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Cake day: August 4th, 2023

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  • FF12, 13, 15, and 7 Remake were all big sellers. It’s more the recent, poor performances of Rebirth and 16 that have raised eyebrows (although I can understand the argument that 15 and 16 moved away from being JRPGs from a gameplay point of view).

    The big names they are left with right now are FF14 (the other MMO), Nier (the brainchild of an auteur, not regular work product), and Dragon Quest. Maybe FF17 will be end up being more traditional, but with the way that series’ dev cycles have gone on top of the restructuring, who knows when that will surface.









  • Ashtear@lemm.eetoGames@lemmy.worldLife is Strange road-trip
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    5 days ago

    I lived out this way once upon a time and miss it dearly. I never did get as far north as Tillamook Bay, but I have great memories of Lincoln City and Newport. Imagine my reaction when this game was announced, hah.

    The photo in Chloe’s house of Arcadia Bay is one of Garibaldi, just mirrored. For plausible deniability, of course!


  • Freelancer would have been fresher in memory 15 years ago, and that’s one that had seamless intra-system travel. Gameplay in Freelancer even flowed better than NMS for getting from orbit to orbit and having encounters or discoveries along the way. It just didn’t have the on-foot gameplay. I had the same problem with loading screens in Everspace 2. Killed the flow. Whoever tries to do this again is going to have to make sure transitions are minimal.

    And that’s what I don’t get about Starfield, conceptually. With this project scope, you’re not competing well with NMS for ship-to-foot or orbit-to-surface transition, you’re not doing better than Freelancer–a 20+ year old game–for all the in-space stuff, and the procgen hamstrings you with all the “Bethesda magic” their worlds are known for. It’s like someone said “let’s do Daggerfall in space” and went rigid top-down design with it, retrofitting whatever they could along the way to make a functional game around the procgen.







  • Something of mild historical interest is that Magna Cum Laude had some genuinely brilliant dialogue here and there. The abusive arcade machine and tabletop RPG scene still stick firmly in my memory all these years later, and there was solid comedic timing as well (“Are those my Funyuns?”). Unfortunately, more good lines are cut up into the minigames, which act out scenes with gamified dialogue selection. Many of the games probably have to be re-attempted to clear, too, and no matter how funny a line is, it’s not gonna be great the fourth time because you hit too many beers and can’t control the cursor. The game’s also very much a product of the irreverent college movie genre, which has aged in the worst way. Consent issues and all.

    Al Lowe’s games were more highbrow, for lack of a better term, so they didn’t go quite as far off the rails. They seemed to be the kind of thing aimed at a Playboy Magazine reader. One of these, Love for Sail, remains my favorite of the bunch. I think they really hit their stride with the gameplay in that one, and the writing and the visuals were solid, though I’ve seen better in this genre since.

    I didn’t see great reviews for Wet Dreams so that was an easy skip–I’ve been ignoring the series since MCL–but it’s interesting to see a high opinion of those games. I almost never see anyone talking about them, much less in a glowing way.