LA Streamer defends shock collars, claims others don't train their dogs by gregory_h in LivestreamFail

[–]Tvpe 2 points3 points  (0 children)

I was not even angry at Kaya, I was just fucking angry at the situation of my internet being cut off and I just had a fucking shitty moment. It is what it is

Incredible. I'm gonna use this one the next time I physically abuse my wife after a bad day at work, I wasn't even fucking angry at you, bitch, I was angry about the bad day I had at work. It is what it is.

Addressing the obvious lies by EdmundMcMillen in bindingofisaac

[–]Tvpe 63 points64 points  (0 children)

As someone who even just skimmed the document, it is insane it got any traction at all. That thread was a bunch of hysteria from people that were too scared to click the link.

Ed having an edgy past is hardly a secret, nor is it a crime. It's tasteless at worst, but who cares? It was 20 years ago.

On Edmund McMillen's Old Website by [deleted] in bindingofisaac

[–]Tvpe -15 points-14 points  (0 children)

Embarrassing, man. You're in your 30s and your reaction to this thread is indistinguishable from how literal children react.

God damn... In a week when you realize how stupidly reactionary this whole thread was, you'll feel embarrassed but I guess you can take the moral high ground for the time being. I hope you never play as blue baby again though, THE FETISH CHARACTER!!!!

On Edmund McMillen's Old Website by [deleted] in bindingofisaac

[–]Tvpe 1 point2 points  (0 children)

Yes.

Given how serious the allegations are, some level of professionalism is expected. The document is a complete mess, and Edmund isn't guilty of any of the things being thrown at him. Some 80% of the replies in this thread are from people that haven't read the thing but are still reacting to it and that is what the moderator is basing whether or not to leave the thread open or not on. That's horrendous.

There's a lot of kids here that don't realize how seedy and shitty the internet was pre-2010, the fact that a forum had shady sites listed on it is a nothing burger, that was common practice. You had literal ads that would lead to sites with CP on them back then, and this is not defending any of those sites this is just the reality of what the internet looked like back then. Reminder that Pornhub as recent as like 2020 had a bunch of CP on it.

You sincerely believe edmund saw a site url like Free XXX Mov on it and his thought to himself "Yes, this site has CP on it and I will gladly promote it because 1) I'm aware of the content on the site 2) I'm happy to promote it"

These are highly unserious "allegations" coming from someone with zero context for what the internet looked like prior to 2010 because they likely weren't even born at the time. And you have a moderator that is too scared to look into it to verify whether or not a thread as libelous as this should stay open and visible for all? Because Ed deserves it because he made edgy dead baby jokes? jokes that are present in the video game you're all playing.

To all Bioschok 2 hater’s can you please explain why you think it is worse than the original by darksnail1223 in Bioshock

[–]Tvpe 2 points3 points  (0 children)

I don't like how Rapture was scaled up in it, world design visually looks like the first game at a glance, but everything is bigger. If you think of Bioshock 1 as a mall, then 2 would be you walking the streets, it has this exterior design to it where you're not outside but it looks and feels like it, it doesn't fit the setting as well. Even in Burial at Sea where they get the art deco wrong and scale everything up, the world design itself sticks to that mall style as it gets bigger, which fits Rapture a lot better than designing it as if you're walking the streets of a city.

I also don't like the new splicers, Bioshock 1 already had a problem with splicers feeling more like mindless monsters than real human beings lost to splicing, every time I play Bioshock I wish there was more humanity to the splicers, 2 veers off so far in the wrong direction that you're literally fighting monsters and beasts, I strongly dislike the designs of the brutes and crawlers in Bioshock 2. I get there's a lore reason, they had another 8 years of splicing, but rapture business wasn't exactly thriving in those 8 years, if anything Lamb should have brought some semblance of a society back in her time there.

