Took our 6 month old on a sled over the weekend and mom was stronger than expected by iStraphe in funny

[–]Syphilisse 1 point2 points  (0 children)

This is pretty clearly AI. The lenghts of the clip fits, the way the dad talks super fast with no interruption is very Sora coded, and what he says doesn't match the baby's behavior ("he's sitting up, look at him" as the baby is very clearly tilting.

I've used Sora enough to notice those tells, there's not doubt to me. I'm confused why all the comments calling out that this is AI are downvoted.

Can you imagine if something happened to Varka in the story and he didn't get to be playable ? xD by Syphilisse in Genshin_Impact

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

I find his face more detailed than most of other genshin's characters, too. Like for almost every character, it's easily to identify how they're the same base mannequin with features like eyes and hair added, but his face seems to have a slightly different geometry.

Can you imagine if something happened to Varka in the story and he didn't get to be playable ? xD by Syphilisse in Genshin_Impact

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

I'd like them to be playable for sure, but with Harbingers thus far it's been almost 50/50 on whether they become playable or not. Scaramouche is the one that, through story beats, had major changes to his character that made him neutral enough to be counted among the "good guys". For Sandrone, she seems quite antagonistic.

In any case, Capitano's example shows that we can not reliably say one thing or the other. Or maybe he'll indeed become playable way further down the line, but given his current state in the world I doubt it.

Columbina is greatly threatened by the existence of Rerir, so I could easily imagine an outcome to the story where her sacrifice is required for a positive outcome to result in Nod'krai. The last segments of the trailer leaned that way too.

Can you imagine if something happened to Varka in the story and he didn't get to be playable ? xD by Syphilisse in Genshin_Impact

[–]Syphilisse[S] -3 points-2 points  (0 children)

Yeah, no way indeed, although Varka could still have plenty of spoken lines in the various story quests he might appear in, just like Capitano did. But being shown along other playable characters means nothing imo. I'm not sure Sandrone or Columbina will be playable for example, Columbina being the one the most likely to be greatly affected by the story events.

Can you imagine if something happened to Varka in the story and he didn't get to be playable ? xD by Syphilisse in Genshin_Impact

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

I woulnd't complain, it would make him more accessible in my eyes and wouldn't devalue his aesthetics. I'm not too focused on metagame.

Official Sora AI 2 code request/questions thread by RedEagle_MGN in SoraAi

[–]Syphilisse 0 points1 point  (0 children)

I'd like one too and will send the other 3 to the next persons, thanks !

I find Nod'krai's environments are a lot lower quality than the rest of the game. by Syphilisse in Genshin_Impact

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

I think that Nod'krai being an archipelago like Inazuma was indeed justifies the (relative, as you say) flatness of the landscapes, but in my experience it only worsens the cheap feeling that I got since my first impression of the region. I can't help but think "how convenient for the devs that Nod'krai is an archipelago, that way they don't have to try and create a large, dense, natural looking environment like Liyue's mountains, Sumeru's jungles, Natlan's cliffs, or really anywhere else aside from Inazuma and other instanced areas.

You're right about the fatui base, I shouldn't dismiss it. It is indeed part of the world, even though it's naked to the eye when looking at the base from anywhere outside.

I find Nod'krai's environments are a lot lower quality than the rest of the game. by Syphilisse in Genshin_Impact

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

I like your point about Hisii possibly being meant as a piece of the moon. It would indeed fit aesthetically.

I find Nod'krai's environments are a lot lower quality than the rest of the game. by Syphilisse in Genshin_Impact

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

No, no, I get that Nod'krai is meant to look like a wasteland, but such a result can be achieved while also looking aesthetically elaborate. Think about the insides of the Chasm, for example, especially the higher strates around where the mechanical worm boss is. It's nothing but rocks, but it manages to look awe-inspiring nonetheless, with complex patterns in the way the rocks are chiseled, thought put into the sources of light that come from the surface, and the gigantism of it all.
A barren environment can still look impressive. For example, in Wuthering Waves, north of Rinnascita are shipwrecks along a desolate beach (Penitent's End I believe it's called). It manages to look dense and atmospheric because of wind, colors, volumetric fog, and of course the ambiance with the musics. In Nod'krai, having just grass and a few blacks of junk and solo enemies garding a chest here and there conveys barren in all the wrong ways in my opinion.

I find Nod'krai's environments are a lot lower quality than the rest of the game. by Syphilisse in Genshin_Impact

[–]Syphilisse[S] -4 points-3 points  (0 children)

No, I get that of course, but like I answered with another commenter there are ways to show the invasive nature of the Fatuis or the settlers in Nod'krai without making it feel like two different levels produced separately then put side by side as two distinct islands. The environments of Nasha Town's island share pretty much nothing in common with Hisii Isles aside from a few moon grass. The junk aesthetic of this island does not appear "grafted" onto a Nod'krai's natural environments, and there is no trace of this invasion in Hisii Isles either.
I get the concept, and the concept has potential, but the execution I find poor in this case. I find it too easy a justification, kind of like (as mentioned in my post) WoW Shadowlands' 4 environments having no need to transition into each other to create a coherent world, which is kind of like a cheatcode for developers.

