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File: 1614183980981.jpg (87.38 KB, 1024x612, 256:153, cc330880e90fffa0214b9d0de9….jpg)

 No.795

Some guy did a report investigating what's happening with Dying Light 2, found out Techland management are mad lads:

>Over the course of my investigation, multiple people independently shared a story of an artist who turned in some work that management disliked. The feedback they received was "pedalski", which translates to "too f**got-like". In another meeting, the team was discussing the "modern dark ages'' - one of the core design pillars of Dying Light 2 - and one lead blurted out, “At least they knew how to deal with women back then!”. It’s hard to feel like complaints about sexism are being taken seriously when the main feature of the CEO’s office is a photo of a naked woman next to a cheetah. (pic related)


>Marchewka (CEO of Techland) is an ideas man, and he had some ideas to promote Dying Light 2. One plan was to drive an unmarked van down to the Mexican border and offload a pile of body bags, sparking a macabre ARG that would eventually reveal itself to be part of the game’s marketing campaign. Another idea that was floated, just around the start of the pandemic, was to send out medical test kits. People would test themselves and get results back telling them whether or not they were susceptible to the game’s fictional pathogen. Because the kits were for real diseases, though, you might also find out you have something seriously wrong with you.


On the not so funny side Dying Light 2 is a disaster and will probably end up like Cyberjunk:

>Another person who worked on Dying Light 2 for multiple years tells me they “have no idea what the final game will be, or what the story is. It’s changed so much. People kept quitting, getting fired.” The reveal of Dying Light 2 promised a tangled web of choice and consequence, where one playthrough will only allow players to see 50 percent of the game’s content, but much of that has been stripped back.


>“What is going on in Techland is just total chaos, not iteration. There are plenty of examples where there is someone responsible for a given feature - like a game director decides on something - but Pyza and Marchewka just overwrite this because of some bullshit reason, like they've seen something working differently in other games so we can do it like that.”


>“It could also be something like the shape of spikes on the enemy, how [a certain] AI kicks the player, or some visual aspect where Marchewka will give his famous feedback like, ‘that just looks bad’ or ‘this character looks gay’, which is very useful feedback for specialists who work on such things for years, right? It is 100 percent true that there is nothing written in stone in Techland. Dying Light 2’s story was rewritten like six times or so. It could have worked in Dying Light because the project was smaller, but it makes production for Dying Light 2 - a much bigger project - just impossible to move forward.”


Full report:
https://archive.is/MEzNQ

 No.799

>One plan was to drive an unmarked van down to the Mexican border and offload a pile of body bags, sparking a macabre ARG that would eventually reveal itself to be part of the game’s marketing campaign.
Would have been based as fuck but it also sounds like a sure way of getting v&

 No.806

>>795
I think they just got a general office burnout from working too hard. The videogame industry is like that.

 No.810

>>799
Not just v& but possibly carted off and tortured to death because a cartel thought they were rivals pulling some shit.

 No.817

>>795
>It’s hard to feel like complaints about sexism are being taken seriously
They shouldn't be.
>a photo of a naked woman next to a cheetah
What's wrong with having a picture of a baboon and cheetah getting along?

 No.819

>>817
The picture seems tasteful to me honestly, I don't see how it's sexist or anything

 No.820

File: 1614517998979.png (178.55 KB, 640x535, 128:107, facebook marketplace.png)

I'm so confused. I do agree this is like Cyberpunk because I've heard about it for years and have no idea why the fuck anyone cares.
Looking at dying light 1 on steam and it just looks pretty generic tbh. I feel like I've heard rumblings about dying light 2 forever is it just all paid shilling or did people legitimately like it? I must've seen hype for it on 8/v/ too a number of years back or at least heard it brought up.
I'd sooner just tune a lot of this stuff out at this point. Like cyberpunk, this obviously astroturfed media campaign that got a bunch of normies in FOMO mode only to backfire enormously. The aftermath was funny but the only reason there was an aftermath at all is because people feel for the marketing campaign.

 No.822

>>817
>What's wrong with having a picture of a baboon and cheetah getting along?

