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Joined 2 years ago
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Cake day: August 4th, 2023

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  • Ashtear@lemm.eetoGames@lemmy.worldLife is Strange road-trip
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    3 days ago

    I lived out this way once upon a time and miss it dearly. I never did get as far north as Tillamook Bay, but I have great memories of Lincoln City and Newport. Imagine my reaction when this game was announced, hah.

    The photo in Chloe’s house of Arcadia Bay is one of Garibaldi, just mirrored. For plausible deniability, of course!


  • Freelancer would have been fresher in memory 15 years ago, and that’s one that had seamless intra-system travel. Gameplay in Freelancer even flowed better than NMS for getting from orbit to orbit and having encounters or discoveries along the way. It just didn’t have the on-foot gameplay. I had the same problem with loading screens in Everspace 2. Killed the flow. Whoever tries to do this again is going to have to make sure transitions are minimal.

    And that’s what I don’t get about Starfield, conceptually. With this project scope, you’re not competing well with NMS for ship-to-foot or orbit-to-surface transition, you’re not doing better than Freelancer–a 20+ year old game–for all the in-space stuff, and the procgen hamstrings you with all the “Bethesda magic” their worlds are known for. It’s like someone said “let’s do Daggerfall in space” and went rigid top-down design with it, retrofitting whatever they could along the way to make a functional game around the procgen.








  • LT: I knew pretty early the scope of the universe, the level, and the script, so I made my dream soundtrack. For example, I would take a level and would want to write three environment tracks, two battle themes, and one boss theme. I do that for the whole game and — one by one — I’d write the track for five years until the end.

    This is what’s so nuts to me about this soundtrack. It’s not only quality; it’s quantity too. Those who have played the JRPGs that inspired this game know: for the entire game, you get a few regular battle themes, a few boss themes, and a final boss theme. Some of the consensus top soundtracks in the genre aren’t this big. Yet this single composer did multiples for each level. Only the biggest projects in the genre get this kind of treatment.

    I’m glad Broche gave Testard so much run for this game, and gave him the tools to make it sound great, too.






  • This was ultimately my least favorite release of the series, but I agree that the “choices matter” element of the game is quite strong. I always appreciate a lower budget game like this really going for it in that realm.

    The story hasn’t aged well for me–this game’s initial plot hook would have looked a lot different after 2020–and it’s sad that the atmosphere of the game feels quaint today. A lot of what the two go through is disturbingly commonplace among persons of color in the US, but then they have this cult chapter of the story that stretches suspension of disbelief well past the breaking point. I’m still annoyed at its inclusion, which I think undercuts the (very important) greater message the story was trying to tell.


  • This sounds ambitious for a small studio. It doesn’t help that both Northgard and Dune: Spice Wars felt feature-light to me, maybe due to their signature genre blending.

    Could be they’ve scaled up (and trust me, I’m yearning for more space games in the AA category), but too many of these projects are shooting for the moon and falling short. I’d love to see a stretch of releases with smaller scope–like Everspace 2–that the industry can build on, because space games are not where they were in 2000. Chris Roberts is off in his ivory tower doing his thing, and the big devs are either planetbound or obsessed with procgen.