ITT: Opinions that everyone on Yas Forums will agree with, and if you disagree you're reddit as fuck.
I'll start:
Celeste sucked.
ITT: Opinions that everyone on Yas Forums will agree with, and if you disagree you're reddit as fuck.
I'll start:
Celeste sucked.
Other urls found in this thread:
Death Stranding is the best story of any video game ever
Tetris is best game ever.
Plot, story, character development, achievements and skins are all totally superfluous to the act of playing a game
Reddit isn't actually that terrible
System Shock superior to SS2 in every way.
based, you drew sanic
Celeste was a great platformer, the only bad thing I can say about it is that it gets way too fucking hard in the last level and the post-game content (even thought its perfectly doable with practice). You just got filtered out my dude.
Threads like these are actually redit cause they promote am echo chamber
FAILURE
>old good
>new bad
Kys
You made a similar thread yesterday. What's it like having a tranny game live rent free in your head?
Both are old, big boy
More like it has different strengths from 2. I don't think there's enough of a divide in the fanbase that there's much of a controversy in preferring one game over the other.
Holy shit this is actually true.
The phone's dead....WILL!
But that’s just an objective fact
>If you don't agree with me you're one of THEM!
Celeste's level design is very much like this and it is an issue but it doesn't make the entire game terrible.
???
>constant pixel perfect jumps
>"hard"
that's not hard, that's annoying. Celeste was frustrating because there was no lenience in any of the platforms so I would spend more time on a jump I already figured out because I might have been a pixel or two off 3 moves ago.
>He hasn't hit the frontpage of /r/stims or /r/dippingtobacco
That's fine, stay out of Reddit
I never got too on board with this one, everyone says "Games are for gameplay, if I wanted a story I'd watch a movie/show" but why force lines like that? Games can have whatever gameplay and be carried by other elements like story and characters, a good story and characters that aren't in that faceless movie/show I'm being told to watch in its place. RPG Maker games and Visual Novels are my shit.
the problem with games like this is that they dont ease you into the challenge and give you one thing they want you to perfect over the course of a stage. mario is unironically the perfect formula for a platformer stage. introduce the mechanics and give the player lots of space in the beginning so they can understand what the levels gimmick is. after introducing the gimmick, give them a small break room with an optional challenge to get collectibles or satisfying moments. after the break room, up the intensity of the challenge and give the player multiple obstacles that could damage them easily. give another break and then a checkpoint after the break room. give the player a combination of supporting elements, death pits, damaging blocks, time sensitive mechanics, and the combine it with the main gimmick. give the player a final break room with an optional path to get the final bonus of the level before giving them a less intense segment where they get a small recap of the levels gimmick and supporting elements. give a final optional challenge to reach the top of the flag pole.
this is unironically peak platformer design and having the difficulty of a level be at the middle of the stage after a checkpoint is optimal level pacing. giving them plenty of room at the end of the stage and a short reminder of all they went through makes the stage seem more wrapped up than giving them a difficult ending they have to repeat multiple times. if they already passed the main challenge, they deserve one last fresh feeling of the gimmick in a less intense environment. break rooms are essential to making your stage feel like an actual environment with obstacles rather than a stupid player built challenge room. theres so much you can do with break rooms that each one can feel unique to its world map area.
pic related is a masterpiece and nomura is one of the greatest directors in gaming.
I've lightened up a bit in recent times, at least as far as thinking characters and atmosphere go a long way in making a game memorable as well.
No game has a really "great" plot, but plenty have a cast that make you want to go along on that ride with them regardless.
Only if you view games entirely as toys instead of an artistic or storytelling medium.
It's valid for games to be purely about game play, it's also valid for them to prioritize story or atmosphere or visuals, as long as the end result is good.
It's also retarded because by that logic movies should be just about visual effects and cinematraophy and not writing, and if you wanted writing you should read a book./
>(crowd groans in disappointment)
NO CONTEST
This diagram makes no fucking sense, not a single celeste level is designed like this
This place is reddit
It's tough to strike a balance. I've been playing Persona 5 recently, and I feel like every time I'm just getting into the dungeon crawling I'm pulled out for another series of lengthy cutscenes. Or when I want to build some points in kindness or charm or whatever I find that the next 2 days has story elements that force me to do something else.
Story elements work best to give the player a break after they've (likely) worked hard on something. After a long stealth section to properly separate the thing from the action sequence coming up, or after a boss battle to let the player come back down to earth. Or before some major event to properly get the player's mind in the world.
If you're actively getting in the player's way, it's maddening. It can be like driving while someone else gets to control the pedals.
However on the extreme end of the scale, if all you've got is gameplay with maybe an intro and end sequence to bookend the game, then don't be surprised if the only people who like it are those who really just want to min-max the numbers like it's Excel odyssey, the VLOOKUP() Knight.
I've only lightened up because storyfaggots were being, well absolute faggots about it and gameplay was very much NOT a valid priority because it was time for vidya to "grow up," when that was a popular thing to say at least. That was the cause of my initial indignation to storyfags at least. People have chilled out these days and figured out we can have both in the same environment so I don't care as much these days.
He's right though. SS2 was decent but had extreme 3rd act problems and some definite first act problems. PSI abilities were a mess as were a decent deal of the skill trees and requirements throughout the game. Hacking was an RNG pain in the ass but not unmanageable due to the crazy amount of nanites you would get.
SS1 basically requires a UI and mouselook mod but after that I found the writing and game world more engaging.
which vid was this? I can't remember the name
having a nice story, setting, and characters adds SOUL to a game as long as it doesn't detract from the gameplay.
just look at how boring mario is nowadays thanks to that hack miyamoto's autistic crusade against stories, new characters and any characterization beyond "BING BING WAHOO MAMA MIA SO LONG GAY BOWSER." that's what retards on here want every game to be like.
Darkstalkers is every bit as good as Street Fighter and Marvel VS Capcom.
thank you