New Games That Don’t Suck Thread

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aren't these a spin off of those early rpg Dragon Slayer games
The Legend of Heroes series was an offshoot of the Dragon Slayer series and the Trails series is an offshoot of aforementioned one.
No. Pretty much just Daybreak 1's gameplay. Didn't think my post through and thought you just wanted games that didn't suck.
Didn't mean to completely shit all over your suggestion, just wanted to throw that caveat in there for the uninformed.
 
Star Ocean the Divine Force was actually pretty decent and fun to play.
I liked Star Ocean 2R, which came out last year.

Combat was wonky, but it was a cool Star Trek inspired rpg.


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I liked Star Ocean 2R, which came out last year.

Combat was wonky, but it was a cool Star Trek inspired rpg.
I don't know much about the series other than one of its entries having a Matrix-like ending, but the Venerable Forest theme is truly quite beautiful.
 
I liked Star Ocean 2R, which came out last year.

Combat was wonky, but it was a cool Star Trek inspired rpg.
That was a remake of the original PS1 game. Divine Force is easily the best game in the series since Star Ocean 2.

I don't know much about the series other than one of its entries having a Matrix-like ending, but the Venerable Forest theme is truly quite beautiful.

It's made (at least it used to be) by the same devs that made the Tales series. So think Tales games, but sci-fi instead of fantasy.
 
I don't know much about the series other than one of its entries having a Matrix-like ending, but the Venerable Forest theme is truly quite beautiful.
It’s a really early example of a party based action rpg.

The setting and everything is straight out of Star Trek. You generally get stranded on an undeveloped planet and have to find your way home.
 
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There's one called Fly Knight Prelude that's ok, it's probably only like 6-8 hours long but it's clearly inspired by games like Shadow Tower with dismemberment mechanics.

Did I find it amazing? No, but it's also not another indie roguelike or metroidvania in an already saturated market and I appreciate them trying something different.

Here look at it (the below is recorded in 480p so it doesn't normally look this fuzzy)
 
Dave the diver is pretty fantastic. Just a charmy game about diving to harpoon fish for your sushi restaurant you need to manage. The game has tons of little things you only do a few times to break up the diving to the point it almost feels like a mini game collection but it's never a pain. It really shows it Koreaness by continuing to have tutorials 20 hours into the game and even though your fishing, exploring, serving, restaurant managing, farming, cat feeding, and photographing it never feels to much.
 
I recommend Pseudoregalia:

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It may have a furry mc, but it's not a furry game.
It is a 3D platformer metroidvania with some of the most satisfying movement I've ever seen in a 3D platformer.
It's not really focused on challenges, but more on exploration, however the design of the areas are open enough for you to make your own paths by using all the possible movement mechanics, it makes for a really fun traversal.
It's a really short game, like 3-5h, but the metroidvania design gives it a lot of replayability. I have 16h played because I just can't get tired of hopping around.
 
Robocop Rogue City, by the same studio, is also a really great adaptation apparently.

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I heard about that one from ThorHighHeels actually. Say whatever you want about that guy but man oh man he understands art direction, made me absolutely appreciate all the little grimy details that went into making this games world feel lived in.
 
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https://store.steampowered.com/app/2203210/BURGGEIST/

Maybe my standards are different on "don't suck" but this was genuinely a super fascinating, fun game and it only came out a few months ago.

The premise is simple: You play a wizard in medieval not-Europe (it both is and isn't Europe, lots of shared terminology referring to parts of Southeastern Europe and such but the bits of the world shown don't match geographically) who helped develop a lot of horrible weapons of mass destruction courtesy of human experimentation as part of a think tank. Your wife, whom you met because you were experimenting on her, suddenly turns to stone - but she isn't dead. The daughter you had with her begins writing out of control as part of correspondence with an invisible creature she calls a demon, who promises there's a cure for your wife:

Build a tower that reaches the heavens.

The only place you can do this is in a no-man's land (caused by the aforementioned weapons of mass destruction you helped develop) that is so intrinsically hostile to people living in it that anything new built is attacked by strange homunculi whose sole drive is to destroy whatever is being made. Accompanying your journey to it is one of these homunculi, a giant carrying a massive stone slab on his back, with a cannon mounted no it.

You travel around this alien wasteland, building giant towers while dealing with waves of enemies whenever you try to build them. You have two defenses:

The giant, who you can attach a small armory's worth of heavy artillery to to blast away hordes of enemies
And SICK MAGIC KUNG FU. Your default "offense" spell is a fireball that does more damage if you attack from a higher position, and it's not just thrown - you can slam dunk it like a basketball onto enemies if you jump.

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The entire game is the product of one guy for everything except the (surprisingly solid) voice work and the soundtrack. The most interesting thing about the VA is it's in two languages: Japanese, and a fake language called Cargrish, which seems to be a proper conlang complete with unique grammar that should not have such impressive emotional delivery but it does! If you do get it and play, play it in Cargrish. I promise you, it helps set the tone.

It's about eight hours long, maybe 10 if you go for completionism (making every tower reach the heavens, doing every quest, and collecting all spells and equipment), and it was genuinely so fun to play. Surfing on a flying broom before doing a kickflip and slam-dunking a car-sized fireball into a horde of monsters is the kind of satisfying I expect from far higher budget games, but this one manages it despite being made by one guy. I will note, though, it is intentionally very opaque unless you read all the background lore stuff it supplies in-game and it's pretty jank, but the developer has been actively updating and improving it from the release version.

If you like weird old PS2 JRPGs and one-off IPs like Drakengard, you'll love it. I promise.
 
I've played through the first couple levels of AntonBlast, and that's pretty fun.

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Everyone rushed to compare it to Pizza Tower, but the only thing they have in common to me is being inspired by WarioLand 4. AntonBlast is a lot closer to the source material in how it plays, though: where Pizza Tower kinda forked off into being its own game about speed and combos, AntonBlast is a more traditional platformer with goofy humor and absurd animations.

I have one criticism for it that seems to have been made better when I played again last night, which is that the screen can get insanely busy with sprites and particles and it's sometimes hard to tell what's going on or hear over the cacophony of sound effects.
 
And SICK MAGIC KUNG FU. Your default "offense" spell is a fireball that does more damage if you attack from a higher position
The combat looks kind of like Risk of Rain 2, which was excellent before Gearbox (borderlands studio) bought it.


Everyone rushed to compare it to Pizza Tower, but the only thing they have in common to me is being inspired by WarioLand 4.
The demo was very fun.
 
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The combat looks kind of like Risk of Rain 2, which was excellent before Gearbox (borderlands studio) bought it.
I won't compare it to that simply because it's definitely stiffer in places, and it's also built around actual environmental awareness. You do more damage with pretty much all of your spells based on some form of distance traveled. Your fireball, for example, does more damage the further it falls (getting larger, doing more damage, and producing larger explosions), so you want to find perches and bottlenecks so you can drop it from the highest points on the largest groups of enemies. And at the same time you have to direct and aim your giant's artillery battery because he's going to be the primary means of killing enemies.

Also the lethality is different. You don't even have HP in Burggeist. Enemies don't even attack you (besides a few that simply can knock you away). Your towers do. And there's no instakills - instead it's a snowballing sort of thing where if you're not clearing enemies, the towers' HP will drain fast. No wacky one-shot bullshit here. Despite these caveats, the game can get ballbustingly hard.
 
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