Katana314

joined 2 years ago
[–] Katana314@lemmy.world 1 points 3 weeks ago

A lot of people are not vocally pro driving. They get on the highway because that’s the only way to get to work. I forget the study, but I think it’s been shown even in America, when people are shown cheaper options they will take them. Those options have to exist first.

[–] Katana314@lemmy.world 1 points 3 weeks ago

At the time, I predicted you were probably right - but it would still be a good value for the time that the price stayed low.

[–] Katana314@lemmy.world 9 points 3 weeks ago (3 children)

If it matters, the money in that case was going to a charitable cause, not the people you'd date.

[–] Katana314@lemmy.world 11 points 3 weeks ago

It's how I browse Lemmy - I sometimes forget that my home-pinned app, Voyager, isn't actually from the app store.

[–] Katana314@lemmy.world 2 points 3 weeks ago (1 children)

I see a difference between othering based on actions and decisions, displaying solid viewpoints on human empathy or lack thereof, rather than othering based on race, country of origin, religion, sexuality, or other circumstances of identity beyond an individual’s control.

[–] Katana314@lemmy.world 19 points 3 weeks ago (5 children)

I remember when a date auction at my college worked this way, the girls always came in pairs. When I thought about it afterwards, it made sense, but it still made me feel just apprehensive enough in the moment - being outnumbered in a moment of social vulnerability - that I didn’t bid on anyone.

[–] Katana314@lemmy.world 8 points 3 weeks ago

For me, it’s simply that socialism is a sliding scale.

Did you help out the grandmother that had fallen off her mobility device on the sidewalk? Congratulations, you’re partly SOCIALIST. She didn’t pay for that assistance and yet you gave her value anyway.

[–] Katana314@lemmy.world 10 points 3 weeks ago (2 children)

I still love Garry’s Mod animations. Basically using stop-motion-style tools to make low-effort animations with familiar characters on Source engine maps.

They don’t fit the YouTube algorithm now though; creators can’t just put up a new animation every few weeks. It was at its best when the whole community was just posting stuff in leapfrog formation, rather than competing for their audience every day.

[–] Katana314@lemmy.world 3 points 3 weeks ago (1 children)

I have a more particular niche, where I like comedy-horror and grossout-horror; flicks that can effectively embrace the tropes of B movie horror.

Drag me to Hell is one that I enjoyed. The protagonist is pretty resilient in spite of the over-the-top effects of the curse.

Ironically; I really DON’T like depictions of misery. Somehow my favorite form of action follows the vein of Wile E Coyote getting squished by an anvil; everyone laughs and the appeal is more in the shock unexpectedness than the raw emotional pain that horror often reveals in.

[–] Katana314@lemmy.world 3 points 3 weeks ago

Let’s look on the bright side - they’re rushing the talent out to the independent pastures that made Expedition 33 as quickly as possible.

Let the venture capitalists publish their 100% AI-written slop for no one to buy. The gaming world will be out here making and playing games.

[–] Katana314@lemmy.world 5 points 1 month ago

I've always really loved mechanics that encourage players to manage risk, especially where it relates to HP systems.

One that I enjoyed, in Cosmic Star Heroine; when your characters' HP reaches 0, they remain on their feet for their next turn. If their HP is healed to a positive number that turn, they can continue, but their healing is halved to make that difficult. On the other hand, while in negative HP, they can also perform an attack that deals double damage - after which they'll be KO'd.

Fatal Frame has an item that will automatically revive and full-heal you one time when you would otherwise die. However, you can only hold one of these at a time. So, if you're playing with heavy use of healing items, burning through all your film (ammo), you might find a second one, which will make you wish you'd leaned on the first one a bit more by not bothering to heal quite so often.

Another random example: You're in a JRPG, and going against a boss enemy that has a brutal spell that reduces people's HP by 3/4ths. However, they have pretty limited options for actually finishing you off. At some point, players will realize their advantage, and stop spending so much time healing people to full. A similar example is a boss in Final Fantasy X. It habitually casts Zombie on your party members, meaning healing spells will damage them, and revival spells will kill them. She then frequently casts "Revive-All" on your party. If everyone's a zombie, that means you die in one turn. However, if you stop healing, and let party members die to basic attacks, she may accidentally bring them back to life for you - and no longer zombified.

[–] Katana314@lemmy.world 3 points 1 month ago

I remember when I stuck to a flip phone while my friends were obsessing over smart phones. Yet, I admit that the way the world moves now, it’s a pretty clear need. One of the core human needs is interaction, and such a huge proportion of it happens online. Whether you’re looking at subjects of employment, or even just finding community, it’s a struggle otherwise.

I still enjoy meeting people out on the street, but you can’t make as many meaningful contacts that way anymore.

 

Something I've picked up on with my gaming preference is stories that don't simply focus on one "mood" for the game, but alter it to fit the situation. Players get a relaxed time exploring or diving into combat, and the world is inviting and colorful, but when the story builds, it puts brutal tests of character in front of the heroes.

