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PlayStation The handholding in modern Sony games is insanely over the top, and approaching Wii-era Nintendo levels

Yeah, it is basically the one thing I'm not enjoying about the game. Very annoying
Probably a good non-spoiler clip. it's a very simple puzzle I think anyone can understand at a glance, but the puzzle is spoiled on what to do and where to go immediately by the dialogue, even as you're performing the action. IMO this feels worse than Wii era, because you could at least ignore Fi as she was optional to talk to, and Nintendo's hint systems would give you a certain number of attempts before telling you what to do.


I think you should still spoiler tag this since the character involved would not necessarily be expected to accompany you
 
I feel like this is probably a product of Sony wanting to try to cater to absolutely everyone with big games like this. Even people who barely game, or even know how to, like, DO things in current big AAA games and don't know the general language and flow of a game like this.

Which honestly is fine, accessibility is good! But even if it's on by default, you should absolutely be able to turn a feature like that off. Just the vocal hints, constant chatter telling you how to do things, etc. Accessibility goes both ways, in a way, although I'm not sure if that's the way to put it, but you know what I mean.
 
In these AAA games gameplay is secondary: It's more important for the player to continue advancing and see/experience all the game's content instead of actually PLAYING the game. At some point, presentation became the most important aspect of games from some publishers' perspective and sadly, it did too for critics and public. Studios throw a lot of money into it, it becomes the core of the marketing campaign and they are rewarded by critics, awards and sales for focusing on it. At the same time, games that put their priorities elsewhere get slammed hard: Take a look at any games' OT in some major forums and you'll find that the first 10 pages are focused almost exclusively on resolution, performance and such. It isn't until a week has passed from release that the discussion turns to how the game actually PLAYS, but during those first days, when a lot of the games accumulate the bulk of their sales, you'll see people saying that the game is unplayable if it doesn't meet certain presentation standards.

Playing a game means learning the rules of the game world, and this is usually done by experimenting with them, which often means succeeding on some experiments and failing on others. Good games will present new situations in which these rules are bended, or must be interpreted in a different way, or you must discover some edge cases or hidden ramifications they may have. But no one has time for that anymore in AAA games, because developers are afraid that if players fail they will just walk away instead of trying again. AND IT'S THE DEVELOPERS FAULT, because they've been the ones teaching the players to behave this way through several other games in the past. Players have become entitled to the point that you often see discourses like "if I have paid for the game, I have the RIGHT to see everything in it". This is why you have so many people asking for easy modes in Souls games, because the notion that a game refuses to move aside and instead requires them to actually engage with it in its' own terms is alien to these players, due to it being something less and less frequent in the AAA gamespace.
 
Any chance there will be a patch for God of War that lets you turn this off?
Did Horizon FW get a patch like this?
 
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Any drawbacks if you choose the option to turn them off?
Haven‘t started the game yet
The option doesn't exist. People mistook an option that extends timing based challenges to be easier as an option that extends the time before a hint is received. Unless the developers come out and patch the game, this is what you get.
 
I feel like this is probably a product of Sony wanting to try to cater to absolutely everyone with big games like this. Even people who barely game, or even know how to, like, DO things in current big AAA games and don't know the general language and flow of a game like this.

Which honestly is fine, accessibility is good! But even if it's on by default, you should absolutely be able to turn a feature like that off. Just the vocal hints, constant chatter telling you how to do things, etc. Accessibility goes both ways, in a way, although I'm not sure if that's the way to put it, but you know what I mean.
sony so obviously wants to become the MCU of gaming so its fitting that they adopted the same attitued towards catering to wider audiences. all their weirder offbeat games like parappa and gravity rush are gone and replaced with self important third person over the shoulder cinematic games or the incoming flood of service games. oh man is it gonna suck if the new twisted metal game has some ponderous story about loss and grief.
 
I can never respect a game that doesn't respect me.
It's one thing to be assaulted by tutorials in a game that's primarily marketed towards children or all ages, but another thing where a game is hailed as some kind of best mature story in ages where said story doesn't trust you to remember what square button does.

