Don’t Think, Just Jam

I started a screenshot album for my virtual adventures. Check it out if you’d like.

  • 4 Posts
  • 29 Comments
Joined 2 years ago
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Cake day: November 25th, 2023

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  • As the other user said, it was a reboot. One that doubled down on the bad parts of the original and added some new poor ideas on top of it. Stuff like:

    • Even worse story - plot of the first game wasn’t a masterpiece but it was serviceable. It also focused on a personal story rather than a huge threat like the sequel.
    • More combat encounters - something that could’ve been completely skipped in the original (except for one boss fight, if I recall correctly?) now was forced whether you liked it or not. It also felt worse (to me).
    • Locking movement options behind a skill tree - some of the most basic moves from the original game were unavailable for the sake of a worthless progression mechanic.
    • Open world didn’t flow as well as the linear levels of the first game, it was also poorly divided into districts connected by a few specific routes you couldn’t avoid, making it feel even worse.

    There’s probably more that I forgot at the moment but it was simply a bad sequel which didn’t know what made the first game good (in my opinion).

    As for how this one is different? We’ll see when a public version becomes available. One thing that makes me hopeful is the complete lack of talk about combat on their store page. If they can focus on good movement mechanics and the actual delivery gameplay that in itself will be an improvement over Catalyst.







  • Older games are purely singleplayer, multi is something they leaned on later on. For PC Rayman Legends also supports local co-op, I believe. This one however is only available on Steam and requires Uplay account or linking your Steam to it. Origins is available on both Steam and GOG - I can confirm the latter version does not require any additional accounts or services.

    Finally, there’s Rayman Raving Rabbids but that’s more of a mini-game compilation/party game rather than a platformer. It also has multiplayer.











  • I completely agree that accessibility/assist modes are more important and if I had to choose I’d go with that. Since we’re in a fantasy land however I’m still going to advocate for customisation because, let’s be honest, most of the difficulties (besides “the main one”) are usually not that great.

    I’m speaking from a perspective of someone who tends to go for the higher difficulty options which extremely often go with the laziest possible decisions like turning enemies into damage sponge and increasing their attack power. That’s it. Stuff like improved enemy awareness, faster reaction times, smarter tactics aren’t exactly common and that’s my main pain point when selecting difficulty. There are also other things like ammo/loot scarcity, need drain in survival games etc.

    Having an option to tweak at least some of these things could help folks like me who often end up in a situation when one difficulty is piss easy and the other feels like a drag. Peoples skills and expectations vary way too and there’s simply no way few basic difficulty settings will be right for everyone. And if someone damages their experience? Oh well, let people make mistakes and take responsibility for their choices. Inform them that changing this stuff will affect their experience and leave them to their decisions. We can’t (and shouldn’t) baby-proof everything, in my opinion.


  • I agree to an extent but there’s a difference between “we made a specific design choice because it fits with what we want the game to convey” and “well, normal mode works like X and feels super easy to anyone experienced with gaming but on hard all the enemies are bullet sponges with 5x HP and player dies in one hit”. The latter approach brings nothing to the table and that’s what I’m against. Plus already mentioned accessibility options for those who need them.

    Besides, many games ALREADY HAVE easy modes - giving me ability to adjust things manually (which in my case is usually up, not down) wouldn’t affect their vision any more than it’s already possible.



  • Customisable difficulty. Have a single or multiple presets balanced to what you’d like your players to experience but give me an option to adjust some of the stuff to my liking. There are SO MANY games I’d love to play way more than I do but none of the difficulty options feel “right”, bringing the whole experience down.
    It’s also a great feature from an accessibility standpoint - pretty important thing for those who literally can’t play your game for reasons that could be easily worked around if such customisation was there.

    “But my artistic integrity and vision!”

    No, shut up. Your vision doesn’t mean squat if my experience with the game is annoying to the point where I don’t even care about the lore implication of an enemy placement or how gameplay systems intertwine with themes and story of the game. It’s important, sure, but it shouldn’t be more important than player’s enjoyment of your product.

    Balance your game how you imagine it but let me play with the sliders to make it feel how I want it to. Just drop a scary message about it not being the intended way to play and it’ll be fine.