Comments 1,932

Re: Western Sales Have Saved the Trails Series, Falcom Boss Suggests

SuntannedDuck2

It seems a bit strange but I guess the western user-base into Japanese AAs really do need us these days, even compared to the Vita days.

Budgets vary, expectations for sales climbing too much I think too. I'd say it's a load of nonsense but if general sales don't in Japan then sure I get that but even still.

That or marketing wasn't great/reaching many people either that is also a factor.

I get there is a lot of games or a lot of IPs, those of interest and so on, or heck people who will only buy a FF, Persona or others and ignore or present other (cough many who got a Vita for Persona 4 and ignore the entire library cough, sure having 1 IP to get something is one thing but still) but ignroing or pretending or being so narrow focused to ignore other JRPGs when to me I'd buy more of the others despite the bigger ones quality/appeal.

I do and have kept doing so. Even with my mechanics focused mindset or expanding IPs/genres to just to what offers what just for the sake of it. I'm open to doing the research.

So regardless of platform I hope they can keep going with the games they are great to have, have some odd elements and are too story focused (or their characterization as in too many little details for character moments that aren't worth it, some anime logic stuff or other things are a bit over done, and do drag on, even as an anime/manga/vn fan yeah they do drag on, or they balance it out better per moment) and lacking of balance/breaking up scenes to exploration and combat (at least from some I've seen) but otherwise fair titles.

If Trails, Ys and more can keep going by all means.

Trails isn't my type of IP but I've been enjoying many other JRPGs out there from some other companies.

I'm still waiting for Gust or whoever to discount Nights of Azure 2 (I have 1 on disk at least),

Tecmo to discount Deception 4 and more. They never are. I'm willing to pay for them sure but even still they just never go on sale ever.

Some AAs do on occasion and they vary but even still.

Or fair deluxe editions with OST/artbooks, not so upgrade paths but still.

Re: The Game Awards Keeps On Getting More and More Popular

SuntannedDuck2

If it reaches enough people sure, or enough shorts/IPs/crossovers/celebrities, etc. however people find out about it these days sure, but to me the trailers get worse, the crossovers/celebrities get annoying, the awards are getting more particular.

I find it less appealing to watch each year.

The variety sure, the execution and what is offered is just not exciting. Rarely even 1 thing, there was 1 thing at least of worth there big and Indie but even then it was pretty forgettable.

Got a large list of games to play and discovered (without State of Play, Direct, showcases, Game Awards, etc. just eshop browsing XD).

Or if retro wikipedia researching games and devs or pubs/metacritic (not for the scores, but search results or devs/pubs), youtube videos, etc. or like I do for anime/manga databases key words in titles because why not see what comes up.

For games I don't put key words for titles really.

Re: Mobile Ratchet & Clank Game Expands to New Regions as Testing Continues

SuntannedDuck2

If it expands it's gameplay I'll care, just like Foamstars and my mode ideas for it because it was so bland.

But nope it won't. I have no interest in mobile games, I've been turned away from Rift Apart for how bad it was at doing gameplay with interesting ideas besides Blizar and a generic story to win over fans but didn't win me over at all.

Either way, hope it does well. But don't care at all.

No interest to cast this wirelessly or HDMI/USBC my phone, USB C to Aux my phone for headphones sure, but to a TV, eh the input delay or not when cabled but awkward input/screen size and touching the screen versus buttons (if controller support sure but eh). It's not as satisfying as a PSP or different with a Wii U (besides a modded input for something else I guess).

Finish off Going Mobile sure, or maybe try Clone Home prototype but otherwise easy pass.

Re: Pragmata Seemingly Off to a Strong Start as It's Added to Over 1 Million Wishlists Worldwide

SuntannedDuck2

Sounds good, I hope it turns out well, even if yeah yeah story blah blah I just hope the dynamic of the characters gameplay wise is interesting. Otherwise pass, I don't care no matter what way they do the story dynamic for the characters, I already get it and don't care.

Also a new IP and not the same safeness Capcom has been doing. Their IPs are great and are handled well but there is a reason I'm interested in their new IPs or their old ignored ones with more exciting gameplay I wish they would try again.

Under the Skin (perk system and disguises come on, live service or just a port of the game is enough for me), PN03 (no matter how clunky I like it's ideas, repeated levels aren't great), Auto Modellista (none licensed even but very few do that these days or even back then of PS2 era, had to have licenses even if Burnout/Flatout or even Wreckfest these days shows you can not just Indies, but even then I find the gameplay of them suffers for being too bland or limited on events or mixing it up they are too samey), and more.

Re: Sucker Punch Enters a New Era as Co-Founder Brian Fleming Departs

SuntannedDuck2

Well if it's mentality not leadership I don't know what to think.

I mean Ghost duology is fine but never cared for. Infamous was fair but not played the PS3 games as much.

Sly was hit and miss for me. Rocket Robot on Wheels is great.

We will see.

A smaller studio scale they have managed well says a lot of their talent, budget and smart design even if not for me it does show in their products how good they are as a studio.

But one leader or one decision or other factors can be enough.

Even seeing original staff return doesn't give me hope as you can get any to do that and it with still be 'oh we know the modern market' but they still make a rather bland game (at least in my eyes) and the gameplay lacks. Fits modern but maybe in other areas isn't great (but more gameplay glaring to me).

Even original source material writers can't write a film, so they end up being bland or not great side stories/spin offs or whatever. They don't add much.

Who knows we will see what they come up with, what changes, what stays, who knows.

Re: 'If I Don't Belong in the Games Industry, I'll Have to Look Elsewhere': Keita Takashashi Moves Back to Japan After To a T Flopped

SuntannedDuck2

It's an interesting time for Indies or veterans making consistent or other types of games. Not sure for casuals, hardcore puzzle fans not sure, audience shrinking for their type of games? Not all on or interested in these types of games? Any number of possibilities.

I think it's great. Wish them the best. Always interested in a good puzzle game.

I forgot about To a T, it's weird but interesting for scenarios/puzzles but yeah, probably too weird for many people, current gen only (looked up Wattam and says PS4/PC so no clue there of sales or platform availability or other factors, maybe just marketing or timing or other factors).

Some games are too weird for people to get into.

I have been playing FMV games as my new genre entrance (Tactics and arcade racers prior, hack n slashes/VNs coming back around to compared to Legend of Spyro or Metropolismania to now more types) even this year, so I'd be into To a T as a puzzle game fan and interesting movesets (like the many 3D obstacle course PSP puzzle games I got into) but I just haven't got an interest to use a PS5/Series X at all.

A few games but nothing 'I need to have this', scale most games are boring and the hardware spec is great, peripherals are great, games are bland and forgettable or use cases for Portal are eh but even besides Dualsense/Impulse triggers and a 'share button' (the Xbox Series controller is a boring upgrade and hate those grips, worse then the Bluetooth 2nd model Xbox One controller that I prefer).

It's why with Indies I get annoyed at the safe gameplay and surprise those in the Clive and Wrench Discord because I tihnk about gamepaly first not welcoming characters and story/worlds, I had more gameplay ideas for their metal shards character (Knack like but different and they had a Fox with a different metal tail thing, there is a reason I can think up a bar of soap having moves and not welcoming characters, gameplay first for even mundane objects for programming/animation as a base (like Splatoon tofu to squids I guess but I have different ideas then those and wasn't think that at the time of the bar of soap, hmm maybe liquid soap even anyway)), and AAA we see games about graphics/story and the safest gameplay.

