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Nope

Joined September 2015
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Hyrule Field is good. One of the best hub area in gaming and MP 4 doing the exact same design,but way worse made me more sure how good it is. The fact it's made around child link helps a ton. Child link segment is short enough to not be an issue and it's small for adult link.
Played a bit of the Ocarina of Time Remake with my son yesterday. We also played through the 3DS version together a few years ago. My son was immediately blown away by the art direction. All I kept hearing was: "Dad, it looks so real!" When he got the Kokiri Sword, he actually reached out and touched the screen to see if he could grab it... lol. Personally, I've always been somewhat disappointed by Ocarina of Time, and that hasn't changed today. After the brilliant A Link to the Past, Ocarina of Time just felt emptier and more confused to me. And frankly, none of that has really been addressed. Hyrule Field's design was still somewhat excusable back in 1998, given how incredibly limited the Nintendo 64 was from a technical standpoint. But today, especially when the game is using the technology from BotW and TotK? Yikes. Something that already bothered me back then, but that I couldn't quite articulate properly at the time, was that a huge part of Zelda's magic came from the fact that there was always something interesting to do. The Moment-to-Moment was exquisite in those earlier games. Every screen in Zelda 1 or ALTTP held some kind of secret or some opportunities of interactivity. There were always enemies to fight or something to interact with. Fight your way through a few bushes over here in the overworld and suddenly you stumble into a little grove where the Flute Boy is playing his flute. Whoa! Interesting! Then along came Ocarina of Time, where you'd spend two minutes doing absolutely nothing but holding the analog stick forward to walk across a boring, empty Hyrule Field. Try to do this design exercise: Graph out Hyrule Field from top-down and then try to come up with what interesting gameplay mechanics hide behind every cell. You'll quickly find that there's really not that much at all going on... And sure, Hyrule Field looks prettier now, but it's still just as empty and uninteresting as it was back then. That means the entire overworld, which was so magical in Zelda 1 and ALTTP because every new dungeon item unlocked entirely new ways to interact with the environment, discover new areas and so on, is unfortunately no longer there in the same way. Instead, you get this typical open-world terrain that you just walk through. On your very first trip from Kokiri Forest to Hyrule Castle, you fight exactly ONE tiny enemy and spend roughly two minutes doing nothing but holding your analog stick forward without anything remotely interesting happening. From a level design perspective, that's something I would NEVER approve at Moon. I would've turned Hyrule Field into a proper overworld where every single segment offers interesting opportunities for interaction. And after every dungeon, every new item you got should make you giddy about going back to the overworld to find out what amazing new discoveries are available now! Over here, you can jump into the river and discover an NPC hiding beneath the bridge who gives you an interesting quest. Over there, you can use your Boomerang to interact with something. Around that corner, there's something you can do with the Hookshot. Further back, you can blow open a new path using Bombs. Down that little alley, you can lift a heavy rock that reveals a cave leading into an elaborate underground network, which eventually opens up a secret entrance into Hyrule Castle Town, where you can find a Heart Container. And so on, and so forth. But none of that stuff happens here. Back in 1998, Hyrule Field was a nice little tech demo that allowed Nintendo to show off how the N64 could render some really big triangles, just to make the poor old PlayStation look bad. But from a design perspective, it was already pretty lousy back then. And to simply copy that design 1:1 today? Nah. Every designer at Nintendo should be crying foul and know that this could be done so much better nowadays. Now, I'm sure some people will come along and start rambling about staying faithful to the original... Oh, give me a break. I just took Zelda 1 apart myself and turned it into a 16-bit game. Zelda 1 didn't actually need that many improvements because Miyamoto was still putting his hands on every single screen like a ruthless design dictator back then. But even there, you could improve certain empty areas (like the empty desert where absolutely nothing happens) simply by introducing interesting new designs and opportunities for interaction. What we're getting here, once again, is essentially just a graphical update. And I mean, graphically the game is really nice! But as always in games, graphics != fun. We already had a pure graphical update with Ocarina of Time 3D, so... did we really need yet another one? What happened to Nintendo only making a new game when they figure out featuring new ways to play? From a pure game design perspective, there was SO much more potential here, and I find it quite disappointing that Nintendo's designers apparently decided against really flexing their creative muscles. Any reasonably competent designer could've squeezed a lot more fun out of this simply by understanding what makes the Zelda formula work and then consistently questioning whether the moment-to-moment experience is actually enjoyable. If we're being honest with ourselves, Ocarina of Time these days is a solid 7.5–8/10 game whose design unfortunately doesn't quite measure up to its predecessors due to the technical limitations back then. Those limitations don't exist anymore, so why are we still getting those same old restricted designs? Back in 1998, you could overlook some of those shortcomings because the game was still an absolute bombshell thanks to innovations like Z-targeting and so on. It showed the entire industry where video games could go next in the same way Super Mario 64 did. But nowadays, all of that stuff has become the de-facto standard. So the main focus should've really been on the level design and the interplay between the overworld and the dungeons - and that's precisely where OoT is decidedly hit-and-miss. I genuinely wish the international gaming press had a better understanding of game design instead of largely behaving like a bunch of graphics whores. Giving Ocarina of Time a 10/10 for its design just goes to show that, unfortunately, a lot of games journalists don't really understand game design in the deep manner that they ought to in the first place. We've seen plenty of games after OoT that did terrains like that that kinda looked nice, but really didn't offer much fun. And sadly, nobody at Nintendo sought to address this issue when it's clear that they all understand how to do it better these days.
