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super_slicer

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Re: Games Discussion Thread

So Darksiders III is coming out:

Liked the first one a lot, the second one less so. But I'm just glad that this series is getting continued.
Hrm, I wanted to like the second more but... too much grind to get weapons with a little higher stats. First was a LOZ/DMC masterpiece, super hyped that they're continuing the series finally!
 

XSI

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Re: Games Discussion Thread

I have no strong feelings whatsoever on this game, but reviewed it anyway
All capital letters battlegrounds, which pretty much everyone has seen streamed to death and all over youtube by now



ALL CAPITAL LETTERS GAME is about landing on an island with up to 99 other people and being the last team(Or person) standing. If that interests you, you're probably going to enjoy this game. I was somewhat surprised to find this to be an entire subgenre of FPS (And third person shooters too), and from what I can tell it seems to be the best in it at the moment.

For everyone who hasn't been convinced yet or doesn't know anything about it, I would say it's...Alright, I suppose.

I'm not really impressed by it, but it certainly does what it says it will. A typical round lasts at most about 25 minutes and starts with you jumping out of a plane over the island. You then land and you have to find gear for yourself- Which essentially means guns, ammo and medical supplies. Technically melee weaponry exists but unless you and someone else are in the same building in the first minute of the game you're going to not use anything except guns.
Once everyone has landed the playable area starts becoming smaller, forcing players into conflict as the playable area reduces in size until the game ends with a winner.
There is no penalty for losing or leaving the game, matches are quick to hop in and quick to leave, and it has a very quick format for those who are low on time. It does get somewhat repetitive, and most rounds go roughly the same in my experience, you get your stuff, you try to not die, and then either you end up killing the other people or you get shot and die.

The actual gunplay is solid enough, and aiming with a scope is not unpleasant. A large amount of the tactics involved are about flanking your opponent. As almost everything is very powerful and capable of killing someone in just a few good shots you will want to use cover to your advantage and deny it for your opponents. The controls are sometimes a bit rough, with some odd input lag for things like entering vehicles or opening doors, but this is probably because it is still early access.
Sound design seems good, and you can often hear someone before you see them.

You may have noticed the 'survival' tag on the steam store. The goal is survival, I suppose. But you're in the wrong place if you're looking for somewhere that you'll need to find food and drink, build shelter, and similar things to actually survive in the long term. There is no long term in this game, for better or worse. In the same way, I suppose it is technically an open world, you can go anywhere you want. But you're going to take damage and get limited to a smaller area really quickly.

I'm having trouble finding other things to say about it. I am not really impressed by it, it does what it says it does, and it does them pretty well. But it doesn't say it will do much either. It had its origins as a mod for an other game, and it still feels like it is just that right now- A mod for some other game. A good mod, for sure. Enjoyable for a while, certainly. But not what I'd call a full game worth 30€
At least not in its current state. Unless you are really into this kind of game, in which case you're going to probably spend over 100 hours in it as it is the best one of its kind at the moment
 
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XSI

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Re: Games Discussion Thread

Throwing out another review

Battle Brothers, managing a small mercenary group in a procedurally generated world. Lacks in details and becomes frustrating after a while, but overall it's decent.
A little disappointed, I kinda expected more, but at the same time I've gotten my money's worth and it wasn't a bad experience either.



Battle Brothers puts you in command of a small mercenary band seeking to make a name for itself, and to earn money.
You control individual soldiers, their loadout, their skill growth, and their moves in battle. It is a pretty interesting tactical game, but it quickly gets repetitive as there isn't a lot of variation to be had and most of your experience will be walking around and occasional bandit fights. That said, what content is there works well and is enjoyable.