Maybe people are used to seeing animals killing each other instead of being friends. That's a women in OP's pic doe

 No.834

>>820
Just watch the E3 presentation, you can see why people were interested. This was a couple years ago though and based on the report this concept for the game probably doesn't exist any more (the story definitely doesn't because Avellone was booted from the project lol)

 No.844

File: 1614635231011.png (75.44 KB, 635x525, 127:105, 1549077216575.png)

>>834
It's a shame what happened with Avellone, but he kinda had it coming by trying to appease the SJW crowds. He should've known how easily these people turn on you.

 No.855

File: 1614636200558.png (128.79 KB, 750x400, 15:8, 5cf41434a578e.png)

>>844
I just don't understand why he was cancelled. My man Chris just wanted to eat some pussy

 No.863

>>855
Men aren't allowed to express their attraction towards women unless they're 10/10 gigachads I guess

 No.871

>>820
dying light 1 was pretty fun tbh. had good DLC and a pretty compelling story + good gameplay.

shit like this is why I'm not excited for fucking anything anymore, my expectations are permanently lowered and hardened, I honest to god can't get excited for games anymore. I never thought cyberpunk was going to be good. it started with fallout 4 for me lads, I had a feeling it would be shit back then, and then it came out and was so disappointing. I'm not like, happy that any of these games are bad. I don't want them to be bad. but the studios just don't make anything good anymore. it's such a breath of fresh air when a fucking good game finally comes out. I'm replaying MGSV, and despite all the shit talking it got when it came out, it's so much better than anything else that's come out in say, the past 3-4 years. it's really sad.

 No.872

>>871
yeah mgsv kinda makes me sad playing it because it was so close to being so much better
but I agree, for drowning in open world shit these past 5-6 years mgsv really made it fairly engaging. you could still get fucked hard for getting caught in the open and still had a lot of the magic that metal gear solid games have of just doing retarded shit and making it work

 No.873

File: 1614781951630.png (424.55 KB, 900x483, 300:161, ClipboardImage.png)

>>834
yeah yeah so I watched it
maybe i'm just bitter and jaded but call it molyneuax syndrome, the mass effect :^), whatever you want, but whenever one of these fucks say your decisions "MATTER"! it's just not true. the only really dynamic games like that are probably crpgs or sims that came out 30+ years ago for dos.

 No.874

>>871
I think it doesn't help that the devs like to hype up their new games for years before release, and when they actually release it's just an average game. Makes them seem worse than they really are when the marketing was promising you a 10/10 masterpiece.

 No.879

>>871
>I'm replaying MGSV, and despite all the shit talking it got when it came out, it's so much better than anything else that's come out in say, the past 3-4 years
>already apologetics for that piece of shit
God you weak cuckchan brained faggots are pathetic. "better than anything else that's come out in say, the past 3-4 years"? It's literally the epitome of every bad game design in modern gaming. Kill yourself.

>>872
>because it was so close to being so much better
No it wasn't. It was garbage from the very inception, which stemmed all the way from Peace Walker, which also was a piece of hit.
>still had a lot of the magic that metal gear solid games have
It literally had none, I'm convinced you haven't played any like most of you newfag cancers. Hackjewma did everything to move it away from MGS games as far as possible and have it resemble shitty western sandboxes.
Wew, regenerating health is just like MGS games! Kill yourselves.

 No.880

>>871
>expectations
>getting excited about games
>ie "hype" ever being something good or worthy of fond reminiscence
>also namefagging
ffs make the world a better place and kys immediately

 No.886

File: 1614955984443.webm (2.29 MB, 720x404, 180:101, untitled2.webm)

>>879
lmao
I've played them all though. I even beat MGS2 on (((EUROPEAN EXTREME)))
posts like this make wonder why I ever left /v/ in the first place
>cuckchan faggot
fam you know where u @ rn?

 No.887

>>879
this is a comfy board, fuck off back to 8chan if you're going to be an edgy faggot

 No.890

>>880
>noooooo stop getting excited for things, you're supposed to be bitter and depressed like me!
lol

 No.893

>>886
/v/ was always like that though.

