this post was submitted on 04 May 2025
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French noises: the game is blowing up and not without good reason. It's beautiful (awful flickering hair TAA artefacts and weird gormless facial expressions aside), the story is more mature than the usual slop gamers settle for, the style is shamelessly traced from persona five's notes but with unique aesthetic flair. I am a known "video game stories are mostly actively a negative addition" hater and I've been moved to tears. Shit slaps.

I just have one question, what is the point of all the hours you are meant to spend holding down sprint running backwards and forwards through a sequence of empty corridors waiting to find the next actually interesting thing? What does it add? The best defense I can think of is that it gives you time to listen to the great music?

The pacing is whack, it's banging fight. 5 minutes twiddling a joystick and occasionally pressing X, banging fight, 5 minutes twiddling, amazing fight, story beat, time to stop having fun because the overworld section is next!

Can someone please explain?

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[โ€“] [email protected] 5 points 1 day ago (1 children)

I used to get into this argument all the time back when I cared to argue with people on CS forums. The complaint was always "why valve add graphic" and when you get down to the root of the argument the argument was always "graphic distracting and spending dev cycle on graphic means less dev cycle on gameplay." When you take this to its natural conclusion CS becomes a game where blue squares and red squares shoot each other with exactly one gun inside of a single white cube with one bombsite on one side labelled with a black letter A and one bombsite on the other side labelled with a black letter B. Red team tries to plant the bomb and blue team tries to stop them. It's still at it's core CS it's just simplified down to it's purest essence. Nobody could possibly say that anything is wasted, but, it's still CS. If it didn't follow the basic rules of CS it would be a different game.

And it turns out that literally nobody would play that game. As soon as I describe that the backpedaling begins and well we need SOME graphics and we need SOME corridors just not THESE or THOSE graphics and not corridors like THAT. And yet as CS is today it's still one of the most popular games in the world. So clearly these or those graphics and that type of corridor is working for it otherwise nobody would be playing it.

So it sounds like you want to play a game that is like my reductive description of CS but instead you just move forward to a black sign that has white text on it that explains the story after you fight a square of a different color than the last square you fought. Maybe you think it does need more. Just not the one specific thing you don't think it needs.

Try framing it that way and see if it makes a difference.

It turns out that putting different things and pacing and a world to look at and imagine helps most people enjoy games. If you DON'T like those things that's totally cool and good and I would encourage you to find games that are simpler in line with your tastes, or if there isn't one, maybe you're onto something groundbreaking and you should go make it. We're certainly all allowed to have stuff we like or don't but "why corridor!" is just as silly to most of us as perhaps "why story!" or "why any graphics at all!" might be to you.

[โ€“] [email protected] 2 points 1 day ago

I think that's a bit of a strawman. I am genuinely confused by the number of dead ends, empty loops, samey visuals, and the sheer length of time spent holding forward in an otherwise extremely intentional game.

Obviously doom doesn't work if you just put all the enemies on a flat grey plane. Also though doom starts getting worse at a certain point if you start reducing the enemy density by adding long sections between each fight. Those long sections might get better if you do something with them, like in doom notfour they have heaps of long empty sections at one point where they blather lore at you. I loathed that section but I wasn't confused as to why it was there, they wanted to tell you a story once they sucked you in with boom boom pew pew.

So assume I am not stupid. Have you played the game? why are they as long as they are? as narrow as they are? as empty as they are?