I highly recommend Hades! It’s a top-notch game with excellently balanced combat (and I say this as someone who doesn’t really like combat in video games), an awesome story, and outstanding art direction and voice acting. Because of its structure as a roguelite, you’re restarting every time you die but getting a little further every time, so it basically trains you up. It really made other combat games much more accessible to me. Plus you can use God Mode to lower the learning curve a bit while still keeping it moderately challenging.
I find Elden Ring a bit frustrating because of the complete lack of any way to keep track of quests. I've resorted to using a notes app. Even then, I'm sure I've missed off finishing some of the earlier stuff from before I started taking notes.
My initial thought was something like Elder Scrolls or Fallout, but I think I would be happier in something with a robust building system. Minecraft would work but something like 7 Days to Die would work too and add a bit more challenge. Maybe Valheim, I haven't played a lot of that but the building system seemed good the little I played?
Edit: I think I would choose No Man's Sky, actually. Endless exploration and a semi decent building system.
Loved the anime of steins gate. Think I’ve got the elite version of the VN but thinking maybe i should of got the OG. The frozen anime frames look a tad weird to me
Definitely the Remaster. I would go for DS1 first. Yes gameplay will feel odd but you‘ll get used to it. It‘s a fantastic introduction to the series and you‘ll see how much Fromsoftware learned and improved since then. Fair warning: DS1 might feel easier for you. DS3 on the other hand is more similar to ER.
Mods are great! I’m really interested in projects like Skywin or Skyblivion. Recreating the whole modern Elder Scrolls franchise within Skyrim is just crazy.
I started avoiding games that make it hard to play without choosing the meta. I look for indie games where solving mysteries about the game made it more interesting. Its not for everyone but it could be a breath of fresh air for anyone looking to get away from games that expect you to play a specific way or to grind for new stuff.
I understand where you're coming from when you look at the games with the most marketing, but we also live in the age of Minecraft, not to mention the countless games and genres it inspired. The stuff you're looking for is out there.
shrug I play mostly single-player RPGs and similarly story-heavy games, so while the mechanics are different and the graphics much prettier, the structure is the same as it's been for the past 30+ years: Follow the story to get anywhere, or just wander around in your current area if you want to grind.
People are going to be pedantic about this one, because it’s not ALL games, but what you’re seeing is real. Game design, especially corporate design, has changed to accomplish two things:
Engagement
Accessibility
Games are designed to be playable by as many people as possible for as long as possible. Some would say this is just Western AAA games, but lots of anime games have been doing this nonsense for decades - games with 10 hours of baby’s first JRPG tutorial and 80 hours of grinding and filler. Many of them critically acclaimed games that fans would flog me for if I actually named one of them.
There are indie games that help you escape this, but many take that accessibility-first approach that requires everything to be very structured and corral you toward the right direction.
Again, I think people are going to be dismissive, but you’re right. It’s a tough world out there for someone who just wants to play a game and not be suckered into a live service engagement trap, or ladder system that hides your real MMR to keep you grinding up an imaginary points system. It’s not like the old days when you can just pick something popular, you have to discriminate and carefully judge what you buy now.
I should put “accessibility” in sarcastic quotation marks. Here, it doesn’t mean adding options or features to assist someone with different handicaps or needs. It means making the game so easy that anyone, even a toddler or game journalist, can finish it without having to learn from mistakes or think about what they’re doing.
Particularly with regard to excessive guidance. Varying degrees of “mobile game that makes you click exactly what it says for 30 minutes to prove you played the tutorial.” Those games may be the worst offenders, but less-dramatic hand holding happens in console and PC games too.
That's a sweeping generalization, there are many indie games that are hard, obtuse, hostile or all of the above. Even a walking sim's difficulty is higher than just "beating" it, just like the point of a museum is higher than going through all the rooms and saying you "went"
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