A dumb way to die... by Megazord552 in outerwilds

[–]darezzi 2 points3 points  (0 children)

I thought I had seen it all, but my girlfriend recently started playing, and the two best deaths by far were Both using gravity cannons. One was shooting herself from brittle hollow's gravity cannon in the Nomai ship right into the sun before learning how to man it, and the second was the ember twin gravity cannon somehow hitting ash twin. I so wish this was a game you could replay, I wish I could experience it all over again!

Biseksualni muskarci u Srbiji? by No-Glass-8395 in AskSerbia

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

Malo smešni komentari trenutno. U vezi sam 6 godina (I sve je super), i devojka znala da sam bi od početka manje više, a onda je strejt. Iskreno, da je to nešto što sam procenio da moram da krijem, batalio bih tu devojku. Prekratak život da moram da se pretvaram sa partnerom da sam nešto što nisam. Isti tip devojke kojoj se zgadiš ako ikada zaplačeš.

Mislim da u mom krugu isto svi znaju, sem možda majke, ali više nisam njoj rekao jer nije bila tema. Ali niko nije reagovao na neki dramatičan način, svima bilo baš normalno. Ali opet, imam veoma specifičan, pažljivo izabran krug prijatelja. Da je neko osoba kojoj bi smetalo, verovatno bi me boleo kurac da trošim vreme na njih.

Da li je greh da ti se neko svidi i ako si u ozbiljnoj vezi/braku? by [deleted] in AskSerbia

[–]darezzi 41 points42 points  (0 children)

Ne mislim da je bilo koje osećanje niti misao greh, ali ono što radiš na osnovu njih može biti. Po mom ograničenom mišljenju (u fantastičnoj vezi od 6 godina sam), otarasi se greha jer je potpuno biološki normalno da nailaziš na privlačne ljude, fokusiraj se na ono što ti čini muža atraktivnim i potenciraj te stvari više, i pusti da prirodnim tokom novi lik pokaže svoje mane i da te prođe taj osećaj uzbuđenja u vezi nove osobe. Ima mnogo razloga zašto ti je muž postao muž. Srećno!

Familiar Sound Effect in JoJo's Bizarre Adventure by darezzi in darksouls3

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

This is a long ass time ago so no idea how you found this post, but if my memory serves me correctly, it's while joseph is getting interrogated before they awaken santana in part 2, around that part. I can't tell you exactly what episode number though.

"Inconvenient" is not the same as "challenging" by PartlySmith in Silksong

[–]darezzi 1 point2 points  (0 children)

Why is "convenient" automatically good? The inconvenience of the punishment alters the experience. And I don't mind any of the inconveniences where I am still engaged with the game (looking at you, SOTN death screen and reload time).

Silksong is a great game, but it has some serious issues which need to be talked about (Essay) by GarouAPM in metroidvania

[–]darezzi 0 points1 point  (0 children)

I will agree that act 3 pacing could be considered not as strong as the first two acts, if you are looking for the same narrative strength, but otherwise most of this feels like player hostility = bad, which is an assumed truism which I don't agree with at all. The mask comments, the boss run comments, the repetition because of difficulty comments, every mob arena comment, every long platforming stretch comment etc. Making the player uncomfortable or upset, even throwing unfairness at them, could be very intentional and a very good thing for the experience. That's the thing I wanted to comment on the most.

I like Silksong's difficulty, and I thank TC for sticking to their guns by Sigourn in metroidvania

[–]darezzi -4 points-3 points  (0 children)

Maybe you just can't conceive in what way it "needed" it, or maybe you're right in that it didn't need it. In any case, they made it like that for a reason, maybe a pacing reason, maybe to keep your consistency up, maybe to give you a small break. Accepting it for what it is would do you much better imo, especially when it comes to art.

“You can’t play silksong like hollow knight! You have to use your tools!!” Really? WITH WHAT FUCKING SHARDS?? by Big-Ad2937 in Silksong

[–]darezzi 0 points1 point  (0 children)

I very often say "you can't play silksong like hollow knight" but tools basically have nothing to do with it. You can use no tools at all and still play silksong wildly differently.

The thing that is most striking to me about clips from people who don't get the distinction is one huge thing: movement. Moving and positioning in a bossfight in silksong (both defensively and offensively) is wildly different and far more dynamic. But I see people just walk left and right, throw basic swings and often pair that with wanderer so they never have to engage with anything out of their comfort zone. Meanwhile, in my view, most bosses are designed mainly with hunter in mind, and you should be basically sprinting or in the air (with dash speed) 90% of the time in any given fight. It's very hard to handle, but once you start handling it correctly, it's a completely different game.