With how good Sony is with accessibility, this is laughable. Would one more option of "I'd like to receive more hints" ruin them? Silent Hill did it by splitting "Action" and "Riddle" levels into two!
 
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AAA games being aimed at serious Gamers and then doing shit like this is farcical. the fact that the fidelity is partially to blame here is pretty fucking funny as well. when u are mostly concerned with achieving photorealistic graphics u get shit like having to literally spell out the solution to your puzzle because the puzzle blends into the very pretty background. and i know this shit firsthand having played the og horizon. dont expect it to get any better either.
Serious gamers my ass, when most players that plays these are children. That probably explains the handholding.
 
I wonder if the reason for this is the spectacle of immersion is so reliant on continual pushing forward pacing that having a player break from that, get stuck, have to mooch about, completely destroys it.
 
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I believe it’s just way too handholding. Take this example, when the main story really evoke your emotions, you certainly want to continue on the main story line, the game still arrange lines to tell you still do exploration or side quests, which completely off the hook. It’s a mind set of video game development, I am here sad to see it.
 
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Very related to this thread


He brought up an interesting point in that because these games target such a wide audience, everything has to be palatable for people with different tastes and tolerances for combat, platforming, puzzle solving, etc. Which results in a lack of confidence, focus and commitment in your game's design, as well as the "dumbing down" of things to suit a larger audience. Very similar to Marvel/Disney productions, as mentioned in the video.
 
He brought up an interesting point in that because these games target such a wide audience, everything has to be palatable for people with different tastes and tolerances for combat, platforming, puzzle solving, etc. Which results in a lack of confidence, focus and commitment in your game's design, as well as the "dumbing down" of things to suit a larger audience. Very similar to Marvel/Disney productions, as mentioned in the video.
The Zelda series has managed to thread this very needle for decades. In the grand scheme of all these "everything" action adventure games, no one else has ever come close to nailing the right mixture.
 
He brought up an interesting point in that because these games target such a wide audience, everything has to be palatable for people with different tastes and tolerances for combat, platforming, puzzle solving, etc. Which results in a lack of confidence, focus and commitment in your game's design, as well as the "dumbing down" of things to suit a larger audience. Very similar to Marvel/Disney productions, as mentioned in the video.

It reminded me of the memey Jeff Cannata tweet about God of War: Zelda's puzzles + Dark Soul's combat + Last of Us's story + Uncharted's setpieces. Well, yes, but the more you throw together into one game, the higher the odds that not only do they clash in their goals but that one or two won't appeal to every portion of a mass audience. That's why you land on simplified combat in generalist games compared to the genre specialists. Or how you get puzzles the NPCs don't trust you to solve.
 


Nothing insightful to add. Just wanted to chip in with my favorite obnoxious NPC guidance. For an hour.


At least Phil didn’t give you step by step instructions. Imagine Phil yelling “HIT THE HYDRA WITH YOUR KEYBLADE TO WEAKEN IT, APPROACH THE HYDRA, USE YOUR ACTION COMMAND.”
 
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The Zelda series has managed to thread this very needle for decades. In the grand scheme of all these "everything" action adventure games, no one else has ever come close to nailing the right mixture.
....no? The criticism came up during twilight princes and SS was one of the worst examples ever. It took them to get to the peak to realize it. Thats why the wii is in this thread title.

And the reason why (and GMTK just states the obvious) was openly discussed by developers. Its the aim for a broad audience.... Especialy in combination of a lot of not so intuitive or natural interactions.

Botw did manage to get it, but all of their systems are only complex underneath. On first glance many of them seem basic (and because of that aproachable and intuitive).
But detailed environments, the mechanic of the fixed shoulder cam, a game that sells itself on spectacle and less on its interactivity ... All of those make it way harder.
 
....no? The criticism came up during twilight princes and SS was one of the worst examples ever. It took them to get to the peak to realize it. Thats why the wii is in this thread title.

And the reason why (and GMTK just states the obvious) was openly discussed by developers. Its the aim for a broad audience.... Especialy in combination of a lot of not so intuitive or natural interactions.

