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3 votes
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What kind of game is FBC: Firebreak? Preview for the first-person co-op sci-fi horror shooter from Remedy Entertainment.
17 votes -
Metroid Prime 4: Beyond – Nintendo Direct 3.27.2025
26 votes -
With just four cars and four tracks in Steam early access for a limited-time sale price of $24, maybe Wreckfest 2 should've waited
16 votes -
Assassins Creed Shadows and stealth
So Assassins Creed Shadows released this week, and so far the discourse surrounding the game is really all over the place with lots of good and bad reviews across the spectrum. I was a big fan of...
So Assassins Creed Shadows released this week, and so far the discourse surrounding the game is really all over the place with lots of good and bad reviews across the spectrum. I was a big fan of the Assassins Creed games from 1-3, and then I skipped the PS4 console generation so I didnt play any of the more recent ones. But this new one is about ninjas, which is rad, so Ive been following news about the game.
One thing I noticed, which is the main thing I want to discuss, when seeing clips of the game online is the focus on sword combat, and more specifically open combat. I dont know if this is a thing that became more of a focus in earlier games like Valhala or if its more a response to the success of Ghost of Tsushima. Im wondering if anyone else has thoughts on how the role of combat has evolved as the series has advanced.
In my personal view, a ninja assassin game should have minimal focus on direct combat. The ideal way an assassination should go is something like this:
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Do some early missions to gather intel or do prep work
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Take on "the approach" to your target, which will involve a combination of parkouring over rooftops and stealth kills to remove guards. Your efforts in step 1 will make this easier or harder.
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Get into position and wait for the right moment when the target moves into the right place
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Spring your trap, whether that be pouncing on them with a dagger or setting off an explosive or whatever
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Drop a smoke bomb, disappear into the shadows, maybe jump off a rooftop into a haystack for good measure
When pulled off correctly, it should be like you were never there. Aside from the dead guy. If you are getting into a direct head on confrontation as a ninja, you have fucked up at ninja. To this end, I feel that in a stealth assassination game open combat should be more of a penalty for when you screw up and get caught, not part of the core strategy.
Looking back at the early games, this concept was applied in AC1. Getting into a fight with a Templar was pretty difficult and tedious. You didnt want to get stuck doing it, and if you did it was often better to just run. The times you were forced to fight head on it felt like you were trapped in a dire situation that was not to your advantage, so it was a good way to apply pressure to the player to make a scene seem tense.
In AC2 the combat was reworked and became significantly easier. I actually really like the way it was implemented. Technically you can get away with just hammering away at most weaker enemies until you break their guard, but the combat really shines when you fight defensively. If you focus in dodging and counter-kills, big fights become a thing of beauty. Ezio dodges and weaves effortlessly through the crowd, doing a slick spin slash every so often to slice a bad guys neck. Its all very stylistic and elegant and graceful in a way that makes Ezio look like a badass but is still very evocative of the idea of a master assassin.
And then AC3 is fine, I don't have a ton to say about that one.
Returning to Shadows, when I look at clips of people playing the game there is a lot of sword combat. The combat seems to often follow a pattern where the enemy will perform a fixed attack pattern with visual indications like a colored aura around their weapon, which the player must mitigate through precision by either dodge rolls or parrys, after which there will be a pause during which the player can whack at the enemy a few times and reduce their health bar. Repeat a couple times until they are killed. I think it is specifically the hacking away at an enemy like you are taking a machete to jungle foliage that I dont like about this. Whittling away at an enemy who just tanks it and soaks up damage feels decidedly un-assassiny to me.
Now, if open combat is intended to be a big part of the game then I can see why this is the case. You cant make every enemy a long drawn out chore like AC1 because if youre going to have to do this like a hundred times that will get old fast. And you cant do glorified quick time events like AC2 because itd be too quick and a major pillar of your gameplay will feel trivial. So I can see why this newer style of combat is being used, I just don't feel its a great fit for the genre.
What are your thoughts? Are you a fan of stealth-action games? Do you enjoy dodge-roll-centric combat? How would you want to see combat handled in an assassins creed type game?
13 votes -
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An extended look at Pokémon Legends: Z-A!
18 votes -
Gunbot Diplomacy | Gameplay trailer
3 votes -
TRON: Catalyst | Release date trailer (=> June 17, 2025)
8 votes -
Phantom Blade Zero | Gameplay trailer
3 votes -
Lost in Random: The Eternal Die | Official gameplay trailer
7 votes -
Wolfenstein The New Colossus and messy executions
10 votes -
Split Fiction | Official co-op gameplay trailer – 6th March 2025
7 votes -
DOOM: The Dark Ages | Developer_Direct 2025 Gameplay Sizzle
9 votes -
Wurm Online is a cosm of desolation and decay
7 votes -
Jump Ship | Official gameplay explainer trailer
10 votes -
Which Fallout 3 city has the best job market?