 No.896

>>893
I think that's his point. Most of the big /v/ boards are full of argument and pessimism while this place is fun and actually enjoys playing video games

 No.927

File: 1615585547210.jpg (100.9 KB, 552x592, 69:74, 40962c6f8db9201ed5666263f6….jpg)

>>893
I don't really care if people are bitter about the industry, it's more that /v/ posters are bitter in general. They all have a stick up their ass. If you don't post in exactly the way they want and about the exact topics they want then they get all pissy. They are so aggresively against fun and spontaneity that half the threads are just generals now. And maybe this is just me but I can swear there's one guy who goes around making incredibly specific threads like this:

>Post any video game where you do X and Y but Z!!!


Like bro do I look like TV tropes to you, fucking google it

 No.928

>>927
>it's more that /v/ posters are bitter in general. They all have a stick up their ass.
Truth. I feel that /v/ posters on most of the big websites seem to play games not because they enjoy them, but to feel a sense of superiority over normies, reddit or whoever else resulting in basically the same mentality as hipsters. It's incredibly cringe, especially when it relates to gaming which isn't exactly an intellectual hobby in the first place.

 No.937

>>928
It's sad how some of them treated that one Bug Fables autist. The guy could be a little annoying at times but he was usually okay to talk to and didn't screech reddit the moment you used some arbitrary trigger word.

 No.938

>>937
is bug fables that paper mario lookin thang?

 No.941

>>896
i'll have you know i fucking HATE video gaymes

 No.968

>>938
yes. its not as good as he was hyping it up to be but i think its enjoyable enough for at least one playthrough. i think he got so much shit purely because he was so enthusiastic, because the game itself isnt abhorrent

 No.1056

>>928
People playing games and having fun don't have as much free time to post stupid shit like people who don't. It's not rocket science.

>>871
You like a shit genre of games which don't hold up outside of nostalgia. Fallout is a walking sim with terrible combat stacked on top of it. Which has become the dominant genre of late and is why so many people are annoyed with gaming on the whole. They don't make swift 10 hour experiences any more, they make skyrim or dark souls knock offs lasting 40+ hours where the majority of it is the game playing it's self.

RE2 and Super hot 2 both came out in the last few years. MSGV is no where near to either of them in terms of quality.

 No.1058

>>1056
Open world imo is good in concept. People have always wanted non-linear games with as much freedom as possible, and open worlds are an attempt to realise that. But in 99% of cases it isn't executed well because it's based around systems like quest markers and fast travel which eliminate the need to make the map actually interesting. There's also the fact that because it's the popular thing right now it often gets forced into games where it doesn't belong. But it isn't unusual in the industry for companies to make generic copies of the popular thing. It was only about 10-15 years ago for example that every fucking game was a generic FPS thanks to the popularity of Halo and CoD. Go back even further and there were a shit ton of generic JRPGs everywhere trying to copy Final Fantasy and Dragon Quest etc.

 No.1196

>>1058
The problem is size, maps are way too big with too much filler content. You could easily cut Skyrim's map in half and still include EVERY memorable location and quest

 No.1198

>>1196
That's why I personally think Morrowind is the best example of a good open world game. You have a small map but with a lot of content, fast travel uses in-game systems rather than just magically teleporting to the destination and the lack of quest markers means the map needs to be filled with notable landmarks for the directions make sense. Of course it still has all kinds of flaws but it's the best open world game so far imo

 No.1664

File: 1621303386751.webm (3.17 MB, 1920x1080, 16:9, Pet the Scrib in VR (Morr….webm)

>>1196
that's not an argument against size, that's something deeper. A good open world game should make the act of travelling itself enjoyable. Not only is it important from the gameplay perspective but also for the narratives players create in their heads. You need to have a journey before the destination, and the recognition of this is a bit part of why stalker is so memorable.

