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Do people my ahe even play Nintendo😭
r/teenagers

r/teenagers is the biggest community forum run by teenagers for teenagers. Our subreddit is primarily for discussions and memes that an average teenager would enjoy to discuss about. We do not have any age-restriction in place but do keep in mind this is targeted for users between the ages of 13 to 19. Parents, teachers, and the like are welcomed to participate and ask any questions!


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Do people my ahe even play Nintendo😭

Like fr everyone my age plays on Playstation, XBox or PC. I know like 5 people that play Nintendo games (3 of them are family members) and they‘re not my age. Just wanted to say this because i have no one that‘s excited about the TTYD Remake soon😭



I’m sorry to the Banana Guard haters, but they seem to be confirmed as a playable character
r/MultiVersus

Welcome to the Official MultiVersus Subreddit for the upcoming free-to-play crossover fighting game developed by Player First Games and published by Warner Bros. Games for PlayStation 4, PlayStation 5, Steam, Epic Games, Xbox One, and Xbox Series X/S. The game features characters from Warner Bros. Entertainment franchises. Releasing Worldwide on May 28th, 2024!


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I’m sorry to the Banana Guard haters, but they seem to be confirmed as a playable character
r/MultiVersus - I’m sorry to the Banana Guard haters, but they seem to be confirmed as a playable character


I need to ramble about how good Nioh 2 is
r/Nioh

A Reddit community dedicated to Nioh and Nioh 2, action RPGs developed by Team Ninja and published by Koei Tecmo (PC) and Sony Computer Entertainment (PS4) for release in 2017 and March 13th 2020


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I need to ramble about how good Nioh 2 is

I've already made a similar post on this, but after a small breather away from Nioh 2 I went back into it, and it might be my second favourite game ever (I doubt my favourite is ever being beaten) but it's scary how much this game gets right, and how little attention and acclaim it recieved from the press (it got good reviews to my knowledge, but almost no hype). Unfortunately I think big game reviewers are forced to finish and review games in such a short period of time, that it's almost impossible to really get the full picture of every detail and mechanic of this enormous game and why everything works so well.

It seriously reminds me of a mid-year PlayStation 2 game with how it prioritises player fun and engagement over everything else. I try to get into a lot of different modern video games but too many of them feel floaty, unresponsive and have a low skill ceiling to appeal to the mass. Nioh 2 goes in the opposite direction, and still manages to be one of the most accessible "difficult" games on the market. I think most people can finish this game, even if it does lack accessibility features that it should ideally have like colour blind mode (things definitely get hard to see sometimes, worse so in Wo Long I found) and one-handed play that some modern games have invented. At least you can actually pause this one!

The combat is so good, I could talk all day about it. The stance system is a natural way of letting us fight enemies and also giving us an enormous moveset for every one of the amazing weapons, it does this without having one of those annoying "rock-paper-scissors" systems that actively force you to use the "correct" way of playing. This is reflective of most of the game's design - the player isn't told how to play correctly, no map markers, pop-up tutorials, forced stealth sections etc, they already KNOW how they CHOOSE to play thanks to the way each mechanic incentivises personal usage and discrepancy without being overbearing and patronising. The actual meat of the combat is how cathartic the movement and attacking feels. Especially on a PlayStation 5 controller, this game feels like a treat to play - and your characyer actually listens to your inputs.

The story is far more than the "serviceable" affair critics gave it in my opinion. I found myself actually getting invested in it, from the chill and vibey start to the more sad and bittersweet end, it has a fantastic and natural shift of tone and it retained me far more than most big video game stories. The DLCs are fantastic too, though I would've liked to see more of the Tengu's Disciple as that felt a little short on story and ended what felt like half way through the final mission. Anyway, it clearly did something right as I'm still thinking about Hidechiyo, Tokichiro, Mumyo, Nobunaga, Otakemaru and so many others even after beating the game multiple times, which is more than can be said for most TV shows, movies and video games.

Boss and enemy design is fantastic, aside from the ones I don't like to fight (which I can count on my fingers) I think they all do a fantastic job of culminating the amazingly designed and wonderfully varied levels. They all look so cool too, and sometimes adorable. I love the way the game uses colour to make enemies and environments pop out at you. Games often suffer from "where-is-the-enemy-that's-hitting-me-itus" but they really stand out in the environments in Nioh 2 I find. The environments are so gorgeous too. I wish we got one or two more areas on the level of Byodo-in, Distant Dream or Palace of the Damned, but they are all presented in fantastic art and visual design and feel just the right amount of labyrinthine.

