Tom Selleck
Arcane
- Joined
- May 6, 2013
- Messages
- 1,223
before I get pelted with cans for being a storyhomo like that portapotty guy at that one music festival: is there a story in the new DLC?
I've long been aware of the degeneracy of Save Anywhere and its deleterious effects on player incentives. I used to play games like that but came to realize that not only was there scant challenge on offer if you savescum, but also that it completely sapped any enjoyment out of games and destroyed most of their systems. Checkpoint saving is the proper alternative, though, not permadeath (I'm talking about losing a single character file in a 30 hour game from e.g. 4 Mimick attacks or a single electrocution, not something intelligent like XCOM or this new roguelite mode). The latter encourages degeneracy in its own right, as any risky play is heavily discouraged in favor of only the most safe and boring tactics, usually exposing the game's weakest points and cheesiest options in play. Neither extreme is interesting nor conducive to the designer implementing deep, challenging gameplay.Well of course everything is better without savescuming. Please tell me you didn't play videogames like that up until this point? But the thing is, even autosaving sucks. And saving in general may in fact be the greatest degenerate mechanic ever, because it allows every casual to play and beat the game, eventually. Otherwise only true Ubermenschen like us would be able to do it.
before I get pelted with cans for being a storyhomo like that portapotty guy at that one music festival: is there a story in the new DLC?
I've long been aware of the degeneracy of Save Anywhere and its deleterious effects on player incentives. I used to play games like that but came to realize that not only was there scant challenge on offer if you savescum, but also that it completely sapped any enjoyment out of games and destroyed most of their systems. Checkpoint saving is the proper alternative, though, not permadeath (I'm talking about losing a single character file in a 30 hour game from e.g. 4 Mimick attacks or a single electrocution, not something intelligent like XCOM or this new roguelite mode). The latter encourages degeneracy in its own right, as any risky play is heavily discouraged in favor of only the most safe and boring tactics, usually exposing the game's weakest points and cheesiest options in play. Neither extreme is interesting nor conducive to the designer implementing deep, challenging gameplay.Well of course everything is better without savescuming. Please tell me you didn't play videogames like that up until this point? But the thing is, even autosaving sucks. And saving in general may in fact be the greatest degenerate mechanic ever, because it allows every casual to play and beat the game, eventually. Otherwise only true Ubermenschen like us would be able to do it.
For these slower-paced exploration-games, I've always been fond of Resident Evil's ink ribbon saving method. There's a limited amount of ink ribbons you can find in the game which you can use to save at a typewriter, and one in consumed every time you save. An essential resource which has to be used eventually but is limited in quantity will naturally be used sparingly when you don't have a clue how long the game will be and with how much savescumming you can get away with before accidentally depriving yourself of the ability to save. Even if you were to give players a limit of 500 quicksaves in a 60+ hour RPG with no way to increase that amount, they would still be conservative with their saving behavior just in case. It's that "maybe this powerful potion will be more useful later on" mentality at work.
However, your save tokens being limited and all, you're more strongly encouraged to explore and head into possibly more dangerous areas for more save tokens. Upgrades are nice, but save tokens are downright essential in everyone's eyes, especially if their scarcity is handled properly. If you savescummed too hard and ran out of save tokens, then you'll have no choice but git gud at staying alive and finding secrets until you find another token to fuel your addiction. Only being able to save at designated save points allows the designers to get more creative with level pacing and exploration, while it also pushes players to keep on living. If you've made a lot of progress and killed a lot of dudes and found a lot of loot, you want to get back to home base safely instead of redoing everything again, even if that means incurring some mistakes in the process. You have to plan ahead and know the layout in and out to find the most efficient route to the nearest save point, or you can keep pushing onwards in hopes of finding a new save point. Anyone who's ever played Resi 1 will develop a mental map of the entire mansion.
Also fun is that the amount of save tokens you got in Resi scaled with difficulty. If only someone would mod Prey so difficulties scale the yields you get from resource drops rather than HP values.
For these slower-paced exploration-games, I've always been fond of Resident Evil's ink ribbon saving method. There's a limited amount of ink ribbons you can find in the game which you can use to save at a typewriter, and one in consumed every time you save. An essential resource which has to be used eventually but is limited in quantity will naturally be used sparingly when you don't have a clue how long the game will be and with how much savescumming you can get away with before accidentally depriving yourself of the ability to save. Even if you were to give players a limit of 500 quicksaves in a 60+ hour RPG with no way to increase that amount, they would still be conservative with their saving behavior just in case. It's that "maybe this powerful potion will be more useful later on" mentality at work.
