@@AS-rl5vr I would cross fjords and snow peaked moutains as i hope to god that timey rain doesn't hit me just to deliver some dudes newegg pc components
This is the first game in a very long time where when someone said, "Go visit the Apothecary," I recognized it by the landmarks I needed to pass in order to get there rather than a map marker.
I love how you’re trying new video styles. You always hit the nail on the head and the new additions always add to the video rather than seeming superfluous or extra. This video was a really nice watch for me, because other than your wonderful prose and editing, I enjoyed that you talked about non-combat games. I mostly don’t play games because I don’t like combat, so seeing this video made me a lot more hopeful and excited to maybe boot up the computer and try again.
I freaking LOVE 'Eastshade'. So damn much. I've only played it once so far, and I don't know why more people aren't raving about it. I'd love to show it off to my mother. I'm so glad you've highlighted this amazing game. I just wish there were more like it.
(Comment written at 8:10) I think the best example for me about a game that should have never had typical combat is L.A. Noire. You're just an investigator yet you pretty much have more headcounts than some army soldiers in that game. It's like creators think player attention won't be retain the moment no combat is placed, so it will always be there despite how much narrative dissonance it could create. I'd even argue that Red Dead Redemption has way too much unavoidable combat. It seems only the Indie scene try to really explore such gameplay. In the end, I have no problem with combat; I have a problem with its oversaturation and its "default" attribution to games. EDIT 1: Welp I'm adding Eastshade in my wishlist. EDIT 2: Here's another example. While Undertale has combat in it, the way they weaved the narrative with it and how you can "avoid killing" is also another proof that this subversion of combat can be done in a creative and engaging way, other than just "no combat". Just look at how that series blew up, and how many people would talk more about the banters and non-combat scenes in Undertale rather than its combat (and when it's about the combat, it often refers to the unique system and character moments in it, along with the music, rather than the combat gameplay). When combat is truly inevitable in Undertale, it's used in moments that have huge impact (like a certain scene when your Mercy button is "destroyed").
I think I remember hearing that Swery originally wanted Deadly Premonition to be combat free, but the publishers forced him to put RE4 style shooting in it. That game would have been so much better if it was just all about exploring the town, talking to the weird characters and trying to solve the mystery. Also, if Silent Hill: Shattered Memories would have been a new IP that just used Silent Hill as inspiration and took all the dumb chase sequences out, I would have so much more respect for it.
Though not related to the theme of your video, i just wanted to say Thank You Ragnar Rox for the content you provide ! Not many channels i am subbed to warrant such a quick click upon an upload, very few have that effect on me, and these are channels that i've been subbed to for 5-8 years needless to say lol. Regardless, you never fail in delivering quality work upon each upload, and i can't begin to imagine the process in which the scripting, research and time put into it - the length it takes to put it all together, so all the more your work is appreciated ! Keep up the amazing work !
His videos are the perfect example of Quality over Quantity, it's like a Steak you don't get it very often (unless you're rich and can afford it) but on the rare occasion you do, it's always amazing, and always looked forward to enjoying again.
Man, I've noticed this for the longest time but could not for the life of me find the perfect words to describe it but you just did it. That's exactly what it sounds like, thank you!
That's my gripe with Fantasy Life. An JRPG where you can take unconventional jobs like Chef or Tailor, but you still have to grind your ingredients/materials fighting enemies.
I get what you mean, I enjoy the game but you do need to fight at certain points in the game to progress the story (If I remember correctly). Though at least with the human enemies I've encountered so far you aren't killing anyone, but rather besting them in a fight. Some even show up later in town as more neutral.
I've been thinking for a while that it could be interesting to have a game where you play as a journalist, traveling around looking for stories to submit to your editor. Eventually you could end up coming upon a big exposé regarding one of the paper's advertisers, meaning that you have to negotiate a line between the concerns your boss has over maintaining his business, ensuring that your investigations are not revealed before you have compelling evidence to back up your statements, and covering smaller stories so that you have an income to support yourself.
Well it can be set where the journalist is investigating something mundane but it lead to a huge corruption in the govt and the game is to do stealth to take position to take condemning pictures and videos of corrupt govt workers.
This sounds like a great idea, and you should totally hang on to it. You should think about how the gameplay aspect of this will work though. Point and click adventure sort? Visual novel? I feel like this idea would work well as a very condensed and small open world, where you can really get to know every character in the city.
Well my initial thought was that you could have an RPG system where the player character could only buff and debuff other characters in the party, so the question of grinding wouldn't be a problem as each segment could be balanced around a particular party. However you could adapt that premise so that the 'battles' take the form of interviews with persons of interest, with different actions getting different answers and possibly integrating some abstractive defense mechanics a la Undertale to represent staying on their good side. Leading up to the interview you could have such 'discussions' with people who work for them in order to gain insight for your interview. You would then be able to enter quotations into the article you submit regarding the events and people you are covering and how you represent the event could affect how various factions treat you. Just because you know something embarrassing about someone doesn't mean you should submit it and some people will be more comfortable with you if you have proven to be able to keep a secret. Other than that I'd think that some mechanics around avoiding detection and taking photographs and collecting copies of documents would be warranted. Essentially it would be a case of the theming dressing up proven game mechanics but also using that premise as a springboard to introduce additional strategic options beyond what would normally be expected.
*Deadly Premonition* had combat forced into it by the publisher. Great game with lots of NPC interaction in the sidequests. Also games like Elite: Dangerous / Eve Online / (Maybe Star Citizen) kinda do with you say. You can get really far without doing combat.
I was looking for someone to mention the destruction of Deadly Premonition. I'm wiling to bet if Swery's team didn't have to waste precious time writing in and crafting a full combat system, the glaring issues with visuals and the map would have likely gotten more attention. Rule of Rose is another example of forced combat completely decimating a game that would otherwise be incredible. It's just a shame that games that would otherwise be better without combat are forced to include it in an attempt to appeal to one specific type of gamer.
I feel this is a trend that is gaining more traction on the simulation side too: For as much as some people make fun games like Euro Truck Simulator have been successful and include no combat or even aggressive mechanics (Aggressive driving unceremoniously disables your truck and fails objectives punishes you and you basically gain nothing of substance) There's also a resurgence of City Building simulators like Cities Skylines that also have no central conflict that revolves around violence at all: your only challenge is to manage resources, peacefully. This two games even remove much, if not all of the other widespread prevailing characteristic of most games: Competitiveness.
You really don't realize just how ubiquitous combat is in games until it isn't an option, which is exactly why Eastshade struck like a bolt out of the blue for me too. Thank you for this thoughtful and nuanced look at the game -- from pineapples to pacifism, I love it!
personally I've always loved merchant simulator games, where all you do is try to become a trade giant in a variety of settings, but I always struggled to get into something like port royal, because I found the combat so jarring. I preferred the challenge of balancing maintenance costs and finding where to best sell certain produce, over the clunky combat.
