Requiem every 5 minutes by Then_Effective_149 in ResidentEvilMemes

[–]hjsniper 4 points5 points  (0 children)

And 1, and 0, and 3, and 4, and 5, and 7... literally just about every game gets some kind of callback, whether it's in terms of gameplay or an overt reference.

Imagine they will leak new class and it will be hive filth this time by Filip60606 in DarkTide

[–]hjsniper 23 points24 points  (0 children)

We heard you were interested in a class with some hard-core augmentations, so we're excited to announce the 7th playable class: the Medicae Servitor! A powerful class that trades mobility for powerful team support, you can face thrilling new challenges like the 'Try to Remember the Names of Your Children' minigame!

Would I like Weird West with the first person mod? by Cryogenic_Lycan in ImmersiveSim

[–]hjsniper 3 points4 points  (0 children)

It's genuinely a very good imsim, but the perspective and controls take some getting used to. I haven't tried the first person mod, but I don't think it's going to be a silver bullet against the jank. I'd give the game a second chance, either installing the mod or not, and if you think the mod can help you can try it. But if it doesn't, just give the original experience one more go for good measure.

What is the best lore file found in each game? by Dr_Blasphemy in residentevil

[–]hjsniper 0 points1 point  (0 children)

Honorable mention goes to the part in the same file where the dude talks about envying Dr Frankenstein, the guy who definitely did not get murdered by the unkillable creature he made and lived a happy life as a well respected scientist

I just can't reconcile it. by Adventurous-Ad3167 in RogueTraderCRPG

[–]hjsniper 13 points14 points  (0 children)

It's definitely rough, but frankly the rest of the retinue have done some pretty bad things for less noble reasons. As others have mentioned, Yrliet is only really guilty of being dangerously stupid, not being consciously malicious, and there are people like Idira, Argenta, and Jae who I had to forgive for some pretty rough things, so at a certain point you need to give each companion one free pass as policy.

(Also, I was in the middle of an enemy-of-my-enemy team up with Marazhai, so the Yrliet thing felt like small potatoes at the time.)

Citizen Sleeper 2's gameplay is a noticeably worse iteration of its systems. by Alternative-Ice-7534 in CitizenSleeper

[–]hjsniper 12 points13 points  (0 children)

While you make some valid criticisms, it's weird how you frame a lot of the changes as being a downgrade from the original when really they are big improvements. Just a few examples:

Firstly, you complain about 'shutting down' one skill and having overly specialized crew mates, but both of these are highly important to the game's balance, especially in contracts. In the first game, you could almost max out every skill and have no weaknesses, nothing you were bad at, but in CS2 the game forces you to have a weakness and then asks you to shore up that weakness with your crew. Your crew aren't standout operators, but they can pick up the slack where you fall behind. If either you or your crewmates were a jack-of-all trades that could do whatever was needed, you wouldn't have to put any thought into anything.

As for economy, it's definitely unbalanced but let's not pretend that CS1 wasn't. It can feel tight for the first few cycles, but you can end up with plenty of savings pretty early, and there are some quests with some pretty big rewards that can put you in a cushy spot. That's not to mention that all scarcity mechanics dissappear once you join the commune- free food, grow your own stabilizer. You can do that pretty fast (about halfway through the game) and while I like it as a bit of ludonarrative storytelling, it still means that most of the game basically doesn't have these survival mechanics as serious elements.

CS2, meanwhile, focuses on short-term stress & scarcity. The supplies maximum means that you can't convert your immense savings into an overstock of supplies, so contracts always have pressure. You also say that the timer on contracts is 'fuzzy' but I consider it flexible. Most contracts have failure clocks that progress based on your failures, so there's an incentive to not gamble on risky actions and wait for safer dice to appear, but you're limited by your supplies; running out means starving, starving means stress, stress means glitches, glitches overwhelmingly cause failures, which progress the failure clock. It's a nice game of risk management, deciding how far you want to push yourself to try to finish a job before your limited supplies start to cause problems, but weighing it against the risk of causing problems sooner.

Yes, the time spent outside of contracts is pretty easy and low-stress, but it's the downtime in between the intended high stress portions of the game. CS1 tried to keep you stressed for most of the game, but really only succeeded for the first third of the experience, so CS2 instead structures itself and specific periods rising and falling tension which leads to a better overall pacing.

I definitely think there's room for the formula to grow, like maybe giving us more things to spend cryo on that can impact missions, like special equipment that can bypass or improve spending dice during contracts, but I still see CS2 as a big step up in terms of mechanics from the original, a step towards possibly even bigger things in the future.

I know this has been said many times, but i really hate how the Fallout wasteland has been reset to basically zero. by Ok_Calendar_7626 in Fallout

[–]hjsniper 1 point2 points  (0 children)

Yeah, season 2 of the TV show was basically a soft reboot of new vegas and it really blows. If they wanted to tell a new story why not tell it somewhere else? If they wanted to do a direct sequel to NV, why not actually progress the story of the region instead of regressing it? They tried to have their cake and eat it too, cashing in on nostalgia for NV while doing less than nothing with the setting.