However, your save tokens being limited and all, you're more strongly encouraged to explore and head into possibly more dangerous areas for more save tokens. Upgrades are nice, but save tokens are downright essential in everyone's eyes, especially if their scarcity is handled properly. If you savescummed too hard and ran out of save tokens, then you'll have no choice but git gud at staying alive and finding secrets until you find another token to fuel your addiction. Only being able to save at designated save points allows the designers to get more creative with level pacing and exploration, while it also pushes players to keep on living. If you've made a lot of progress and killed a lot of dudes and found a lot of loot, you want to get back to home base safely instead of redoing everything again, even if that means incurring some mistakes in the process. You have to plan ahead and know the layout in and out to find the most efficient route to the nearest save point, or you can keep pushing onwards in hopes of finding a new save point. Anyone who's ever played Resi 1 will develop a mental map of the entire mansion.
Also fun is that the amount of save tokens you got in Resi scaled with difficulty. If only someone would mod Prey so difficulties scale the yields you get from resource drops rather than HP values.
Finished the DLC, total 18+ hours clocked on my playthrough - while I was not very slow, like most youtube letsplays that I glanced over in the recent days, I still had some bumbling about and stupid deaths. Still, even if it's around 15 hrs with more rational playstyle, it's money well spent.
PS The volounteer's personal story is hilarious (especially if you try to play with other characters after you finish it). Corruption sets on 4 by itself and I got both moonshark, nightmare, pair of technopaths, telepath and assorted typhons in the crater... I did not buy enough q-beam ammo so I had to run like a little girl and cheat (by enabling the towers). After dodging death for good 20 minutes , I died to a stupid voltaic mimic shortly after entering one of the base sections
Story in an Arkane game? Really? I wasn't playing it for story, it's actually, as others put it, makes you think how to survive and shit, and it feels rather good (as compared to the usual "zerodeaths" popamole or save-load fests). And you simply can't learn whole sectors in one go (or several, even) if you don't have the hourglass recipe (i'd even make it limited use or remove it alltogether, it trivializes everything in the late-game)Is the story that good?
Not really, if you reset the sim enough times, some zones get vented(unpowered etc) from the get-go. Some fun times dodging the shark (which can remove half your armor with one attack) or nightmare that spams the electric balls. O2 will only go out on the highest corruption level (5), for example
+Level Design. Arkane have pretty much shown that they're the only name in the game when it comes to AAA level design, and Mooncrash has some of their best yet. Pytheas base feels like a real lived-in and worked-in place, and learning its layout is perhaps the best key to survival.
-Joan. Joan is fucking boring and her character adds nothing to the DLC. Her story mission is one giant fucking Fed-Ex quest, and she's also mechanically substantially the weakest of the characters. Fuck Joan.
-The reveal on who the spy is is telegraphed loudly at every turn in the beginning of the game, and makes the ultimate reveal boring and unnecessary. If you're going to lock off content to the player, don't lock it off behind a story-wall when your story is predictable and obvious.
-No Benedict Wong voicing Alex. It's understandable given the much smaller budget, but it's also... really noticeable.
-SimPoints economy is totally borked. I ended the game with 75000 sim-points, and I was in no way conservative with them. I bought tons of neuromods, and usually started each character off with at least a silenced pistol, artax system, and a chipset or three. Everything on offer should be at minimum twice as expensive as it is. Neuromods, TimeLoop Delays, and Artax System should probably cost somewhere around 10,000, 3000 for neuromods is just hilariously underbalanced.
if you don't have the hourglass recipe
This mod removes corruption timer death from the game. It also adds additional corruption levels and the enemies have more hp and damage.
Weapons cost more to buy with sim points and pistol and shotgun ammo fabrication resource requirements have been changed.
Time_loop items can no longer be fabricated.
TLDR entire game is more difficult. No timer
I just found that there's already a mod which aims to rebalance the corruption timer and the resource economy in the DLC. Not a lot of specific info given, but I'm curious if this would be worth a shot:
No corruption timer and Higher difficulty
It's like removing the whole idea of what this DLC is, I guess most people are storyfags...No corruption timer and Higher difficulty