What video games are you playing? (16 Viewers)

Tore my whole factory layout down last night and started fresh.

First laid foundations down (didn't do so first time around, never again!), set up my hub base, production lines and power grids, and off we go!

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I just hit a 7-game win streak playing Risk online. I play 6-player Classic map with fixed card turn-ins. Although my last match was a 5-player match rather than 6.

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I just hit a 7-game win streak playing Risk online. I play 6-player Classic map with fixed card turn-ins. Although my last match was a 5-player match rather than 6.

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I like to throw this line out every now and then when I'm short stacked / trailing in a game.

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That's awesome, enjoy! I'm still playing it, almost finished. What a game!
WOW. International red-eye flight meant I got to put some time in. Soundtrack, strategy, its all incredible. Love fighting the Sakapatate and the music is a blast. Random guy next to me was watching my third attempt and seemed to enjoy it.
 
WOW. International red-eye flight meant I got to put some time in. Soundtrack, strategy, its all incredible. Love fighting the Sakapatate and the music is a blast. Random guy next to me was watching my third attempt and seemed to enjoy it.
The music is pretty fantastic actually, right up there with FFX as far as I'm concerned. This might actually be better.
 
WOW. International red-eye flight meant I got to put some time in. Soundtrack, strategy, its all incredible. Love fighting the Sakapatate and the music is a blast. Random guy next to me was watching my third attempt and seemed to enjoy it.
Got 125hrs in as well. I think I've done everything in the game except beat the hardest character. Some ridiculously hard stuff. It's the same thing that happened to me in FFX actually, did it all except beating Nemesis in the monster arena.
 
Got 125hrs in as well. I think I've done everything in the game except beat the hardest character. Some ridiculously hard stuff. It's the same thing that happened to me in FFX actually, did it all except beating Nemesis in the monster arena.
As a kid I was never a completionist but as I grow older I'm more interested in that. Maybe its just holding on to something I found that I enjoy lol.

I'm psyched. The world building is excellent and I'm enjoying it. Right now its too much to deal with all the addons and active buffs and passive buffs, baa. I'll maximize later, for now I'm just building up a library and meeting characters. Never learned how to dodge, just trying to parry my whole way through.
 
As a kid I was never a completionist but as I grow older I'm more interested in that. Maybe its just holding on to something I found that I enjoy lol.

I'm psyched. The world building is excellent and I'm enjoying it. Right now its too much to deal with all the addons and active buffs and passive buffs, baa. I'll maximize later, for now I'm just building up a library and meeting characters. Never learned how to dodge, just trying to parry my whole way through.
I'm kind of a completionist, for the most part but not always. Like, I might be done with the game actually. I can't beat the hardest boss and I'm kind of ok with that.

I never dodged through the whole game except at the very end during a certain fight where I just couldn't parry effectively. I saw no point when I needed the counterattack damage to beat characters, so I just kept replaying and learned the timing. Some insanely difficult timings for a lot of fights, really cool battle system. I thought it was going to be strictly turn based like FFX, and now I'm glad it wasn't as the fights were way cooler this way when you have to play active defense.
 
I wish I had time to play games. :cautious:
It helps when you don't have kids or a job where you take your work home. I fit both of these categories, though in doing so I've neglected other hobbies or past times. So it's still a trade-off.
 
Come Thursday I'm going to have a real problem. As that is when the Early Access for Slay the Spire 2 drops. Across all platforms in sure I have over 1000 hours in the original.

Not sure how I'm going to final Dragon Quest VII Reimagined now.
 
Has anyone played Dishonored II and Death of the Outsider? Thoughts? Was it good? I played the first game on PC when it came out and remember loving it. I have such a backlog and those two are on it.
 
Come Thursday I'm going to have a real problem. As that is when the Early Access for Slay the Spire 2 drops. Across all platforms in sure I have over 1000 hours in the original.

Not sure how I'm going to final Dragon Quest VII Reimagined now.

I am still trying to build up the courage to take off work Friday because of STS2. Beyond hyped.
 
My little brother recommended a game called Warsim: The Realm of Aslona on Steam.

It's a very old-school style of game, all text prompts and ASCII-based images, but it's surprisingly well done and has kept me interested for 16 hours already. Very good deal for the $4 or whatever I paid for it on sale. (It's $10 full retail.) The gist is you run a kingdom and need to manage money, troops/workers, lands, and public opinion in a world filled with a lot of different factions and races you can engage in diplomacy and/or war with.

The game has a clear structure but robust randomization as well, which means if you like it, it has a lot of replayability. Lots of exploitable stuff in there to hunt down, e.g., you earn 1.5x your bet in the Grand Arena, but the game only subtracts 1x from the purse, so you can intentionally lose money and win it back (if you're good enough at picking winners!) to gain a lot more than the arena purse had to start with.

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I've been a lifelong gamer in one form or another. For the last several years it's mostly been board games. But s second kid and Covid have made getting them to the table difficult so I've been playing more video games these days.

What are you playing?

