~ Before i watch this. ima just say, i hope someone makes a game with all 15 features :D (Edited) ~ After Watching. i decided to write down each of the 15 blacklisted features you wish need to go extinct and created a Game Pitch to create The perfect game based on these 15 Features. Title: Eterna Loop: The Epic of Misfortune Genre: RPG Adventure Platform: PC, Console Overview: "Eterna Loop: The Epic of Misfortune" is a darkly comedic RPG adventure that revels in the absurd and the frustrating. Set in a fantastical realm where nothing ever seems to go right, players will find themselves navigating a treacherous world full of peculiar challenges and relentless annoyances. This game turns classic RPG tropes on their head, providing a unique and memorable experience that is equal parts maddening and entertaining. Key Features: 1. Uniform Creatures: All creatures in the game have the same skin, adding to the surreal experience of battling foes who all look identical. Despite their sameness, each creature has its own quirks and behaviors that keep encounters unpredictable. 2. Chaotic Inventory Management: Players will grapple with a notoriously messy inventory system. Items are scattered with no organization, forcing players to search through a cluttered inventory to find what they need-if they can find it at all. 3. Aesthetic Over Substance: Embrace retro charm with poor graphics enhanced by eye candy filters. Motion blur, depth of field, chromatic aberration, and vignette effects transform low-resolution visuals into a surprisingly alluring spectacle. 4. Degrading Fetch Quests: Engage in fetch quests from NPCs who belittle you despite their own capability to handle the tasks. These quests emphasize the player’s sense of uselessness while humorously illustrating the NPCs' condescension. 5. Relentless Checkpoints: Saving is restricted to specific checkpoints, and the game regularly crashes after boss fights, trapping you in an endless loop of repeating the same day. This relentless challenge tests patience and perseverance. 6. No Map Navigation: Without a map, players are left to their own devices to navigate a sprawling, disorienting world. Get lost frequently and experience the thrill of exploring without guidance. 7. Invisible Walls Maze: The world is filled with invisible walls creating frustrating mazes. These barriers challenge players to find their way through intricate, hidden obstacles. 8. No useful Companions: There are no useful companions to aid you. Instead, you’ll be accompanied by a burdensome ally who requires constant babysitting and protection. 9. The Useless Sidekick: The game features a companion who is more of a hindrance than a help. This character needs frequent attention and protection, adding an extra layer of difficulty to your journey. 10. Tiresome Dialogue: Every character’s dialogue is excessively long-winded, filled with irrelevant information that drags out conversations and tests your patience. 11. Suicidal Enemies: Enemies will charge directly at your weapon, eager to meet their end rather than using cover or tactics. This odd behavior makes battles strangely predictable yet oddly satisfying. 12. Invisible Stealth: Master stealth mechanics that are hilariously broken; enemies are unable to see you no matter how visible you are. Sneaking becomes a trivial task as you slip past foes with ease. 13. Desperate Pot-Smashing: Heal and restore your mana by destroying random pots scattered throughout the world. This quirky mechanic emphasizes the game’s chaotic nature. 14. Displaced Items: Discover items in odd places-such as lit candles in abandoned rooms and lights already on. These incongruous details add to the game’s surreal atmosphere. 15. Unchanging Enemies: Enemies behave consistently regardless of their health, and their dramatic death scenes provide exaggerated finales to every encounter, highlighting the absurdity of their constant behavior.
Just discovered you through your criticism of Veilguard's UI (which was super fun, and I've been waiting for a designer to talk about it) and I gotta say, not a lot of people delve into these aspects of gaming. I always enjoy learning more about the intricacies of game design and I wish there were more gaming content like this. You deserve more views and subscribers! can't wait for more videos.
