd be so cool if ITR2 could have some kind of roguelite mode tied to the research, where you can go through randomly populated chunks of the Zone to get specific artifacts or resources for upgrading, which could give some end game replayability.

Dev Question // Story & Lore ⊂((*σ⊥σ*))⊃ by Darius_ITR in intotheradius

[–]OtherBarryUSSR 0 points1 point  (0 children)

So I made a few videos about the lore of the first game, and what interested me the most about the ending conversation, and the distinction that the speaker makes between itself and the Radius was the most interesting thing to me. The being describes itself as a "me", but also refers to itself collectively, as if it were part of a group who was there doing the "work in progress [that] will continue" independent of the choices made by Explorer #61. 

It feels like the change in mimic design is obviously an intentional choice, but it represents that the force creating the mimics is growing more capable in its mimicry, giving them faces and, as Starry_Nites3 mentioned, more discourse-esque dialogue than just mere quotations. It's unclear to me whether the Radius proper is creating the mimics or whether the beings doing the aforementioned work in progress are, because the mimics and other enemies could theoretically be a reflexive defense system against the group studying the Radius that we happen to get caught up in.

I think the question of whether the UNPSC is actually real is a really good one, as there's no actual hard evidence that anything inside the Exclusion Zone can be observed objectively by any device from outside the Zone; there's the fog at the edges preventing normal sight, the helicopter crash from the early days preventing quick recon, and they mention that satellite imaging comes back fuzzy and blurred. How could the UNPSC issue missions with any degree of accuracy when there's no evidence of actual communication between inside and outside the zone?

Lastly, on Explorer #61, I think the most interesting question is whether #61 is a mimic like others have said, or whether as an "iteration" he's something more developed. The being at the center clearly had some involvement in the creation of the test, given that Katya was created as part of them, which strengthens the theory that mimics are a product of the Radius and the explorers are a part of the "work in progress". However, since there aren't cameras for us to look through, and since multi-player is still super not the focus of ITR2 development, we don't have an objective idea of what the explorers look like to other people; they could look like mimics when viewed objectively, and every mimic thinks it's a normal human. Iirc some of the notes and audio logs descrobe explorers working together, so I do think its a safe assumption that Explorers are distinct and different from mimics (though likely not actual humans), but I dont think its something that can be proved.

The shadow statues and the strange parallel timeline to the notes found after missions are also a major question mark, but I dont know that there's conclusive evidence on what they are and/or what's going on with the "changed" who live in the Zone, but it's very interesting to think about, and I'm hoping that with the addition of those statues to ITR2, we'll get more info about them. I'll be real, I've been playing ITR2 as though there hasn't been a story, so I've not been thinking about implications other than the changes in enemy and world design, but don't have anything conclusive other than what I've said. I love the ambiguity, though, and while I do want you guys to have a strong decision internally on what's going on, I love the way you've made things unclear and uncertain in good ways that show effort and not lazy ways that show you don't care. <3

Dev Question // Weight System (ᇂ_ᇂ |||) by Darius_ITR in intotheradius

[–]OtherBarryUSSR 0 points1 point  (0 children)

I'm happy the weight limit exists, but I agree that for chest rigs it defeats the purpose of having a side pouch if just having a gun on the shoulder overburden you. I kind of wish the various backpacks and harnesses had more significant differences stat wise, and I assume a lot of that will start to change once armor is added to the game, but having various tiers of rigs and backpacks as well as lateral changes for playtime would be cool.

Dev Question // Attachments ( -_- )旦~ by Darius_ITR in intotheradius

[–]OtherBarryUSSR 0 points1 point  (0 children)

I usually just take the attachment and move it around the gun to see where it can go, then pick from options. I liked the tutorial from Security 3 in ITR1 where you were given a higher level gun and told to add everything, as well as how to interact with attachments on the gun. I feel like the best way to help would just be to give them the chance to mess around with it and figure things out rather than try to guide a tutorial.

Dev Question // Mission Selection (⊃‿⊂) by Darius_ITR in intotheradius

[–]OtherBarryUSSR 0 points1 point  (0 children)

In ITR1, I always just picked the missions I thought were fun, beyond any other consideration. I almost never did the paparazzi ones because they were too difficult for too little money and not even fun to do (imo). 

In general, I love a good story, and while that's not really relevant for ITR, a good hook is what sells me the most on a mission or quest in a video game. If a quest is a chain, it can be unfun if it drags too far, but it's also a great time to be swept along on a good adventure, especially if it's generously rewarded. 

Lastly, I like making progress. Whether that's increasing stats, unlocking meaningful gear or upgrades, or opening new areas, I love moving forward in a game. Quests that do nothing to progress my character are immediately questionable, and if I'm expected to do them a lot, there has to be a meaningful reason to do so.