 No.1674

>>1664
I don't see how that relates to size at all. If you have a massive map, you can't fill it with interesting unique stuff. That's my point

 No.1676

>>1674
I've heard good things about Tamriel Rebuilt and that's pretty big right now, can't speak from experience though

 No.1680

File: 1621367662460.png (411.57 KB, 1920x1080, 16:9, morrowindCoast.png)

>>1674
a world too condensed strains at plausibility at ironically works against the joy of exploration. How believable is it to have to bandit caves, a vampire lair, and an occupied stronghold next to each other? I wonder if they get on well with their neighbors. Do you think they carpool? The more shit clustered into a small space the less fun and exciting it is as the player to find the shit in that space. You remember the first cave you found in Morrowind? Maybe Addamasartus, maybe something else? I bet you immediately cleared that fucker out, freed the slaves, and plundered everything you could carry all the way down to the pillows. The dozenth you encountered? Maybe you killed everyone and grabbed a few potions or a soul gem. The 50th? I'd be surprised if you even stopped to see what they named it. There needs to be a paucity of locations so that encountering those locations is itself noteworthy and interesting. And yes, obviously those locations need to be good. Of course the fewer locations there are, the fewer good ideas will need to be divided between them.

Simply saturating a map also creates a perverse incentive for the dev to substitute designing fun travel with simply dotting the landscape with random shit. To see the difference in action compare STALKAN to patrolling the Mojave almost makes you wish for a nuclear winter.
To put it another way, all those locations are sprinkles. More sprinkles is usually better, but if you sacrifice dev time on the ice cream to add more sprinkles the whole thing's going to come out worse.

 No.1681

>>1680
>fun travel
i'm pretty sure the only reason traveling to missions and "follow missions" exist is so they can say they have a 20 hour-long game
i've been playing nfs heat recently and it's fucking aids, the gameplay is basically
>leave your garage
>drive to a race
>complete mission
>drive back to garage
>repeat
it's 5 minutes of traveling and loading screens for a 5 minute race
maybe you can say that's because it's a shitty ea game (true) but i think they just halfassed it and failed to conceal what a lot of open-world games do

 No.1683

File: 1621377819797.jpg (62.32 KB, 1280x720, 16:9, maxresdefault.jpg)

>>1681
>i'm pretty sure the only reason traveling to missions and "follow missions" exist is so they can say they have a 20 hour-long game
I wish, most open world games are like 60 hours nowadays, padded to hell

 No.1684

>>1681
sounds like a bad game, anon
I'd endorse making bad games smaller and shorter
maybe one day we can shrink them all the way down to 0kb
>>1683
ouch

 No.1708

>>1680
Redpill me on STALKER, I once tried it as a teenager and ragequit after like an hour. Thinking about trying it out again sometime

 No.1713

File: 1621447392355.mp4 (1.27 MB, 640x360, 16:9, Chimera Hunt in STALKER (R….mp4)

>>1708
>redpill me on stalker
you just made my day, anon
it does atmosphere better than any other first person game. Depending on your taste gunplay is either garbage or the half-life bastard child you didn't know you needed. the dynamic a-life system means that AI stalker, mutants, and in some mods anomalies are constantly moving dynamically in a logical fashion (pathfinding sometimes excepted). In fact the a-life is so intelligent that supposedly the devs had to gimp it to stop random stalkers from beating the game. The game is unrepentently Ukrainian and its stubborn insistence on authenticity towards its setting reinforces that atmosphere all the more. Oh yeah, did I mention they toured the exclusion zone extensively to ensure they were doing it right? It's so well done let me hit you with a brief greentext story.
>SOC had tons of cut content
>in final game spend maybe 5 min sprinting through the exterior of Chernobyl NPP
>playing mod that lets you wander around that map
>the whole thing is several km large and quite detailed but it's mostly ignored by the spawns and A-life
>spend an hour wandering around the empty exterior of the NPP
>it's comfy AF and still a fond vidya memory years later
Mods are very much to taste but the subjectively right ones can improve the entire experience immeasurably, and the games are replayable enough that going through the game again with a fresh coat of paint is enough to revitalize the entire experience.

