I fucking knew they were cooked. Can’t wait to see the fanboys try to defend this slopfest mcu fan service turd lmao

    • Orcocracy [comrade/them]@hexbear.net
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      Absolutely. The Yakuza/Judgement/Like a Dragon games reuse maps and animations like TV shows reuse sets and locations and there is nothing wrong with this.

      • MolotovHalfEmpty [he/him]@hexbear.net
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        5 days ago

        Persona’s core mechanics, arcana design, character animations etc too. Sega and other Japaneese developed/published stuff do this a lot and it doesn’t hurt the games when the core of them is solid and they have style.

        • Bureaucrat [pup/pup's, null/void]@hexbear.net
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          Tbh I do get a little tired of the times when the demons don’t change much game to game. Creating new models and art and completely redoing the theme is a lot to ask for each release, but it feels like they stagnated when they made the switch to 3d models. I want them to like contract outside artists to give different renditions based on the same descriptions at least once. There’s tons and tons of art and depictions of pretas out there and for sure with other folklore creatures.

          • MolotovHalfEmpty [he/him]@hexbear.net
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            I kind of agree. I haven’t played every Persona or anything (I only became a fan with 5) but there’s also something narratively and thematically satisfying about the personas and Velvet Room design tying all the stories together. If they’re going to mix it up though it feels like the time would be Persona 6 since it was being built in a new engine (as was Persona 3 Reload, but that started later and is a remake so unlikely to stray from desings in the original).

    • CrawlMarks [he/him]@hexbear.net
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      5 days ago

      Remember when half life one was just an engine you used to make your good game with? This is what gaming will be after the revolution

        • sp3ctr4l
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          … Without said systems built directly into the game itself.

          Tons and tons of Gmod servers/communities operated their own cash shops and pay tiers for access to content on only their servers, its just that these were done on their own websites/forums, and then there would just be an integration layer between whatever db was storing that info, and the custom server game modes.

          In addition, tons of gamemodes, with tiered levels of capabilities and/or assets, that allowed for others to try to jumpstart their own version of this kind of ‘business model’ were themselves sold for real money, again on third party sites.

          (Often these gamemodes and assets being sold were acquired without permission to redistribute, and this kicked off a kind of arms race of people designing maps that would not function unless you had a specific gamemode as well, and then people would steal or reverse engineer gamemode code, and then more and more exotic and esoteric ‘anti theft/anti tampering’ methods would be used.)

          Roblox just centralized all this into the game itself, functionally monopolizing it, and then greatly expanded upon it.

      • TheDrink [he/him]@hexbear.net
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        TIL this is a thing

        Valve has been using exactly the same flickering effect for over 25 years

        The flickering light effect was likely written by none other than John Carmack for “Quake” in 1996. That was part of a library of flickering presets compiled by John Romero in 1993 while working on “DoomED”:

        neat.

  • DefinitelyNotAPhone [he/him]@hexbear.net
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    All things that I don’t personally like are capeshit slop, all things that I do like are unique artful masterpieces that can broach no criticism.

    Anyway, this looks kinda cool, but I’m mostly just waiting for their mage-heavy game that they’ve had cooking in development for a few years. Or for Sony to get off their asses and port Bloodborne to PC so I have a panic attack against Father Gascoigne again, but this time in a crisp 144 FPS.

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        My slight-copium guess is that they’re holding off to have it as a launch title for the PS6, but it’s also possible they just lost all the original source code and would have to decompile the existing game to even build a starting point to remaster it.

      • Wheaties [she/her]@hexbear.net
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        I heard somewhere that they lost or didn’t bother to keep the original files, so to port it they’d have to… I don’t quite know, decompile? …everything out of playstation standards and into something more generic computers can read.

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        Having one or more standalone spinoff after each numbered entry is kinda tradition at this point so I’d assume it’s coming eventually. Elden Ring just sold better so it gets to go first.

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          AC6 was also a sort of side team rather than a full studio project, so they’ve probably still got people on that. AFAIK AC6 was easily the most popular and successful Armored Core game, so it may get more resources now that they’ve confirmed there is a market base for it. There’s just a long windup for any release now.

        • 0__0 [he/him]@hexbear.netOP
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          I really didn’t like my experience with Elden Ring, since it’s more about optimizing builds at this point than just that classic learn the pattern and punish soulsborne has been known for. This seems like even further straying from that formula, which makes it just another game in a medieval action rpg genre, no different than the rest. Not to mention that I’m really not looking forward to fighting bosses I already beat in the other games. Just seems like they found their cash cow and are milking it for all it’s worth at this point.

