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Series that Peaked with the First Game Anonymous 09/23/2024 (Mon) 01:33:03 Id: d1d808 No. 1017603
With most series, the first game tends to be something like a rough draft that is improved upon by later installments. But some times you get a series where they get it right on the first try, and later games mess up the formula in one or another. A good example of this is Spyro. The first game is a great platformer with big, open levels that encourage lots of exploration. Every other game in the series turns levels essentially into straight lines that will occasionally have a branch that leads to a mini game. By the time you get to Spyro 3, it feels like mini games take up at least half the game. Also, the sequels feel like they're missing some of the magic of the original. The worlds don't feel quite as mysterious for some reason.
>>1018529 Not sure what was the bigger mistake. Making it a trilogy without even planning out how each game would go plot wise, or making it a trilogy in the first place. Should have just made it one game, and just imply the galaxy would unite to stop the Reapers somehow. >>1020419 I agree on the soundtrack alone. Can't even remember what the other Doom soundtracks were like.
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>>1020495 I think even Insomniac wished they did better, retrospectively. The combat works but it leaves something to be desired, especially if you're playing it after any of the other PS2 games. The game's variety of weapons is what really saves it, the Visibombs and Pyrocitor quell many of the issues that might have arisen. >>1020498 2 does that have that great Icon of Sin theme, though.
>>1020499 >I think even Insomniac wished they did better, retrospectively. Well yeah they improved it in the sequel, but that's the case for every video game. Or at least it used to be. I'd still say I'm not sure if the level design is better in any of the sequels, though. The first game might have an edge even though the sequels added some good control options.
>>1020419 DOOM 64 really doesn't have much over the OG and being limited by its console origins it has a bunch of downsides Now Final DOOM if you count it as separate from the original release that's really hard to not pick it over the OG release, because it's literally the same thing + one of the best episode. >>1020453 >You're crazy. No, because R&C1 combat is better dealt with by just standing out of aggro range and slowly sniping everything or going retard mode with the flame provided it's either swarmers or you can stunlock whatever you're targeting. Or you ignore everything and use the wrench / bypass enemies you can't wrench, but then you still have to deal with the most retarded decision of forcing you to be static when throwing it. There' a reason why the one place that tells you about the super shitty strafe mechanic 1 has is the one place where they design encounters you can't retard modeRYNO excluded or snipe. >>1020485 >Even when you get the hang of it with wastelander moves and chaining enemies, it never feels great. See above how can combat that is either static or braindead be better than Jak2 where you actually have to move and react to what's happening. If you dropped R&C1 controls in Jak2 it would easily be ten times worse, there's a reason why Jak2 has something like the shooting range and R&C1 has nothing even close to it in term of combat complexity if you pay attention you'll even notice that basic enemies have much lower time to hit and are much less predictable in Jak2.
>>1020615 Frankly, the movement in Jak II just isn't as fun as the movement in Ratchet & Clank 1, and that impacts the combat. Combat in Ratchet is all about going in and jumping around while you shoot stuff. You could snipe stuff, but that's only the best way to do things sometimes.
>>1020660 >. Combat in Ratchet is all about going in and jumping around while you shoot stuff in 2 and 3 yeah, in 1 it really isn't because the autoaim is dogshit and most weapon have a animation lock preventing you from firing on the move >but that's only the best way to do things sometimes. You literally have a weapon dedicated to sniping things you shouldn't be able to
>>1020668 The autoaim in Jak II is even worse in my opinion, you can barely tell what you're aiming at. You at least have the little reticule in Ratchet 1.
>>1020770 >autoaim that doesn't even always hit a target it's locked on is somehow better than one that does How about no. >you can barely tell what you're aiming at There's a bright red line from your gun to your target, what exactly is hard to see here?
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Always a bit baffled by people who really love Jak II and all of its awkwardness. I find those who played Jak II fall into two camps >people who first played it as kids >people who first played it as adults The former love the game to death, the latter see it as a weird experiment that didn't work. Not only that, but the people who love it to death will also to bat for it against anybody who doesn't. The one guy ITT defending the game for a week isn't unique, look at any video critiquing the game and you'll find superfans like Powercell Zeke in the comments defending it like it's their autistic little brother. I guess it's one of those games you had to "be there" to get, open-world action games were still kind of mindblowing in the early 2000s and releases like Jak II would have a very strong impact on those who played it.
>>1020778 >the latter see it as a weird experiment that didn't work. Played it as an adult and I don't think that, my point from the beginning was regardless of personal preference for the style of game they respectively are Jak 1 is not as well made as 2, playing both back to back only highlighted that to me, not that Jak2 is some kind of absolutely perfect games with no flaws and there's not been much good arguments as to why I wouldn't be justified in thinking 2 is better made than 1.
