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Joined 7 months ago
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Cake day: August 6th, 2024

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  • I played the whole game a few days after the release. I like Johnny, and the other characters, but boy isn’t that game shallow. The only reason I finished the game is because I really enjoyed the dialogues and VA, and that it was a game that didn’t overstay its welcome. I think I finished the main story at max level and it took me less than 30h. But I couldn’t be bothered with most side quests or exploring the world, as it just fell hollow, a pretty shell.

    My biggest gripes with the game:

    • I felt that the starting portion of the game was majorly wasted. You pick a background, but it takes 1 hour to go over it and it doesn’t matter at all for the whole rest of the game, basically. Also, they want you to empathize with your pal at the beginning but you have 10 minutes to get to know him before being thrust into a suicide mission where he dies and you get stuck with a dead lunatic in your head.
    • The skill system was as shallow and uninteresting and unimaginative as it could have been. A lot of perks were like “you get +1,6% to X”. It was so boring… I heard they improved this, I haven’t checked it yet, but my hopes are definitely not up.
    • The only decision you have to make in the game that can actually change the ending is literally at the end of the game, and the game even tells you it’s time to make said decision, and it auto-saves for you. Talk about hand-holding and being afraid of letting the player make real choices. For a supposed RPG, that was a massive letdown.
    • No single side-quest in the game (at least the more important/interesting ones) have more than binary conclusions. Either succeed or fail, that’s it. And they can’t even be done in different ways, you have only a single way to complete them.
    • Modding yourself was also super shallow, and mostly unnecessary. You could just boost hacking and memory capacity and it was absolutely broken. The game itself was super easy and not at all challenging, again afraid of causing friction with the player.










  • I’ve bought exactly three games on Epic over the years: The Old World, The Division 2, and Ghost Recon Breakpoint deluxe edition. Regional prices for EPIC are better than Steam’s, and sometimes they have promos while also giving away coupons. I bought Breakpoint for like 10% of its actual real price on Steam, and The Division was something like 70% off as well. If I’m not mistaken, The Old World was epic exclusive during early access, when I bought it. On the same time frame though… I probably bought 60+ games on Steam.



  • There are ways to make inventory management fun, and there are ways to make inventory optimization that actually matters. But I guess you could call it a puzzle, a very light puzzle, in the same way you’d have to think how to pack stuff for staying two weeks in a single medium-sized luggage. And I don’t see how that detracts from the gameplay at all. Having to solve problems in a game is hugely interesting to me (and to many many people).

    Usually the point of having limited storage is to convey the intention of the game designers that you shouldn’t be hoarding every item you come across. In the same way, if you have unlimited storage, it tells you that you should be picking up everything. Conceptually, I’m fine with both, but making the player make choices that matter is way more interesting to me, and makes for a better game most of the time. For example, Extraction games are a clear case of how inventory systems can actually become a core part of gameplay, and it’s obvious that those games would be less interesting if you just had infinite storage. ARPGs are also a big example of this, it’s made so that you have to pick and choose loot before coming back town, and the game wants you to come back town, it’s an important part of the gameplay loop. Outward has one of the coolest inventory systems I’ve ever seen, and it’s super simple, just by having your stuff inside an actual backpack on your back, that affects combat, and can even be damaged, and you have this nice assortment of different bags to choose from, with different looks and traits. CRPGs have limited/realistic inventory systems where you have to spread loot among your party members before having to go back to civilization. Survival/Survival Horror games are heavily dependent on the fact that the player has limited inventory to create scarcity and make the player make choices.

    Again, casual inventory mechanics have their places, but saying it should be in every RPG/Game is just wrong. Can you imagine a dark/low fantasy RPG where you can just have unlimited health potions in your backpack? The premise is instantly ruined.


  • I don’t like it, it’s cheap and too casual. It’s fine in some games, but I prefer most of my RPGs with as much immersion as possible. If you’re going to do this, I expect you to have Magical Backpacks all around, and it would be even better if they behave like an actual item you can lose/get. I like how Chinese Xianxia solved this problem in high fantasy worlds: magic items with subspaces to store things are super common and even low tier bandits hiding in the mountains might have one or two lying around. Every system in an RPG should be designed and tailored to max the possible immersion you can get from the game. Don’t make something just because it’s convenient, make it something that adds to the experience and the lore of the game.


  • Siege, For Honor and The Division were the three best non-singleplayer games Ubisoft has ever made and will ever make, and they’re all underestimated and underutilized. It’s insane. The Division survival was an extraction shoot with top tier mechanics before anyone else had extraction shooters, I’ve been screaming at their subreddit for years for them to turn that into its own standalone game. For Honor is a crazy cool fighting game, with an incredible combat system that they simply never used in anything else again. And Siege has always been a deeper competitive shooter than any other. I’m somewhat excited to come back if X is a good turnaround for the game.