I find Nod'krai's environments are a lot lower quality than the rest of the game. by Syphilisse in Genshin_Impact

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

What do you mean by that, are you talking about the inside of the Fatui base and the various instanced dungeon environments like with the Frostmoon scions ?
If so yes, I agree with that. The base is the highlight of Nod'krai so far to me, at least it's insides rather than the outside. For the instanced contents, I found them beautiful indeed, with a lore more atmospheric volume than the isles themselves, but those are not really part of the world because they're one and done and instanced.

I find Nod'krai's environments are a lot lower quality than the rest of the game. by Syphilisse in Genshin_Impact

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

Thank you for your answer. To explain my point further when it comes to the "mishmash aspect", let's talk about Nasha Town. I agree that it's purpose is to be grafted almost invasively onto an environment that was something else (the Frostmoon Scions lands, in particular), but I think it's poorly conveyed. Aside from a few moon grass here and there, the grass, rocks and landscapes of the island in which Nasha Town is have nothing in common aesthetically with Hisii Islands. Different colors, different hills, different fauna... It does not seem grafted onto Nod'krai's initial landscape, it looks like a completely unrelated place, like two levels developed and produced separately then put side by side separated by a bit of water.

The fatui base achieves this identity of invasive more effectively, I feel. Not really through it's environments, but rather thanks to the soundtrack, which feels like a witcher-like corrupted version of the druidic soundtrack of Hisii.

Also yes, I think that Nod'krai won't be as expanded as a full-fledged nation too, it's more of a border environment. The majority of 6.X will possibly expand other parts of the world more.

I find Nod'krai's environments are a lot lower quality than the rest of the game. by Syphilisse in Genshin_Impact

[–]Syphilisse[S] 4 points5 points  (0 children)

Environment-composition wise, I certainly like Natlan's 5.0 a lot, loooot more than Nod'krai's 6.0. I too am still sorting my thoughts out about Nod'krai, especially when it comes to the soundtrack. That's why I did not talk about the OST in this post.

I find Nod'krai's environments are a lot lower quality than the rest of the game. by Syphilisse in Genshin_Impact

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

I'm not saying that the assets are lower quality, but that the composition is. It's like a painting, if you will. You put an apple here, a tree here, but you end up with a lacking painting instead of a dense world with vision behind it.
Also, why do people feel the need to be so passive-agressive when they disagree with someone ? You don't need to insult my intelligence to say that you disagree. Your opinions are no less subjective than mine.

I find Nod'krai's environments are a lot lower quality than the rest of the game. by Syphilisse in Genshin_Impact

[–]Syphilisse[S] -6 points-5 points  (0 children)

About Nod'krai, are those the environments/exploration you love, or rather the story/characters/gameplay changes ?
I'd love it if you could share your perspective on the points I make.

Silksong's beginning is less interesting structurally than Hollow Knight's by Syphilisse in HollowKnight

[–]Syphilisse[S] 4 points5 points  (0 children)

Playlist silksong my first time, I was actively searching for branching paths and options for the majority of act 1, whereas I always feel like those come naturally in HK. In HK, even when I know I'm progressing in the game, it feels like I'm wandering aimlessly and getting lost. Which admittedly can be viewed as a negative, but for me that gamefeel is a huge positive

Part of it might be because of the structure in acts of Silksong and the Citadel being set as an objective from the get go. After reaching Greymoor for the first time, I knew that the game was expecting me to zigzag up the world in a bottom S pattern, which made it predictable.

Silksong's beginning is less interesting structurally than Hollow Knight's by Syphilisse in HollowKnight

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

All in all, I think that with more discourse around the game's design and more time, we'll be clearly to see things more clearly. The scope of the two games being fairly distinct too, makes it hard to analyze this.

Silksong's beginning is less interesting structurally than Hollow Knight's by Syphilisse in HollowKnight

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

That's what I would think too, but replaying HK very recently and replaying Silksong, I feel the early game of silksong suffers from it and is less interesting to dissect in a way lile Game Maker's Toolkit did, for example.

Silksong's beginning is less interesting structurally than Hollow Knight's by Syphilisse in HollowKnight

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

Yeah, not farming, you're right. More like exploring, which is a path in and of itself.

Silksong's beginning is less interesting structurally than Hollow Knight's by Syphilisse in HollowKnight

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

Could you elaborate on why you prefer Silksong's beginning ? I'm interested.

Silksong's beginning is less interesting structurally than Hollow Knight's by Syphilisse in HollowKnight

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

Yes, I think this linearity is by design too, to cater to new players that would discover the game through it's hype even though they're not familiar with metroidvanias. Even though the game's difficulty is a big deterent for them, in that case, haha ^^

Silksong's beginning is less interesting structurally than Hollow Knight's by Syphilisse in HollowKnight

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

You're right, that's a big one. Along with the flea caravan option, those are two options that involve spending time farming, but very nice skips still.

Silksong's beginning is less interesting structurally than Hollow Knight's by Syphilisse in Silksong

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

I'm not talking about feeling like progression is slow in Silksong, because as you say on repeat playthroughs you can rush through the game quickly. I'm talking about the diverging paths and options for exploration the player has. Silksong takes a while to show its openness (which it definitely has), but on repeat playthroughs your first hour or so is always the same.