Off-topic video games thread

I always get Factorio confused with Mindustry but I have no idea how similar they actually are.

I’m under the impression that both are heavier on resource management than the typical RTS, which makes them closer to transport sims with combat in some ways? I could be totally wrong.

The adjustable difficulty in Factorio is ideal … I’m a pretty casual player for most games. I just want to be engaged, not fighting tooth and nail. Though I don’t mind a bit of a challenge if that’s all a game provides.

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Yeah and no. Factorio is it’s own thing. You’re thinking right about it, but it’s on another level. You’ll just have to check into it a decide if it’s worth the investment.

Whenever I play Factorio, I just keep the pollution levels manageable and never feel like I’m “battling forces”. In fact, that’s not the focus at all. You can go out with armaments and kill an indigenous hive and then that region is safe forever. It’s not your typical RTS. There are no “waves” of enemies. They aren’t building a base to destroy you. It’s native fauna that you are disturbing. It’s about creative thinking with resource management and factory design. If you play nice, the environment plays nice. If you push, it pushes back. You can monitor your pollution output and there is no unexpected attacks as far as I can tell.

My son plays with a mod that lets you build air purification towers. They take energy so it’s not breaking the game, but he swears by that mod. Can’t remember what it’s called.

I think Mindustry is more about repelling waves, like a tower defense game. But I could be wrong. I checked it out long ago, but my memory is very hazy.

There’s a demo of Factorio…
https://www.factorio.com/download
…I’ve never tried the demo, so I have no idea what it lacks compared to the full version. I hope it offers free-play and is not tied to a strict tutorial.

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Speaking of tower defense games…

I highly recommend Defender’s Quest. I like casual games. If things get too complicated, I tend to shy away. This game is awesome though. The only trick is that once you find it too difficult to progress, just play the earlier levels again (at the next difficulty) to gain XP and buy gear. Then you’ll have an edge again. It’s fun to find synergies and you get to customize the individual units by powers and appearance.

It’s not hardcore, but the “new game+” is quite difficult. I really enjoyed the normal game though and it is quite fun to level up your troops. You can overspend near the end so realize that you have finite resources from the levels. Buy what you need. Be frugal. :wink:

Edit: Mindustry is listed as a tower defense game in some places, just FYI.


Edit: There is a new DX version and a sequel now. It’s been so long since I played it. Seems like they added quite a bit. I might have to get reacquainted… :wink:

https://store.steampowered.com/app/218410/Defenders_Quest_Valley_of_the_Forgotten_DX_edition/

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Just played through Act I of Pentiment and it left me in such delicious limbo. I got the result I was after, but I regret the way I made it happen. Some riddles are cleared up, many others remain. Some narrative threads are resolved, many are left dangling.

And all that unfinishedness feels like exactly how it should be. Directions taken preclude other paths, options chosen open up new avenues while closing others. I’m very curious what will happen in Act II next.

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That’s pretty much correct. You can build some clever designs in it though.

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Wow.

I just finished Pentiment by Obsidian Game Studios. It’s good. Very good.

Although I’ve been playing choice games more often lately, I still feel unaccustomed to these kinds of games. When I got started, I was anxious about doing “wrong” stuff, missing important branches, performing “badly”. By the time I was nearing the end of Chapter I though, I was at ease enough to let the story take me, and to do my part in guiding the story in response. This *click* of trust elevated the experience from good to great.

Actually, I thought I had reached the end of the game. It was delightful to find out that there were two more large chapters, each deepening the story considerably and showing real development in the characters and the setting.

The game allows quite a bit of freedom to shape the PC (within the confines of the historical setting) and roleplay the options towards a personality of your choosing. (Not picking hair colour…) This first time, I hardly roleplayed at all, staying quite close to my own interests and morals (naturalism, humanism,…). I’m determined to replay as a theology student with a more christian worldview next time.

Very good game. I just wish there had been an option to
>LICK BOAR

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Wow, I literally just finished Pentiment this morning, too!

…I’m also running out the door right now so can’t say anything substantive about your thoughts beyond that I had a very similar experience; I’m actually planning on starting a thread with some longer thoughts in the next day or two, since I think there’s a lot to talk about!

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Great idea! My fingers will be hovering above the spoiler-tag buttons until then.

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After playing Pentiment, I decided to rummage through the attic full of old folders with graphic adventure games I picked up but never got around to playing.

Now Beneath a Steel Sky is looking me accusingly straight in the eye, demanding long-overdue attention.

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Oh I love Beneath a Steel Sky :pleading_face:

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I’m playing Beyond Oasis, a Zelda knockoff for Sega Genesis with really nice graphics.

