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the company are using it to stay cheap and relevant when they mostly arent relevant anymore.
the only one i life is mcdonalds it just looks better and less clownish. yes im aware Ronald is a clown. that never meant the buildings had to look like a circus.
There games like MMO rpg games like raid fights where got ~20 types of buffs & rebuffs on screen, huge panels with tons of skills, and items, and all that, with warnings of boss moves, and what now. If you're looking for that kind of game, you want MMO rpg like world of Warcraft, and such.
If you want to see only couple things, like health/mp, leveling bar, and if couple affect signs of buffs/rebuffs maybe Borderlands you're looking for.
And reason people like seeing less, maybe like doom, or etc to keep it simple, because maybe want to see more of what in front of you visually. Some people want things to be super simple, and focus more on the gameplay more maybe.
Overall it up to you what games you're seeking to play for yourself.
Though I don't think its a fad when so few games actually use it.
And if someone could possibly explain how HADES is “minimalist”
Because you all seem to not understand what that word means
People really seem to think “minimalism” is “easy”
In fact minimalism is hard in its own right. It’s easy to make BAD minimalist art just like it’s easy to make BAD realistic art. Using a minimalist art style requires you to convey a LOT of information using as little information as possible. This is extraordinarily hard to do especially in games where information is very important.
Look at a game like Celeste. You load into a level and you instantly need to understand
1) level layout
2) what elements are part of the critical path
3) pathing for your character
4) what elements are obstacles
5) what elements aid you
All that has to be conveyed to you clearly and concisely using very little information
Art Style: "Hades" features a distinctive, hand-drawn art style that uses bold lines and a limited color palette. This minimalist approach to art allows the game to focus on essential details, creating a visually striking world without overwhelming players with excessive detail.
Gameplay Mechanics: The core gameplay in "Hades" is straightforward and easy to grasp. You control Zagreus as he fights his way out of the Underworld. The game doesn't overload players with complex systems or mechanics, allowing them to focus on refining their skills and making meaningful choices during their runs.
Narrative Delivery: The game's narrative is delivered primarily through dialogue and character interactions. There's a minimalist approach to storytelling, with the game revealing plot points and character backgrounds incrementally, without the need for extensive cutscenes or exposition.
Level Design: "Hades" utilizes a series of interconnected chambers rather than sprawling open-world environments. This approach allows for a more concentrated and focused experience. Players can explore the Underworld room by room, making it easy to understand their progress.
Sound Design: The game's sound design is also minimalist in a sense. The music and audio cues are used sparingly but effectively to create atmosphere and provide feedback during gameplay
Any rogue lite can be considered minimalistic to some point because that's how they were supposed to be made by design.. Not sure if YOU know what minimalist means, it doesn't mean the game is poorly made if that's what you're getting at