EcoShifter

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Everything posted by EcoShifter

  1. Definitely Sonic Unleashed. Borderlands 3 or Death Stranding?
  2. . . . Multi

     

    PlayStation Wrap Ups

    Unfortunately never got to save or post it from 2019, managing to only remember certain details

    2019

    1. Crash Team Racing: Nitro Fueled

    2. Team Sonic Racing

    3. God Eater: Resurrection 

     

    63 games played iirc

    Title - Speed Demon

     

    2020

    1. Naruto to Boruto: Shinobi Strikers (unfortunately, but at the sametime it did pull me away from older mp games I kept playing too much: e.g., TLOU MP, Rocket League, etc)

    2. Horizon Zero Dawn

    3. Dragon Ball Xenoverse 2

     

    74 games played

    25+ plats earned

     

    Multiplayer games have been dominating the past several years, especially after fatigue from earned platinums and fully completed games, and it's been perfect, regretfully, for (many) procrastinated gaming days. Not even the sheer variety of playing new games and returning to old games could compete with the endless replay-value online games have been offering, especially those that have gotten DLC support for multiple years (e.g., Dragon Ball Xenoverse 2, Dying Light, etc). Open-world and story-driven games have also contributed to the multiplayer comfort-zone, as they get too demanding at times: the former's issue primarily being related to the trophy list and my completion addiction, while the latter's is having to maintain a certain level of attention span in order to follow the story (especially if it isn't well designed), with lack of held-interest often resulting in the games being put on hold. I typically don't run into this issue in OW games because the gameplay remains engaging and/or engaging enough to keep playing—while potentially also racking up some miscellaneous trophies along the way, leveling up, gathering resources, etc—while the story is on standby and not forced onto me. Not possible in linear games, because the gameplay is driving directly to the scripted story and will advance it beyond player control.

     

    State of Play 2/25/20

    Underwhelming but not terrible. I expected to see at least one of the many things I have an interest in—Spyro 4 reveal, TLOU:PII Factions (moreso to see its direction), further look into Horizon II, Bluepoint's next game reveal, and may'be a further look into Biomutant, more games upgraded for PS5, and the game the new Sony San Diego studio is working on, and other—but there was nothing shown that I wanted to see. However, some of what was shown either has my interest or has more of it such as Kena: Bridge of Spirits, Deathloop, and Knockout City. (The Crash Bandicoot 4 and Final Fantasy VII PS5 upgrades are also fantastic.) Everything else, including Returnal still, doesn't have much of my interest. Brief thoughts on the interesting ones- Kena doesn't look innovative or unique, but it still looks fairly great. Deathloop, while still not looking as ambitious and fun (so far) as the studio's signature Dishonored series, does looks better than before and great when especially considering a lot of the great features implemented in it are from Dishonored. Knockout City is an interesting surprise that actually looks like one of the better designed, less chaotic multiplayer games, with an actual compellingly fun gameplay loop, and the cross-play feature only makes it all better.

     

    Other
    R.I.P. Days Gone PlayStation exclusivity. Another former exclusive I will no longer be able to refer to as a "PlayStation exclusive" or can brag about the PlayStation library having in the occasional toxic console war arguments.😢

     

    PS+ March lineup (Final Fantasy VII, Remnant: From the Ashes, Farpoint, and that other thing-game) is solid, but as almost the case every month, there is a prominent, negative drawback: the pressure and requirement of buying the games' DLC for the full experience and for full trophy completion, respectively.