Even talking open worlds a few days ago I was like wow these outposts have no arcadey elements, no challenge.

While I'm playing Splatoon 3 and am challenged and having so much fun, as much as I would older games or even a GT7 low fuel, 1 lap magic, ouvertaking or other challenges (most racing games barely even do thins and are super safe).

So yeah to me games are very different nowadays of Indies, appeal, weirdness and marketing reaching enough audiences I'd say, among other things.

Good luck to the team, it's an interesting game/angle of scenarios/a character and even then a different human moveset (or I guess even comparable to Pose me on Wii Play).

Times really are different, crowded period mayeb? Or marketing didn't reach are my guesses.

Re: Capcom Wants You to Design a Mega Man: Dual Override Boss Who Sucks

SuntannedDuck2

They could offer a good one with Under the Skin alien and perks, and lead to a Under The Skin revival/live service multiplayer but NO.

I guess a bar of soap, had that to say past few comments so why not. Bubbles, stretching, other stuff.

Most games have boring ideas anyway, so unless the moves/boss is worth it for Mega Man games and level design that isn't generic but good moveset use/level design, don't care.

Re: Poll: What Are Your Most Anticipated PS5 Games of 2026?

SuntannedDuck2

Rhythm Heaven Groove on Switch 1/2, nothing else interests me.

Put Ace Combat 8, Tomb Raider, Screamer (don't think much of but sure), South of Midnight is good, not my thing but respect it, and Halo as curious how it will go, just for something else to put.

Warhammer will be fair, Rogue Trader 2/Total War 40K.

Star Wars new racer will be 'fair' but doubt it. Could be too flashy and not enough gameplay substance, even many other anti grav racers are pretty eh of ideas despite an ok genre revival.

Carmageddon could be fair, 007 may be fair.

But otherwise, eh. There isn't much compelling here gameplay design wise. Just standard stuff. Not interested really.

There is a reason I said Rhyythm Heaven Groove, waited 10 years, got the prior entries digital to support it, not a rhythm game fan but love the way the minigames go about things in this series. Like getting into few sandbox survival games, the odd genres have been great and the major ones I follow have been bad, boring and gameplay dull/forgettable. Too much story, not enough compelling mechanics at all.

I'd have to look at other Indies but that's it. A major niche Nintendo IP is all I care about in 2026 so far. Games have been eh since 2023.

Or Tomb Raider (2027, not that fussed by the remake, got Anniversary on PS3 and the other two via trilogy).

Ace Combat 8 is cool to have but got the other entries to experience, got 7 on Switch not long ago, got I think it's 5 (different name per region) on PS2, 6 and Assault Horizon on 360 to play as well.

Yeah very little interesting in 2026/2027, Indies to look at but most shown in shows/conventions aren't engaging at all.

Will stick to browsing PS4/Switch 1 eshop instead.

Will wait out/look up footage for WRC 23/24 and Ride 5/6 but that's about it. Gaming hasn't been that exciting this gen or the past few years regardless of hardware, peripherals, software or ideas. Just boring.

Re: Out of Words Is a Stunning Stop-Motion Co-Op Adventure Heading to PS5 in 2026

SuntannedDuck2

IF like the headphones or others book/game idea I had sure, doing things without speaking sure. Doesn't have to be like that just comparing it to an idea I had.

But there will be some nonsense message /themes (as if story/graphics is all games are)and I'm not interested in that. I'm interested in creative ideas or perspectives for gameplay, not some nonsense narrative or some nonsense emotional journey garbage.

The Quiet Man was 'something' but again too story focused and the 'perspective' execution could have been better.

Hopefully this will but eh. I don't care about it/s' meaning, just if it has decent gameplay.

Not like can't play games without emotes/other gestures, or just 'playing the game' and not having a narrator or dialogue, just make it about navigating some stages as kids, their imagination, whatever happens from there and what not in a fun way. How hard is that, very hard for most devs it has to have mean and i don't care about that. Sigh.

Re: Fans of Sony's Forgotten Hardware Franchise May Want to Take Note of TankRat on PS5

SuntannedDuck2

The robot hopping into vehicles gave me Space Station Silicon Valley N64/Evo's Space Adventure PS1 vibes.

Gas Guzzlers is a fair vehicular combat game.

This could be ok but eh, not sure. If multiplayer easy pass, the others sound multiplayer so yeah pass. Never hear d of them but probably decent games. IF singleplayer it needs to be interesting in what you use, how you get to them, what enemy types, what puzzles/level design. If its too much combat and not engaging enough easy pass. Give the strategy some worth, that's what this game needs. Good moveset, level design and strategy of combbat/navigating the levels.

If it's some trending roguelike and other garbage pass. Fitting trends versus hopefully smart procedural design sure but I would in this case like no procedural generation.

If it's too much action and stats and for themes and other garbage I'm out.

If done well for single player or bot matches or even animals/insects sure or other veheicule abilities, barriers and more I'm in (I don't mean visuals I care about gameplay, movesetes and more, I don't mean literal of vehicles or insects/animals, I mean movesets for fictional gameplay fun ideas, but that apparently gets lost on people as it's too out there, to me you can assign any programming/animations and I'm there, the problem is they ground them too much to be understood by people and it's why games look and act boring), but to me this looked ok.

Re: PS4 Will Still Get New Games in 2027

SuntannedDuck2

Wow one big IP to list, like always some fair Japanese games that always appear late life cycle, nothing new, it's expected, audiences move on when they feel like it or when companies cut off the option of parts, eshops or disk production, always has been.

But typical, lol, not like plenty of Indies won't till disk production or eshop closure as past articles by others and collectors have shown that do pay attention.

Says a lot collectors know this, but normal people/hardcore/casuals/article writers seem to live in this moving on only world and 'happen to pay attention' more to it this gen then ever and forget that this is not new.

Do people have to be reminded Dreamcast/Vita had their 10 years of official games 1998 to 2007, 2011 to 2019. But like they pay attention. Let alone Famicom parts till 2000s, an 80s console.

Hal Laboratories Visual Novels on Super Famicom in the 2000s, sure sales weren't great but still.

Homebrew happens, official games go on till whenever. Think article writers this is nothing new. You just stick to big games/current things and seem to forget the other answers are an internet search away. Sure it ends up as nothing more then trivia/a curiosity but it's still nothing new.

Otherwise who cares, if the games are trash can access any games on the PS4 as necessary. I haven't upgraded to PS5/Series X for a reason, trash. Access to them sure but who cares.

Hasn't held back the gen at all, it ups to the developers/publishers input, their mentality, nothing more, hardware is only as much as the people making the software have an angle to go about it. Or they have shown the limits people just expect more.

To me this gen has been PS4 gameplay design and more graphics/story focus, so to me I couldn't care less, some haven't even done great with load times or techniques, some have, not others. Sigh.

Re: Poll: Vote for Your PS5 Game of the Year 2025

SuntannedDuck2

Can't, no games I played or respected this year are on the list. Pipistrello was fair, not played enough of it yet though. Among other Indies that were decent this year.

