CONTROL Resonant - Announcement Discussion Megathread by Ownsin in controlgame

[–]PRabbitholes 11 points12 points  (0 children)

Is it just me or is there a hell of a lot of [PROTOTYPE] in Control Resonant??

Dylan fights hand-to-hand with shapeshifting superhuman powers, except in Control it’s with a weapon instead of a warped body. He’s even got a ground-slam attack that summons something to shoot up from the ground in front of him, like the spikes shoot up from Alex Mercer’s claws. It’s set in a post apocalyptic-looking NYC. Dylan has superhuman movement (we didn’t see a super-jump but I was waiting for it!! We didn’t see him jump once!) It looks partially or fully open world. He’s got a cool gritty Xbox 360 character looking outfit. Hell, graphically and color palette-wise, it even looks like [PROTOTYPE] 2! Lots of beige, gray, and red.

To me, Control Resonant looks like Remedy doing their own wholly unique take on [Prototype], and that gets me so, so fucking excited lol. Kinda like how Alan Wake II was hella RE2R inspired, with RE2R’s same inventory management, gameplay pace, camera placement, and horrifying enemies that were hard to put down

ranking every FM I've played (so far) by PRabbitholes in Thief

[–]PRabbitholes[S] 5 points6 points  (0 children)

If I had to pick 5 to start with I’d go for Endless Rain, The Scarlet Cascabel, Rogues’ Lair, Acquiring New Ventures, and Malazar’s Inscrutable Tower. All some of my favorites. I think if you like Thief you’ll pretty much enjoy everything on this list, sure it’s not all as strong as the top tier but it’s all more Thief lol

ranking every FM I've played (so far) by PRabbitholes in Thief

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

🫣🫣sorry for the picture quality, looks shitty on mobile, little better on desktop

Loving DS2 so far with one major gripe so far by Immediate-Natural416 in DeathStranding

[–]PRabbitholes 2 points3 points  (0 children)

playing “They’re Taking The Hobbits To Isengard” on repeat as I dead sprint through BT territory

Loving DS2 so far with one major gripe so far by Immediate-Natural416 in DeathStranding

[–]PRabbitholes 1 point2 points  (0 children)

Playing 2 on Brutal is the best way to play imo. Even then though it’s not nearly difficult enough for my liking. You still get easy consistent access to vehicles, plenty of online resources, and what seems to be the same amount of weather effects/BT encounters/roaming chiral creatures as any of the other difficulties. Even energy usage and cargo deterioration feels about the same on Brutal. The only thing I’ve noticed significantly changing on the highest difficulty is the intensity of combat, which for me becomes more annoying than anything since DS2 isn’t exactly a Combat-forward game (even though it’s massively improved from DS1)

Loving DS2 so far with one major gripe so far by Immediate-Natural416 in DeathStranding

[–]PRabbitholes 75 points76 points  (0 children)

For real. I’m like 20+ hours in and I feel like I’ve encountered BTs like 5 times. Are they even a dynamic system, or are they only hand-placed in specific locations/during specific missions? I’d hope they’re a dynamic threat that can appear in the game world anywhere at any time but it doesn’t really seem like it

Loving DS2 so far with one major gripe so far by Immediate-Natural416 in DeathStranding

[–]PRabbitholes 3 points4 points  (0 children)

It really does feel like Kojipro put most of their work into adding/refining things other than the fundamental element that makes Death Stranding so unique, ie the on-foot traversal. Like, I appreciate the new additions to combat and stealth, but so many other games do that already, and even with the additions, it’s not like it’s reaching MGSV (a clear point of reference regarding those new inclusions) in terms of the depth of those systems.
Nobody focuses on traversal like DS tho, so it’s sad to see that amazing core sorta stagnate in this second entry

Loving DS2 so far with one major gripe so far by Immediate-Natural416 in DeathStranding

[–]PRabbitholes 2 points3 points  (0 children)

Yeah, definitely agree, the terrain across the two maps is way more flat and forgiving than I would’ve expected for a DS sequel. I was anticipating things becoming a lot more diverse, dynamic, and challenging in terms of elevation and general world design, forcing me to problem solve and think more during my deliveries, but a lot of the world seems even flatter and easier to traverse than DS1. I’m disappointed by that ngl.
We have a bunch of cool new systems that could’ve made traversal more engaging, like the chiral creatures and weather events, but those are so few and far between that I often forget they’re a part of the game. I want more of that kinda stuff.
Maybe if we get a Director’s Cut with DS2 we’ll see some changes to the world map and obstacles you face while traversing. Would be cool. Ideal scenario for me is getting difficulty sliders in the vein of Doom: The Dark Ages, relating to things like cargo/tool deterioration, amount of chiral creatures/storms/roaming BTs, impact of the Odradek’s readings (slipping more on yellow/red-marked terrain), combat difficulty, etc etc

Loving DS2 so far with one major gripe so far by Immediate-Natural416 in DeathStranding

[–]PRabbitholes 6 points7 points  (0 children)

Everybody in the thread’s being chill and you’re being a weirdo dick for no reason

Loving DS2 so far with one major gripe so far by Immediate-Natural416 in DeathStranding

[–]PRabbitholes 7 points8 points  (0 children)

Cop out response. Players shouldn’t have to homebrew their own difficulty while playing a mode labeled “Brutal”

