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Including Oblivion. I enjoyed it but it was a huge disappointment to me coming out of Morrowind. Bethesda reputation for me has been on Morrowind credit this whole time.
Including Oblivion. I enjoyed it but it was a huge disappointment to me coming out of Morrowind. Bethesda reputation for me has been on Morrowind credit this whole time.
Maybe a good balance could be a human voice actor for main dialogue, supported by ai trained on their main dialogue to voice sidequest and deep lore dialogue. It could enable fully voiced dialogue-heavy games that would otherwise be too expensive to produce, something like generative RPGs or Morrowind, if all the books could be voiced, and more easily translated while remaining fully voiced. But keeping humans to fill the main campaign contributions, emotional beats and determine character personality. I’m just comparing Morrowind to Oblivion, which was voiced, but the dialogue and conversation trees were heavily reduced in volume as a result.
Then it will go out of fashion again, and teeth will be the new tribal tattoo that people are stuck with, and the following generation will be all about smooth gums.
Imagine junkies of this drug would look like tarkatans.
shoota
MK2 was my first, and i still think it’s one of the best, or the most classic. MK1, the roster is too small and it’s too basic. MK2 is where it embraces the classic MK vibes. UMK3 remixes that with more modern styling and character elements, which was interesting in progression, but I think you could skip straight from MK2 to Trilogy and just drop in the deep end of the character craziness.
MK4 was also an interesting one in terms of characters and the shift into 3D for the first time. It wasn’t… great… but it was interesting.
After that, I wasn’t a big fan of the early modern 3D MK games, I couldn’t even play them all since they didn’t come out for PC (yes, I’m still bitter), but again I feel like you could skip these straight to Armageddon for early modern-era character craziness. It’s basically a generational sequel to Trilogy.
Then we get to the ‘last gen’ modern era of 9, X, 11, which i thought were great fun, and worth playing. The story is a ridiculous soap opera, but that’s critical MK DNA. Mechanics further refined, good character options. Other people already discussed these.
I haven’t played 1 yet, but it’s clearly another soft reboot, and looks really good to me.
Ofc this is all just my view on it. I have nostalgia and bias towards MK2, (3) and Trilogy :D
Close, but 2000s had some very intrusive and malware ridden advertisements. Popups everywhere, aggressive banners, malware and random browser toolbars being installed to your system. Complete wild west of unrestrained advertising. Online ad blocking didn't start with Ublock Origin, the first tipping point was in the 90s and 2000s, where famously clean and effective search engine Google swooped in to "save us" with their Chrome browser blocking popups by default, and their own concept of 'ethical ads', which were mostly unobtrusive and text-based (what happened there?). Which was nice for a while before Google exploited the popularity that bought them to turn into an inescapable ad monster.
I want to want to spend more time with the game, but i also want it to not let me. Eject me forcibly from its world once the story has naturally concluded, with fond memories of the tightly edited purposeful experience.
Really depends on the game. But roughly something between 3-20 hours is my preferred range. I thought Sayonara Wild Hearts was fantastic and the perfect length for the story and experience it set out to convey (took me about 2 hours to beat).
Thanks, I've been looking at it! It's beautiful, definitely on my radar.
I feel the opposite. I pay for the narrative and experiencing the game's mechanics and interactive art, not to flush as much of my life away as possible. When I see people complaining a game was too short, I am basically ready to add it to my wishlist.
Pretty random list off the top of my head:
Hyperlight Drifter, Sayonara Wild Hearts, Ruiner, Grim Dawn, Rime
Not sure it counts as a brandnewsentence if the brand new part is the word "again".
Those three books are called the Broken Earth trilogy, starting with The Fifth Season, and it’s probably my favourite trilogy. (Not correcting, just adding detail so they are easier to find). The magic system here always feels very specific and ‘grounded’ (heh), so it doesn’t feel like the fluffy magic of more “high fantasy”, and maybe connects more with sci-fi sensibilities? Anyway, i agree that it’s excellent.
OP could also look at Ursula Le Guin. The Earthsea books are amazing, very low-key and character focused. More in the fantasy space too though, but so is Dune pretty much. She also has Left Hand of Darkness, which was great and more on the sci-fi side (no actual space travel or other planets, aside from references), particularly if they have any interest in a kind of meditation on cultural differences and gender.
I interpreted it as directed at me and my comment, because you wrote it as a reply to my comment, rather than a reply to the article.
The rest… i will leave you with that. I still disagree with your perspective.
Why not both?
I’m not sure why your response is so hostile against my support of the idea, or why you make so many unfounded assumptions.
How do you know I don’t raise my voice against those views in public? And I never said anything about such spaces being “zones out of sight”, that was your addition. I didn’t say that this article’s idea was the limit of what I support.
Sure it could be “even better”… literally any idea could be even better. But if you attack everything less than perfection, we will never get anywhere.
Would be great for more sports (and cities) to offer spaces like this.
I went into this book with no existing knowledge or expectations. Was a great experience reading it that way.
It also means more people can play on more hardware, it typically focuses the experience, it makes the interactive elements more visually distinguishable from the background graphics, it’s cheaper/faster to produce so less incentive to bloat with MTX to recoup massive investments, the scope is smaller so can be better aligned with a singular cohesive artistic vision, and the limited graphics encourages stylisation and artistic decisions when ‘photo real’ becomes not an option to target.
Also you don’t need to wait 10+ years for a game, just to receive a bloated mess where you only engage with 20% of the content yet had to wait for 100% of the development time, since at that point the investment demands it has to appeal to every possible consumer, only to still get a buggy unfinished release due to the massive scope. /rant. Anyway, indies are great and i love short games too.