I'm currently playing:

Hades (Steam/Switch) - GOY IMO
Gunfire Reborn (Steam)
Monster Train (Steam)
The Witness (PS4/Steam, replaying)

And I'm trying to figure out if I can actually start Persona 5 yet. It's such a long commitment though.
Street fighter II. I got one of those handheld systems with a ton of games.
 
I liked Expedition 33, a ton. It's the first game where I actually played for an extended duration over a couple days since around 2018, so big fan.

I think partially though it shows what a degrade there's been in these types of immersive, story driven, hidden depths games (rpg or otherwise).

After wrapping up Act II, I was begging for something, anything as far as next development. The story to start was tantalizing, literal goosebumps and got a loud verbal "whooooooo" from me in the opening scenes. While I appreciate some good foreshadowing, spending 2/3s of the game on that I was really hoping for some more rising action after the fact.

Dodge/Parry very cool functionality. Attacks felt like Legend of Dragoon (1999 Playstation), dodges and parries akin to your god of wars and similars. They did a pretty fantastic job as this could have been horrendous, as far as continually introducing new types enemies/attacks in areas and ramping up those boss abilities. I'm cool with dodge/parry staying the same all game, but felt like at least attacks could've been changed/updated/different style for different users (tank types maybe button smash vs timing for casters)/just give me something, anything.

There's really no big char build/development moments. Pictos/luminas differences are pointless since you can apply any of them to any character. The threshold of 5 battles for one to upgrade (the only upgrade it gets) is so small. Unlocking one of the big attacks is almost a non-note, skill trees are all 2-10 points and don't differ that greatly within a character.

Where are those gameplay changes or sprinkled char build/dev moments? That feeling when your Ultraball finally holds on Chansey, when you unlock a hidden character in Tekken 3, when your Materia hits master in FF7, etc.

Love the game. I think it's just a touch colored by what people are used to these days and eventually just becomes a min/max idle style game with heavy emphasis on background math to hit those 100 mill attacks or whatever. That's cool I guess, but this isn't Balatro, idle tower, etc.

I get that it's winning every game of the year ever, and it should, but it's not even close to entering the best game of all time conversation due to some of those things imo.

Last thought, I'm sure some people like guessing, I hate it, especially for rpgs. Just tell me explicitly what stats do, let me see their impact, and let me see behind the scenes so to speak. I want an Active Time Battle system (that is not objective), I want pictos/luminas to be much more impactful (that should be objective to me).

Beautiful game, love the story, just not a fan of grinding to min/max and then parry for 45 minutes on bosses without any status inflictions/deviating strats/etc. I don't play a ton of games that have a set inventory, I was surprised by that and enjoyed it's simplicity. But then again, hated how weapons worked with autoupgrades on em and such. Again no mastery, exp, forging, imbuing, affinity, nada for em.

Just don't love 90/100 things being extremely simplified/streamlined and then 10/100 things being hidden/impossible to understand/effect. 9/10, looking forward to what the studio produces next!
 
I liked Expedition 33, a ton. It's the first game where I actually played for an extended duration over a couple days since around 2018, so big fan.

I think partially though it shows what a degrade there's been in these types of immersive, story driven, hidden depths games (rpg or otherwise).

After wrapping up Act II, I was begging for something, anything as far as next development. The story to start was tantalizing, literal goosebumps and got a loud verbal "whooooooo" from me in the opening scenes. While I appreciate some good foreshadowing, spending 2/3s of the game on that I was really hoping for some more rising action after the fact.

Dodge/Parry very cool functionality. Attacks felt like Legend of Dragoon (1999 Playstation), dodges and parries akin to your god of wars and similars. They did a pretty fantastic job as this could have been horrendous, as far as continually introducing new types enemies/attacks in areas and ramping up those boss abilities. I'm cool with dodge/parry staying the same all game, but felt like at least attacks could've been changed/updated/different style for different users (tank types maybe button smash vs timing for casters)/just give me something, anything.

There's really no big char build/development moments. Pictos/luminas differences are pointless since you can apply any of them to any character. The threshold of 5 battles for one to upgrade (the only upgrade it gets) is so small. Unlocking one of the big attacks is almost a non-note, skill trees are all 2-10 points and don't differ that greatly within a character.

Where are those gameplay changes or sprinkled char build/dev moments? That feeling when your Ultraball finally holds on Chansey, when you unlock a hidden character in Tekken 3, when your Materia hits master in FF7, etc.

Love the game. I think it's just a touch colored by what people are used to these days and eventually just becomes a min/max idle style game with heavy emphasis on background math to hit those 100 mill attacks or whatever. That's cool I guess, but this isn't Balatro, idle tower, etc.

I get that it's winning every game of the year ever, and it should, but it's not even close to entering the best game of all time conversation due to some of those things imo.

Last thought, I'm sure some people like guessing, I hate it, especially for rpgs. Just tell me explicitly what stats do, let me see their impact, and let me see behind the scenes so to speak. I want an Active Time Battle system (that is not objective), I want pictos/luminas to be much more impactful (that should be objective to me).

