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Count von Schwalbe

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I really want to like Control, but I find the semi open world design to be very annoying. It would have been so much better as a more linear experience.
I know what you mean - I saw the same thing playing Prey.

I played it through in about 4 days, you don't have time to poke around and lose sight of the goal. There was only one bit (reactivate the pumps or something, it was a side area of of the big dome room where the head of security hung out) where I got properly lost.

Why the rush? It was free on a game streaming service for a month and I was late starting. I never would have bought it with what I thought it was, but had I known...

I may end up grabbing it someday, it is one of a very few games I feel is worth multiple playthroughs.
 

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I really want to like Control, but I find the semi open world design to be very annoying. It would have been so much better as a more linear experience.
Personally, I like the semi-open design. I understand how it can be annoying, but the labyrinthine nature, backtracking to places that change, exploring weird nooks and crannies unlocked by mid-late-game abilities... it all fits very well with the theme of the game. The Oldest House is about the furthest thing from a linear place. It exists beyond time and physics. Why would everything be a straight shot? Why would anything about it make good, humanistic sense? It's a place with but a glimmer of actual human influence. The majority of the structure you see was not BUILT by people. It's a construct influenced by outer beings who wish to work with/use people. So it learns about them and tries to gear the space for them... but like, they're extra-dimensional beings. So everything is kind of uncanny and betrays your default thinking, leading you to wonder how beings controlling the house perceive the physical reality, if they can, or even care to comprehend human sensibilities. It's a collective so severed from the reality that we perceive that simply navigating the house is laughably insulting to human intuition... because the forces behind it have no concept of such a thing.

Human intuition in the Control universe is a funny thing, too. It also has the ability to subtly alter reality. The Oldest House is like a big ball of clay with many hands shaping it. And it looks and feels like it. Humans are sort of the key to creation for extra-dimensional beings in this universe. Things extrapolate from human minds and become real, physical aspects of the world. The right idea from the right person at the right time can literally augment all of reality, beyond what humans themselves can perceive. But in the process, these things are corrupted by beings more able to recognize and use the power from their positioning in a more metaphysical realm, while humans typically don't realize that their very minds are portals to other dimensions and their thoughts constantly influence pockets in the universe. It's something seemingly every unseen force in the universe converges on - human imagination. They are not ordered - they are amorphous and chaotic. Human imagination brings structure, synthesis of new things. The setting of the game is marked-up by outer beings attempting to leverage human minds to perform what they, as more nascent and nonlinear beings fundamentally cannot. Again, it makes more sense as a chaotic mess, a bad approximation of what human spaces are meant to be like, what functions they are tooled for and why.

I actually like the earlier versions of the game, when it was even more obtuse. The map had less detail, no elevation. You basically just had the shape of the area and some walls on it, with department names and arrows strewn about. So you had to navigate largely using the many signs across the building, use the color and architectural coding built into the worldspaces. What really gets me about that, is how well it works when you eschew the map and follow the signs from where you are, just stumbling into weirdness as you go, forgetting why you even went that way to begin with. You wind up progressing the game before you even realize where you're headed.

The thing about it for me is... there really ARE two stories being told... and honestly, the one with Jesse, Dylan, The FBC dealing with the hiss, is like a blip on the radar of a much bigger world story. The world story kinda doesn't sell without the convoluted, semi-open Metroidvania layout. It's part of a whole suite of things meant to convey the nature of that world, and a linear design directly contradicts that nature. The Oldest House is an ever shifting and expanding place, so it has halls that lead to nowhere, or just seem needlessly convoluted. It has entire forgotten wings, and rooms linking in ways nobody would ever wish to link them. Consider that it is also corrupted by an entity that explicitly wishes to turn all that exists... into them. It is reaching in and changing things to stymie your progress - making it harder for Jesse to get where she needs to in order to stop the takeover.

