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My friend brought his PS5 here so we could check it out and we played over 40 hours of it then, passing the controller every time one of us died, and I loved the game so much that I bought it without a PC.
Then I got my new PC basically just to play it, I'm over 60 hours in and I still haven't had enough.
If you guys can't get enough out of the difficulty, try doing challenge runs adding up limitations like these:
1. turn off auto aim.
2. never pick up resins.
3. stop picking up suit augments.
4. pick up EVERY parasite.
5. stop picking up Artifacts.
6. do a malignancy only run (never pick up anything that isn't malignant or spoiled)
You can do those challenges adding up, depending on how easy you think it is.
I think this is why I tend to gravitate towards action rogue-like/lite games like Dead Cells, Nuclear Throne, Hades and others. It has a pick up and play arcade quality where you can have one or two runs or play for longer if time permits. It's great that we have a rogue-lite like this with great AAA production visuals and sound - that's not to take away anything from the great indie titles.
That's like saying are you aware you can win any game of Rainbow Six Siege by pointing your mouse and clicking left mouse button?
That's like saying are you aware you can finish any run in Risk of Rain by holding W and left mouse button?
This reductive way to look at gameplay is an absolute cancer to video game franchises and why things always have to be overcomplicated with 15 different mechanics for a single thing.
If you liked Returnal, perhaps Roboquest could be up your alley? Main difference being it's first person. High octane bullet hell with lots of build diversity. There's also Deadlink though that game needs content. I consider Deadlink to have one of the best if not THE best gameplay loops in genre.
Both are stellar examples of what roguelikes can be outside of things like Deadcells and The binding of issac.
Personally, I think roguelikes are the best thing that happened to video games in a long long time.
The ability to jump into a session without worrying about what kind of items I had on me, what kind of stage I am on right now while still having solid progression mechanics that matter is down right perfect. Furthermore, they offer all sorts of experiences, from sidescrollers a la Deadcells or Rogue Tower to third person lunacy such as Risk of Rain 2 and Returnal to high octane action of Roboquest, Deadlink all the way to more relaxed turb based experiences such as Darkest Dungeon all the way to card games such as The King is Dead.
There is so much diversity it's insane.
Winning in risk of rain 2 requires knowledge and a bit of luck & skill.
Here you can LITERALLY dodge everything by going sideways.
There is no timing, there is no thinking, all you have to do is go sideways and fire when enemies aren't firing at you.
(bonus point for spamming grappling hook which has INSANE i-frames)
There is literally only ONE enemy I've seen attack where you're going to be instead of where you are. (and I believe it's not even an enemy but an elite ability)
This doesn't always apply to bosses though.
And that's the thing with a lot of roguelike/roguelite games. There is a way to abuse the mechanics, and once you've found it, it's easy.
People saying returnal is "the best video game ever made" are simpletons.
The game isn't bad, but it's far from being the best.
(also the story telling is awful...)
You're mad at people having "reductive ways to look at gameplay", I'm mad at people who see a simple video game and have their mind blown.
(I'm still glad we get to see a AAA roguelite game, maybe we'll get more)
Umm stupid argument. Dodging in DS games is piss easy because of all enemy timings being predetrmined and you're rarely if ever contested in a multi enemy fight that requires peculiar timing.
You can literally dodge everything in Dark Souls by going sideways as well or dodging sideways? Like what the ♥♥♥♥ kind of argument is this? And please, save me the hours spent in fallacy because it doesn't apply to me, I played heaps on console and over 400 hours of pure PvP in ER and DS3 on PC.
There is beauty in simplicity and among hundreds of triple A games with convoluted and annoying mechanics, Returnal hits us with simple effective stylish and fun gameplay.
I'm not mad either, I'm stating the facts, you can explain any game in a reductive way such as you did with Returnal, you just go side ways and shoot and you sometimes dodge. Well, here's a couple for you:
Dodge, dodge, hit - Dark Souls
You look around, wait for the enemy and then shoot - Rainbow Six Siege
You dodge, hit, dodge, hit - Deadcells.
Point being, any game can be described like this so as to give it less credibility as a standalone experience. Once you remove any nuance by describing the gameplay in a reductive way, yes, your game appears simple. Truth is, most mechanics in video games are padding, nothing more. Returnal much like other roguelikes forsakes this so the player can focus on what's in front of them.
I'm not sure how you play Returnal but I get in the heap of it and am usually surrounded by enemies which makes it so that I have to be aware of my 360 field of view, my play style does not revolve around going sideways as you put it.
You are also completely free to not abuse the mechanics or broken builds, which is the point of roguelites. You have your session, go wild. Your game, your rules and your pickups.
Counter-point: dodging in DS is not piss-easy :p. I'm currently sitting at position #3000 in tower of sissy (it's not overcrowded so that's not a massive achievement, but the point is that I'm reasonably competent at this game). I am prone to playing high-speed, do-or-die games that like to emphasize things like just-frames, IFs, etc and so forth. That includes games like bayonetta, the recent Doom games, fighting games, racing games, and a bunch of others.
So, no. Dodging in DS is not piss-easy, especially when you compare them to Returnal, where dodging through a screen of fire is basically trivial (doding the next five attacks, a bit less so :P). Also, DS and other FS games like to be very coy about timing windows, active frames and IFs, so there's some obfuscation at play.
I have no doubt that dodging in DS becomes easy as you sink more hours into it, get a feel for the timing and begin relying on it. But it's not like taking your first jump in Super Mario. I'd confirm this, but these games are too much of a chore for my liking.
Just NO.