ETPC

video games

  • he/him/they/them

video games | anarcho-communism | depression | blm | acab | trans rights are human rights | he/him/they/them | like 30 or 40 | movies | Senior Social Media Lead/QA for Mighty Foot Productions | runs @dnf2001rp


bruno
@bruno
  • Visually muddled and unreadable game worlds patched over by "hold L3 to activate Eyeball Vision"
  • Recognizing the need to pace progression with modes of interaction other than combat but failing to find interaction that is thematic or interesting and instead resorting to fucking Sokoban again
  • Over-reliance on context-sensitive interaction prompts with, again, narrow little trigger volumes or required positioning, forcing me to shimmy a character into the exact position that allows me to interact with something – the AAA equivalent of a point-and-click adventure pixel hunt
  • Adding parrying to a combat system does not automatically make it good
  • If you do add parrying to a combat system, you have to be obsessively precise about the consistency of every animation and the frame data of every attack. No AAA studio is.
  • I absolutely do not want to go through a combat encounter with an enemy that can only be interacted with through parrying.
  • "There are four color-coded flavors of enemy attack, and you counter them by pressing these four buttons accordingly". Combat shouldn't be Simon Says!
  • All your cutscenes are too long