A couple of issues. 1. Not every game needs a map. Look at from software games. They don't have maps except for the open world map for Elden Ring. But for smaller games, some games just don't need it. In Dark Souls, Bloodborne and Sekiro, there is no map but they make it up with very intricate, intuitive level design. If you ever play their games, the level design is incredibly detailed, each area is so uniquely crafted that you automatically know where you are and is extremely rewarding to explore especially when you don't know what you're gonna discover. I haven't played Sekiro or DS3 in years, but you put me in any random spot in those games, and I can immediately tell you where I am and can easily navigate it. But the devs really have to put in the work to make it so you don't even need a map. Even the open world of Elden Ring doesn't really need a map, you put me in a random spot in Elden Ring and I'll immediately know where I am and how to navigate it. Their world is so meticulously crafted that it becomes incredibly intuitive. People really underestimate this particular craft of Fromsoftware where other games fail. Like I hated the map design and invisible walls of Black Myth Wukong, but it has never been an issue in From Software games. Especially how interconnected everything feels in their games. Not to mention, it is just way more immersive if you never even need to think about looking at a minimap for 5 seconds, when you can use your eyes, landmarks to navigate. That being said, I agree most games needs maps, because most devs aren't even near as good as From Software in terms of level design. But it more highlights the shortcomings of a developer that they have to use the map as a crutch in some games. In games like Witcher 3, or Cyberpunk it makes sense to have a map, but in a souls game it really doesn't. Tbh i don't think I need the map in Witcher 3 or Cyberpunk, especially Cyberpunk since every district and sub-district is so unique and you can immediately tell where you are and where you need to go. 2. No not all RPG needs companions. Just no. Flat out wrong. Witcher 3 absolutely is an inferior game with companions following you everywhere you go. It would not work at all. You are a witcher, you're on the path, Geralt travels alone for most of the books as well. If you have to have companions it needs to fit in the narrative as I think it is intrinsically tied to it. Traveling alone is part of the life of a Witcher. In Cyberpunk V mostly takes jobs alone because in the story after you fail the Heist, most people don't want to work with you as Rogue tells you if you ask her. This is why V works alone. And you can still have quests where you work with other people like Panam, Judy, Reed, River, etc, but the narrative demands it. You don't want Panam and these characters following you everywhere. It makes no sense. These characters have their own lives and it makes sense that they would elsewhere doing something else, you are not the center of the world. This is why CDPR games are so great, because the characters act and behave like real people. In BG3 and DA games it makes more sense to have companions because you all have a common goal. It fits in the narrative that you're going through this journey together either to save yourself or save the world just like in the Fellowship of the Ring. But not all games need to be like that. So this is a hard NO!!!! This is really important, as a game developer you should know that not all RPGs need to be same and you should not put it into a box. There are reasons why Witcher 3 and From Software games are considered some of the greatest games of all time. Maybe they know something. Learn from them. I completely agree with everything else though. Edit: I wanted to add you're wrong about how checkpoints work in Souls games and Wukong. The game saves each time you pick up an item, kill an enemy, hell every few seconds. If you beat a boss, and you get the sign Enemy Vanquished, or foe felled or whatever message these games uses and crash. You still beat the boss since the message acts as an autosave. These games autosave after each notable thing you do like picking up an item or killing an enemy. Unfortunately Wukong doesn't do it as well. In From Software game, you quit a game at any point without reaching a checkpoint, you pick up exactly where you left off having lost no progress. The only difference is if you quit during a boss fight, you pop up outside the boss arena as you were before the fight started. Their games are also incredibly polished and in general don't get any bugs that may hurt the experience with this system. The checkpoint system is not a save system, it is a system which is used to replenish your resources and heal up. I am guessing you guys don't play many souls games? Because this is common knowledge.
