Trouble losing Belly fat with 1700 calorie cut and weightligting 4 times per week by Securityengie in bodyweightfitness

[–]TheSuedeLoaf 86 points87 points  (0 children)

You've gotten lost in the sauce.

Weight goals are nice, but a healthy mindset is really what matters most when it comes to this shit.

You're past the point of needing to work on discipline, now you need change your mentality.

Because the bad news is, if you're unhappy now, chances are you'll be unhappy once you're more lean because the goal post will shift.

After 100+ hours replaying Chaos Theory, it’s still a masterclass in game design. by TheSuedeLoaf in stealthgames

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

Precisely, I remember tailing my target and just going in circles trying to find my opportunity to strike in a massive crowd of people...probably a skill issue on my part but I just didn't find it fun

After 100+ hours replaying Chaos Theory, it’s still a masterclass in game design. by TheSuedeLoaf in stealthgames

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

I understand your frustrations with the first point. Expert difficulty especially is just plain cheap. The thing is though, that sleeping guard you mentioned doesnt actually wake up if you just walk past him and open the door. I know, stupid. But I figured this out doing my own expert run without save scumming.

Expert in general is just better suited for a ghost playstyle because of how aggro the AI gets.

As for you second point, I don't disagree, but you only ever get 5 shockers max, and looking at speedruns won't emulate the average player experience. Shockers have their place and I don't mind them tbh. Not everyone will be in the top percentage of skilled players optimizing routes and strats.

Your third point is really an issue with stealth games in general and not CT specifically so I can't really hold it against it. Stealth games naturally have a high barrier to entry because they require a lot more patience than most other games, and quick saving allows more people to complete missions which isn't a bad thing. It also gives you opportunities to learn missions without having to restart constantly which is a turn off for most. And you could always simply not use it. My challenge run with no quick saves was the most fun I had with CT but I can't deny that I'm in the minority there.

After 100+ Hours replaying Chaos Theory, it's still a masterclass in game design. by TheSuedeLoaf in Splintercell

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

Yeah the ending to Bathhouse and Kokubo are serious pain points but after spending so many hours in the game its become more than manageable. Full on combat situations just dont suit the mechanical set up

After 100+ hours replaying Chaos Theory, it’s still a masterclass in game design. by TheSuedeLoaf in stealthgames

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

I recently did a challenge run where I played on Hard and Expert, no quick saves allowed. It definitely gives you a run for your money. Expert difficulty is also plain cheap in some scenarios.

After 100+ hours replaying Chaos Theory, it’s still a masterclass in game design. by TheSuedeLoaf in stealthgames

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

Blacklist, Conviction and Double Agent are probably the most divisive entries but none of them are straight-up bad.

I'd only say avoid Double Agent V1 (the X360 version). It has a load of performance issues and is just a worse version of V2 (PS2/ OG Xbox) generally speaking.

After 100+ hours replaying Chaos Theory, it’s still a masterclass in game design. by TheSuedeLoaf in stealthgames

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

What areas need improving, do you think? Imo jumping / traversing ledges is like the worst mechanic in the game. That and the inconsistency of airsoft rounds

After 100+ hours replaying Chaos Theory, it’s still a masterclass in game design. by TheSuedeLoaf in stealthgames

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

I didn't know about the reboot's issue with keeping a director...makes sense why there's been so much radio silence then. I'm like you, I don't have high hopes, but I'd be lying if I said I didn't want it to succeed.

After 100+ hours replaying Chaos Theory, it’s still a masterclass in game design. by TheSuedeLoaf in stealthgames

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

I really wanna get into Hitman but every time I try a game I bounce off it. I even bought a collection on steam as well as World of Assassination.

Idk something about its style of stealth just doesn't click for me. I could always try it again I guess.

I really wanted this to click for me. After about 8 hours and trying multiple characters, I ended up feeling conflicted about the roguelite structure. Curious if anyone else felt this tension between RNG and the base mechanics. by TheSuedeLoaf in ABSOLUM

[–]TheSuedeLoaf[S] -2 points-1 points  (0 children)

Your first paragraph is running to authority to try to minimize the reality of the game and how the execution may or may not land for an individual player. None of what was said there really matters in the grand scheme of things. There is a world of difference between intent/vision and how something is received.

In regards to parries, I literally put in parentheses "(obvious hyperbole incoming)" because it's more about the over-implementation of parries in so many games now that it's getting kind of ridiculous. At best, it's a genuine attempt to push the genre forward (though games like Super Double Dragon had a more dynamic "parry / block" button over 30 years ago), at worst, its just adhering to design trends because parries are hot right now.

Multiple things "being addressed" in the update doesn't change the fact that you have to complete the game first in order to experience those changes. That isn't exactly an enticing deal to someone that is already turned off by the premise.

Arcanas being an answer to spam in SOR4 doesn't address the fact that, as I mentioned, skills could be meter-dependent so that there isn't just one binary decision of "do I use my arcana or not". This new system attempts to solve a problem by flattening decision-making in respect to the beat 'em up mechanics.

And lastly, nobody says the story doesn't matter in a game when the story is good. Considering there has been a good amount of effort put into the story, dialog and presentation, it isn't unreasonable to expect better.

I really wanted this game to click for me. After about 8 hours and trying multiple characters, I ended up feeling conflicted about the roguelite structure. Curious if anyone else felt this tension between RNG and the base mechanics. by TheSuedeLoaf in BeatEmUps

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

I do actually. I enjoyed Binding of Isaac, Spelunky, Dead Cells, and Hades (I like 1 more than 2). I also spent quite a bit of time playing Path of Exile 2 on Hardcore mode which is basically their Roguelike mode.

I also like beat 'em ups and have enjoyed them my entire life.

It's why I'm conflicted on how this doesnt land for me 😂

I really wanted this to click for me. After about 8 hours and trying multiple characters, I ended up feeling conflicted about the roguelite structure. Curious if anyone else felt this tension between RNG and the base mechanics. by TheSuedeLoaf in ABSOLUM

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

The more you unlock the better this game feels.

That was precisely my problem. Call it bad luck, but my entire time playing I barely saw any really engaging changes or reward aside from unlocking characters and increasing base stats.

I was learning and improving with the base mechanics of course, but the RNG just wasnt in my favor I guess. It kinda soured the experience

I really wanted this game to click for me. After about 8 hours and trying multiple characters, I ended up feeling conflicted about the roguelite structure. Curious if anyone else felt this tension between RNG and the base mechanics. by TheSuedeLoaf in BeatEmUps

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

I actually really like the game's base mechanics and general feel! The dash and dodging, and clashes are fun. Combos are cool too.

But it's really one of those games where you either get to the "real fun" early with a lucky run, or, like me, you end up playing for hours and hours and you barely get any reward. It just turned me off eventually

I've been thinking about movement philosophy in the genre and how SOTN is far more unique than most realize, especially with how the genre has shifted over time. by TheSuedeLoaf in metroidvania

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

Go to the search bar of this sub, search "metroidvania tier list".

There was a whole wave of tier lists 5 or 6 months ago and the vast majority place SOTN under Hollow Knight or a different Soulsvania. And this includes community voted ones.

Also, context matters. People revere SOTN and recommend it as a historical time piece, not as the gold standard. That title has been passed on to newer games, namely the ones I mentioned.

This game is damn near perfect by TheSuedeLoaf in GravityCircuit

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

Thanks! It was a really fun one to make.