13 votes -
Slay the Spire 2 | Official gameplay trailer
43 votes -
Split Fiction | Official gameplay reveal trailer
17 votes -
Elden Ring Nightreign | Reveal gameplay trailer
24 votes -
Lego Fortnite Brick Life | Gameplay trailer
12 votes -
Favorite quick play tabletop game recommendations
With Christmas around the corner I'm wondering if anyone has tabletop/card games they enjoy that are quick to play (in my mind less than 30 minutes). I enjoy longer games like Betrayal at House on...
With Christmas around the corner I'm wondering if anyone has tabletop/card games they enjoy that are quick to play (in my mind less than 30 minutes). I enjoy longer games like Betrayal at House on the Hill immensely, but I'd like to add some games to my collection that are fun and light hearted, easy to learn, and idealy travel easy. I often play games with family over the holidays and want some that aren't as intimidating for my parents and older relatives to pick up and try. I often played with at least 2 other people, but I've been looking for fun 2 player games as well.
Can you please share what the gameplay is like and what you enjoy about playing it? Thanks all!
29 votes -
Overthrown | Gameplay trailer
7 votes -
I cannot get into Paper Mario: The Thousand Year Door
Hello, I am struggling with a relatively useless personal issue, I am finding it very hard to play the aforementioned game mentioned in the post. My close friend has this heralded as his favorite...
Hello,
I am struggling with a relatively useless personal issue, I am finding it very hard to play the aforementioned game mentioned in the post. My close friend has this heralded as his favorite game ever (tied with Majoras Mask) and possible one of the best of all time, and since the remake came out he very graciously lent me his copy. I have just gotten past the first major boss (Hooktail I think his name is) and just playing this game feels like a chore.
The combat is very slow, the dialogue is so overly childish, the story is your typical Nintendo fan-fare story. Even the music, which Nintendo does a great job most of the time, I find just average. I find the Rogueport theme music to be overly obnoxious for some reason, and too grating to my ears for a central city/hub which you're visiting a lot.
I really want to know what I am missing out on that makes this game so beloved by people other than pure nostalgia because I just can't see it. I know it's completely fine to not like games, but I feel a game as acclaimed as this should usually be liked by most people, and I think I usually fall into the subset of that lol.
Ironically enough, this is the same friend who introduced me to FromSoftware and I have loved all of their games.
16 votes -
Squadron 42 | CitizenCon 2954 live gameplay reveal
8 votes -
Controversial opinion: I don't like "cosmetic armor" being an option in games
In some games like Terraria or Horizon Forbidden West, you can have a "fake" set of armor on top of your "real" set of armor. The "fake" set defines how your character looks, while the "real" set...
In some games like Terraria or Horizon Forbidden West, you can have a "fake" set of armor on top of your "real" set of armor. The "fake" set defines how your character looks, while the "real" set determines your stats. This isn't a common thing in a lot of games, but in basically any game with different outfits with stats, I hear this being a requested feature. Whenever someone mentions this feature in a comment, people will chime in that it's cool and they wish [insert game here] would add it. The Horizon devs being one example of a studio who heard about this from the community of their first game, Zero Dawn, and added it to the sequel.
I really don't like this, even having it available as an option for single player games. Let me explain...
I think it really ruins the whole point of stat changing equipment in games. A big part of video games with customizable equipment and builds is designing a build and a character appearance that you like. Do you want to be slow with powerful attacks? Do you want to be fast with weak attacks? Do you want balance?
I'd argue that making a set that looks good while balancing the stats is another one of these things that adds to meaningful character creation decisions. Do you take the insane armor, or the really decent armor with worse stats that looks cool? Find a cool hat the character you're roleplaying as totally would wear? Oh, it has worse stats than the helmet you were using... But it weighs less! Maybe you can use a heavier chest plate to compensate for the stats you lost?
This also makes armor that both looks cool and has great stats into very valuable items that players want to get.
Of course for PvP games, having the type of armor that a player has on instantly give away their power level is important. On a Minecraft server, if you see two hostile players, one has leather armor, and the other has full netherite, you know the netherite guy is going to have better gear.
