I was watching “…why Skyrim?” by Razbuten on sloptube this aft and it’s so weird that it finally took Starfield for people to realise. Like Fallout 76 wasn’t enough, only now are negative things people were first saying about Skyrim in 2012 finally bleeding into mainstream consciousness. It’s so wild, like wow they ruined the magic system? The game has worse writing than a PS1 era Mega Man X game??? Skyrim is just shitty Game of Thrones?? Welcome to thirteen years ago!!

Bethesda hasn’t made a really good game since 2002, but it’ll probably be years before that realisation sinks in.

        • buckykat [none/use name]@hexbear.net
          link
          fedilink
          English
          arrow-up
          7
          ·
          4 months ago

          I really hated Dread. It feels extremely linear with no opportunity for sequence breaking or backtracking. The fact that the EMMI fights are so QTE bullshit that the game gives you autosave points outside of save rooms felt like a tacit admission that they were badly designed. Plus, it kept the dogshit forced melee counters from Samus Returns.

            • buckykat [none/use name]@hexbear.net
              link
              fedilink
              English
              arrow-up
              6
              ·
              4 months ago

              Every single time Dread sent me down one of its little no backtracking sand trap slopes felt like it was spitting directly in my metroid enjoying face.

              There’s really only one time that Zero Mission locks you out of the whole map, when you get shot down and trapped in the space pirate area. Fusion is very linear on the scale of the whole game but gives you much more free range to explore within each area than Dread.

              The melee counters were definitely the worst thing about Dread just like they were the worst thing about Samus Returns though.

        • buckykat [none/use name]@hexbear.net
          link
          fedilink
          English
          arrow-up
          7
          ·
          4 months ago

          I haven’t played it. It looks like it’s primarily melee focused which is a minus for me and I’ve heard it has a dropping shit on death mechanic which is one of my most hated mechanics in all of gaming.

          • GarbageShoot [he/him]@hexbear.net
            link
            fedilink
            English
            arrow-up
            7
            ·
            edit-2
            4 months ago

            Yeah, it has a Dark Souls dropping currency mechanic, though personally I generally didn’t find it too intrusive since it doesn’t have instant death anything (also currency isn’t that important). In my experience usually it’s dropping on death combined with instant death that make it really oppressive.

        • Mousy [they/them, love/loves]@hexbear.net
          link
          fedilink
          English
          arrow-up
          6
          ·
          4 months ago

          Going off of memory since it’s been a long time since I’ve played sotn but I think it doesn’t make for meaningful progression in the same way power ups in metroid do. Like with metroid power ups it substantially impacts how one interacts with and traverses with the map in a way that picking up an item with higher stats doesn’t. Same problem with something like borderlands or diablo.

          • GalaxyBrain [they/them]@hexbear.net
            link
            fedilink
            English
            arrow-up
            7
            ·
            4 months ago

            Certain things in sotn do like double jump, turning into a bat and turning into fog and stuff, but the vast majority of pickups are number go up at best and inventory clog most often

            • GarbageShoot [he/him]@hexbear.net
              link
              fedilink
              English
              arrow-up
              4
              ·
              4 months ago

              Maybe my brain is broken, but at least in AoS I never really interpreted most of the pickups as things that were supposed to be useful, but rather as markers of exploration since the map had exactly one of each item.