Agreed, I would still recommend it since I enjoyed it, beat it, and got part ways through an NG+ playthrough, and that’s a lot more than I get out of a lot of other games.
i type way too much about video games and sometimes music
Agreed, I would still recommend it since I enjoyed it, beat it, and got part ways through an NG+ playthrough, and that’s a lot more than I get out of a lot of other games.
Agreed. I mean, The Silver Case and now Trace Memory are getting re releases so… Hotel Dusk seems like the perfect next choice
I’m reading the book about Satoru Iwata and in it he talks about Earthbound and says (hardcore paraphrasing) that Earthbound on the surface has a lot of regular RPG conventions, but through a combination of its non gameplay aspects it becomes something incredibly unique that even today has very few comparisons.
My hunch is that it was really tarnished by the idea that it was “an escort quest, except that’s the whole game”, and with the hate those sorts of quests get I think that really turned people off, undeservedly, as the game is going for more than that reductive summary.
I love that game, too. I’d hate to spoil it for anybody, but it is a great example of a story that works better as a video game that you play, with all the returning to older sections to get the correct path, all for the payoff of the ending.
Dishonored absolutely holds up, just replayed it a month or two ago. I do also believe it’s just a tighter, more well designed experience than Dishonored 2. It’s hard to properly explain without taking notes, but Dishonored 2 felt like “well, we have to make a sequel, what can we expand on and add on?” Where Dishonored 1 just felt like they knew exactly what they wanted to do and expertly executed every single thing just like they wanted.
Still a blast to play today, and the art style holds up.
Agreed, that was the first game in a long while that I’d played that at once felt extremely novel but also felt executed incredibly well.
Oh, they still do that, now it’s just nefarious and hidden behind concepts like FOMO and season passes