It does something that I think no standard Zelda game has ever done: abandon maps almost entirely. You only get one non-detailed overworld map, and that’s it.

As a result, it’s a pretty short game with fairly small dungeons. The dungeons aren’t very ambitious, but it’s nice to be able to go through them and immediately memorize the layout. I think it benefits from that, especially now that I play games pretty casually.

It does have a high difficulty spike somewhere in the middle. The worst thing is probably the top-down platforming. That’s fine … most of the Game Boy Zelda games had similar platforming, but Beyond Oasis has incredibly unforgiving ledges.

It also tries to do some pretty ambitious things with depth, such as snakes that you have to crouch to attack. It does not convey all of these things in an entirely successful way: for example, there are spears that you have to go over or under and doorways that you need to crawl under. It’s not always visually obvious. Sometimes it locks you into a small area when it wants you to do this, which is a good thing, but it’s not perfect.

There is also an elemental combat system, which I guess is similar to the mask system in Majora’s Mask or the play-as-Zelda-herself entry Echoes of Wisdom, but probably simpler than the latter.

There are none of the parallel worlds that are commonplace in several Zelda entries, so that keeps the game short. However, seeing the town where you started out revamped by the bad guys later in the game is a nice, dynamic touch.

As always, I’m bad at old games without a forgiving save system, so I used save states. I do this with almost all games when I get the chance.

I bought this for ~$1.00 because Sega is, unfortunately, delisting almost all of its Genesis, Saturn, and Dreamcast games (including NiGHTS and Crazy Taxi) on Steam on December 6. You can still buy this until then.

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I’m deep into Beneath a Steel Sky at the moment. I love the story, the art is amazing, the puzzles are engaging and challenging.

However, there’s a mismatch between the dramatic tension of the grander narrative and the protagonist’s attitude in his observations and conversations that grates on me. He’s the lone surviving child of a mother who fled the repressive City, the wilderness tribe that raised him is obliterated in a nuclear blast right after his abduction, and he’s learning shocking revelations about his parents’ background and the City’s secret intentions.
Yet all the while, this guy is sauntering around the place quipping to his robot buddy
.

Kinda breaks the consistency of atmosphere.

Doesn’t stop me from enjoying the game though, or from having a hearty chuckle now and again.

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OMYGOD AHHHHHHHH SHRIEK SQUEAL YESYESYES.

Monument Valley 3 came out today. If you haven’t played MV 1 and MV 2, you should. They’re beyond gorgeous, and the gameplay is so satisfying. MV 3 is out through Netflix, which is weird, but I have a Netflix subscription and I can play it on my iPad, so I couldn’t be happier. Thrilled to go back into this world. Hoping it’s as good as the first 2.

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THERE’S A THIRD ONE??

:exploding_head:

SHRIEK, YELP, CHEER, SQUEAL, HOORAH!!!

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Update on Monument Valley 3 now that I have finished it: it’s too short, too easy, and without enough new mechanisms. Also, the story isn’t as good as the others. My sense is that they did this to introduce Netflix gamers to their games, so they made it really gentle.

So it’s still breathtakingly beautiful and fun and worth playing, but it’s not up to the standard I wished.

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I played through Shenmue I & II last month.

I have deep nostalgia for this sort of day-to-day life sim, but I never actually played many games in the genre apart from the Harvest Moon series. I guess also the Tamagotchi also contributes to my nostalgia.

I only found out about Shenmue a few years ago when it was re-released on Steam in 2018. I was too young to know about the Dreamcast when it was actually on the market. Anyway, here’s what I thought about various things.

The World

Shenmue is often described as as an open world game, or at least a precursor to the genre.

I find that questionable: I think one of the key things that defines modern open world games is the fact that they allow the player to pursue objectives in various orders.

Shenmue’s core events and story progression are extremely linear, and it’s closer to a graphical adventure game that’s light on puzzles.

Of course, plenty of open world games have a sequence of necessary story beats, but most of them give players some freedom in how to approach each beat. The only thing that substantially resembles this is Shenmue II’s Kowloon chapter, where you need to earn money to enter buildings to advance the story and have a few ways to earn said money.

Apart from that, both Shenmue games do offer a lot of freedom in ways that are incidental. You can collect items, play mini games, and slightly less trivially, discover fighting moves.

And, to be honest, I don’t really like open world games — I’d rather waste time playing Hang On and darts than do side quests in just about any modern game. But that’s just me.

The Day/Night Cycle

Shenmue is famous for its realistic day and night cycle, but I think it is a little over-praised. The Legend of Zelda: The Ocarina of Time did the same thing in 3D and was released one year earlier in 1998.

