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[-] all-knight-party@kbin.cafe 9 points 1 year ago

Emergent gameplay is a big part of what makes video games unique as a medium. I'd say a good example I've played recently is Death Stranding. One of my favorite games of all time at this point, it really is best and worst described as a walking simulator. Or moreso, a delivery simulator. At its core, you'll take on missions involving the delivery of different amounts and sizes/weights of packages to destinations near and far. Sometimes there are invisible ghosts that want to kill you, sometimes there's visible, inanimate landscape that wants to kill you.

What takes it from 'walking simulator' to 'walking simulator' is the fact that the walking is complex. The smoothness or roughness of terrain can directly influence the stability of your character. Even small rocks can be marginally trickier to traverse than truly flat ground. You may find pavement, dirt, rocky terrain, snow, or deep rivers, which require considerations. You can brace yourself for stability to help, and your movement speed, momentum when changing direction, and whether you're standing or crouching all affect your likelihood to slip or trip. Many items help you to move off the beaten path and find shorter routes, with ladders or climbing rope & anchors allowing the scaling or descent of steep cliffs.

Through experimentation, sliding helplessly down a mountain, and having all your important shit get washed away in a river as you scramble around like an infant, you come to understand your mobility and limitations. Enter: the packages and your hubris. You can accept multiple missions at a time. Some missions require few or relatively light packages. Some ask you to move an amount of goods that ought to be palletized. Through understanding your limitations, and attempting to slap different amounts of cargo on your person, you can possess Icarus and fly as close to the sun as you want.

But, there's more than just your person. You can use floating sci fi wheelbarrows that trail behind you, carrying a large amount of goods, but restricting your ability to use climbing ropes or ladders. You could use a motorcycle, allowing for speedy traversal and some light offroading with small storage on "saddlebags", or even a huge ass truck which affords incredible storage potential, at the cost of a squirrelly and incline averse driving model.

And I haven't even really gotten into all of the equipment or strategies required to handle the "ghosts", whose unique abilities and behavior provide an interesting additional challenge where being caught by one could easily mean the loss of your cargo, or even your life. Even in the big ass truck, you aren't truly safe. The intermittent and locational time-accelerating rainfall means even cargo you haven't dropped or bumped can have its durability rusted away given some time.

Though the game, of course, has a story, it sits alongside a story of the player's experience, limited only by the bravery and recklessness with which you, essentially, don't want to make three trips to the car to bring groceries in, so you load up yourself and two linked floating carriers to carry nearly 1,000 kilograms of cargo, and make a winding, manually waypointed journey through the desolate and oppressive landscape, stopping to deliver parts of your massive load as you come to each post-apocalyptic shelter in your list of deliveries.

Your successes and failures within are unique to the way you chose to plan and execute your trips. Shit, man, I like this game.

[-] all-knight-party@kbin.cafe 12 points 1 year ago* (last edited 1 year ago)

I'd read somewhere that there's some sort of Linux programming reference in the name, but I don't know anything about Linux so I can't quite remember. Don't quote me on that, though

[-] all-knight-party@kbin.cafe 7 points 1 year ago

I was cumming on this yawning guy and he made me read

[-] all-knight-party@kbin.cafe 2 points 1 year ago

Not upcoming, it's out as of today

[-] all-knight-party@kbin.cafe 6 points 1 year ago

Oh wow, a fixed economy? I suppose that depends just how many places there are to actually trade with. I'm curious how much this game can hold up as a "space sim lite", and hearing that the prices are fixed is a little sad.

Using custom modules to block ship scanning is interesting, I'm hoping those module slots are limited and you can't just hide from scans on any ship by using the same module.

[-] all-knight-party@kbin.cafe 2 points 1 year ago

Man, I haven't played Frontier Defense in ages. I really liked that mode but I felt like it needed some more gameplay time on foot before everyone gets their mechs. It felt like 10-90 split of on foot to mech time.

[-] all-knight-party@kbin.cafe 2 points 1 year ago

I still go back and listen through the original Arrow Pointing Down/Giant Bombcast up until Ryan's passing. The age of the content makes it downright historically interesting now for their commentary on game releases.

The chemistry of those guys (Vinny and Brad included) is still untouchable, no one can rein Jeff in and play off him as well as Ryan did, and Ryan is by far my favorite person to ever grace that website and podcast, and rightfully so as it was his child with Jeff. Rest in peace.

[-] all-knight-party@kbin.cafe 4 points 1 year ago

I'm not them, but I'd assume if it's a common enough name people probably fill it in on unsavory sites that they don't want to register to with a legitimate email.

[-] all-knight-party@kbin.cafe 1 points 1 year ago

Oh definitely, if OP likes visual novels at all then there are tons of those to play, particular you'd have to pick ones with untimed gameplay or only choices like Steins;Gate, Phoenix Wright, or Raging Loop

[-] all-knight-party@kbin.cafe 2 points 1 year ago

It is basically a visual novel where you're able to walk around the world and interact with things. The only gameplay is making choices, but there are an incredible amount of choices to make.

[-] all-knight-party@kbin.cafe 4 points 1 year ago

For me, SpongeBob up until the first movie, It's Always Sunny in Philadelphia, Adventure Time, old Top Gear, King of the Hill, and the king of them all is Futurama.

[-] all-knight-party@kbin.cafe 7 points 1 year ago

If I had to pick a favorite FPS... It'd have to be the combination of the Bungie developed Halo games. The story may not always knock it out of the park, but even upon Halo CE's release the art design, world building, and slower paced mechanical leaning was unique and unparalleled in its execution.

I'll always be able to go back and play those games. The mix of ballistic and sci Fi weaponry kept things interesting and options varied. The high time to kill for both the player and enemies made experimentation easier and more rewarding. The enemy AI that never seemed to settle on trying the same strategy twice was the cherry on top that made discussing Halo's "combat sandbox" a household topic in the mouths of video game enthusiasts.

Of all the games that claim a difficulty level that the game was designed for, Halo's Heroic mode will always truly feel like what Halo was meant for. Challenging, but loose enough that you could mix up your loadout and approach, and make up the imperfections of your plan on the backend through execution. Absolutely an experience where I can say it is fun to lose, because there's always another cleverly intriguing idea for you to try and solve the combat puzzle with.

And a final shout-out to Bungie for creating some of the only games where it really feels like you're right at home with a controller in hand. Many shooters can feel pretty good with a controller, but only Halo's deliberate pace and seamless bullet magnetism make the walls melt away between the imprecision of joystick aiming and my mechanical intent.

And the online community these games bred is its own whole set of five paragraphs I won't type now. Hats off to Halo.

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all-knight-party

joined 1 year ago