  3. It really is, though, especially the Vita version. It has a more interesting openworld and uses the ow system better. The amount of improvements GR2 made from GR is utterly ridiculous: length, content, Raven herself being playable(!), online related features, gameplay depth, story depth (this includes the conclusion of multiple story arcs that GR glaringly left open!), gameplay improvements (stasis and gravity slide being the most apparent, bosses, combat is just no contest at all, etc), quality of life aspects, soundtrack, cast and character designs, themes, exploration, powers, traversal, replay-value (especially, like my god), world-building, presentation in most cases, etc. GR is far more limiting as a game and especially product, entirely. I love both games, but GR2 is indefinitely better when you consider the game as a whole rather than selective areas you care about. The faults (even if lets say it has more of them than GR) it has are outweighed by the pros. There are still a lot of parts with Kat and Raven talking to each other during the gameplay segments of the story, expositional and cutscenes' based. The same way the Uncharted and TLOU (mainly Part II) series don't always have you with a companion (which there are a good amount of when it's just you as Nathan or Ellie/Abby), with people still referencing those games often for "cinematic third person games with dialogue between two characters", GR2 falls under the same category. It takes a few episodes, but it does happen fairly often after "meeting" Raven. After all, the game focuses on teamwork between her and Kat. Not to mention Raven's importance to not only her but the story too, and as a result she is around often. Thus dialogue between two characters (in a cinematic, third-person game) :l
  4. With Until Dawn out the way, acknowledgement that "horror" doesn't exclusively equate to the experience of being scary or how scary it is, and emphasis on "fun" experiences, I'd say The Walking Dead: The Telltale Definitive series Noticed you only played the first game, which means you have some idea of the horrific things—actions, events, and choices—that take place throughout. Among also being a legitimate easy platinum, this collection gives you every single episode and season ever released, plus good exclusive bonus content. Dying Light: The Following - Enhanced Edition This is an RPG and there's a few low demanding coop trophies, but this is one of the best and most fun "zombie" games out there. It's kind of like a horror themed Borderlands (first person, single player-by-choice, RPG, with drop-in-and-out coop, varying grades of weapons, prominent looting system, rideable vehicles w/ passenger spot, etc) but in a more condensed world, with "zombies", a well designed and fluid parkour system, and more emphasis on slashing—includes full dismemberment system—than the over-integrated shooting mechanic seen in the vast other zombie-like games. Have to add the easter eggs (some of being acquisition of Link's Master Sword and Alien related things) and gameplay are phenomenal. Alien Isolation Borderline due to "beat game without dying" trophy, but this can be avoided simply with checkpoint restarts before death, all without relying on the silly Cloud exploit. An even stronger recommendation if you're a Dead Space [series] and Alien [movie series] fan, which if you've watched any of that is what the game impressively imitates. One of the legitimate best AAA horror titles of at least the console's generation. A lot of other great horror games either don't have a platinum (INSIDE, SOMA), aren't available on PS4 but on PS3 (Dead Space), or range on the more grind/difficult side (The Forest, Dead Nation).
  5. . . .That is exactly what Gravity Rush 2, the best installment in the series, is.
  6. Now the game will truly be free for people.
  7. If possible, will definitely be adding more to this overtime, but for starters: - Non-interactive movie games forcing player to watch its cutscenes by being unskippable (Sly series, Kingdom Hearts). - Some games being way too story driven to the point where the gameplay apparently suffers for it. - Games with unskippable credits (Dark Souls II, Assassin Creed iI)—especially the really long ones—and that don't even have a semi-compensating sped-up feature despite their existence in multiple (old) games (e.g., Pokemon, Jak titles) over the last several generations. - Questionable lack of even minimal stealth mechanics in games that would be fine with it and that one would initially think has it (Resident Evil 3). - Lack of waypoint markers in games with any detailed map and especially backtracking. - Games that still don't separate even just the primary three audio features known as music, special effects, and speech. (Recent Shantae games). - General lack of quality of life features, like not being able to name custom loadouts, sell/buy/drop multiple of the same items at once, non-existent fast travel in any relatively large openworld game, returning to the first section of a series of menus after backing out once, etc. - Games with a plethora of cutscenes that don't store them somewhere to be watched again outside having to replay the game from start to finish. - Games that still don't have enemies react and/or display the appropriate action when hit in certain limbs, even just the legs. - Games that have a dismemberment system and don't go the full mile with the system as in dismembered enemies living after dismemberment (The Last of Us). - A lot of games not—evolving—doing anything interesting and different with their day and night cycles gameplay wise (unlike Dying Light and Mad Max which actually does so). - Games that don't have a chapter/episode/level select, especially non-openworld games. - One good gradually more utilized feature I've been seeing in games with vehicular traversal is the realistic concept known as gas depletion (Mad Max, Dying Light, Days Gone). Compliments gameplay: extension of survival, exploration, etc. - Another good feature are the not too many but increasing amount of openworld games' with non-immersion breaking fast traveling systems.
