Live in the Now
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I cannot imagine playing a game as repetitive as Mafia III more than once. I just finished it yesterday. No chance I'd do that.
Also, 5/10
Also, 5/10
It can get a bit difficult andSpiderman - 10/10
I always find that kind of rating strange. It's your rating, if you didn't like it, it's OK to rate it poorly. I feel like that way of rating games hurts because game companies just care about ratings and sale numbers. If there's something to improve on, and nobody brings it up, future games won't get improved.
As an example, I don't like Resident Evil's game design where you're better off shooting a zombie and then running by it while it staggers from the shot. As a result, I gave RE2 remake like a 7 because the world was nice, the puzzles and exploration was fun, but I thought the game play wasn't that engaging. People criticized my review of the game because "that was the point LUL," but that doesn't mean I have to like it. I thought it was bad game design and I dinged it a few points because of that. Obviously many people disagreed considering how popular the game was but that's my opinion and I think that's the point of writing a review.
I strongly disagree with the whole "I didn't like it but it was good" thing, and it always irks me-- to me, whether you like something and whether you think something is good (the subjective and the closest thing to objective than an individual can get) should be pretty closely aligned, if not identical, otherwise it's like, what are you even doing? There's no real point to rating something if you're just going to modestly defer to authority/known conventions and standards that don't actually apply to your own sensibilities and values.That's fair, but for me personally, if I find I'm not having fun I will quit playing. This is why I haven't played RDR2 as I've seen the gameplay described as tedious.
I cannot imagine playing a game as repetitive as Mafia III more than once. I just finished it yesterday. No chance I'd do that.
Also, 5/10
I strongly disagree with the whole "I didn't like it but it was good" thing, and it always irks me-- to me, whether you like something and whether you think something is good (the subjective and the closest thing to objective than an individual can get) should be pretty closely aligned, if not identical, otherwise it's like, what are you even doing? There's no real point to rating something if you're just going to modestly defer to authority/known conventions and standards that don't actually apply to your own sensibilities and values.
That said, to argue in the other direction, I also think there are forms of satisfaction, appreciation, and admiration that are valuable besides raw entertainment, addictiveness, and fun, which are very overrated at times when they're treated like the be all end all. I don't see anything wrong with having an attitude of "this feels like tedious work that's hard to work up the enthusiasm to get through and I'll procrastinate at, and its tone isn't something that's easy for me to get into, but the substantative idea and reward is strongly appreciated when it's all said and done, and I like it a lot on that level."
So this one can go either way for me depending on where Unholy Driver is actually coming from
I've beat the game 5 times. Once you have all the suits the game is super easy.It can get a bit difficult andOctavius basically isn't beatable on anything over Friendly (too much debris flying too fast plus the game being unclear on what you do to beat him)
That being said it is pretty fun once you get used to the combat. Perfect dodging and (when you can do it) evading rockets can be entertaining
I think scoring inflation is a problem derived from three external factors:
a) It's hard for someone to grill a gameplay element because of personal preference while not highlighting objective design contradictions
b) Related to a), most people have an empathetic approach to critique, as such they try to achieve of a level of understanding regarding the developer's intentions and are willing to be forgiving
c) Scoring has had an inflationary issue in gaming media since the dawn of the medium, as such giving a game one could respect for its objective qualities but didn't enjoy (or even vice-versa) a 5/10 is perceptively damning, the equivalent of a 1/2 star film review (out of 4)
One thing that is important from a gaming media perspective is that reviewers for IGN, Gamespot have to be assigned towards games they'd be pre-disposed to liking on a conceptual level, for obvious reasons. This is not a problem when it comes non-professional writeups like these forums, so I agree that folks should feel at ease in being forthright. It's something I've become more comfortable with over time, and now feel fine in giving games like The Outer Worlds a below average score despite critical reception.
Also of note, while gaming criticism might have a scoring problem, I still prefer this downside versus the Tomatometer conundrum. The former at least rewards games across the board, while the latter only benefits mediocrity.