A few years ago I played an indiegame called Miasmata, where you can map an island using compass triangulation. However, as you go along you get stalked and attacked more and more frequently by an unseen monster. I finished the game, but the monster was more a distraction and I just liked wandering around this tropical island looking at the scenery and reading notes.
Wonderful video! This points to so many things I've been pondering too. The Witcher 3 turned into such a wonderful experience when I turned off the HUD and all the navigational assists. It still had the combat, but it increased the joy of exploration. So much so that playing the game made me go outside and explore the beautiful parks, historic sites, and monuments in Berlin where I live. I also love exploring the city without my phone as it heightens my observations and awareness. After a long walk in a beautiful park I then feel compelled to play a beautiful game. Thank you for introducing me to Eastshade, I will definitely be giving it a try.
I hate it SO much when people come up with examples like “You could be a tailor who plants and gathers materials for clothing” or “you could be a traveling doctor” because GOD DAMN IT DO I WANT TO PLAY THAT GAME and I know no one will ever make it (or at least a AAA studio won’t ever make it).
I always dreamed up a different beast of a game, though in a similar vein. Being someone very interested in and practicing historical combat I always liked it being the focus of games I played, typically fantasy RPG's. What always bothered me though, was that I could never find a game with combat, that would treat killing seriously. I'd love an open world game where violence is indeed an option, but it is a last resort, as in reality. Back in the middle ages even proffessional duelists would've had only several fights in their lives. Vastly uncomparable to the mounds of nameless enemies you mince through in most games. I'd love a world where every NPC you meet is an actual character, with backstories, relations, aspirations and motivations, an actual part of the world. Where killing someone would have real consequences for the story you're telling with your actions. No more heaps of nameless bandits. If you knew that each and every one of those brigands ended up where they are for a variety of reasons I doubt the player would be so carefree in taking lives. If we add simulation elements, killing animals could also tip the delicate balance of game's ecosystem. Combat system in such a game should also have more realistic escalation of aggression. Ways to defuse the situation, scare away the opponent or incapacitate them in a way that doesn't necessarily end their life, and their part in the story. Combat should also be very risky and unforgiving, and every wound should have a lasting, sometimes even permanent consequence to the player. Like in reality, it would be another incentive to stay away from violence. Some people might say that discouraging combat in a game with a combat system woukd be counter productive, but I firmly believe that if fights to the death were very rare, but tense and with high stakes it would make them all the memorable. Unlike killing bandit #278 and moving on, instantly forgetting it.
thank you ♥ ! this is what i needed , plus , goddammit...your narration style and your overall sense of delivery (information and eloquence ) is just wonderful ! so again , thank you for the video , and of course , the recommendation !
I deeply appreciate your perspectives and the effort you put into your videos Ragnarox. Your calm and collected, intelligent and tasteful manner in which you make videos is a breath of fresh air. You’re quickly becoming one of my favorites on this platform, please keep it up!
Excellent video and nice editing. *_The reason I believe combat is so prevalent in videogames is because it is one of the rawest, most universal manifestations of conflict._* And conflict is at the core of most games, even lighthearted ones. Person A wants something and must defeat Person B to get it. Something as simple as that already carries drama and tension from its conception, which will in turn maintain the player engaged for a while. *_For me, the bigger problem is how conflict has been almost exclusively associated with fighting, when in reality it could arise from a plethora of different situations._* Just from the top of my head, I image a game about rescuing people from a devastating natural disaster could be fascinating.
Most games I play aren't "Person A wants something and must defeat Person B to get it". They're more like "Person A wants something and Person B must defeat them to prevent it".
I found this game through your video and I completely agree - it's amazing. I have generalized anxiety and this is exactly what I need. It's so beautiful.
My favorite part about Persona has always been the social aspects, so much so that I get pretty down any time I have to go into a labyrinth or palace or whatever. I've said before that I'd love a Persona game built from the ground up without any combat elements, and just the everyday life elements. The combat isn't bad, but it's also not all that great, either.
I remember playing HZD for the first time, adoring the combat, but loving exploring and wandering the city even more. I could spend hours in Meridian, just watching the beautiful graphics and the npcs go about their business. It was incredible
I love non-violent games bc they are essentially more interesting. I love exploring and looking at things, and now there's a game that centers on that and that contains art? I'm so happy.
Another thing Gothic did well was present a dark world but also give many peaceful quest resolution possibilities. Other grimdark fantasy games are usually very violent
Three things; 1) This video was excellent. Great job. 2) Eastshade looks great and I'll definitely play it if I can. 3) Your voice and delivery are so chilled out, without lacking emotion or enthusiasm. Perfect for this video.
Because of you I found out Eastshade was finally out! Thank you for your interesting video! It looks like the game will live up to what I was hopeing for
That video was amazing Ragnar. You really outmatched yourself. The cut-ins of you talking in your living room and outside really fit in well and i look forward to more uploads in this style. Keep doing your thing bud!
You might want to check out the game Open Sewer; a first person game where you essentially become a slumlord in this run down quarantined section of a city. And there's no combat whatsoever. It's made by the same people who created INFRA, which both are based in the same story setting. In INFRA you play as a structural engineer who takes pictures of unsafe/damaged structures, discovers urban corruption, and solves puzzles which helps to fix the city. Both of these games seem like they would be up your ally.
Really great video. I was thinking the same while playing Watchdogs 2. In that game you can complete most missions by just hacking away with my drone and rc in the comfort of my car, which was more thrilling and exciting than any gun fight..
Hey, I usually make a point of not commenting on TH-cam, but since I enjoy this channel and since I think I can say smth. that is actually helpful, I want to make an execption. I have spent the better part of the last two years with the whole "I'm gonna be an indie developer"-start-up-educational-VR-games thing. So I have learned a couple of harsh lessons about game development, so much that I will rather spent my time writing PnP games. Here is the thing, like the number one thing about game dev: Everything is insanely expensive. In many cases, the major part of costs is just salaries, but games are super complicated and you need a lot of work and every detail will cost you a small fortune. And you still will have to change everything at some point, literally destroying every ounce of work that you have poured into your work of dreams. And all we did were short VR experiences/minigames. Imagine me being dramatic about the costs of open-world titles ôo So the only thing that big companies, that are able to pull off open worlds, can do, is to think about content in terms of scales. You do need some kind of challenge or at least some kind of moderation for your experience. So for a open world game, you need a lot of it. And this is the point, where fighting mechanics usually start pulling their weight. If you design a couple of enemies, you can literally just play around with parameters and create a lot of challenges. Like, "in this area, all enemies are immune to your main weapon" and poof, you have content. I'll try to clarify with another example. Let's take RagnarRox example of being an ancient embalmer for a main character. Now think about, how many different ways to embalm people a game dev would have to come up with to fill a open-world game. Ok, that's weird, so there will probably some crafting, you'll need your materials. So you'll have to find them. So what do you to stop gathering materials from being trivial, you'll have to fight monsters for them. Bang. If I look at this (very meager) pitch, fighting and gathering sounds like the exciting part. So, RagnarRox said, that fighting in games feels like an ideology, and my first reaction was:"Nay!" But thinking about it, I will agree, trying to clear up the following. The ideology behind fighting in games is:"We like money!" and I think I shall clarify no futher. --- So, sry about this novel. That is what game dev does to you, so be careful, people. Keep up the good work
Another thing important about Eastshade is that not only does it not need combat, it also doesn't need competition in general. Eastshade's challenge, if you want to call it that, is about balancing your resources with what you want to do, navigating the world and finding all the hidden places, and deciding how to best handle a situation or approach a quest. You can't really fail at it but at the same time, you can be *good* at it with practice and/or attention. And I find that incredibly relaxing.