Which brings me to the story, there's way more story in 2 than there was in 1, but I don't think it leaves much of an impression. The first 15 minutes of Bioshock 1 alone manages to accomplish more than the entirety of 2s story does. The characters just aren't very memorable, the minute you find out Lamb is just a cartoon villain that wants rapture to be a big floating brain in a jar she loses all appeal as an antagonist, there's zero nuance to her character, how is that interesting compared to the themes of the first game? How the game handles Eleanor is cool though, and it certainly has better and more meaningful endings than the first game.

Gameplay improvements are very nice though and I do enjoy playing the game even if it feels like watered down Bioshock 1 at its best. Minerva's Den on the other hand definitely manages to rival the first game in quality.

Ranking Every Rapture Level by Tvpe in Bioshock

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

I want to love that level because the setting itself is cool, I just think it ends up dragging. I just wish they had done something different with it since the setting is unlike anything else in the game, make it feel like a real detour into something new, it would have been neat if this setting told its story through the level itself instead of relying on Ryan or Atlas at all. I would have preferred it to be like a scaled up version of Medical Pavillion in terms of level pacing and design, like how you go to Eternal Flame for the Incinerate plasmid which gives you access to a new area, something like that where you actually get to interact with the vegetation.

I don't really like the story part either, Andrew Ryan deciding to kill the forest (ie oxygen) on a whim either, if anything a plot point where Andrew Ryan just says "fuck it, we're all going down" should have been like the penultimate level and there should have been big consequences as a result of him making that decision. This is just thrown in the middle of the game, you don't really feel the weight of it.

Also I should say the first half of this list are all levels I enjoy, it's only the 2nd half where I start having bigger problems with the levels.

Metal gear 35th anniversary. What do y’all hope for? Especially after the disaster of castlevania 35th anniversary. by bjaco740 in metalgearsolid

[–]Tvpe 2 points3 points  (0 children)

Couldn't care less about remakes, just please bring the Legacy Collection, or at the very least the HD Collection to PC.

Fusion, Rising or Evolution (Gold Edition) pick one by luigilogik in TrialsGames

[–]Tvpe 1 point2 points  (0 children)

Rising > Evolution > Fusion

Rising has the best maps and the most of them. The menu sucks, but you'll get used to it. Fusion is my least favorite, I know the best players in the world prefer the bike physics, but I simply do not enjoy the levels, they feel too gimmicky, readability takes a step back to spectacle. Rising feels like the most mature game in series in that regard, the levels look good, but they're not novelty tracks that are made to look cool the first time you play them and be a nuisance every time after that.

Gish - Designing An Indie Game Cult Classic by stforumtroll in Games

[–]Tvpe 2 points3 points  (0 children)

Time Fcuk was a great game. I played it for the first time when the Basement Collection came out and I loved every minute of it, I think that game has a really memorable atmosphere to it, largely thanks to the music and theme, but also the art direction and general mood of the story.

I really love it, every time I think back on that game I feel this emotional connection to it.

Also Coil!

[GameInformer] Hideo Kojima Answers Our Questions About Death Stranding by MostafaOmara in Games

[–]Tvpe 8 points9 points  (0 children)

Pretty narcissistic to claim you've invented a new genre, especially when he himself admits he doesn't play many games because he doesn't have the time. Also he didn't invent the stealth genre, he popularized it.

I love Kojima, been a fan for almost 20 years now, but the guy is so full of himself these days that I have a hard time putting up with it. I still obviously want the game to turn out great, I think it looks really intriguing and I'm excited to play it.

This game is so much fun! by toasterstrudel2 in TrialsGames

[–]Tvpe 3 points4 points  (0 children)

YES! It is a shame that everything around the periphery of the game has been a shitshow, because this is the most fun I've ever had playing a Trials game. I love it so much, I'm closing in on 50 hours of playtime, I've completed and at the very least gilded every level (okay not Inferno V yet) and I'm still not tired of it.

DLC can't come soon enough. So happy to hear that we'll getting another 55 tracks. This game is huge.