Botw did manage to get it, but all of their systems are only complex underneath. On first glance many of them seem basic (and because of that aproachable and intuitive).
But detailed environments, the mechanic of the fixed shoulder cam, a game that sells itself on spectacle and less on its interactivity ... All of those make it way harder.
It's possible I remember incorrectly, but I believe neither Midna nor Fi gave you puzzle solutions in dungeons, certainly not with the frequency suggested here
 
It's possible I remember incorrectly, but I believe neither Midna nor Fi gave you puzzle solutions in dungeons, certainly not with the frequency suggested here
Midna not, but just thinking of the dessert ship dungen it happened 1 or 2 times. It was also a problem that the game constantly spelled out where to go and do what next.
 
Midna not, but just thinking of the dessert ship dungen it happened 1 or 2 times. It was also a problem that the game constantly spelled out where to go and do what next.
You're absolutely right that there was a signposting problem and a pathing problem in both those games

It just didn't extend to puzzle solutions, at least not most of the time
 
....no? The criticism came up during twilight princes and SS was one of the worst examples ever. It took them to get to the peak to realize it. Thats why the wii is in this thread title.

And the reason why (and GMTK just states the obvious) was openly discussed by developers. Its the aim for a broad audience.... Especialy in combination of a lot of not so intuitive or natural interactions.

Botw did manage to get it, but all of their systems are only complex underneath. On first glance many of them seem basic (and because of that aproachable and intuitive).
But detailed environments, the mechanic of the fixed shoulder cam, a game that sells itself on spectacle and less on its interactivity... All of those make it way harder.
I don't think Twilight Princess had that problem, in fact it's often revered as the one having the best dungeons in the series, and that wouldn't be so if Midna had spoilered all the environmental puzzles. Skyward Sword did have that problem, but I don't think it was at the level I've seen in the GoW videos though. It was released late into the Wii's life, so there was already a huge mindset that "Wii was for casuals" and then SS came and gave people a million reasons to complain about the game being too hand-holdy, colorful, kiddy, having a very looooooong tutorial, with forced motion controls...

In a way I think that SS did BotW what the WiiU did for the Switch: SS went hard on overworld puzzles, taking them out of the dungeons, which was then a pilar of the design of the BotW, same as how WiiU was a middle step between a handheld and a home console. I'm not excusing the game, I wish there was a way to make Fi shut up, she's by far the worst companion in all Zeldas.
 
The criticism came up during twilight princes
Sorta. Its biggest complaint regarding hand holding was the game's introduction being slow and tedious, not the actual meat is the game or an abundance of hints. True "Wii era" hints kicked off with NSMB Wii's introduction of the Super Guide, not at launch with Zelda.

It's not immune to hints either, which I'll get to in a bit, but it wasn't a huge complaint at the time.
I don't think Twilight Princess had that problem, in fact it's often revered as the one having the best dungeons in the series, and that wouldn't be so if Midna had spoilered all the environmental puzzles.
But on the other hand, Twilight Princess simply had fewer and less complex puzzles to solve compared to others in the series, leaving hints unnecessary. Its dungeons are lauded due to their atmosphere on the strength of the set design, as well as good combat design and enemy variety. But the few things you can call puzzles in the dungeons are straightforward to begin with, and there's little to no challenge in actually navigating them - especially compared to the N64 titles and Skyward Sword. (The Wind Waker has similar flaws with its dungeons, but are also let down visually, leading to them being regarded as some of the worst as they have very little going for them. Kinda ironic given the overall sentiment on the art direction of the two games, now that I think about it.)

Now, there's still some merit to easily-solved puzzles that actually let you solve them; done right, you can still feel smart even if you didn't stretch your brain. And to be clear, Twilight Princess does have a fair amount of that. But it also basically never asks you to think for yourself outside a dungeon; Midna is a constant voice in the overworld segments, guiding you nearly completely through twilight and still frequently chiming in in the light.
 
....no? The criticism came up during twilight princes and SS was one of the worst examples ever. It took them to get to the peak to realize it. Thats why the wii is in this thread title.