Echoes of the End I helped someone with and respected it's brilliant ideas/refinements.

Otherwise played FMV games, visual novels and other genre stuff but not for long. Only beat retro games mostly otherwise.

This year was bad, like any other. 2024/2025 are the worst and had no games I really cared for.

Maybe Prime 4 but I haven't bought it and don't think much of it.

To me Rhythm Heaven Groove on Switch (Nintendo IP) is the only thing I care about in 2026.

Tomb Raider may be fair but depends how it's executed, if like Tomb Raider 2013 of good tombs/mundane items used for interesting level design good, if not pass, the elder/monster co-op game at the Game Awards was interesting enough, despite other eh cozyy games, gave me Troll and I vibe but more fair, I mean a Peach flight move, for the elder character sure, or gives off the vibe of an anime with an office lady/creatures (not in the smut/bestiality way but a decent show) seems cool. Otherwise to me game awards was dark toned trailers and bad jokes so to me I wasn't into any of it.

Or many games this year.

I mean my PS breakdown was down to 2 racing games I don't like, an FMV game I platinumed and other things I played in my top 5 hour counts. Says a lot how much I think this year sucked.

Shows how much I didn't care to use my PS4 really either.

Still no interest in PS5/Series X at all. I can wait on some FMV games, some eh racing games, but other genres, eh, nothing compelling there and the others I'm not desperate for. Hardware for console/peripherals is great, well speced, but the games and use cases of peripherals software wise disappoints.

Re: Feature: Predict The Game Awards 2025 with Our 20 Question Quiz

SuntannedDuck2

@Caveman49 Same, to me I got into tactics games as to me ones like Disagea (story happens but each map is the combat rather then back and forth like I encountered with Mutant Year Zero, Mario Rabbids or Might and Magic Dragonbone staff or others where some worked well but some back and forth of main world and turn based was annoying of transitions so others treating them differently helped me get more interested, simplifying of story/combat sure but tower defence or tactics to me cut out the stuff I may not like in strategy games with all the building/more units and just simplify it).

Had enough of a scrabble feel of RPG effects on tiles mixed with the chess like approach, for a tactics game or throwing characters or it's parody nether world tone and I was like yeah I can get into this.

The strategy and the special tiles made me excited and felt like smarter use of RPG like ideas in a more fitting way. Just like any other arcadey or other gameplay elements in other genres.

As someone that hates RPGs or stats (how they end up used) or boring quests/world design and just being generic regions/corridors or how some skill trees offer benefits/rates they offer them, it's the angle for me that bores me. Numbers need more to them in how they are applied and the level design is usually bland. May be fine to you but to me it isn't.

But if real time I get it as story, reactive combat, etc. it makes sense rather then the strategy of turn based being pretty lacking or repetitive or too frequent of enemies to swap back and forth of movement, then restrictive in menus, then flexible movement again while real time is the same throughout.

Or Conception's 4 sides turn based wheel approach, for a PSP/PS4 game with simple dungeons, dating sim isekai garbage, I was impressed by it's turn base approach, it's limited but it made sense and i respect it's army/1 player character approach around enemy sides/weak points in the way it did (not played the 2nd so no idea if the same or expanded upon) I thought it was a great spin on turn based then the stand, menu, defend, etc. so to me E33's dodge and real time was 'something' but not dramatically exciting as someone not into turn based of that approach.

I can see reason why people would prefer real time over turn based or even tactics but to me I got into other turn based via more dramatic approaches to the formulas and that helped me was my point.

Re: Feature: Predict The Game Awards 2025 with Our 20 Question Quiz

SuntannedDuck2

@Enuo Agreed, as a gameplay first type I was not impressed. I've enjoyed many AAs, doesn't mean I'd praise this one the same way. I would many Asian games, doesn't mean I'd put them game of the year either. But then again everyone's preferences vary of course.

The world/visuals//story is probably fine, acting is probably fine but other then the dodge/real time aspects I was more impressed by Conception's 4 sides turn based combat, for a PSP game/PS4 remaster to me it was more different than any other turn based game but again different audience and who played it? Not all games have to be that dramatic of combat or other elements, but i mean there is a reason sometimes we get other ideas and others are just working off other games for a reason, they have ideas to refine it, apply other things to that formula, or they want to appeal to an audience and don't have any other ideas.

After all the Eternal Sonata/Nep type arena turn based ones or the standing and picking an option ones or the Xenoblade approach where you still get attacked when you have moved out of the way it will still home those attacks to you (which is annoying), a dodge/real time is 'something' but didn't impress me.

To me it's like when I go oh I'd love to see a defend option in a racing game but we can't as it's unsportsmanlike in a manager mode to offer it, but in player controlled modes I can defend and do whatever I want against bots. I had to play dirty tricks if I picked a car/tuned it as much as I would in a Gran Turismo game due to it's scaling and so did in it's manager modes I would get annoyed at no defending option when I myself may suck at using a car but you bet I'd defend I don't care. It varies per game (other manager games probably are different but who knows).

So to me the options in E33 are fair for combat (as far as seen) but for the rest I can praise any AA, I have in the past but I haven't been that interested in some AAs the past few years, or Indies, or AAA. But my look outs are different for certain things compared to others wanting themes, acting, visuals, etc. if people want movie like polish in games sure, but I'd rather play a puzzle game or a platformer with movesets being interesting or cars used for more then just racing/road tours and things people can only strictly think of using characters/making games about when I have plenty of ideas and like they will happen due to what people make games about to appeal to audiences, let alone Indies similar level of appeal via nostalgia or genuinely good ideas. It varies per genre or good ideas they have an angle for the game.

I said I wasn't impressed on another forum and they just went 'oh your all the same' (as if I fit some negative group and think the same way as others, when I don't) so you either fit a narrative or not or only a narrow view of positive/negative and ignore the other extents, people don't care they are too stupid to care and think for more then 2 seconds or about more then 2 camps or no camps and just another's particular perspective, even if justifying why they may prefer more dramatic changes or other elements over others. Like I care but still.

Adventure/puzzle I've seen some great games with artstyles, stories and other mechanics that suit them (adventure games do focus on story and that's not a bad thing), platformers/racing/others I've been less to not impressed at all.

Echoes of the end had more what I was looking for then E33 was, but that's just me.

Re: Your Tongue Is the Ultimate Tool in Frog 3D Platformer Big Hops on PS5

SuntannedDuck2

@Wentos Agreed, I do hate some aspects of this trailer but to me it had a lot I do like, the moveset with the tongue made me excited, the Mario Sunsine movement made me less interested.

But polish makes me care less as platformers need good movesetes, not just cute characters and presentable worlds. Mechanics matter so to me.

Platformers and racing game especially after all the 5/6th gen ones died and went the way they have nowadays, plenty of great ideas ended or still have ideas that can be brought back today. Not just 'oh it's this character/IP, it's great. Yes they need to prove it in mechanics/level design. Or stop nostalgia baiting. Not all of us grew up on Mario/DK/Banjo, or Spyro.

I played Scaler and Kya and many others and I'd like their ideas. Beat Malice last year and loved it, it's slow movement, it's dead world when your defeated, it's humour. Yet many would say it sucked, I enjoyed my time with it and I haven't played iNinja or others yet.