I honestly never heard any of those complaints about the guided tour in ACOrigins, especially since there already was ACOrigins the complaints I did hear were the deliberate revisionism on what was supposed to be entirely informative of history
Great video, most gamers wouldn’t look at this style game because of normal conventions like you stated, but videos like this get players who aren’t normally into a certain genre to try something new, i for one will be checking this game out for myself thank you
I liked seeing you in the video. Reminded me of documentaries like those of David Attenborough where he would narrate over prerecorded footage of the subject matter and would later cut back to him. Certainly enjoy the format and it gives it a more personal touch then just the omniscient bodiless voice. Keep up the great work, always worth the wait
I am so glad of the first half of the video, it is so noticeable how these combat conventions is damaging to the experience of some games. Video games can be much more than a simple challenge, it can be an experience or an escape of the real world, by removing violence, something that is ever so present in the real world, you can make a surreal experience of which you can be able to experience things you can't in the real world. Discover beauty and thought provoking sceneries, make friends and build upon concepts that are otherwise not possible here. An spiritual experience above all else, can be truly life changing. As always, nice work Ragnar
This addresses a core problem I have with the Pokemon series. They say some people keep Pokemon as pets or they do contests etc. but to complete the game it is mandatory to fight. I don't always feel like fighting, but there's not much else to do most of the time. You also don't have many opportunities in the older games, with the exception of Gen 4, to just bond with your Pokemon and without any required mini games like in the newer games. It's all just there if you want it in Gen 4. The worst part is that all my friends say I'm just crazy for wanting this (where have I hear that one before?) even though they also loved the Pokemon following mechanic in HGSS and Amity Square in DPP.
I always wanted a peaceful, social based, scifi game; like mass effect without the shooting. Just getting to study alien species as a xenobiologist or alien cultures as a xenoanthropologist, or some combination of such, would be fun as hell. Especially if it meant walking through some really cool scifi settings, like the citadel or halo rings.
What a perfectly relaxing video to watch after gym :) I totally agree btw, I always kinda wished games with so much effort put into the world had entirely different types of gameplay, I love the monsters in the Monster Hunter franchise but never liked fighting them, I would love a game where you maybe were making a documentary series and had to capture footage of the monsters instead of fighting them, where you observe their behaviors and figure out how to get certain shots, i'm sure a game where you play a camera operator could work (after all a lot of people also want a new pokemon snap game too).
That pineapple pizza bit was a really good analogy! Great video overall. I really wish there were more games that focused on living in a world over challenging combat and puzzles and whatnot.
I've revisited this video so many times since its release. It's served as a consistent source of inspiration over the years, and I'm so happy it exists. Thanks for this!
I am so glad somebody with an audience and the time and skill to put together this video did so. I think this is important and I wish more people who make games considered this!
I've come across this channel reviewing one of my favorite games, as well as pointing out some very interesting points about game design and genre, plus I just liked the video in general. You sir get a thumbs up, good job :)
I like games with combat but it's great to play something different. Variety is the spice of life! Eastshade is a great experience and so beautiful. Games are art
Eastshade is probably my favorite video game. The ludo narrative coherence is so pleasant. The landscape of Eastshade is beautiful and the people are nice. That's why you play the game and that's HOW you play the game. Loved this video. Totally agree with you.
I've been philosophizing a lot on violent-free games lately, so this video was fantastic to watch! Also, as a huge fan of Gothic II my heart just melts a bit with nostalgia everytime you mention it, Ragnar.
Friendships and thoughtful gift-giving sounds plenty challenging and rewarding. I never would've considered relationships and introspection mechanics for a whole game, but it makes sense: encounter situation, gather tools and information, create solution I'd like to see a social vampire game. Vampyr *really* disappointed
Great video as always Ragnar! You're legitimately one of the very few TH-camrs I get excited about when new video's drop. You always have a fresh/different take on video games and life that I enjoy seeing from your perspective.
For me the issue isn't really about lacking combat or violence, it's about lacking CHALLENGE, which is usually what i think a video game appeal is all about (for me at least). Overcoming challenge in a game feels relay rewarding, regardless what that challenge is about. It could be killing a bunch of dudes, or it could be painting the best set of ducks in the national duck painting competition being held in the award winning game "Duck painting simulation 2019".
Sometimes it's also a challenge to break out of thought patterns you've been conditioned into. Why do you need the challenge? Why is it important to you to be better than others at something? What's the point in competition? Why not just enjoy things for their own sake?
These are of course valid points, and atmosphere, story and exploration are really a big part of the formula for me as well, My favorate game of all time (Silent Hill 2) is my favorite game for those reasons. But I still fell challenge is the thing that gets me most invested in a game, as its the most unique thing about video games relative to other media as atmosphere or story for example can be experienced by other types of media like movies. I realize interactivity itself is what makes games unique, but that is also becoming a blurred line as "VR experiences" have that interactivity, but i would not exactly classify them as games per se. Small clarification: When i say "Challenge" i don't really mean competition; i don't want to be "better than others" at something, I want to be better than MYSELF at it. that's why games like bloodborne and hollow knight are some of my favorite games. They make me feel like I'm getting better and progressing my skills until i finally beat the challenge they present.
@Mac Mcskullface Was I talking to you? I'm pretty sure I wasn't. That said: children are conditioned into hinging their sense of self and their self-worth on to how well they perform at tasks. Competitions are held pretty much as soon as they can walk and talk. Competitive play is encouraged over cooperative play. Parents put pressure on their kids to bring home good marks. This continues in adulthood - find the best job and compete with others to get it. Get the best salary. Be the most successful. Pile up the most amount of wealth. And it's this worldview, this compulsory competitiveness, that creates gamers who *need* to win (especially if gaming is the only thing they've got to be good at). To "beat a game". Gamers who whine about the inclusion of easily accessible cheats and story modes in single player games. Because being good at video games, being *better* at video games than the fILthY cAsUaLs and have Dark Souls as their Holy Grail. I'm not saying that @cybermtl666 is one of those (they definitely didn't sound like it), but the same psychological mechanisms are at play. And the first step in throwing off conditioning is to recognise it for what it is.
