I fucking knew they were cooked. Can’t wait to see the fanboys try to defend this slopfest mcu fan service turd lmao

    • Orcocracy [comrade/them]@hexbear.net
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      10 days ago

      Absolutely. The Yakuza/Judgement/Like a Dragon games reuse maps and animations like TV shows reuse sets and locations and there is nothing wrong with this.

      • MolotovHalfEmpty [he/him]@hexbear.net
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        10 days ago

        Persona’s core mechanics, arcana design, character animations etc too. Sega and other Japaneese developed/published stuff do this a lot and it doesn’t hurt the games when the core of them is solid and they have style.

        • Bureaucrat@hexbear.net
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          10 days ago

          Tbh I do get a little tired of the times when the demons don’t change much game to game. Creating new models and art and completely redoing the theme is a lot to ask for each release, but it feels like they stagnated when they made the switch to 3d models. I want them to like contract outside artists to give different renditions based on the same descriptions at least once. There’s tons and tons of art and depictions of pretas out there and for sure with other folklore creatures.

          • MolotovHalfEmpty [he/him]@hexbear.net
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            9 days ago

            I kind of agree. I haven’t played every Persona or anything (I only became a fan with 5) but there’s also something narratively and thematically satisfying about the personas and Velvet Room design tying all the stories together. If they’re going to mix it up though it feels like the time would be Persona 6 since it was being built in a new engine (as was Persona 3 Reload, but that started later and is a remake so unlikely to stray from desings in the original).

    • CrawlMarks [he/him]@hexbear.net
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      10 days ago

      Remember when half life one was just an engine you used to make your good game with? This is what gaming will be after the revolution

        • sp3ctr4l@lemmy.zip
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          9 days ago

          … Without said systems built directly into the game itself.

          Tons and tons of Gmod servers/communities operated their own cash shops and pay tiers for access to content on only their servers, its just that these were done on their own websites/forums, and then there would just be an integration layer between whatever db was storing that info, and the custom server game modes.

          In addition, tons of gamemodes, with tiered levels of capabilities and/or assets, that allowed for others to try to jumpstart their own version of this kind of ‘business model’ were themselves sold for real money, again on third party sites.

          (Often these gamemodes and assets being sold were acquired without permission to redistribute, and this kicked off a kind of arms race of people designing maps that would not function unless you had a specific gamemode as well, and then people would steal or reverse engineer gamemode code, and then more and more exotic and esoteric ‘anti theft/anti tampering’ methods would be used.)

          Roblox just centralized all this into the game itself, functionally monopolizing it, and then greatly expanded upon it.

      • TheDrink [he/him]@hexbear.net
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        9 days ago

        TIL this is a thing

        Valve has been using exactly the same flickering effect for over 25 years

        The flickering light effect was likely written by none other than John Carmack for “Quake” in 1996. That was part of a library of flickering presets compiled by John Romero in 1993 while working on “DoomED”:

        neat.