          • jjjalljs@ttrpg.network
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            I don’t remember elden ring having more “build optimization” than “raise health and stamina to the soft cap, and your fighty skills to taste”. That’s generally been the build since demon souls.

            Also one game + one expansion + one spin off is milking a cash cow?

            Is this a joke? Is this whole thread a joke?

          • KobaCumTribute [she/her]@hexbear.net
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            I really didn’t like my experience with Elden Ring, since it’s more about optimizing builds at this point

            I feel like Elden Ring of all their games has the most freedom to just kind of build however. It’s mostly balanced without serious pitfalls so you just grab more health and put points towards whatever you want to be doing. Like I brute forced my way through most of it with an ultra greatsword build, restarted with an arcane build and just rolled everything by dual-wielding whips and throwing boulders at things, then took that into NG+ and rolled through the game dual-wielding lances because the lightning one had a funny weapon art.

          • imogen_underscore [it/its, she/her]@hexbear.net
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            i don’t really feel that way, i think it’s possible to get very minmaxy with it sure (a plus in my book) but you can still beat the game at level 1 after all, the base combat is still really strong and I don’t feel like it’s strayed so much. I totally disagree that learn and punish has gone away. tbh builds are way more balanced compared to something like ds1 where certain things are just busted. + going back to like ds3 now i get sad that i can’t jump attack, that was hands down the best addition. my main issues with it relate to the open world, if they make a new souls type i really want them to return to the dark souls 1 map building philosophy. second part of your comment is pretty fair though.

            • 0__0 [he/him]@hexbear.netOP
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              I mean sure, it’s technically possible to beat the game on sl1, but even those people use mostly broken builds, as far as I could see. The bosses just aren’t fun anymore, it’s all about waiting for the boss to do his 50 hit combo, and if it’s an attack where he can input read you attack, he just chains into another one and you’re just fucking dead. Just feels like the middle class has been extinguished, you’re either a souls pro who does a no-hit, sl1 run of the whole franchise in 1 go for fun, or you’re a newcomer fine with just using spirit summons to do work (not judging people who do this, just personally not the way I wanna play). After every fight in the other games, while there was some bs, I mostly felt like me dying was my own mistake, and me actually beating the boss was rewarding. In Elden Ring, it felt like the me dying was mostly some bs, and me beating the boss left me mostly empty.

              • imogen_underscore [it/its, she/her]@hexbear.net
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                i would say the game is pretty clearly designed around using spirit ashes, i think it’s a misread that they’re just for newcomers. so it sounds like the arbitrary limitation you put on your own gameplay is what made it unfun… i simply used them for every boss lol. i think the bosses are overall pretty strong especially considering the volume of them. don’t agree at all that they’re any more unfair than your average ds3 or sekiro boss.

                • 0__0 [he/him]@hexbear.netOP
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                  I’ve heard that, but at the same time when I did use them, it honestly just felt too easy and mindless. Instead of actually learning their attacks, it mostly just felt like endless spamming whilst the summon takes the brunt of the damage for you.

              • Parzivus [any]@hexbear.net
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                I think the middle ground you’re looking for is just kinda playing by vibes and being okay with getting hit sometimes. I never used spirit ashes either, just tried different weapons until I found some I liked and stuck with them. Only got stuck on bosses a couple times, even in the DLC.

          • Bureaucrat [pup/pup's, null/void]@hexbear.net
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            Elden Ring has been the most approachable fromsoft game for me. I tried dark souls and halfway through I realised my build was fucked and that was it. I don’t really understand the “learn the pattern” thing either, since I had to learn the bosses pattern and then beat them up. Tried Sekiro after Elden Ring and it has been the most fun one for me so far.

            Also making a massive DLC and now another one is milking a cash cow? Then what do you call what they did with DS-DSIII? It seems like you’re saying “making a game” is a cash cow, so I must be misunderstanding you.

      • amber (she/her)@lemmygrad.ml
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        5 days ago

        i had to rebind the keys in caves of qud to this lol. using shift+arrow keys for diagonal just did not work with my brain

        • Owl [he/him]@hexbear.net
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          4 days ago

          How is Quaves Of Cud anyway? I know it’s a hugely anticipated release and all, but I haven’t heard much from people already familiar with roguelikes. Also I’ve been up to my beak in UFO 50.

