SS2 is genuinely one of the best (and probably only) Sci-Fi Horror RPGs to this day.
It's not just tat the game is unique jank. It's also legitimately good and easy to play.
Unlike prey.
Which is an annoying slog with annoying enemies and equally annoying backtracking.
It’s not a horror game, nothing about dispatching literal endlessly respawning enemies with hitscan weaponry, basic and noncomittal inventory management, or listening to poorly voice acted audio logs help to instill horror and that’s the bulk of the player’s play time.
>noooooo it's only horror when its like amnesia or a similar game played by my favorite face cam screamy youtube (haha, he makes the face!)
It's as much of a horror game as Resident Evil.
4 weeks ago
Anonymous
It’s as much of a horror game as ghosts n’ goblins, in fact that game created more tension due to it’s solid risk reward system paired with high difficulty, that SS2 completely lacks die to its save/load anywhere system killing any sort of tension wherever possible. If you’re so motivated to kill any sort genre definition than I suppose SS2 may be a good horror game, but it’s inferior to Castlevania 3, God Hand, and Baba is You.
4 weeks ago
Anonymous
SS2 was always considered a horror game. Ever since release.
Only because you arbitrarily began to associate a certain feature set with horror after 2010 doesn't mean games have to adhere to your autism.
>SS2 is genuinely one of the best (and probably only) Sci-Fi Horror RPGs to this day.
lol. STFU POSER. you dont even know why this kind of game is good.
it certainly isn't because of some cretinous reasoning you read on twitter, rest assured.
4 weeks ago
Anonymous
>ss2 poser can not fathom someone forming an opinion on their own
4 weeks ago
Anonymous
>endlessly asshurt Prey gay cannot get over the fact that a 25 year old game is better designed than his poorly executed excuse of a copy of the same game
Same goes for Dishonored and Thief by the way.
Have fun clicking yourself through a bad crafting system I guess.
Arx was Arkane's last good game.
4 weeks ago
Anonymous
>Arx was Arkane's last good game.
I don't know about their newer ones but Arx started off great and completely fell apart in the last third.
4 weeks ago
Anonymous
>fell apart in the last third.
More like right after the goblin kingdom.
Level 3 and beyond just scream "we ran out of money and time"
It's still their best work probably. Simply for leaning so hard into copying Ultima.
Probably a lesson that made them scale back future projects.
Which is also the reason why they are not as good.
Prey is probably a close second, but Dishonored is just a lackluster thief with slick aesthetics (that somehow don't stick - much like prey. Arkane always had these "unique" settings, but nothing about them to really drive home what they were trying to do).
4 weeks ago
Anonymous
>ss2 poser is oblivious
4 weeks ago
Anonymous
your favorite game already flopped
4 weeks ago
Anonymous
SS2 would not exist without my favorite game SS1. be thankful for my favorite game, poser.
4 weeks ago
Anonymous
Doesn't matter to me
My favorite game is Ultima Underworld
it was too easy
modders have datamined the game and found that a lot of things have been changed to be less punishing like weapon durability or finite fabrication licences
being able to make infinite neuromods just breaks the game
Its a bad game with a following of people who have shit tastes and keep trying to make people think it is some underrated flawed masterpiece when it is not
The ending was meant to make you reconsider all the themes that you have to pick up outside the main plot if you were interested, but if you were attentive to everything there is nothing to reinterpret on a second play through because there are simply no more new details to glean. This doesn't engage in Ganker autism enough to get people theorizing about the game to even begin to have a meaningful discussion about some of the lines it is trying to draw. It also just didn't go hard enough. December should have been fully fleshed out. The psychologist character was completely underutilized. The typhon having health bars and alert status indicators brutally undermines the idea that these are supposed to be creatures that lurk in the uncertainties of your perception. As art it's confused because it also has to court the master of accessibility like this. I'm not entirely convinced this isn't part of the intended message. Kind of like how the visually impressive game tech they use for the looking glass panels could also be used for perfect mirrors in the bathrooms, but they just don't because typhon can't recognize themselves or anyone else. As art, it succeeded in making me feel genuinely schizophrenic thinking about it.
Same problem every im-sim fell into. Shooting feels dogshit. I can't think of a single im-sim with good shooting except Bioshock [spoiler]Infinite[/spoiler] and that game is barely an imsim.
1. Too annoying to get the true ending
2. The guns aren't fun to use
3. The story isn't great, just passable.
4. The environments aren't very interesting
5. No one actually likes crafting shit, I have no idea why developers randomly came to this conclusion after minecraft that every fricking game needs a crafting system
It's too simple, too safe. Maybe I should replay it on the hardest difficulty with the hardcore survival options like having your suit taking damage and all that.