Not everything has to be portrayed directly, but I do think that in this case, getting lost is meant to be part of the experience. It's meant to make you feel at least a little alienated and frustrated, like it wasn't made for you. The Oldest House isn't made for you to navigate effectively, as it not only seems to have its own will, but is under the influence of cosmic wills. Generally speaking, it ACTIVELY ADOPTS the secrecy and obfuscation that defines how the FBC operated from the beginning. They wanted to hide, so the House and the Board shifted the house and the reality in it to help them hide better... so much so that they now can't find anything and most documents are borderline unreadable. The layout is purposeful. The FBC and the Board that controls it from the shadows are doing security by obscurity, down to the building itself. They went in step with the FBC becoming more secretive, and then the house becoming more secretive in response, until it grew into the weirdly locked-down mess Jesse finds, that nobody left in the organization can even put solid history to at that point. The FBC itself seems unable to change this on its own, with most people in the organization simply adapting to these ever-emerging new paradigms in secrecy as they arise.


Point is... there are many layers to why the building is how it is. Much of the environmental storytelling is simply gone the moment you remove the non-linear elements from the levels, or at the very least is largely oprhaned from active player experiences. The game is constantly pivoting off of that in order to let you have a chance to learn more about the world and its REAL key players. I really don't think it works to have so many things in the game tell you it's a confusing, extradimensional space, and then have the player go through linear, easy-to-follow levels.

It's just not an A-to-B game, or an A-to-B story. The things that seem linear tend to be illusions. The reality of The Oldest House is non-euclidean. I think you kind of have to be willing to revel in being lost, not knowing where you're going or what is going on. The map is how it is to intentionally obfuscate things about the world you are in - it is meant to be nonsensical to leave room for you to stop and infer. If you try to rush past it, mentally or in exploration, you will meet that frustration head on. The ethos of the protagonist hinges on her not knowing what she's plunging into and being completely out of her element. You experience that yourself, just navigating the game world itself.


Maybe not for everyone, but I do think that making it linear would've greatly weakened the presentation of the world, which is sort of the actual focus of everything. You can't really grasp the story without being immersed in the world itself. The point of the game is not to get to the final arc - it's more about taking the moments in. The game basically punishes you with frustration for trying to play it like a normal, linear game. It mirrors Jesse, who over time cares less about why she's even there and more comes to accept that there is no endpoint, and that reality itself is ever unfolding. And I believe the level design is directing you towards that. I mean, we are talking about a game where a dead end 10x10 room opens up to a sprawling hall with 200ft ceilings of crawling concrete, dancing like something out of an M.C. Escher sketch, seemingly unable to decide on its final geometric form, because a floating TV possessed by outer beings noticed the protagonist touching it... you know? Why in god's name would a building like that ever HOPE to make any sense?! :laugh:
 
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Personally, I like the semi-open design. I understand how it can be annoying, but the labyrinthine nature, backtracking to places that change, exploring weird nooks and crannies unlocked by mid-late-game abilities... it all fits very well with the theme of the game. The Oldest House is about the furthest thing from a linear place. It exists beyond time and physics. Why would everything be a straight shot? Why would anything about it make good, humanistic sense? It's a place with but a glimmer of actual human influence. The majority of the structure you see was not BUILT by people. It's a construct influenced by outer beings who wish to work with/use people. So it learns about them and tries to gear the space for them... but like, they're extra-dimensional beings. So everything is kind of uncanny and betrays your default thinking, leading you to wonder how beings controlling the house perceive the physical reality, if they can, or even care to comprehend human sensibilities. It's a collective so severed from the reality that we perceive that simply navigating the house is laughably insulting to human intuition... because the forces behind it have no concept of such a thing.

