that's what people are saying the cancelled nintendo direct thread.
I've not yet played the original (I will soon after finishing the remake), but like... oppressive atmosphere is somehow a bad thing? With the story this game is telling?FF7R being Midgar only, oppressive atmosphere, dark pallete, limited enemy variety and all that. At least it still turned out good but still, hype deflating.
Yeah. Need for Speed, Fallout 76, etc.Always Online. Basically this kills any game I am excited for. This happened for me with Elite Dangerous, which I never picked up.
Person behind game turns out to be horrible. Soulstorm was one of my most hyped games, but finding out that Lorne Lanning sucks was a heart break.
I've been eagerly awaiting the release of Ghost of Tsushima for years since its initial reveal. At times the wait has been painful as my excitement was too much to contain. I'm someone who has been pining for a grounded, ninja-stealth game with AAA production values since forever, and GoT was looking to be the closest thing to that ideal that I was likely to ever get. With each little nugget of information or the occasional trailer my anticipation continually rose to the point of nearly boiling over going into last week's State of Play gameplay demonstration. I watched it and mostly loved what I saw.
But then I came across this thread.
In that thread, the OP points out that GoT appeared to be eschewing the use of procedural death animations altogether. I remember the bow-and-arrow kills in the State of Play video looking pretty wonky, but at the time I assumed it was just some physics playing out in an unintended way. When I first saw the footage, it looked to me like the game was using a blend of keyframed/canned animations that transition smoothly into a ragdoll or procedural animation finish as enemies slump to the ground.
But then I kept reading that thread. People were pointing out how Sucker Punch's previous Infamous game completely lacked any sort of procedural death/impact animations for enemies. It looked pretty bad and wholly at odds with that game's otherwise stellar presentation. Then I went back and watched the State of Play footage again.
I'll be god damned. They've done it again. Ghost of Tsushima appears to rely completely on a handful of canned death animations with little in the way of even inverse kinematics kicking in after the enemy falls to the ground.
Get used to seeing that death animation over and over. Notice the crude re-alignment of the second corpse with the ground after the animation cycle ends.
This... is hard for my brain to compute. Why. Why on earth would they make this design decision in a game all about stylishly dispatching enemies as a badass samurai/ninja protagonist? I'm not saying that I'll be boycotting the game or anything, but this one seemingly small decision has severely deflated my excitement for this game. Maybe that sounds extreme to some of you, but I mean it. It's incredibly disappointing.
Has this happened to any of you with other games?
Came here to post this. Ugh.Cyberpunk being a first person game. Never had I hopped off the wagon so fast.
I'm not sure if its close to release. But Genshin Impact being a f2p pretty much killed the game for me.
Seriously, I know I already posted it, but SimCity (2013). The always-online, if it had actually worked instead of being a trainwreck at launch, would have been excusable and eventually forgotten.
But this? THIS?
This was the deathblow. And it's made worse because the way they built the game, there's no way to mod around it without massive performance issues.
And it's something that genuinely seemed to be hidden right up until launch, with preview material always focused on these low angle or zoomed in shots with no dotted line. It took so many people by surprise.
I am sincerely curious at what people thought No Man's Sky would be and why they believed it would.That there was nothing to do in No Mans Sky, absolutely killed the hype I had.
Yep. It's like a tenth of the maximum size in SimCity 4. The underlying systems they had were a severe constraint on city size, so you were limited to making a glorified large neighborhood. The workaround was that Maxis intended players to work together with other people in an always-online network of several mini-cities in a region that would connect to each other to share commuters and resources, but the network aspect was terrible for the first month or so. It also didn't help that the computationally expensive system (dubbed "agents", which was described as like a massive circulatory AI system that would carry citizens, power, water, services, etc. through your city) was not functioning correctly, causing cars and pedestrians to travel in endless circles, or your city to burn down because all of the fire trucks will filter toward the first burning building and ignore everything further away until the closest fire is extinguished, or power or water to just never correctly route from their source to distant locations (despite having surpluses of production for both) due to some algorithmic quirk.Not familiar with sim city 2013, but Is that the max city size?
I actually think that's what they're indicating. At least 30, meaning 30FPS resolution mode with a 60FPS performance mode. No one knows for sure.fresh in my heart when UBI said that Valhalla will at least hit 4k 30. Its more of a disappointment with the upcoming generation as id hope we at least get 60 fps options in all games.
That the enemy would react as if they were blasted by a shotgun when Jin shot them with arrows is hilarious, lol.
I'm impressed that they somehow found something more distracting. That wind is hilariousMy hype slightly deflated for GoT when after repeatably saying it had no waypoints and markers it just meant they have replaced it by a summonable wind and animals pointing you somewhere. Just let me explore damnit.
yes im hoping for this personally. btw feel free to vote in my recent PollI actually think that's what they're indicating. At least 30, meaning 30FPS resolution mode with a 60FPS performance mode. No one knows for sure.
Either that, or they're saying it's going to be a variable frame rate. Please, god, no.