I especially love when a game is all about exploring nature and is clearly made by people who have no concept of just how dangerous nature can be even when it isn't populated by the forces of darkness.
@@Cybermtl666 Yeah, I definitely get that - personally I like games that tickle my creativity. I play an ungodly amount of Minecraft creative mode - no combat, no killing things, just challenging yourself to build the most awesome things you can imagine. In a game like Eastshade the challenge lies elsewhere - learn all the things, create the best paintings you can manage, solve all the things the characters ask you to do. To get to know the world and its people. Many gamers I know just don't realise that there can be other challenges than killing things as fast as possible. Basically, there's always a challenge - you just have to find it.
By far the best review of this game i've seen ... maybe one of the best game reviews i've seen overall. I really wish there were more games like this. A beautifully crafted world to explore with interesting places and characters, a peaceful atmosphere, no combat, no soul less random fetch quests without any backstory, no gps gaming (i really hate this trend, just following a map marker or fast travel without paying attention to the beautifully crafted world). Eastshade was to me like some kind of virtual vacation. Definitely my personal game of the year. Hope it sells well so we see more games like this in the future.
I feel like Subnautica subverted my conventions for a survival game pretty well. It has a very Show More, Tell Less way of giving out lore and story. Yes, the PDAs serve as somewhat of conventional notes or recordings. However there is a huge incentive to explore and SCAN everything. From the wrecks to the wildlife. Also there IS combat, but it is fairly limited, and there is a story reason for this... The fabricators were used to basically 3d print weapons, fueling a massacre. Also, Subnautica is thoroughly terrifying (for me anyway), especially for a game that sometimes gets summed up as "Minecraft in Water".
A decent list of exploration games that lack combat (which are also my favorite games) are: Journey, Flower, Bound, Koi, Rime, Entwined, Unfinished Swan, Unravel, Abzû, Katamari Damacy, Aer.
I have never had someone explain so perfectly why I’ve never been interested in video games until this point in my life. I never enjoyed the combat elements in most games. The only video game I ever really played as a kid was the cabinet game of Soul Caliber 3 at my local movie theatre and that was mostly because I loved the characters, but it was still a 50/50 shot weather or not I played that or table hockey. I just like immersive worlds with intriguing stories where you can get to know characters and feel.
Execellently executed. I totally agree. There was a day where I wondered around the Bluffs and the icy shore and I just thought, I want to see if I can go around this iceberg. It didn't look welcoming or like there would even be anything there as I was traveling along it. At a point I even wondered if I was progressing at all, like is my boat even moving forward? It was hard to tell but I kept going and I wrapped around the corner- still looked like only like ice and nothing much to see but eventually I was able to come ashore and saw a bear sitting on the ice and she asked if I was even real or she was imagining things. She led me to a team that was excavating a tunnel in the ice and spoke of ghosts? A curse? I was full of wonder and delight as it felt like I totally found this on my own without anything pointing the way. It was wonderful and rewarding. This game always puts me to sleep too with the music and peacefulness. 💙
Cradle is another lesser-known gem you might like too: it's not as open world as Eastshade, but it's also based on non-combat objectives (and the environment looks amazing).
I've played and quite enjoyed Cradle. But I really wouldn't call it an 'open world' game, more of a first person mildy sandbox adventure. Which doesn't mean it's not good. Although I found the puzzle box elements extremely grating tbh.
I have the exact same feeling. When I played Quake with a friend back then, we quickly got bored and instead of shooting each other over and over again, we instead downloaded user-made maps and explored those together. One time we found a city like map with buildings you can enter and sat on a couch infront of a TV sjowing a 3 frames Ren&Stimpy animation.
This is the most beautiful game I've ever seen. I want it, but more than wanting it I don't want it to just sit in my library. I want to have proper time to play it.
I think that's something I really liked about The Witness. Free range exploration where all I have to do is look about and solve puzzles at my own pace. Eastshade sounds right up my alley.
Since the first time I ever played The Longest Journey I wanted a game where you could basically live in an immersive world and just carry on with your life. No combat, no epic storyline, and you're not the center of the world. We have enough games with combat coming out each year, it would be awesome if more games tried new underexplored mechanics. Edit: Wrote this before finishing the video. It's so cool you also showed TLJ as an example haha.
Wonderful video as always, makes me look back at the games I played and wonder how would they feel without combat. PS. every time I see that you uploaded a video, I think to myself "Looks like I'm adding some new games to my wishlist today"
Well I do hope death stranding is just a challenging delivery service game
Imagine you're a UPS guy and having to avoid lovecraftian horrors to deliver someone's socks overnight. I'd actually play that.
@@AS-rl5vr I would cross fjords and snow peaked moutains as i hope to god that timey rain doesn't hit me just to deliver some dudes newegg pc components
Turns out Death Stranding is just a post-apocalyptic reimagining of Kiki’s Delivery Service
In a way... you're completely right hahah
It was
This is the first game in a very long time where when someone said, "Go visit the Apothecary," I recognized it by the landmarks I needed to pass in order to get there rather than a map marker.
I love how you’re trying new video styles. You always hit the nail on the head and the new additions always add to the video rather than seeming superfluous or extra.
This video was a really nice watch for me, because other than your wonderful prose and editing, I enjoyed that you talked about non-combat games. I mostly don’t play games because I don’t like combat, so seeing this video made me a lot more hopeful and excited to maybe boot up the computer and try again.
I freaking LOVE 'Eastshade'. So damn much. I've only played it once so far, and I don't know why more people aren't raving about it. I'd love to show it off to my mother. I'm so glad you've highlighted this amazing game. I just wish there were more like it.
(Comment written at 8:10)
I think the best example for me about a game that should have never had typical combat is L.A. Noire. You're just an investigator yet you pretty much have more headcounts than some army soldiers in that game. It's like creators think player attention won't be retain the moment no combat is placed, so it will always be there despite how much narrative dissonance it could create. I'd even argue that Red Dead Redemption has way too much unavoidable combat.
It seems only the Indie scene try to really explore such gameplay. In the end, I have no problem with combat; I have a problem with its oversaturation and its "default" attribution to games.
EDIT 1: Welp I'm adding Eastshade in my wishlist.
EDIT 2: Here's another example. While Undertale has combat in it, the way they weaved the narrative with it and how you can "avoid killing" is also another proof that this subversion of combat can be done in a creative and engaging way, other than just "no combat". Just look at how that series blew up, and how many people would talk more about the banters and non-combat scenes in Undertale rather than its combat (and when it's about the combat, it often refers to the unique system and character moments in it, along with the music, rather than the combat gameplay). When combat is truly inevitable in Undertale, it's used in moments that have huge impact (like a certain scene when your Mercy button is "destroyed").