The most important thing imo is the aforementioned gunplay. Either play vanilla or get the /v/ starter pack off the cuckchan thread on /vg/ (the games are also there if you need them) for improved pretty and nonessential bugfixes then play through that on master because the guns are all airsoft on lower difficulties, and if you're not having fun by the first lab either x16 or x18 then find a mod that looks good and give that a try. For release order you'll want to start with SOC then either do CS or COP. COP > CS but CS can be fun for its faction war system and was earlier in release chronology if that matters to you. The games are basically SOC is the loved one with crowded maps, lots of gunfights, and tons of cool mods, CS is the wacky one with its faction wars and heavily scripted missions, and COP is the authentic one with large, mostly peaceful maps that feel closest to the proper STALKAN atmosphere but vanilla is also derided as a "zone theme park" because lots of threats have been removed ie really dangerous mutants rarely spawn and bandits don't attack unless you antagonize them.

I had a similar experience to you the first time I played. I made it halfway through the cordon, couldn't understand what people saw in the game and hated the shooting from having mostly played proper tactical shooters like Rogue Spear and gg'd until an old /v/ friend started telling me his greentext stories. I tried LURK 1.1 (the pink and bloom one old/v/ (F ;_;) loved to hate) and fell in love with more authentic shooting, rich shaders, and minimalist, uninstrusive hud. My point is that the game should eventually "click", and if that's not happening it's worth it to start experimenting with mods. Mods are monolithic so they're easy to install and should rarely fuck reliability. Shortlist of good SOC mods to check on your second playthrough: AMK, LURK, Autumn Aurora 2, OGSE, Doom's Mod Merge: Anon Edition (if you want freeplay).

Oh, and: crosshair is for pussies, Lost Alpha and Misery are maymays, vanilla's stable, there's an ini edit if you want to prone, default hud is bad, contacts menu in the pda is wallhack, save rarely for a challenge, play on master difficulty, duty are fascists, and AS VAL is best grill
if you come up with any questions post em

 No.1752

>>1713
Is there a mod to play with the original Russian audio + subs? I'm kind of a weeb who likes to experience things in the original language wherever possible

 No.1756

File: 1621618284731.webm (11.27 MB, 450x360, 5:4, Hey Bro - a Stalker CoP c….webm)

>>1752
I don't know about CS but SOC already is except for the rare voiced plot dialogue and the beloved GET OUT OF HERE STALKER. Some rus mods replace that to but it's such a small thing I never really looked into it. I know there's at least that TKGP (I think) made mod that does it for COP which is by default fully english localized and you can find that on the cuckchan repo. I think. I can mirror it if it's not there. Just don't expect anything award winning, the rus voice acting is just as bad.
For your first playthrough I'd encourage you not to use such mods though because that dialogue is a rite of passage.

 No.2041

>>1756
So I installed SoC (fully vanilla) and played it a little, mostly just doing sidequests in the Cordon. Breddy fun so far and some nice atmosphere, but combat-wise I'm savescumming a lot since you get killed so quickly (playan on master difficulty with no crosshair as recommended by most people on the internet), do I need some better equipment or something or just to git gud?

 No.2044

>>1713
lmao that actually scared me enough i accidently clicked and paused the video

 No.2046

>>2044
pussy bitch

 No.2089

>>2046
shut up fag
remember i was banging your mom one time when you walked in after pissing your pants over a nightmare
after she put you back to bed we both laughed over what a little faggot you are. then i blew my load in her eyes and left

 No.2132

>>2041
R U retarded?

Don't play Stalker that way. It's dumb and the type of dark souls kiddy mentality. Stalker is a hard game to get into without playing it in a shitty meme way. Your early equipment sucks, you have a lot to learn and it will kick your ass repeatedly if you don't. So go install Complete and play through the damn game on a reasonable difficulty setting with crosshairs.

 No.2135

>>2132
I'm just going by what that guy said really. Also isn't Master the intended difficulty? I heard the lower ones were added last minute and just turn everything into bullet sponges

 No.2221

File: 1623517987180.png (416.47 KB, 1022x1024, 511:512, baitMinusSeeMeAfterClass.png)

>>2132

>>2135
>>Also isn't Master the intended difficulty? I heard the lower ones were added last minute and just turn everything into bullet sponges
Yes. Any post that advocates Complete is either rusing you or a lost pedditor. Note the ebonics and discord maymays. But, savescumming is a pussy way to play and takes all the tension out of the game. Try saving only when you encounter friendly stalkers or on autosave.



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