• 17 Posts
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Joined 2 years ago
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Cake day: September 17th, 2023

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  • Been thinking about this type of thing a lot, especially as my older child is reaching an age where his friends are being allowed to play things like Roblox. Finding myself needing to explain gambling-adjacent risks, design patterns intended to capture rather than entertain or delight, and general digital citizenship.

    Because he doesn’t have a ton of experience, I think he finds it unnatural to believe people like game makers might act deceptively or even maliciously. And I imagine he’s skeptical that his attention could even be manipulated the way games try.

    Even “educational” games like Prodigy, endorsed by and used in his school, are lousy with operant conditioning and flow state design (and by some credible accounts are not even educationally valuable). I drew a line immediately against spending money within games and he’s so far been accepting of it. But the temptation is all over the place.







  • What’s truly bizarre and off-putting though is how this game switches between several different types of cutscenes, ranging from completely fleshed out and animated (those look great) over less well-animated (but serviceable), to nearly completely static (but still voiced)= cutscenes with barely any movement.

    If I remember correctly, 0 might be the only game to do this. 0 was my first game too and I remember being taken back by this (the static scene talking to some guy in a car smoking a cigarette or something is what sticks out in my memory). It’s possible other games did this too and I just forgot, but I’m not sure.

    As for 0 being a good starting point, I do disagree. Having played all of them, I think 0 would land better if it was played after 1, 2, and 3. Kiryu’s and especially Majima’s stories in 0 heavily reference things that occur or are at least revealed in 1 and 3.


  • I started with 0 and worked my way chronologically from there (with the remakes for 1 and 2), and 0 is my pick for best if the series. I think the thing to know about the real estate sub-game, and others of its ilk like the host club in the same game (I think), is that they are completely parallel, non-consequential, optional content.

    I personally feel that you could go through every single Yakuza game playing only the main story and side stories without missing anything of value. I would frequently force myself to play batting cages or karaoke or dancing because fans talk a lot about that stuff, but there’s really very little there to compel your attention unless you enjoy it. You can totally skip all that.

    You could probably also skip the side stories if you just want to follow the main path, but those I do think are more crucial to Yakuza’s experience and identity - the outrageously silly flip side of the coin to the main story’s soap-opera-esque melodrama.










  • I’m new to this too, but the slide deck they have posted seems a good starting place.

    The NGI is an initiative of the European Commission to fund “researchers, developers, startups, and SMEs” who are aligned with the “aim to shape the development and evolution of the Internet” according to the principles of:

    • protecting personal data

    • ensuring privacy and security

    • combating disinformation

    • guaranteeing access and freedom of choice

    • respecting fundamental rights

    • enforcing ethics and sustainability by design.

    I’m a little less clear on what the 16 projects are (which are listed on slides 6 and 7), but I gather they might be specific objectives, defined by the NGI, within which their funding is categorized, e.g., if you’re doing research on democratizing search capabilities, that research would serve the NGI’s “Search” project and would qualify for funding.

    I’m making a lot of assumptions but I’m reasonably confident in them.


  • Sorry, I meant that, having not played the game, I’m not sure how much observations like Curly’s inability to see the details are something the game tells you directly and how much is your interpretation. I guess I mostly meant that your framing of the story is really cool whether you’re just repeating the story beats as they’re given or mixing in a lot of your own analysis.









  • If I may, I’d recommend starting with the Demon’s Souls remake if you’re interested. Bloodborne was the first Souls game I ever played, and it was quite punishing. I got quite far and greatly enjoyed parts of it, but it was my experience that it was extraordinarily challenging for a newcomer. Among all the Souls and Soulslike games, BloodBorne is intended to be played aggressively, which is not a good starting point in my opinion.

    It was actually Returnal that taught me how to approach challenging games, i.e., almost like a puzzle game in how you try new things to break through impasses. That being said, I also found the Demon’s Souls remake to be a much more forgiving entry point, especially if you play as a magic caster. MP is limited so you still need to engage in melee, but magic is a powerful tool to play things safe if you play smartly.

    It’s also just a fantastic game with great level design. I actually kind of like the segmented levels with a central hub.


  • I gotta vent a little about Jedi Survivor - I really did not enjoy it much at all and am surprised it was so critically lauded. The combat aims for souls-like but is way too twitchy and glitchy to make it feel fun and rewarding. I came out of 60% of combat encounters feeling bored, 20% feeling relieved that some erratic imbalance or technical tomfoolery didn’t make me repeat it, and 10% feeling frustrated for the same reason but on the other side.

    The same core issues affected the bosses too. I didn’t feel like the game earned my dedication to “solving the puzzle” the way games like Elden Ring and Returnal do.

    Exploration was mostly fine in a zone-out kind of way but grew quite stale by the end, being the same vertical platforms and grapple spots on every section of every world. And the story too was just too out of focus. The whole Tanalorr thing was a late first-act development completely divorced from the course of the opening, and there was never a clear or necessary enough idea of why they wanted to get there to justify it becoming a priority to drive the story.

    spoiler

    By the time they were trying to chase down the last compass, they’d garnered enough attention from the raiders and the empire that it no longer felt like a hidden secret. And the fact that all Cal had to do to get there was press a button to align the arrays…how long will they be safe on Tanalorr before the empire figures that out? It simply never felt like it was worth the trouble everyone was going to for it.

    I still like the characters, but I was desperate to be done by the time I was fighting a notable turn-of-the-second-act boss, whose appearance elicited an eyeroll rather than excitement. I set the game to story mode at that point and just rushed the ending.

    While that was going on though, I did play Animal Well all the way through (“layer 1” anyway), and that was extraordinary fun.

    Oh, I also tried out the Metaphor Refantazio demo and that feels incredibly promising, especially with the incredible reviews it’s getting today.