Thanks for the super detailed comment! This is obviously a personal preference list. While I totally understand you not needing a map in Demon Souls and Dark Souls, do you not feel there's a reason From Software included a map in Elden Ring? I tried playing Dark Souls, and as much as you say you can navigate extremely well because of how detailed the level design is (which I'm sure it is), I personally cannot. I use GPS in my own neighborhood. I stopped playing Dark Souls out of frustration back when it released. And it wasn't because of the difficulty, it was because I felt like half my brain was trying to navigate the game world. But I also don't mention these games in this video, because I never got into them. On the companions, I totally agree with you narrative wise. It makes sense to be a lone wolf. But from a pure entertainment perspective, Witcher 3 is an even better game when Triss, Yen and even Keira, join you as a temporary companion. So much so that playing with the companion mod alone warrants a new playthrough. Again, personal list, personal preference. I also never said all rpgs should do this. This is more of a list of what my ideal rpg/game would look like. Witcher 3 is a masterpiece. Please don't take me saying that it should have companions, as me saying this an IGN 7. W3 is 11/10 always ❤
@@Loreworx Ah thanks for replying. It is unfortunate that your sense of direction can be a problem when playing some games. It's unfortunate that it has robbed you of a fantastic developer's games. But it seems it's more of a problem for you rather than the game. But we both can agree that you don't want the game to hold your hand too much. Also Elden Ring only has a map for the overworld open world which is only unlocked by finding map fragments. There are no maps for dungeons. It's still fundamentally the same experience. The beauty of souls games is that they encourage a childlike curiousity in their punishing world, to explore and just have fun killing shit as you piece together the deeper mystery of the worlds they craft. The fun of the these games is that you don't know where you are gonna end up. The feeling of being a bit lost and threatened is part of the experience. Think of it as a personal journey you're going through, instead of a game you're trying to complete. Maybe that'll help you into navigating their worlds. Weirdly enough souls games have helped me a lot in navigating the real world for me. I used to depend on GPS as well. I grew up in a small town in India and whenever I went to a bigger city I always get overwhelmed and get lost. These games have actually helped my sense of direction weirdly enough lol. Small little anecdote that. As for companions, DA has been one of my favourite franchises and i love having companions. However, it's the narrative that should decide what features you're gonna have in the game imo. As it's the story which stays with you even after 10-20 years.
I kind of disagree on the topic of maps. Having a constant mini map, or map markers, or just a really in depth map can really disconnect the player from actually engaging with the game world. I think Gothic 1 / 2 found a great middle ground by making the map an actual buyable item in game. It only shows your character`s position and the general layout of the world. It is not littered with quest markers and fast travel points and other "gamey" stuff, but instead kept completely immersive by design. It obviously helps that the game world is kept compact, so people will learn the lay of the land during their time playing the game, instead of just blindly following a map.. For me, an overreliance on in game maps just screams that the game world is far too large and not nearly interesting enough for its size. Some popular game examples here include: Witcher 3, any modern Bethesda outing, Elden Ring, every Ubisoft game in the last decade or so, Breath of the Wild & its sequel, any GTA I would argue that not a single one of these games wouldn´t benefit from being at least 50% smaller in map size and instead just being far more detailed. Some stuff that I find offensive: - flashing red screens or beeping sounds when taking damage or being on low health - the player character having some kind of batman vision to snoop out clues - weapons breaking after like 5 attacks
Thanks for the awesome comment! Totally agree with you on the red hit or low health indicators and weapons breaking. Drove me nuts in breath of the wild.
HARD disagree on the "give me a map" point. When done well, asking players to put in work for tasks that are normally routine in games can create a ton of engagement for the player. Just like Assassin's Creed's travel and parkour was considered so fun and engaging in the first games because it actually asked players to think about their movement and pay attention shen climbing, forcing players to navigate without a map can lead to a very immersive experience. Edit: Adding to this idea, I'd even be down to play an RPG that forced me to actively take care of and maintain my weapon, repairing it manually to avoid degradation. It would forge a stronger connection to that weapon and yherefore to the chosen playstyle.