Heck I can compare Kya to BOTW/other Zeldas and I'd still like to see some interesting wind segments in Indies or a Mario game or whatever, platformers have so much they can do and don't. Covering up their skill level is all I want, but it varies per person and their ideas/willingness to give it a go. That I respect more. Them giving it a go and spending the time on it even if it turns out janky I'd still respect them trying.

Splatoon 2 impressed me with it's grapple use the same way Titanfall 2 did with it's time jumping segments or base/house/testing area factory levelution bit. Those were brilliant. We only get those on occasion in games so we have to enjoy them while we can or respect which games are willing to look at games in such a way then just we have likeable characters and worlds and do nothing with them. That's always why I get disappointed. It shouldn't be just visuals/stories it should be how characters control and what you can do with the world (jump in it, interact with it like survival sandboxes that are voxel or vector based, or whatever the case), not static and lifeness and errands doing boring things in them and limiting games to just sight and sound.

Re: Your Tongue Is the Ultimate Tool in Frog 3D Platformer Big Hops on PS5

SuntannedDuck2

@Axelay71 Fair enough to me everything else does as I don't play the mainstream, I play the niche for their ideas left behind I had more fun with not 'quality/popularity/nostaglia/recongiseable characters/IPs'.

I care more about mechanics than boring worlds that don't utilize them at all, that polish is meaningless to me. Nintendo does approach it. Astrobot didn't to me but that doesn't make it bad.

I think it has fair ideas, I mean where is Mario in a frog suit in the 3D games? No where? Or other mechanics. Chameleon Twist on N64 is still great with it's tongue mechanics and no one else has replicated or tried ideas like them since. I liked the Ice Flower in Galaxy, but I also thought Ratchet 2 and 3 did planetoids in a more interesting way then Galaxy but Galaxy had smaller ones with other ideas.

Crush had great 2D/3D mechanics compared to Super Paper Mario or Mutant Mudd/VB Wario Land. It varies.

Re: Your Tongue Is the Ultimate Tool in Frog 3D Platformer Big Hops on PS5

SuntannedDuck2

Looks like a similar team/artstyle as Gator game.

I saw the tongue and went YES. I love the idea of Chameleon Twist and it's tongue use was interesting for N64. Then I saw the platforming and went oh it's very Mario Sunshine, sigh. I'm intrigued but I need to see more. Using it for puzzles or platforming yes, but the Mario Sunshine jumps don't fit a frog and feel uninspired. It doesn't have to accurately fit a frog but I think more imagination and moveset flexibility is needed.

That aside it has interesting ideas and I'm interested, using the tongue inside the puzzle is very cool and fitting, just not if it has some safe/nostalgia garbage in there, which ruins every Indie platformer for me.

If it does no purchase, Indies need to be able to justify themselves creatively without referencing, justify good mechanics, not go eh bare minimum and still go ok time for some story (I am sick of story, lore nad symbolism/theming nonsense, I'd play as a bar of soap in any location and use shaping/weight and bubbles to get places, I really don't care I'm that gameplay focused), just make a good game, how hard is that, too hard apparently, not be nostalgia baiting all the time, people play platformers for gameplay sometimes not to reference other games or be safer, not always for story, this mixes fair ideas and fitting of the character (or can do more), but if the platforming/(if a sandbox one it better have good missions or else again no purchase, I prefer regular platforming not sandbox/open world busy work, fair minigames, sure, generic tasks I'm out as they don't use the moveset or have interesting setup of minigqames to showcase something else), think better of yourselves or else I will quit platformers if I have to see more garbage from these unoriginal idiot devs who can't put more effort in.

To me Mario Odyssey (not played) I saw the 2D Mario as more a like Link Between Winds 2D thing as a mechanic and not a crossover reference to 2D Mario or Zelda, even if yes it could be, I ignored it, but it's same series so I guess a pass. Cappy seems ok compared to DK64 character barrel, Scaler, Dr Muto, Space Station Silicon Valley, Banjo transformations, etc. type mechanics or scenarios.

Its in how you do it, not making garbage, some calm moments sure, some high moments (for mechanics not writing), whatever in their budget, but if we are just going to circling all the time then I'm out.

Re: After a Rocky Launch, the Entire Team Behind PS5 Racer Wreckreation Might Be Laid Off

SuntannedDuck2

@BAMozzy fair point but there is a reason I talk gameplay and don't care what their tropes passionate story is.

Ambition isn't practical I get that but even still.

Indies it varied I have seen more in other genres be terrible yet puzzle/adventure have benefited excellent. Adventure gamss need story and generic mvoesets but that's fine.

Other genres are weaker for doing so.

I think structure not their emotional themes, r3lating and all that othwr stuff and other factors. Thats why I don't care what their characters or world are.

I care about mechanics and controller gimmicks. Or word play I guess.

Like music I don't care about the human singer (I don't need a human element like our brains want I don't care for it to hear them, see them, be convinced by them and whatever emotion or passion or whatever, i seek passion in interesting ideas not commencing thr same ideas in illusionary ways, but I am not robotic and want anything to be put out either) I do the instrumentation. Sometimes I do lyrics but very very rarely. I don't judge by voicr I judge by words not themes. So to me 99% of the time its sound design.

Same woth games. I don't care about their game because it's a movie/book and converts. Businesz wise sure.

Generic characters to convey their world then their world speaking for me. Their mvoesets speaking for them.

Showing not telling me. Showing their lighting, their water physics, and more. I don't care about reflections unless its used in interesting ways. I've seen old gamss have repeated footage of the player or fake footage. Seen reflections without ray tracing. The enhancements help but for thr amount of power I couldn't care less.

The reference used is fine but I don't care how most use it personally.

I can play as an animal if irs interesting not because its an animal, acts like an animal or petting an animal when a lot can be done.

Oh or not jyst making anthropomorphic animals and doing noteworthy them but writing as movesets are human like wow what a skin change. Sigh.

I want to feel it not hear it or see an illusion if he physics and movesets are boring. If that makes sense? For such a different angle to explain that.

Thats more my take on things.

Re: New PS5 Controllers Said to Be Optimised for Better Battery Life

SuntannedDuck2

Its something but how is it Nintendo has similar technologies minus the touchpad & light bar and still Sony gets the least?

Wii U Gamepad I can say 5 hours is fair a 480 screen cast from another device 70 feet no obstacles was impressive.

Vita remote play and Steam Link and Xbox and any others are further but middle men from other sources extending it.

Battery sue thats justified. Not I see number and complain.

To me Sony's doesn't make sense why it uses so much for everything. Even if turn off vibration or haptics.

I just enjoy them the gyro (when available) and all the other features, might as well gamss are boring in core design might as well make them controller feature interesting and used to make thr game design less boring, of fun game design I won't even question it, so I leave the controller features on as I fins them fun. 3DS 3D yeah I save battery life despite 7 hours.

Or regular controllers are what they are.

Handhelds were 3 hours for msot if not all handhelds to 7 hours efficient.

So 20 to 40 to 80 hours in both Joycons, Switch Pro and Wii U Pro.

Microsoft has options and even then the AA batteries I don't mind let alone the hit and miss battery packs to replace not unscrew, open up and toss out ion fixed in there of the others.

The AAs last me a reasonable amount of time. More then charging Sony's ion batteries and them wearing our quicker. Thats just ridiculous.