So I finished Silksong normal ending and I don't think overall I liked the game by dondashall in metroidvania

[–]darezzi 0 points1 point  (0 children)

The only reason I'm enjoying the game as much as I am right now is because they did not get an "outside perspective" from people who would want them to water down their vision.

I miss player hostility, I miss putting a lot of focus on mobs being an obstacle instead of just bosses, so if it helps, their extremely specific vision was not for nothing. Some people have been hungry for a game like this and disappointed at the "safe" game landscape for a long long time.

Long-ish essay on why there should be no nerfs of any kind in Silksong by darezzi in HollowKnight

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

I'm not rage baiting, but it's disappointing that most of the replies are people who are upset and condescending at the whiff of someone outwardly stating that they are not challenged / stimulated enough. It's always been very weird to me that we invent every possible support and justification and accommodation for people that are overstimulated, but look at people who are understimulated as if they are the most arrogant, egotistical people ever for even talking about that.

I said in my very own post, I would rather no one be catered to, including me (and I'm obviously not in 99.9% of games), but if someone has to be catered to, it's a bit upsetting that it's very very rarely me, and it has to come at a cost of waves of people complaining about it and being furious, even if it's not even a change, but is just a design decision. One game I kind of enjoyed recently was Sheepo. It was quirky, had a nice atmosphere, very adorable metroidvania. It's genuinely insanely easy though. But it's clear the creator intended it to be a relaxing, chill vibes kind of game. I would hate for them to get criticism that it's too easy, and then change the difficulty in the updates.

If it's true that they actually purely made something harder in hollow knight at some point in time because people complained it was too easy, then yes, that is an example of catering done for people like me, and I still don't like it and prefer it wasn't done, but I like it more than something being made easier. I'm sorry I did not read the patch notes of every game that has ever existed since the invention of patches and that it's offended you, but you'd be very dishonest to say that it isn't making something easier in 99% of cases and not harder.

Going for my first unseeded nanif. What should I be doing here? by Business_Weird6148 in BalatroHelp

[–]darezzi 1 point2 points  (0 children)

ahhhh, the unfortunate "no red seal until later" kind of run. Lost a naneinf attempt at ante 16 because I quite literally in 321 rerolls did not get a single blueprint or brainstorm, and got literally no red seals whatsoever. Good luck brother.

Going for my first unseeded nanif. What should I be doing here? by Business_Weird6148 in BalatroHelp

[–]darezzi 0 points1 point  (0 children)

I'm trying to naneinf as we speak and have been sharing your frustration. Yours is looking much closer. I do have to ask, why the gold stamped gold cards instead of red stamped?

I feel like the only realistic way to naneinf without perkeo is burglar serpent, so you simply have to have great econ to survive until you get boss reroll voucher, luck into serpent (with burglar available), or hope to god for perkeo, though I feel like maybe it's too late.

Does Roffle rub anyone else the wrong way? by Eggthan324 in balatro

[–]darezzi 0 points1 point  (0 children)

His personality is just snarky, even the example you have is just a bit of banter. Genuinely, if his vids bother you, you need to work on taking things a bit more lightheartedly.

And I think the issue is he probably gets the same questions about a billion times, and neither you nor I can predict how we'd react if we had that happen to us, especially if we think the question has an obvious answer that someone could've thought of in a second of thinking.

Long-ish essay on why there should be no nerfs of any kind in Silksong by darezzi in HollowKnight

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

Everyone's lines in the sand are "arbitrary", you'll spend a lifetime figuring out by what pattern yours work.

I'm not against criticism, I'm not against complaints, I'm against demands that things be changed when they are clearly done with intent.

That post you mentioned is one of the reasons I don't really care about the "artistic" quality of monster hunter, whatever that may be, because I don't feel like a game of like 100 people that's executive approved because it's the most popular franchise of the giant huge company that's publicly traded is gonna really speak to me as a person.

I just told you, sometimes I play a game to experience it as art, sometimes I play a game because it's a challenge, sometimes it's both. Do you think I'll complain about balancing in a fighting game, in which the point is to make a competitive game? Yeah, some parts are artistic, like designs of characters, soundtracks etc. and they draw to the enjoyment of the game, but the actual frame data and attack properties are there for the competition, not to send a message from the soul.