Hair wise how does my favorite video game essay analyst look so fucking cool I expected some dork
The joke's on you. He's still a dork.
@@Hairthulhu a cool looking dork
he looks like a member of a rock band.
discount curt cobain
My brother pulling off the rock star geek. Can't even hate.
I think I remember hearing that Swery originally wanted Deadly Premonition to be combat free, but the publishers forced him to put RE4 style shooting in it. That game would have been so much better if it was just all about exploring the town, talking to the weird characters and trying to solve the mystery.
Also, if Silent Hill: Shattered Memories would have been a new IP that just used Silent Hill as inspiration and took all the dumb chase sequences out, I would have so much more respect for it.
And then they inluded a meele wrench that 1hit kills everything to invalidate all that forced combat. Love it
Though not related to the theme of your video, i just wanted to say Thank You Ragnar Rox for the content you provide ! Not many channels i am subbed to warrant such a quick click upon an upload, very few have that effect on me, and these are channels that i've been subbed to for 5-8 years needless to say lol.
Regardless, you never fail in delivering quality work upon each upload, and i can't begin to imagine the process in which the scripting, research and time put into it - the length it takes to put it all together, so all the more your work is appreciated ! Keep up the amazing work !
His videos are the perfect example of Quality over Quantity, it's like a Steak you don't get it very often (unless you're rich and can afford it) but on the rare occasion you do, it's always amazing, and always looked forward to enjoying again.
You ever notice how RagnarRox pronounces words like he's pouting sometimes?
like he's talking to a baby or a puppy
I'm still trying to descipher where he is from based on his accent. Probably Germany.
It reminds me dan carlin. He does a very simular pout.
@@noisykestrel he's from Iceland
Man, I've noticed this for the longest time but could not for the life of me find the perfect words to describe it but you just did it. That's exactly what it sounds like, thank you!
That's my gripe with Fantasy Life. An JRPG where you can take unconventional jobs like Chef or Tailor, but you still have to grind your ingredients/materials fighting enemies.
I get what you mean, I enjoy the game but you do need to fight at certain points in the game to progress the story (If I remember correctly). Though at least with the human enemies I've encountered so far you aren't killing anyone, but rather besting them in a fight. Some even show up later in town as more neutral.
The Outer Wilds did it as well. What an amazing, beautiful game it is.
I've been thinking for a while that it could be interesting to have a game where you play as a journalist, traveling around looking for stories to submit to your editor.
Eventually you could end up coming upon a big exposé regarding one of the paper's advertisers, meaning that you have to negotiate a line between the concerns your boss has over maintaining his business, ensuring that your investigations are not revealed before you have compelling evidence to back up your statements, and covering smaller stories so that you have an income to support yourself.
Well it can be set where the journalist is investigating something mundane but it lead to a huge corruption in the govt and the game is to do stealth to take position to take condemning pictures and videos of corrupt govt workers.
This sounds like a great idea, and you should totally hang on to it. You should think about how the gameplay aspect of this will work though. Point and click adventure sort? Visual novel? I feel like this idea would work well as a very condensed and small open world, where you can really get to know every character in the city.
Yeah, the problem is how to build that mechanically.
Have you looked into "where the water tastes like whine"? it kinda also revolves around stories, but more the campfire kind.
Well my initial thought was that you could have an RPG system where the player character could only buff and debuff other characters in the party, so the question of grinding wouldn't be a problem as each segment could be balanced around a particular party.
However you could adapt that premise so that the 'battles' take the form of interviews with persons of interest, with different actions getting different answers and possibly integrating some abstractive defense mechanics a la Undertale to represent staying on their good side.
Leading up to the interview you could have such 'discussions' with people who work for them in order to gain insight for your interview.
You would then be able to enter quotations into the article you submit regarding the events and people you are covering and how you represent the event could affect how various factions treat you.
Just because you know something embarrassing about someone doesn't mean you should submit it and some people will be more comfortable with you if you have proven to be able to keep a secret.
Other than that I'd think that some mechanics around avoiding detection and taking photographs and collecting copies of documents would be warranted.
Essentially it would be a case of the theming dressing up proven game mechanics but also using that premise as a springboard to introduce additional strategic options beyond what would normally be expected.
*Deadly Premonition* had combat forced into it by the publisher. Great game with lots of NPC interaction in the sidequests.
Also games like Elite: Dangerous / Eve Online / (Maybe Star Citizen) kinda do with you say. You can get really far without doing combat.
@@Vanlayale I think so it was a looooong time ago.
I was looking for someone to mention the destruction of Deadly Premonition. I'm wiling to bet if Swery's team didn't have to waste precious time writing in and crafting a full combat system, the glaring issues with visuals and the map would have likely gotten more attention. Rule of Rose is another example of forced combat completely decimating a game that would otherwise be incredible. It's just a shame that games that would otherwise be better without combat are forced to include it in an attempt to appeal to one specific type of gamer.
You must have been so happy when Sable came out. Also, Alba: A Wildlife Adventure and Signs of the Sojourner hit the spot for me, in different ways.
Remember, family that tacos together rockos together
I feel this is a trend that is gaining more traction on the simulation side too: For as much as some people make fun games like Euro Truck Simulator have been successful and include no combat or even aggressive mechanics (Aggressive driving unceremoniously disables your truck and fails objectives punishes you and you basically gain nothing of substance) There's also a resurgence of City Building simulators like Cities Skylines that also have no central conflict that revolves around violence at all: your only challenge is to manage resources, peacefully. This two games even remove much, if not all of the other widespread prevailing characteristic of most games: Competitiveness.
You really don't realize just how ubiquitous combat is in games until it isn't an option, which is exactly why Eastshade struck like a bolt out of the blue for me too. Thank you for this thoughtful and nuanced look at the game -- from pineapples to pacifism, I love it!
personally I've always loved merchant simulator games, where all you do is try to become a trade giant in a variety of settings, but I always struggled to get into something like port royal, because I found the combat so jarring. I preferred the challenge of balancing maintenance costs and finding where to best sell certain produce, over the clunky combat.
Patrician games.
eastshade is just an amazing game. its so relaxing
also this video is amazing. good job with the editing and everything
A few years ago I played an indiegame called Miasmata, where you can map an island using compass triangulation. However, as you go along you get stalked and attacked more and more frequently by an unseen monster. I finished the game, but the monster was more a distraction and I just liked wandering around this tropical island looking at the scenery and reading notes.
I, for one, am all for seeing your lovely face more often in your videos.
Wonderful video! This points to so many things I've been pondering too. The Witcher 3 turned into such a wonderful experience when I turned off the HUD and all the navigational assists. It still had the combat, but it increased the joy of exploration. So much so that playing the game made me go outside and explore the beautiful parks, historic sites, and monuments in Berlin where I live. I also love exploring the city without my phone as it heightens my observations and awareness. After a long walk in a beautiful park I then feel compelled to play a beautiful game. Thank you for introducing me to Eastshade, I will definitely be giving it a try.
