hicustodian
HiCustodian
hicustodian

You know literally nothing about that project or how much work has to be done

I had no idea people struggled with the mechanics of the game. I pretty much finished it in one sitting. The combat annoyed me, but everything else felt intuitive and obvious, while still being absolutely satisfying.

Agreed. It still looks amazing, but it’s not the technology of the game engine that holds up; it’s the art design. And that art design absolutely works in tandem with the fundamental gameplay mechanics. It’s pure and simple never needed to be anything more.

I like when a skill becomes the sum of the parts you are given rather than a single prompt you unlocked later on. I like throwing boxes in Death Stranding because is a simple mechanic that feels natural as it arises from combining two things 1 button that drops items and 1 button to swing punches, it feels emergent,

I just use a random word each time because I play for fun.

As someone that never really played Halo games before (was more of Playstation guy) I must say I was having a blast. I usually get salty quickly playing PvP games, but I didn’t care as much.

I get what you’re saying, but I’d say that for me, that ‘spark’ just isn’t going to come from something I only just ‘admire’: if I’m not enjoying something (especially something with a purposefully opaque narrative), I’m probably not going to forge a very strong emotional connection to it, either, and that’s more or

do i feel bad about the typo? yes. was this a very good bit? also yes.

What the heck is “deciduous sound design” ?? It’s a tree-t for the ears? It falls flat in the fall? You want to leave it alone? It really branches out? It’s got a real phloem? It harkens back to the roots of gaming? It’s knot very good? I’m so confused!

As someone currently playing it on GamePass (meaning I didn’t pay for it directly), I won’t really argue against your impression from the demo - at times, the actual gameplay feels so ephemeral it’s nearly nonexistent. It’s definitely the sort of thing I ‘admire’ more than I ‘enjoy’ so far, and that lack of truly

The demo of the game months ago did more to sell me off the game then win me over. Like everyone else said, the visuals are gorgeous, and I love the old style of digital paint program look (kind of took me back to old local county cable channels and their digital signage they’d put out for upcoming notices and

It’s quite extraordinary that the very many responses explaining this article is wrong are based entirely on their not liking big outlandish games. “But I didn’t like Saints Row 4 for being so silly, so this is a bad take.”

Does anyone else think the environments look a little off? There’s this odd sterility to everything, making it look more like set dressing than an actual world. Not sure if it’s the art style or the lighting or something else entirely, but it feels kind of... cheap, maybe? Can’t really articulate it, but I don’t like

I disagree with basically everything John Walker writes on this site, and the one time he has a take I agree with the comments are roasting him for it. You couldn’t pay me to sit through a GTA clone, you can barely get me to sit through GTA, so SR1+2 did absolutely nothing for me. 3 raised an eyebrow, and I was all

Yeah, that bugged me a lot too. Who would do that?

It amazes me that Valve can sit on a mountain of player metrics but be unable to fix this. 

Jesus christ, if you like the game, fucking pay for it. I’d apply this to music as well. If you enjoy it, support it. Art has value.

Yep. So hope you enjoyed Crash 4 and Tony 1+2 (which is STILL selling well), cause, uh, that's it.

I don’t think it’s that people don’t want to learn. As I recall, the game ramped up the difficulty pretty quickly from, “Let’s jump over a few fences” to “Okay, let’s do that with an attack helicopter shooting at you” pretty quickly.

Good times indeed. Also MGS4 was a 2008 release, and CoD4 came out late 2007.. phew so many good games. :D