Some examples of generally-great games that might fail this test:

  • Silent Hill 2: A game well-known for plumbing the depths of the human psyche. But it's missing any real moments of levity, leading players to pretty much be on guard the whole time.
  • Monkey Island: Undoubtedly a funny game. But since it breaks the fourth wall so much, and revels in its own illogical deus ex machinas to fit the "hero cannot die" tropes, it's never going to make the situation feel tense or at risk even when it tries to (and Telltale did try).
  • Call of Duty: Though a dudebro series, one can't deny the series has occasionally had some great storyline twists. Many of us may not remember them years later though, because as cool as characters like Captain Price are in the moment, they don't form a lasting impression as someone "complete" with flaws and weaknesses, in part because the storyline is often rushing you forward with action rather than poignance.
  • GTA: As a crime drama, pretty much everything is falling apart all the time in GTA, whether it's the plan, the heroes' relationship, or the entire city. There's moments of humor for sure, but little in the game makes you feel "awesome" or heroic, like your violence is achieving something.

Some games that prevail:

  • The Walking Dead: While it is a serious game like Silent Hill, it's more often going to have meaningful, positive and tender moments to settle from the horrors the characters are going through, as well as allowing players to creatively express themselves even if that means having Lee say something boisterous or silly to the other survivors.
  • Yakuza: Sort of the posterchild for these emotional oscillations even within individual side quests. One might start through a silly situation where a man is throwing snow cones in the air, and end with using diaper fabric to simulate a snowstorm - so that a terminal cancer patient has a perfect sendoff in her final hours.
  • Final Fantasy: Thinking of the one I've played the most, XIV, but plenty of the others have had the heroes cross-dress to get back their taken party member, perform in plays for children, before having to dive into hell and confront their dark past, or consider ending an entire civilization to save the world.
  • Ace Attorney: The passion for murder tends to run hot. But, Ace Attorney is good at introducing ridiculous characters that tend to soften the blow. They may take premises as simple as security guards or journalists, and find every way they can to exaggerate their appearance and mannerisms. On the other end, the emotions behind proving the state and prosecution wrong about your innocent defendant are always worthwhile. Even when you do your best, the game delivers some poignant and well-written sad endings as well as many good ones.
  • Metal Gear Solid: Though diving hard into the "Tacti-cool", strategic warfare theme, MGS has always leaned hard into silly and highly characterized moments that have made the hard-hitting ones more impactful, as a result winning it lifetime fans.
  • Borderlands: Thought I'd throw another Western developer on here. I haven't played many of the others, but Borderlands 2 at least mastered the idea of having characters be flippant and silly 80% of the time, but getting you to really care when the jokes drop. A certain few moments around Handsome Jack come to mind in particular.

I've definitely seen that Japanese developers are often better at this form of emotional openness, but this is something that I've wanted to explore a bit more as a prompt; whether people agree this is a good goal for story/theme development, what causes some publishers to stumble in this approach, and especially what indie games people aren't aware of that pull this off particularly well.

 

Apologies for YouTuber link - as some of the sources cited are in Japanese, it’s harder to get to a direct English source. The video description includes links to the Yahoo.jp article.

 

Many of us only view a game's release in passing, and view it as an "event". Groundhog Smasher came out, it failed, and we don't hear of it again. Additionally, many of us associate "online" games with being "live service" - expecting the developers to announce a new skin, battle pass, game mechanic, or character every other week.

But some online games are just purely enjoyable, or get enough unremarkable patches, or sometimes don't even need a high playercount, to be enjoyed for years after the developers stopped emitting news.

This subject also gets confusing with cross-play games; even if one game has hardly anyone in its Steam playercount, sometimes between Playstation and Xbox there's just enough left to garner a following.

Which games do you play, or know about, that most people would've thought to be completely closed down, or at least had totally forgotten about?

 

Given how little libraries advertise, this is something that I found recently. Like many, I missed being able to easily/quickly rent games via Blockbuster. But, it turns out many librarians keep up with modern preferences and keep quite a few games for checkout. Even when the one closest library doesn't have something I want, it's often available in the others on the network.

Especially as Nintendo lifts their prices to $80, this may be something to seriously consider for people that have felt burned just two days into playing a game that isn't as fun as it looked in trailers.

 

We habitually spend a lot of time in daily routines, and we hear about cool stuff from the same sources. As such, we tend to lack awareness of things that don't have the capability to advertise broadly. So, what's something you expect many people don't hear about or consider for use in their life?

 

This might be a slightly unusual attempt at a prompt, but might draw some appealing unusual options.

The way it goes: Suggest games, ideally the kind that you believe would have relatively broad appeal. Don't feel bad about downvotes, but do downvote any game that's suggested if you have heard of it before (Perhaps, give some special treatment if it was literally your game of the year). This rule is meant to encourage people to post the indie darlings that took some unusual attention and discovery to be aware of and appreciate.

If possible, link to the Steam pages for the games in question, so that anyone interested can quickly take a look at screenshots and reviews. And, as a general tip, anything with over 1000 steam reviews probably doesn't belong here. While I'd recommend that you only suggest one game per post, at the very most limit it to three.

If I am incorrect about downvotes being inconsequential account-wide, say so and it might be possible to work out a different system.

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