tenorsounds
TenorSounds
tenorsounds

Despite the main thrust of the article being a bit misleading (most new players won’t be able to do this for quite awhile) the sentiment of taking things slow and not falling into a trap of chasing efficiency is one that I think would make the game much more enjoyable for a lot of players.

Through my personal

Sentinels aren’t too bad to deal with, but it’s annoying that the player has to learn these weird tricks through trial and error rather than it being something organic in the game’s design.

I swear, I think something about the sentinels is bugged; I can’t put my finger on exactly what, but their behavior and how the

I find the criticisms a bit odd too, but I think it just comes to a completely different perspective when it comes to games.

I love games that limit me, take away things I’d expect from that type of game, games that drag me through high and low emotional ranges, frustration to elation, not just vicariously through mycha

My two main thoughts on this whole thing:
1. Yes, the timeline doesn’t matter and it’s all ret-conned and made up and yadda-yadda-yadda, but it doesn’t really hurt anyone and I think it’s cool so I’ll enjoy it for what it is
2. My head-canon for Breath of the Wild was exactly this, that it was some sort of canonical time

The visor does give you longitude/latitude now, but it’s not integrated into any of the game’s systems such as it’s waypoints; it’s purely for reference.

If I recall, Cave Story did something VERY similar where the true ending was essentially locked behind a sudden and out-of-nowhere difficulty spike that required more reflexes and precision than anything that came before.

I recall finding it frustrating but satisfying to finally beat, didn’t think about how it compared

Poe’s Law is in full effect here.
Not blaming anyone, really. Should have seen it coming.

I’m a huge fan of No Man’s Sky and was making a joke. I realize now that I used impenetrable sarcasm rather than clever sarcasm. My apologies.

I see no reason to give a game a 2nd chance after a major update, and I am confident that there is no recent example that could possibly convince me otherwise.

I see where you’re coming from, but I’d argue that “just” having to repeat things is a very monotonous way to make failure matter whereas something like Dark Souls has various emotional ups and down, crescendos and sharp drops, things that make the failure matter in slightly different ways and in different intensities.

“Unlock cheat codes access for 4 hours, $0.99"

I’m really torn...I think NEXT makes the game much better, but I can understand how frustrating it is to have these bugs and/or having all your old work effectively recycled and then changed and then recycled in a different way a couple days later (that doesn’t apply if you already updated!) when you’ve already sunk

Yep, we’re in the era where everyone wants their game to be a “Lifestyle Game”, something you continually invest in and generally dedicate all of your free gaming time to in order to get your money’s worth, all while hiding them under the guise of “progression systems” and such.

Makes sense for some multiplayer games

To play devil’s advocate for a sec here, one could argue that JRPG grinding is better because it has a much more immediate and observable effect on your progression and your inherent goal, whereas something like No Man’s Sky’s goals and sense of progression are entirely up to the player to create and that can lead to

To play devil’s advocate a bit here, one could argue that they like JRPG grinding more because it has a much more straight-forward progression and reward loop than something as amorphous and self-defined as progression/goals in NMS and other open-ended survival games where you grind for resources. There’s also

Since the release of Octopath Traveler and No Man’s Sky NEXT, I’ve had quite a lot of interesting discussions about grinding and the place it has in the games I play.

I usually err on the side of “if your player is grinding then you didn’t pace your game right”. But, I’ve also heard a lot of people who don’t mind

I always like when the “saving time for busy adults w/busy adult things to do” thing is pulled out as a justification.

They designed the game, balanced it, they have complete control over the rate at which players receive resources. No, this was a business decision, one that does not need to be rationalized by fans

Focusing on searching for Alien Monuments, perhaps

“If someone calls me an influencer, I’ll pop ‘em one.”
YOUR FAVORITE ‘INFLUENCER’ LOVES IT

I’d say the opposite; while there are objectively more mechanics/systems in the game and they’ve upped the complexity in general, the tutorial introduces things at a good pace and does a 1000x better job at getting the player up-to-speed than at launch.

There’s also an in-game guide that unlocks descriptive entries as m