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raycevick
raycevick

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Remnant: From the Ashes is a very good game. I'm always arguing in-favor of middle market games, and the success of Remnant's a shining example of its potential. Gameplay's tight with fun to fire weapons, atmospheric levels, and an addicting progression system.

Unfortunately, it's suffers from an issue that in the grand scheme of things is small, but to me, really grinds the gears, and luckily, it's one that can be summarized in a Gif.

In gaming, the world is a ruse. Walls, inclines, doors, they don't physically exist, they're merely a set of textures tied to barriers set by a designer who believes their might is right. So, it makes perfect technical sense why enemies can hit through walls, because in reality, there is no wall.

But I believe when entering a virtual world that the developers and myself are going to pretend that there's a wall, and that they've gone to great lengths to make it seem there is, like having your character being stopped by it, bullets hitting it, and enemies unable to step through it.

So when attacks phase through concrete, I can't help but think to myself "what's the point?" Why don't we just drop the pretense? Wireframe this layout or make it a void for all I care, because you've already stepped beyond the basic physical boundaries of this virtual world.

https://youtu.be/lnBvqmgEhcI?t=19

This was one of my biggest issues with Firaxis' XCOM Games. Glitches are acceptable and expected, but my experience with the game overall is that it'll always pick the games rules over the world's visuals, at which point I question, what's the point of the world if your game doesn't revolve around it?

If you've made an action-game with bosses that have wide melee attacks, and demand that those attacks go through the environment's tight entrances to challenge, why have tight entrances? There's a lot of things I'll poke fun at in Siege, but it's hilarious lack of doors actually isn't one of them, because as silly as it is when viewed from a literal perspective, it perfectly suits the game.

It immediately communicates to everybody playing how barricades work. There's no door combinations, questions of how much damage doors can take, how their collision works, etc. If there's a barricade, someone can't get through that entrance unless they do something. 

Simple. Intuitive. But most importantly...

Consistent.

Randomly Mine: NoClip

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