Your loadout matters most of the time, with different weapons giving different options in battle, leading to easy to understand choices that you can easily see impact your battles along with most of the time it being easy to see where and how you made mistakes.
A lot of Battle Brothers is about survival, as the real enemy isn't the bandits, greenskins or undead, though they all provide a different challenge, but attrition. As you need to level up your mercenaries, you'll end up having to protect them. And it then feels unfair when you have to level up every one of your brothers from nearly nothing while the game generates enemies for you at higher levels with the idea that you should be able to take them by then. Once you fall behind on the curve and lose a few more fights to now-superior opponents there is no real coming back as there is practically nothing left to fight that won't just murder everyone in your group. If you did not earn enough money to buy good equipment, or you couldn't find the better equipment, you just fell behind on the curve and it will be more and more difficult to catch back up. Assuming it is at all possible.

For a game that seems to take hints from X-com and similar hard games, it feels arbitrary. You are always limited to at most 12 men in your combat formation, while you will quickly find enemies do not have such a limit. Enemies do not need to worry about losing their highly trained men, so they just throw themselves at you- After all, they just get generated from nothing to give you a fight and they don't care if they survive. Then you notice the world feels empty and artificial, as things are generated just to fight you and nothing else seems to happen without you explicitly making it happen by accepting a contract. The fact that the world is randomly generated and seems to not be too interested in making roads and villages fit the terrain doesn't help it either. While I like the idea of the map being randomly generated and it occasionally seems to come up with a good map, it feels like the majority of them are pretty poor in many aspects, though thankfully no map seed is terrible to the point it can't be dealt with by a tactics and strategy change.

There are no fights outside of nature, even if you accept a contract to fight in a siege and the text says you push through the gate of the citadel, only to find it is a grassy plain just like every other plain out there. You may be asked to enter a mausoleum for an artifact, or a graveyard to get rid of grave robbers, but these too are just empty grassy plains and maybe hills.
Without a doubt, it feels like they did not pay attention to the details, and things weren't really worked out that well, leading to it feeling frustrating and what should have been a climax- A siege on a stone citadel during a war between noble houses- Instead just became a disappointment as it was just another fight on a field of grass.

But all that said, it remains a positive experience. being able to name your mercenaries and build them in the way you like(Though most of them will be pretty standard simply because the reality of combat makes some things highly impractical), the flavour text and random events are amusing and interesting. Armour and weapons can be looted from the enemy after combat, and the looks of your men change with their injuries and equipment.

Battle Brothers is a flawed but still enjoyable game, if you are okay with being frustrated often and a lot of doing battles that feel the same over and over. What is there is pretty good, but it feels like there is definitely too much of the same and it never seems to go anywhere. It's worth getting if you are interested in team management and fighting against attrition, but for everyone that isn't a big fan of turn based tactical combat I'd say wait for a sale. Or you're just going to end up frustrated and annoyed.
 

Paladox

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Re: Games Discussion Thread

Humble Bundle is giving away Dungeons 2 for the next 24 hours. I don't know anything about the game but, hey, it's free. xP



They also have a nice sale on Fallout 4. 50% off.

They've got a bunch of other games on sale too. I think their sale is going to last until the 18th. Might be a good time to pick up some games you've had on your wish list.

Oh, and if you don't already know, most purchases on Humble Bundle come with a Steam key.
 

Yoshiiki

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Re: Games Discussion Thread

Seems like Dungeons 2 tries to be Dungeon Keeper.
Just from the look/description so I may be wrong.
 

ShadowWolfSBI

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Re: Games Discussion Thread

Had the game long before the HB thing.

And Yoshiiki, yes. It is trying to be very similar to the Dungeon Keeper games, but the devs were smart enough to not try to slavishly copy them. If people want, I can try my hand at making up a review-like thing for it.
 

XSI

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Re: Games Discussion Thread

That would be nice

I'd appreciate it at least
 

ShadowWolfSBI

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Re: Games Discussion Thread

Okay, what the hell... Let's see how this turns out...

Dungeons 2 pseudo-review. (Not remotely intended to be professional sounding.)

