this post was submitted on 26 Dec 2023
81 points (100.0% liked)
games
20527 readers
518 users here now
Tabletop, DnD, board games, and minecraft. Also Animal Crossing.
-
3rd International Volunteer Brigade (Hexbear gaming discord)
Rules
- No racism, sexism, ableism, homophobia, or transphobia. Don't care if it's ironic don't post comments or content like that here.
- Mark spoilers
- No bad mouthing sonic games here :no-copyright:
- No gamers allowed :soviet-huff:
- No squabbling or petty arguments here. Remember to disengage and respect others choice to do so when an argument gets too much
founded 4 years ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
Ori and the Blind Forest and especially its sequel, Will of the Wisps, are both games where I genuinely don't have any critiques of the gameplay or story. There are some games that I like playing more, like Elden Ring, because they have more things to do and choices and such, but those two games for me have immaculate vibes and perfectly execute the vision of the developers.
It's very easy for sequels of games to become overloaded in the quest to add more stuff so that they feel like different games, which usually comes in the form of adding lots of discrete subsystems which can be interesting but often not very intuitive for new players especially in aggregate. This is not so for Will of the Wisps, where there are new abilities but all of them feel like completely natural things that you should obviously be able to do, and are very simple. The most "complicated" addition is an improved combat system with more choices especially for boss battles, but the first game relied on chase sequences rather than battles, so it's not as if you could critique the first game for not having a better combat system for boss battles when it doesn't even have them (it would be like critiquing Portal for not having a hunger system or something). And the combat system in WotW is kept pretty tight and simple and the animations and how they chain together have the correct physics and weightiness.
A game like Path of Exile on the other hand is really my nightmare game, where it feels like the whole thing is just a shitload of discrete subsystems duct-taped together without a strong skeleton holding it together. Most games fall on a spectrum between the "streamlined, simple, tight" design and the "chaotic, complicated, expansive" design though.
That’s what happened with Tears of the Kingdom, the fuse mechanic was amazing on paper, fuse any item in the game to an arrow, but in practice there was only like ten items that made any sense to fuse to them and the rest were pointless.
NGL I love teetering shitheaps like Path of Exile and Warframe. It's probably my own modder/dev brain but I can really feel the devs having fun playing around with this thing they've made, this solid foundation, and just filling it with stuff they thought was cool.