I'm waiting/hoping for the iOS version.Into the Breach is on sale on Switch just now and I'm so tempted, but I usually get bored of turn-based strategy games pretty quickly.
I'm waiting/hoping for the iOS version.Into the Breach is on sale on Switch just now and I'm so tempted, but I usually get bored of turn-based strategy games pretty quickly.
Looking forward to listening to this one when I'm out on a walk tomorrow. Waypoint's end of year stuff has honestly been the best around this year.That MASSIVE Austin & Natalie podcast was great, had to skip the last section due to the Undertale spoiler talk since I haven't finished that yet. I bought Heaven Will Be Mine last week after I saw Austin retweet something about it and it sounded pretty cool, finished it with one character so far and really enjoyed it and I'm not usually a big fan of visual novel games.
Loved the podcast with Danika, good to have her back.
Waypoint's end of year stuff has honestly been the best around this year.
That MASSIVE Austin & Natalie podcast was great, had to skip the last section due to the Undertale spoiler talk since I haven't finished that yet. I bought Heaven Will Be Mine last week after I saw Austin retweet something about it and it sounded pretty cool, finished it with one character so far and really enjoyed it and I'm not usually a big fan of visual novel games.
Loved the podcast with Danika, good to have her back.
I still haven't gone back and watched Season 4. I think I was maybe a little let down by [new character] in 3 and wasn't super pressed to go finish it, especially after how much season 2 was just extremely my shit. Also that was around when I had my pancreas burst so that didn't help keep me glued to my PC.everyone watch black sails
waypoint watch black sails and talk about it
Have they talked about their streaming plans for the future because there hasn't been stuff in a while and I'm not so much the podcast listening type these days somehow.
Yes. Basically, don't expect any. It's too resource intensive for them and it doesn't give the higher ups enough eyeballs to satisfy them.
Oh right.
I got 2/3 through one route in that and kept meaning to come back, but the timing never worked for me being up to continue it around that time, and then I just never came back. I should do that eventually, hmm.
I didn't dislike it back then but there is something about the way that made me feel like... well, let me find the way I put it back then, if I search for old tweets...
"I don't, necessarily, mind that at times it feels like I'm reading a textbook, but I do sometimes feel like there's a nonexistent first chapter to that textbook that they should have let me read first"
I love some weird obscure terms here and there, but sometimes it was just way way too hard to follow what was happening, what metaphors were being made, and what I was supposed to be perceiving from the characters' actions. That might have just been the character I picked though, so maybe it'd improve on other routes? Dunno. It just made it hard to want to pick it back up if I was really tired that day and/or if it was already late enough at night that I wouldn't make much progress if I got distracted.
Yes. Basically, don't expect any. It's too resource intensive for them and it doesn't give the higher ups enough eyeballs to satisfy them.
Part of it was also that the amount of time required to make any money from streaming was prohibitive (unless they moved to a subscription model like Giantbomb) and the result of them experimenting with a heavy editorial focus and then a heavy streaming focus meant they were overworking either way and focusing on one enough to get results caused issues with the other. And because their team is relatively small, someone getting sick meant someone else had to overwork to keep the content coming.Well, Austin did say the day they use to prep would soon overlap with the day they can't use the recording room, so in the future they should be doing a little more.
I also wouldn't quite characterize the latter thing that way. Effectively true, maybe, but it was more like the views/person is much better for podcasts, and that the podcasts then got enough views that they could do stuff that requires more focus for a person or two on the side as a result?
It's been agonising to watch critics either fall off of RDR2 (or fall in love with it) without mentioning how empty it is. It is a Witcher or Bethesda-caliber open world, minus the ability to meaningfully interact with anything. It has always felt like a theatre, one that the player is also taking part in, rather than a living world; it feels fundamentally false.When I wrote about Red Dead Redemption 2 last year, the word I kept coming back to was "distance." Now, having put some more time in with the game over the holidays, I wonder if the better word is "indifference" because I am genuinely shocked at how much of this game is window dressing. A game of seemingly complicated systems with no bearing on anything, whose value and worth seem mostly for the the sake of existing, rather than with purpose.
Yeah money has always been a bit of a problem spot for Rockstar. Same problem with San Andreas.If Patrick is actually surprised that things like economies and progression are frayed at the edges of a massive open world/RPG/story then he's been asleep for the last twenty of so years since Rockstar themselves popularised this formula. These appear to be very hard problems to solve at anything but the most minute and limited scopes.
As I've always said, RDR2 is like all games that share its DNA (I include story-centric games like Life Is Strange and very obvious parallels in a game like The Witcher 3); a magic show. It tries to create an illusion of a living world and of choice. To me it absolutely achieved that to a level of success no other open world game has even came close to matching.
It is an incredible achievement and the one place it most certainly will matter is as a benchmark for other developers and for the expectations of gamers from triple A titles.
