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BeeJay

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  1. BeeJay

    Pokemon Go

    926 seen 562 caught for me, 0 shiny. Got to be my worst shiny luck by far.
  2. BeeJay

    Mutant: Year Zero - Open World XCOMlike

    Weird, I've not had a problem. I guess it isn't xcom. Which, well, it isn't, It really isn't. As I said, the puzzle style might not be for everyone, but if treated like a puzzle game, I don't think it is an issue. I've been playing prismata recently and the campaign and puzzle modes actively encourage rewinding your moves to re-do them, which again, fits the game.
  3. BeeJay

    Mutant: Year Zero - Open World XCOMlike

    I'm not surprised to be honest, especially if they were expecting xcom. If I was so inclined right now I'd go off on a rant about kids today and about how everything needs to be fast and furious. Personally, I love a game that punishes people for running in all guns blazing. The difficulty reminds me a lot of Halo 2 on legendary. Every pick off was a significant step forwards and running in to a battle without a plan will just get you killed very quickly. Neither game really ever feels like progress isn't possible at all (apart from maybe that famous 2nd room on Halo 2). I guess the reviewer might just have been tired and just wanted to get the game over with and found that wasn't possible. I'm also a 'skirter' so the first thing I do whenever I enter any arena is skirt around the outside, looking for weak points, pick offs, loot. I guess if you don't like that kind of gameplay then this might not be for you.
  4. BeeJay

    Mutant: Year Zero - Open World XCOMlike

    The thread title needs an update. It definitely isn't open world, it is very linear. It is fantastic though. The difficulty on medium is perfect for me. I love the super tactical nature of preparing for battles and also stealthing past those that you don't want to take on. Each of the zones has a level guide to it and if you are well below it shows up with a skull warning. However, you can infiltrate the majority of these areas without direct combat and pick up a fair chunk of the loot (which is actually really important to progress) regardless. It also makes it entirely possible to take out a single enemy of much higher level. For example a single maurarder at level 45 can be taken out by a level 18 party, with the correct positioning to avoid a counter attack or other enemies being alerted. In the same breath a bunch of level 20 enemies can rip apart a party of level 25 fairly easily, if not approached sensibly. I must have spent a glorious couple of hours this morning taking out a single mob. Must have started at around 12 enemies. Picking them off one by one or 2 by 2, avoiding the chaos of alerting all of them. Save scumming is a must and makes the game work otherwise it would be too painful. A single alert mistake and your party can be downed in a couple of turns. The battles tend to be a lot shorter in this than xcom, with the outcome being decided fairly early on. The game also has a perk system where some perks only regenerate after a certain number of kills. So for example there is a charge move which knocks any enemy on to the floor for 2 turns, and is super powerful. However, it takes 3 kills to regenerate so using on the right enemy is critical as a botched usage will stop you engaging properly with the next enemy/mob. Honestly, the most fun I have had with a strategy game in ages. The combination of real-time and turn based works wonderfully.
  5. BeeJay

    Fallout 76 - Prepare Your GaaS Masks

    Pretty sure I had/have a physical copy so no, I don't think it was FTP on release.
  6. BeeJay

    Ashen

    I'm loving mutant year zero so far. It really doesn't overcomplicate things, and focusses on tight gameplay mechanics, which is just what I want.
  7. BeeJay

    Mutant: Year Zero - Open World XCOMlike

    So happy to see this on gamepass. Been watching it on twitch. I love the combination of real-time and turn based.
  8. Almost nobody makes them. I've been teaching abstraction today and it really hit home how modern game development tools constrain design. In many cases, it is far easier and quicker to use existing models even if that level of abstraction isn't needed/desired. Some of my students are trying to truly design and create focused games, with bespoke mechanics and physical models, but it isn't easy/quick.
  9. Interested in what you see in it that makes it arcadey in feel? I can't help but feel that development tools geared toward realistic physics have put paid to arcade racers. Hard to believe but looking back, we had such a golden era in the mid 2000s. Wipeout, ridge Racer, f-zero, sega rally, outrun just off the top of my head. The key to an arcade racers to me is the handling model. All of the above had incredibly solid and rewarding handling models that had very little in common with realistic physics.
  10. It really was optional. I completed the game on the hardest difficulty and spent very little, if any, time shooting fish or chasing wildlife. I did get the pouch upgrades but they weren't required. I guess my love for the setting and story overcame the terrible crafting/skill tree. I don't remember it that way at all but I did play it a long time after release so maybe they patched out the problems by then.
  11. HZD was a really good example of how to do it in an adventure game. The gathering/crafting never felt like gatekeeping to content and didn't take too long apart from the very end game weapons which weren't necessary to complete the game. Almost every upgrade felt worthwhile, with the choices coming down to playstyle. Looking back, that was nearly the perfect game for me. The setting, the combat (not having to learn 100 different combos), the story. I've tried many games that in theory, are very similar but they just don't do it for me.
  12. BeeJay

    Pokemon Go

    It isn't fixed because it isn't a bug. The chance of getting a sinnoh stone is 1 in 5.
  13. BeeJay

    X4 - Foundations - New Egosoft space sim

    I've been watching cohh play it. Looks a lot of fun. I'll wait until it drops in price and bugs are fixed.
  14. I think the movement to games as a service is partly to blame for this. When games were products that were one off purchases, the successful developer made games that wowed and shifted copies and longevity wasn't a positive, it was a drag on development resources. The only possible negative impact of a short game was lack of future sales. Now, more and more games have become, or are attempting to become, long term service games that continue to bring in revenue years down the line. Therefore, keeping players in your game is a key metric for income. More players in game means more opportunity for them to buy your shit. Therefore most big publisher games now focus on keeping players playing. This is done through a number of methods including DLC, weekly/daily quests etc. Unfortunately artificial lengthening of the 'main' game also comes with it. This is often achieved through RPG levelling mechanics, unnecessary difficulty, crafting, base building, tacked on multiplayer, achievements, ridiculous quest repetition or whatever else can be shoehorned in. The reality has become that if you want to play a variety of games, you really have to avoid most of the big publishers now.
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