@RagnarRox I finally bought and played East Shade. Such a beautiful game and loved every moment of it. Thanks for the recommendation!
I hate it SO much when people come up with examples like “You could be a tailor who plants and gathers materials for clothing” or “you could be a traveling doctor” because GOD DAMN IT DO I WANT TO PLAY THAT GAME and I know no one will ever make it (or at least a AAA studio won’t ever make it).
*sees ragnarox's face*
Me : I've been gayed
I always dreamed up a different beast of a game, though in a similar vein. Being someone very interested in and practicing historical combat I always liked it being the focus of games I played, typically fantasy RPG's. What always bothered me though, was that I could never find a game with combat, that would treat killing seriously. I'd love an open world game where violence is indeed an option, but it is a last resort, as in reality. Back in the middle ages even proffessional duelists would've had only several fights in their lives. Vastly uncomparable to the mounds of nameless enemies you mince through in most games. I'd love a world where every NPC you meet is an actual character, with backstories, relations, aspirations and motivations, an actual part of the world. Where killing someone would have real consequences for the story you're telling with your actions. No more heaps of nameless bandits. If you knew that each and every one of those brigands ended up where they are for a variety of reasons I doubt the player would be so carefree in taking lives. If we add simulation elements, killing animals could also tip the delicate balance of game's ecosystem. Combat system in such a game should also have more realistic escalation of aggression. Ways to defuse the situation, scare away the opponent or incapacitate them in a way that doesn't necessarily end their life, and their part in the story. Combat should also be very risky and unforgiving, and every wound should have a lasting, sometimes even permanent consequence to the player. Like in reality, it would be another incentive to stay away from violence.
Some people might say that discouraging combat in a game with a combat system woukd be counter productive, but I firmly believe that if fights to the death were very rare, but tense and with high stakes it would make them all the memorable. Unlike killing bandit #278 and moving on, instantly forgetting it.
thank you ♥ !
this is what i needed , plus , goddammit...your narration style and your overall sense of delivery (information and eloquence ) is just wonderful !
so again , thank you for the video , and of course , the recommendation !
I deeply appreciate your perspectives and the effort you put into your videos Ragnarox. Your calm and collected, intelligent and tasteful manner in which you make videos is a breath of fresh air. You’re quickly becoming one of my favorites on this platform, please keep it up!
Excellent video and nice editing.
*_The reason I believe combat is so prevalent in videogames is because it is one of the rawest, most universal manifestations of conflict._* And conflict is at the core of most games, even lighthearted ones.
Person A wants something and must defeat Person B to get it. Something as simple as that already carries drama and tension from its conception, which will in turn maintain the player engaged for a while.
*_For me, the bigger problem is how conflict has been almost exclusively associated with fighting, when in reality it could arise from a plethora of different situations._*
Just from the top of my head, I image a game about rescuing people from a devastating natural disaster could be fascinating.
Most games I play aren't "Person A wants something and must defeat Person B to get it". They're more like "Person A wants something and Person B must defeat them to prevent it".
I found this game through your video and I completely agree - it's amazing. I have generalized anxiety and this is exactly what I need. It's so beautiful.
My favorite part about Persona has always been the social aspects, so much so that I get pretty down any time I have to go into a labyrinth or palace or whatever.
I've said before that I'd love a Persona game built from the ground up without any combat elements, and just the everyday life elements. The combat isn't bad, but it's also not all that great, either.
I remember playing HZD for the first time, adoring the combat, but loving exploring and wandering the city even more. I could spend hours in Meridian, just watching the beautiful graphics and the npcs go about their business. It was incredible
I love non-violent games bc they are essentially more interesting. I love exploring and looking at things, and now there's a game that centers on that and that contains art? I'm so happy.
The Witness is a good example of an open world with no combat.
and a great example of a shit puzzler
ShakenMike damn dude I like it
fealdorf did you beat it?
Just wanted to reach out and mention how I appreciate your hard work again, especially that you're still adding subtitles. Thank you very much.
Thank you for the nuance and joy you bring to the internet and gaming culture as a whole. You always leave me with something wonderful to think about.
Another thing Gothic did well was present a dark world but also give many peaceful quest resolution possibilities. Other grimdark fantasy games are usually very violent
I’M NOT CRYING YOU ARE CRYING
Eastshade has been on my to-play list forever and has now been bumped up on the priority list
Your videos are amazing! You really make my days way better. Thank you for what you do 🇲🇽💙
Three things;
1) This video was excellent. Great job.
2) Eastshade looks great and I'll definitely play it if I can.
3) Your voice and delivery are so chilled out, without lacking emotion or enthusiasm. Perfect for this video.
Thanks so much for making this video. Seriously, thank you.
Because of you I found out Eastshade was finally out! Thank you for your interesting video! It looks like the game will live up to what I was hopeing for
Did it live up to your expectations?
That video was amazing Ragnar. You really outmatched yourself. The cut-ins of you talking in your living room and outside really fit in well and i look forward to more uploads in this style. Keep doing your thing bud!
Persona5 Soundtrack in the background. Instantly liked. ^__^
You might want to check out the game Open Sewer; a first person game where you essentially become a slumlord in this run down quarantined section of a city. And there's no combat whatsoever. It's made by the same people who created INFRA, which both are based in the same story setting. In INFRA you play as a structural engineer who takes pictures of unsafe/damaged structures, discovers urban corruption, and solves puzzles which helps to fix the city. Both of these games seem like they would be up your ally.
Really great video. I was thinking the same while playing Watchdogs 2. In that game you can complete most missions by just hacking away with my drone and rc in the comfort of my car, which was more thrilling and exciting than any gun fight..
Great video. Eastshade is potentially my all time favourite game, primarily for the reason this video is based on. Such a breath of fresh air.
Nothing beats the feeling than seeing a new upload
i'm happy we finally got a passive game like "Death Stranding".
where combat is annoying, but skippable... and very trivial if engaged.
Hey, I usually make a point of not commenting on TH-cam, but since I enjoy this channel and since I think I can say smth. that is actually helpful, I want to make an execption.
I have spent the better part of the last two years with the whole "I'm gonna be an indie developer"-start-up-educational-VR-games thing. So I have learned a couple of harsh lessons about game development, so much that I will rather spent my time writing PnP games.
Here is the thing, like the number one thing about game dev: Everything is insanely expensive. In many cases, the major part of costs is just salaries, but games are super complicated and you need a lot of work and every detail will cost you a small fortune.
And you still will have to change everything at some point, literally destroying every ounce of work that you have poured into your work of dreams. And all we did were short VR experiences/minigames. Imagine me being dramatic about the costs of open-world titles ôo
So the only thing that big companies, that are able to pull off open worlds, can do, is to think about content in terms of scales. You do need some kind of challenge or at least some kind of moderation for your experience. So for a open world game, you need a lot of it. And this is the point, where fighting mechanics usually start pulling their weight. If you design a couple of enemies, you can literally just play around with parameters and create a lot of challenges. Like, "in this area, all enemies are immune to your main weapon" and poof, you have content.
