nbrakespear
Rather Unexpected
nbrakespear

Me neither. I mean, it’d be one thing if the glitches were a bit more... interesting. Like, I once saw a slightly-glitchy speed run of Dark Souls, and the glitches tended to involve some pretty impressive acrobatics... like backwards rolling off cliffs at just the right angle etc.

But watching someone just trigger

I swear that Gecko scam has been going forever. Seems like every time I’ve logged in over the past year, there they are... the three geckos linked in Jita chat.

Well, that’s because they’re not made by the same people.

The Crysis series exists because the developers didn’t have the rights to Far Cry after the first game. In this context, the connection is more apparent - the sci-fi leanings etc. Essentially, in modern terms, the Far Cry franchise as we now know it began with

“Hell, Crysis came out a decade ago and that game still looks stellar.”

To be fair, that’s partly because Crysis was basically made for hardware that nobody had yet. It took me *two* upgrade jumps to get that game running smoothly, so it’s no wonder it still looks fantastic. At the time of its release, I could barely

One wonders how often they get bogged down with people who don’t understand that Valve aren’t the developers of most of the games; the number of times I’ve seen people ranting specifically at Valve, demanding that *they* patch something... it must be causing some problems.

I still wish the Darksiders franchise had gone with a more traditional four horsemen thing... and had the player control Pestilence in this one. Disease and insect-related powers.

Instead we’ve gone from War, to Death (fair enough) to... a fiery woman who has a whip and has fiery red hair because of course.

But, more

NIKO, IT’S ROMAN, LET’S GO BOWLING.

The best sex scene I’ve seen in the Witcher series so far was the non-sex bits of the sex scene with Keira in W3 - the actual romantic build-up to it, the aftermath in which she whispers in his ear... and knocks him out with a spell.

It was intimate and human. To be honest, it didn’t need the actual *sex*. It’s implied

“Also because the type of open world games they make is substantially different.”

“In GTA, I can’t just walk up to a restaurant and pick up a bowl and place it in another restaurant. In Skyrim or Fallout, I can.”

Yeah but... does that make it substantially different? That you can pick up a small, arbitrary physics prop

I think that’s a little unfair. Games had a pretty good patch record during the 97-2005 period you mention; thanks to demo discs, I remember patching my games pretty regularly. And they were... patches, like they are now; some big fixes, a bunch of little fixes.

In fact, I struggle to think of games from that time that

“Fallout 3 lets you nuke a city off the face of the Earth.”

In a very specific, two-path event triggered by the exact following of a quest line; an event which requires you to stand in a specific spot and engage in a specific conversation before it’ll happen. It wasn’t like you could just arbitrarily *decide* to nuke a

“...so they had to make sure that most of their quests work in just about any order”

By ensuring that all side quests have a complete lack of awareness of any other; every quest is an island. So it’s less about making them work in any order; they couldn’t possibly *fail* to work in any order, because they never make

You’re either very lucky, or not very discerning.

“So it just leaves me to believe that they are just bitching over some graphical issues that occur.”

Yeah... you’re just not very discerning. I spent 1582 hours on Skyrim, due to modding; the only *graphical* issue I encountered was the fact that player character

Um, no.

In terms of actual complexity, The Witcher 3 is far more complex. This is a game in which, having imported a save from the previous title, Geralt is suddenly sporting a tattoo he acquired in a Witcher 2 side-quest. A game in which characters frequently make reference to things that happened in previous games,

scale != complexity

“moveto” was more interesting - putting yourself wherever the character was meant you got to find out what screwy place they ended up.

Assuming they weren’t dead. Though in some cases, that proved just as interesting; if the corpse ended up in this freaky underworld place where significant corpses were dumped for

In the case of Skyrim though, some of those fixes *were* easy. In my time spent modding the game, dear god, the sheer number of significant screw-ups that were caused by... one typo’d keyword on an item etc. Unbelievable. Took minutes to spot, seconds to fix. And for so many of them, Bethesda never did.

That was the

“...without sacrificing the customization that makes an Elder Scrolls game so good.”

You mean, more than they already have? I think people forget just how much customisation has been lost.

Over time, we’ve not only seen a steady drop in the number of items in each game, and flexibility with them (in Morrowind, there

Skyrim isn’t “massive”, it’s just bloated. In terms of complexity, it really isn’t as complex as people think, because there’s no real interconectivity between quests - player status, whether in terms of level, build or quest choices, is never really checked... so it’s not a matter of complexity or scale... more a

Define “sandbox”?

Skyrim is utterly flat and linear - oh, you can do anything in any order, but the order absolutely has no relevance, nor does character level, nor character *build* or quest choices. There literally aren’t any conditionals for these things; every side-plot or new quest starts as a blank slate, with