  8. A basic form of formal conversation is needed for discussions to even happen in the first place. And there is no informal use of the word "free". Right, ignore the apparent fact, though, that not using the word "free" actually makes things "simpler" and "better". So much to the point that this topic & argument literally would not exist if people knew how to use the term correctly. Guy. The point is about the fact some believe the game is actually free (from their twisted definition of the word's meaning), as well as the misuse of the word. You're not really following the argument. You're also generalizing and assuming everyone who uses the term in one unified group, including yourself which goes back to my first point with the personal assumptions treated as fact. You DON'T know what they mean. You jump to the conclusion that you do, the same way people stupidly claim they know someone is joking without actually knowing.
  9. From your first useless retort where you're seen pitifully making something (a standard correction in an argument) bigger than it actually is out of I assume boredom or personal issues, you've failed to make any kind of argument. Your sole purpose is clearly to provoke. You've contributed nothing to the topic (until your late edit) or countered anything I've said. It's humorous you're trying to equate me with a GFAQ level poster, when both your mentality and argumentative approach mirrors one exactly, even to the degree of constantly inserting unfunny GIFs in your replies. Also hilarious you use the word deflection when you did the very thing in one of your previous post by cherrypicking only the secondary point of my argument against your previous drivel so that you had a "reason" to submit another useless retort, a common trait among people on that site. What. . .?? No, no you cannot. This isn't even about my standards but those of grammar and the English language. You don't get to dictate the rules of grammar or decide it doesn't matter much because of your personal feelings and "ability" to detect what someone means when they aren't perfectly clear. Your argument is super irrational, man.
  10. Just because it's okay and good enough for you doesn't mean it's okay to other people. My original comment is based on other "convincing" comments on the thread, some of which are condescending and insulting to people on the other side of room. . . . Degeneracy describes a declined state. Using a word incorrectly while knowing so and not finding an appropriate replacement is degenerative. Rather than improve you're choosing to be wrong, either out of laziness or ignorance. That's degenerative. "It's just a word" couldn't be farther from a non-argument. Now, there's no reason for this to go on any longer; there isn't that much depth to this thread nor anything else to be said, honestly. Also l v
  11. Calling you out on being wrong about something is not being pedantic . You were wrong about things you argued with me on, and when I argue back that's being pedantic? No. I already addressed what made your replies silly. Refer back to that post. That is not the point. Your first reply to me is v So this is your point. You firstly twisted my point and at the sametime also implied that people can't be degenerative with the inclusion of a word in a sentence. Look, there are exceptions here and there (typos, figure of speech, etc), but your comment is not an effective excuse for people to choose when grammar matters and when it doesn't. What's the point of words if they won't be used as designed. Like I said before, "free" is a very specific term that applies to very specific situations, so its usage to describe situations in which something is evidently not free is. . . going to be glaring. Otherwise, what's the point in the word's very existence. That has no use here but ok?
  12. Melodramatic and blowing things out of proportion. I'll be damned if I let someone make something I said/did (critique of actions) look like something it's not (insulting people). Clearly you need to take the damn walk. There's literally no need for your comment.
  13. You did with your attempt at a counterargument. I didn't actually do that, I implied degenerative actions not degenerative people. There's a difference. Criticizing people's actions and criticizing people themselves are not the samething.
  14. You're actually arguing that it's not possible to change the meaning of any sentence with one word, despite it being taught in school that is very well possible. So why are you laughing? Also, that's actually not my point. The point is that in one case a word with a very specific meaning is constantly being misused despite awareness of so. Overanalyzing? All of this is immediately obvious upon reading certain people's comments. My (short) points are very clear: People treating their presumptuous beliefs of what people type/secretly mean as fact, a word self-knowingly by people being used wrong, and easy alternative ways to describe the ownership/distribution of the monthly games without adding "free". That's it.
  15. Beyond being presumptuous of some hidden meaning every single person means when they use the term "free" (as if some people don't truly believe the games are free), the people defending the people labelling the games as "free" are also by default defending degeneracy, laziness, and/or the intentional misuse of grammar. There so many alternately easy, correct ways people can say they received a game from PS+ with the same amount of words or less than their incorrect way that falsely uses the "free" adjective: i.e., "I got it free from PS+"/"Was given out free from PS+"/"Received it free from PS+"/"The free games for this month are" to "I got it from PS+"/"Was given out from PS+"/"Received it from PS+"/"The games for this month are". Plenty more variations. The utterly misleading use of "free" is easily avoidable and entirely unnecessary.