Human intuition in the Control universe is a funny thing, too. It also has the ability to subtly alter reality. The Oldest House is like a big ball of clay with many hands shaping it. And it looks and feels like it. Humans are sort of the key to creation for extra-dimensional beings in this universe. Things extrapolate from human minds and become real, physical aspects of the world. The right idea from the right person at the right time can literally augment all of reality, beyond what humans themselves can perceive. But in the process, these things are corrupted by beings more able to recognize and use the power from their positioning in a more metaphysical realm, while humans typically don't realize that their very minds are portals to other dimensions and their thoughts constantly influence pockets in the universe. It's something seemingly every unseen force in the universe converges on - human imagination. They are not ordered - they are amorphous and chaotic. Human imagination brings structure, synthesis of new things. The setting of the game is marked-up by outer beings attempting to leverage human minds to perform what they, as more nascent and nonlinear beings fundamentally cannot. Again, it makes more sense as a chaotic mess, a bad approximation of what human spaces are meant to be like, what functions they are tooled for and why.

I actually like the earlier versions of the game, when it was even more obtuse. The map had less detail, no elevation. You basically just had the shape of the area and some walls on it, with department names and arrows strewn about. So you had to navigate largely using the many signs across the building, use the color and architectural coding built into the worldspaces. What really gets me about that, is how well it works when you eschew the map and follow the signs from where you are, just stumbling into weirdness as you go, forgetting why you even went that way to begin with. You wind up progressing the game before you even realize where you're headed.

The thing about it for me is... there really ARE two stories being told... and honestly, the one with Jesse, Dylan, The FBC dealing with the hiss, is like a blip on the radar of a much bigger world story. The world story kinda doesn't sell without the convoluted, semi-open Metroidvania layout. It's part of a whole suite of things meant to convey the nature of that world, and a linear design directly contradicts that nature. The Oldest House is an ever shifting and expanding place, so it has halls that lead to nowhere, or just seem needlessly convoluted. It has entire forgotten wings, and rooms linking in ways nobody would ever wish to link them. Consider that it is also corrupted by an entity that explicitly wishes to turn all that exists... into them. It is reaching in and changing things to stymie your progress - making it harder for Jesse to get where she needs to in order to stop the takeover.

Not everything has to be portrayed directly, but I do think that in this case, getting lost is meant to be part of the experience. It's meant to make you feel at least a little alienated and frustrated, like it wasn't made for you. The Oldest House isn't made for you to navigate effectively, as it not only seems to have its own will, but is under the influence of cosmic wills. Generally speaking, it ACTIVELY ADOPTS the secrecy and obfuscation that defines how the FBC operated from the beginning. They wanted to hide, so the House and the Board shifted the house and the reality in it to help them hide better... so much so that they now can't find anything and most documents are borderline unreadable. The layout is purposeful. The FBC and the Board that controls it from the shadows are doing security by obscurity, down to the building itself. They went in step with the FBC becoming more secretive, and then the house becoming more secretive in response, until it grew into the weirdly locked-down mess Jesse finds, that nobody left in the organization can even put solid history to at that point. The FBC itself seems unable to change this on its own, with most people in the organization simply adapting to these ever-emerging new paradigms in secrecy as they arise.


Point is... there are many layers to why the building is how it is. Much of the environmental storytelling is simply gone the moment you remove the non-linear elements from the levels, or at the very least is largely oprhaned from active player experiences. The game is constantly pivoting off of that in order to let you have a chance to learn more about the world and its REAL key players. I really don't think it works to have so many things in the game tell you it's a confusing, extradimensional space, and then have the player go through linear, easy-to-follow levels.

It's just not an A-to-B game, or an A-to-B story. The things that seem linear tend to be illusions. The reality of The Oldest House is non-euclidean. I think you kind of have to be willing to revel in being lost, not knowing where you're going or what is going on. The map is how it is to intentionally obfuscate things about the world you are in - it is meant to be nonsensical to leave room for you to stop and infer. If you try to rush past it, mentally or in exploration, you will meet that frustration head on. The ethos of the protagonist hinges on her not knowing what she's plunging into and being completely out of her element. You experience that yourself, just navigating the game world itself.


