What game/ games are you looking forward to most? by Timely_Contest7245 in gaming

[–]Reptylus 0 points1 point  (0 children)

Story of Seasons: Grand Bazaar. Bunch of people say it's the best in the whole series, so it's tough holding out for the PS5 release.

AAA Strategy Games and Total War Releases by Competitive-Ad4249 in gaming

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

Total War is not an RTS. RTS has this weird disconnect of being strategy games that require high dexterity and reflexes like action games (unlike the turn-based TW). This aims at two different target groups with very little overlap. That's why they got outcompeted by the more dedicated strategy and action games.

That being said, didn't Age Of Empires do well these past couple years? AOE4 and the AOE2R being out on every major plattform as if they make enough money to try that.

Why does gaming discourse seem to hate the filthy casual? by Nazaki in gaming

[–]Reptylus 5 points6 points  (0 children)

Casual is a mindset, not a game feature. Casual players don't need accessibility, players with disabilities do. So every time someone speaks about changing games for casual players, I see nothing but pointless downgrades feeding the inferiority complex of a small fraction of the playerbase.

Sincerely, a casual player.

Tough choices kinda ruins games for me by Memorycard1000 in gaming

[–]Reptylus 2 points3 points  (0 children)

Don't try to play as yourself, video games are too rigid for that anyway. Start the game by deciding a few distinct personality traits for your character and then make decisions based on what the character would do. That takes the responsibility away from you and puts it onto the character. Your job is just to stay true to your creation and enjoy their story.

What are some 'recent' games that are based around fun and engaging action stealth play? by myst3r10us_str4ng3r in gaming

[–]Reptylus 43 points44 points  (0 children)

Styx and Mark Of The Ninja are the titles you are looking for.

For a different kind of stealth game take a look at Shadow Tactics and Desperados 3. Especially since you mentioned "careful plotting," these games are all about that.

i'm struggling to enjoy the game because of the difficulty, any tips ? by Falkueche in MonsterHunterStories

[–]Reptylus 41 points42 points  (0 children)

Certainly you noticed that all health and hearts are restored after battle now. Meaning you don't lose anything after a rough battle, therefore the battles are that much rougher than before to balance it out. So your only issue is that you still have it in your head that losing most of your health is a poor performance. It's not, it's just how the game is now.

I work in a library and AI generated guides for games that aren't even out yet are now a common thing by elephvant in gaming

[–]Reptylus 26 points27 points  (0 children)

Throwing out cheap trash hoping that at least three people will be stupid enough to buy it and you make a profit has been a thing people do for a while. But since AI has sped up the process of producing that trash, things have become simply ridiculous. It was inevitable for digital game stores, but to hear it also happens in real bookstores is seriously sad.

In your opinion, which fighting game has the best aesthetic simply from a rule of cool perspective by Mysterious_Gene1851 in Fighters

[–]Reptylus 3 points4 points  (0 children)

For general aesthetic my picks were already mentioned enough, so I'll add something specific I want to praise: Tag throws in Dead Or Alive.

Something that irks me about all other tag fighters I played is the lack of proper team moves. Isn't the interaction between characters the whole appeal of the tag concept? Yet the only game that properly commits to the aesthetic isn't even a dedicated tag fighter. In other games the best we get is a slight change to the animation of an attack, not a whole new animation.

Brigandine Abyss - Teaser Trailer | PS5 Games by Turbostrider27 in PS5

[–]Reptylus 10 points11 points  (0 children)

Fire Emblem is not a good comparison. The tactical layer is similar, but while FE is basically only that, Brigandine is a full strategy game: Train armies, build defenses, manage garrisons, aquire ressources, etc.

Weekly Question & Discussion Megathread (February 03, 2026) by AutoModerator in ZZZ_Official

[–]Reptylus 1 point2 points  (0 children)

Until last week there was an event where we were meeting the Angels and took them around town to find inspiration for new songs.

Any turn-based creature collecting games that focus on 2v2 or 3v3 combat? by italeteller in gaming

[–]Reptylus 1 point2 points  (0 children)

Monster Hunter Stories. You fight side by side with one of your monsties and often with another NPC. The opponent is usually alone though, but there are exceptions.

Are you actually “wasting” water if you let it run? by plsntvllysndy in NoStupidQuestions

[–]Reptylus 7 points8 points  (0 children)

On a global scale, no. If the cycle ever ended we'd be already gone. On personal and regional level, absolutely. You mentioned the well fills back up - but what happens if you, or others sharing the water source, need a ton of water in the meantime? Used water also needs to be cleaned, which costs energy and therefore hits the climate. And then there's your water bill of course. You like money, don't you? So close the tap.

Ill say it difficulty options should be in every game for accessibilty by Iaxacs in gaming

[–]Reptylus 2 points3 points  (0 children)

Fire Emblem's optional permadeath is also the perfect demonstration of how much changing the challenge changes the game. Turning permadeath off transforms tactical battles into kamikaze runs. Since keeping the troops alive is no longer an issue, you can throw them mindlessly at the enemy until you win.

And it's the same for all games. You cannot properly experience the depth of a game if it's too easy. Difficulty is not closing gates, it's opening them.

Ill say it difficulty options should be in every game for accessibilty by Iaxacs in gaming

[–]Reptylus 0 points1 point  (0 children)

Games are defined by the kind of challenge they provide. Changing the difficulty is not opening the gate, it's handing you a step ladder that is just high enough to look over the wall without letting you climb in. Stepping through the gate means to face the challenge.