  16. It's not that bad. The trophy list consist of mostly simple and straightforward tasks: Defeat this boss, Take care of this character's fate, and do this basic task (Level up weapon, Eat 10 rats, etc). Collectibles, as are generally the case, are what prevent what would mostly be a simple platinum. Though the way they're implemented in this game is okay considering. . . The game warns you about the consequences of sleeping and literally shows you the negative impact it has on districts after doing it if you haven't been taking care of things beforehand. And sleeping is not forced, it's optional. Also the reality is that if you've allowed a district to become critical but moreso hostile, then you've been playing badly. Otherwise, if you're keeping on top of things, there's points in the game when you can sleep multiple times with little to no consequences, trophy and/or game wise and thus also get the important items from NPCs. Speak The crashes and load times, however, are valid complaints. Although, the former I didn't have anywhere near as many as you've (probably exaggeratedly) claimed. That's including me constantly running around the world, dashing (fastest locomotion), and skipping battle encounters, on base PS4. The issue has just primarily been the long and short load times. Load times have seen minor improvement. It's often similar or quicker by no more than a few secs. (Same with the first Styx game.)
  17. All-Star Fruit Racing Champion Unlock all the trophies Well, it's a suitable trophy image and especially platinum title. I'll take it. A fruit themed kart racer that's not better than mainstream kart racing franchises, like Mario Kart and Sonic racing, overall, but still fairly good and worth playing at the appropriate price. Roster Twenty-two characters in total (17 females, 5 males. . . weird ratio there). Despite all the character portraits alluding to personality the characters have, it's not actually the case. Each gender falls under certain character archetypes. Females have the most, falling under 3 types, while males (just barely) fall under 2 types. For females', there's the one playing with their cellphone type (8), the short girls that take a bow before twirling type (4), and the last seemingly being the impatient type (5). Now with males, 4/5 males fall under the same type (no surprise), while only 1/5 falls under a unique type/his own type. The fucked up part about the 4/5 group is that it's a direct copy of one of the female's, which essentially gives the male group no identity of their own. Lastly, every character also shares the same podium animations. Stages One of, if not, the best parts about this game. It's obvious that stages received a lot of focus during development. There's 21 total stages, 4 stages per themed-island except for the last which has one extra stage. In terms of both background detail and physical track design (twisting, sharp, curvy, spiraling, upward, downward roads, etc, some celling/wall driving) they're are simply very good. Colorful and environmentally varied (beach, snow, rocky terrain, etc), too. Just all around really good. Gameplay & Items There's several weird parts about the gameplay. There's this weightless impact and non-existent sound cues upon collision from air to ground, as well as contact onto vehicles and walls. The button mapping for looking backwards is the down button on the d-pad (because of the item system concept), which is physically inconveniently and clearly doesn't work well for strategic maneuvers or ideas that rely on looking backwards while driving. The item system is unique compared to the typical kart racer, as items can be combined with one, two, or three others to make a new move. Each button on the action pad corresponds to one of the four tanks that need to be filled up with a certain type of juice that when full becomes an attack that can be launched or combined with other tanks of juice for other, usually more powerful attacks. When all four tanks are combined it's known as a Mega-Juice (ultimate) move, which is unique per character, though some of them function similar to others. Vehicle control is good all around—feels good to play, whether it's steering, turning, or drifting. Up to 10 participants can race, which is customizable outside career, and there is up to four player split-screen. Under the name Pistons, speed difficulties are here, including easy (one piston), medium (two piston), and hard (three piston). Music Unfortunately it's subpar, even on an atmospheric level. It's not catchy, memorable, or entertaining enough to listen to outside (and even within) the game. Content Some good stuff here, including vehicle customization, online play, tutorial, time attack, championship (fast and custom), career, custom race and all its modes. Career comprises of 11 cups and doesn't feature a story. The tutorial is well designed, showing the player all the essentials with the various mechanics. Time attack isn't super hard overall but contains challenging times on some stages, on hard. As bad as this might seem, this mode is where I had the most fun, despite there not being an option to race friend or online player's time. Customization is above average, allowing the body, body mask, wheels, rims, front mask, antenna, and horn to be changed on a garage menu. Multiple creations, which can also be randomized, can be made and saved under slots, and they can always be used regardless of which character is picked. Custom race is the go-to mode where regular races can be had. Besides championships, it's also where all the other different (5) race events can be played. Championship (regular and fast, offline and online) is a series of 2-6 races that can take place, with customizable laps, difficulty, stages, and race events. (Its fast counterpart randomizes everything for the player.) Compared to just about every other kart racer I have and played (Crash's, Sonics', etc) online play was unexpectedly competent and smooth all the time from my experience when getting the online trophies. Didn't have any of the usual or unusual connection issues that is seen and experienced in other games of the genre. It also doesn't take a long time to connect online and set up a lobby, and every game mode except time attack, tutorial, and career can be played online. Voice chat also exist, and there is a option to mute people if necessary. As always, I also highly appreciate the ability to invite people without adding them. Unlockables exist and it even has its own section, which is great. It