I what more games to be like Morrowind. That game said here is a game world, you navigate by yourself, no hand holding there. What to know something? Ask NPCs, not that hard. Anyone can die at any time. No one is immortal. I what to have complex systems and nice looking lists. DAO aced that. Dialog, story, world building that is well writen, first mass effect gave me a good world building, companions being usefull. I do not what someone that slowes me down or someone I have to babysitt. I what AI that is not braindead that charges you Leeroy Jenkins style, they use tactics and they act like their health, if a mob is really wonded, the mob is trying to flee or surrender, that mobs know your power. Like you go past bandits at a low level they will try to intimidate you and trying to steal your stuff. If you are overpowered demi god. The bandits will treat you with respect and not even try to reach their weapons. Sence they know you will obliterate them with your pinky finger without any effort. The only game that had a iota of that was Morrowind even the factions that hated your guts, starting to speak to you with respect, why? They didn't what to piss of a demi god.
@@Loreworx That combat system felt like you toke a swing at something, 100 times, hitted the thing once. if you where lucky, but so many exploits, you can become op early on, like that spell exploit to make your self op.
6:04 Wukong saves constantly like the dark souls games do. If you just beat the boss and the game crashes, you still beat the boss. If it crashes during the bossfight you'll be sent outside the fight like again in the dark souls games, though there are a few bossfights where defeating a phase of a boss stays even if you crash or die in a later phase of the boss.
I can at leasst take it or leave it with deph of field. Good ones arent a problem. So are the only good motion blur lthat being per object motion blur. Those are actually good compared to the full screen motion blur that damage the reputation of it for decades. The rest yeah I can easily leave those behind.
~ Before i watch this. ima just say, i hope someone makes a game with all 15 features :D
(Edited)
~ After Watching. i decided to write down each of the 15 blacklisted features you wish need to go extinct and created a Game Pitch to create The perfect game based on these 15 Features.
Title: Eterna Loop: The Epic of Misfortune
Genre: RPG Adventure
Platform: PC, Console
Overview:
"Eterna Loop: The Epic of Misfortune" is a darkly comedic RPG adventure that revels in the absurd and the frustrating. Set in a fantastical realm where nothing ever seems to go right, players will find themselves navigating a treacherous world full of peculiar challenges and relentless annoyances. This game turns classic RPG tropes on their head, providing a unique and memorable experience that is equal parts maddening and entertaining.
Key Features:
1. Uniform Creatures: All creatures in the game have the same skin, adding to the surreal experience of battling foes who all look identical. Despite their sameness, each creature has its own quirks and behaviors that keep encounters unpredictable.
2. Chaotic Inventory Management: Players will grapple with a notoriously messy inventory system. Items are scattered with no organization, forcing players to search through a cluttered inventory to find what they need-if they can find it at all.
3. Aesthetic Over Substance: Embrace retro charm with poor graphics enhanced by eye candy filters. Motion blur, depth of field, chromatic aberration, and vignette effects transform low-resolution visuals into a surprisingly alluring spectacle.
4. Degrading Fetch Quests: Engage in fetch quests from NPCs who belittle you despite their own capability to handle the tasks. These quests emphasize the player’s sense of uselessness while humorously illustrating the NPCs' condescension.
5. Relentless Checkpoints: Saving is restricted to specific checkpoints, and the game regularly crashes after boss fights, trapping you in an endless loop of repeating the same day. This relentless challenge tests patience and perseverance.
6. No Map Navigation: Without a map, players are left to their own devices to navigate a sprawling, disorienting world. Get lost frequently and experience the thrill of exploring without guidance.
7. Invisible Walls Maze: The world is filled with invisible walls creating frustrating mazes. These barriers challenge players to find their way through intricate, hidden obstacles.
8. No useful Companions: There are no useful companions to aid you. Instead, you’ll be accompanied by a burdensome ally who requires constant babysitting and protection.
9. The Useless Sidekick: The game features a companion who is more of a hindrance than a help. This character needs frequent attention and protection, adding an extra layer of difficulty to your journey.
10. Tiresome Dialogue: Every character’s dialogue is excessively long-winded, filled with irrelevant information that drags out conversations and tests your patience.
