- cross-posted to:
- retrogaming@lemmy.world
Sounds like you played shitty games as a kid.
This hurts so much as an adult 😪
You played shitty games as a kid, it’s not exactly an uncommon or unrepeatable experience, I mean if it wasn’t as common or relatable as it is, AVGN (and creators like them) wouldn’t have been nearly as popular and successful as they are.
This is me with books.
I went back and replayed some of the OG Metroid games (Metroid, Super Metroid, Fusion, and Zero Mission), and I’m happy to report that they are still rad a/f.
If you had very low standards, and your standards are different now…then your tastes have changed.
My needs changed. When I was a child I had an intense need to master new skills and show them off. Video games could meet that need in a way school never could. As an adult I can completely fill those needs with work so I have no interest in those sorts of games. Now I play games to be entertained and delighted. If I want challenge I’ll put that energy towards earning a bigger bonus for Q4.
Oh would you look at that all your effort went to your bosses bonus, better play harder next time…in all seriousness that’s a fun way to look at work.
I might have helped a few bosses along the way. Collateral damage. ;)
yeah we were kids
I’m playing Tomb Raider remastered right now and I’m scum saving like a little bitch.
I think young me just didn’t value spare time because he had so much of it.
These Unfinished Business levels are rough as fuck though.
“If you are holding the jump button as you run off a ledge, Lara will always jump right at the edge.”
- from the 100 biggest lies of gaming
Yeah, you need at least to do a jump back from the edge. I think that’s even in the Croft Manor tutorial tbh. It’s very open about it being tile based.
I didn’t even try “modern controls”. I know where I am with the tank controls.
I highly doubt the intent was to always approach ledges, then walk to the edge, then step back, then run forward, EVERY single time you need to make a jump. It breaks the flow of exploration.
Theoretically, you just need enough space. But the game’s coding is incredibly murky about how much space that is. I’ve failed jumps after running forward from the back edge of a block, just because I had landed from somewhere else, and did not then perfectly measure out one full jump-back. Ultimately, it causes plenty of annoyance and makes the controls inconsistent. If you want to read it as “You didn’t correctly backstep at every single jump” then it just means the game is boring.
I mean, it’s from 1996. 3D games were in their infancy.
It’s a very methodical and laborious game about checking every last corner and crevice for a way forward, and it’s really not a game that concerns itself with flowing gameplay. Everything is awkward. It all feels very deliberate, from the block based layout to the walk button that takes you right the edge of them.
There’s a few bits where you need to keep running and jumping (the timed flame puzzle for example) and those can be iffy, but there’s not many. It’s a game of its time, and they’ve preserved it all. I’m surprised how well it still holds up if anything, considering the gameplay is left as intact as I remember it.
Crash bandicoot was written in fucking LISP
And they are not using a rigged skeleton for animation
Wait really? Man I knew those games were my favorites for a reason
Going back and playing games I never liked the gameplay of and only played for the story now, as an adult, I think the stories are poorly written and cringe as fuck. 😬
Though for some games, that doesn’t make them bad. It just makes them good in a different way. Like how you might enjoy a crappy B movie because it’s crappy.
Random stab in the dark, but I could easily take this statement to be about Final Fantasy 7… 🤣
Even if it isn’t, it’s safe to accept that a lot of modern game tropes can have their origins traced back to 8/16/32 bit origins.
Basically what I’m trying to get at is that a lot of the time, the narrative was able to be seen as less cringey, and more cutting. Time has dulled the more sharp edges, or even moves public perceptions well beyond what was presented.
Chrono Trigger, and Secret of Mana on my shelf like
I still replay those and enjoy them. Final Fantasy Tactics, War of the Lions as well. Personally I think they hold up, with maybe Secret of Mana being the worst of the three. I’m extremely positively biased toward Secret of Mana though as it was the first game me, my brother, and my sister could play at the same time on SNES, and was the first game we got with the system for that exact reason (we first experienced it visiting another house, before we even had a SNES, and they had a splitter. They showed us Secret of Mana and some multi-player basketball game I can’t quite recall).
