I don’t play actual shooter myself, however, both Pokemon Snap games fit your description - might be worth a shot.
I don’t play actual shooter myself, however, both Pokemon Snap games fit your description - might be worth a shot.
It’s a pet peeve of mine, I hate stealth sections. Waiting around just isn’t fun and most stealth sections are just that.
However, that was years ago. I haven’t encountered one in a long time since I mostly stopped playing AAA games - by now these games are an amalgamation of so many worse design decisions, I almost miss the time stealth sections were my biggest issue.
It’s quite easy, actually. I usually play everything years after release, however, if I’m really into a certain series, I’ll buy it right away. If I don’t care for the wait, I probably don’t care enough about whether or not a sequel is being made.
Of course that only works if you don’t get hyped easily. I play a lot of games, but usually only 1-2 per year are released within said year.
For the sake of adding something new, X is pareto optimal in terms of having both the best and the fewest games.
I’d probably be content with only playing games from the Xeno- meta-series alone.
Anything Dragon Quest needs to be on the list!
Despite loving the genre overall, I bounced off KoA multiple times. Maybe it’s time to give it yet another go. I just wasn’t in the mood for MMORPGs - which the IP should have become iirc -, I guess.
I’ve come around to really liking them. In short, they vastly improve dungeons in my opinion.
Most RPGs don’t manage to create interesting battles outside of boss fights. Heck, an increasing amount of RPGs fails to create any kind of challange. However, random encounter can add another layer to dungeons: resource management. You have to plan out how to tackle fights in order to get through the dungeons with your limited items/MP - do you sacrifice more HP or do you go for your strongest attacks? How much exploration can you get in? Do you need to be extra careful and plan for stronger rare encounters? Maybe even plan around lvl up healing.
Sadly, this layer is easily removed. Overworld encounters? Just dodge everything. Adjustable encounters? Grind just enough, go heal and disable encounters. Non-challanging fights? Just use basic attacks. Healing stations? No need to plan anymore. Ideally, the dungeons provides no healing at all - especially not before encountering the boss.
If you’re interested in a game with great dungeons, I’d recommend every single Etrian Odyssey.
It’s been a while, but I think it’s quite trivial.
After one second, they span a right angled triangle, therefore (using a² + b² = c²) their distance is √(5²+1²) = ~5.1 ft
They move at constant speed, therefore they seperate at 5.1 ft/s. That means at 5s it’s just 5.1 × 5 = 25.5 ft for the distance and their speed is still the same.
As always, you guys are way too fixated on size.
No matter how similar their game might look, without Robert Kurvitz, it won’t be a true successor.
On that note, he’s written a novel that is related to DE. Entirely in estonian of course, with only fan translations available.