>>1020668 >and most weapon have a animation lock preventing you from firing on the move Only a few are slow enough to really be like what you say. Stopping for one moment to fire a few shots is still perfectly viable with most of the ones you mention. Only a few are really so slow that you're not supposed to use them when just jumping around, and that's pretty much just the Visibomb gun. That said, I do find that every Ratchet game has a few weapons that are just too practical and make the rest something you kind of have to use on purpose, just to level them up. (And levelling up isn't a concern in the first game.) The Blaster is almost always much more useful through most situations in most of the series, to the degree that in the sequels I have to just try to avoid using it except for when really needed, so that I can level up the rest of the weapons. >You literally have a weapon dedicated to sniping things you shouldn't be able to Yeah. What's wrong with that? It's slow and doesn't have much ammo, but it has a few particular use cases. Hell, your complaint about that weapon shouldn't be that it's overpowered, but that it's highly situational. It's almost more like it's for puzzle solving (for lack of a better word) than anything else. >>1020775 >>autoaim that doesn't even always hit a target it's locked on is somehow better than one that does The actual aiming, moving to face in the right direction, doesn't feel as good. >>1020778 Honestly, I was a kid when Jak & Ratchet were coming out. At the time I liked Jak II better than Ratchet & Clank: Going Commando, by just a little bit. I appreciated its ambition more. But over time I've seen far too many games do what it does, so it's less novel (not to mention the fact that what it was doing was aping whatever games were popular at the time). Ratchet did that, but to a smaller degree (the first one is still very similar to Spyro, but with guns, because shooters were getting more popular than mascot platformers). But even if we're comparing Ratchet 1 to Jak II, Ratchet 1 does fewer things but does them more effectively. Jak II is a Jak of all trades, but master of none. Don't get me wrong, I'd argue it adds up to more than the sum of its parts, but each individual part is not the best of its kind. >>1020793 Jak 1 has well better platforming than Jak II, and that's almost the whole game, so that's important. There's not much platforming in Jak II, but what is there is only sort of good. Jak II is much more about driving, which is also in Jak 1, but again it's better in 1, due to only having a few particular tracks that are very carefully designed. Jak II has you drive much more, but the city driving isn't as much fun as driving on tracks. The tracks are alright, but I don't know if I'd say they're as fun as Jak I. The city driving is also alright, but I definitely wouldn't say it's a major draw of the game. Jak II is very much about combat, especially with guns. There isn't much shooting in Jak 1, aside from a powerup you can get at a few points. It hardly even counts. Jak II's combat still isn't that much fun though. There are only a few weapons and they're alright but not great, and the movement isn't that much fun. I'm repeating myself and making it sound like I like the game less than I do. I like it a lot. It's one of my favorites. But if you look at each individual piece, it's only meh. It's putting it all together that makes for a really good package.
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>>1020904 >Only a few are slow enough to really be like what you say. Every glove weapon, the devastator, hell the RYNO as well does have a small stop when you fire it, a lot of other can fire on the move but will lock you in place if you start firing static then try to move immediately >Stopping for one moment to fire a few shots is still perfectly viable Not as viable as staying out of aggro range entirely. >That said, I do find that every Ratchet game has a few weapons that are just too practical and make the rest something you kind of have to use on purpose Exactly why the upgrade mechanic got introduced >Yeah. What's wrong with that? Nothing is wrong per se it just steer combat towards a less fun but far more effective form of combat. > but that it's highly situational The only reason not to use it most of the time is that you'll have less money to spend on other guns, which solves itself because there's basically no reason to buy anything but 4 guns in that game anyways. >The actual aiming, moving to face in the right direction, doesn't feel as good. I've had them side by side running off the same controller and the actual difference is so fucking minimal I struggle to see how one feels bad while the other doesn't, having good permanent feedback of where my shots go like Jak 2 does is objectively better than having either no feedback or sometimes wrong feedback like R&C1 does. >Jak 1 has well better platforming than Jak II, More for sure sure, better, that's really arguable, the one thing 1 has over two is that platforming is not always a 1 way trip whereas 2 is usually point A to point B and it sometimes doesn't even have a clear way back Now that I think about it neither game has a platforming segment I can clearly remember despite having played it earlier this month so it's more than likely neither has particularly good platforming to begin with >but the city driving isn't as much fun as driving on tracks It has a common issue, it's too involved to be downtime but it's too easy to be engaging >aside from a powerup you can get at a few points. It hardly even counts. If you can't beat the game without using it then I don't see why it wouldn't count.
