EvaUnit02

joined 1 year ago
[–] EvaUnit02@kbin.social 3 points 6 months ago

It was straight-up free (as in: no tiers, just free) for a long time to early adopters of the Nvidia Shield. I can't remember when it was introduced but I think it was with the first iteration of Shield TV.

[–] EvaUnit02@kbin.social 1 points 7 months ago

I wouldn't be surprised if there's a patent Microsoft just hasn't been willing to license use of.

I remember when the Sixaxis came out. It was missing vibration. It was because Immersion sued Sony (and ultimately won) over patent infringement of rumble motors. Sony ended up having to pay somewhere around $100 million.

[–] EvaUnit02@kbin.social 9 points 11 months ago* (last edited 11 months ago) (3 children)

Price per unit time suggests that the only value of a game is in how much time it consumes.

The value calculus is going to be different for everyone but for me, I tend to look for:

  • A game which is a game first and foremost rather than an entertainment experience. That is to say: something that demands decision making of me in which I can either increase or decrease the payoffs of those decisions. Games which focus heavily on cinematic scenes, heavy QTEs, or long dialogs disinterest me.

  • I am often willing to take a punt on a game that tries to do something creative and interesting.

  • I tend to not like games that demand a high degree of memorization and/or dexterity.

  • Games which perform well. A recent example of a regretful purchase I made was with Shin Megami Tensei V. I adore the series but the framerate on the Switch really brought my experience down to a level where I just didn't want to play anymore.

The weights of these things will change from game to game and other elements may enter or exit the equation from time to time, of course.

[–] EvaUnit02@kbin.social 1 points 11 months ago (1 children)

tri-Ace games have fantastic combat mechanics, imo. Give the original Valkyrie Profile, any Star Ocean (later games have more intricate combat), or Resonance of Fate a spin.

[–] EvaUnit02@kbin.social 1 points 11 months ago

I'm not sure how ad blocking is going to work once more and more ads are delivered via the domains you don't want to block.

[–] EvaUnit02@kbin.social 1 points 11 months ago* (last edited 11 months ago) (1 children)

I strongly disagree with this. As with all engineering tasks, it comes down to what you're trying to solve.

If a framework can do some significant lift for you, then it's a question of whether learning it is worth the time and effort saved in writing a bespoke solution that does what the framework offers. You also have to measure how "locked in" to the framework you'll become and whether or not that will be a problem for you.

One example of a framework I wish I never touched is React Native. The way React Native handles everything from dependency management to coding practices to how to handle breaking changes is nightmarish. More than once on a React Native project did the entire project explode for reasons such as wildly major refactors (with only 6 to 12 months given for folks to switch over), "clever" code having wacky ambiguities and conseqent side effects, a convoluted toolchain breaking somewhere in the middle, and even the package manager itself being conceptually problematic (which I understand is not the fault of React Native but still) I am convinced the team lost more time in learning and coping with the idiosyncracies of the framework than if the project had just been written in Java and Obj C with some useful libraries.

One example of a framework (or game engine or whatever you'd want to call it) I adore is Monogame. Monogame is super straight forward. You're given a game loop, I/O handling, and some additional niceties. Nothing is obfuscated from you. The tools you use, with the single exception of the MGCB, are whatever you want to use. There's no magic. Everything is right there in plain ol' C# for you to see and understand clearly.

As you rightly point out, some tasks are both critical and complex (e.g., cryptography) and shouldn't be performed on one's own. Choosing a framework or a library that will handle that for you is prudent. However, most of the features of a framework are not that. Most features are about solving boilerplate and general issues for you so you can get to the task of writing whatever it is you're trying to write. That's all well and good. However, choosing a framework can come with as many headaches as they relieve, if you're not diligant.

[–] EvaUnit02@kbin.social 6 points 11 months ago

Most jobs in the game industry are employment, not contracts.

[–] EvaUnit02@kbin.social 46 points 11 months ago (1 children)

I recoiled when I read, "my dad actually owned a PS2 when I was born." Oh time, you cruel beast.

[–] EvaUnit02@kbin.social 4 points 11 months ago

I think there are enough tabletop games in the hobbiest game space for everyone. That means there's a very wide range of games from the simplistic to the complicated. I think if expectations are not kept in check, it can be easy to bite off more than one can chew.

Moreover, everyone's going to find different things complicated. I've been in this hobby for decades. I don't find Gloomhaven particularly complicated. I very much enjoy hex and chit war games. But god damn, I cannot wrap my head around Oath. There's just something about it in which the rules don't click for me.

One of the first things I do when considering a new purchase is head over to BGG and read some reviews. If it looks up my alley, then I'll give the game a go.