contains content like, other piston difficulties, characters, kart parts, and has a description on how to unlock them all. Really appreciate this game giving this its own viewable section. However, I don't like the design choice of characters being locked behind amount of time played, e-especially when time spent in time attack is excluded. Trophies A lot are straightforward but there are some grind based and online ones as well. One of the type of trophies I really hate are those that require a certain amount of time to be spent playing the game, especially in the cases when they're the only ones left after all other trophies are obtained. This game has four of those trophies, and it's clearly a cheap way to prolong people to keep playing the game. It's two, five, ten and twenty hours. By the time I finished everything in the career and gotten every miscellaneous offline trophy that was obtainable, I hadn't even reached five hours. The worse part about this all is for these trophies, time spent in time attack is excluded. I'd willingly bet this was done deliberately to prevent trophy hunters from abusing indefinite idle time in time attack to get all the time-related trophies, which can't be done in any other mode. So with time attack completed after the career that left me with mainly the time based and online trophies. I focused on whatever I could, which due to the mostly inactive online, was grinding for time. Did the method from the one guide here. Eventually I found a partner for the online and took care of everything in under two hours, leaving the tedious grind for the remaining time-related trophies. The game could have really did without those trophies, or alternatively time spent playing time attack should be allowed.
  18. It doesn't run as consistently well as the original and remastered collection—though it comes closer when played on PS5 (considerable improvement)—so you'll likely experience more frame drops than you have on the other versions you played, overall. On the other-hand, it doesn't have some of the notorious issues from the remastered collection, like the random directional punch bug. Something important you also have to keep in mind is that people often don't list what regional version of the game(s) they're talking about in discussions about its quality, so in a lot of cases complaints can and usually comes more from the PAL versions of the games; PAL versions of games in general are historically worse than their NTSC counterpart. Speaking of which, I've been referring to the NTSC one. Camera controls for the first two games- there's a few problems with it, but they've existed since the original versions. The complaints that the PS4 version received was for the horizontal camera being inverted/standardized (left=left, right=right). It was disliked solely because it was the opposite of the original games/not what people were used to (left=right, right=left). As implied, however, that was patched years ago, with the games being given a new mechanic to change it at will.
  19. It is not that bad to avoid purchasing/playing, especially at these utterly crazy prices. And the camera matter was a minor past "issue" relating to the controllable direction of the x axis camera.
  20. JC3 is harder challenge wise, but JC4 has harder to find collectibles. General consensus also seems to says JC2 is the best JC game. I won't fully oppose that, but GC isn't always reliable. JC4 may be apparently inferior in some areas of presentation, but it's at least better in more important areas of the game's genre, like the shooting, driving, and heat system, has a better openworld, better A.I, and physics either on par or better than its predecessor (better to me from what I noticed thus far, especially since more debris stay around longer). JC3 can also be more repetitive because of how much systems are tied to liberating.
  21. I'm referring to the game without the mods. JC3 had also notably improved the driving from JC2. JC4 just improved it further, and it's the best it's ever been. It's still important to say the least, technically more important than in JC3, because of its link to story progression. Alright, but I typically still see more complaints or criticisms from you regarding openworld games, even ones you haven't played and/or have no interest in getting, like Ghost of Tshisuma and Days Gone iirc. Yes it has, but again, the point isn't about being special. Story as in things like certain plot points and character moments, of which the older games didn't do as much as a good job on. I'm very familiar with Uncharted; I play and get the platinum in all of Naughty Dog's games, which always requires multiple playthroughs. What you said still doesn't rationalize why its overall repetitive design is not just (seemingly) rarely spoken about but basically overlooked. It's not like it has the compelling exploration of searching tombs anywhere near the extent of Tomb Raider or its skill-based climbing/platforming, or popular RPG mechanics that have been accepted in non-RPG games, or anything else similar to remedy the series' very repetitive, very scripted, very streamlined design overall (of course outside charming characters and a well enough told story. . . speaking gp-wise). Most of the good non-story related parts are sporadically spaced inbetween and/or few and far a part the uninteresting combat, climbing, and sometimes puzzle sections. Prioritizing story, especially in an action based genre, doesn't excuse the gameplay's quality and high repetitiveness. Point and click and interactive movie games, however, will normally be excused because their associated genres mainly exist for storytelling itself and are not suppose to focus on engaging gameplay or have good gameplay depth.
  22. Finally beat The Last of Us: Part II, despite the fact I've had the game since day one (gift). Don't know the exact total number of collectibles, but i'm only missing 21 now. That's much less than I somewhat theorized. Thankfully, because the amount of walking and generally slowed-down segments, among other things, in this game is extremely abundant. Although, I'll have to deal with it all again for the 100% completion anyway :\