>>1021169 >small stop Yes. And I said only a few are slow enough to prevent you from doing it while moving around in combat. Stopping for a moment to fire is not a dealbreaker on that. >Not as viable as staying out of aggro range entirely. I disagree. I suppose you can play a lot of games like that if you really want to, but that doesn't mean they should all be played like that. It's perfectly viable to go in and play with a more acrobatic style, and if you're just a bitch that wants to play everything super safe (but slow and boring) and snipe from the shadows, that's your business. That's not exclusive to this game. That's basically any game with shooting. >Exactly why the upgrade mechanic got introduced Yeah but I don't think it solves the problem. If I didn't care about autistic completion and maxing out all weapons, I wouldn't use The Bouncer, or at least not very much. I do still like the mechanic though, because I am that sort of autist. >Nothing is wrong per se it just steer combat towards a less fun but far more effective form of combat. I think what we're dealing with here is just a particular form of autism that makes you play everything as slow and safely as possible. And I get it, because I just said I have a form of autism that makes me use suboptimal weapons just so I can see number go up. But I admit that's kind of a personal thing, and I think your slow and safe snipe everything you can method is as well. >that footage Do you actually play Jak and Ratchet without jumping? That's a pretty major part of both of those games, Anon. The way Ratchet jumps and flips and all that makes him way more agile than Jak, and makes it way more fun to do agile combat. That said, the level designs also contribute to this. Jak II de-emphasized platforming and the agile movement associated with it pretty significantly. >Jak 1 platforming isn't good either I disagree. I don't think it's quite as good as Crash, but I think it has plenty of sections that actually test your platforming abilities pretty well, especially as you go further in the game. And at the start it still has some, though yeah it's mixed with a bit more Banjo-style exploration. >It has a common issue, it's too involved to be downtime but it's too easy to be engaging Yeah that's kind of a good way to put it. I do like the idea of switching between the two levels, but sometimes it's a little bit janky. >If you can't beat the game without using it then I don't see why it wouldn't count. That's like saying Spyro is a shooter because of the Superflame powerup in 2 and 3. Yeah, no, that shooting is not very comparable to the shooting even in Ratchet & Clank (which I list because obviously it shares many similarities with Spyro).
>>1021212 >>Yes. And I said only a few are slow enough to prevent you from doing it while moving around in combat. Stopping for a moment to fire is not a dealbreaker on that The Chopper in 2 prove exactly why this is a detriment to any sort of mobile combat, it has exactly the same kind of animation locks many weapon in 1 have ecpet here you can sorta mitigate it because the jumping in combat doesn't suck complete dicks and the autoaim can't really fuck you over as much (both because it's better and the weapon basically not needing to hit anything directly). >I disagree. I suppose you can play a lot of games like that if you really want to, but that doesn't mean they should all be played like that If a way to play is riskier and less rewarding it's objectively a worse way to play, if you're not gonna snipe the wrench is usually better than guns >Yeah but I don't think it solves the problem. You're using all the guns at least for a time, it does what it's supposed to do. >I wouldn't use The Bouncer Opinions discarded >I think what we're dealing with here is just a particular form of autism that makes you play everything as slow and safely as possible If the game is actively designed in such a way that the risk is higher and the reward is lower for not doing so then yeah I will play that way >Do you actually play Jak and Ratchet without jumping? >"The actual aiming, moving to face in the right direction, doesn't feel as good." >Ctrl+ F "jumping" >0 results found I don't jump unless it's for dodging, and evne considering that Jak2 still has a much faster transition between moving / shooting / melee than R&C1 does, the only thing it lacks is sideflips which suck ass in R&C1 Besides going back to what the clip was addressing the R&C1 autoaim deals even worse with jumping than the one in Jak 2 does, the former will randomly decide that you're not aiming at the same thing anymore (or not aiming at anything despite something being right in front of you) while the latter will at least try to stay aimed on something if you were aiming on something before jumping It took strafing, better autoaim, different weapon design (a lot more AoE / fire & forget type stuff in 2 and 3) and the lockon mod to actually make the kind of combat you're claiming 1 has actually happen and be rewarding.. >That's like saying Spyro is a shooter because of the Superflame powerup in 2 and 3 When did I say any of the game mentioned were shooters? Funny you mention Spyro 3 though as that genuinely might have the best implementation of such mechanics relative to the game it's in as it has actual variety and a degree of difficulty more proportional to the degree of mastery you're expected to have and the limits of the implementation of said mechanics, it even has actual strafing which alone puts it above R&C1.
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In an attempt to move away from this spergery, here's a game I'm surprised was only mentioned in passing
>>1023212 >In an attempt to move away from this spergery Where do you think you are?
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>>1017788 I cannot tell you how much I wish Jak & Daxter got a real sequel and not a weird GTA clone. There's almost nothing else like it, its exact tone and vibe, its gameplay. Every time I play the game I yearn for something similar. I've seen some people say Banjo Kazooie is close, but I disagree a lot there. I want to play the game its original concept art showed.
