![](https://kbin.run/media/5f/b1/5fb17f5cfa9474b48b0adefde56e1ee651eedd4cd8ffa176866d41aa3311d064.png)
![](https://sh.itjust.works/pictrs/image/045a2049-eb61-4960-88ba-97e7f1ffbf31.jpeg)
I wanna say this is a possible symptom of people who beat the game ages ago, put it down for a year or so, returned for the DLC completely not warmed up, and then perceiving it as insane difficulty off the bat
i type way too much about video games and sometimes music
I wanna say this is a possible symptom of people who beat the game ages ago, put it down for a year or so, returned for the DLC completely not warmed up, and then perceiving it as insane difficulty off the bat
That’s how it seems to me due to his twitch ban as well. The guy is fairly popular and brings money in, I couldn’t see Twitch banning him and losing the shared revenue unless the claim had damning evidence
Difficulty isn’t black or white. There’s a real difference between Monster Hunter and I Wanna Be the Guy
I am glad that others are noticing that change, too. I do believe it was a change necessitated by the Switch, but was also half ideological. In World, the Ancient Forest showed where they could go too far with the map design.
Even today after how much I played that game, if it weren’t for the guidance bugs I would get lost in that forest because of how mazelike it is. I do actually prefer Rise’s maps that have no loading zones, but are not as gigantic and mazelike, instead more vertical. though I do wish there were more of them, but remember that Rise is made by a different team than World, so not committing to all of World’s design decisions doesn’t necessarily mean they’re gone, as we move back into a new game developed by the World team once again.
I also feel that there is more to the transition from hunter to killer than the maps. The speeding up of gathering animations, the removal of most gathering and miscellaneous quests in World and Rise means that instead of having a lot more pacing variety in what you could be doing, it’s pretty much constant back to back large monster hunting, and if you want to change pace you have to play a different game instead of tackling some backlog gathering and transport quests.
I do know that I’m likely in the minority as someone who wants more non-hunting quests back in the games, and who didn’t like that gathering continually gets more and more streamlined out of the game as the series goes on, but I think that the monotony of being constantly railroaded into hunting and more hunting may eventually hit a breaking point.
What World did to Monster Hunter’s environmental design and interactivity between its monsters did so much for the immersiveness of the game and the expression and scope of its titular boss monsters.
I think seeing how much that can add to the game experience is worth seeing before they get diminishing returns.
I think you can enjoy it as a sometimes absurdist rollercoaster. It’s not necessary to hang onto every word and understand every bit of symbolism. The insanity is interesting enough and startling enough to get you by on surface level entertainment alone as long as you find craziness fun.
Sucks for you, I love barely comprehensible fever dreams! Keeps me on my toes, and I find the “is this symbolism or just insanity?” game a pretty fun thought process to have throughout
For me, the sense of place and visuals were top notch. It was extremely immersive. While that carries it far, the car was also very fun. Customizable with parts and new body styles you could find around the wastes, you put work into the car and made it your own.
The car combat is also very fun and is a kind of gameplay I still love but doesn’t get much attention nowadays, so I really enjoyed that aspect as well as the junk storms and collecting the other stealable cars. Past that, yep, it was in the format of a traditional Ubisoft open world game, but, sue me if you want, I like those kinds of games.
There was a lot of talk about RDR’s code being duct taped together and being really difficult to undo for a port, took them until recently to really start doing so in earnest, so maybe they’ve wanted to for a while but are just now seeing the fruits of that labor.
The first sentence says they’re working on an RTS currently. Even if they weren’t, the CEO is probably allowed to share his opinion on RTS games even if he hasn’t made one, just like all of us can. I think what’s missing is the qualifier “will never be mainstream across all major continents again”
It seems a little silly to recommend for someone else not to play it when you yourself don’t even know anything specific about it besides that it’s an open world action game.
Luckily the community ended up going “hey, wait a minute…” about this, too, and it’s gained some attention. I hope Sony commits
I’m not even the same person you were originally responding to. Just saying, if your goal is to get ideas across it’s better to be nice. If you just want to dunk on people and sink to their level, then carry on.
I’m making a general statement, not really representing my opinion in this particular conversation. If you care about what you’re standing up for, you should do your best to get it across to people, the perception is as much the fault of the listener as it is on the conveyor of the information and how they do it.
If you begin your comment with “lmao” it’s immediately condescending and you’re unlikely to convince anyone about what you’re saying.
I loved the way that you had to really think about and understand the world to get around. If I grinded humanity in the Depths and then needed to go to Anor Londo or something, I would stand there and imagine the path I would need to take, and the layout of the world would sort of unfold in my mind’s eye in the path that’d I’d have to run to get there, and that was always so satisfying and amazingly grounding and immersive for me. not only the lack of fast travel, but the lack of a map.
It just never happened like that again after that game.
Funnily enough, I enjoy Elden Ring’s world less due to free usage of fast travel. The cohesion and linking design of the world means less when it’s all a blur of fast travels and ignoring the shape of it all.
I also found running around large open spaces on a horse and having many more reused dungeon assets and items to be less interesting than the very deliberate and more dense world of Dark Souls, but that’s not to say I think Elden Ring isnt great, but it’s a real ideological difference in what you’re looking for between the two
It’s about where gaming was at when Dark Souls came out. Ghosts n Goblins and Castlevania were old hat by then, gamers had been conditioned and became accustomed to thorough tutorials, handholding, objective markers, the whole thing by then. The way Dark Souls made a huge point of not holding your hand was as much a surprising success as it was a tribute to those games of old.
It showed that the gaming community at large still wanted that, it wasn’t dead by choice, it was designed out of the popular by large companies catering to the lowest common denominator, and having a studio be brave enough to take that chance was not something you could take for granted at the time.
I know that, I mean, will they now be relisted for sale there, or remain delisted? The latter would be… Not a good sign for the future.
My biggest question too. I adored the first game, but only have a modest PC, so it’s the only thing keeping me from getting the second