Maybe not for everyone, but I do think that making it linear would've greatly weakened the presentation of the world, which is sort of the actual focus of everything. You can't really grasp the story without being immersed in the world itself. The point of the game is not to get to the final arc - it's more about taking the moments in. The game basically punishes you with frustration for trying to play it like a normal, linear game. It mirrors Jesse, who over time cares less about why she's even there and more comes to accept that there is no endpoint, and that reality itself is ever unfolding. And I believe the level design is directing you towards that. I mean, we are talking about a game where a dead end 10x10 room opens up to a sprawling hall with 200ft ceilings of crawling concrete, dancing like something out of an M.C. Escher sketch, seemingly unable to decide on its final geometric form, because a floating TV possessed by outer beings noticed the protagonist touching it... you know? Why in god's name would a building like that ever HOPE to make any sense?! :laugh:

These are fair points, but I do think the strangeness of the house is poorly presented here. The game feels like just another semi open world thing, complete with checkpoints you have to clear, with a weird theme on top of it. I can't say I have ever felt lost, but I haven't played that much either. I want to explore the world and setting, but I just find it tedious and boring because of the fundemental design. The more obtuse version you describe sounds great for this game.

And the strangeness of the house could be expressed in a more linear design, but that would require more focus on the story, which probably would take something away. Or, again, the version that was actually obtuse would be so good, and strange. Now I recognize the design from other games, and it really suffers from it. It doesn't feel like I'm traversing a strange house made by things not human, it feels like I'm traversing a very specific type of game, a type of game that doesn't quite fit the narrative. Or maybe it does, but it feels very ... mechanical. I'm clearing checkpoints. I don't want to clear checkpoints, I want to cleanse the Hiss or whatever it is you do. I want to get lost in a weird house, but instead I'm playing a game in which I play a charachter getting lost in a house. I hate to use the expression, but it's not immersive for me, and a lot of has to do with the open world thing.

I might play some more this weekend, maybe I come to like it..
 
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the level design was very unique, and its nostalgic to a lot of us

that can be said for a lot of Nintendo 64 games to be fair, that console and the Playstation 1 were the first major leap into a higher plane of gaming, so I think that is what people are fond of the most.
I never had an N64 back then, but I did have a PS1, then a PS2, PS3 and PS4 Pro. So, I'm only now experiencing the Nintendo side of gaming. I've beaten A Link to the Past, Ocarina of Time, Mario 64 and Golden Eye so far. All of the others I'd rate 11/10, but Golden Eye gets only a decent 6/10 from me (110% nostalgia-free haha)
 

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Close of completing that. I'm honest and I do admit that I have laptop with a walkthrough open next to me :D

edit: and finished it with the lame ending (yet saved Chris)
 
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These are fair points, but I do think the strangeness of the house is poorly presented here. The game feels like just another semi open world thing, complete with checkpoints you have to clear, with a weird theme on top of it. I can't say I have ever felt lost, but I haven't played that much either. I want to explore the world and setting, but I just find it tedious and boring because of the fundemental design. The more obtuse version you describe sounds great for this game.

And the strangeness of the house could be expressed in a more linear design, but that would require more focus on the story, which probably would take something away. Or, again, the version that was actually obtuse would be so good, and strange. Now I recognize the design from other games, and it really suffers from it. It doesn't feel like I'm traversing a strange house made by things not human, it feels like I'm traversing a very specific type of game, a type of game that doesn't quite fit the narrative. Or maybe it does, but it feels very ... mechanical. I'm clearing checkpoints. I don't want to clear checkpoints, I want to cleanse the Hiss or whatever it is you do. I want to get lost in a weird house, but instead I'm playing a game in which I play a charachter getting lost in a house. I hate to use the expression, but it's not immersive for me, and a lot of has to do with the open world thing.