Sony has the worst battery life controllers.always.

Ergonomics sure but battery life is terrible.

I don't mean 5 hours is bad but even still I have more worn out batteries from Sony controllers then any of them.

Re: After a Rocky Launch, the Entire Team Behind PS5 Racer Wreckreation Might Be Laid Off

SuntannedDuck2

@BAMozzy Business wise yes but like I said Indies can be sometimes creative or nostalgically boring and repetitive due to their narrow experience of games too. They don't always try something different either. In terms of what they can develop sure I get that, but otherwise they don't even cover well what they can do in interesting enough ways so they still seem safe or empty and the 'illusion' to me is not effective if the gameplay shows how empty the game actually is.

Also companies want to be accessible (in cases that can be fair, it varies per accessibility for those that can't play, or add a skip feature and make it for trophy hunters or whatever, or give hints and so on options) and boring but also by doing that, 'everything works' but why not make more side areas for hardcore players? Oh we can't do that. Why not?

Oh we can't have 2 systems, well maybe offer it via DLC or offer a toggle. Oh we can't do that.

Re: After a Rocky Launch, the Entire Team Behind PS5 Racer Wreckreation Might Be Laid Off

SuntannedDuck2

Part 3:
For average people I get it for immersion, but to me at least programming/animation/gameplay has to be immersive, not something with tropes or real world logic limiting games because they don't have an imagination, that are fair to have/bend or easy for idiot casuals to understand and compare to reality and their narrow view of how fiction can be applied and doesn't because people's imagination or what can be recognised can't be pushed further by limitations or devs mindsets, pubs leadership or customer's acceptance of what is allowed in media limiting things more and more.

Not all generic characters leads to boring games (many like Mario/Pitfall Lost Expedition have great movesets and fit cartoony logic but are more fun to play yet are human, but not generic realistic human and story first games approach). Some have great gameplay but many do because graphics/story get the focus and basic gameplay repeats for years and console generations over and over again.

Gameplay is repetitive and stagnant yet story/worlds/graphics get pushed more and more.

Otherwise I commend your fair angle and comment.

But otherwise I swear I live in a boring world with boring people and some fair rules but also people being really not worth my time or creative enough and so we get boring products with too much restrictions, some valid, others not and annoying to see stuck in the state they are in.

Re: After a Rocky Launch, the Entire Team Behind PS5 Racer Wreckreation Might Be Laid Off

SuntannedDuck2

Part 2:
Others compete with similar ideas or players or even UI, we have to use the same and not relearn or push other types of mechanics for safe reasons people don't want to, (varies per setting and stories they want to tell). Indies either are creative or nostalgic and boring and offer nothing because they are too nostalgically inspired but don't have the skill level to recreate or offer gameplay on the same level as those skilled to pull off some things in niche or popular games 20+ years ago. I know I play the niche ones and popular trends of the past, play the modern ones and compare, Indies, AA, AAA, whatever.

Gaming doesn't have to be a book/movie with themes/and lessons, it has an interactive element and the interactive part making it a game is lacking for casuals/idiots or devs that also fit that state of mind.

I'm sorry but I'm not seeing it. Left behind game ideas I can research in less then 5 seconds, like anyone else watching cat videos or having a narrow view of what they experience and refuse to research (or different animations for combat or platforming) does creative or not, sad for marketing or gave up and followed others.

Making movie style quality is not a bad thing, but I was fine with it when it was 'some of' not ALL of it.

Oh Returnal being fine but is that 'all Housemarque' need to make in the future for their budget or people wont respect them? Is that the mentality nowadays for studios having a budget? If so that's delusional. What they want to do is up to them, but just making a point.

Same with racing, the 'can only be a simulator or has to have real licenses/brands' and players wont take anything else because forget the rest we had, realism is all gaming is, since when?

NFS Unbound having garbage limited playlists of races. Yeah great repetitive design. But it's cell shaded characters or smoke trailers. Inertial Drift/Distance are great, alongside Woden GP a GT clone in UI/progression but isometric, a fair spin but still inspired. Same with other games out there. Everything else first, but not the gameplay.

I mean how many human characters are easy to relate to types, generic animals as 'animals' and don't have more imagination applied to them unless anthropomorphic and some animal perspective drama or whatever. But just reskins of human characters in movesets. Wow what an upgrade.

I don't play old games because the characters were wish fulfillment type super humans or heroes, I played them because the mechanics were fun, the pacing and showcasing them in level design was interesting. The story/gameplay was better balanced, not the basics of game mechanics to walk, collect, fight, loot, etc. but more story/graphics.

If they focused on gameplay we would see more graphically interesting games. That's also a point.

Even when people explain situations of gameplay like Raycevick did of what you do in Assassin's Creed to me I was like yeah, outposts, collecting, talking, combat, (they said it differently but I'm outlining it a simpler way) but you can say that but the interactivity is still the bare minimum despite the scenario. Rules that are easy to understand then 'weird' because it's too much for casuals brains or even hardcore's brains. Again I'd play as a bar of soap I don't care. It's how it plays not what it looks like.

Re: After a Rocky Launch, the Entire Team Behind PS5 Racer Wreckreation Might Be Laid Off

SuntannedDuck2

@BAMozzy Final hurdles how? A puzzle game doesn't translate to a book or board game well, shooters sure but maps can be pretty static (with many characters sure, but onces without and just loadouts, why not some things move or do more in the maps), RPGs are just long movies with errands and dialogue but less interactivity, and stats as a supposed excitement. To understand the power of a character sure but after a while it gets boting. Also like Conception's 4 quad turn based, patented or not, where is more then the things we have gotten with turn based RPGs? Sigh.

I can play as a bar of soap and it can have any mechanics to shape shift, use bubbles, have weight mechanics, whatever, I don't care what the character or scenario or safe story or a deep story with a bar of soap and other characters. If the level design/abilities are interesting I'm happy, aka programming/level designers and animators. Yet we get the bare minimum and it's disappointing.

The last modern racing games I enjoyed was Onrush, maybe Grid Legends, Wreckfest was fair, but 2 I hope has more or it's just safe and boring. Otherwise been playing dirt bikes, ATVs, annual ones like WRC, MotoGP, F1, and others of the past arcade/sim in search of mechanics and I have found many, not just oh it fits those scenarios.

Why would I care if they had more reference/tropes and more grass/buildings or NPCs, I couldn't care less. If more NPCs sure for quests/other things, lively sure. But more grass/buildings couldn't care less, I'm fine with grass texture terrain or flatness. I hate OLED/nits, I don't care what lighting/shadows or Ray Tracing, why not use ray tracing for lighting puzzles? But nope. Why not a percentage of light used in interesting ways, blocking it out. Adding more to light puzzles, but we don't.

Water being more interesting not just 'wow it looks nice' that has been stagnant, it moves, but not enough, fair scripted moments but not much great puzzles or other scenarios.

PN03 had weird movement, Baby Steps isn't comparable but could be just not for combat focus. People look at Baby Steps as goofy, in a serious game people would write it off more. I've played old/modern weird controls games before and had fun with them being that way over normal controls.

Under The Skin or other disguise/perk focused games.

Echoes of the End finally improved and refined water rising/lowering, gravity walls, or other mechanics. I was glad to see some game bring them back.

