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Oh, and I always, always play on Easy mode. The challenge for me is choosing the right solution to a problem, not having to reload constantly, because I'm really crappy at actually playing.
What about games like Dear Esther, Gone Home, Everybody's gone to the rapture, Proteus and the likes? While these may be very introspective experiences lacking meaningful interactions with other characters, there are also games like Animal Crossing that focus on virtual communities instead.I think there's already a lot more besides fight-kill-win or pointless mobile time wasters and, while we do need even more varied and deeper experiences, we are definitely moving towards the right direction.
The question is WHICH Rondo of Blood. :P
PC Engine game Castlevania: Rondo of Blood. I see that a remake exists as well, but I'm not familiar with that.
I assume it's the latter. I hope we didn't drive Brie Code away from the forum, now.
My friend raves about a game called "Life is Strange", in terms of somewhat mold-breaking games with strong storylines (and it features a female protagonist).It has an unusual "time travel" mechanic you can (and sometimes need to) use to solve the puzzles in the game. There are demos/trailers online which show it in action. Interesting!
Sorry, I disagree. If it were the early 2000s and the boom of commercial shooters I would understand the critique, but nowadays we are living in a creative golden age after the indie explosion from the eacly '10s. Life is Strange was already cited, but there are other bazillion crazy-innovative titles out there reaching for new experiences and defying old categorizations: Minecraft, Sword and Sworcery, Limbo, Gone Home, Crusader Kings 2, Firewatch, Papers, Please!, The Stanley Parable, King of Dragon Pass, Kerbal Space Program, Soma, Dwarf Fortress, Hyper-Light Drifter, Undertale, Abzu, The Last Guardian, Prison Architect, Goat Simulator, Hotline Miami, etc, etc, etc.
Most of the rest fall into the builder/simulator category, which is also part of the very traditional video game appeal demographics.
Yes, but doesn't it go without saying that she's discussing what is commonly called the "mainstream" in cultural studies? That is, objectively of course there is a vast variety of games of all sorts out there, and it's an obscenely rich cultural field, because humans have been at it for decades, but that's not what it's about - the point in complaining about the monoculture of video games is that video games are perceived as repetitive schlock, because that's what the popular high profile games are. The games that get the most players, the most money, the most media attention. The point is that video games remain less than approachable because the mainstream of video gaming is what it is, even if there exist a lot of variety in the undergrowth that a casual gamer never sees.Whatever one thinks of the idea of critiquing the medium for its mainstream, that same argument applies just as well to music ("the problem with modern music is that it's all superficial autotune trash for teenagers") or tabletop rpgs ("the problem with rpgs is that they're all D&D") or anything else - or just as badly, were one to point out that nobody's forcing you to listen/watch/play that 70% of the field that exemplifies the current mainstream tastes, and that the real problem is not the medium or the scene, but rather the inherently mediocre cultural skills that limit humans to the mainstream in a world full of wonder and variety.
I'm not so sure; How many of these actually appeal to people who don't like video games?
And how many people who don't like videogames have actually sit down and gave an truthful chance to a game lately ? We seem to have examples in this very thread.
Dying and having to start over, your experience being halted and progress reset. The game saying "fuck you, do it again". That might be one of the biggest strengths of games like Gone Home, next to the more obvious like theme.