I might play some more this weekend, maybe I come to like it..
Hey man, cheers to that. I'll always be proselytizing the game because I genuinely do think it has a lot to offer. But that doesn't mean I don't see its flaws and hope that they will improve on them. I can still call it great art because to me, the best art is imperfect. It has to in some way try to push past the boundaries of its medium... and in doing that, it's going to lose out in accessibility and there will be missteps. Not everyone will appreciate how it does what it does, may see what it's about and still pass on it. I think that's fair. They probably saw that and figured they should try to at least make it easily navigable via the control points. But I think that if you don't wanna engage, or something is putting you off, that's a valid response. It's part of the dialog that is continually advancing art in all mediums - things can't grow without that back and forth over sensibilities. It's part of how we get more refined works. Yet, that the flaws are worth looking past for people, also says something about it.

I like to think that stuff like this eventually leads to more refined ideas that more people CAN appreciate. If you think about like... the zeitgeists of say... books or movies across the eras - there are always these cult hits that get championed by some people, all with some fatal flaw that keeps most other people away. But when you do get into those, you recognize that the people making/writing movies and books caught on. I think Control is one of those. Not art that everyone will enjoy, but hopefully something important in the big picture of this ongoing development that is 'storytelling in gaming.'

Now... on the control points. I actually won't defend that! I think they're clunky, too. I think it would've been better if they all at least had thematic significance. The ones where you actually see the building shift back help to justify them being there imo, I remember actually getting excited about those, trying to visualize what the room is going to look like. You start to forget that they're just checkpoints, becuase you are actively pushing back hiss in a big, apparent way. But as you go on, most of them become just arbitrary checkpoints to kinda tune-out on. To be totally honest, I don't know of a better way to make it work - but I also don't think it's a very good way to handle the travel. It's just what they did because running across these huge spaces to backtrack is not the best. I mean, I do it because I really enjoy the combat and you get random fights as you traverse rooms. But it would double playtime only to fatigue players who don't want to do gauntlet runs just to go get some dialogue to advance a quest.

I think it COULD work with a different layout... just link areas the player will be expected to backtrack to/from with paths that are hidden/inaccessible until a beat is hit that changes the level to make it reachable, or a special skill is accessed. This is a videogamey method too, but at least in terms of gameplay, it's a lot smoother and harder to pick up on. To me, minimal 'overworlding' is best - the player should be actively traversing to where they need to on their own, as often as possible - for more direct interaction with the world, away from magic teleports. Waypoints and fast travel are implicitly immersion-breaking and I've never been a fan. I see them as a necessary evil for dealing with design obstacles not every type of game has a clear answer for yet.

I think the quest and character building systems are too video-gamey too. I hide pretty much all of the HUD and never paid attention to the quests. I did them, but just by following directions from the characters, or clues that get presented as you advance through the quest stages. There are these little radiant quests that will pop up, which are worth doing for very rare upgrades if you're willing to grind, but otherwise are just kind an arcadey distraction nagging you randomly. But I mean... even when it comes to items and upgrades, you've got generic tiered random drops and stuff... that whole system, while well-balanced, feels really uninspired. I find the build and upgrade system to be a chore. THAT really feels arbitrary. I don't think it was necessary to have the complexity they did with the build system. It's heavily gated anyway... no matter how you play, your character will generally fall into a narrow range, depending on what point of the game you are at. Unlocking different variants of the gun would have been SO MUCH cooler if it was integrated into the exploration loop, like how in order to expand Jesse's abilities, you have to find rogue objects of power and complete special levels with challenges related to the power you are unlocking. Yet, when you want your gun to be able to shoot grenades, you just gotta farm some drops and spend your points :/ I think that in general, nearly everything to do with player-character skill development could've been stitched right into exploration instead of put in the drawer of a boilerplate soft-RPG system.

the level design was very unique, and its nostalgic to a lot of us

that can be said for a lot of Nintendo 64 games to be fair, that console and the Playstation 1 were the first major leap into a higher plane of gaming, so I think that is what people are fond of the most.


