Agreed. Dreamcast fans really hyped up their games and then we played them on re-releases and the rest of us were WTF. Apologizes of "you had to be there" doesn't excuse fillling up the Internet with gloating over these games for a decade.
I don't even know how to get a horse in Botw.80+ hrs and the game hasn't teach me or given me a hint yet,
unless it was so vague that I missed it completely - by pure chance
I happen to stumble across someones post mentioning such technique existed in the thread I made earlier about
horses in Zelda botw.
It isn't a tony hawk game. And it approaches level design and its design much differently than Tony Hawk.
I just want my character to feel good to play man.It isn't a tony hawk game. And it approaches level design and its design much differently than Tony Hawk.
Is today the "GOAT sucks"-day? Anyway, yeah the camera can drift off in an annoying way, however when you master the game it's very satisfying.
I played through it like ten times I think, on various platforms and still love it, wish it was on PS4 or Switch....
Future is easier but dumbed down and you can basically grind on every stick
It isn't a tony hawk game. And it approaches level design and its design much differently than Tony Hawk.
Additionally, this is indeed prime Sega, but if you find me a Sega-made Dreamcast game that doesn't control awkwardly (aside from Crazy Taxi), I'll be shocked. Shenmue, Sonic Adventure, SoA. The warts are part of the appeal.
Where are the Smilebit folks these days? Any of them working on / worked on anything of note?
Tons of Sega games have a huge learning curve though.
Virtual On, Virtua Fighter series, NiGHTS, Sega Rally 1995. None of those games play well when you don't know how they work.
Heck someone mentioned Crazy Taxi above.
Playing that game on day one and playing it months or even years later makes it look like a completely different game and it's not even a very deep Sega game.
It's like comparing a bumper car to a jet plane over the course of learning how everything actually works.
It isn't a tony hawk game. And it approaches level design and its design much differently than Tony Hawk.
Additionally, this is indeed prime Sega, but if you find me a Sega-made Dreamcast game that doesn't control awkwardly (aside from Crazy Taxi), I'll be shocked. Shenmue, Sonic Adventure, SoA. The warts are part of the appeal.
I disagree with the "Sega games were always clunky" narrative. It's only true for some games. Sonic Adventure 1&2 control very smoothly actually, much like JSRF. Sega Rally also feels just as good as it came out. JSR was just very clunky when it first came out. JSRF improved on it on every way.
Jet Grind/Set Radio is my favorite Dreamcast game. I felt like 18-19 year old me mastered everything that could be done to 100% and got all the tags and unlockable characters. Fast forward to the re-release on PS3 and while everything from graphics to music aged nicely, I never realized until then that the gameplay was clunky and so off-putting. I don't know how young me did it, because adult me can't even beat the first half of the game.
I think you misunderstood what I was saying.I disagree with the "Sega games were always clunky" narrative. It's only true for some games. Sonic Adventure 1&2 control very smoothly actually, much like JSRF. Sega Rally also feels just as good as it came out. JSR was just very clunky when it first came out. JSRF improved on it on every way.
I think the key is sitting down and learning the game by trying again if you didn't succeed. Modern gamers lack this trait I think.
Exactly my thoughts, I'm totally with you. Seriously, I've said this many times.WTF is this shit? Why is everything so stiff? Incredible concept, incredible art, incredible music but god damn at the way this game plays. How the hell is this a Sega game when it controls like this?
It was never fun when it came out. For example, whose bright idea was it to assign the tag Boss interaction to the reset camera button?Do people really not comprehend that these games are very old?
I wouldn't. Holding specific analog directions can be important in the game.
I think you misunderstood what I was saying.
I'm not saying Sega games are clunky, quite the opposite actually.
If they were clunky, no amount of practice would be able to do away with the clunkiness and thus the learning curve narrative would be meaning less.
There's a reason for Sega Rally 1995 to still be my favourite racing game of all time even after tons of more complex and advanced racers have come out over the past 22+ years.
But there's no way anyone can tell me that the first time they put in the game they immediately were good at the game.
It takes quite a bit of practice to get good at it. once you're over that hump, you never unlearn this it seems, at least from my experience and I still play the Saturn version a ton.
Of course every game has a learning curve, but the degree to which this curve exists make a huge amount of difference.But that's the case with virtually every game out there. There's no single game where you're "good" or skillfully competent at it from the very start. Putting in effort to learn a game isn't really "getting over the clunkiness" because as you're intending to put it, you aren't actually describing clunkiness, you're describing a learning curve, which every game has.