And the reason why (and GMTK just states the obvious) was openly discussed by developers. Its the aim for a broad audience.... Especialy in combination of a lot of not so intuitive or natural interactions.

Botw did manage to get it, but all of their systems are only complex underneath. On first glance many of them seem basic (and because of that aproachable and intuitive).
But detailed environments, the mechanic of the fixed shoulder cam, a game that sells itself on spectacle and less on its interactivity ... All of those make it way harder.
These criticisms are very lacking in perspective. The stuff the fanbase complains about during the so-called Zelda Cycle discussions only matter when explaining why you rank a game over another in the series. Those complaints don’t really translate into review scores or overall critical reception, at best they do but only for decimals. Like if OOT is a 10 but TP and SS aren’t as good, they are still worthy of being around 9,5s because there are simply not other games like them.

That’s why I always say that people are spoiled and take a lot of things for granted when discussing Zelda. Now I haven’t played every game that tries to scratch the same itch but it’s pretty fair to say that none have really came close. I only played Okami until the first dungeon but it’s safe to say that even TP’s infamous intro blows it out of the water, I don’t expect the rest of the game to be even close, nice art though. Not only the dungeon was more of a “series of rooms with simple puzzles” than anything in WW, but the fact that battles are basically in a separate screen because every Kamiya game needs to rate your battles like DMC pretty much disqualifies it from scratching the Zelda itch. Speaking of WW, the apparently unfinished game because it has less dungeons than OOT, what are its comparables in the action-adventure genre? Well you had Starfox Adventures which was literally unfinished, and Beyond Good and Evil which had like two dungeons. Now there’s an argument for Prince of Persia in terms of quality but they aren’t on the same scale at all as they are much shorter and linear games. Speaking of Ubisoft, which were very active in the action-adventure genre during the 7th Gen, what were their games like, what was Assassin’s Creed 2, the best one, was like? Well it has way less player agency than any of the games mentioned, it completely trivializes PoP’s core gameplay concepts (combat is extremely simple and mashy when you have better equipment, platforming is mostly done with the parkour button). The “new items” don’t do much beyond enabling certain set pieces, the tombs were okay but still not even close to PoP/TR levels or a Zelda dungeon, the side content was very repetitive and the game has a whole bunch of very explicit handholding and stuff like fail states for going off the beaten path, if Zelda ever implemented what AAA games do routinely you would never hear the end of it.

That’s why I think it’s super annoying and disingenuous to blow these Zelda criticisms out of proportion. It’s also very innacurate to call Zelda a “jack of all trades, master of none”. It’s like some of the people who “don’t care about Nintendo games because I have no nostalgia, they get review bias btw” don’t want to admit they have been missing out so they approach the series with the shallowest lens possible. “The game is easy, it has worse combat than stylish action games, it has more simple puzzles than dedicated puzzle games, they don’t have the stats/scale of RPGs, therefore they suck”. Again I can easily refute all of this as there are simply very few games that even try to strike Zelda’s balance. How many videogame levels are as memorable and evocative as Zelda dungeons? To me dungeon design peaked with SS’ Sky Keep and sadly I’m not seeing anything that scratches the same itch, hopefully TOTK drops shrines and has better dungeons
 
Real talk, as a busy adult trying to catch up on a backlog after workdays that are varying degrees of draining, a little help is appreciated. I just came back to Arkham Knight after an absence of a couple of months and I was a bit lost. The hints and controls reminders where really nice. Puzzle help for a lot these games would be/is great and the fact that it's optional is even better. Better to help first then lock off the game to some people.

Also, "Movie Game" is just really the lamest reductive term, it's up there with "Walking simulator" and I find it amusing that any adult with even a small appreciation for the variety of experiences gaming offers would use it.
 
Real talk, as a busy adult trying to catch up on a backlog after workdays that are varying degrees of draining, a little help is appreciated. I just came back to Arkham Knight after an absence of a couple of months and I was a bit lost. The hints and controls reminders where really nice. Puzzle help for a lot these games would be/is great and the fact that it's optional is even better. Better to help first then lock off the game to some people.

