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GreenAlex, in MSI's new Claw handheld goes head to head with Lenovo and Asus at $700
@GreenAlex@kbin.social avatar

I'll admit I'm not super knowledgeable on the space outside of the Deck, but it really feels like most of these things are pushing power without any consideration to usability. You're a PC, you need convenient methods of handling PC input and plenty of input options to handle the number of inputs. Without that or a handheld-friendly mode in Windows, you're probably dead in the water. Props where they're due to the Legion Go on that front for trying something new with its joycon mouse.

unexposedhazard, in MSI's new Claw handheld goes head to head with Lenovo and Asus at $700

So its garbage in terms of price/performance ratio then?

thingsiplay,
@thingsiplay@kbin.social avatar

I don't know what you mean. It even has a screen. Not an OLED, but at that price point we can't nitpick, right? The only thing I really like on this device are the builtin Hall effect thumbsticks.

Ashyr, in Spec Ops: The Line's sudden removal from Steam baffles its director: 'Why has this happened?'

Super weird. That game is great, just play it on easy and enjoy the ride.

Entropy, in Spec Ops: The Line's sudden removal from Steam baffles its director: 'Why has this happened?'

I hope they figure it out and potentially get it reinstated. It would be a shame for such a good game to be lost to so many people

derbolle, in Like a Dragon: Infinite Wealth Has the Yakuza Series' Best Steam Launch - IGN

No wonder. This game is awesome

Glitchington, in Like a Dragon: Infinite Wealth Has the Yakuza Series' Best Steam Launch - IGN
@Glitchington@lemmy.world avatar

Great, thanks Yakuza fans, I’m going to love paying for NG+ after it becomes normalized. I looove paying extra for CORE CONTENT. /s

KyoStarr,
@KyoStarr@kbin.social avatar

Yeah I'm basically waiting it out until the version with the NG+ DLC is half or more off. Incredibly obscene to lock an entire feature that way.

newthrowaway20,

I’ll never buy NG+. If I wanna play it again, I’ll just start over.

ampersandrew, in Dragon Quest Builders coming to PC on February 13
@ampersandrew@kbin.social avatar

Did they just forget to bring this game to the biggest platform where they stand to make the most money, or...?

MacedWindow, in So far, Goku and Vegeta alone make up 24 slots of Dragon Ball: Sparking! Zero’s roster
@MacedWindow@lemmy.world avatar

It all depends on the ratio. 24/48 is pretty bad, but 24/150 is a bit more reasonable.

Kolanaki, in Games only need fast travel when they make travel "boring", says Dragon's Dogma 2 director
@Kolanaki@yiffit.net avatar

Travel is gonna become boring if you have to travel the same road multiple times in the course of the game even if you have a bunch of cool stuff along that road. Eventually, I won’t give a shit about that stuff since I’ve seen it a million times. So I would hope there is still some kind of fast travel to go between places I have already been if the world is super big. Otherwise it’s just gonna feel like you’re padding the game for time to inflate a 10 hour story to take 40 hours to finish.

all-knight-party,
@all-knight-party@kbin.run avatar

I think the better way to help fix this issue is random encounters, spawns, and a world that changes as the game moves along.

Moving along the same road can be made interesting if different things are happening every so often as you come through. New friendly encounters, new fights with different enemies, maybe randomly spawning treasure or scripted puzzle sequences that can appear dynamically around the whole world. Add to that a world that becomes modified by story events, maybe that road gets blocked and a different passage opens up that takes you to the same end destination, but with a new path and things to explore.

It's not an unsolvable problem, but it is something that goes by the wayside often.

Ashelyn,

One thing to consider too is scheduled events. Imagine a couple towns get together and throw a fair along a route that connects them, and you get to see celebrations and games and vendors who might sell trinkets that are hard to track down otherwise. Perhaps the local monarch goes on a hunt with the massive party of servants and knights that might entail, with different practices for different cultures. A band of cultists clears an area for several days leading up to their yearly ritual. It’s migration season for a certain species of animal/monster. There are so many possibilities!

Even just vendors passing through can be made more interesting. Do they carry their wares via backpack or cart? Are they being attacked by bandits? Wild animals? Are they trying to smuggle goods or services somewhere?

It all has to be programmed of course, which is the main holdup on what makes it so hard to flesh out those parts of the world.

I do also see weight in the idea that, past a certain point, traveling is just boring, especially if the only thing of importance is the Main Story Quest. Travel is also often boring in real life too but we can tune it out, or find little ways to pass the time and entertain ourselves during the more mundane moments. We’re not frequently afforded that luxury in games. When you’re playing a game and dealing with the downtime going from point A to B, often there is literally nothing to do except hold down the movement keys and deal with the occasional path change/obstacle.