1) it's an im-sim, and im-sims ultimately appeal to a very small audiences
2) it was completely torpedoed by Bethesda on multiple levels, including forcing an engine the studio was not familiar with, without making consideration for it in production plan, denying further delays, resulting in an incredibly poor launch state
3) HH's parasitic lies and bullshit created vast negative sentiments towards the game, which lead to
4) the game was just not marketed at all, because Bethesda, either intentionally playing into HH's cards, or unintentionally just being the cowardly slimy c**ts they are, got cold feet due to the HH shitshow, and decided to entirely cut all further funding to the game and it's propagation.
Essentially, the game was poorly supported from start, but towards the end it was very actively sabotaged.
Hell, the fricking state of the pre-release reviews was so abysmal it isn't a stretch to think they were paid to execute the game.
Remember that review that gave the game 6/10 because "it was great until I've ran into a save-corrupting bug that completely stopped my playthrough. Yeah, I know the studio offered to fix my save-file, and released a day -3 patch that completely fixed that bug so it will not affect the actual public, but I'm still giving it 6/10 because of that bug!"
Prey was most likely designed to fail from the start, it's absolutely quite likely that the goal was to re-ignite interest in HH and kill off Arkane with single strike... but if we want to avoid slightly conspirational theories, still the facts that:
1) engine was giving des trouble and beth refused to extend development, causing a very buggy and unoptimized release
2) HH deliberately creating negative publicity around the game,
3) Bethesda withdrawing any funding to marketing
4) the genre inherently being a niche-appealing one
Are absolutely, undeniably and objectively verifiable reasons why the game ended up being a commercial flop, despite being very good.
>inb4 it was too intellectual and similar cope
But that's the reason though, modern gamers are genuinely too moronic for SS2/Deus Ex style games.
SS2 and Deus Ex have more intuitive game design than prey.
ss2.. is for POSERS!!!!
SS2 is genuinely one of the best (and probably only) Sci-Fi Horror RPGs to this day.
It's not just tat the game is unique jank. It's also legitimately good and easy to play.
Unlike prey.
Which is an annoying slog with annoying enemies and equally annoying backtracking.
It’s not a horror game, nothing about dispatching literal endlessly respawning enemies with hitscan weaponry, basic and noncomittal inventory management, or listening to poorly voice acted audio logs help to instill horror and that’s the bulk of the player’s play time.
>noooooo it's only horror when its like amnesia or a similar game played by my favorite face cam screamy youtube (haha, he makes the face!)
It's as much of a horror game as Resident Evil.
It’s as much of a horror game as ghosts n’ goblins, in fact that game created more tension due to it’s solid risk reward system paired with high difficulty, that SS2 completely lacks die to its save/load anywhere system killing any sort of tension wherever possible. If you’re so motivated to kill any sort genre definition than I suppose SS2 may be a good horror game, but it’s inferior to Castlevania 3, God Hand, and Baba is You.
SS2 was always considered a horror game. Ever since release.
Only because you arbitrarily began to associate a certain feature set with horror after 2010 doesn't mean games have to adhere to your autism.
>SS2 is genuinely one of the best (and probably only) Sci-Fi Horror RPGs to this day.
lol. STFU POSER. you dont even know why this kind of game is good.
it certainly isn't because of some cretinous reasoning you read on twitter, rest assured.
>ss2 poser can not fathom someone forming an opinion on their own
>endlessly asshurt Prey gay cannot get over the fact that a 25 year old game is better designed than his poorly executed excuse of a copy of the same game
Same goes for Dishonored and Thief by the way.
Have fun clicking yourself through a bad crafting system I guess.
Arx was Arkane's last good game.
>Arx was Arkane's last good game.
I don't know about their newer ones but Arx started off great and completely fell apart in the last third.
>fell apart in the last third.
More like right after the goblin kingdom.
Level 3 and beyond just scream "we ran out of money and time"
It's still their best work probably. Simply for leaning so hard into copying Ultima.
Probably a lesson that made them scale back future projects.
Which is also the reason why they are not as good.
Prey is probably a close second, but Dishonored is just a lackluster thief with slick aesthetics (that somehow don't stick - much like prey. Arkane always had these "unique" settings, but nothing about them to really drive home what they were trying to do).
>ss2 poser is oblivious
your favorite game already flopped
SS2 would not exist without my favorite game SS1. be thankful for my favorite game, poser.