Dungeons 2 is one of those games that have tried to be sort of spiritual successors to Dungeon Keeper 2. In doing so, the devs also managed to make the game its own separate and slightly silly thing, which is good. Much of the silliness of Dungeons 2 comes through the narrator voice, which you can actually control the amount of chattiness from. As for the rest of the game, a fair amount of its separation from being just another DK2 clone comes from the two (three with the main expansion) playable factions, each with its own set of rooms, traps, and units. It's also relatively bug-free.

To start out with, I'll go over some gameplay basics. Most maps, both in campaign and skirmish mode, have at least two actual maps to them: One is the Dungeon Map, where you do your building, managing, and other base-building style work. Certain features will always be present on the Dungeon Map: Your Throne Room, which is the core of the dungeon, Gates that lead to the surface, and tunnels connecting at least one of the Gates to the Throne Room. There will also be large amounts of mineable sections for adding rooms. Sprinkled around the Dungeon map are resources, such as Gold seams (Gold being useful for most things, including paying wages), Rich Gold Seams (Which take a LONG time to tap out), Gem Seams (Which provide an infinite amount of Gold), and Mana Crystals. On occasion while digging, you'll either uncover the occasional hostile critter nest, or more likely, you'll have some enemies enter the dungeon from the other main map, the Surface. While on the Dungeon Map, you have no direct control over your creatures, but most of the time, they'll automatically start fighting any enemies they encounter, unless the creature in question is a worker. Those little derps run away most of the time. If the enemies get to the Throne Room and start attacking though... It's all-hands-to-the-pump.

The second major map type is the Surface. This map is usually populated at the start by nothing but Heroes, and Hero Generating Structures. This is the map where you've got more "traditional" control over your creatures, when they're sent there, which is done by picking them up on the Dungeon Map and dropping them on one of the Gates. It's also broken up into regions with invisible borders. Clear out all of the hostiles in the region (not always Heroes) and then the region gets "Evilified". More on that later. Occasionally, there will be little side-area underground maps. These don't get their own mini-maps, unfortunately. There are a few campaign missions that have only the Surface section. Those are special cases.

The Dungeon itself has three levels, and to go up between levels (which unlocks better things for research/use) you need to gather Evilness. This is done by corrupting the Surface. Each Surface map has its own way of going about granting Evilness: Either each region will give a periodic trickle of Evilness, or you'll get a lump-sum. Either way, at 500 and later 2000 total Evilness (and an amount of Gold), you get to upgrade your Dungeon for badder things.

"I do hope no one has arachnophobia, as a spider's nest was just uncovered."

Now to back up a bit and cover some of the silliness. As I said, most of it comes from the Narrator, who's lines often contain references to other series' events, or fourth-wall breaks, often times containing both. Many of the idle commentary also contains fourth-wall breaks. As stated before, in the Options Menu there is an option for changing what kind of comments you get from the Narrator: All comment types, Only Admonishments, Only Idle Comments, or Nothing. The Idle Comments are mostly jokes, and the Admonishments are pestering you to make progress towards your objectives. Of further note: The Hand of Terror, your in-game cursor, has some random-ish idle animations of its own. (I've personally seen it start "hand-banging" while throwing the horns.)

Aside from the main game itself, it has four DLCs, which are mostly just map packs for skirmish mode. The main one, however, is titled "A Game of Winter" and includes a small expansion campaign and a new faction for Skirmish/MP modes.

On to the actual playable factions and units...

Most of the core mechanics are the same for each playable Faction (just with different names and aesthetics), so I'll be focusing on specific things, like units and unique mechanics. The playable factions are Horde (Orcs and whatnot) and Demons, with the Undead being playable with the main expansion. Each faction can only recruit basic units, but have somewhere to send their derps for unit upgrades. Now for a run-down of each...