Ratchet/Mario galaxy has planetoids, Kya/BOTW had wind in different ways.

2D 3D of Mutant Muds/VB Warioland, Super Paper Mario, Crush.

Progression/event rules of racing games (not just race/drift or time trial or other genenric ones these days, what to '2' or so. And repeat that for 20 hours, come on, the rules or strategy are so repetitive now, i don't expect 5 disciplines of racing, I mean use the cars in interesting ways, have an imagination for event types, not everyone has to have fuel, cone challenges and more like even GT4 to 7 do but others as just racing can be boring).

I get it for graphics sure, but gameplay, making it accessible to everyone, easy to understand, sure, but some gameplay ideas have been dropped and not continued, that's my point, I don't talk popular games I talk niche games as well, not giving them another go and playing it safe Indie/AA/AAA in the modern era, or Indies only look at the popular which is annoying, others have returning very slowly.

Re: Someone Made Banjo-Kazooie in Dreams on PS5, PS4, and You've Got to See It

SuntannedDuck2

Looks fine. So was Regina and Mac a fair Indie game. That aside, it's always 'this big IP has a fan project here and there'. Always has to be that, forget the other games with good ideas, or Indies too inspired with generic ideas too, it's always characters. Sigh.

Dreams is great for this but wow it's always about the characters, gameplay is just a dead concept isn't it? Besides the bare minimum.

Re: After a Rocky Launch, the Entire Team Behind PS5 Racer Wreckreation Might Be Laid Off

SuntannedDuck2

@BAMozzy That may be true but even Indies can be similar.

Or veterans making similar. To me as someone seeking gameplay I haven't been impressed in 2 console gens. So to me my perception is very diffferent but regardless of leadership sometimes being right, sometimes being wrong, or whatever ideas from temp or part/full time staff, it's up to the mentality regardless of their studio setup.

Their ideas and their references to it/tropes and more angles they look for have been clear to me not just competition so closely.

Trends aren't bad but I find the current trends worse then past ones approaches to offering interesting ideas to them.

But that's just me, most people seem ok with them.

Re: After a Rocky Launch, the Entire Team Behind PS5 Racer Wreckreation Might Be Laid Off

SuntannedDuck2

Whether long or short term staff sure. Whatever their time there, their contributions, whatever the case.

Well they had the chance, they made a generic game to compete but not appeal to people. There is a reason I play old racing games niche or popular, for their better ideas, not competing but not offering a good selling point these days.

When Onrush or Juiced 2 had more event variety and more fun for me then any others it shows I'm picky but or a reason, the proiroties for the games are clear and I'm just not interested.

Heck even NFS Hot Pursuit 2010 on Wii I had more fun then then the generic approach of the HD/remaster because it's events and presentation was way more fun, like many PS2/PSP/Wii ports or unique versions I have more fun, graphics mean nothing to me, gameplay does. I binged the Wii version, that doesn't get revived and won't ever again, it was an option they dumped to offer on Wii and nothing more.

It could have been many things but even Wreckfest 2 isn't appealing to me as it will be more of the same and offer nothing extent of personality, it has some but wow do many racing games look and offer bland progression ,event variety and rules for them. Wreckfest has no car licenses (like Flatout and Burnout which I am ok with no licenses) but the problem is they don't use that to make it better they still offer the same generic design as those with car/track licenses and just annoy me at the potential they don't put effort into.

Re: The Game Awards Hype Video Is a Nice Reminder It Isn't All About the Trailers

SuntannedDuck2

Can be said but when the trailers are more exciting then the awards, cameos/musical moments, annoying presentation and Geoff trying his beet but making me care less and less.

Yeah nah to me it's the trailers, I couldn't care less about the awards. I don't even care about the games for the awards either. My taste in games is completely different.

Even then the trailers are whatever too, but it's either the trailers, awards or nothing and I could go for nothing but trailers could have something decent.

Re: Sony London's Cancelled PS5 Game Seemingly Revived as Cast Outs

SuntannedDuck2

From fair casual games, to the crime thrillers they did. To this with former staff, I just go wow this could have been a great co-op or singleplayer game but its a generic multiplayer game.

Easy pass. Studio London prior staff or not they can do better.

The artstyle is fine but I can tell the gameplay will be generic, the concept is generic and 'to fit the market' wow, talk about bland modern game design continues.

Them trying something new is not a bad thing, it's just this angle is just so whatever and forgettable.

Re: Rumour: We've Been Robbed of a Soul Reaver Reboot

SuntannedDuck2

Well I made clear my points in the Crystal Dynamics survey years ago, still have all my answers stored away in a text document.

So whether they just re-release them sure, whether they make a new one if viable, whether they have good ideas and fit the original not make it modern and bland.

I didn't think much with the release to the many Tomb Raider re-releases connection but still.

I have yet to get to the Soul Reaver games or even Stubbs the Zombie, I got them a while ago, but made my purchase to support them.

Bought Gex, both available re-released Soul Reavers and Tomb Raider 2013 I am near finishing my 1st Switch playthrough which would be my 3rd playthrough as had 2 playhtroughs on 360. I haven't gotten the other Tomb Raider games at all (got the PS3 trilogy collection) haven't replayed or tried to finish more then half or so of Rise of the Tomb Raider, not touched Shadow of the Tomb Raider at all.

That aside I need to get onto Deux Ex PS2 re-release so I'll get onto that for digital purchase on PSN. I bought Battle Engine Aquila, did the Blood Rayne games as well and may other Ziggurat releases as well.

There is only so much I and many others can support if others aren't going to and we aren't a sizeable enough audience.

Or whatever the studios plan on doing with their bigger projects.

Re: Mini Review: Old School Rally (PS5) - Don't Cut This Retro Rally Throwback

SuntannedDuck2

To me it's a Sega Rally or others type game but those nostalgically, it's ok I tried the demo on Switch and it's fine, I expect more not just a nosalgia, but maybe I am not the target audience, which is also fine. To me WRC3 PS3/360 offered enough modes and progression for me to enjoy it. Others are ok but not really my thing, the management, stages or challenges of WRC8+ are ok but I preferred WRC2 PS3/360 more. I own the WRC 1 to Rally Evolved PS2 ones by Evolution and they are alright but not my thing, good for what they are but yeah not my thing.

Not sure about this one, probably not for me. Even dirt bike or ATV games have been more my thing in how they handle things really. But even some of those can be hit and miss.

Not all need to be Inertial Drift or Distance but to me even Woden while good to me felt more nostalgia or ok idea of isometric GT1 & GT2 (a fair angle to things sure) but even still, some parts are a bit awkward and the track designs also are very inspired too which is a bit annoying, wanting your game to be like it has real world tracks sure but not many original ones? Is a bit disappointing. Woden GP 2 is better as upgrade allow for more compared to skill issues a player can have in the 1st game. Or gauging distance in isometric games as well. Or finding the right cars to use.

Nostalgia isn't a bad thing but many racing/platformers do it and I am not impressed.

Re: 'What If I, Y'Know, Design the Next Console?': How Mark Cerny Pitched Himself as PS4's Architect

SuntannedDuck2

To me the hardware angle has been totally fine. Cerny has shown his moments in hardware and software. Knack I enjoyed, the story was eh but the gameplay while could have used more then the bits as a health bar and use 'better' for gameplay instead of just a beat em up with pretty eh level design situations even a human could play in besides the few elemental abilities or scale of Knack.