Both games feature a gradual change in brightness and sky effects over time, which I think is what really separates these games from earlier, 2D titles that had more limited visual effects to represent the time of day.

Of course, the application is important. Shenmue ties story events to the time of day and realistically routes the paths of NPCs based on the time. While Ocarina of Time didn’t have time-based routes for NPCs, areas and shops did close at certain times, just like in Shenmue, and Majora’s Mask added character schedules a few years later.

Even in Ocarina of Time, different enemy types spawned at night, which is a far more practical application than anything that Shenmue attempted.

QTEs

Shenmue arguably popularized QTEs in their modern form. That is, it had button prompts, unlike Dragon’s Quest Lair and FMV games that were otherwise similar.

I think that Shenmue does a good job of having the player anticipate what they’ll need to press before the prompt shows up. You’re probably going to need to use the directional buttons to dodge, A to jump, and B/X/Y for something resembling an attack.

On top of that, you rarely need to perform every QTE event perfectly unless it’s a killing blow or a final action. If you’re running away from someone, you usually get a few chances to mess up before they catch up with you.

I was especially impressed with the nuances of QTE toward the end Shenmue II. As you run through a forest, the game changes the sound of QTE confirmation from a loud beep to a much softer tone, giving you a sense of flow and immersion in nature.

There are a few places where the QTEs fall short, usually when they’re repetitive and with poor visual cues. Repeatedly balancing on planks of wood to cross broken apartment building floors was not fun. Nor was balancing stacks of books (which I think you need to attempt daily but don’t actually need to succeed at).

Also, in some places, the QTE cues just disappear too quickly to see. I had to look at YouTube playthroughs a few times to mentally grasp the fastest ones.

The Combat

I don’t play many fighting games. I’m not great at them, and Shenmue didn’t help me get better. One issue is the fact that there aren’t many ways to train or practice your moves after the first part of the second game.

I think Shenmue’s combat falls into the category of “easy to learn, difficult to master.” I managed to get through both games with minimal understanding of the moves, but I did understand the difference between each of the four main moves and weak and strong attacks.

I also appreciated the fighting choreography. Even when I was fighting badly, I often thought: “I have no idea what I’m doing, but the game made it look and feel like I knew what I was doing,” which is pretty impressive.

The choreography in the non-interactive cutscenes is obviously good, too. I don’t know how realistic any of it is, but it looks good.

The Story

Shenmue’s story is notoriously incomplete, but the broad strokes are fairly straightforward – it’s a tale of giving up on revenge.

It’s a heavily episodic story. I’m sure anyone will tell you that it’s small moments that they’ll remember. There are some gorgeous moments, like catching leaves between your fingers and searching your father’s hidden relic room.

It’s also a hugely character-driven game. Each game has one main alliance involving main antagonists or rivals where you put your differences aside and work together.

However, your interactions with a big part of the main cast involve settling differences on a more casual level. Even though you never see Ryo give up on revenge against the man who killed his father, you see him build friendships or alliances with other people, and that gives the story a feeling of fullness despite the lack of true resolution.

Supposedly, series creator Yu Suzuki has many more plot developments in mind. As I said, the story is very episodic, and I think there’s room for several games, but I also don’t think more games are strictly necessary to reach a conclusion.

As I see it, the plot progression is not much more complicated than “I know someone who knows someone who knows the man who killed your father.” I don’t know how much Shenmue III diverges from that structure, though I hear it doesn’t advance the plot much.

Even though I think the series could reach a conclusion quickly, I can’t imagine that the series can wrap up in a way that satisfies everyone — similar to long-running TV shows that have strong ensemble casts but also are fixed on a main character.

Still, I’m satisfied with the experience and I will probably get through the third game — but I’ll probably use a cheat tool to avoid the grinding.

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Some students from Denmark crossed Goat Simulator with Sable and QWOP GIRP and it’s great. It’s free and will take 2-3 hours of your time.

(I mention Goat Simulator not just because you play as a mountain goat person. There is also some gravity/physics-defying character flinging toward the end.)

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Pretty cool, actually. The climbing system seems to take a lot of inspiration from Jusant, but is less forgiving. I don’t know if Jusant was the first one to use that kind of climbing, though.

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Factorio Space Age is eating far too much of my time.

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Jusant is on my ‘to play’ list. I really like climbing games.

Does it just use the shoulder buttons, or do you have to target certain rocks/spots, too?

I think the shoulder button system is fairly common (Deliver Us Mars and Grow Home come to mind, IIRC), but the second part not so much.

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