RespectThySole
Member
Hitman's level design is incredible.
Overwatch is up there too.
Overwatch is up there too.
The game flopping had nothing to do with merit, look at Titanfall 2 if you want to see what happens when a good game goes up against another, more popular, good game. Battleborn is a great game but nobody gave it the time of day and I know they will once it eventually goes f2p and the barrier to entry is lower.
The game flopping had everything to do with merit. Titanfall 2 is an example of a good game getting sent out to die, absolutely right. Its reviews, hype, and GOTY placements reflect that fact. Battleborn is not the same thing and to pretend it is is flat out disingenuous. It was panned hard because it is a BAD GAME.
It had nothing to do with merit because it's a great game that was also sent out to die trying to compete with Overwatch, care to explain why you think it isn't, though you obviously can't because you're the exact type of toxic person this thread is about
I've explained why it isn't in the battleborn thread many times, and the battleborn beta thread. I'll leave it to the objective matter here of the fact that it reviewed POORLY (Barely 70 metacritic). It's not like I'm just shitting on a good game, the people that enjoy it are the outliers, that USUALLY speaks to the quality of a product.
We all know that reviews are objective fact, thats why metacritic is gospel. And don't try to deny you're trying to shit on the game, although I wonder why that would be with a Mercy avatar...
The Witness
Thought the puzzles were brilliant and just loved wandering around that island. The hidden puzzles were also great and gave me a reason to further explore just to see what I could find. Plus I generally hate buying digital games, especially ones that I consider expensive, but this had a good 15-20 hours of non-filler.
I am shitting on the game, but I wouldn't have brought it up here in this thread, I didn't click on 'best designed games' expecting to see ANYONE mention fucking Battleborn, that's all on you. You brought it up, and you are vehemently deluionally fighting for it in a thread it has no place anywhere near.
I quote Metacritic because when it comes to 'this game did not review well' that is a pretty good indication of that fact.
And for the record, my Mercy avatar is poking fun at myself, feel free to ask people about eye lasers sometime.
you're vehemently projecting your toxicity onto me and the game because of an embarrassingly pathetic vendetta against either Gearbox or Pitchford
Are we reslly just not gonna mention Genital Jousting
lol, "speaking of projecting, allow me to project!"
Great contribution, thanks for adding to the conversation.
You conversation is about Battleborn being "well designed", which is already a lost cause.
Are we reslly just not gonna mention Genital Jousting
The point of discussing games on a forum is to talk about them,
The "point" of any conversation on Gaf is actually dependent on the thread.
But sure, I'll give my personal impressions of Battleborn (note, I played Battleborn fairly close to launch, first price drop I think is when I bought it). Having characters locked away from the get go is awful for a game where all I want to do is play multiplayer. The best way to learn the champs matchups early on is to play as them, and I had to do challenges to unlock them first.
The game's prologue doesn't explain enough about the game's mechanics, and to be more specific, the multiplayer modes. Having to feel out how stuff works would probably be a positive for me in any other genre than one that's competitive multiplayer. The story modes for each character are fun, but are forgotten after playing any single character for extended periods of time and hearing the same terrible lines from them over and over again. I stopped playing my main with the game audio on after about a month and just switched to listening to Spotify instead.
And the last fatal flaw to any multiplayer game is retention. It's unique to games like this, but it's still massively important. After a month my friends stopped playing and I had to play with rando's. Within a week of that misery I was done with the game. Retention is something specific to multiplayer games, but it's still very real. If you can't keep an audience, then the community dies, and if the community dies then the game is then null.
You can blame Battleborn being disliked or unpopular on "haters" of Gearbox or Pitchford all day every day if you'd like, but the majority of the gaming public wouldn't give a shit about that as long as the game kept them going.
I still have my copy, I was gonna sell it but the value dropped too much for me to bother.
Oh yeah, and literally the first result that comes up when looking at BB threads is this so keep telling yourself I'm just projecting
I'm glad Gearbox failed on this one. They are a terrible company and deserve all the bad karma.