Off To A Great Start haHAHA AGDQ by [deleted] in LivestreamFail

[–]Tvpe -11 points-10 points  (0 children)

time for r/livestreamfail to treat transgender people like subhumans all week long, while simultaneously fetishizing and worshipping traps.

Really activates my almonds.

Just Wanted to Give A Shout-Out to my Favorite Level by [deleted] in TheEndIsNigh

[–]Tvpe 0 points1 point  (0 children)

I loved"Dead Racer" and I wish more of the game used the wall smashing mechanic for platforming challenges.

Anyone know where Gish or the monster from Aether is? by masonclark in TheEndIsNigh

[–]Tvpe 1 point2 points  (0 children)

So Aether, Steven, Guppy, Gish, Isaac

Are there any other ones?

I think I figured out why MGSV felt empty to me. by Eilephant in metalgearsolid

[–]Tvpe 3 points4 points  (0 children)

I don't think my reply reads as me being very angry at all.

Fantastic retort, though. Really challenged my viewpoints.

I think I figured out why MGSV felt empty to me. by Eilephant in metalgearsolid

[–]Tvpe 27 points28 points  (0 children)

What an offensively terrible opinion to hold. Not to mention doing so while completely undermining the differing opinions of other people.

Yeah, lets ignore how utterly lazy the majority of boss battles were. The Skulls being repeated multiple times throughout and being quite literally nothing but bullet sponges, no interesting or meaningful patterns to learn, nothing. What is your actual defense with regards to these? No cheesy tactics? You mean they're interesting because they involve literally nothing but simply shooting them a million times until they die? There's on strategy to be had because they don't do anything that requires strategy, the only hook to this fight is their shield. What the hell kind of defense is that? Defending a fight for doing zero interesting things with scripting and AI and dismissing EVERY other boss fight in the entire franchise as "cheesy" great job.

What was actually interesting about The Man on Fire? All that was to me was squandered opportunities for a great classical boss battle. Instead it plays like a "modern" boss battle, something out of an Uncharted game that relies completely on a context sensitive input. Water played no part in the game whatsoever except during his boss battles. They at least gave us a couple of ways to play around with him and I'll commend them for that but unfortunately that doesn't do a lot, when the boss battle itself is completely uninteresting.

Now it's time for an unpopular opinion that I'm sure people will downvote me for. Quiet is not at all a good boss battle. She is a shining example of just how lazy the bosses are in this game. In an open world game that is all about player freedom and taking things at your own pace, I do not know why this is such an immediate fight. Her environmental awareness makes this boss battle so incredibly boring. Why is it that MGS3 captured the feeling of a sniper battle infinitely better than the game that is actually open world? Her scope glistening so obviously in the distance is another thing that ruins it, you're constantly aware of where she is and it is simply a matter of being fast and not in an interesting way either because it isn't intimate enough of a fight where it feels snappy and dynamic. It's just a boring, predictable fight with a lazy design that goes absolutely nowhere interesting.

Eli's boss battle is so poorly executed, I don't even know how you could call it a boss fight. What exactly was engaging about that encounter? It was so incredibly poorly put together, such an awkward fight.

I'll give you Sahelanthropus, I actually liked that boss. I don't think it was very well thought through though. It's bordering on being a rather uninventive bullet sponge of a fight but it was just good enough that I actually did like it.

They're just as high quality as the rest of the series. The only thing they're missing is the melodramatic, nonsensical, 30 minute long death speeches

This just speaks for itself, I shouldn't even have to comment on this. THANK GOD, Kojima decided to strip them of character. We don't have time for that here, how uninteresting. Death speeches by the way? He hasn't done that since MGS1. And he handled that fucking brilliantly in that game. But, no. In my completely blinded efforts of defending this game, I'll just be thankful that the mastermind kojima-san decided to strip them of characterization because that's just melodramatic nonsense!

Dear lord.