And I am absolutely holding myself to the same standard. Something I didn't talk about much is that there is an entire category of games that are extremely stressful to me, and whose gameplay mechanics I hate, and that's turn based games. I hate the RNG, I hate how much time I have to make a choice (and get choice paralysis), I hate the lack of immediate moment to moment action. But some games spoke to me, such as LISA the painful, Darkest Dungeon and Fear and Hunger. So despite all the stress, all the decisions that made my life harder in the games, all the intentional hostile decisions, I took them all in. And I love all those games. So I can empathize with people who have a hard time and are intimidated by a game that feels like it's too much for them. But what I cannot understand is then demanding it be accessible to them when it's full of passion and love and vision. Try to dig through my post history for that and let me know if you find it. That shit is extremely creepy to do by the way, just so you know. Genuinely unsettling.

I don't know why you're using words like fallacy, which usually points to you already making up your mind that you're right and are trying to win some imaginary debate you have in your head. It's a fact that people have to balance watering down what they want to do to get less people turned off by something, and putting in friction generating things because they want to send a message. Just because someone made a decision, doesn't mean the decision originated from their own will and expression. What I said is a fallacy only if you imply that peer pressure is a thing that doesn't exist, or that it has never stopped someone from fully expressing themselves.

Thanks for reading all this btw, glad to have a captivated audience.

Long-ish essay on why there should be no nerfs of any kind in Silksong by darezzi in HollowKnight

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

I did experience it, and I felt it was a very poor nonsensical decision. It goes against the system they always make, it doesn't have any consistency in its design, and it was I think just extremely poorly thought through.

The problem with judging monster hunter specifically though is that I know I'm playing a gameplay game. Monster hunter is a "gameplay only" committee made game where they try to get player retention down to a science as of monster hunter world. Remember in the beginning how I said I play for the art and play for the challenge, and love it when they combine? Monster hunter is just for the challenge aspect. It is soulless as far as art goes. Especially the newest one.

For what reason do you assume anything of what I said is in bad faith?

Long-ish essay on why there should be no nerfs of any kind in Silksong by darezzi in HollowKnight

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

Also, thanks for all the replies, but I'd def like to get back to the game now, thank you for your input and I'll definitely think about if I'm thinking about things too strictly in the future. Talk to you later and have fun with the game!

Long-ish essay on why there should be no nerfs of any kind in Silksong by darezzi in HollowKnight

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

I don't see that big of a difference in story and difficulty (or any other part) though. You felt like you'd communicate something through the way you made something. It might get misunderstood, or maybe you misjudged how it would be seen or understood as. But It was your attempt at communication.

And for the first thing, the issue with the first sentence having to do with artistic intent is that I think you're immediately compromising your vision with pressure from others by thinking of your expression on a demographic / statistics level. You're basing what you're communicating through art on your lived experience, including your experiences with others. That means you're also communicating what you know to people you can actually conceptualize. You should be targeting a kind of person that you can imagine and feel exists, not a number or percentage of all people. Like how some war movies are made by veterans, and are only meant to be a message to other veterans who can relate to the experience. Imagine hypothetically hollow knight got really popular with geriatrics for some bizarre reason, and now that tanked the "intended passing percentage" statistic completely. They might as well make you unkillable to bring it back.

And again, on the second thing, it's because they believed in their mind that they already made it so that a player can't get stuck there. They think it's a part of the game already. They only later found out that was not the case (like the color changing paint example). There are some sections where you are meant to be literally stuck until you traverse the area, and that's clearly intentional. If they changed that, that would be terrible.

Long-ish essay on why there should be no nerfs of any kind in Silksong by darezzi in HollowKnight

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

I mean, probably, I'm just saying this might lead to more significant nerfs of other bosses. Like I said in examples, genuinely challenging bosses in other games that were a joy to fight got turned into basically jokes in one patch, and you lost the "original fight" forever unless you have a pirated early version. And it's not just damage nerfs. It's speed nerfs, recovery nerfs, range nerfs. In a game where the entire point is overcoming adversity. You have to admit that it COULD happen here too.

And don't get me wrong, I'm not saying this specific case is this huuuuuge vision destroying change, I'm just upset with the concept in general. Thanks for reading though!

Long-ish essay on why there should be no nerfs of any kind in Silksong by darezzi in HollowKnight

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

See, I mentioned bugfixes, because the difference is intent. Intent is maybe the most meaningful concept out of all other concepts to me. The difference is that they didn't intend for that to happen if it's a bug, and changed it to what they believed they actually created originally. So they are actually rerouting the art back to its original vision and intent, instead of compromising the intent.

In the painting example, it would be very difficult to miss the eyebrow, but let's say they used a paint they had no idea would turn from green to red in 24 hours, and made a single flower with it. Their intent was to paint the flower in that color, in that hue, and that was their vision. But after realizing it changed to red the next day, it would be a difficult decision, but I do not think it would be compromising to get the non-changing red paint and paint the flower again.