I tend to feel that personal preference is merely informed by your own understanding (whether it's limited, ignorant, or informed) of what design choices are valuable or relevant (which means that they'd naturally reflect your sincerest possible view of their objective worth). Acknowledging that something is poorly done on an objective level if you don't actually engage with it that way is essentially pretending to understand and agree with something that you fundamentally don't, in my opinion. It almost comes across like trying to meta-game your own opinions to be more agreeable or intelligent or something.I think scoring inflation is a problem derived from three external factors:
a) It's hard for someone to grill a gameplay element because of personal preference while not highlighting objective design contradictions
b) Related to a), most people have an empathetic approach to critique, as such they try to achieve of a level of understanding regarding the developer's intentions and are willing to be forgiving
c) Scoring has had an inflationary issue in gaming media since the dawn of the medium, as such giving a game one could respect for its objective qualities but didn't enjoy (or even vice-versa) a 5/10 is perceptively damning, the equivalent of a 1/2 star film review (out of 4)
One thing that is important from a gaming media perspective is that reviewers for IGN, Gamespot have to be assigned towards games they'd be pre-disposed to liking on a conceptual level, for obvious reasons. This is not a problem when it comes non-professional writeups like these forums, so I agree that folks should feel at ease in being forthright. It's something I've become more comfortable with over time, and now feel fine in giving games like The Outer Worlds a below average score despite critical reception.
Also of note, while gaming criticism might have a scoring problem, I still prefer this downside versus the Tomatometer conundrum. The former at least rewards games across the board, while the latter only benefits mediocrity.
I tend to feel that personal preference is merely informed by your own understanding (whether it's limited, ignorant, or informed) of what design choices are valuable or relevant (which means that they'd naturally reflect your sincerest possible view of their objective worth). Acknowledging that something is poorly done on an objective level if you don't actually engage with it that way is essentially pretending to understand and agree with something that you fundamentally don't, in my opinion. It almost come across like trying to meta-game your own opinions to be more agreeable or something.
Like for example, I have a sense that Classical music is supposed to be this technically superior and more rewarding thing than the music I tend to listen to, but even if I understand the logical arguments for why it would be seen that way, I think I would be completely disingenuous and premature to consider it that without actually coming to that realization myself based on the experience.
Agreed, but being that impressed would be its own form of engagement that may as well be the same thing as connecting, IMO.I get ya, but I also understand the notion of being agreeable. Plus, I never dismiss the idea of being so impressed by something despite not fully connecting. It might not be explicitly stated in the critique, but the score could suggest otherwise.
On a side note, I do not like comparing video games to other forms of media. The divide between books, music and film is insignificant, at least to me, compared to those and vidya.
Agreed, but being that impressed would be its own form of engagement that may as well be the same thing as connecting, IMO.
Understood. I'm pretty happy to compare any kind of media/art without finding apples and oranges to be a factor, personally. At the end of the day, it all ultimately converts into more or less the same currency.
The enemies pack such a punch especially the rockets that I haven't bothered to use any suit power other than the OG battle focus. One thing I will say though is that the game has high replayability and I don't often' like replaying games after beating them. I've left a ton of Yakuza quests unfinished but the Spider Man ones I actually have incentive to go back and completeI've beat the game 5 times. Once you have all the suits the game is super easy.
I'm stuck on my 6th playthrough at getting perfect in one of Hammerhead's hideouts. Evading rockets/bullets is my weakest attribute.
I'm definitely not a fan of visual novels. I need some gameplay to all that reading. I did play Doki Doki Literature Club and while the final hour was nuts, it was such a drag getting there. Even with a crazy story towards the end of a short visual novel, I just have no desire to play another one.While I'm here, today I finished my first ever visual novel, Hatoful Boyfriend. I will not be playing another visual novel any time soon.
You should look up how Hatoful Boyfriend ends. A dating simulator that takes 20-30 minutes for each story if you're a slow reader descends into about three hours of madness.I'm definitely not a fan of visual novels. I need some gameplay to all that reading. I did play Doki Doki Literature Club and while the final hour was nuts, it was such a drag getting there. Even with a crazy story towards the end of a short visual novel, I just have no desire to play another one.
Completely agree about the trend of massive open worlds having nothing in them. It's not that fun anymore to be running around a big empty world just because its big. It's a trend I wish would go away
Recently I have found I need a break from the open-world formula. Played 5 or 6 open world games in a row - enjoyed all of them, but it's nice to play some more action heavy games every now and again.
Beat Celeste, and I'm now playing Hollow Knight and Gears 4 which are both pretty high pace. These games also just drop you into the game play more or less. The stories don't need any big introductions and there are not any time consuming tutorials.