- Joined
- Sep 28, 2013
"Who cares about story in fighting games?"
I do.
I do.
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Ive actually always loved the water temple, mostly because I absolutely love water and like the whole underwater nautical theme it has. Honestly the only dungeons I struggled with are the ones you play through as kid Link, like the inside of Jabu Jabu and the bottom of the well because the little kid items are pretty much just shit compared to the adult items.The water temple in OoT was not that difficult or confusing. Hell, the only N64 Zelda dungeon I remember having trouble with was the stone tower temple in Majora's Mask. Similarly overblown nostalgia difficulty? whitney's miltank. Did no one catch a geodude or realize that there was a machop in-game trade right in Goldenrod?
I don't like Amnesia or really any horror game where you have no weapons and have to hide rather than any method of fighting back. Unfortunately that seemed to include Outlast, I REALLY REALLY WANT to like that game, the atmosphere and everything is great, and I keep trying to "give it another shot" but I just can't stand that mechanic. I know it's supposed to heighten the fear and tension by making you feel helpless, but for me, it only ever made me annoyed.
Actually, the only survival horror game that ever actually scared me was Fatal Frame. I love the Silent Hill series, but it never actually scared me, I just enjoyed the atmosphere and all the weird shit. I can't hold that against them, though, I think I'm just hard to scare.
Some fighting games can have good stories. One fighting game I can think of with a story is Def Jam: Fight for NY. It can justify why you beat up rappers and guys who resemble rappers."Who cares about story in fighting games?"
I do.
"Who cares about story in fighting games?"
I do.
Apparently it was entirely due to how most players wouldn't feel it necessary to level up speech in Fallout 3 that much because once you got it to level 50 or so, you could just savescum a few times and complete every speech challenge.
With New Vegas they wanted you to be able to play a character who can talk through a lot of the challenges and that it would be just as valid as any other skill. It's why you can bypass Lanius/Oliver by having 100 speech.
"Who cares about story in fighting games?"
I do.
To my knowledge the companions in 1 were a last minute addition and they didn't have time to properly code in companion AI. It's why you can't give them that many commands and why it's legitimately hard to keep Dogmeat alive throughout the entire game. Fallout 2 expanded on companions tremendously.1's companions I felt were kinda lackluster in comparison.
To my knowledge the companions in 1 were a last minute addition and they didn't have time to properly code in companion AI. It's why you can't give them that many commands and why it's legitimately hard to keep Dogmeat alive throughout the entire game. Fallout 2 expanded on companions tremendously.
Interestingly enough Josh Sawyer admitted at some point that NCR Veteran armour in Fallout New Vegas (the armour on the cover of the game) was based on the description of one of your companions in Fallout 1, Tycho. Who is a Desert Ranger who is described as being "a man in dusty leather armor with a trench coat and gas mask". He was also a homage to Wasteland.
In regards to FNAF, whether or not one thinks it is a good series or a bad series, I can say that it isn't as good as at least one other game the dev had made (and this is the only one that is on Windows since I don't own a tablet). Said game is The Desolate Hope which has alot more than FNAF such being a mix between the platforming of MegaMan and the timed battles you'd find in an old Final Fantasy game. At least with whatever YT bait he has gotten, he could theoretically work on a different game such as a sequel to The Desolate Hope or something else that isn't Furry Funtime at Pizza Place. Of course, FNAF is getting a film which makes one wonder how that will work.Five Nights at Freddy's was a fucking awful game series that was lazily developed and a rushed money grab.
I love indie games as much as the next person but I do feel that in order for them to be respected the developers need to conduct themselves as if, you know, they aren't spitting in their audiences faces. The fact three games, all of which were released within a year with minimal differences between the three have been hailed as some kind of revolutionary development just makes me really uncomfortable.
I've been hearing a lot of "but the guy is only one person!" - no, developing the first game there was only one person on the project. Here's the thing, after that he had sufficient resources and interest that the developer could have gone and made another complete game, hired other people to help him develop a new game and produce something more whole and more complete. Instead, he chose to sell out his game and the IP as youtuber fodder that had a solid premise.
I've heard people say the guy wanted to expand his story and lore or he is 'striking while the iron is hot' and I still don't think that's an excuse for how poorly developed and managed the games were. Yeah, it's hard to make sure you keep people engaged but while he had youtube support it seems really unlikely taking extra time to combine his games and release something complete would make his current fanbase wane. I always think back to the Binding of Isaac when people try to defend the shitty management of FNAF - it was an indie game developed in a month by two people who also got popular though the use of social media, but unlike FNAF the releases were staged and time was taken to make sure the game had new content and mechanics instead of rehashing the same old ones, and when a new game was released it was a really quality project with tonnes of additional content and story.
I guess if there's anything I wanted to say, it's just that there were plenty of options - and examples to go along with it - of games in the same situation as FNAF giving much, much more back to their audiences. If I were developing a game like FNAF and wanted to release quickly the way this game happened to do, I would probably develop the addendae as DLC and offer it for a paid price as that way I would not be pretending I am giving complete new games (similar to the Binding of Isaac) and perhaps work on a complete game release later on down the track. If, like a lot of defenders say, he was trying to focus on lore and story, I would have suggested releasing episodically the way TellTale has. If he is 'striking while the iron is hot', I would focus more on networking and community engagement, and perhaps look into funding a contract with a larger developer, hell do what From Software did and develop similar games while varying the settings and story I don't know.
I guess I'm just sperging out because I feel so... disrespected seeing how blatantly lazy these games are. He did not need to be a single individual pushing for something stupid like a two month deadline for his next game to build on lore. But he did. He did because he knew it was Youtuber bait. But damn, that was good to get off my chest holy shit - and as always, a lot of this is commerce based opinion so who knows, the environment may be different to what I observed but the announcement of a movie has just cemented my opinion.
Also: I think bloodborne is not a difficult game.
The Last of Us is crazy overrated. I love it, and it is undoubtedly realllly good, but it's not perfect. Play through it a few times and you definitely start to notice the cracks in the story.
For example,If the infection is in the city and you live in the country why the fuck did you drive into the city for no reason Joel?
Yeah, most horror games where you don't have weapons end up with comically slow monsters that you have to hide in closets from while they shuffle around looking for you. Those sorts of games end up resembling Scooby Doo episodes more than anything else.I don't like Amnesia or really any horror game where you have no weapons and have to hide rather than any method of fighting back. Unfortunately that seemed to include Outlast, I REALLY REALLY WANT to like that game, the atmosphere and everything is great, and I keep trying to "give it another shot" but I just can't stand that mechanic. I know it's supposed to heighten the fear and tension by making you feel helpless, but for me, it only ever made me annoyed.