If the clunkiness were there to the degree you're insisting (and fwiw, every game has at least a tiny bit of "clunkiness" or better to say, imperfections, about it. But that's what gives them their charm), then skill would virtually not matter as the game'd devolve into luck-based scenarios. It would make things like speed-running virtually impossible b/c you could never depend on consistent factors, and things like Sega's arcade games - by virtue of being arcade games - are built with speedrunning/mastery in mind.
I think you misunderstood what I was saying.
I'm not saying Sega games are clunky, quite the opposite actually.
If they were clunky, no amount of practice would be able to do away with the clunkiness and thus the learning curve narrative would be meaning less.
There's a reason for Sega Rally 1995 to still be my favourite racing game of all time even after tons of more complex and advanced racers have come out over the past 22+ years.
But there's no way anyone can tell me that the first time they put in the game they immediately were good at the game.
Compare that to a game like Burnout for instance and it's "fun from the first minute".
But that's because the car almost drives itself, which takes so much away from what the game could be.
It takes quite a bit of practice to get good at Sega rally. and once you're over that hump, you never unlearn this it seems, at least from my experience and I still play the Saturn version a ton.
I wouldn't. Holding specific analog directions can be important in the game.
Agreed. Basically a "I dislike X" kind of a post with not much more substance. You get everyone who disagrees trying to persuade them it's not bad and that's about it. Plus OP is running Tomb Raider in the browser, could be playing JSR in an emulator with mouse and keyboard for all we know. It's a dumpster fire.
Of course every game has a learning curve, but the degree to which this curve exists make a huge amount of difference.
Heck, I'll keep it simple.
Everyone can play checkers, not everyone can play Go.
Also, how am I being seen as the one who is arguing in favour of these game being clunky? ffs :-/
TRUTH. Nail on the fuckin head.In 2018, anything with a learning curve is "terrible gameplay wise".
Yep, I echo this. My post was pretty unclear about this, but yes, Sega games are clunky at first but once they click, everything is smooth sailing. You really never unlearn.I think you misunderstood what I was saying.
I'm not saying Sega games are clunky, quite the opposite actually.
If they were clunky, no amount of practice would be able to do away with the clunkiness and thus the learning curve narrative would be meaning less.
There's a reason for Sega Rally 1995 to still be my favourite racing game of all time even after tons of more complex and advanced racers have come out over the past 22+ years.
But there's no way anyone can tell me that the first time they put in the game they immediately were good at the game.
Compare that to a game like Burnout for instance and it's "fun from the first minute".
But that's because the car almost drives itself, which takes so much away from what the game could be.
It takes quite a bit of practice to get good at Sega rally. and once you're over that hump, you never unlearn this it seems, at least from my experience and I still play the Saturn version a ton.
Depends on which version you buy. If I remember correctly, the original release did not allow you to use the D-Pad for directional input, and I'm certain the arcade stick lever mimics the D-pad and not the analog stick.
80+ hrs and the game hasn't teach me or given me a hint yet,
unless it was so vague that I missed it completely - by pure chance
I happen to stumble across someones post mentioning such technique existed in the thread I made earlier about
horses in Zelda botw.
Yep, I echo this. My post was pretty unclear about this, but yes, Sega games are clunky at first but once they click, everything is smooth sailing. You really never unlearn.
Really games like JSR and SA struggle when there's a lack of momentum but the game gives you plenty of tools to immediately gain momentum so it's nbd.
No worries. I was just starting to think that I was somehow becoming dyslectic and was typing the opposite to what I was trying to say or something. ;)Apologies if I'm insisting you speaking on one point when that isn't the case; it just all sort of spiraled off of Dooble's point which I felt was legitimate and your post he was replying to was kind of in the same camp/related interest.
Yes, different games have different scales of learning curves I agree, but with that being the case (and this is just me in general, not in reference to you since you've clarified) some people have an idea that there's a "perfect" scale of difficulty or learning curve every game should adhere to or else it somehow automatically falls short, and that's part of where the problem comes in with these kind of discussions. There is no perfect difficulty setting/learning curve that's applicable to every game out there, it's a ridiculous idea.
The bigger problem I think is that directly b/c of such a reality, people these days tend to judge a game's worth/quality/value on what THEY can get out of it and if THEY are good at the game, rather than on more neutral merits. Of course any judgement on a game is going to involve a bit of bias but these days it feels like people weigh their own personal level of skill/enjoyment out of the game way too heavily in how they ultimately perceive the game.
Sorry about the tangent, I have a tendency of weaving a lot of related points in-and-out but try not getting too lost.
Unfortunately this seems to be the case these days. I still love playing JSR, feels great once you get in a flow.In 2018, anything with a learning curve is "terrible gameplay wise".