Also, "Movie Game" is just really the lamest reductive term, it's up there with "Walking simulator" and I find it amusing that any adult with even a small appreciation for the variety of experiences gaming offers would use it.
There's a distinct difference between a game keeping you caught up if you don't have time to play regularly, and a game being so pedantic in its handholding that it spells out the solution to a puzzle before it even finishes showing you the puzzle.
 
There's a distinct difference between a game keeping you caught up if you don't have time to play regularly, and a game being so pedantic in its handholding that it spells out the solution to a puzzle before it even finishes showing you the puzzle.
I kind of like that it does that. If you can turn it off, what the harm? Even if it is on by default and it ruins a puzzle, that's better than shutting someone else out.

Cards on the table, I have a deep dislike of From Software Games and a simmering contempt for portions of their vocal fans. I'm on the side of games going the other way and that's that.
 
I kind of like that it does that. If you can turn it off, what the harm? Even if it is on by default and it ruins a puzzle, that's better than shutting someone else out.

Cards on the table, I have a deep dislike of From Software Games and a simmering contempt for portions of their vocal fans. I'm on the side of games going the other way and that's that.
And if you can't?

I have not played the God of War games, but I did try Horizon 2 since I got it as a PS5 bundle game. Aloy is so relentlessly obnoxious in her narration of the step-by-step gameplay (and no, you can't turn it off) that I didn't even bother with the game for more than a single two hour session before deleting it from the console. It's a design that shows nothing but contempt for the player and is a weak method of guidance that could instead be handled through well-established UI methodology.
 
And if you can't?

I have not played the God of War games, but I did try Horizon 2 since I got it as a PS5 bundle game. Aloy is so relentlessly obnoxious in her narration of the step-by-step gameplay (and no, you can't turn it off) that I didn't even bother with the game for more than a single two hour session before deleting it from the console. It's a design that shows nothing but contempt for the player and is a weak method of guidance that could instead be handled through well-established UI methodology.

Contempt for the player.... Boy I can think of a lot of games that have 'Contempt for the player' whole lot more of their players and their time before labeling an assist as contempt for your players. Not everyone is playing games at their best and sharpest self or have the same understanding of general game mechanics.

If you want to turn it off and can't, I get why your less than happy about this. However, I'd rather have it and not be able to turn it off then have no option period.
 
Real talk, as a busy adult trying to catch up on a backlog after workdays that are varying degrees of draining, a little help is appreciated. I just came back to Arkham Knight after an absence of a couple of months and I was a bit lost. The hints and controls reminders where really nice. Puzzle help for a lot these games would be/is great and the fact that it's optional is even better. Better to help first then lock off the game to some people.

Also, "Movie Game" is just really the lamest reductive term, it's up there with "Walking simulator" and I find it amusing that any adult with even a small appreciation for the variety of experiences gaming offers would use it.
agreed. Some people in the Nintendo fan base are still mad about that one guy who thought Mario Odyssey would be an auto runner 6 years ago but keep calling every Sony 1st party title a walking simulator
 
However, I'd rather have it and not be able to turn it off then have no option period
I guess the counterpoint is, if you’re going to spoil the solutions of the puzzles before people can even see the puzzles, then why even include them? Might as well strip that gameplay element out.
 
I guess the counterpoint is, if you’re going to spoil the solutions of the puzzles before people can even see the puzzles, then why even include them? Might as well strip that gameplay element out.
Ok. Strip them out for every player then. I m sure that all engagement from puzzles are lost when you know the solution. I mean I've figured out puzzles and then had trouble actually exciting the solution and get satisfaction from that part of puzzle but everyone is different.
 
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Contempt for the player.... Boy I can think of a lot of games that have 'Contempt for the player' whole lot more of their players and their time before labeling an assist as contempt for your players. Not everyone is playing games at their best and sharpest self or have the same understanding of general game mechanics.

If you want to turn it off and can't, I get why your less than happy about this. However, I'd rather have it and not be able to turn it off then have no option period.
There's a line where it goes from assisting to backseating. The way that the dialogue is implemented in Horizon and God of War, it's not just telling you what to do. It is telling you what to do, relentlessly, incessantly, every step of the way, without giving you a moment to process a scene for yourself, to the point that it builds into a grating overload.
 