    1. Show previous comments  1 more
    2. starcrunch061

      starcrunch061

      Did you like the game itself?

    3. EcoShifter

      EcoShifter

      @IntroPhenom That's something that can also be done entirely on your own when a game gives you the freedom to move as fast or slow as you want. If you want to take your time you can choose to move slowly or even stop in place yourself. Games have allowed players those for a long time without forcing it upon the player, even games with expository dialogue. But when a game forces the players to slow down, that is equally bad, if not worse, than the opposite. It's generally more tolerable on a first playthrough when everything is completely fresh, but it ages worse upon every subsequent playthrough, especially on a permadeath type setting when dying makes the player have to relive it to progress. There's additional faults to this type of game design too, such as artificially extending a game's length, just like unskippable cutscenes which this game also has some of.

       

      @starcrunch061 Parts of it (mainly gameplay related). Overall? No.

    4. IntroPhenom

      IntroPhenom

      Interesting.  No cut scene or any other pause in the action of a game ever crossed my mind as being a forced slow down, more just part of the intended flow.  They weren't a bother to me, at least.  Or, if they were a bother...trying to think of the last game I played where I skipped dialogue (which I almost never do), maybe it was towards the conclusion of Dragon Quest XI...they weren't disruptive enough to turn my opinion of the game.  Permadeath sounds like it sucks regardless.