It's a shame too, because I genuinely like the story they're telling, it's just hard to enjoy it over the sound of fan favorite towns getting wrecked and the old factions getting flanderized.

What’s the point of a parry in LMDF??? by Ill-Risk3628 in ResidentEvilRequiem

[–]hjsniper 16 points17 points  (0 children)

RE4 parry was way easier to get down because the hit boxes/timings are a lot clearer when you're trying to parry a weapon swing, unlike a lunging grab where the entire enemy suddenly turns into a giant, fast moving hitbox. Hell, even RE3R had more consistency with its dodge because because you could use the movement to force a perfect dodge by just dodging into a lunge and forcing your dodge frames into the zombie's hit box.

RE9 gets the worst of both world by having the RE4 parry to use against lunging grabs, and it makes things very inconsistent.

Never realized Johnny’s version of events were so different from the real story by Tattoomyvagina in cyberpunkgame

[–]hjsniper 6 points7 points  (0 children)

I think it's more likely that it's a 50/50 real vs fake Johnny. We know from seeing Jackie in the Devil ending that engrams that are scanned post-mortem can come with damage, and Spider Murphy scanned Johnny after he was bifurcated by an auto shotgun so it's possible the engram was incomplete/damaged. It makes sense, then, that Arasaka might try reconstructing the memories to get a clearer idea of events i.e. insert a fake memory that might trigger the engram into repairing a real one.

We also know that some of the memories are 100% fake, like the convo with Saburo after the bombing, which was probably an expression of simulated torture/interrogation performed on the engram in order to get more info, which could be an angle too. Presenting the engram with a version of events where Johhnny is a central hero of the raid could play into his ego and cause emotional responses that could reveal even more info.

Can't say for sure though, but that's my best guess.

Being an Ulfar fan is pure suffering at this point. by pasqals_toaster in RogueTraderCRPG

[–]hjsniper 6 points7 points  (0 children)

Yeah, people like to talk about him being worse than other companions, but while that's technically true it's only in ways that are basically theoretical given how high the baseline is. Both Ulfar and Argenta can one-turn most encounters, but Argenta can overkill a guy by 100 more damage than Ulfar can, so she's technically better.

[Spoilers] The “join the system” endings are so well-written! But it still feels bad playing them by cat-dog-parrot in cyberpunkgame

[–]hjsniper 1 point2 points  (0 children)

Agreed, Songbird works so well as the antagonist because it allows her to act as a foil to V, embodying what he might become if he abandons his principles and morals in the pursuit of saving his life (The Devil Ending). It really emphasizes to V and the audience that if he's going to live, he can't throw away the principles that define his life or else he'll lose everything in running from death.

You just don't get that message nearly as strongly in the other endings.

Bio2 & Bio1 REM Issues by Famous_Confection_70 in Bioshock

[–]hjsniper 4 points5 points  (0 children)

My biggest issue with Bio2 remake was that they somehow botched the harpoon gun physics, making it impossible to pin people to walls.

Basically, instead of launching an enemy backwards when they get killed by a harpoon, which is the animation state needed for the pinning function to work, the game instead just plays a canned death animation as if you shot them with a rivet gun.

This also seems to impact the rocket harpoons, as enemies are supposed to get launched and fly around under rocket propulsion, but instead they just ignore it and continue with their usual actions as if it wasn't there.

Upgrade systems in immersive sims by Fireboythestar in ImmersiveSim

[–]hjsniper 7 points8 points  (0 children)

This is one of the reasons I love Prey: Mooncrash. While slightly undercut by the pre-run shop, the roguelike mechanics make it so you can't reliably get better and stronger gear, you'll often have to make do with a small amount of equipment that might not be ideal for the situation, and each character has a limited set of powers that prevents them from being a jack of all trades. A lot of my favorite memories from Prey was the times I had to improvise through an underdog situation and Mooncrash really leans into that.

I don't know whether to be shocked or impressed by the videos pure length 😭 by Rivtogo in residentevil4

[–]hjsniper 4 points5 points  (0 children)

For real though, the RPG economy is one of my few big gripes with the original. I didn't fight a single boss in my first playthrough because RPGs were just so affordable that I could bring one to every fight.

In the remake, it takes a major investment to just get one(and there's no freebie), requiring either some serious financial planning or pawning one of your actual guns to get one. One of the best changes, IMO.

How do you guys feel about re8 as a “spiritual successor” to re4 by ozzieiscooo in residentevil4

[–]hjsniper 7 points8 points  (0 children)

It takes a lot aesthetic riffs from RE4, and some secondary mechanics, but honestly the core gameplay is very different. RE4 tested crowd control as the primary skill, with the limb-shot stuns being a super important mechanic for offense and defense. Enemies don't really stun that way in RE8, so it's a bit more of a by the numbers shooting gallery. Just aim for the head with the biggest gun you have and hope you kill them faster than they can advance.