>>1018602 danganronpa is a garbage series with adhd teenagers as the target market. Absolutely none of the games were "good".
hi
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SMB2 has tons of improvements but I prefer the levels in the first game, but I think it's universally agreed that the series went to shit after the first two.
>>1024428 They remade the first 3 Super Monkey Ball games as Super Monkey Ball Banana Mania.
>>1024428 Super Monkey Ball Adventure went to shit. Other Monkey Balls were uninventive level packs but I didn't mind, it's more Monkey Ball.
>>1017959 >Really? I've only played a little bit of II because that's the one everybody always raves about. What does I do better? Its a truly grimdark game imo, whereas D2 is just dark. The aesthetics are on-point with great monster designs, great death animations, dungeon design is far superior, and its simpler elements are more appreciable imo. Music and sound were also better. To me personally, I also prefer the raw gameplay of Diablo 1 and its simple nature, and the fact that classes weren't hard-restricted from anything. They just had tradeoffs and advantages/disadvantages compared to the other classes. Warriors could still use magic, but they casted a lot slower, receive less mana per magic level, have a significantly lower magic stat cap, aren't as effective and don't receive the same kinds of hidden bonuses that Sorcerors do, however "telekilling" is still a high-level Warrior strategy involving magic. D2 primarily receives its praise for its expanding on certain RPG elements and online aspects such as expanding the loot system with crafting/sockets, PvP, and class skill trees (which also came with class locks), but Diablo 1 is a very unique experience and I prefer it. Plus, they also removed a lot of things I liked in 1 from 2, like the ability to start a new game with the same character retaining his inventory, at least from what I remember. Just a lot of annoying things when I tried to play D2. What happened to the characters of 1 in 2 was also irritating. >>1017781 >>1018602 2's terrible change in exploration and the happy island theme (even if its corrupted) really hurt the immersion and horror/dark tension elements compared to the first game. Its still a very good game, but not as good as 1 imo. Plus I liked Makoto as a protagonist more. I liked the cast of 2 more generally speaking, but 1's cast was better suited for the game that it was. Music and the minigames weren't as good as 1, and the "additions"/new mechanics like consent didn't exactly change much.
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>>1017788 I think it's basically incomparable. Jak 1 and Jak 2 are so different they might as well be different series. Both good in their own right.
>>1026790 I feel Jak II has aged considerably worse as it's a random jumble of 2000s design trends that the devs threw together from other games they liked.
>>1026801 Jak II is a similar equivalent of Shadow the Hedgegog except less shitty with a less shitty coded engine (lisp Crash Bandicoot engine vs the Heroes engine).
>>1019030 I want to impregnate coco Bandicoot.
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>>1017644 >Also Deus Ex Best game ever. It felt so grounded, real and meaningful, while the sequel and prequels felt too farfetched and fantasy-like.
>>1026991 >second pic While Human Revolution was narratively disappointing what we're not going to do is pretend Invisible War is a good game.
+ expansions
>better atmosphere >barely any quips >everything looks better >doesn't waste your time >warbosses being annonced with background chants >the destroyer helmet >bloodaxe >interesting expansions >celebrimbor is still my bro ;[
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>>1029122 Aragorn's oh-see brother Bearagorn
>>1017654 I still need to complete Elden Meme. I only played very little of it. But as for the games I did play I would agree. It absolutely is better than DaS2 without a doubt. I also enjoy it more than DeS. DaS1 is actually my favorite game of all time. I think back on it a lot and I think it came out at a very significant time in my life which probably further plays into why it became my favorite game of all time. Even with that said though a part of me really wants to see a remake that improves the rushed parts and enhances certain aspects of the gameplay that could be enhanced. With what From has learned over the years they definitely could do a fantastic job making this game even better imo. I also like that you didn't parrot the common meme about the whole second half of DaS being complete shit. Its just not true. Most of the bad in the second half of the game is Lost Izalith anyways. That area I will admit does definitely suck and could have been a lot better. That is why a remake would be great since it could improve the whole area for the better. As long as its From themselves that do it and not some god awful western studio. >>1017656 I liked BB a lot. It even has some aspects about it that are definitely better than DaS. The horror vibe for BB is definitely top notch and I would say probably exceeds any of that stuff found in DaS. I also feel like the melee combat is better overall. It will certainly play a lot better over the years in this regard than DaS will. I still like DaS better though. It has a lot more variety not just in the visuals and environments but even in interesting gameplay options and builds you can do. Magic is such a fun aspect to these Souls games to me due to how overpowered they can be but often also there is a high risk and reward in place using them. So BB is also an amazing game but I see it as a lot more one note. What it does well its exceptionally great at. But its a lot more one note although this is probably for the best of the game it was this way.


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