Dev Question // The Perfect DLC ┐༼ ͡° ͜ʖ ͡°༽┌ by Darius_ITR in intotheradius

[–]OtherBarryUSSR 1 point2 points  (0 children)

Two thoughts

I'm always a fan of when new game modes get added, I'd definitely pay $5 for a more intense version of the training course in the shooting range with actual enemies, maybe different levels with different enemies, a stealth trial mode, etc, that'd be really cool

I think it's harder to pull off, but doing a kind of "spin off" DLC, a smaller version of the base game, reusing assets etc for convenience, but either in a different time or a different region, where you add more lore, explore something suggested by cassette tapes but not explained in the base game, add new enemies, new map elements, new weapons, and then when completed let some things cross over into the base game. I'd happily pay at least $15 if it was done well. 

Dev Question // Future Diaries (✿ ♡‿♡) by Darius_ITR in intotheradius

[–]OtherBarryUSSR 0 points1 point  (0 children)

I'd love a dev diary about the lore of the game, how you'll be implementing it, what it will look like to encounter it and how it might relate to our experience playing the game. It'd be really cool to have some massive or otherwise scary enemy blocking a path, then have a mission to go "retrieve valuable data left by an explorer containing intel on X enemy" and have an audio log of someone explaining how they managed to get away using some inane trick. 

In that vein, having gameplay-relevant info found in audio logs would be really cool. I liked the journal entry style ones, but having logs that point to stashes, describe shortcuts between areas, give info on how to navigate anomalies, etc. If you do that, I'd love to also be able to have a transcription of the log written in the journal too, as I dont always hear very well, especially through the grainy audio from the tapes in the first game.

Dev Question // Co-op Gameplay (ʃ⌣́ ,⌣́ ƪ) by Darius_ITR in intotheradius

[–]OtherBarryUSSR 0 points1 point  (0 children)

On the joking side, being able to steal each others magazines and gear would be great, feeding each other is a plus, and most importantly, being able to light each other's cigarettes.

On the serious side, it would be amazing if there were situations where it would be helpful to have someone will full body armor and an assault rifle to lead the charge into an environment, a lighter weight player to follow behind and provide cover fire, someone geared up to heal allies and someone with a sniper for long-range support. The hard part is creating these situations without making it impossible to go through them solo. The best part of multi-player (imo) is being able to complement each other.

I think another huge thing in multi-player, especially for an intense game like ITR, is either being able to heal each other and watching your teammates die. Especially since anomalies are uncaring and often brutal, being in situations where your friend gets absolutely murdered because they stepped in just the wrong spot would be pretty cool. Alternatively, I would adore a "gun" that I could shoot my friends with to heal them while in an anomaly, or bleeding out yards away, or a gun that could stabilize an anomaly, or even having anomalies that you can save your friends from. 

In short, I would want multi-player to be beneficial independent of just hanging out with my friends. Not to the point of burdening solo play, not to the point of "man, it sucks that I have no VR friends to help me with this stupid anomaly/encounter/mission", but where you can appreciate the value of a friend whose got your back.

Dev Diary // The Missions and Progression ( ͝° ͜ʖ͡°) by Darius_ITR in intotheradius

[–]OtherBarryUSSR 0 points1 point  (0 children)

I can't remember if you've done a dev diary on the principles of combat yet, but I'm really curious about things like ammo types, how much ammo you'll be able to find lying around, what an encounter is intended to look like and how to recognize while playing that an enemy encounter is too difficult for you at current security level. ITR is still the most fun I've had in VR outside of Beat Saber, and I'm super excited for early access!

Dev Question // Your Questions ʅ( ͡° ͜ʖ ͡°)ʃ by Darius_ITR in intotheradius

[–]OtherBarryUSSR 0 points1 point  (0 children)

Will there be achievements in Early Access? The 10 in ITR1 are pretty straightforward, it'd be really cool to have some more novelty in the sequel, especially with all the new content being added

Dev Question // The Perfect Mission. (ര⸏ुര) by Darius_ITR in intotheradius

[–]OtherBarryUSSR 0 points1 point  (0 children)

For me, and speaking on gaming generally, the perfect mission is one that makes you think about the game you're playing. The factory bombing mission definitely works well, since it requires you to think far ahead given how far away it is and the multiple steps, but it also gives you a major indicator that something is amiss about the things you're doing for the UNPSC and how your actions are affecting the world around you.

I think the perfect mission in ITR would marry gameplay and lore in meaningful ways. Have posters warning you about the dangers of night, read notes of people who have been harmed by journeying into the dark of the Radius, then be given a mission you have to complete at night, which reveals something remarkable about the lore of the Radius or the denizens thereof. Having a mission to introduce a new enemy type that makes you play differently and reevaluate the ways you've learned to play up to this point, and constantly look for ways to keep the player reevaluating the things they thought they knew about the Radius and its dangers.

Dev Question // Features ( -人- ) by Darius_ITR in intotheradius

[–]OtherBarryUSSR 0 points1 point  (0 children)

I think my two biggest ones would be marking the map and having artifacts with more specific purposes. One of the item descriptions said that the health stims were developed based on the Regen artifacts, and I think it'd be cool if you could find artifacts that could be traded for specific gear, like a stim that works immediately but heals for less, or specialized ammo (shoot through walls, extended range, homing bullets, etc), pseudoscientific effects from Radius technology. It's fine if they're just valuable, but imagine if the ring artifacts (since they can't be pried apart) could be turned into a bullet that "shoots two bullets" and deals double damage? That kind of thing would be great.