I tried playing a game called Suzerain tonight, but it just wasn't for me, so going back to ES Oblivion.
Goldeneye 64 is unplayable for me now lol. I used to love that game when it came out. But now the weird, tank-like controls for FPS just feel like a cardinal sin. Maybe I'm too old now - my brain literally can't do it without major brain pain. When I was a kid, I didn't even think about it.... but that weird split with turning and strafing is so confusing to me now. C left and right strafe, while c up and down look. Stick foreward-back moves, side-to-side turns. WHY?! WHY IS MOVEMENT SPLIT ACROSS YOUR TWO DIRECTIONALS? I mean... WTF man?! I hate that so much! And then you add the framerate... and I pass on the nostalgia lol. Maybe I'll play it on an emulator with custom mapped XB1 controller.

I agree though. I'll never forget the first time I SAW Super Mario 64. I had to be around 8 and all I knew was SNES and Genesis. My dad had dragged me to his friend's house for some event they were having, probably bible study, but their kid was playing SM64 and I remember just gazing at it in a mix of awe and fear. I don't think I even wanted to play. My little 8 year old mind was using everything it had to take in what I was seeing.

That's a thing too... getting used to 3D was kind of overwhelming. But I've come to understand, that's mostly down to nobody really knowing how to do controls or camera for 3D games yet. Honestly, Goldeneye is a perfect example. It shot off then because most of the people playing it never got to do shooting in a 3D environment. So the more excruciating aspects of it didn't matter. And as you hinted at with the level design... just being able to move in 3D space was a brand new joy for many non-PC gamers. A lot about them would never fly now. But I think it would be weird to expect them to!
 
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I never had an N64 back then, but I did have a PS1, then a PS2, PS3 and PS4 Pro. So, I'm only now experiencing the Nintendo side of gaming. I've beaten A Link to the Past, Ocarina of Time, Mario 64 and Golden Eye so far. All of the others I'd rate 11/10, but Golden Eye gets only a decent 6/10 from me (110% nostalgia-free haha)

I'd recommend some of the Metroid games and Majora's Mask.
 
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This! Super Metroid especially! The Metroid Prime remaster on Switch is exceptional!

Not this... Wind Waker, Twilight Princess and Skyward Sword were so much the better gaming experiences.
I don't thing the Nintendo Online subscription includes Wind Waker, Twilight Princess or Skyward Sword, unfortunately... But I'm feeling rather hyped for Majora's Mask: even if it is only a third as good as ocarina was, I'll be overjoyed :)
 
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I picked up Alan Wake again after leaving it for months because I found it incredibly frustrating being mobbed from all directions by the thugs or whatever they are.
Now I pick them off one by one and am actually making progress. It's a clever game and very story driven by the same people that made Control.
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is this like a battleroyal??

cuz you got a flashlight, poor aiming, cant see much and low player visibility...and the fog is coming and you need a gas mask.
 
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Modded Skyrim at Medium settings and an FSR mod so my aging RX580 doesn't scream too much. And as for your concerns on whether my player character's gonna freeze to death from wearing an armoured maid outfit, well she's a Nord, Nords have natural frost resistances, this here is practically a summer vacation spot to Nords. :p
cmon!! put more "culture" on that mod !!! :D:D
 

Ruru

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Started Tales of Berseria, a bday gift from last or the year before it from my friend. Looks like a typical JRPG and I love that genre.
 
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Elden Ring. Like someone else said a while back... it has consumed me.
 
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I don't thing the Nintendo Online subscription includes Wind Waker, Twilight Princess or Skyward Sword, unfortunately... But I'm feeling rather hyped for Majora's Mask: even if it is only a third as good as ocarina was, I'll be overjoyed :)
Do try Link's Awakening DX for GBC (on NSO) and Minish Cap for GBA (on NSO with Expansion Pack) then. Both amazing games on their own (further, if you play LA DX now and then later the LA Switch remake, you'll see what an amazing remake it is).
 