Horde - This faction is probably the easiest to learn, especially if you're the type of player who learns how to play a faction in a strategy game by playing the campaign. They're the feature faction of the main campaign. For builders, you've got your Little Snots... And they actually have a use beyond just mining out space, dragging the dead to a reviver, or getting punted. THEY MAKE BEER! Which is good, as the Horde units require beer on top of the other creature requirements in the game. Each of the Horde units have two options for upgraded forms, choose one per unit. Not unit type, individual unit. Now, your available guys and their upgrades are as follows:

Orcs, the Horde's basic combat unit. These guys spend most of their non-fighting time either shouting at other Horde units to motivate them, or "prettying up" your Dungeon by reinforcing the walls. The other factions get those wall reinforcements, which can actually improve a room's effectiveness, automatically, but the Orcs gotta get around to doing it for the Horde. They can improve into either Chieftains which can break certain status effects on others, or Ironskins who have better defense.

Goblins, the Horde's combat engineer unit. In the field, they can disable enemy traps...On the rare occasions you actually encounter some. These guys spend their non-combat time in the Workshop, cranking out toolboxes or developing Room Improvements, Doors, and Traps. Their upgrades are into the sneaky Assassin or the torch-happy Gob-o-Bot.

Nagas, the Horde's ranged detector unit. In the field, they have the ability to spot invisible enemies, like Elven Archers. They spend their dungeon time mining Mana from crystals, or researching spells and population improvements. They can upgrade either into a Naga Queen or a Medusa.

Trolls, the Horde's massive combat unit. They get to spend their dungeon time in the Forge, researching unit upgrades. They can be upgraded into either a Rockthrower or a Juggernaut.

Now as stated before, the Horde is the only playable faction that makes use of the two-option upgrades. The other two factions have a three-tier upgrade set up.

Demons - Only really showcased for like two missions in the singleplayer campaign. You'll need to spend time in Skirmish mode to really learn them. Also, expect to go through a lot of their worker unit, the Servants. For each tier-up you want to do for your other Demon faction units, you've got to sacrifice a Servant. Also, your Demons thrive on Admiration, which your Servants perform.

Lust Demons, the main fighting unit for the Demons. When not out in the field, they spend their time motivating your other Demons to work harder... Usually by way of whip. The tiers for them are: Mistress, Succubus, Dark Empress.

Fright Demons, the detector unit for the Demons. In the field, they've got the invis-spotting ability. Down in the dungeon, they produce spider eggs in the Nest, and perform the room-based research. Their tiers are: Infested, Chaos Weaver, and Brood Queen.

Shadow Demons, the sneaky unit for the Demons. In the field, they've got the sneaky-sneak ability. In the dungeon, they spend their time gathering mana and doing spell/population research. Their tiers are: Shadow Lurker, Mindflayer (completely different design from the D&D ones), and Abysmal.

Fire Demons, the heavy-hitter unit for the Demons. When not out bashing things, they perform all of the unit improving research. Their tiers are: Infernal, Gargoyle, and Pit Fiend.

Finally, I come to the last faction... The Undead. They have no special resource for healing, only rest. After each rest, one of their workers, the Forgotten, clean up the mess. While all three factions have a means of restoring the fallen, the Undead do so automatically without worker input, as long as the facility is built.

Blood Drinkers, the basic Undead fighter-turned-specialist. The Blood Drinkers start out as dungeon-jobless fighters on recruit, but upon the tier-ups, begins working in the Cemetary to speed up the revival of fallen Undead. Notable for the random individual names being puns on Pokémon names. Their tiers are: Bloodsucker, Grimlin (not a typo, that's how it's spelled in game), and Nosferatu.

Ghosts, the detectors for the Undead. In the fight, they spot the hiders. In the dungeon, though, they gather Mana and do the spell and population research. Their tiers are: Fright, Banshee, and Black Death.

Skeletons are the ranged specialist for the Undead. While in the Dungeon, they perform alchemy to produce Clay Pots of...stuff, and research Room-related improvements. Their tiers are: Bone Warrior, Deadbolt, and Lich.