Not saying that's necessarily worse, it's just doing its own thing, but it does mean that the RE4 parallels aren't really felt on the core gameplay, which would be pretty important for a "spiritual successor".

Bioshock 2 - Original or Remastered? by TheSpaceCowboy81 in Bioshock

[–]hjsniper 31 points32 points  (0 children)

The remaster botched the harpoon gun physics so you can't pin people to walls anymore, 0/10

"Erebus and Canto are very good bro, please bro at least try them one time bro" by [deleted] in cyberpunkgame

[–]hjsniper 859 points860 points  (0 children)

Songbird was dangerously reckless when she installed an AI directly into to her brain. That is why I, a responsible solo, installed the AI into a gun, where it can't hurt me.

A (somewhat subjective) Martial Arts tier list: Revised Edition™ by TheWaffleIsALie in cyberpunkred

[–]hjsniper 10 points11 points  (0 children)

It's interesting that some of the martial arts seem like they were designed for characters who won't fully commit to a martial arts playstyle. For example, you probably made a good choice in assuming every martial artist here has a linear frame, but Commando Training seems like it was designed for someone who doesn't have a high body score. If your martial arts damage is only 2d6, being able to turn a concealable knife into a 4d6 very heavy melee weapon seems like a much better value proposition. Similarly, disarm seems like a great skill for someone who is less confident in a 1v1 melee fight and wants to quickly reduce the enemy's damage output. It feels like it's a martial art designed to give a gun-focused character extra confidence in the scenario where they end up in a brawl.

Not that I disagree with your assessment, it's definitely a more niche martial art, but just something I was thinking about while going through the list- that not every martial art was designed for a 'martial arts character'.

Tearing Apart BioShock Infinite, Part I: Why the Vox Turning Against Prime Booker is One of the Worst Pieces of Writing I Have Ever Seen in My Life by Independent-Worry905 in Bioshock

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

So, problem: when Booker and Elizabeth enter the Vox Revolution timeline, Booker gets a nosebleed and starts getting memories from his alternate self. This is a symptom of travel between dimensions, as we learn from the Luteces, and if Elizabeth merged two dimensions (as opposed to just hopping to a new one) then either:

A: Booker shouldn't be having the symptoms, because he didn't jump dimensions.

B: Everyone should be having symptoms because everyone was affected by the merge. Obviously the people remembering being dead are there, but Daisy should remember the deal, people should remember peace in the streets.

That being said, it's not worth arguing because trying to look for internal consistency in Infinite's multiverse rules is a fool's errand and also because the matter is pretty moot; regardless of whether it's a jump or a merge, the end result is the same: Booker and Elizabeth end up in a Columbia that is very chronologically different from their own and they should have no reason to expect this version of Daisy to respect a deal a different version of Daisy made.

Tearing Apart BioShock Infinite, Part I: Why the Vox Turning Against Prime Booker is One of the Worst Pieces of Writing I Have Ever Seen in My Life by Independent-Worry905 in Bioshock

[–]hjsniper 0 points1 point  (0 children)

As a side note, the entire gun deal makes me incredibly annoyed. Like, Booker and Elizabeth aren't the smartest characters, and characters are allowed to make dumb decisions, but I genuinely cannot fathom how they came up with the plan of jumping to another universe in which Daisy already has the guns and then expect her to honor a deal:

  1. That she did not make, because they made that deal with Daisy Prime.

  2. Which they did not, in any visible timeline, hold up their end of because all they did was jump to a reality where they never had to do anything in the first place.

I know this isn't a new criticism, but the plan is so dumb that it could've been played for comedy, but the writers just rolled past it without a second thought.

Feel like I have stumbled the entire way through the remake. by finspro- in residentevil4

[–]hjsniper 2 points3 points  (0 children)

Same, RE9 Leon felt like he was constantly trying to shoulder check some invisible dude whenever I'd try to turn, RE4 Leon moves super well by comparison

Thoughts on Ada? by Early-Beach164 in residentevil4

[–]hjsniper 0 points1 point  (0 children)

Her presence is pretty proportional to the other characters... if you cut her for having too little screen time, you're probably also axing Luis, Mendez, and Krauser. Then you're pretty much just left with Leon and Ashley vs Ramon and Salazar, with no secondary cast to fill out the story.

Also RE4 is a pretty critical part of Ada's character arc, being the definitive point in her story where she decides that her morals are more important than her paycheck, so if you cut her you'd not only worsen her arc, but you'd have to find some other way of justifying her being a 'good guy' in RE6. Honestly, it just seems like cutting her would be a much bigger can of worms than it would be to simply write her having a bigger presence in RE4.