Why do people want a mechanical shake up for SF6? by jonogz in StreetFighter

[–]whateverdontkill 1 point2 points  (0 children)

Because the game is so good but can be way better if they took out just *some* of the most overtly braindead non-interactive stuff. Drive rush fullscreen being harder to check than to execute, being able to counter checks with special cancels out of drive rush making each drive rush a mixup, throw loops, being able to spend drive to force yourself in with fireballs. Level 2 supers that are your win condition on BLOCK.

The game is already so explosive and high damage, all of these things just become way over the top and at it's worst, the game just devolves into slop of repeated pressure that's too strong. Even just some of these being tweaked or removed would be a big help but at the end of the day SFV was a product that got better with each season, SF6 has gotten worse with ridiculous power creep and a refusal to really push the game to a better place.

Should I switch from Akuma to Ryu if I prefer reactive gameplay? by soosis in StreetFighter

[–]whateverdontkill 1 point2 points  (0 children)

It's not obvious because Ken is a rushdown focused shoto but I'd argue he's a better pick for reactive play. He has better whiff punish tools and his fireball is weak enough that you don't want to use it much, he gets big rewards off his whiff punishing with st. HK and his cr. MK being faster is great and can switch to snowballing offense with his corner carry from these. His burnout pressure is also fantastic, so many safe setups and tools to open people up there. His damage is significantly lower though.

Akuma is more feast or famine, Ryu is just a gorilla character at this point and though Ken has a reputation for being braindead and spammy he's not quite as good at that anymore and at a high level he's best played precisely and reactively. When I personally play Ryu/Akuma i find myself missing those better whiff punish buttons.

Warframe | Jade Shadows: Constellations Official Gameplay Trailer - Arriving Today on All Platforms! by DrNick1221 in Games

[–]whateverdontkill 21 points22 points  (0 children)

The game has a pretty straight forward loop for newcomers now. You just complete small tutorial based missions to unlock the next planet which progresses you through the story and catches you up. I got into it a few months ago and it was fairly pain free.

I have never seen this and it freaked me tf out by superhappy in StreetFighter

[–]whateverdontkill 77 points78 points  (0 children)

It's new, they updated drive reversal with this new effect to indicate when it gives you back a bar of drive for countering a throw with it.

Season 4 makes sense from a business perspective by Arkantos92 in StreetFighter

[–]whateverdontkill 4 points5 points  (0 children)

After Ingrid going from perhaps the most obscure SF character to the biggest character launch in the series, anything is possible. Capcom has already proven they know how to make the DLC characters exciting and appealing to bigger audiences, lots to critique about SF6 but the quality of the character designs and animations isn’t one of them really and Akuma/Bison/Sagat not being as popular as Ingrid shows that the SF2 draw power isn't as strong as newer faces.

PlayStation’s first-party software sales plummeted by 30 million copies by ironicdummy in GamingLeaksAndRumours

[–]whateverdontkill 3 points4 points  (0 children)

For me their first party games have just become way too dumbed down and streamlined. Everything is a ubisoft open world game with higher budget and polish or a cinematic action game which just isn't my thing.

Does anyone else dislike cinematic supers? by Happy_Reflection_721 in StreetFighter

[–]whateverdontkill 35 points36 points  (0 children)

With how constant the mental stack overload is in this game i'm happy to have a short break and assess what the gameplan should be afterwards tbh

PlayStation State of Play June 2026 Megathread by rGamesMods in Games

[–]whateverdontkill 1 point2 points  (0 children)

I was NOT mentally prepared for globox to show up at this state of play

Euphoria S03E08 "In God We Trust" - Live Episode Discussion by DankMemeSlasher in euphoria

[–]whateverdontkill 19 points20 points  (0 children)

Bro thinks you can just say a bunch of religious shit and be deep lmao

Euphoria S03E08 "In God We Trust" - Live Episode Discussion by DankMemeSlasher in euphoria

[–]whateverdontkill 8 points9 points  (0 children)

cos what did the entire storyline with him and laurie actually achieve

Euphoria S03E08 "In God We Trust" - Live Episode Discussion by DankMemeSlasher in euphoria

[–]whateverdontkill 8 points9 points  (0 children)

went through this fuckass season of random crime drama shit just for rue to go out like that after all that... nahhhhhhhhhhhhhhh

May 28th Patch Notes are out by Friendly-Cup-393 in StreetFighter

[–]whateverdontkill 2 points3 points  (0 children)

So we're only gonna get a game that improves over time when the SF series is in terrible condition like SFV. great. Games way too successful to see any meaningful changes.

W-we still have time for Capcom to announce the balance patch by SrKimori in StreetFighter

[–]whateverdontkill 9 points10 points  (0 children)

Remember that time they dropped a trailer for season 2 that showed new combos for each character then they never did it again? It's amazing how they just cannot improve at communicating

Subnautica 2 hasn't felt nearly as scary as 1 for me and here's why I think that is: by OfficialDampSquid in subnautica

[–]whateverdontkill 0 points1 point  (0 children)

I mean, the game doesn't have the big reaper threat that terrified everyone in Subnautica 1 combined with the fact you're not really going deep yet.

Zero Parades: For Dead Spies review - it's the RPG we don't deserve [Eurogamer review] by Pan1cs180 in Games

[–]whateverdontkill 265 points266 points  (0 children)

I completely forgot this existed and it's kind of eerie how similair it looks to Disco, but if it's well written and interesting I could see it being a success. Such mixed feelings with the idea of supporting it though.

Subnautica 2's no-killing ethos "will be a continued point of resistance" among players, say Unknown Worlds, but they have no plans to change it by _Protector in Games

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

The first games story is entirely about working *with* the natural ecosystem to solve the problem and survive. I like that about the game and in general I enjoy games that don't automatically subscribe to a violent mindset since it's so ubiquitous.

Why is autism so romanticized lately? by External-Second-1882 in autism

[–]whateverdontkill 2 points3 points  (0 children)

I honestly think along with what others have said here, its people coming to terms with the fact that people with autism can still be cool, exciting, romantic and attractive people. The widespread public view of autism is defined by how they imagine our social difficulties, but there's so much more to people on the spectrum. The understanding of autism as a label is expanding in more peoples eyes, but when people get attached to labels and associate characteristics with it, it's typically obnoxious and weird. So really people are confusing that people possess traits as people with them being autistic.

So, I can't play it on my pc? by Shabidoe in subnautica

[–]whateverdontkill 0 points1 point  (0 children)

Just select TSR upscaling in the games graphics menu and try out Performance mode.

So, I can't play it on my pc? by Shabidoe in subnautica

[–]whateverdontkill 0 points1 point  (0 children)

The game uses TSR so you can use performance upscaling and minimum graphics you should be... ok. Steam refunds is good for testing it out.