Brain Biters, the heavies for the Undead. When not in the field, they work in the Labratory, researching to improve the Undead units' capabilities. Fun note... The Labratory workstation has the model of a basic-tier Brain Biter strapped in as the test subject. Their tiers are: Zombie, Ghoul, and the Thing.

Now that all of that's out of the way, I'll finish up here with a few more notes. The main game's campaign mode is eleven missions long, which gets upgraded with an eight mission second campaign with the addition of A Game of Winter. With all of the map packs, the game has 16 skirmish mode maps, each of which could be set to an "Endless Mode". And finally, it's got multiplayer, which I can not describe due to lack of experience with it.

Still in all, a decent purchase, at least for those who like strategy games to have a bit of humor with it. Of course, if you're not into strategy games, or don't care for silliness, you might want to look elsewhere.
 
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AceofWind

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Re: Games Discussion Thread

Good news for deviant art Sonic fans, Sonic Forces lets you create and play as your Sonic OC.

 
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Yoshiiki

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Re: Games Discussion Thread

Good news for deviant art Sonic fans, Sonic Forces lets you create and play as your Sonic OC.

This is a nice idea, now I am hoping for rest of game being good enough :D
 

super_slicer

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Re: Games Discussion Thread

This should help some with the nier backstory confusion:

On a sad note, this actually spells out the story far better than the games do, because why would you want to know the story of a game your playing without having to look at an outside source?
 
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XSI

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Re: Games Discussion Thread

Saw this thing come out, the concept seemed interesting so I grabbed it.
It's got pretty severe issues, and is way too simple for the price. Not flash game level of simple, but it feels pretty close.

Killers and Thieves


Since I've only just gotten it, I'll play further at a later point and edit this review as needed. For now, I will say that I enjoyed my time with Killers and Thieves, and while it has issues(Mainly the lack of tutorial, questionable controls,and civilian/guards being incredibly simple), it is still decent, though very much overpriced for what it does at this point.

Killers and Thieves puts the player in control of a medieval thieves' guild, an interesting idea that might have needed a bit more explaining and working out. As it stands, it is still worth looking at, but it does feel like it could have used a bit more thought at a lot of points.

The story seems pretty good, but the day to day business of robbing places, training your thieves and selling loot feels like it is lacking a bit and often feels clumsy and obtuse. The controls for your thieves are not very intuitive, and the stealth system not regenerating any points once you've lost them makes it impossible to enter stealth again after being spotted.

But that is just one of the systems that feels too simple to me. Perhaps I just expected too much, but so far I've not yet found any unique looking maps. Everything appears to be randomised, even the story missions I've found thus far. While it seems like a lot of effort was put in the presentation, into looks and mood, into the story itself and the concept, it doesn't seem like this effort was placed on connecting the story to the game. An early example is a story mission telling me to rob a place to put pressure on someone, the map was randomly generated, so I just went in and stole a bunch of stuff. With multiple houses there, I had no idea where I was supposed to go. But it turned out the answer was "Anywhere", as stealing from any of the houses counted. Then in a the story afterward the man's house was robbed, yet I couldn't picture the house as everything seemed to just be randomly generated.

While the graphics are good with a consistent, pleasant to look at style that isn't difficult to tell guards and loot apart from the background, the sound is maybe a bit too simple, with music and soundbites seemingly repeated over and over. This got a bit annoying after a while, which I found to detract from the general experience. They can certainly use more variety for the audio.

Guard AI, for a stealth based game, is fairly important. It is then sad that it is so simplistic. Guards seem to move at random, and stand still at random. This means that if you're unlucky, you're going to be stuck in a room for a long time waiting for the guards to move away. They often patrol in buildings randomly, wandering through bedrooms of slums and standing at random staircases in the middle of a house. There doesn't seem to be any sense, which leads me to believe the guard patrols are probably also randomly generated.