These criticisms are very lacking in perspective. The stuff the fanbase complains about during the so-called Zelda Cycle discussions only matter when explaining why you rank a game over another in the series. Those complaints don’t really translate into review scores or overall critical reception, at best they do but only for decimals. Like if OOT is a 10 but TP and SS aren’t as good, they are still worthy of being around 9,5s because there are simply not other games like them.

That’s why I always say that people are spoiled and take a lot of things for granted when discussing Zelda. Now I haven’t played every game that tries to scratch the same itch but it’s pretty fair to say that none have really came close. I only played Okami until the first dungeon but it’s safe to say that even TP’s infamous intro blows it out of the water, I don’t expect the rest of the game to be even close, nice art though. Not only the dungeon was more of a “series of rooms with simple puzzles” than anything in WW, but the fact that battles are basically in a separate screen because every Kamiya game needs to rate your battles like DMC pretty much disqualifies it from scratching the Zelda itch. Speaking of WW, the apparently unfinished game because it has less dungeons than OOT, what are its comparables in the action-adventure genre? Well you had Starfox Adventures which was literally unfinished, and Beyond Good and Evil which had like two dungeons. Now there’s an argument for Prince of Persia in terms of quality but they aren’t on the same scale at all as they are much shorter and linear games. Speaking of Ubisoft, which were very active in the action-adventure genre during the 7th Gen, what were their games like, what was Assassin’s Creed 2, the best one, was like? Well it has way less player agency than any of the games mentioned, it completely trivializes PoP’s core gameplay concepts (combat is extremely simple and mashy when you have better equipment, platforming is mostly done with the parkour button). The “new items” don’t do much beyond enabling certain set pieces, the tombs were okay but still not even close to PoP/TR levels or a Zelda dungeon, the side content was very repetitive and the game has a whole bunch of very explicit handholding and stuff like fail states for going off the beaten path, if Zelda ever implemented what AAA games do routinely you would never hear the end of it.

That’s why I think it’s super annoying and disingenuous to blow these Zelda criticisms out of proportion. It’s also very innacurate to call Zelda a “jack of all trades, master of none”. It’s like some of the people who “don’t care about Nintendo games because I have no nostalgia, they get review bias btw” don’t want to admit they have been missing out so they approach the series with the shallowest lens possible. “The game is easy, it has worse combat than stylish action games, it has more simple puzzles than dedicated puzzle games, they don’t have the stats/scale of RPGs, therefore they suck”. Again I can easily refute all of this as there are simply very few games that even try to strike Zelda’s balance. How many videogame levels are as memorable and evocative as Zelda dungeons? To me dungeon design peaked with SS’ Sky Keep and sadly I’m not seeing anything that scratches the same itch, hopefully TOTK drops shrines and has better dungeons
I wont comment an all points you make (since i agree with many). (in the end i rambled on...)
Rankings: i don't care, and review scores where inflated for a while during that generation.
SS sales where abysmal, and the remaster is more in line with general discourse.
TP was still rather linear and handholding (not to the extend stuff like GoW is), and i wont argue about who peaked at the maximum, SS was clearly over the line in handholding for most people (general reception outside of reviews, sales, legacy). Is GoW worse? probably. But if a meal is to burnt to be salvageable, then why should i care if the other one is 5% more burned.

Zelda style games are not easy, lets clarify that. You don't work on a core formula and then build a game around it, every piece of content needs to be handcrafted and designed around new mechanics and their implications. With that sad, it often is easy to see where those games could have gone further, explored more, etc. ALTTP MM and TP (even if i don't really like TP that much) seem like the most fleshed out variants of their variations/interpretations. But there are countless variants people could conceptually think of, and since those games are so hard to make good, you can only do so many of those variations/ideas.
Here we come to the problem: fleshing the concept out so that it is "feature complete" takes time (or in majoras case lightning in a bottle). Risking to much by trying more out there styles, mechanics, changes can go really wrong (in -> not enough mass appeal to sell enough)

Zelda (and to a degree Pokemon) are series where the core concept just by itself inspires endless ideas. Compared to what it "could be" is always a problem with those.