11. Suicidal Enemies: Enemies will charge directly at your weapon, eager to meet their end rather than using cover or tactics. This odd behavior makes battles strangely predictable yet oddly satisfying.
12. Invisible Stealth: Master stealth mechanics that are hilariously broken; enemies are unable to see you no matter how visible you are. Sneaking becomes a trivial task as you slip past foes with ease.
13. Desperate Pot-Smashing: Heal and restore your mana by destroying random pots scattered throughout the world. This quirky mechanic emphasizes the game’s chaotic nature.
14. Displaced Items: Discover items in odd places-such as lit candles in abandoned rooms and lights already on. These incongruous details add to the game’s surreal atmosphere.
15. Unchanging Enemies: Enemies behave consistently regardless of their health, and their dramatic death scenes provide exaggerated finales to every encounter, highlighting the absurdity of their constant behavior.
Thx now i wont be able to sleep 🤣
@@Loreworx I think it sounds like a fun game :D
Guaranteed GOTY and a 7/10 from IGN 🤣
Just discovered you through your criticism of Veilguard's UI (which was super fun, and I've been waiting for a designer to talk about it) and I gotta say, not a lot of people delve into these aspects of gaming. I always enjoy learning more about the intricacies of game design and I wish there were more gaming content like this. You deserve more views and subscribers! can't wait for more videos.
❤️ thank you for watching and supporting us! And thank you for the kind words 😊
A couple of issues.
1. Not every game needs a map. Look at from software games. They don't have maps except for the open world map for Elden Ring. But for smaller games, some games just don't need it. In Dark Souls, Bloodborne and Sekiro, there is no map but they make it up with very intricate, intuitive level design. If you ever play their games, the level design is incredibly detailed, each area is so uniquely crafted that you automatically know where you are and is extremely rewarding to explore especially when you don't know what you're gonna discover. I haven't played Sekiro or DS3 in years, but you put me in any random spot in those games, and I can immediately tell you where I am and can easily navigate it. But the devs really have to put in the work to make it so you don't even need a map. Even the open world of Elden Ring doesn't really need a map, you put me in a random spot in Elden Ring and I'll immediately know where I am and how to navigate it. Their world is so meticulously crafted that it becomes incredibly intuitive.
People really underestimate this particular craft of Fromsoftware where other games fail. Like I hated the map design and invisible walls of Black Myth Wukong, but it has never been an issue in From Software games. Especially how interconnected everything feels in their games. Not to mention, it is just way more immersive if you never even need to think about looking at a minimap for 5 seconds, when you can use your eyes, landmarks to navigate. That being said, I agree most games needs maps, because most devs aren't even near as good as From Software in terms of level design. But it more highlights the shortcomings of a developer that they have to use the map as a crutch in some games. In games like Witcher 3, or Cyberpunk it makes sense to have a map, but in a souls game it really doesn't. Tbh i don't think I need the map in Witcher 3 or Cyberpunk, especially Cyberpunk since every district and sub-district is so unique and you can immediately tell where you are and where you need to go.
2. No not all RPG needs companions. Just no. Flat out wrong. Witcher 3 absolutely is an inferior game with companions following you everywhere you go. It would not work at all. You are a witcher, you're on the path, Geralt travels alone for most of the books as well. If you have to have companions it needs to fit in the narrative as I think it is intrinsically tied to it. Traveling alone is part of the life of a Witcher. In Cyberpunk V mostly takes jobs alone because in the story after you fail the Heist, most people don't want to work with you as Rogue tells you if you ask her. This is why V works alone. And you can still have quests where you work with other people like Panam, Judy, Reed, River, etc, but the narrative demands it. You don't want Panam and these characters following you everywhere. It makes no sense. These characters have their own lives and it makes sense that they would elsewhere doing something else, you are not the center of the world. This is why CDPR games are so great, because the characters act and behave like real people.