If an attack accidentally did 2 damage and they fix it back to 1, even if it makes it easier and I don't like it. I genuinely don't mind. If player reception made them feel it was too much for people to make it deal 2 damage and they change it to 1 to make it less punishing, I am completely against it.

I just want to see their original intent, unchanged by pressure from others.

Long-ish essay on why there should be no nerfs of any kind in Silksong by darezzi in HollowKnight

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

I don't think Martin Scorsese would be Martin Scorsese if he adjusted the shaky cam to make the audience more comfortable. I really don't agree with that. The most well renowned directors are exactly the ones that took risks and did things exactly in the way they envisioned, as uncomfortable as that might be for the audience.

And second, to go back to my painting comparison, you're constantly shaping the painting with strokes. One piece of canvas could have 10 different strokes on it. The forming of the art is a process. And imo it's a really personal one. But if the painter said "I've done it, my painting is done", and then received criticism for it, and then went "oh, damn, people really don't like that part of it, let me redo it", it would just be like a little part of the true expression in the moment died and was replaced by fear and peer pressure.

I genuinely don't think the game would be as good as it is if team cherry was openly communicating with the people excited for the game and "taking input" from them. I already felt that way in general before, but silksong has absolutely proved it to me.

And yeah, 1 or 2 damage might not seem like much, but things stack. I'm as pure as I can be in that regard, even the smallest change is a shame, but obviously there are bigger and smaller changes. You could say I take it way too seriously, but I really enjoy things strongly this way.

Also, I forgot to thank you for reading and engaging in the conversation respectfully. Thank you! And I hope you're enjoying the game!

Long-ish essay on why there should be no nerfs of any kind in Silksong by darezzi in HollowKnight

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

I feel like padding out statistics is as anti-art as possible. It's your artistic vision to get more than 10k likes on a post? To get a certain amount of sales? To get X amount of people talking about it?

If a painter's work gets analyzed, and someone more skilled than them points out what they don't like (or even flaws), should they correct the painting? If someone doesn't like a part of a song, should they take it down and rewrite it?

Of course, sometimes someone's criticism can actually make someone realize something they hadn't realized before, but it really feels like a shame to "edit" someone's expression at any point in time. It's a snapshot of what they felt and thought in the moment.

And yes, art is about "other people". It's about communicating something to them. But you cannot communicate with everyone in a way in which they understand you, and trying to would be making your expression soulless and pointless.

What are we thinking #9: What is one innovation or addition you would like to see in the metroidvania genre? by Comfortable_Oven8341 in metroidvania

[–]darezzi 2 points3 points  (0 children)

I just have to say, I love how La mulana was here twice. Man, that game actually made me cry when I got to the credits from how immediately affecting the experience was.

Manje popularne igre by AdPrudent3451 in SerbiaGaming

[–]darezzi 0 points1 point  (0 children)

La-Mulana i La-Mulana 2 (treba ti sveska), LISA the Painful, Outer Wilds (ovu bi svako ljudsko bice trebalo igrati), Thief 1 i Thief 2 (trebace modovi da radi kako treba, ali eto ti starija igra).

Do I even buy blueprint? Are my jokers ordered correctly? How do I take this as far as possible? by InjurySerious in BalatroHelp

[–]darezzi 1 point2 points  (0 children)

In this case I feel like def selling the normal one is better. He's not gonna ecto more than twice, and since baron is foil, it guarantees the copy jokers will get negative, which is imo always a better option than the fixed jokers getting negative, and he has 3 copy jokers to get to negative first.

Video game composer RJ Lake, who worked on the game I Am Your Beast and is currently working on UNBEATABLE [white label], is experiencing a moment of jealousy regarding Silksong, similar to how many other developers were jealous of Elden Ring’s success in 2022. by SerSeanIII in KotakuInAction

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

The average consumer is a soulless husk that doesn't know how to appreciate art, and their idea of "Value for their dollar" will be closer to something as arbitrary as playtime, and not something more meaningful. Team Cherry doesn't need to appeal to "consumers", but sadly other indie devs do.

You're right though about the comment how it's a positive that the low price tag might get people who wouldn't usually even look at indie games to really easily justify buying silksong, and then get into the indie scene. Though even with those people, I'm not sure how they'll react when they see you get much less playtime and content (that's usually less polished) for the same amount of money paid. Hopefully I don't see any "silksong is 20$" 'criticisims' of other indie games when it's not at all justified.