And since im rambling ... yeah, sometimes they did rush those games, the ideas they tried did not work out, or they where to save. there still are not many comparative games. BotW is one of my favorite games ... i could write a book of things not that great, some bad, some that could have expanded massively, and some new directions it could take. But implementing all of that? yeah, that is a different story. With many other major games i just ... could not think of many things.

Jack of all trades master of none: well, yeah, kinda. it cant be the master, since then the game would have to be build around those aspects, and it would reduce its appeal. I don't see that as a bad thing. Sophistication in an area means exponentially increasing time investment for marginal improvements, and zelda games have the Appeal of being diverse, in Gameplay, in presentation, in atmospheres.
You could call it a master of merging those other trades (i see BotW as a solid base in that), and with that game i would say its a master of World design.

Talking about memorability of zelda dungeons...theming or mechanically? many games have really memorable places. TP is lauded for its dungeons, but they are...fine as dungeons, while having great Thening. MM? All of its dungeon are almost universally better then TP dungeons. Mechanically there are not many puzzle dungeons in gaming that come close. I would mention some of the Golden Sun dungeons (depends on who you ask). But the dungeons sure are a strong point of the series.

Do general RPG dungeons count? then there would be a ton for me that comes close or goes further by theming.

With all that sad: Zelda games are great, more studios should try their take since the formula can be broadened so much, when they take away puzzle solving or player agency they can get really tedious since they aren't mechanically deep (neither combat nor build), and that's what broke SSs neck for many (and yeah, it does not spell many puzzles out, but overall every time when its not contained to a place it almost immediately guides you where and how to find the right place. They are only not universally praised because there is so much more potential there then they even can deliver.

(And SSs dungeons are good to great, but the bosses and weak and Gameplay outside of the dungeons feels worse then chores…but its the majority of the time investment)
 
After all, this kind of games are "interactive movies" for casual gamers.

2d2.jpg
 
I mean I found God of War to be pretty difficult and I'm not a casual by any means.....

The term "Casual Gamers" in 2022.
Yeah, it’s rather reductive to just boil them down to interactive movies. There’s clearly plenty of thought put into stuff like combat and movement in these games, even if they do have a strong focus on being cinematic. Heck, even games that you could argue are interactive movies, like Life is Strange or The Walking Dead games, are still good games
 
After all, this kind of games are "interactive movies" for casual gamers.
When I played God of War 2018 and The Last of Us Part II, I found that they offered more challenging gameplay than something like Super Mario Odyssey, tbh, but maybe I'm a casual

What do the hardcore kids play?
 
I mean I found God of War to be pretty difficult and I'm not a casual by any means.....

The term "Casual Gamers" in 2022.
I'm fairly well-convinced that the people who complain about AAA games don't actually play them and just get their talking points from one another on Twitter or wherever.

(This is not to say that there are no genuine complaints to make about AAA games, but the hyperbole and the repetition of broad arguments that don't apply to half the AAA games that people use them for is absurd.)
 
I'm fairly well-convinced that the people who complain about AAA games don't actually play them and just get their talking points from one another on Twitter or wherever.

(This is not to say that there are no genuine complaints to make about AAA games, but the hyperbole and the repetition of broad arguments that don't apply to half the AAA games that people use them for is absurd.)
The drive-bys can be pretty wild. If someone were to post that they think Nintendo just makes kiddie games that shouldn't earn any recognition (or a similarly low quality post), they'd have quite the dogpile to contend with, and perhaps rightfully so. I'd like to think we're above making sweeping, inaccurate, hyperbolic declarations that are just meant to stir the pot.
 