In BG3 and DA games it makes more sense to have companions because you all have a common goal. It fits in the narrative that you're going through this journey together either to save yourself or save the world just like in the Fellowship of the Ring. But not all games need to be like that. So this is a hard NO!!!!
This is really important, as a game developer you should know that not all RPGs need to be same and you should not put it into a box. There are reasons why Witcher 3 and From Software games are considered some of the greatest games of all time. Maybe they know something. Learn from them. I completely agree with everything else though.
Edit: I wanted to add you're wrong about how checkpoints work in Souls games and Wukong. The game saves each time you pick up an item, kill an enemy, hell every few seconds. If you beat a boss, and you get the sign Enemy Vanquished, or foe felled or whatever message these games uses and crash. You still beat the boss since the message acts as an autosave. These games autosave after each notable thing you do like picking up an item or killing an enemy. Unfortunately Wukong doesn't do it as well. In From Software game, you quit a game at any point without reaching a checkpoint, you pick up exactly where you left off having lost no progress. The only difference is if you quit during a boss fight, you pop up outside the boss arena as you were before the fight started. Their games are also incredibly polished and in general don't get any bugs that may hurt the experience with this system. The checkpoint system is not a save system, it is a system which is used to replenish your resources and heal up. I am guessing you guys don't play many souls games? Because this is common knowledge.
Thanks for the super detailed comment! This is obviously a personal preference list. While I totally understand you not needing a map in Demon Souls and Dark Souls, do you not feel there's a reason From Software included a map in Elden Ring?
I tried playing Dark Souls, and as much as you say you can navigate extremely well because of how detailed the level design is (which I'm sure it is), I personally cannot. I use GPS in my own neighborhood. I stopped playing Dark Souls out of frustration back when it released. And it wasn't because of the difficulty, it was because I felt like half my brain was trying to navigate the game world.
But I also don't mention these games in this video, because I never got into them.
On the companions, I totally agree with you narrative wise. It makes sense to be a lone wolf. But from a pure entertainment perspective, Witcher 3 is an even better game when Triss, Yen and even Keira, join you as a temporary companion. So much so that playing with the companion mod alone warrants a new playthrough. Again, personal list, personal preference.
I also never said all rpgs should do this. This is more of a list of what my ideal rpg/game would look like. Witcher 3 is a masterpiece. Please don't take me saying that it should have companions, as me saying this an IGN 7. W3 is 11/10 always ❤
@@Loreworx Ah thanks for replying. It is unfortunate that your sense of direction can be a problem when playing some games. It's unfortunate that it has robbed you of a fantastic developer's games. But it seems it's more of a problem for you rather than the game. But we both can agree that you don't want the game to hold your hand too much. Also Elden Ring only has a map for the overworld open world which is only unlocked by finding map fragments. There are no maps for dungeons. It's still fundamentally the same experience.
The beauty of souls games is that they encourage a childlike curiousity in their punishing world, to explore and just have fun killing shit as you piece together the deeper mystery of the worlds they craft. The fun of the these games is that you don't know where you are gonna end up. The feeling of being a bit lost and threatened is part of the experience. Think of it as a personal journey you're going through, instead of a game you're trying to complete. Maybe that'll help you into navigating their worlds.
Weirdly enough souls games have helped me a lot in navigating the real world for me. I used to depend on GPS as well. I grew up in a small town in India and whenever I went to a bigger city I always get overwhelmed and get lost. These games have actually helped my sense of direction weirdly enough lol. Small little anecdote that.
As for companions, DA has been one of my favourite franchises and i love having companions. However, it's the narrative that should decide what features you're gonna have in the game imo. As it's the story which stays with you even after 10-20 years.
Totaly second this with full force! All the way through!
Came across your channel, and I love it.
Thank you for watching!