Beautiful game, love the story, just not a fan of grinding to min/max and then parry for 45 minutes on bosses without any status inflictions/deviating strats/etc. I don't play a ton of games that have a set inventory, I was surprised by that and enjoyed it's simplicity. But then again, hated how weapons worked with autoupgrades on em and such. Again no mastery, exp, forging, imbuing, affinity, nada for em.

Just don't love 90/100 things being extremely simplified/streamlined and then 10/100 things being hidden/impossible to understand/effect. 9/10, looking forward to what the studio produces next!
I'm honestly baffled by the fact you think the pictos/lumina/stats are not impactful.

The weapon you use + Lumina dictate largely how reach character will perform and what their role is. Verso can be your main damage dealer or your best support character.

I get you think the game is too "simple." But that's part of the reason it worked so well for so many people. It also allows the story, which I'd argue is the most important aspect of this game, to be front and center. If you look at many of the most successful JRPGs of the classic era, their systems were not overly bogged down in micro decisions of interactive complex systems. Final Fantasy 7 had materia, Final Fantasy 8 had junctioning, Final Fantasy 9 was even simpler than those with it's gear based skill learning, and Final Fantasy X had the sphere grid. The sphere grid was rather straight forward until you got to the end game and realized you could redo the entire grid if you wanted to. But it was hardly necessary. And what you think of as limited character skills with little variety? I could point to Chrono Trigger. Each character has 8 techs then some combo techs. But each has a purpose. Just like each skill has a purpose in E33.

None of those games had complex crafting and gear systems.

And moreover, E33 was designed to be a much tighter experience. You can finish your first playthrough in around 30 hours. JRPGs haven't been that short since the SNES era. This game want designed to have hidden characters, or late game character build surprises. It asks you before the end of act 2 if you really know how to make the most of what it has. And to experiment with what it offers. My wife did things very differently and made a fire heavy build. Whereas I just went full cheese and did the Maelle one shot build once I saw how all the damage boosting luminas interacted.

I'm glad you liked it. I just think you were wanting the game to be something it wasn't trying to be in certain aspects.
 
E33 is not my genre of games typically. I've only played FFX and E33 and Sword of Vermillion if you wanna go way the F back in time. I appreciated it because it was relatively straight forward, that is after I understood how the pictos and lumina worked, which I admit I had to watch a video on as I just didn't understand it at first. I appreciate anyone's opinion on the game. For me it was just really fun and beautiful and the story was awesome. If they want to serve me more of this I'll take seconds.
 
I'm honestly baffled by the fact you think the pictos/lumina/stats are not impactful.

The weapon you use + Lumina dictate largely how reach character will perform and what their role is. Verso can be your main damage dealer or your best support character.

I get you think the game is too "simple." But that's part of the reason it worked so well for so many people. It also allows the story, which I'd argue is the most important aspect of this game, to be front and center. If you look at many of the most successful JRPGs of the classic era, their systems were not overly bogged down in micro decisions of interactive complex systems. Final Fantasy 7 had materia, Final Fantasy 8 had junctioning, Final Fantasy 9 was even simpler than those with it's gear based skill learning, and Final Fantasy X had the sphere grid. The sphere grid was rather straight forward until you got to the end game and realized you could redo the entire grid if you wanted to. But it was hardly necessary. And what you think of as limited character skills with little variety? I could point to Chrono Trigger. Each character has 8 techs then some combo techs. But each has a purpose. Just like each skill has a purpose in E33.

None of those games had complex crafting and gear systems.

And moreover, E33 was designed to be a much tighter experience. You can finish your first playthrough in around 30 hours. JRPGs haven't been that short since the SNES era. This game want designed to have hidden characters, or late game character build surprises. It asks you before the end of act 2 if you really know how to make the most of what it has. And to experiment with what it offers. My wife did things very differently and made a fire heavy build. Whereas I just went full cheese and did the Maelle one shot build once I saw how all the damage boosting luminas interacted.

I'm glad you liked it. I just think you were wanting the game to be something it wasn't trying to be in certain aspects.
I mean I would rate it and did, 9+/10.

I love the story and it's developments, I just wanted a single gameplay development in the last xyz hours of play. Of course it's totally subjective, it's just my opinion, but like all those games you mentioned had *something*. I'm excited when materia hits master and such.

Picto/lumina/stats not important in that anyone can fill any role. 5 battles and magic everyone can use that ability/function/etc.

In my opinion it doesn't mesh well for the game to say 1 - our focus is story/immersion/world building above all else, and then 2 - but really this game is whatever you want it to be, you can finish it 250 diff ways, every char can fulfill any role and in it's final form the game becomes a calculation on max output, similar to one/first turn kills and infinite turns in CCGs, idles, etc.

I might be wanting the game to be something it wasn't trying to be, but given the end game it makes me feel like the game doesn't actually knows what it wants to be (or it's everything to everyone, which, I mean kudos since we ALL dig the game and it's won every perceivable accolade).
 

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