The drive-bys can be pretty wild. If someone were to post that they think Nintendo just makes kiddie games that shouldn't earn any recognition (or a similarly low quality post), they'd have quite the dogpile to contend with, and perhaps rightfully so. I'd like to think we're above making sweeping, inaccurate, hyperbolic declarations that are just meant to stir the pot.
Yeah, "Nintendo is kiddie" is the reverse of this argument and belies an ignorance on the part of the speaker about how diverse Nintendo games are across genre and difficulty.
 
I'm fairly well-convinced that the people who complain about AAA games don't actually play them and just get their talking points from one another on Twitter or wherever.

(This is not to say that there are no genuine complaints to make about AAA games, but the hyperbole and the repetition of broad arguments that don't apply to half the AAA games that people use them for is absurd.)
Thectricky part is, that sony wants to provide an experience for a) gamers (with systems, progression, depth) and b) casuals that want more of a cinematic amusement park ride experience and less mechanical engagement.

To have the same game cather to both you have to have a lot in place to make it as frictionless for group b as possible, and handholding is one part of it.

Reason? Cinematic AAA games are hard to make and expensive, they can only deliver so mane Grade A experiences per year. (Stillnot shure why Horizon and GoW where in the same year)
 
Wasn‘t that post saying the modern AAA games are more like interactive movies for light users and things are different for hardcore gamers? I'm confused by why people became so hostile.

edit: ok, it's my misunderstanding.
 
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When I played God of War 2018 and The Last of Us Part II, I found that they offered more challenging gameplay than something like Super Mario Odyssey, tbh, but maybe I'm a casual

What do the hardcore kids play?

For a mod you got very defensive for a play station game. To answer your comparison what's more difficult, one doesn't exclude the other. Mario Odyssey is filled with easy to get moons to collect, so that even casual gamers can enjoy it.

For anyone interested in buying Last of Us 2, Mediamarkt sells this so called masterpiece in bargain bins for 9€ right now. No recommendation from my part.
 
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For a mod you got very defensive for a play station game. To answer your comparison what's more difficult, one doesn't exclude the other. Mario Odyssey is filled with easy to get moons to collect, so that even casual gamers can enjoy it.

For anyone interested in buying Last of Us 2, Mediamarkt sells this so called masterpiece in bargain bins for 9€ right now. No recommendation from my part.
All I did was challenge your post, not sure how being a mod is relevant. I didn't even buy God of War Ragnarök, the initial subject in the OP. I just find it pretty reductionist to dismiss a subset of games as being "for casual gamers", and also found it odd that you used that wording in a disparaging manner. Super Mario Odyssey was just a random example of a popular game I figured most of us have played. I'm just wondering what constitutes a game made for the hardcore demographic, in your eyes, if God of War is for casuals.

Regarding that marked down, bargain bin copy of TLoU2: sounds like a heck of a deal. I've gotten some really good times out of games I've bought on the cheap.
 
I think it's worth pointing out that Sony Santa Monica and Guerrila Games aren't the same studio; they're continents apart from each other

Generalizing this to Sony games feels disingenuous, and takes attention away from the issue with these individual games, which is very much worth discussing
 
All I did was challenge your post, not sure how being a mod is relevant. I didn't even buy God of War Ragnarök, the initial subject in the OP. I just find it pretty reductionist to dismiss a subset of games as being "for casual gamers", and also found it odd that you used that wording in a disparaging manner. Super Mario Odyssey was just a random example of a popular game I figured most of us have played. I'm just wondering what constitutes a game made for the hardcore demographic, in your eyes, if God of War is for casuals.

Regarding that marked down, bargain bin copy of TLoU2: sounds like a heck of a deal. I've gotten some really good times out of games I've bought on the cheap.


I doubt it was a random example, you chose a popular Nintendo game, because to you it was a Sony vs Nintendo argument. In other words, you reacted like a typical console warrior.
 
I doubt it was a random example, you chose a popular Nintendo game, because to you it was a Sony vs Nintendo argument. In other words, you reacted like a typical console warrior.
I'm not really sure how to respond, so I'll just say the following: I think games geared toward the casual demographic are cool. Games geared toward the hardcore demographic are also cool. Here's one of my favorite screenshots from one of my favorite "casual" games. It's me and my best buddy Melba enjoying some coffee together.

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