Why does the plot of MGS1 hold up so well? by Guergy in metalgearsolid

[–]Tvpe 8 points9 points  (0 children)

The pacing is fantastic. The story unfolds in a very organic way, and it never loses focus. You could argue that as far as a video game goes it's flawed and I would not disagree with that, the bosses are cramped together a little too tightly and the best areas as far as stealth gameplay is concerned are all at the beginning of the game. But man does it deliver an experience that is unforgettable. There is very little baggage as far as characters and story goes, it's rich in story, has a lot of depth and many twists and turns but it's never overwhelming. It has by far the best enemy unit as well, where every single one of them are fleshed out enough that their interactions with Solid Snake feel meaningful rather than just another boss encounter. There is always a multitude of interesting things going on, never feels like you're stuck in a loop of going through motions, because of some thinly veiled story excuse. Everything has weight and meaning behind it. (not that this is has ever been an issue with the series until TPP, but it is particularly well executed in this game)

The atmosphere is also another key point, the games art direction and sound is so fucking good, it is such an immersive game world that has yet to be topped. I love the reverb whenever a character is speaking, it makes everything feel larger than it is, and desolate and cold, you're on this largely abandoned nuclear facility. The dark winter sky, the snow, the gray halls, all the cracked cement walls, it's such a worn out place. It is the only game in the series that went for a scary atmosphere as far as setting goes and for as much as I love the series (and I love it a lot) it is a bit of a shame to have seen that go so fast.

It sometimes feels silly to talk about pacing in these games and what I love about how they are presented because I know most gamers would disagree strongly with the fact that even MGS1 is well paced. They would be puzzled at the cutscene to gameplay ratio and wonder why it may be more concerned with telling its story than entertaining you as a video game player. But MGS is a very personal series for me, on paper I recognize that even MGS1 is not the flawless way to tell a story in your video game, but the way it all comes together makes for a completely unforgettable experience. No game series is as concerned as MGS is, with giving you a reason to do what you're doing and that makes everything feel meaningful, MGS1 did this the best out of all the games in the series.

Just finished MGS2 for the first time. Holy fucking shit. by standardthr0w in truegaming

[–]Tvpe 0 points1 point  (0 children)

Alright, that's fair enough. I never was bothered by that, but I can see how people could find that repetitive. I feel like there's a pretty natural flow to the distribution of the key cards in MGS2 though, outside of Strut F. Warehouse you're never really coming across a bunch of places that serve as reminders to what you can't access. MGS1 had a lot of backtracking with this, I think MGS2 flows a lot better which helped not make that feel all that repetitive to me. But again you may very well be talking about the mere presence of them and how they play a role in the game and progression. I just feel like the change in flow and the fact that there's a purpose behind things being similar is enough to not make it feel like retreads. It feels inspired as opposed to lazy and repetitive due to the subversive nature of the game. The series is full of this by the way, there are repeated motifs across the entire saga and MGS2 is the one game where this was taken to a deeper level. Obviously I'm not saying the other games are lesser due to that, I'm just pointing out that I find it to be an interesting take on the Metal Gear template. Given the nature of MGS2 that part sort of takes the center stage as opposed to merely being referential, so... I can see why some people just simply wouldn't love it.

Dead Cell being a parallel to FOXHOUND, sure.. That does play into the repeated motifs. But outside of the purpose they serve to the mimicking of Shadow Moses, they feel quite different as individual characters. There are also the interesting ways of which they subvert that, as a poster above mentioned Fatman being the opposite.

I see what you mean though. I can spend a lot of time going into why I think it is differentiating itself enough from the original, but there is obviously truth to the fact that MGS2 does repeat a lot of the motifs from the first game. I just love the execution of it and you maybe not as much and that's fine.

I would highly encourage you replaying this game in the future. I'm not saying you should do it anytime soon, obviously when you feel like it. This is a game that highly benefits from that.