You might think this only matters for PvP games, but not allowing this mechanic in mostly single player games also adds a lot to the game, since you'll likely either see friends play the game or watch videos of other people playing the game. Each armor being intrinsically linked to certain stats creates a link between what you know that armor does and what kind of player would use that armor. In Elden Ring (which also has PvP, but bear with me), if you see someone wearing Bull Goat (the heaviest armor with the best stats), or wearing nothing but a jar on their head (to get worse defense but faster dodge rolls and some buffs to consumable throwing items), that tells you a lot about their play style just looking at their character's appearance. If both of these people could wear whatever armor they wanted and make the functional armor invisible, I would have no idea what build they had.
Using armor that looks good but has bad stats can be a fun flex to show you're good at the game, and choosing to have terrible fashion in exchange for stats is hilarious, as per this ProZD skit. That concept is a fun part of gaming culture I wouldn't want to see destroyed.
44 votes -
What is the key 'gameplay loop' in a MUD game?
I'm currently building a basic MUD as a (very productive so far) learning exercise. Obviously MUDs have the same mix of appeals as other RPGs do: exploration, progression, combat, PvP, online...
I'm currently building a basic MUD as a (very productive so far) learning exercise.
Obviously MUDs have the same mix of appeals as other RPGs do: exploration, progression, combat, PvP, online community etc.. But what in your experience is the key mechanic the game needs to nail to keep you coming back? When a MUD clicks with you, what itch is it scratching?
All examples welcome, even those that are not MUDs but may be applicable to MUDs.
22 votes -
The Royal Office of Magick Affairs | Sweden Game Conference pitch reel
4 votes -
Using randomizers to play Zelda like it's 1987
10 votes -
Leauge of Legends Season 2024 Split 3 gameplay changes
6 votes -
Helldivers 2's crucial 01.001.100 update completely reworks weapons, adds new Galactic War feature, and changes much more in bid to make the game easier
17 votes -
Little Big Adventure – Twinsen’s Quest | Gameplay trailer
11 votes -
Winter Burrow | Twenty minutes of gameplay
5 votes -
Sid Meier’s Civilization VII | Gameplay reveal trailer
41 votes -
Kingdom Come: Deliverance II | Official gameplay showcase
9 votes -
Monster Hunter Wilds | Basic mechanics overview
13 votes -
The first major gameplay update is coming to Balatro in 2025
22 votes -
The horse nerd’s review of Elden Ring – how Torrent satisfies gameplay needs but fails at horse movement
42 votes -
Gundam Breaker 4 × Pac-Man Collaboration
8 votes -
Sekiro vs Elden Ring design philosophies
6 votes -
Knights in Tight Spaces | Reveal trailer
19 votes -
Neon Blood | Official release window trailer
5 votes -
Trailblazers: Into the March | Official gameplay trailer
2 votes -
What video games have had you taking real-life notes?
What are some games that have inspired you to break out a real pen(cil) and paper? How do you feel about games that implicitly or explicitly want you to take notes? Do you have any recommended...
What are some games that have inspired you to break out a real pen(cil) and paper?
How do you feel about games that implicitly or explicitly want you to take notes?
Do you have any recommended “note”-worthy games?
51 votes -
EVO Japan fighting game news roundup
This past weekend was EVO Japan, one of the largest fighting game tournaments in the world. On top of all of the high level competitive play, there was a slew of new information for both upcoming...
This past weekend was EVO Japan, one of the largest fighting game tournaments in the world. On top of all of the high level competitive play, there was a slew of new information for both upcoming and existing games. I figured it would be easier to compile this all to one place instead clogging up the whole ~games group.
Game DLC
Street Fighter 6 - Akuma Gameplay Trailer
Tekken 8 - SEASON 1 Trailer
GUILTY GEAR -STRIVE- Season Pass 3 Playable Character #4 [Slayer] Trailer
Idol Showdown Next Fes: Overview TrailerGranblue didn't have a gameplay trailer, but they did release some info about their upcoming dlc character Beatrix. News article and screenshots here.
New Game Info
FATAL FURY: City of the Wolve | Marco Rodrigues
2XKO At EVO Japan 2024
Iron Saga VS - Getter Robot PV
Hunter X Hunter Nen Impact PV1There is probably more, but this is the main chunk of into.
11 votes -
Riven (2024) | Official gameplay reveal trailer
17 votes -
Hades II technical test | Live gameplay
10 votes -
Streets of Rogue 2 | Official gameplay trailer
11 votes -
The making of Pentiment
7 votes -
Destiny 2: The Final Shape | Developer gameplay preview
4 votes -
Windblown | Gameplay trailer
5 votes