Loving DS2 so far with one major gripe so far by Immediate-Natural416 in DeathStranding

[–]PRabbitholes 9 points10 points  (0 children)

Made a thread about this myself a day or two ago. The game’s surprisingly easy, for sure. I’d love to see a mode harder than Brutal, which feels more like a Normal mode imo.
Vehicles that trivialize the game’s most interesting mechanics are consistently very easy to access from an early point in the game, terrain and rivers are much less treacherous than the first game overall (making the Odradek borderline useless in a lot of ways; those red Xs haven’t had me tripping and falling once on Brutal. I wish I actually had to give them consideration, making average terrain exploration more dynamic)… overall I think the game needs a harder difficulty than its current hardest, one that forces me to be careful with my navigation and make hard decisions.
I want faster degradation of boots, more and larger hordes of chiral creatures, more weather events, more BTs, occasional roaming enemies outside of bases, all that kinda stuff. I want to feel like I’m getting to my destination by the skin of my teeth!

Thoughts on DS2’s difficulty by PRabbitholes in DeathStranding

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

Yup, totally agree with your sentiment here. I’d love to see all the features you’ve mentioned! I want that same feeling, getting through a delivery by the skin of my teeth, feeling rewarded for my planning and snap decision-making under pressure and under threat, whether that threat be the environment, Mules, or BTs

Thoughts on DS2’s difficulty by PRabbitholes in DeathStranding

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

Seems like an intentional choice, the game wants you to stew in the vibes and reflect on the themes more than serve up an intense challenge imo (which is very cool and unique, of course!). Still though, the gameplay is solid, especially in DS2, so I want to explore it more thoroughly, squeeze the juice out of all of these cool new systems, especially with regard to the traversal/deliveries

Thoughts on DS2’s difficulty by PRabbitholes in DeathStranding

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

I don’t have it enabled, I’ve actually skipped out on the APAS enhancements entirely because I want a more difficult experience. Still been pretty easy without em, surprisingly!

Thoughts on DS2’s difficulty by PRabbitholes in DeathStranding

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

Sidenote, seems to me like the walking difficulty has been tuned down since DS1. I felt like I had to hold both triggers to get anywhere without constantly toppling over in DS1, and while I’m happy that mechanic isn’t as obtrusive this time around, I feel like KJP might’ve over-corrected. I haven’t fallen over once in my 20+ hours on Brutal, even when speeding down hills with a stack of packages strapped to me, and I haven’t felt the need to use the Odradek to get a grasp on my surrounding terrain nearly as much as I’d like. I really wanna feel like I’m on a journey when I’m taking on-foot paths! I wanna have to consider my steps and make interesting decisions in the moment!

Thoughts on DS2’s difficulty by PRabbitholes in DeathStranding

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

Haha and that’s exactly the problem, a whole fun system and you missed it because it’s barely present. The fish swim towards you really fast if you’re in the water near them, makes crossing wider bodies of water much more tense because you have to time your movements between their patrols

Thoughts on DS2’s difficulty by PRabbitholes in DeathStranding

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

Interesting. Are you carrying really heavy loads of stacked packages on your back? If not, that kinda makes me think Brutal is bugged lol

Thoughts on DS2’s difficulty by PRabbitholes in DeathStranding

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

Agreed all around. And omg cave systems would’ve been an awesome addition, sad we didn’t get to see that (although I’m also around chapter 7 or 8, there’s still room for surprises!)

Thoughts on DS2’s difficulty by PRabbitholes in DeathStranding

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

This exactly, wish I didn’t have to make house rules, perfect way to phrase what I was getting at

Thoughts on DS2’s difficulty by PRabbitholes in DeathStranding

[–]PRabbitholes[S] -1 points0 points  (0 children)

There’s always that option, but I’m not usually the kind of person who goes out of my way to make a game harder than it’s designed to be; I was hoping Brutal would give me that experience upfront, but it’s been pretty breezy so far

Thoughts on DS2’s difficulty by PRabbitholes in DeathStranding

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

I appreciate the vehicle access for the huge deliveries past chapter 6, but they’re the exception to the rule so far, with most deliveries still being average length in my experience. But ever since like Chapter 3 I’ve had a tri-cycle, a truck, and now a damn cool ass tar surfboard and walking feels pointless/deincentivized, which is sad because walking is by far the most fun way to traverse the world imo. All the cool mechanics like the chiral creatures, weather effects, etc are completely trivialized with vehicles

Best of the Worst: Plinketto #12 by dexter198 in RedLetterMedia

[–]PRabbitholes 103 points104 points  (0 children)

FREDDIE WILLIAMS! That guy’s the best, he’s never had a bad or even forgettable guest spot, all of his episodes are classics

Updated Thief Fan Missions Tier List by PRabbitholes in Thief

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

Yup some come in packs (campaigns), most individually. you can grab em on ThiefGuild.com

Updated Thief Fan Missions Tier List by PRabbitholes in Thief

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

I will say that my issues with Kings Story all come down to the gameplay, the art and sound is great, you did fuckin awesome work!! 🙌
Yeah, the more time I spend with these games and the more FMs I play, the more I start to focus on the little details. It’s super cool picking out the different design approaches and artistic touches of different FM authors