The point of games is to be engaging, and if there’s nothing to do while traveling but look at the scenery and surroundings it will eventually get boring. Even if the travel gets interrupted occasionally for an encounter, I think it’s arguable to say that the content is literally not travel anymore and in fact papering over a bad travel system (if the only thing interesting is the stuff you find that you have to stop and take care of). Adding more unique/transient stuff along routes is only half of the battle; work has to be put in to make traveling enjoyable in and of itself for players to want to do it instead of skip it.

But as always, the best solution to our problem is to simply add more trains.

Edit: slight restructuring/grammar

wolfshadowheart,
@wolfshadowheart@kbin.social avatar

To add to this, DD1 has quite a number of NPC's that travel between regions and you can come across them. As you progress through the game their patterns and locations change.

I actually am ambivalent on the latter mechanic as it really makes it a pain sometimes, but it still has lots of ways that it can work well.

snooggums,
@snooggums@kbin.social avatar

Depends on the reason for traveling. If you are headed down the road to a goal and keep getting sidetracked by random encounters in a way that is distracting you from the thing you want to do then they just make travel tedious.

It all comes down to why am I traveling and why are encounters on the road more engaging than the reason for being on the road in the first place.

Lith,
@Lith@lemmy.sdf.org avatar

From the article:

And for the record, Itsuno does say that he thinks fast travel is “convenient” and “good” when done right.

Based on Dragon’s Dogma 1’s use of Ferrystones, as well as this mechanic returning along with oxcarts in the sequel, I think this director understands that there needs to be a balance. It’s good when it’s both properly implemented and has a purpose. You’re right that nobody wants to run up and down the same roads countless times, but it’s up to the devs implementing limited fast travel to make sure you won’t have to. Then it’s up to the player to decide whether fast travel is worth it for any given situation. Knowing when to use your fast travel and how to maximize it is a skill that you develop and should be rewarded for mastering.

But it also needs to have a purpose. In more arcadey games, I don’t like worrying about resources like that. But in more grueling games like Dragon’s Dogma, where the journey is often a very intentional part of the gameplay loop if not the main challenge itself, it fits right at home.

noctisatrae, in Horizon Forbidden West Complete Edition Comes To PC This March

No Bloodborne yet 😣😖

ampersandrew,
@ampersandrew@kbin.social avatar

And it might never be until/unless Bluepoint remakes it, if rumors are true.

thingsiplay,
@thingsiplay@kbin.social avatar

I think Bloodborne will be one of the first, if not the first, games ever to be emulated on a PS4 emulator. There are multiple projects, but they are not ready yet (plus it would require a monster pc).

Ganondorf, in The Pokémon Company Announces It Will ‘Investigate’ Palworld IP And Assets
@Ganondorf@kbin.social avatar

There are over 1000 Pokemon at this point. There's bound to be some level of similarity here and there. Gamefreak even designed Pokemon after other creatures, so it just seems somewhat silly to point a finger.

willya, in Tekken 8 Review : Why Tekken 8 is the Best Tekken Game Ever
@willya@lemmyf.uk avatar

Some of the worst voiceover work ever in this review. Assuming it’s an AI voice?

ampersandrew,
@ampersandrew@kbin.social avatar

8 threads, no comments. Seems like a good block.

peter, in The Pokémon Company Announces It Will ‘Investigate’ Palworld IP And Assets
@peter@feddit.uk avatar

Palworld could totally get away with it unless it turns out they’re using ripped models. That would be monumentally stupid

thingsiplay, (edited ) in The Pokémon Company Announces It Will ‘Investigate’ Palworld IP And Assets
@thingsiplay@kbin.social avatar

So does Rockstar, Valve and Microsoft investigate for any unlicensed commercial usage of the Intellectual Property they own and copyright violations by others. Some are less aggressive, that's for true. If it's not, then Pokemon Company or Nintendo simply don't care.

Edit: Did the reply I was replying to disappeared? I am sure I was replying to someone who said Nintendo would go to investigate the game for any IP infringement.

sheepishly, in The Pokémon Company Announces It Will ‘Investigate’ Palworld IP And Assets
@sheepishly@kbin.social avatar

That Azurobe model really gets me. If you look at Serperior, it has that collar that's effectively a second layer of the body, so the body above/"inside" it is thinner than the body below it. If you remove the collar, there'd be a discontinuity between the two sections. And wouldn't you know it, Azurobe has a shitty-looking ribbon slapped on the neck right about where that discontinuity would be. If they had used the Serperior model as a guide for proportions but made the model itself from scratch, there'd be no need for that ribbon to be exactly where it just so happens to be.

I'd really love to get my hands on these models and check out a few things.

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