• 6 Posts
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Joined 1 year ago
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Cake day: June 1st, 2023

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  • I have started to notice that a lot, if not the majority, of games that make the biggest social splashes in the past couple years are smaller games - with exceptions for titles like Baldur’s Gate 3 and Alan Wake 2 which are their own labors of love on a AAA scale. Animal Well, Balatro, Dredge, Vampire Survivors, Talos Principle 2, Hi-Fi Rush…these are the games I tend to hear about the most.

    The attention that a lot of AAA games get seems shallow and short-lived lately.

    One of the things that’s excited me most recently is seeing new and inventive ways to use graphics and fidelity besides photorealism. Games like Gris and The Artful Escape are probably the most stunningly beautiful games I’ve ever played.





  • For me, the fun comes, like in some other crafting games (e.g., Subnautica) and roguelikes, from chasing the next upgrades, enjoying the sense of empowerment they bring, and getting to explore new areas.

    For that reason, I love the idea of survival crafting games, but I hate the sandbox, perpetual loop format most of them come in (like No Man’s Sky). Subnautica is the gold standard (with Dysmantle being a surprise second place) of having a finite, focused progression path. Pacific Drive scratches that itch.

    Although, I will admit that it’s more stressful than I would have liked too. I knew about the procedural generation and run-based loop early on, but I still kind of expected something overall tranquil. But with storms coming on a timer in every junction, anomalies frequently overwhelming every space you need to explore, and the high stakes of potentially losing a lot of critical material, I found myself playing much more anxiously than I would have preferred, which is what I alluded to about the endgame.






  • Slowly coming to the end of Pacific Drive, which has been mostly great. I think I’ll wrap it up at the perfect time, because I’m not quite tired of it but can feel my interest beginning to wane.

    I have also been playing Sea of Stars. I had one foot fully over the edge to give it up during its painfully slow opening, but I just barely made it long enough to get through the first dungeon and found myself beginning to admit that it was becoming fun. I can’t remember the last time my feelings for a game pivoted so hard, because once it opens up it is a ton of fun. I’m glad I was able to stick with it.


  • I played the hell out of the first DMC back in the day. Just over and over again, even on Dante Must Die and I almost never do hard modes. Apparently I really liked the relatively toned-down gameplay and setting, and the RE-inspired tone, because I never really enjoyed 2-4 the same way (2 goes without saying).

    I largely ignored the series but spontaneously got the interest to play 5 a year or two ago. I did beat it, but it did not do anything for me. I was very glad to be done with it.



  • With all the news coming out the past couple days about The Veilguard, I’m starting to piece together a suspicion that Bioware is picking things back up where they last had decent ideas: early to mid 2010s.

    I think Veilguard will feel like a stuck-in-time successor to Inquisition, stale by that period’s standards and grossly outdated by today’s, especially in the wake of Larian’s enormous success reinvigorating the kind of game Bioware has forgotten how to make.