It’s such a positive memory of us all being able to enjoy the same activity together without fighting over controllers etc(though maybe some fight over characters :P)
The unskippable animations in that game. They didn’t bother me at the time, but once somebody pointed them out, I had to agree they were terrible. I don’t think I could play the original again because of that. (Fortunately, I’ve heard that newer versions do allow you to skip.)
W-Summon Knights of the Round; perfect time to go take a toilet break - except against maybe Ruby and Emerald weapons… 😅
Most games I loved as a kid I still love as an adult. Some I even love more - especially those with stories I didn’t fully understand at the time. What do you mean Tactics Ogre was about genocide and ethnic conflict? I thought it was about turning everyone into the ninja or swordmaster class??
Fighting games I’ve lost my taste for, I suppose, though I played those more because they were on every damn demo disc. Though I still remain strangely good at them. A friend of mine picked up some esoteric modern indie fighting game two years ago or so and I fucking crushed them without even knowing the controls while they had several hours of practice under their belt, lmao.
There is no reason both can’t be true at the same time
Some games yeah.
The game pictured in this comic, the Crash series on PS1, aged like fine wine though.
Based on the title on the poster, its talking about Crash Bash which is really bad. Basically Mario Party but its just he mini games.
Oh you’re right, I forgot about this one. As a PS1 household, we liked it as kids without Mario games.
I should play it again to see, and I would need to play it with other people to judge it appropriately, unlike the comic.
To this day crash bash is a game I really enjoy with my cousin. Especially the levels where you have to coordinate and defeat the CPU players as a team and you accidentally send the red explosive ball their direction. No one’s fault really, but we lost - ensue heated argument.
I was going to say this, too. It definitely applies to some games, but not the original Crash trilogy. I replay those games every 5-10 years.
Yeah, weird to have Crash in the background given the quality of the games.
C*ash Slap is on the poster, which is probably supposed to be a reference to Crash Bash.
If you don’t remember Crash Bash, that makes sense, it wasn’t great.
I’ve certainly noticed that my patience has dropped off a cliff.
When I was young, I spent hundreds of hours in RPGs. Then I got into roguelikes, which are like RPGs, but condensed down. Well, and now I’m microdosing this crack, because the condensed version of roguelikes is apparently puzzle games.
I used to love RPGs when I was younger too, but now I find them too slow. I’ve always loved roguelikes, back when I still liked RPGs, and still to this day.
A good rogue like is a super complex puzzle with randomness thrown in! Completely see the similarity.
Only RL I went hard for was DCSS for some reason, and it’s hard to estimate how much time I put into that over the years. At least as much as other heavily played AAA or MMO type games for me. What about you?
I wonder if that statement applies to the original Rogue? I don’t recall there being much puzzle to it.
Edit: OOPS. You meant whether the statement about being puzzle like applies to OG Rogue. You said almost exactly that. My bad lol, below remains intact to display my shame (and enthusiasm).
It’s a puzzle in the sense that you have a constrained number of options, both in a given combat scenario and in the general sense of building your character and attacking the dungeon. And usually all those options have some tradeoffs, beyond just the opportunity cost. Skill (and creativity! one of my favorite elements!!) of the player make the difference between a doomed run and a cakewalk. Careful marshaling of resources, knowing when it’s time to spend something rare or take a gamble. Knowing what late game change might solve the weaknesses your character has and help achieve specific goals, knowing what would be folly.
Lot to learn, and then deploy in fun and creative ways. And challenging. Loss is the teacher, lol. So good!
Ehm, well, I may or may not be moderator of a DCSS community here on Lemmy. 😅
Yeah, I decided to write “roguelikes” up there, but 99% of my roguelike time, I’ve also spent in DCSS. It being more puzzley than many of the more recent roguelikes has certainly played a role…
Oh snap! Haha well, musta been something I sensed in your comment. DCSS sure feels like an extra fun puzzle to me. Cheers!
That game is pretty cool, thank you for sharing. Will go well when I want a break from crosswords.
You should check out all the games on that site, they’re very good. There’s even a free mobile app with no ads
I did a little write-up on it a while back, probably my favourite app, and it’ll run on anything!
Wow. The phone app is awesome. I’m shocked this guy releases it for free.