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            I’ve only played about 4 hours so far, but what I’ve played has been really fun! It’s a little overwhelming, but these games always are at first. The atmosphere is great, I’m looking forward to better understanding the world because right now I’m just kinda vibing. Combat and exploration feels smooth, and it seems like you have a lot of freedom with how you build your character. I like the mutation system a lot, I’ve been playing a gunslinger bird guy and I grew a stinger, so now my strat has been to sting things when they get nearby to confuse them and then fly away and shoot them. There’s a whole reputation system too which I think I’m gonna really enjoy once it gets rolling and I start making friends and enemies. Also, I was surprised to see there is controller support and it actually feels pretty good! I’m still using keyboard since it’s a lot faster, but being able to use a controller will be really nice for days when my hands are hurting. Full disclosure though, I, uhh, acquired the game for free, so that might be influencing my opinion a little bit. Seems like a game I’d be willing to put money down on in the future though, once I have it.

  • git [he/him, comrade/them]@hexbear.net
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    It’s a co-op roguelite spinoff side project by aspiring devs at From, not a Miyazaki project.

    We used to have these filler spinoff games back in the PS2 era. It’s not that serious.

  • Rojo27 [he/him]@hexbear.net
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    6 days ago

    If anything it would be cool to be able to play a full on coop with my friends. I’ll wait and see for more details but I like it.

  • Sator_is_Tense [comrade/them]@hexbear.net
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    so this is a completely new coop game? i hate how marketing obscures the true identity of new games, it only hurts their player count when they don’t just name a genre or two apart from “hohhhhhh its dodging and rollin and cleave a demon’s face in”

  • gwysibo [they/them]@hexbear.net
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    honestly crazy they can put out so much so fast and we all know it’s going to be quality. they even did armored core 6 between all this elden ring stuff

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    wait so this is elden ring w/ co-op mod features and with all of the boring ahh open world shit cut out from the game leaving just pure boss battles with friends?

    sign me the fuck up i might actually enjoy it this time duck-dance

    • wait so this is elden ring w/ co-op mod features and with all of the boring ahh open world shit cut out from the game leaving just pure boss battles with friends?

      kitty-cri no open world stuff, it won’t be as fun as the original

    • 0__0 [he/him]@hexbear.netOP
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      Which would be fine if I didn’t see fucking nameless king in the game lmao. Like, I’m 100% sure the bosses are just gonna be mostly copied from the other games. I mean they fucking copied a regular boss of the main game as a DLC boss in Elden Ring, let alone a game where they can justify their blatant laziness. I’m moreso making fun of the delulu git gud fanboys who defend their laziness with bs excuses such as lore.

      • jjjalljs@ttrpg.network
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        I don’t really have a problem with things being re-used, and calling game developers “lazy” is such a tired cliche. Making software is hard.

        • 0__0 [he/him]@hexbear.netOP
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          There’s a difference between reusing some assets for graphics, enemies and the such, and reusing something that is supposed to be the bread and butter of the experience you want to present to the player. Like, the System Shock Remake pretty much reuses the same fucking boss every single time lmao, yet I think that game is absolutely amazing. Again, boss fights aren’t central to the experience System Shock offers. FromSoftware has set a precedent in their other games where most of their boss fights each felt unique and challenging, but fair. Not every boss is like this, but most of them are. In this game, bosses feel more like just another mob/NPC encounter (probably because a worrying amount of them are). Not a unique challenge you know you’re gonna have to take some time to master, but just another roadblock you bump into that you instantly forget even existed.

          • jjjalljs@ttrpg.network
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            Ok. I enjoyed the game. When I encountered the big void grabby face guy a second time, I went “oh it’s this motherfucker again!” and then had a fun time fighting him.

            I also played a lot of monster hunter where too just fight the same basic monster a lot. The process is typically fun so I don’t mind. Maybe you should avoid monster Hunter.

            So, like, you can get as mad about it as you want, I guess, but it’s not in my top list of things I’d change about the game.

      • Esoteir [he/him]@hexbear.net
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        i don’t see the problem, monster hunter reuses like 70% of its boss fights every single game, and this is supposed to be a monster hunter-like spinoff judging from the info they shared shrug-outta-hecks

      • lorty@lemmy.ml
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        I fail to see why that’s a bad thing, specially for a spinoff