What are you playing currently?

Not too much jumping in the Dark Souls series combat, so they're not too used to it. My experience with AC was why I had no problem incorporating jumps into my fighting style in Elden Ring

Honestly I'm more surprised there's not much bitching about no i-frames with the quick boost.



Well, the AC series tends to lean quite a bit more on the darker side of gray. Also, as I said, your starting motivation in AC is more on the "gotta get paid" side of things as opposed to "restore/preserve the world," "cure myself," "serve/save/protect my master," or "get married and become a demigod", which is why I'm guessing many Soulsborne players tend to be a bit surprised when we get hired by the corpos to gun down people protecting their home.
Jumping?

But I am supposed to be driving a mech...

Guess GM's ones are just garbage, I guess. :ROFLMAO:

:sneaky:

Just jumping or frigging wall crawling?
 
Jumping?

But I am supposed to be driving a mech...

Guess GM's ones are just garbage, I guess. :ROFLMAO:

:sneaky:

Just jumping or frigging wall crawling?
When I said jumping I'm referring to Elden Ring, since that's the only vertical movement available in that game. In AC, you basically boost up into the air and stay airborne until you decide to land or you run out of EN (which forces you to land and your EN regens). Depending on how you build your mech, you can stay up in the air indefinitely and there are going to be a good number of fights where hitting them from the air is important. Hell, the fastest way to beat the tutorial boss that is filtering everyone is using Assault Boost in the air to rush the boss and then slashing it with your Pulse Blade.

Also, funny you say "wall crawling" because the tetrapod leg parts that makes your mecha look like a drider with only four legs are generally the best at keeping you in the air, so if you want to fly, grab those.
 
I've been playing Book of Hours quite a lot since it released. Exploring all the lore hidden away in the game is really quite fun. And despite the literal 2d artstyle, the game is incredibly immersive between the music and other background ambience, the visuals and the lore itself. But it is very much a slow game: a hundred hours in, and I've yet to actually finish my first run. Though a big part of this delay is because I've realised I've stumbled into a position where I can get a Major Victory on my first run. I've been able to take the basic minor victory any time I want for the past 50 hours already, but I'm doing well enough that I've chosen not to take it.
 
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I am playing Trails into Reverie, aka the fifth Trails of Cold Steel game. The story isn't as interesting to me as the first four games but at least it isn't anywhere near as infuriating either. There are no sidequests during the main story segments this time so you get a more concentrated story experience, whereas the older games you spent too much time talking to NPCs and checking for sidequests that it diluted the main story experience. There has been some stilted voicelines and dialogue here and there but the English dub is overall very good. Music is great as usual of a Falcom game. The combat mechanics have been refined, I can craft gladiator belts so I can regen CP faster and use crafts more often. I am playing on Abyss difficulty and it overall really fun. Also, I like the design of the Tyrfing.


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Playing Legend of Zelda Breath of the Wild again because I never completed it and want to move on to Tears of The Kingdom and please don't spoil me on it.

I just finished replaying both Shadow of Mordor and Shadow of War and all of their DLC's so there is that.
 
All the good endings got dummied out due to time constraints so all your endings range from bittersweet with extra bitter to straight up downer endings with slight variations and all basically mounting up to "the whole thing was a waste of time..."
What a world, when the most rewarding endings are the ones considered least important to developers. Postmodernism has ruined storytelling.
 
What a world, when the most rewarding endings are the ones considered least important to developers. Postmodernism has ruined storytelling.

To quote TV TROPES:

TRUE ART IS ANGSTY:
The experts have spoken! The greatest stories ever written are only ones full of cynicism, suffering, injustice, tragedy, and hopelessness. Yes, only the grimmest of tales can effectively explore the horrid realities of life itself; like the fragility of human existence, the crushing agony of love and regret, hopes and dreams never coming to fruition, the utter futility of happiness, and other life-defining themes, such as why mommy never really loved you. Therefore, any other story with an unambiguously Happy Ending is just a piece of cheap boring commercial tripe, or even propaganda. As for comedy shows, they're all just bourgeois garbage.

In these types of stories, nobody is really the good guy. Not even the hero. If there are otherwise any nice characters present, you can expect them to get killed off sooner or later, or alternatively, suffer a Fate Worse than Death. If there are characters with sympathetic viewpoints, don't expect their suffering to be the prelude to an ultimate triumph (especially when they work so hard to achieve it). No, they have to ultimately fail in the end. Not only that, they've got to be traumatized for life, lose everything they hold dear, give in to despair, or even be killed off, along with their friends and loved ones. Heck, if there are villains around (especially hatable ones), why not let them win the day and have them get away with their crimes scot-free? Maybe even have them prosper over all the good guys while we're at it? Yeah! That ought to drive home the message that LIFE IS SUFFERING! (...and unfair.)

But in all seriousness, True Art Is Angsty is an Audience Reaction when a particular work is being praised for its dark and/or cynical tone. It's also a mindset that is adopted by both cynical writers and audiences who believe that adding plenty of angst in a work can make for compelling storytelling. However, it also has a tendency to drive away the more sensitive and idealistic members of the audience, and can make a story worse when its darkness is too intense to stomach, too unadulterated to bear, and/or isn't handled with the proper grace. Expect accusations of Wangst, pandering to the critics, or intentionally exploiting hot-button topics to pop up in discussions about media and creators who adhere to this trope, whether deserved or not.
 
Even if that were true, angst doesn't have to mean nihilism. In fact, angst during a narrative just makes good and happy endings all the more fulfilling.

What true art REALLY benefits from is pathos. Pathos and angst aren't the same thing.
Tell that to Hollywood... and the people that made cyberpunk 2077 while you're at it. To give credit to the Dev team for BG3 there does seem to be an indication that they plan to put most of the dummied out content back in including the good endings but it's one of those cases where I'm not buying a game while it's still only half finished especially when that half finished experience leaves me unsatisfied.
 
Tell that to Hollywood... and the people that made cyberpunk 2077 while you're at it. To give credit to the Dev team for BG3 there does seem to be an indication that they plan to put most of the dummied out content back in including the good endings but it's one of those cases where I'm not buying a game while it's still only half finished especially when that half finished experience leaves me unsatisfied.
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For game’s these days the indie scene is the natural home of the gamer. There, a bunch of nerds who want to innovate and not fleece their customers churn out games of surprising quality.

Let the triple A industry stew in its own long death (aside from the Japanese one). The dollar signs blind a person even as they step over the edge of a cliff.
 
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For game’s these days the indie scene is the natural home of the gamer. There a bunch of nerds who want to innovate and not fleece their customers churn out games of surprising quality.

Let the triple A industry stew in its own long death (aside from the Japanese one). The dollar signs blind a person even as they step over the edge of a cliff.
Lmao. The majority of games I play are AAA, and I play much more games than the average person.

Most of the indies are genres where AAA games don't really have a strong presence. Platformers, VNs, puzzle games.
 

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