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Just say you want Disco Elysium 2
My biggest problem with cyberpunk 2077 so far that isnt the fact its terrible at being a role playing game is that it lacks any socialist or communist movements. That will always be the flaw in western made media that critiques the flaws of capitalism. It will never actually
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Nothing against king field. That said what is indie devs sudden obsession with kings field? Is it because it's simplicity makes it an easier alternative to making a souls game?
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Twitter
What's the most innovative turn based video game you've ever played?
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Thinking that all art is just "something that looks good" makes for a clear case for the japanese guy being right.
Si el manga “no es arte” ¿Me puedes explicar que demonios hace Yūsuke Murata aquí?
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Yeah I think I like S2 more
I might like Edgerunners season 2 more than 1 because it feels way more Studio Trigger. Especially that one panty and stocking ass character.
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My take is that I'm on the side of piracy, but JP folks are right that people who make it their personality are annoying.
i hate whenever the pirating Japanese media debate comes up because in theory I completely agree with EN twitter here. JP ppls opinions on piracy are excessively narrow-minded which is why its so irritating how many EN twt users are so quick to resort to blatant racism over this
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I might like Edgerunners season 2 more than 1 because it feels way more Studio Trigger. Especially that one panty and stocking ass character.
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Shortcutgrub retweeted
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Aside from if One Piece has political message or not. It's extremely corny to dress up as childrens cartoon in a serious protest.
But in all seriousness, the reaction from Japanese One Piece fans to people using the Straw Hat Jolly Roger in protests has been genuinely pissing me off. So many of them are more concerned about people bringing One Piece into real-life politics, calling it dangerous rhetoric and worrying that the series could get banned in certain countries, than they are about WHY people are even using it in the first place. And I think this perfectly highlights the disconnect between Japanese fans and international fans. For some of them, One Piece is a manga they love and want to protect from controversy. For a lot of us, its themes of oppression, corruption, government tyranny and the fight for freedom hit a little closer to home. Some of us have lived through these things. Some of us have watched our families and loved ones suffer and die because of corrupt governments and injustice. They can afford to treat these themes as fiction because they don’t necessarily have to relate them to their own reality. But when people who have experienced these things firsthand see the Straw Hat flag as a symbol of resistance and freedom, why is they’re first reaction to police how other fans use it rather than understand why it resonates with them in the first place? And that’s what bothers me. Instead of trying to understand why people from completely different backgrounds see themselves in this story, they’re dismissing it as dangerous political rhetoric that might get one piece banned in these countries
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"Gaming caused it somehow" still the boomer motto 3 decades later.
Was child star acting out online gaming 'fantasy' when he climbed into tiger enclosure before animal mauled him to death? trib.al/CGEH0ZX
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Non open world game shouldn't take up this much space. I think this game will be bloated like wukong.
Phantom Blade Zero file size will be a massive 134.85 GB! via @PlaystationSize
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I think some Metroidvanias actually want to make a Celeste Clone, but lack the confidence that their platforming is good enough for that. Like I don't think having platforming is bad, but you can tell when a metroidvania is platforming first type game.
This game is so stressful for no reason. Ever since half way through the second area every other room is an instant deathtrap full of pixel perfect jumps. This is some final level type level design, some MMZ4 Ragnarok type stuff. I can do it, but I hope it doesn't get worse...
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I guess now we know why he wanted steam to remove AI label. Glad I never brought anything on epic and just used it as freegame dump.
We have a huge pivot underway here at Epic, moving developers around to retool for maximum AI acceleration. The aim isn't to do the same stuff with fewer people, but to enable everyone here to build MORE and BETTER stuff, and to bring the benefits to all teams using Unreal.
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One design choice in ER I just don't like is reseting the time of day. It means most players never see night time that often unless they outright set it at the grace. I just don't get why they did it. The game never gets so dark in the overworld that is poses visibilty issues.
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Only people who are anti-gameplay think this.
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Manga Libra is soo good
공식 리브라 맛있어서 발광걸림
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So I looked into the recent AI game modding craze and it's even less impressive than I thought. It's just basically two different games video edited together with basic interaction being ran through AI.
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Thing about Silksong difficulty is that when people complain about Elden Ring bossdesign I don't agree, but I can see where they come from as there are aspects that feel rushed due to the size of the game. Silksong? It's airtight and nails the fundamentals of combat more than HK
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