Comments 3,112

Re: Review: Super Bomberman R (Switch)

ricklongo

@anoyonmus I guess it depends on which issues. I haven't played for a long while, but even back then I thought it was a pretty fun local multiplayer game (like all the Bomberman games, really).

Re: Forager Team Retaliates After Lead Dev Blames Them For Cancelled Multiplayer

ricklongo

Man, this is such a bummer. The game is great and feels like a passion project. The main dev comes off as extremely entitled on that Patreon post, especially since he's clearly the one who should have been managing the work in the first place. Throwing your team under the bus while trying to dodge any part of the blame is such a shady move.

(As an aside: I definitely don't think 'Animal Crossing meets Harvest Moon' describes the game well at all. I'd describe it as an extremely fast-paced, action-heavy and over-the-top take on the survival/farming genre.)

Re: Review: The Survivalists - Surprisingly Light On Danger

ricklongo

After having an enormous pet peeve with survival games forcing permadeath for years, I was pleasantly surprised that this game was a more laid back approach to the genre.

I do get the complaints, but I had a lot of fun with it. Will definitely try a few more runs once the current roadmap of added content gets delivered.

Re: Review: Windbound - A Surprisingly Chill Survival Epic That Owes A Debt To Zelda

ricklongo

The review mentions that there's permadeath in the higher difficulty mode, but what about the other one? What happens when you die?

I adore Don't Starve, but I really think forced permadeath is a huge bummer. I'm not about to risk losing hours of progress in the name of "realism" or whatever else, so I end up playing survival games in an extremely conservative fashion, and never take any risks. It would be great to have a survival game that allowed me to experiment without risking such an enormous setback.

Re: Review: Spiritfarer - A Striking Yet Benignly Haunting Gem With Big Ideas

ricklongo

@Aninok It really broke me to see hints of how each character died. The most unsympathetic pair of characters, for instance, have a super tragic story that only becomes fully understandable when you're talking while ferrying them to the Everdoor.

Between the addictive gameplay loop, the exploration, and the writing, this game really is something special.

Re: Spiritfarer Was Thunder Lotus' "Most Ambitious Launch" Ever, And There's More Work To Be Done

ricklongo

@Jtoomer Oof, that's too bad. This character is particularly buggy in my experience; sometimes I tried talking to them and nothing happened. I then had to press Y to cancel the interaction and wait for another opportunity to feed them or whatever else. This is also the reason why I sent them to the Everdoor as soon as I could. Here's hoping a future patch can help you out.

Re: Spiritfarer Was Thunder Lotus' "Most Ambitious Launch" Ever, And There's More Work To Be Done

ricklongo

@chiptoon I haven't played Jotun, so can't comment on that. But as far as Spiritfarer, if you enjoy games like Stardew Valley and Animal Crossing, you should have a blast here.

Also, for what it's worth, I think Spiritfarer is extremely respectful of the player's time, and even with the mountain of things to do as far as crafting and exploration goes, you'll never need to spend hours fishing on the same spot just to have a shot at a rare catch, for example.

Re: Animal Crossing: New Horizons Adds Cute Summer And Winter-Solstice Seasonal Items

ricklongo

@Heavyarms55 I'm 95 hours in, and these days I only boot the game to chill for a bit every now and then. It's a great game, but I do hope they add more actual gameplay mechanics to the next entry. It would be great to have a reason (other than aesthetics) to actually build up your house, for example. Say: if you sleep in a bed, you have more energy the next day, and as such it becomes easier to harvest fruits. Or animals become more friendly if you actually take showers.

I think the game would benefit for having stuff like hunger and stamina meters (and not the mix-up it currently has where the only reason to eat is to be able to uproot trees), or even a happiness meter that needs to be kept high. I ended up building a full-fledged music studio upstairs, and it's kind of lame that it doesn't help me in any way in-game.

Re: Site News: If You've Got A Moment, Could You Complete Our Reader Survey?

ricklongo

Since the survey doesn't really allow us to address site specific issue, might as well offer this feedback here: I really dislike having two taglines for each reviewed game, one in the title and another in the subtitle. It makes things feel a bit disjointed and busy. I definitely prefer the old method of having the game title as the headline, and the tagline as the subtitle.

Re: Bravely Default Producer Apologises For End Layer On 3DS, Says It Didn't Live Up To Expectations

ricklongo

I'm genuinely surprised to see that some people actually prefer Bravely Second to the first game. Second reuses basically everything in the first game - same map, same towns, same dungeons, sometimes with the exact same layout. The whole game is a middle finger to anyone who hated the repetition on the first game's final section; they're basically saying, "you disliked exploring the same world eight times? Here, explore it a ninth".

Not to mention, nothing in Second comes close to the mind-blowing big reveal in Default (which actually gave justification and story meaning to the grind). They tried to get cute with the subtitle again, but it just fell completely flat to me.