Doesn't matter to me
My favorite game is Ultima Underworld
gay crafting
boring aesthetic
watered down by bethesda
Prey (2006) > whatever this troony shit was
t. hasn't actually played prey 2006
>man gets hyped up at generic cover shootan trailer, vows to spend the rest of his life letting everyone know
It's up there with BotW, BG3, and Hollow Knight as "Most Overrated Game Ever"
Bad marketing
Boring world, boring generic enemies, story that is boring for most of the game, pretty boring combat. Boring game
>Boring world
i am angry at the internet people once again
it is a boring world
it's le futuristic but also art deco, for reasons
it's not interesting
Talos 1 was boring as frick and so are you.
Incredibly bad enemy variety. There's like 3 creature types in total.
Nothing. Prey is a masterpiece.
why did it fail then?
Shit enemy variety and constant backtracking.
One is forgivable, having both is not.
It was too intellectual for the "gaming audience" (read: morons)
it was too easy
modders have datamined the game and found that a lot of things have been changed to be less punishing like weapon durability or finite fabrication licences
being able to make infinite neuromods just breaks the game
Its a bad game with a following of people who have shit tastes and keep trying to make people think it is some underrated flawed masterpiece when it is not
Having one of the worst endings in videogames doesn't help
Enemy design got old quick, endgame is mostly backtracking and the ending insists upon itself.
The ending was meant to make you reconsider all the themes that you have to pick up outside the main plot if you were interested, but if you were attentive to everything there is nothing to reinterpret on a second play through because there are simply no more new details to glean. This doesn't engage in Ganker autism enough to get people theorizing about the game to even begin to have a meaningful discussion about some of the lines it is trying to draw. It also just didn't go hard enough. December should have been fully fleshed out. The psychologist character was completely underutilized. The typhon having health bars and alert status indicators brutally undermines the idea that these are supposed to be creatures that lurk in the uncertainties of your perception. As art it's confused because it also has to court the master of accessibility like this. I'm not entirely convinced this isn't part of the intended message. Kind of like how the visually impressive game tech they use for the looking glass panels could also be used for perfect mirrors in the bathrooms, but they just don't because typhon can't recognize themselves or anyone else. As art, it succeeded in making me feel genuinely schizophrenic thinking about it.
Black goo enemies and the simulation ending
Killed my interest in the game
Same problem every im-sim fell into. Shooting feels dogshit. I can't think of a single im-sim with good shooting except Bioshock [spoiler]Infinite[/spoiler] and that game is barely an imsim.
how is bioshock an imsim at all
It's not, Ken Levine himself claimed it was.
Is the consensus that it's bad? I liked it. Ending was a little eyeroll-worthy, but it was fun.
1. Too annoying to get the true ending
2. The guns aren't fun to use
3. The story isn't great, just passable.
4. The environments aren't very interesting
5. No one actually likes crafting shit, I have no idea why developers randomly came to this conclusion after minecraft that every fricking game needs a crafting system
Probably the name. Probably bad luck. Most likely the shit marketing.
>nobody citing the multicultural brown crew or the lesbian shit
fricking zoomer trash
It's too simple, too safe. Maybe I should replay it on the hardest difficulty with the hardcore survival options like having your suit taking damage and all that.
1) it's an im-sim, and im-sims ultimately appeal to a very small audiences
2) it was completely torpedoed by Bethesda on multiple levels, including forcing an engine the studio was not familiar with, without making consideration for it in production plan, denying further delays, resulting in an incredibly poor launch state
3) HH's parasitic lies and bullshit created vast negative sentiments towards the game, which lead to
4) the game was just not marketed at all, because Bethesda, either intentionally playing into HH's cards, or unintentionally just being the cowardly slimy c**ts they are, got cold feet due to the HH shitshow, and decided to entirely cut all further funding to the game and it's propagation.
Essentially, the game was poorly supported from start, but towards the end it was very actively sabotaged.
Hell, the fricking state of the pre-release reviews was so abysmal it isn't a stretch to think they were paid to execute the game.
Remember that review that gave the game 6/10 because "it was great until I've ran into a save-corrupting bug that completely stopped my playthrough. Yeah, I know the studio offered to fix my save-file, and released a day -3 patch that completely fixed that bug so it will not affect the actual public, but I'm still giving it 6/10 because of that bug!"
Prey was most likely designed to fail from the start, it's absolutely quite likely that the goal was to re-ignite interest in HH and kill off Arkane with single strike... but if we want to avoid slightly conspirational theories, still the facts that:
1) engine was giving des trouble and beth refused to extend development, causing a very buggy and unoptimized release
2) HH deliberately creating negative publicity around the game,
3) Bethesda withdrawing any funding to marketing
4) the genre inherently being a niche-appealing one
Are absolutely, undeniably and objectively verifiable reasons why the game ended up being a commercial flop, despite being very good.