I'll try to clarify with another example. Let's take RagnarRox example of being an ancient embalmer for a main character. Now think about, how many different ways to embalm people a game dev would have to come up with to fill a open-world game. Ok, that's weird, so there will probably some crafting, you'll need your materials. So you'll have to find them. So what do you to stop gathering materials from being trivial, you'll have to fight monsters for them. Bang.
If I look at this (very meager) pitch, fighting and gathering sounds like the exciting part.
So, RagnarRox said, that fighting in games feels like an ideology, and my first reaction was:"Nay!" But thinking about it, I will agree, trying to clear up the following. The ideology behind fighting in games is:"We like money!" and I think I shall clarify no futher.
---
So, sry about this novel. That is what game dev does to you, so be careful, people. Keep up the good work
Another thing important about Eastshade is that not only does it not need combat, it also doesn't need competition in general. Eastshade's challenge, if you want to call it that, is about balancing your resources with what you want to do, navigating the world and finding all the hidden places, and deciding how to best handle a situation or approach a quest. You can't really fail at it but at the same time, you can be *good* at it with practice and/or attention. And I find that incredibly relaxing.
I honestly never heard any of those complaints about the guided tour in ACOrigins, especially since there already was ACOrigins
the complaints I did hear were the deliberate revisionism on what was supposed to be entirely informative of history
Great video, most gamers wouldn’t look at this style game because of normal conventions like you stated, but videos like this get players who aren’t normally into a certain genre to try something new, i for one will be checking this game out for myself thank you
😧
I kinda like this notion. Like, imagine living in breath of the wild’s hyrule but as a farmer or merchant.
That was literally the 4th example I had in my script, but I scratched it because I haven't played the game yet and it felt kinda hypocritical ^^
I liked seeing you in the video. Reminded me of documentaries like those of David Attenborough where he would narrate over prerecorded footage of the subject matter and would later cut back to him.
Certainly enjoy the format and it gives it a more personal touch then just the omniscient bodiless voice.
Keep up the great work, always worth the wait
Just wanted to say that this video is amazing, and easily one my favourites.
I am so glad of the first half of the video, it is so noticeable how these combat conventions is damaging to the experience of some games. Video games can be much more than a simple challenge, it can be an experience or an escape of the real world, by removing violence, something that is ever so present in the real world, you can make a surreal experience of which you can be able to experience things you can't in the real world. Discover beauty and thought provoking sceneries, make friends and build upon concepts that are otherwise not possible here. An spiritual experience above all else, can be truly life changing. As always, nice work Ragnar
This addresses a core problem I have with the Pokemon series. They say some people keep Pokemon as pets or they do contests etc. but to complete the game it is mandatory to fight. I don't always feel like fighting, but there's not much else to do most of the time. You also don't have many opportunities in the older games, with the exception of Gen 4, to just bond with your Pokemon and without any required mini games like in the newer games. It's all just there if you want it in Gen 4.
The worst part is that all my friends say I'm just crazy for wanting this (where have I hear that one before?) even though they also loved the Pokemon following mechanic in HGSS and Amity Square in DPP.
I always wanted a peaceful, social based, scifi game; like mass effect without the shooting. Just getting to study alien species as a xenobiologist or alien cultures as a xenoanthropologist, or some combination of such, would be fun as hell. Especially if it meant walking through some really cool scifi settings, like the citadel or halo rings.
What a perfectly relaxing video to watch after gym :) I totally agree btw, I always kinda wished games with so much effort put into the world had entirely different types of gameplay, I love the monsters in the Monster Hunter franchise but never liked fighting them, I would love a game where you maybe were making a documentary series and had to capture footage of the monsters instead of fighting them, where you observe their behaviors and figure out how to get certain shots, i'm sure a game where you play a camera operator could work (after all a lot of people also want a new pokemon snap game too).
Man, I am super into what you're suggesting here in the beginning of the video. I mean this is a fantastic suggestion.
actually, using video games tech to enjoy actual history would be pretty cool! to experience and feel history has always been part of my dream
Fantastic work, Rag! Also, you're looking really good, buddy!
That pineapple pizza bit was a really good analogy! Great video overall. I really wish there were more games that focused on living in a world over challenging combat and puzzles and whatnot.
Such a nice breath of fresh air this game is I'm so glad I chose to play this instead of one of my 30 action games in my backlog
I've revisited this video so many times since its release. It's served as a consistent source of inspiration over the years, and I'm so happy it exists. Thanks for this!
I am so glad somebody with an audience and the time and skill to put together this video did so. I think this is important and I wish more people who make games considered this!
I've come across this channel reviewing one of my favorite games, as well as pointing out some very interesting points about game design and genre, plus I just liked the video in general. You sir get a thumbs up, good job :)
I like games with combat but it's great to play something different. Variety is the spice of life! Eastshade is a great experience and so beautiful. Games are art
Eastshade is probably my favorite video game. The ludo narrative coherence is so pleasant. The landscape of Eastshade is beautiful and the people are nice. That's why you play the game and that's HOW you play the game.
Loved this video. Totally agree with you.
This video felt like someone took my thoughts about this game outside my head and put them in an amazing video
Thank you so much
I've been philosophizing a lot on violent-free games lately, so this video was fantastic to watch! Also, as a huge fan of Gothic II my heart just melts a bit with nostalgia everytime you mention it, Ragnar.
Friendships and thoughtful gift-giving sounds plenty challenging and rewarding. I never would've considered relationships and introspection mechanics for a whole game, but it makes sense: encounter situation, gather tools and information, create solution
I'd like to see a social vampire game. Vampyr *really* disappointed
This video was the David Attenborough commentary of video games. Great job! I feel the same exact way about Eastshade.
Just wanted to say that i like the way you did this video Ragnar :) keep up the amazing work
I was just thinking you look like a metal gear character then you put on the foxhound jacket, love it
Very cool putting yourself in front of camera and expanding what can be done with the video essay!
Great video as always Ragnar! You're legitimately one of the very few TH-camrs I get excited about when new video's drop. You always have a fresh/different take on video games and life that I enjoy seeing from your perspective.
For me the issue isn't really about lacking combat or violence, it's about lacking CHALLENGE, which is usually what i think a video game appeal is all about (for me at least). Overcoming challenge in a game feels relay rewarding, regardless what that challenge is about. It could be killing a bunch of dudes, or it could be painting the best set of ducks in the national duck painting competition being held in the award winning game "Duck painting simulation 2019".
Sometimes it's also a challenge to break out of thought patterns you've been conditioned into. Why do you need the challenge? Why is it important to you to be better than others at something? What's the point in competition? Why not just enjoy things for their own sake?