Waypoint seem to have purposefully made RDR2 their new beta noire. It's a little see-through.
It was the most popular game of last year, it's not unusual for something that big and that ambitious to get criticism like this. I agree with you, though, on that "magic show" idea, except I think that's why I've disliked all but about two open-world type games that I've played. They're so complex with so many systems and if your priorities regarding what would make a good game don't match with the priorities of the developer, you end up with this strained, frustrated feeling. It has the potential to turn into this big house of cards, where if one aspect doesn't work, then others start to fall with it, and from there your entire feeling on the game gets soured. That's kinda the gambit of ambition, thoughWaypoint seem to have purposefully made RDR2 their new bete noire. It's a little see-through.
Yeah I agree with that. It's ironic, because it was billed as this living world where Arthur can interact with everyone, but it doesn't amount to anything. If anything, it only highlights how little you can actually do in the game. None of the systems matter at all. The Nakeyjakey video also touched on this - none of the camp stuff matters a lick, and the morality system feels completely at odds with the story the game is telling. It's all just stuff layered on top of itself, but nothing is interlinked in a meaningful way.Patrick Klepek, you prince. You made the RDR2 article I've been dying for, digging into how empty and unconnected all of RDR2's systems are:
It's Surprising How Much of 'Red Dead Redemption 2' Doesn't Actually Matter
It's been agonising to watch critics either fall off of RDR2 (or fall in love with it) without mentioning how empty it is. It is a Witcher or Bethesda-caliber open world, minus the ability to meaningfully interact with anything. It has always felt like a theatre, one that the player is also taking part in, rather than a living world; it feels fundamentally false.
Though I'd personally go farther than Patrick, and say that the game doesn't support a "make your own fun" style of gameplay either. Set someone like Vinny Caravella loose in RDR2, and you'd just end up with some broken scripting or maybe a game over. Its broadest open world systems--bounties, honor, all manner of thievin'--exist to be marvelled at from afar, rather than actually utilised; because once you do, you see how insignificant they really are. RDR2 is like the ultimate game of mirrors.
That's not it, to me. It's that the game fronts like it's a simulation with lots of systems that are purported to matter. But they don't. To anything. It's all just stuff you can do, but none of it has any bearing on anything, because the game isn't actually systemized, especially in missions, which are 100% linear. None of the systems affect one another. I don't think the argument that the camp stuff doesn't matter intentionally because of the game's themes holds any water. Or at least, they don't make it better. There's no commentary by the game's systems or any acknowledgement whatsoever that what you do doesn't matter. Maybe it becomes more apparent later in the story, I haven't finished it. But my impression of the game is that it thinks everything it does is important and weighty, but it's not, because there's no importance or weight attached to anything that doesn't happen in a cut scene.I think the difference with Red Dead is that we're so used to games rewarding us with stuff and giving us little endorphin rushes when completing objectives that something just put in for the sake of world and character building feels a little strange. I'd say the camp system not mattering in the end is purposeful given the narrative of the game, you're attempting to keep this unit alive but it's slowly being driven apart and I found it pretty amazing that an open world game confronted the futility, disappointment and ephemeral nature of it all. It was refreshing to me to see a game like this where almost nothing is a constant and everything is in flux.
If anything the other way would be weird in a game about America changingand the slow death of the protagonist.
I think the difference with Red Dead is that we're so used to games rewarding us with stuff and giving us little endorphin rushes when completing objectives that something just put in for the sake of world and character building feels a little strange. I'd say the camp system not mattering in the end is purposeful given the narrative of the game, you're attempting to keep this unit alive but it's slowly being driven apart and I found it pretty amazing that an open world game confronted the futility, disappointment and ephemeral nature of it all. It was refreshing to me to see a game like this where almost nothing is a constant and everything is in flux.
If anything the other way would be weird in a game about America changingand the slow death of the protagonist.
I'd like to hear Waypoint's POV about all the ways Wolfenstein 2 didn't connect compared to the first. I wonder when would be a good time to hear that. Immediate reactions to the game (like around release) aren't good, I want to know what they think of it somewhat recently.
I meant storywise, not sales-wise :(Do you mean as in sales? Because nowadays good luck getting people to spend 60 dollars on a 15 hour game with almost no replay value. It also came out at the same time as Mario Odyssey and Assassin's Creed Origins.
WolfensteinTNO also came out very early into the current gen (May 2014) so more people were willing to give it a chance since it's not like there was much to play.
There's not a single factor as to why it didn't light up charts. That said, it still did well enough that it's getting a stand-alone expansion this year and III was casually confirmed in an interview.
No way. Tap out fastIs the football talk worth following for someone who likes Waypoint getting passionate about stuff they're passionate about but who has little to no knowledge of American foot the ball?