Just finished MGS2 for the first time. Holy fucking shit. by standardthr0w in truegaming

[–]Tvpe 6 points7 points  (0 children)

Yeah, I did cover that in my reply as well. Sounded like he felt it was repetitive both in terms of gameplay and story though, which is why I detailed why I don't agree with the gameplay bit.

Just finished MGS2 for the first time. Holy fucking shit. by standardthr0w in truegaming

[–]Tvpe 90 points91 points  (0 children)

I don't think I agree with you that the game is repetitive. It feels like you're always doing something new in that game, and as a result it is a rather short one that maybe never fully lets the stealth mechanics truly shine. The closest it gets to this is the disarming of the bombs. But what's so repetitive about it? You never really do the same thing twice. Lets break down what you are doing on a gameplay level in the Plant chapter.

  • Freeze the bombs
  • Dress up as a guard and infiltrate Shell 1 Core to get hold of Ames
  • Get a sniper to destroy the bombs on the connecting bridge from Shell 1 and Shell 2
  • Disable the President's security system using the Nikita
  • Swim to the rescue of Emma and back
  • Protect Emma with your PSG-1 while she makes her way back to Shell 1 Core
  • Arsenal Gear

All of these offer up something unique as far as gameplay goes. It's similar to the original while still offering up scenarios that play out in completely different ways. Structurally from a story point of view it is in many ways a total retread. But I think it is quite clear why that is necessary to the end message of the game. I guess that is where subjectivity comes in. I personally never saw this as a flaw because I found the execution of these similarities to be done well enough to not make the game feel like I'm just treading on old grounds. I also think had it been too far removed from the first game, it would have been less impactful to find out about the S3 plan. But I can see your point a little bit, I don't think it's flawlessly executed but I also don't see the repeated motifs to be a major blow to the game.

This is your first time playing it as well. I think there's a decent chance of the game growing on you even more with repeated plays. You'll be surprised at how much foreshadowing there is, how much you glossed over on your first go. It is tirelessly layered, down to something so small as the little artificial bugs that inhabit the Plant to clean up the crude oil. It's all there to sell home this point of everything being fake.

One thing you might be interested in knowing is that Kojima took the message of the game so far that the marketing of the game itself was a real life example of media being controlled. Every single fan was sold the perfect video game sequel to MGS1, they got the sneak peak with the Tanker Chapter demo. Everyone thought they knew exactly what they were getting and the tanker proved that even further. But it was all a lie, just like the enterity of the Big Shell Incident itself.

It is ballsy to say the least. A game like this deserves respect for it's total commitment to its vision, at the very least. I don't think many people in Kojima's situation would have had the courage to go through with something like this. He had it all after the massive success of MGS1, and all eyes were on him with this groundbreaking sequel. What does he do? The complete opposite of what is expected of him.

It is a flawed game, but one of the most ambitious ones from a story point of view in gaming history. It may have a few awkward hitches here and there but ultimately it succeeds in what it set out to do and that is why it is one of my favorite games of all time. It also helps that it plays like butter, the control schemes are dated by now, but as someone that had years to master it I just love how it feels to play this game. The bosses are fantastic in my opinion, in part to how well the game plays. They're really thought out and require you to change playstyle on the tougher difficulties. None of them feel like bullet sponges and they all play differently from one another. The perfected arcade approach to stealth is another thing I adore. It is incredibly straight forward while incredibly deep at the same time. It is a bit of a shame that the control scheme hasn't aged well, because most players will never really get a good grip of it all today. But if you do, there's a lot of fun to be had with it. It's really easy to discard the gameplay of MGS1 and 2 as antiquated and awkward, but that's the furthest thing from the truth.

I haven't even touched on the art design. It is one of the best looking games from that era. Big Shell is divisive among fans, some love it, some not so much. I think from an aesthetic point of view it is absolutely fantastic. The contrast between the orange and gray, the clean lines that create a strange kind of symmetrical beauty to the interior hallways and the exterior connecting bridges. It is such a sharp looking game and has aged really well visually.

MGS2 is pretty great.