PS3 had a lot of ideas/directions that were interesting, some unnecessary features unless you want PC like features but I liked the idea, didn't make it worse to me as a games console, back compat machine, (eh installs or no background updates), media device or printer supported/cards featured on early models type device.

The support for the peripherals is another factor and to me Portal is just such a backtrack to re-introduce remote play for a 3rd (mobile support and reworking of Vita app)/4th time with Portal.

PSVR2 was good it's just Sony's willingness to support it as much as Vita and not chicken out so early with high expectations all the time.

I get the 'let 3rd parties support it till we cut support in 10 years' which Vita got even if people say 'oh Vita got cut off' yeah so did Dreamcast last 1998 to 2007, so what are you players on about with your oh less AAA, yeah but Indies/Japanese AA and odd AAA existed, but overlook things, sigh let alone fair big IP but mobile style ports (not counting homebrew).

So that aside the hardware has been fair of what devs want for hardware, and software tools, that's totally fine I don't think the openness has been that bad.

Many of us make up our minds waiting, buying or never caring for the next consoles, so the openness hasn't been a bad thing I think. We as customers can want things and devs/pubs can work around what is there or request with enough demand for Pro hardware or other models or whatever the platform holder thinks is worth it for the revisions of screens, battery life and minor changes per model.

But I don't think it was that bad.

To me the software/game design direction has been the less appealing, not the hardware. I don't have expectations with hardware anymore I really don't care. Peripherals i do, controller gimmicks I do. The base hardware I don't care what it offers if devs are smart with artstyles by all means I'm happy. I don't care for Ray Tracing/other stuff but I can turn it off.

The price increases are hmm, and the discounts haven't made me interested once in the console, as the software to me is the problem, the OS/UI is fair but not as good as PS4 for navigation changes, the store being active then a separate app I do find annoying, but understandable, but other then that it's still better then the Xbox One/Series crossover dashboard (regardless of feature differences, the layout is so bad), but not the hardware.

The games just don't interest me. The hardware is balanced for the period and price at points in time no doubt. Never questioned more or less power from the hardware as I really don't care, I think it's in a sweet spot there.

I just don't care to use a PS5/Xbox Series, got access to them, don't want my own, don't care to use them at all for PS4 enhancements, lack of access to Playlink games, a quite PS5 like Xbox One/Series, other features are 'there' but not a deal breaker. Sure a few games but I'm not desperate for the consoles or those games at all.

Re: Splinter Cell Remake Gets Its Original Game Director Back

SuntannedDuck2

It better work well, not all original staff make a game better but if the right direction I'm all for it.

I've been playing the older ones and while I've only beaten Conviction so far I'm interested. Not a stealth fan but I'm willing to try a few here and there when in the mood to try them.

I should try Styx at some point too maybe.

Splintercell remake and Prince of Persia Sands of Time Remake are my last few Ubisoft games i care for I got their niche games (not all like Child of Light or Valiant Hearts or the Assassin's Creed 2D China, India Russia series or whatever else I haven't looked at, their extreme sport games are 'fine' but not my thing, their modern shooters aren't my thing really, but the others I may look into like the first two I mentioned.

But I did Red Steel series and Mario Rabbids) so I'm out of anything interesting from them and a new Rayman is whoever knows away at this point if ever.

Re: 'We Might as Well Dissolve the Team Right Now': Like a Dragon Boss Won't Bend to Overseas Popularity

SuntannedDuck2

Good on them. I haven't played a Like a Dragon/Yakuza game, I got a copy of 3 on PS3 cheap and it's OST disk I haven't played it yet, or considered the PS4/5 era of things at all.

I enjoyed Binary Domain a lot exploring many shooters of PS3/360 gen, even the few Japanese developed or published shooters of that era. Binary Domain, Vanquish, Front Mission Evolved, and more I assume to uncover.

Won't deny some silly things or even fan service can be annoying in any series. So they would need to balance it better then ramp it up.

Most people that play the Like A Dragon games want all the charm the series has, not to fit things these people that don't even play games or play the series even care about. They will look and go oh it fit my preferences when I look at it from a distance, wow how magical, still won't buy it. Gamers or non-gamers.

The sooner studios get that and understand what overseas customers are buying the series for to begin with, the better. They need to stop reading what people say and make games for audiences that are buying them.

In terms of the remakes or spin offs I mean whatever direction for those who knows really but even still.

Their the players putting the sales into the series and by all means they will continue to if the direction is good enough for what they look for in each entry.

That makes sense to me.

As long as RGG/Sega don't push too much, which they have with a lot of releases.

I haven't considered the series as I'm not into open worlds (I'm not that big on crime thrillers but even still I've give a few a go) but even still, what the series does best has been clear like many games with fun things to do, fair story and setting.

It's why I buy weird or passionate Japanese games to begin with, their charm and gameplay. I like the ideas and tone or silliness and seriousness balance they have. If they want silly situations I'm all for it.

Re: Shovel Knight Dev Might Live or Die Based on the Sales of Mina the Hollower

SuntannedDuck2

@themightyant Shovel Knight Dig was 2022 but PS5/Series X 2025, so wasn't even on PS at all just PC, mobile and Switch and Pocket Dungeon 2021 console/PC/Mac, with mobile 2023 (varies per platform) no Xbox One/Series for some reason but Dig was, they were after Shovel Knight and it's expansions/updates, those were separate games.

All the other media the character has been in. Amiibo prior. Merch.

If you didn't know they released, that says it enough like others as well as I myself didn't follow those really and barely knew they released, heard about them briefly but never looked at them much till a few searches on occasion.

Their marketing for them weren't that great I think.

Other then a few moments or the Shovel Knight concert or mentions from one of the marketers on Spawn Wave Podcast, sure I heard about the concert and Mina, but the other games not really.

Re: Shovel Knight Dev Might Live or Die Based on the Sales of Mina the Hollower

SuntannedDuck2

@SeaDaVie I'd say so too,but I also think their Dig/Pocket Dungeon games weren't well marketed, I vaguely knew about them but barely heard they released, they aren't completely my thing.

Shovel Knight Dig was 2022 but PS5/Series X 2025, so wasn't even on PS at all just PC, mobile and Switch and Pocket Dungeon 2021 console/PC/Mac, with mobile 2023 (varies per platform) no Xbox One/Series for some reason but Dig was, they were after Shovel Knight and it's expansions/updates, those were separate games.

All the other media the character has been in. Amiibo prior. Merch.

I 'may' consider them but even still. Same with Mina, sure the game awards or whatever other appearances it got, sure a Shovel Knight concert, but even still, I've only vaguely heard or not seen them much places.

The concert and other mentions of Mina was more from one of the marketing team that appeared on the Spawn Wave Podcast on occasion, that's about it.

Re: Shovel Knight Dev Might Live or Die Based on the Sales of Mina the Hollower

SuntannedDuck2

@Exerion76 The free updates to existing owners (or like me got a pre-owned Wii U disk copy and got the free updates so it didn't check if it was a new copy or not)/upped price or separated campaigns was one thing and nice.