I kind of disagree on the topic of maps. Having a constant mini map, or map markers, or just a really in depth map can really disconnect the player from actually engaging with the game world. I think Gothic 1 / 2 found a great middle ground by making the map an actual buyable item in game. It only shows your character`s position and the general layout of the world. It is not littered with quest markers and fast travel points and other "gamey" stuff, but instead kept completely immersive by design. It obviously helps that the game world is kept compact, so people will learn the lay of the land during their time playing the game, instead of just blindly following a map..
For me, an overreliance on in game maps just screams that the game world is far too large and not nearly interesting enough for its size. Some popular game examples here include: Witcher 3, any modern Bethesda outing, Elden Ring, every Ubisoft game in the last decade or so, Breath of the Wild & its sequel, any GTA
I would argue that not a single one of these games wouldn´t benefit from being at least 50% smaller in map size and instead just being far more detailed.
Some stuff that I find offensive:
- flashing red screens or beeping sounds when taking damage or being on low health
- the player character having some kind of batman vision to snoop out clues
- weapons breaking after like 5 attacks
Thanks for the awesome comment! Totally agree with you on the red hit or low health indicators and weapons breaking. Drove me nuts in breath of the wild.
I loved the inventory management from the Dungeon Siege franchise. Nothing better than hauling around your parties junk on pack mules!
Thats a classic. Even got a uwe boll movie that sucked
HARD disagree on the "give me a map" point. When done well, asking players to put in work for tasks that are normally routine in games can create a ton of engagement for the player. Just like Assassin's Creed's travel and parkour was considered so fun and engaging in the first games because it actually asked players to think about their movement and pay attention shen climbing, forcing players to navigate without a map can lead to a very immersive experience.
Edit: Adding to this idea, I'd even be down to play an RPG that forced me to actively take care of and maintain my weapon, repairing it manually to avoid degradation. It would forge a stronger connection to that weapon and yherefore to the chosen playstyle.
6:30 Fallout 4 : survival difficulty
Save on sleep + exit save
Had so much "fun"
Could've been fixed with saving on entering the location though
14/15 agreed!
I what more games to be like Morrowind. That game said here is a game world, you navigate by yourself, no hand holding there. What to know something? Ask NPCs, not that hard. Anyone can die at any time. No one is immortal. I what to have complex systems and nice looking lists. DAO aced that. Dialog, story, world building that is well writen, first mass effect gave me a good world building, companions being usefull. I do not what someone that slowes me down or someone I have to babysitt. I what AI that is not braindead that charges you Leeroy Jenkins style, they use tactics and they act like their health, if a mob is really wonded, the mob is trying to flee or surrender, that mobs know your power. Like you go past bandits at a low level they will try to intimidate you and trying to steal your stuff. If you are overpowered demi god. The bandits will treat you with respect and not even try to reach their weapons. Sence they know you will obliterate them with your pinky finger without any effort. The only game that had a iota of that was Morrowind even the factions that hated your guts, starting to speak to you with respect, why? They didn't what to piss of a demi god.
One of my favorite games and the one that got me into the elder scrolls way back when. Terrible combat system though lol
Im excited for skywind
@@Loreworx That combat system felt like you toke a swing at something, 100 times, hitted the thing once. if you where lucky, but so many exploits, you can become op early on, like that spell exploit to make your self op.
6:04 Wukong saves constantly like the dark souls games do. If you just beat the boss and the game crashes, you still beat the boss. If it crashes during the bossfight you'll be sent outside the fight like again in the dark souls games, though there are a few bossfights where defeating a phase of a boss stays even if you crash or die in a later phase of the boss.
I can at leasst take it or leave it with deph of field. Good ones arent a problem. So are the only good motion blur lthat being per object motion blur. Those are actually good compared to the full screen motion blur that damage the reputation of it for decades. The rest yeah I can easily leave those behind.
Good ones are so rare tho. Theyre useful in photo mode at least i suppose. Motion blur I absolutely hate 🤣 Thank you so much for watching
16:03 How dare you leave me on the brink of climax!
And again at 16:23!!!🥲
🤣