@darkmarxsoul.bsky.social
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The lion in isolation would be boring yes but the lion in the context of its function makes exploring the wide space easier and is kind of exciting due to its greater speed for the moments you're riding it. It creates some variety.

Also there aren't "few" things strung about, there is plenty.
And in that capacity strictly, speed itself has a sense of exhilaration, that's why Sonic Frontiers was also fun.
Again this is disingenuous because the lion is the method to cross vast stretches of desert to engage with the puzzles and platforming structures and little hidden details, but you act like the flat desert is all that exists in the level. You are being dishonest.
Also the game's not mediocre you just have poorly thought out perceptions of what makes a thing good
Blocking them would imply I don't want to engage with them, which obviously isn't true
I'm not on your profile, I interacted with you so now the algorithm is showing me more of your posts on my dashboard and cuz you posted that ten minutes ago I decided to consider it grouped in with the topic at hand
"The game is fun if you refuse to actually assess the quality of the level design itself and invent a self-imposed challenge you don't have to do to clear the game" like this is like saying Pokemon is good because you can do Nuzlockes.
An argument itself can't be credible or uncredible, it stands on the basis of what it is saying. A person can be credible or uncredible because credibility is a statement about whether or not a person can be trusted as a source of validity.
Like a solid half of the worlds are nothing but platforming mazes, and the ones that are flatter and broader have movement gimmicks like running around on mounts or hopping around buildings or taking underground tunnels. In a game with movement techs merely crossing such spaces is rewarding.
Because I have been giving responses to broader philosophical statements like "The rewards all being the same is bad" which is a dumb argument. If we want to talk level design every Odyssey level has lots of explorable structures and things hidden behind puzzles so I'm not sure what the issue is.
Like from the very beginning this was about you privileging a cardboard cutout game for reasons that weren't even due to its game design over a way more well designed game, it's not "deflection" to argue in an offense-based way towards your standards for the game you like, this is a comparison.
How am I not arguing? What do you define as "deflection"? I am making a lot of arguments.
Like a well made game with stuff connected by stretches of minute objectives is just better than a 3-hour game with poorly designed levels and a bad story that /technically/ you can optimize simply by virtue of the mere fact that it has levels.
I said a lot of things other than that.
I said multiple times, game fun cuz world and movement well made and lots to find in space that's fun to explore. You disingenuously erase variety in the level design to focus on a caricature of the worst elements, then don't leverage that standard on Forces which is worse in a more hollistic way.
It's how I interact with the subset of the population I choose to interact this way at.
Everyone is entitled to leverage their own standards, it's part of being a human being in a public space.

And sorry, do you want me to actually answer whether or not I go outside? I assumed that was just a rhetorical jab at me that didn't demand an answer.
I think not having patience to do a few minutes of a task you worked out how to do is kind of your own problem man
I think having bad standards for a thing is worth scorn yeah if you're going to broadcast it on a public site personally
It has a lot of zero-effort tasks but it also has a lot of mid-effort tasks and a good handful of high-effort tasks. If you think the challenge levels are bad maybe you just sucked at the game because I found all the challenge levels perfectly engaging and acceptable.
You're willfully ignoring everything I'm saying but ok
Not really? Both Frontiers and Odyssey are structured around wide open spaces with tons of really minute collectables sometimes involving mere movement, sometimes involving digging into little secrets, and sometimes involving platforming.
Like your argument for Forces is "you can optimize your movement through the level" but you can do that for every game for any reason regardless of its construction, it's not praise that has anything to do with Forces itself, it's just an inevitable necessity of being a video game with levels.
Because Odyssey isn't dull. Moving through the space itself is fun, there are plenty of challenges and nooks and crannies across the space to find which is fun, and in-between there's lots of tiny things to uncover through experimentation. That comes from its game design. Not the case for Forces.
I think I only suck ass to the kinds of people who are very protective of the idea that everybody is entitled to like bad things without receiving scorn from other people, which is fine by me.