The other Shovel Knight games with genre/gameplay ideas many people probably weren't into or never heard of is another factor. I don't know if they marketed those well at all. I vaguely knew about them but didn't really follow them at all, I did some searches and they have released but even still. Marketing for those I don't think was as big as the original game or it's expansions/updates.

I mean who bought Shovel Knight Dig or Pocket Dungeon even if they had ideas after the card game one they made for Shovel Knight's I think last update/expansion besides the multiplayer one. Or whatever roguelike otherwise dungeon angle thing they were.

Re: Shovel Knight Dev Might Live or Die Based on the Sales of Mina the Hollower

SuntannedDuck2

Part 2:
Do they think Mina won't do well? As if MANY 2D/top down Zelda clones don't exist. What are they expecting, what have they been spending?

Not all of us bought Silksong. I didn't. I'd be more interested in Mina, it wasn't immediately in my go to for now, but I had considered it in a back of my mind way more so.

Delaying it too much when they could just make changes, add an option to toggle, apply it to DLC, I mean the fact they made the updates to Shovel Knight free if you had any prior purchased copy but upped the price if a newcomer was fair, but I mean I got my Wii U disk copy pre-owned and got the updates for free.

They are a great Indie studio and I guess maybe in some's eyes Triple i I have no idea. But even still. 200k is I guess fair but they aren't expecting Hollow Knight numbers here are they (obviously not that high but even still).

They have a sizeable audience that's been waiting for the game and enjoyed the Shovel Knight games I assume but then again. I didn't get Dig or the others as they weren't my thing, even if fair different types of ideas/gameplay variety I can respect.

Just like Chibi Robo Zip Lash or any other things, this sounds ridiculous.

PlayTonic it's their own fault for making an Indie publisher after 2 games.

Among other publishers being difficult and going 'oh we won't support this niche IP we barely cared to support well with marketing or otherwise' yeah I so trust AAA when they say that.

This with another Indie. What were Yacht Club thinking?

Pressuring people does not make us want the game more, I don't take sympathy.

If it's a reasonable price I will support them as I liked Shovel Knight and it was my start of getting into retro style Indie 2D platformers. Mina looks good and I respect their quality touches.

But after all the prior showings, whatever marketing, whatever delays I do find this very odd. They could have handled this better.

Re: Shovel Knight Dev Might Live or Die Based on the Sales of Mina the Hollower

SuntannedDuck2

Very strange, the amount of marketing, or work on it, why? On the Spawn Wave podcast one of the marketers, great person had been hyping it or the Shovel Knight concert or other things.

I barely heard about Dig/Pocket Dungeon but they had released and I searched them a few months ago I think.

Shovel Knight is good, the others maybe people weren't into or yes studios get 1 game that does well for them and propels them or studios get too particular of expectations and set them wrong but even still.

Mina wasn't my immediate day 1 sort of game or anything. An if I feel like it type. I don't give sympathy purchases to anyone. But I'll pick it up as I know their quality.

Steam World Heist 2 I was excited and unsure about it's direction and well it disappointed me in some of it's direction. Great game just ideas I wasn't that into, same with Pikmin 4, I knew before purchasing too.

What were Yacht Club doing? I don't take to things like this. It's more strange and makes me question them, not give sympathy, what were they up to?

Were their expectations too high for all the previous Shovel Knight games? What was with the delays, they didn't want DLC or to add options later. I'd love if games added options or slight version changes but we don't get that and we get games delayed with their new central focus. I get why but still, it's what annoys me a lot of the time. Takes longer but changing focus a lot does too.

Like me wanting multiple puzzles for all difficulty levels or a skip feature, not just 1 type and hints, takes a while but I'd respect it more if devs did that (or other things in other ways) not just enemy damage values and AI all the time with difficulty settings. If it's a game with puzzles of course. Or not just hints.

Like if people wanted other campaign direction or other tweaks. Say not into skill trees, tie in upgrades per level up, or whatever else I get decisions are made and built up for the core, but i mean, options as annoying as they may be to the core of the game, sometimes can appeal to audiences wanting options then the structure they are given and go eh, pass. Regardless of the dev time, or the central focus changing from 1 system or idea to another. Make it DLC, make it an option built up enough.

Whatever gets delayed and what is the focus of a game, apply the ideas elsewhere via DLC or updates? As much as I don't like DLC, it is better to balance things out then make dramatic changes or add too much and it being delayed too far. Delays help but only to a point depending on the state it is in development when it can be applied later.

If major bugs then sure that's completely understandable.

Then again I support a lot of games that flop so like my track record is very good. I end up getting them cheap as I know my contribution at full price won't help anyway but that's with bigger releases.

Indies it varies what discounts or not and the base price. If Mina is say $20 to $30 I'd say sure, if it's $40 it's not hour count to me it's price and how much i really want something or have to work out another wallet top up.

Re: Why Aren't We All Playing Sektori, an Awesome Arcade Shooter from Ex-Housemarque Devs?

SuntannedDuck2

Very cool to see ex devs making these again as to me just seeing Housemarque make more higher budget games is fine but as if that's all they need to make, some cinematic action adventure but still keep enough of their shoot em up or 2D shooter or others types like their other games but roguelike, as good as Returnal is, I think seeing ex devs make something their more used to or a different angle is nice to see.

Cinematic isn't all big budget is but apparently it in is AAA land.

I'm not always into these types of games but I respect them and have played a few from time to time (I see too many horizontal/vertical scrolling shooters too).

I got a fair amount of the way through Matterfall as my first Housemarque game and it was good. Challenging but good.

I may look at this though, the level designs look interesting and what I wish more shoot em ups were, fair arenas, or level layouts like fighting games are why I find many shoot em ups or fighting games lacking. I haven't even tried Geometry Wars 3 (have Geometry Wars past entries in the PGR series, entries 2 to 4 had a Geoemetry Wars for it, and I need to play more of Geometry Wars Galaxies as well on DS.

I haven't even tried Nano Assault other then the demo on Wii U, but never bought it. But can it and Shinen's other games on other platforms if feel like it.

Re: Biggest Gran Turismo 7 Overhaul Yet in This Week's Spec 3 Update, Power Pack DLC

SuntannedDuck2

If only it were silhouette cars and not just the black cloth over them. XD

Fair but many of them seem 'ok' of cars, also a NEW OPENING MOVIE. In the time that team went about making that they could be doing something else. Come on, we didn't need one. This is why their development sucks. Priorities wasted on stupid things, keep the one, we don't need another one.

In the time it took them to make the dealership cutscene they could have made it exploreable to walk around or in VR but no keep it a generic menu.

New events, sure, I myself haven't played the game in a bit and haven't cared to, I'll take a look but to me the menu books haven't been fun, the challenges were ok, the circuit experiences are very higher difficulty compared to GT Sport or comparable in annoying difficulty to GT Sport. So I end up giving up on them due to the dev times being too particularly tight on approach and I can't beat them at all.

Overly 'a fair update' but to me still typical and rather boring stuff, typical updates with a little bit of something, but nothing that exciting.

Wow more menus books ,more recycling tracks, adding cars and barely anything actually exciting of new tracks or angles to handle the menu books, it's just wow more car categories to fit, nothing that exciting or hard to develop.

The game has the variety other racing games lack but it also makes the progression super boring compared to past games.