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Started Tales of Berseria, a bday gift from last or the year before it from my friend. Looks like a typical JRPG and I love that genre.

I liked it better than it's sequel which technically came out first Tales of Zestiria even though both are great.

Elden Ring. Like someone else said a while back... it has consumed me.

Don't skip the side bosses even though some are really hard to find it's honestly the best part of the game.
 
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Alas, I resumed playing Persona 5 Royal.
Pure art, from design to music to story.
 

Lei

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I'm level 26 in Hogwarts Legacy
Can hold 32 gears and have only 2 spells left unlocked.
I wonder how can I continue to live after I finish this game

Pondering Anthony Anderson GIF by BET
 
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Do try Link's Awakening DX for GBC (on NSO) and Minish Cap for GBA (on NSO with Expansion Pack) then. Both amazing games on their own (further, if you play LA DX now and then later the LA Switch remake, you'll see what an amazing remake it is).
hey thanks for this - the library is so big that is actually easy to neglect some of the additions. I've just finished SM64, so I might get into any of the titles you pointed out, though I'm feeling kinda drawn by Super Metroid...
 
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Resident Evil 4 Remake demo, hairworks tanked my FPS lol
 

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Space Lynx

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Resident Evil 4 Remake demo, hairworks tanked my FPS lol

to be fair you have a gtx 1070. its not a bad card but its a 7 yr old card...
 
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to be fair you have a gtx 1070. its not a bad card but its a 7 yr old card...
indeed, my upgrade was halted back in 2020/2021 when GPU prices went sky high, these days im not playing much but might consider getting a new one for this game
Also, the game still looks very nice, just had to tone down the hair. Felt like the Witcher 3 hairworks fiasco back then
 

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Ruru

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Resident Evil 4 Remake demo, hairworks tanked my FPS lol
Downloading currently. If it runs like Village, then 4K60 shouldn't be a problem for my 6700 XT :)
 
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Don't skip the side bosses even though some are really hard to find it's honestly the best part of the game.
Haaaa, you say that like it's possible to avoid bosses in a game with 238 total boss encounters. :laugh:

There is just a ton of cool stuff to find in the game. I actually really enjoyed my last playthrough as a mage. I took advantage of the efficiency of a high INT build to explore/fight more or less everything. Now that I think about it... that's something a little different compared to other games from them. You aren't just running levels and dungeons. In your build, you can also gear towards tackling all of the exploration fighting better - it's a bit of a different affair, where high-efficiency ways of dealing with multiple enemies are better. Often a loadout that's really good for getting around is less suited to the dungeon crawls and big, fast-paced boss fights. It's not the worst idea to consider exploration in build and gear choices. Scoop up all of the Lands Between's many bounties.

I kinda like that about it, too. Lots of different ways to shape your character to get advantages in certain situations. So many people complained about finding stuff they'll never use, but I like to think of it as pieces of the puzzle. When you have a whole range of stuff to look at that you've collected, you think very differently about how to use it all. There are a lot of different ways to go about things. I'd say it's actually super-easy to make overpowered builds in Elden Ring. But what that also means is that you can sacrifice a little of that to run all sorts of interesting builds with distinct play-styles that may not shatter everything, but are really fun to play. I've realized after playing it a few times... and maybe it's because I'm at a point of knowing some enemies so well, it's basically automatic. But I think for any hugely frustrating challenge you could face at any point in the game, there is always at least one really good answer available to you in some area on the map that is much more doable for you. Zelda-style. I know Miyazaki likes him some Zelda game design. Through the exploration, you gradually uncover a range of better build options, while also learning more about the Lands Between and all of the weird shit in it.