The RPG elements are slow, and you will need to level up a lot in order to get the training points needed to make your thieves capable of doing their job properly, and even then there are often not many ways you can use the skills in the maps as they are, even if you actively look for them. I like the idea of growing my band of thieves from poorly skilled randoms from the street to a group of elite heisters, but the leveling up, learning of skills and trying to make thieves better just doesn't seem to matter most of the time. Not to mention that it takes forever to get even the slightest upgrade.

It feels like they've had a great idea, but didn't really know how to turn it into a great game. So they got a story that seems good so far, and they've made some gameplay for it. But they don't seem to have really made it fit well together with the story, and the gameplay elements often appear to conflict in their goals. The numerous flaws in the game seem to break immersion quite often, and the sheer randomness of everything makes planning impossible. Controlling four thieves at the same time with the clumsy controls means you're likely to just leave three outside and use one at a time.

I like the idea, I like the art, and it seems like a lot of work went into the story. But the gameplay feels lacking in many ways. It is essentially the looting and exploration part of This War of Mine with slight changes to it, randomly generated every time and with an overworld system that doesn't seem to really do much anyway. Many things regarding the gameplay feel like they've not been thought about, leading to what feels like a patchwork of mechanics and systems that interact at times, but never truly work together to provide a great immersive and challenging experience.
It is worth getting and playing at some point, and you may very well end up enjoying it like I do. But I can see that it has big issues that would make it a frustrating and poor experience for many, so definitely do not get it at full price.
 

lurker

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Re: Games Discussion Thread

Fallout 4 is getting a free weekend this week. I'm gonna give it a spin, hopefully it'll be on a good sale as well. Sadly can't preload it I've noticed, least not yet.
 

super_slicer

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Re: Games Discussion Thread

It's not a bad game, but honestly ends up just plodding along. Not enough variety in weapons (sure the basic pipe weapons can be modded to hell and back, but they're fucking worthless halfway through the game). I get the feeling that they spent waaaaaaaaay too much time on the base-crafting system and accompanying missions to focus on other, non-repetitive non time-sink gameplay systems.
 

lurker

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Re: Games Discussion Thread

It's not a bad game, but honestly ends up just plodding along. Not enough variety in weapons (sure the basic pipe weapons can be modded to hell and back, but they're fucking worthless halfway through the game). I get the feeling that they spent waaaaaaaaay too much time on the base-crafting system and accompanying missions to focus on other, non-repetitive non time-sink gameplay systems.
From my experience thus far, minus the opening questline (which honestly is some of the best writing in the game) to the point where you're returning to Sanctuary and introduced to the Settler system and a few quests beyond I can see what ya mean and a bit of the complaints. Still, I'm still in my first 4 hours and I'll probably pick up the base game anyway. Tis fun gunplay and I don't mind the mechanics, if anything the mechanics on how the game work is some of the strongest in Fallout history, but yeah, the story itself seems to fall off sharply once you mincemeat that Deathclaw with your first minigun...

No doubt something worth a full Steam review eventually.
 
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Re: Games Discussion Thread

If you like going wild with base-building, if building fortresses is your favourite thing to do in Minecraft - then bow howdy will you get your money's worth with Fallout 4 and its DLCs. If you want a tight story and decision-making that really matters, then this game might not be for you. The shooting is supposedly the best in the series, as well.
 

Caulder

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Re: Games Discussion Thread

If you like going wild with base-building, if building fortresses is your favourite thing to do in Minecraft - then bow howdy will you get your money's worth with Fallout 4 and its DLCs. If you want a tight story and decision-making that really matters, then this game might not be for you. The shooting is supposedly the best in the series, as well.
Having several hundred hours in the game, this is basically right on point. The shooting feels pretty great for once, and isn't clunky as fuck, though the Lever-Action Rifles in Far HArbor have borked reload animations and are hilariously overpowered.
 

lurker

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Re: Games Discussion Thread

With 21 hours and now officially owning the game, I posted my Steam Review for my thoughts. Now, to remember how many of the mods I pre-downloaded required the DLC so I know which ones I have to wait on...

