Turns out in Elden Ring, you’re supposed to go left when you leave the initial starting area so you can pick up the ability of teleportation to bonfires.
Well, imagine my surprise learning that from friends 10 play hours later after going right and opening up a teleporting treasure chest to some crystal cave…
I’d say this is the result of someone asking ChatGPT for “rage bait post for a video game forum” but it has too much insufferable personality to be AI generated
Story-heavy: Uncharted series (between 10 and 16 hours per game), Hellblade (around 8 hours) and - if you can spare another 10 hours or so and Action RPGs are your thing - Nier Automata is really worth it (around 30 hours).
Gris was impactful enough for me that I’ll mention it here, since it was super short (4 hours at most).
Aquaria is one probably not too many people played to make it a cult classic, but it has a dedicated following of people that love it. Was pretty popular as a 2d indie adventure. I never thought I would like it, but was glad I gave it a try. 😊
Another World had the whole cinematic gaming figured out back in times the floppy disk, lengthy intro included. Took about 15 years for the rest of the industry to catch up.
Elite procedural open world universe in 3D all the way back in 1984. The sequel in 1993, Frontier: Elite II even let you land on planets.
Magic Carpet, fully destructible terrain in 1994 along with an interesting mix of (very light) RTS and FPS. Later on Red Faction and Red Faction: Guerrila offered even more destructibility. While we have some modern games like Teardown that focus on destruction, it’s still not a commonly seen feature in games. Magic Carpet is also still the most “3D” game I am aware of, supported almost everything, VR headsets, red&green glasses, even MagicEye-style auto stereograms.
EF2000, flight simulation with a full dynamic war simulated in the background. Falcon 4.0 improved on it. Carrier Command might be an even earlier example of similar mechanics. Mainstream gaming still hasn’t really had anything similar as far as I can tell and relies on scripted events instead of a simulated world.
Boulder Dash Construction Kit (1986), might not have been the first, but one of the early games including a fully featured and easy to use level editor.
In Red Dead Redemption 2 on PS4 the deadeye button was kind of inconveniently placed and barely explained. I didn’t realize how useful it was until I played on PC. On console i was struggling so hard in the shooting sections
I find Townscaper really relaxing, there’s no objective, just a toy to make cute looking towns. Haven’t tested it on steam deck tho.
If you like building/puzzles there’s Shapez (this one I tried on steam deck and it might take some time to get used to the controls), it’s like factorio but abstract and without resource management, you just make machines that modify and combine shapes to create new ones, it get’s progressively complicated, if it’s your thing you’ll find it quite addicting so be mindfull of that.
Both FAR games Lone Sails and Changing Tides: Puzzle platformer with a story told just with the environment, I recommend playing both one after the other in order
SteamWorld Heist: Tactical RPG in a side 2D perspective with ricochet. I haven’t played much of this one but it’s very cool
Gris: an interesting platformer with really nice looking animation
A Short Hike: A cute adventure game about exploration
Oxenfree: An interesting graphic adventure with a cool story
Night In The Woods: Platformer adventure with an interesting story and great characters
I love Townscaper! I find it relaxing and satisfying! Once you’ve made a town you can even export the 3D model to use in any 3D program. I don’t have a 3D printer but I thought it’d be cool to use it to build a town and print it!
Also, you can share towns with just a code… This is a little one I’ve worked on for a bit here and there, you can just copy this code and then click “Load from Clipboard” in Townscaper:
Oh wow, I missed it early on! The Eternal Cylinder is good, but some occasionally clunky gameplay alongside the very unique alien designs might turn some people away. It crashed twice on me and once you figure out all the systems of play it can feel simple (although there’s a lot of complexity under the hood), so I could see some people giving up on it due to frustration or boredom - especially if the aliens or story don’t hook them.
I loved the environments and alien concept (plus the fun stress of the cylinders approaching) which kept me hooked. Plus it’s much more mechanically involved than Spore was. Spent about 13 hours with the game and left satisfied. If I had to numerically rate it, it’s maybe around 8/10?
It’s a first person shooter from a venerable studio in the genre, Raven Software.
Put out during their “golden age”, before Wolfenstein and Singularity flopped and uncle Bobby sent them to work in the Call of Duty mines.
Really cool selection of sci-fi guns, some of them pretty unique.
Campaign is essentially a prototype for Quake 4. It was built by the same internal team at Raven.
It has a more interesting story than Quake 4.
It’s an early example of a game that lets you choose your sex. NPC dialog changes to reflect this.
The whole cast of Star Trek: Voyager lends their voice talent to the game, including Jeri Ryan.
It also has a sequel, made by another studio. Elite Force II isn’t quite as good, but it is still worth playing if you like the original. It loses the female protagonist option, likely because it was 2003 and the story had a love triangle. It’s a visual powerhouse though, really pushing the limits of the Quake III engine far beyond what many people likely thought possible.
Ooh I forgot about this. Elite force is one of the few games that I’ve actually finished. I thought the graphics were gorgeous for the time with lots of believable alien worlds. The characters are engaging and the missions never felt repetitive.
When I played Final Fantasy VII as a child and teenager, I gave zero thought at all to strategic character building and found the late game really unreasonably hard. Basically, I would equip everyone with the weapons and armor with the biggest numbers so long as they weren’t the ones with minimal or no materia slots and then I would distribute materia based purely on vibes. Cloud has spiky yellow hair so he gets Lightning and Ramuh, and his sword is big so he gets Deathblow. Barret is a big muscly rage man so he gets earth/fire magic/summons. Yuffie’s portrait reminds me of Lara Croft so she gets the sunglasses in her accessory slot. Why would I bother wasting anybody’s materia slot on something like Barrier when I could instead use it for something cool like exploding people? That kinda thing.
I spent my life trying the game again every year or two, starting from the beginning again and playing like an idiot and never being able to beat it and giving up. Thinking it was really cool and wanting to come back to it largely because I liked the aesthetics. And I kept on ignoring all the things I had previously ignored before because “I’ve played this game before, I know how it works.” I made little steps forward throughout those years as I became more familiar with the genre from other games, like reading the descriptions on accessories and keeping a rotating party of my lowest-level characters but it wasn’t until depressingly far into my twenties that I internalized the fact that assigning materia affects your character stats and that’s when all the systems fell fully into place: you’re supposed to use materia and equipment to form your party into a balanced trio of RPG character classes.
Some combinations will form a wizard, some will form a fighter, some will form a cleric. Any combat function you can think of, even a much more specific one than the cliches I listed, there’s a combination of equipment and materia that will make a character into that. A balanced trio of specialists will get you much better results than three idiots who suck at everything.
Hah well today I learned. It’s recently occurred to me that I never beat any video games growing up because I didn’t read the instructions or learn how to play. FF7 is one of those games that I haven’t ever eaten even though I really really liked the game. Never even considered that you should have a trio of healer mage and fighter even though it makes total sense.
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