I've really come to appreciate the lore over time, too. It's just a very slow burn. NG+ is basically vital for really starting to grasp stuff. Pretty much every item description tells you something new about the world. Often, it's worth stopping and reading right then, because it might be related to that exact area's story. Between this and just sizing up the visual details and places you go, you start to get the sense of a way bigger world than what you see by the time your tarnished has arrived - a place with an incredibly rich history. It's even worth just going at whatever enemies you encounter along your paths because eventually they'll drop their weapons and armor, which will also tell you more about them. Not to mention, it's a good steady accumulation of runes, which is pretty important to have.

The lore in this game is pretty insane when you really start to dig into all of the little details they tuck into things. It feels pretty natural for me to just get lost in the world, not even caring that much about progressing and just seeing what's around. I've said it before - this game kind of asks you to be an anthropologist, and a bit of an archaeologist. It is as though not a single detail in the game is by accident. Miyazaki himself said that there IS a 100% concrete story the game is telling, but that he didn't want to force that interpretation on players, but rather let them make their own sense of the stories intertwining. Truly, almost nothing is arbitrary. Even the repeat bosses and enemies aren't really arbitrary, when you learn more about them, and perhaps other things going on in the area. There's a lot of that really subtle environmental storytelling going on. The few sane left alive have their own accounts of things... and then you realize, "How much do THEY know about things happening? Where does their perspective come from?" because sometimes they are incorrect about things and there is also more than THEY know. Everything is kinda scattered in chaos and decay, so often you can only infer. And they leave you a whole lot to take into account if you really pay attention. It's a whole rabbit hole of questions. It's worth chasing the bosses just for some more pieces to the puzzle of all of this cosmic weirdness and matters of outergods leading imperfect gods and demigods to shape this world alongside the beings and societies inhabiting it.

Another reason its worth exploring more and fighting more bosses is to gain the runes to get past the boring levels you have to get through before you really spec-into something more unique and powerful. Enjoy the environments and the stories they wish to tell you and branch out. I think a lot of players out there do the same as me in first getting to between 30 and 40 vigor. That's a fair bit of leveling right there. I may go for 35 and try to run for the radagon's soreseal to pump it up to 40. And only then will I begin leveling some stamina, mind, and my damage stat. If you're not killing a good chunk of the enemies exploring, that can take a while, and you may hit a point where you have to stop and grind up a cool 5-10 levels. It's not like each level is a huge jump - they're all pretty gradual. It's better to clear the vigor waterline first though. If you can survive hits, you can have a weapon that does great damage by making sure you find the smithing stones to upgrade its scaling as much as possible. Find stat-boosting talismans. The damage stat is less important early game for sure. It takes more than 10 levels in a damage stat to really see increases that will make a difference to how many blows it takes to kill whatever enemy in the area your working through. Either your weapon's good or it ain't.

I would guess that if you do all of the big stuff, all of the side bosses, really explore fairly thoroughly, you should sit at level 150-160 by endgame. That's honestly maybe a little higher than a lot of people even need to beat the endgame bosses, but it's a pretty optimal point in terms of the caps for damage and hp/defense stats. You can also still have a build at that level that underperforms, a potential pitfall of splitting damage stats and not planning right. It can be done VERY effectively. But it only becomes the more powerful option at higher levels - below that point you have to get creative with making up for the reduced damage stats and it helps if you have a range of gear/spells/ashes of war/incantations to select from.

All good reasons to engage more with the world and fight bosses. It's pretty well balanced towards that. That's the answer to the late-game difficulty jump. That's where it tests how well you did finding stuff for your build and putting it all together.
 
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Playing medieval Bohemian peasant simulator, aka Kingdom Come Deliverance, it was on sale on Steam for a dirt cheap MYR 16.25. Also I'm trying to play it on my poor RX550 card, since my RX580 died yet again and my RX5600XT is sent out under warranty again (long story short, the first time I sent it out, the seller didn't even actually send it to Gigabyte). Many sacrifices had to be made. And I just got out of the starting town.
 
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