21 hours into the game feels like a good time to start this, and...

I feel like we got spoiled by Obsidian, tbh.

Whereas Obsidion basically made Fallout 3.5, they had a lot more time to not focus on assets and basic engine deals when they made Fallout New Vegas, and arguably Fallout New Vegas is THE best Fallout game because that extra time was used on it's story and world. There was no way that 4 could have fully lived up to the expectations that New Vegas, choronically last in the franchise, could have given.

That does not mean that Fallout 4 is a bad game, on the contrary, it's pretty damn solid. However, it also feels like an inverse of the Fallout franchise as a whole. Whereas Fallout and Fallout 2 started and focused on it's storytelling engine and RPG mechanics, Fallout 3, New Vegas and 4 has steadily evolved the game to a more action setting, one with more shooter mechanics.

By far this shows the most in Fallout 4, whose RPG mechanics have become far more watered down. Subskills are gone, SPECIAL defaultly offer bonuses that skills used to give (sans Hacking and Lockpicking, which have turned into perks), perks have been condensed into a tree based off the main point where each point of SPECIAL unlocks a new 'tier' which contains a perk class, the shooting mechanics have been greatly polished with ALT key used for grenades and bash/strong attacks, VATS for sprint, a slowed-time version of VATS to remove the cheatier use of it freezing time in combat, power armor's new mechanics (oh god is Power Armor so good in this game...) and even an entirely new mechanic, the Settlement system, allowing endless hours of tweaking your personal fortifications in the wasteland.

For all these improvements to gameplay however, there is flaws and weaknesses. Encumbrence is quite rediculous in this, as every piece of junk is useful so a choronic hoarder like me's constantly overencumbered, beyond the first few hours, basically when you help out one of the companions in Concord, the story's quality seems to desperately drop off, the companions, while interesting and with decent character, have INFURIATING AI that either means they get constantly stuck on you, or wander off gods know where, and for reasons that far outpace my tiny mind, you're defaultly punished for installing mods in this game, a first for Bethesda unless you modify your .ini first.

It is certainly a fun and enjoyable game even at the vanilla state, but it's clear it's crying for mods to add the quests, worldspace, and better writing that's desperately needed. Editing the .ini to allow mods is easy enough, but expect to install a load order similar to Skyrim where it goes into the hundreds, unlike the previous installment where all you really needed was like 10-20 mods in New Vegas to improve the game very slightly.
 
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Re: Games Discussion Thread

Fallout 4 is hot dog shit. There are kernels of a good game in there, but they're just what's left of what went through the proverbial dog's digestive system in the first place. They took four steps forwards with gunplay, enemies using cover, crafting, graphics and animation, and 10 steps back with the RPG mechanics, quest design, rail-roading you into the nate/nora role and writing and dialog that follows. Endless "go here kill everything" quests, and almost entirely linear main/sidequests that don't account for your attributes, skills, or the role you just want to play, really awkward player/follower interaction. It continues to disappoint me with its existence; NV was the peak of the 3d Fallouts. Give it 4's combat alone and it's 10x better a game instead of "just" 7x.
 

dragoon93041

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Re: Games Discussion Thread

Maybe we'll get lucky and we'll get a New Vegas for Fallout 4. As in, a game that's colorful, with interesting and likeable followers. And AWESOME DLC. Seriously, Old World Blues has to be my favorite DLC ever.

Also, played The Sexy Brutale
Concept: Use "Groundhog Day" loops to prevent the hotel staff from murdering the guests without ever being able to be in the same room as anyone else
Had some fun, also had stuck on some puzzles
It was good but not great, if you like the concept, play Ghost Trick on an emulator
Didn't particularly like the ending but that's because I'm not into that kind of ending
C+
 
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