  23. JC2 actually has a weird variety of things that have aged well and things that haven't. It's aged well in considerable areas, like physics (mostly), explosions (more important back then than today), graphics, diverse environments via multiple biomes and industrial locations, etc, especially on PC (a lot of games have generally aged better on it than consoles, which people often don't take into account), while the sequels have been doing a great job at refining past issues or limitations with things like the grappling hook's strength with heavier objects, A.I. behavior, checkpoints, driving and character controls, etc. While at this point I still would not agree with it being the best JC game, there is some merit to its still prominent popularity and praise today, similar to why Crysis and Far Cry 3 (not just because of Vaas) are still praised today, too. Noone is calling the stories in JC games masterpieces or excellently written, but there are some quality aspects to the story and definitely improvements each release, and it's been getting less goofy and more grounded, as the developers have specifically spoken about in interviews. It's definitely not on par with the first two games.' Things like character interactions and line deliveries are often not just better but well done too. Chaos is changed every installment. JC3 had already revamped "Chaos" by making it an optional system that not only isn't tied to story progression anymore but also the means to unlock other items. JC4 continues JC3 change but makes chaos important again to the story progression in the form of squad reserves, whom do the liberating after sufficient chaos is caused. I've seen your posts around regarding multiple openworld games. You've expressed not finding them engaging or particularly good, yet you keep playing them. Even as a persistent trophy hunter you should be aware you can't complete every series, so I don't see why you constantly put up with the series that have proven time and time again aren't to your personal liking. Sure, some series greatly revamp their formula, which is rare, but series like the aforementioned are already deeply defined by what they have been. I've already considered that. But something else to consider is that later generations of people, like in their 20s, are also part of the side criticizing the formula. But when you have such a large group of people defending and wanting more series like Uncharted, including those who not only played the four major games but Golden Abyss and Lost Legacy in addition, a strongly formulaic (and scripted) series in both story construction and gameplay, it's hard to take relevant formula based topics seriously.
  24. Looking at your profile, did you even start the game yet? There's only 8 missable orbs that can be gotten very easily. The first one is in the sewers (only missable because it's bugged), to the left immediately after a certain drop, while the remaining seven are all in the last level.
  25. You can't just bring up any game series that suits your point, it needs to be a valid comparison. For x reason, some formulas work well enough to be used over and over. Others either don't work well enough or are in need of major changes. With Pokemon's mainline game series, older fans (20s, 30s, etc) have gotten tired of the same similar formula since the first of what is now eight generations. The reason the series sells so well is primarily because of kids. Now Call of Duty is an especially poor comparison because a large part of its demographic are a special group of kids/teens who don't mind the repetition within the series as much as older players. Plus, there's statistical evidence proving a weird bias for the shooting genre; something about shooting and killing that just never gets old, especially since CoD particularly has among the most refined shooting mechanics in the FPS genre. The series has also actually mixed things up a few times to say the least, with abilities like wall running and exosuits and whatever else I've possibly missed. You've also ignored the appeal the series has because of very popular features likes zombies, especially with how much it's been innovating since its debut in WaW (better easter eggs, story, level design, etc). Haven't played B3 yet, but the Borderland series is another weird example. Between the first game's limitations in how much greater the series could have been, the various quality game design systems (world, soundtrack, humor, RPG gameplay, coop gameplay, looting, content, characters, etc), and the fact that there hasn't been exactly a lot of installments, it's too soon for people to be burnt out from the series. The Pre-sequel installment may be a full standalone game, but it's not a full scale Borderlands game and was in-part made to buy time for B3 which was already in development. As stated before, Borderlands was basically groundbreaking when it first released but there was room for improvement; B2 took it to another level, but it's also only the first sequel at this point. The series in general just particularly does a lot right and has a lot going on, is ridiculously fun, clearly has a lot of effort put into it, and had its third major installment recently released under two years ago. But the main point with JC is repetition, not precisely the way that JC has gone about executing its progression system since JC2. Even if it were the point, JC4's progression is a hybrid of JC2 and JC3; chaos and missions both progress the story. The freedom to tackle settlements/bases in desired order and the liberation system are still a core part of the gameplay, too (as well as the stunts, hijacking, etc, that the series has been known for). So it is more of JC2 and JC3, just with less focus on destroying the red colored government property.