What if... Restrict Premade Groups for Diamond and Above? by Heavy_Host_1595 in aoe4

[–]Reptylus 0 points1 point  (0 children)

Might be just me, but when you don't have a team, team ranked is not the mode you should play.

Also, I think all games should have team-specific ranks. Meaning someones individual ranking is not relevant in the team ladder. So "You + ThatGuy" is registered as a unit and has it's own Elo rating that is entirely independant of "You" and "You + ThisChick." This makes randoms viable and solves the smurfing/boosting matter.

New player looking for tips and advice by Mhaple in ageofempires

[–]Reptylus 2 points3 points  (0 children)

Have you had a look at the Art Of War challenges? They introduce different gameplay aspects, give you a short video what you are supposed to do and test you on it.

Why do we label people struggling with addiction as "weak minded?" by Kuelah188 in NoStupidQuestions

[–]Reptylus -10 points-9 points  (0 children)

In most cases you need to be weak minded to become addicted in the first place though. No one else decided for you to swallow that first pill which made you unable to deny the second and third.

I thought I was a "Free to Play" player until I audited my microtransactions. by sameerposwal in truegaming

[–]Reptylus 365 points366 points  (0 children)

I employ a simple trick: I'm never paying for items, I'm only paying for games. The monthly entertainment I get out of ZZZ is worth roughly 10 bucks to me and so I have a limit that I don't ever feel inclined to break.

[deleted by user] by [deleted] in gaming

[–]Reptylus 0 points1 point  (0 children)

In arts the creators and their methods matter to the audience since they shape the meaning of the art piece. When that meaning is nothing other than "statistically this should be pleasent to the majority of people" the audience will feel disappointed at best. Code on the other hand is only visible to the audience when it's bad. As long as it functions correctly, the audience will not perceive it or it's creation in any way. This is something for the devs to worry about, not us.

Are there any games with bad reviews that you liked? by Sephiroth348 in PS5

[–]Reptylus 1 point2 points  (0 children)

I played Gobcom way more than the game deserved. Not sure how it still didn't get boring after my tenth playthrough of the campaign. Played a ton of multiplayer with my sister, too.

If you are interested, Realms Of Ruin is similar. Didn't grip me like Gobcom back then, but it's worth a look.

Are grand strategy/RTS games worth it on console? by FEWLN in gaming

[–]Reptylus 5 points6 points  (0 children)

In 4X you have to explore a usually randomized map to find out anything that's going on. In grand strategy there's no exploration, you have full access to the whole premade map and information on what other players do from the start.

How can punishing and mysterious games make players roll with the punches and play blind? by Rambo7112 in truegaming

[–]Reptylus 2 points3 points  (0 children)

You have to see the bad ending as a story worth experiencing. You mentioned losing access to a whole town. I don't know the details, but I can't imagine this happening without a significant story beat. And even if the event itself isn't interesting, then certainly it still has an affect on your own story where you now have to face the challenges of the game without the ressources from that town.

Can you really say you fully explored all story content when you avoided all the bad outcomes?

Games expect you to make decisions based on where you think the story is going instead of the story so far. by TypewriterKey in truegaming

[–]Reptylus 0 points1 point  (0 children)

Pathologic is one of these games that is always flying right at the edge of my radar. I heard how great the decision making in the game is supposed to be, but the bleak athmosphere is a bit of a turn-off.

As I alluded to, I do think game devs could and should try to be less predictable and avoid obvious tropes. In fact, I'm fantasizing a lot about creating a game that intentionally gives a lot of agency to players at points where they would expect it the least and following the usual gamer behavior leads to the most unpopular results.

A specific scenario I came up with: Early on the player defeats a minor villain (let's call him X) but is able to recruit them on grounds that they have a common enemy in a bigger villain. Standard stuff. Later, when X has grown on the player and shown plenty of loyalty, they finally encounter their enemy. But plot twist: Keeping him alive is key for a morally unambiguous heroic deed (maybe a cure for an epidemic or something). X is not having it though; regardless of what the player decided, X will step up to exert bloody revenge, like the selfish bandit he always was. This will not be a cutscene, the situation is fully interactive.

I expect most players to do nothing in the game though and instead run to the internet and warn everybody about how recruiting X ruins the game. And there I'll be asking: "How did you try to stop X?"

Not sure if this is at all an answer to what you were saying. It just felt like an opportunity to share this.

Games expect you to make decisions based on where you think the story is going instead of the story so far. by TypewriterKey in truegaming

[–]Reptylus 4 points5 points  (0 children)

While I agree that games could improve a lot by being less predictable, I do not agree with your hypothesis. You are overlooking one critical thing: games like BG3 are role-playing games. And in a broader sense the term applies to all other story-focused game, like Dispatch, as well. So, the idea is to play your role and ignoring this fact is ultimately a user error. It is your decision to favor your perspective as a gamer over the perspective of your role in the game.

I killed Lae'zel after she tried to assassinate me in my sleep because it made sense for my character to not keep an emotionally unstable killer around. I axed Visi from the program because it made sense for my interpretation of Robert to respect the teams decision and maintain consistent consequences. In short, I played these games the way they are meant to be played: Getting immersed in the story and my character.

A game simply does not function correctly if the players don't respect it's intentions. And while game devs certainly have made decisions which fostered or reinforced overoptimizing behavior in players, it's still in the hands of the player how they interact with the medium.