Again, that's Neogaf.
You think the gaming populus in general was spiteful? You think they didn't buy it or abandoned the game because of Pitchford?
Devil Daggers
#3 on my GOTY list for 2016 so I'm just gonna quote myself from that thread:
This is hands down the most surprising game of the year. I remember reading praise for it here, but I've never really liked Doom-like single player shooters. They always felt a bit to empty, mostly consisting of circle strafing enemies and shooting everything that moves, with every death feeling arbitrary (oh, enemies shooting at me slowly withered my health down. Or maybe they shot me from somewhere I didn't even see). So I dismissed the praise, which was a big mistake. This game is incredible. It's just full of amazing design ideas that add up to an incredible game.
First, there's the movement. Bunnyhopping around the arena just feels great. But that's more of an afterthought really. What makes this game work is how incredibly the enemies are designed to constantly challenge you. Every new enemy introduced forces you to reevaluate your approach to the game. The skulls keep you moving around. The squids (as the game website calls them) keep spawning new enemies forcing you to deal with them sooner or later, but you can only do so from a specific angle, since you need to hit their weak spot. Just when you get the hang of dealing with these basic enemies, the game introduces a faster skull that you can't just run away from. Suddenly you constantly have to be on the lookout for those to avoid getting killed from behind. Then there's spiders, which must be dealt with as soon as possible, before they overwhelm the arena with spider-lings that will kill you. The game keeps adding on different enemies for far longer than the wast majority of the players will ever survive.
Because of this you constantly have to think about what to do next. Should you kill the spider that just spawned, or is it better to kill the squid right in front of you? Do you have enough time to do that before a skull catches up to you? How will you ever find the time to deal with that giant centipede that just spawned? And you have to do this while jumping around the arena like crazy, constantly dodging things in front of you.
who's unanimously hated for Pitchford's personal decisions like Aliens that people are STILL upset about to this day.
superhot vr is pretty good
The ones that stand out to me are Doom, Dishonored II, Inside, The Witness with The Last Guardian being chief among them.
They have all totally nailed pacing the mechanics throughout the game, such as doom's escalation, Dishored's level design intricacy, Inside and The Witness for puzzle escalation and a constant state of player learning.
However, The Last Guardian is the best designed game of this year for me because it manages to completely immerse a player in a consistent world, without (or at least for me) them realising they're playing a game, if that makes sense. Everything is extremely holistic from the art direction to the controls, and every puzzle feels totally at home within the environment, unlike say Uncharted 4's boxes on wheels. A good example of that is that I played both through with my sister - she asked why pirates had left a load of modern looking carts around, which instantly broke the immersion, contrasted with TLG where we both wondered why Trico was scared of them, and both assumed it was because they were used by his captors to make her obedient, which proved true with the shields later on in the game.
So basically, the type of game design I enjoy the most is one which feels totally natural, and TLG utterly nails that in every facet.
For me, it's Uncharted 4.
Every location, even the ones I hated (jungle sections) amazingly designed for some action and chilled moments as I'm walking around a bit, it's the kind of openness I can enjoy without it being a open world game.
The shooting design was the most satisfying I felt in a TPS so far, at times I would pull off some kills that were just crazy random. I love how the shooting is set up to support if you like to play a little wild.
I only played the once back in May, yet I feel like it was just yesterday.
I will talk up SaGa Scarlet Grace later when I'm not so lazy. It will also allow me to then copy the post to the OT to offer more impressions lol.
Gearbox's biggest weakness as a developer is their core gunplay (and the way guns/LD relates). This has been a persistent problem, and it's really something I'd like to help them fix at some point in the future.
This is exactly how I feel about it. It's sort of the same way I felt about Ico or The Last of Us, in the sense that I always knew what the rules and the mechanics of the game were, so I never got confused or frustrated, and that's all down to how well the game design are mechanics are gradually introduced, while still making sense within the context of the story.
That, to me, is what game design should shrive to achieve, and Inside is certainly a prime example of great game design.