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Ghost_MH

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Posts posted by Ghost_MH

  1. 57 minutes ago, Spawn_of_Apathy said:

    Not quite what I meant. But by holding his shirt and pulling him over the counter she was preventing him from retreating or making an attempt to retreat. 

     

    He didn't let her go. If she let go of him, he could very easily have pulled her back over the counter. She needed that hold so that she could pull back against his attempts to pull her over the counter. There's no way she's even 1% in the wrong here.

  2. The first Zelda on the NES is the first game to truly suck me in. It's the first game I got in trouble for sinking hours into and hogging the TV with all day and night. We'd visit my grandmother and is being there cartridge along to play it at her place. BotW brought all those feelings right back in a way no other Zelda or Zelda-like game ever has since. Even with its flaws, I have to hold it up as one of the best gaming experiences I've ever had.

     

    The idea that this same team could take what they learned with BotW and improve upon it, leaves me very impatient for the next entry.

  3. 46 minutes ago, TwinIon said:

    It certainly seems like a lot of farmers are just going to go bankrupt as a result of this trade war. China is going to find other sources and those trade dollars will never come back.

     

    Never coming back is the piece that I think many are in denial of. Once logistics with more amiable trade partners get sorted out, there's no reason at all to throw that all out just to resume trade with the US.

  4. For what it's worth, I went to a private breeder, myself. I really wanted a dog, but my asthma sucks so I needed a guaranteed not to shed pooch. I wound up grabbing a mini schnauzer from a private breeder down in Rhode Island. Breeder was a show dog breeder, but ours came in at $750 since she was a runt and, apparently, not fit for show dog material...whatever that means.

  5. 38 minutes ago, Xbob42 said:

    I dunno, I can't speak to difficulty levels for everyone, but Gris 100% looks like a game aimed at the more in-the-know gamer. Indie darling project, y'know? Not exactly gonna light the mainstream on fire.

     

    That said, I find if your difficulty is too easy, then you've wasted your time creating a fake challenge. Why bother making obstacles at all at that point? It's my biggest criticism against the Wind Waker. What's the point of all this epic music and dramatic lighting when the game trips over itself to make sure you never take damage? What is a battle with zero danger?

     

    The simple act of moving and interacting with the world in a video game can be very fun, challenge or no (like Job Simulator and other early VR stuff, there's no real challenge, but it's still fun!), but I'm not sure that seems to be the case here. Adding to the VR example, I'd point to something simple like Doodle Jump. There's difficulty there, but the novelty of controlling that little weird dude was fun on its own for a time.


    Not that I necessarily think something needs to be "fun," but I assume if you're going to be adding light puzzle-platforming, you're aiming for something in that ballpark.

     

    Again, I think "it's just not for you" doesn't really say anything.  It might be true to an extent for some people, but when the only thing holding me back is the fact that I think the game looks like a slow, generic platformer with a really beautiful skin, was that because it wasn't made for me, or because they couldn't or wouldn't make their gameplay as beautiful as their artwork? Why not strive for both? Would it be less for the people who currently love the game if the gameplay was as inspiring as the vistas? I know, easier said than done, but it really seems like a lot of these devs don't even try, or are scared to. 

     

    I think this game is aimed at a crowd that might not believe games can be art. I don't think that crowd, necessarily, includes "gamers", though it can. This is the kind of game that you can put in front of someone that doesn't traditionally play many games or even platformers and they'll find it a mildly challenging and, maybe, emotional experience. Like i said, gameplay is varied, just easy. You pick up multiple powers, have to deal with gravity changes, and the like. What makes the game easy is that there is no fail state. Boss battles in this game don't feature bosses hat are trying to kill you. Instead, they're trying to impede your progress. A seasoned gamer will very quickly figure out that the block power makes you heavy which will stop a boss from blowing you off an edge and repeat a bunch of earlier jumps, but that's might not be immediately obvious to everyone that may pick up a controller.

     

    Difficulty wise, this is about par with Kirby's Epic Yarn. Only switch the fun playfulness with somber grief. Maybe not a feeling everyone wants to deal with when playing a game, but there's certainly room in the medium for it.

  6. 15 minutes ago, Xbob42 said:

    For me, thinking on this longer, it sort of comes down to the projected capability of the people making the game. I accept To The Moon as a weird little RPG Maker game because it was clear that was what Ken Gao could do his absolute best with. I don't think his mastery over spelling, grammar, etc. would've lent itself well to a book, but he also can't really animate, to the best of my knowledge. So a simple story told using RPG Maker was his springboard to make something awesome. (Although he might've been able to get away with making a video of the events in the game and just releasing that as-is, he'd clearly be bombarded with people wanting the game itself, or to turn it into a game.)


    But then I see something like Gris, with what appears to be a team of extremely talented individuals, and it's almost like they're "settling" on making a kind of OK light puzzle-platformer thing. Obviously I have no insight into their team, so that's a total guess, but it's the feeling I get when I look at it. Is this the way they could do their absolute best with what they were aiming for? Maybe, but it's hard for me to see it that way.

