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testamentenjoyment.net
Check out my blog @ https://testamentenjoyment.net | PFP by https://linktr.ee/battleguitar | Video game thoughts: https://backloggd.com/u/Durandal/reviews/
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Modernized scrungly Titan mobile suit designs hit so good
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Me when I'm looking down on others
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One must imagine that a more bespoke "difficulty" setting in Eternal that disabled enemy resistances and simplified resource gain instead of the usual tweaked HP/damage values would better get at the heart of why 2016 fans didn't jive with Eternal
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Eternal tried to break up the loops and flow established by DOOM 2016 by having specific enemies demand more specific responses, and if you read through its user reviews closely that's generally the main gripe 2016 fans have with Eternal
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Games more about establishing a kind of continuous gameplay loop or flow that doesn't get interrupted by f.e. forcing you to adapt to something. You could consider puzzle games to be the polar opposite of those since by their nature each puzzle will force you to come up with new solutions
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I think they just miscalculated by having the gimmick sections very clearly play out like regular gameplay but simplified, when the thing about (7th gen-style) gimmick sections is that they play rather differently from regular gameplay for better or worse
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Like (as much as I hate to admit it) there is room for both of these types of games, but a lot of friction and circular arguing occurs in public reception when a game ends up attracting both types of audiences, and as a designer you should be prepared to accommodate both beyond difficulty settings
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It's what the Romans would have done
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The flow/cerebral gamer divide is the most visible when you look a the differences in reception between DOOM 2016 and Eternal
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At this point it would be more helpful to rename Easy and Hard modes to Flow and Cerebral mode, to better reflect the different reasons why different playerbases play games in general
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Many user reviews start to make sense when you realize they're from a flow gamer perspective, and that flow gamers are generally bad at discerning from the surface whether a game is or isn't a flow game. Then again, many games don't make that obvious, and difficulty settings only muddy that up
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Upon closer inspection I'm finding it's only having the opposite effect
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it does feel like there is a "halo 3 custom games lobby" sized hole in the ecosystem for chillin out. ig there's fortnite but unfortunately in any given fortnite game you're really rolling the dice on whether the 96 other strangers appreciate you and the squad playing dragula in minor key 2000bpm
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as a general rule you shouldn't negotiate yourself into a position where your mental and emotional health is attached at the hip to a giant mass market product made by an inherently evil megacorp
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lmao
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Still, I wish all the best for her. Hopefully something good can come out of this.
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www.tumblr.com/antireal Antireal's art is excellent and is clearly one of nuMarathon's visuals' direct sources of inspiration. I don't understand why Bungie with all its resources couldn't be bothered to get just one extra person on board when she's clearly this foundational to them.
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Thunderbolt Fantasy. It's a Japanese-Taiwanese co-production between Nitroplus and Pili. It's a wuxia story that's just incredibly entertaining throughout and will do things with its puppets that you wouldn't think possible. It's available with English subs on Crunchyroll or other sources
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He's partially right for reasons he doesn't quite realize
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Like most East Asian PC RPGs, there unfortunately isn't
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Source: Chivalrous Heroes 3 / 俠客英雄傳3