[–] EvaUnit02@kbin.social 4 points 11 months ago

People have different preferences but generally, "up" is the thumb button.

[–] EvaUnit02@kbin.social 6 points 11 months ago (2 children)

There's an "up" button as well.

It's basically just an arcade stick where you replace the lever with buttons.

 
 

Man, in 2023, it's really hard to get heard through all of the macho "git gud" guff but as a fan of Armored Core since its inception: this game is not what I was expecting. I am disappointed.

I adored Armored Core as a series because it was steeped in the management of myriad statistics and unimaginably many ways to combine various parts to get to the collection of statistics you wanted. It was about navigating maps that were sometimes open and sometimes long and winding. It was about having a mech that can hit hard for a small open map or has enough ammo and energy for a long, exploratory map. It was about kitting out your AC for each and every mission to accomodate for every detail given in the mission briefing.

With the exception of AC4 and to some extent, AC5 (and Formula Front, I suppose), the piloting was really rather ancillary. Sure, it was fun. Sure, there were things to do. But really, as a pilot, your job was to leverage your AC's strengths while mitigating its weaknesses.

AC6 turns all of that on its head.

AC6 feels very much like a Souls action game akin to Sekiro just with an added dash command. You dash around, trying to fill up an arbitrary bar just so you can deplete another bar all while managing your own bars. You do this while looking for patterns in a boss, avoiding their attacks, and waiting for "your turn". Cool, if you like that sort of thing. But the focus now really is on the action aspect rather than your builds. Of course, you can still build ACs but it feels much more like kitting out a Souls character than it does studying numerous values and piecing them together in ways that are both effective and affordable.

My gripes:

  • The game seems to dish out AC parts as a reward rather than giving them to you as the core gameplay itself.

  • Why do I not have a radar?

  • The image editor is more restricted than it used to be (no more free-form pen tool)

  • Why can't I build an AC whose generators offset my energy usage?

  • Why is there a stagger gauge? Why isn't staggering instead a function of the kinetic energy behind my weapons and the stability of your AC?

  • Why do my weapons do insane damage to normal enemies and virtually no damage to bosses?

  • Ammo counts seem insane. I could be misremembering but I'm pretty sure the shoulder-mounted missile pod in the first mission reported having 150 missiles.

  • Energy is just a meter limiting your dashing and jumping. It feels very much like a Dark Souls stamina gauge. I suppose if I'm charitable, I could say it feels like AC4.

  • Speaking of Dark Souls, you now have magical repair kits akin to Estus Flasks.

  • Combat seems very much of the Sekiro/Bloodborne dodge => stagger => damage variety. It seems much less viable to just walk in with a massive tank, soak everything thrown your way, and accomplish your mission. It also seems much less viable to use distance and terrain to your advantage. The smaller scale of the ACs in AC5 really gave me hope that terrain would be coming back as a major feature but it hasn't. Moreover, you can't build an AC that can fly off in to the stratosphere and rain hellfire from the sky.

This game feels very much like Sekiro with robots, to me. It's a game that is 95% action and 5% mech building. Even the action element doesn't try to feel like giant lumbering mechs engaged in combat. It feels like Gundams darting around while pulling both energy and ammo out of the ether in order to keep up the pace of the action. AC4 was very "super robot"-like but at least AC4 retained the core conceit of combat by virtual of stat interactions.

The bosses also feel distinctly Dark Souls-ish. They're big, imposing trials. I long for the days of Nine Ball and White Glint.

Does this game have stats? Sure. Do you build ACs? Yeah. But they are not the focus of the game anymore. This game is about piloting and at that, the piloting has been massively changed to feel much more video game-y and Dark Souls-like. It's about identifying and reacting to patterns. If you can do that, you'll be in very good shape to complete missions despite your build. In fact, I fully expect to see streamers with goofball AC versions of "nothing but my underwear and a torch" runs through the game.

One of the greatest joys I got out of the previous AC games was in finding clever ways to complete missions. If a mission was too hard for me, then I would try to construct an AC that allowed me to win the mission outside of the way the game wanted me to win. It was such a joy. It was facilitated through the fact that parts were numerous right from the get-go and the game mechanics centered around the interaction of dozens of statistics. Few things felt better than pummeling an AC with shots that they couldn't handle and keeping them in stun lock.

Sadly, this game is hell bent on you playing the game as an action game. You will be required to both understand and become proficient in the action mechanics or else you will fail missions. Mech building is a secondary activity.

There are plenty of games that do that already. What I wanted was Armored Core.

 
 
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It is time! (media.kbin.social)
 
 
 
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