    Gris is obviously doing extremely well, and that's great! My thoughts on a title I haven't played aren't very important in the grand scheme of things, which is why I said it's best to consider this a general statement of games like this. In my head, these kinds of titles are just a few steps away from being absolute masterpieces, if only the studios would get as creative and vibrant with the gameplay as they do with the art itself. Again, good/interesting gameplay doesn't have to take away from the art, it can add so much to it!


    As an example, the swim button prompt at the end of Brothers: A Tale of Two Sons made every second of the semi-awkward gameplay worth it, and was a brilliant moment of hitting a single button. If you were invested in that tale, hitting that button (and even realizing that you needed to/could hit it) flooded you with a surge of emotions. That was gameplay as art done magnificently.

     

    A lot of the criticism levied against Gris is of difficulty. Nobody is arguing that Gris isn't a great playing game. Gameplay mechanics are solid here. The bigger issue is that many seem to feel that a game should be difficult and making a game that's too easy takes away from the medium. With that in mind, it comes down this. Who is the game too easy for? Accessibility is certainly a thing and the makers of Gris are certainly a talented bunch. They certainly could have made a harder game, but they chose to make one that was more accessible. There's nothing wrong with that.

     

    Thenegative reviews seem to feel that the game could have been amazing if the platforming was more challenging and the puzzles were harder. That night be true for the average person that frequents these forums, but I'm not convinced that true for everyone. The negative reviews may very well be good for their audience. If you're looking for a sorry told through challenge like Celeste, you'd isn't the game for you. If you're looking for a calming, melancholic experience with some light puzzle platforming, yeah, this might be a good choice for you.

  7. 3 hours ago, Xbob42 said:

    I absolutely think To The Moon would've been better served as something besides a video game. Being a game really didn't add much to it.

     

    To The Moon would have been better as a Gone Home kind of game, but I'm not exactly sure turning it into a book or something else would have told the story as well. Maybe a visual novel? Even then, I'm not sure.

     

    That said, Gris has solid gameplay. The game controls great, the puzzles and platforming slowly get harder as the game progresses, but it never becomes a Meatboy or Celeste kind of platformer. It's an easy game for anyone that has been playing games all their lives, but I wouldn't put it in visual novel territory.

     

    Gris is a lot more of a "game" than Florence and Florence is definitely a game that would not have worked as anything other than a game.

  8. 9 hours ago, Xbob42 said:

    This looks like a mobile game farce, what are you guys expecting out of this?

     

    It's a indie game compilation. I'm actually more interested in what Grasshopper did with Dennaton Games. I guess Suda51 was a huge fan of Hotline Miami and that's what led to this No More Heroes spinoff. This is not, by any means, No More Heroes 3 or even No More Heroes 2.5.

  9. 3 hours ago, Greatoneshere said:

    Apparently "Once Upon A Deadpool" is a waste of time - they probably should have just included it as an extra on the bluray rather than it getting a theatrical release.

     

    The best cut of the movie is still Deadpool 2 the Unrated cut (the "Super Duper Fuckin' Cut") followed closely by the theatrical version. This is one to skip I think. 

     

    Apparently whole scenes are cut it instead of Deadpool censoring then in some sort of 4th wall kind of way. I would have been fine with scenes that were too bloody to be replaced with Deadpool reenacting there scenes with action figures instead of just cutting them it completely.

  10. For what its worth, I picked the game up. I am enjoying myself, so far. This is definitely not a game for everyone. After all the fast twitch gaming I did with Owlboy and Smash Bros, it's really nice to take in some calm scenery. It's like an interactive art exhibit with some light puzzle solving and platforming. Then again, I quite enjoyed Florence, so what do I know.

  11. 1 hour ago, legend said:

    I'm not a big fan of Sophia. It mostly seems like smoke and mirrors, rather than important AI work.

     

    We've also seen better animatronics from Disney.

     

     

    The smoke and mirrors for Sophia aren't particularly great smoke and mirrors. I swear she only gets the attention she does because she's creepy as hell looking and I'm sure they keep her bald and skinless to keep up appearances.

    • Haha 1
  12. 6 hours ago, ort said:

    This movie does run at a slower weird looking frame rate. You're not crazy.

     

    It was a stylistic choice to make it more comic book like. I find it a little off putting as well, but will go in with an open mind.

     

    Gah...I guess I'll have to let my wife know. That slower framerate has a tendency to make her motion sick. It's the same reason why she had to drop The Dragon Prince.

  13. https://ew.com/tv/2018/11/28/cowboy-bebop-netflix/

     

    Netflix doesn't exactly have a great track record with live action reboots, but let's see how well they pull this one off. Death Note should have been an easy live action reboot, but that was a movie. The only issue here is that Cowboy Bebop is very episodic with a more solid-burning narrative laid over the top of it. That can be tough to pull off right.

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