These are of course valid points, and atmosphere, story and exploration are really a big part of the formula for me as well, My favorate game of all time (Silent Hill 2) is my favorite game for those reasons. But I still fell challenge is the thing that gets me most invested in a game, as its the most unique thing about video games relative to other media as atmosphere or story for example can be experienced by other types of media like movies. I realize interactivity itself is what makes games unique, but that is also becoming a blurred line as "VR experiences" have that interactivity, but i would not exactly classify them as games per se.
Small clarification: When i say "Challenge" i don't really mean competition; i don't want to be "better than others" at something, I want to be better than MYSELF at it. that's why games like bloodborne and hollow knight are some of my favorite games. They make me feel like I'm getting better and progressing my skills until i finally beat the challenge they present.
@Mac Mcskullface Was I talking to you? I'm pretty sure I wasn't. That said: children are conditioned into hinging their sense of self and their self-worth on to how well they perform at tasks. Competitions are held pretty much as soon as they can walk and talk. Competitive play is encouraged over cooperative play. Parents put pressure on their kids to bring home good marks. This continues in adulthood - find the best job and compete with others to get it. Get the best salary. Be the most successful. Pile up the most amount of wealth.
And it's this worldview, this compulsory competitiveness, that creates gamers who *need* to win (especially if gaming is the only thing they've got to be good at). To "beat a game". Gamers who whine about the inclusion of easily accessible cheats and story modes in single player games. Because being good at video games, being *better* at video games than the fILthY cAsUaLs and have Dark Souls as their Holy Grail. I'm not saying that @cybermtl666 is one of those (they definitely didn't sound like it), but the same psychological mechanisms are at play. And the first step in throwing off conditioning is to recognise it for what it is.
I especially love when a game is all about exploring nature and is clearly made by people who have no concept of just how dangerous nature can be even when it isn't populated by the forces of darkness.
@@Cybermtl666 Yeah, I definitely get that - personally I like games that tickle my creativity. I play an ungodly amount of Minecraft creative mode - no combat, no killing things, just challenging yourself to build the most awesome things you can imagine. In a game like Eastshade the challenge lies elsewhere - learn all the things, create the best paintings you can manage, solve all the things the characters ask you to do. To get to know the world and its people. Many gamers I know just don't realise that there can be other challenges than killing things as fast as possible. Basically, there's always a challenge - you just have to find it.
I’ve been eyeing Eastshade and now I absolutely need it. This was a great video :)
Did you enjoy the game?
By far the best review of this game i've seen ... maybe one of the best game reviews i've seen overall. I really wish there were more games like this. A beautifully crafted world to explore with interesting places and characters, a peaceful atmosphere, no combat, no soul less random fetch quests without any backstory, no gps gaming (i really hate this trend, just following a map marker or fast travel without paying attention to the beautifully crafted world).
Eastshade was to me like some kind of virtual vacation. Definitely my personal game of the year. Hope it sells well so we see more games like this in the future.
I’m starting to really catch up to your content now… you do really good work and I appreciate you.
Quite ironic to see the ads for combat based games while watching this video
This really speaks to me. I have recently begun seeing the overabundance of violence in video games to strange and a shame.
That music at the beginning, it brings back so many memories! Great choice!
I like your voice
I like your face
I like your videos
Sub
I feel like Subnautica subverted my conventions for a survival game pretty well. It has a very Show More, Tell Less way of giving out lore and story. Yes, the PDAs serve as somewhat of conventional notes or recordings. However there is a huge incentive to explore and SCAN everything. From the wrecks to the wildlife. Also there IS combat, but it is fairly limited, and there is a story reason for this... The fabricators were used to basically 3d print weapons, fueling a massacre. Also, Subnautica is thoroughly terrifying (for me anyway), especially for a game that sometimes gets summed up as "Minecraft in Water".
A decent list of exploration games that lack combat (which are also my favorite games) are: Journey, Flower, Bound, Koi, Rime, Entwined, Unfinished Swan, Unravel, Abzû, Katamari Damacy, Aer.
what about the Firewatch and Siberia?
I have never had someone explain so perfectly why I’ve never been interested in video games until this point in my life. I never enjoyed the combat elements in most games. The only video game I ever really played as a kid was the cabinet game of Soul Caliber 3 at my local movie theatre and that was mostly because I loved the characters, but it was still a 50/50 shot weather or not I played that or table hockey. I just like immersive worlds with intriguing stories where you can get to know characters and feel.
Execellently executed. I totally agree. There was a day where I wondered around the Bluffs and the icy shore and I just thought, I want to see if I can go around this iceberg. It didn't look welcoming or like there would even be anything there as I was traveling along it. At a point I even wondered if I was progressing at all, like is my boat even moving forward? It was hard to tell but I kept going and I wrapped around the corner- still looked like only like ice and nothing much to see but eventually I was able to come ashore and saw a bear sitting on the ice and she asked if I was even real or she was imagining things. She led me to a team that was excavating a tunnel in the ice and spoke of ghosts? A curse? I was full of wonder and delight as it felt like I totally found this on my own without anything pointing the way. It was wonderful and rewarding. This game always puts me to sleep too with the music and peacefulness. 💙
Cradle is another lesser-known gem you might like too: it's not as open world as Eastshade, but it's also based on non-combat objectives (and the environment looks amazing).
I've played and quite enjoyed Cradle. But I really wouldn't call it an 'open world' game, more of a first person mildy sandbox adventure. Which doesn't mean it's not good. Although I found the puzzle box elements extremely grating tbh.
Thank you. I already loved the game before, and this was a lovely tribute to it.
I have the exact same feeling. When I played Quake with a friend back then, we quickly got bored and instead of shooting each other over and over again, we instead downloaded user-made maps and explored those together. One time we found a city like map with buildings you can enter and sat on a couch infront of a TV sjowing a 3 frames Ren&Stimpy animation.
This is the most beautiful game I've ever seen. I want it, but more than wanting it I don't want it to just sit in my library. I want to have proper time to play it.
I think that's something I really liked about The Witness. Free range exploration where all I have to do is look about and solve puzzles at my own pace. Eastshade sounds right up my alley.
Since the first time I ever played The Longest Journey I wanted a game where you could basically live in an immersive world and just carry on with your life. No combat, no epic storyline, and you're not the center of the world. We have enough games with combat coming out each year, it would be awesome if more games tried new underexplored mechanics.
Edit: Wrote this before finishing the video. It's so cool you also showed TLJ as an example haha.
Hah, nice coincidence! TLJ is fantatsic.
Wonderful video as always, makes me look back at the games I played and wonder how would they feel without combat.
PS. every time I see that you uploaded a video, I think to myself "Looks like I'm adding some new games to my wishlist today"
I love your videos, and your take on what makes games great experiences! I'm glad you're still at it.
Loved this video, bro. Well done. Loved the on-camera interactions!