The mechanics are the meat of this game. Everything flows together so amazingly, and it you never feel interrupted by mandatory mechanics or forced sections - and it's so deep that I'm still discovering things hundreds of hours later. I just love everything about this game, AAAAAAAAAARGH!

Anyway to bring this rant to a close, I really want Nioh 3! Please please please please please please. Please.

10/10


[PC] [Before 2003] Isometric Egyptian Adventure Game
r/tipofmyjoystick

This is a subreddit for finding the name of a game that you can't remember. Read the rules, post your description, and hopefully someone will be able to identify it. Be sure to help out if you think you may have an answer to someone else's post!


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[PC] [Before 2003] Isometric Egyptian Adventure Game

I've asked here before, maybe twice before, but that didn't get anywhere. This time I've provided an even better recreation from a YouTube video: Here

I animated that, trying to match the graphics with a mix of what I remember and what I'd assume it actually looked like, plus filters for what a game recording of it might've looked like, idk. There might've been a GUI, but I don't remember that at all.

Platform: I played this on a Windows 98 computer, maybe online. With it being online that kind of opens the door a lot. I've previously searched through archives and lists of games, but I haven't found it.

Genre: It was an adventure game of some sort. I think I controlled the character with the arrow keys and was confused by the directions it went. I remember walking through the corridors, but not too much what the gameplay exactly was. I know it was intriguing though.

Release Date: I'm not sure. I played it around 2001-2003. I recalled my older sibling introducing the game to me, but they don't recognize the game.

Graphics/ Art Style: The graphics were definitely crusty, probably prerendered. Maybe the Main character was a small 3D model rendered in game, but I imagine it would've been simpler for the main character to be prerendered like the backgrounds and other objects. I tried to capture that idea in my animation, but I didn't want to put the effort into actually prerendering the graphics. I feel as though the Anubis statue and the main character might've been more detailed, but I didn't want to detail them more.

Notable Characters: There was the Adventurer character who vaguely looked like what I presented, but it might've been a more tan suit, and the pants might've gone all the way down instead of having boots over them. There was also a statue of Anubis or some monster guarding doors. But they were always doors I couldn't get to. They were across the void.

Notable gameplay mechanics: I feel as though there were bats that could hurt you, along with a floor that would crumble beneath you. There might've been snakes and arrows that shot out of the wall. I think the snakes were hard to see. Same with the bats.

Other Details:

And of course, the doors that were across the void I couldn't get to. Maybe my sibling had played earlier and now those paths weren't available, I don't know. I recall asking about it, like "Why would they put pathways and doors in places you can't get to? How do I get there?" And my older sibling would just shrug it off. But of course, they don't even remember the game lol.

Some people have insisted it was actually an NES game or city building game, but no... I didn't have an NES, and it was definitely not a city builder.

I played this on our family Windows 98 computer. My sibling was the one who first found it and opened it. I might've asked for the website once and opened it there a few times myself, but I eventually forgot and lost what that was. If it was a website.

It might've gone into full screen or just been a new window. I get this feeling that I would click the link on the website and it would launch the game. I think it was just one of many games on the website. Not a full MMO or whatever.

If my memory of the website is correct, it just had a white background with a list of games to play, this being the most fun one it had, while the others were lame puzzle games.

When bringing this up with my sibling, they said they remembered an egyptian style game, but not this, rather it was Charmer. Which was a game I forgot about, but I did play that as well.

Another suggestion they gave was that the website could've been crayola and it was a game from there, but I couldn't find anything on that.

If I make a new post in the future, not only would I expand the gameplay animation, which, I don't think I have much to add, but there is the second door, then I'd also animate like the website to give an idea of that.

Further context: I was around 4-5 when I played this game. Basically, around when I was going to preschool. Maybe a bit older, but not too much older. My family only had a Windows 98 computer, we didn't have any consoles or older software. There wasn't an NES or an Amiga or whatever. Later, we did get 2 XPs. One family one and one just for my older sibling as they loved computer games. I did too, but I was younger. And even when I did get to my older sibling's age when they got their first computer, my parents didn't get me my own, despite the fact I was constantly on the family computer. They probably didn't have money.

We later had a knock off console, the Zone, which was a knock off of the wii with Atari graphics and awful games. Not worth looking into. Then we had a Nintendo DS when I was around 9 or 10. It wasn't until I was in high school I got my own laptop. Anyway, yeah

This is just to reiterate that it probably wasn't an NES, Amiga, or Comodore 64 game. Nor would it have been a Playstation 2 game. My neighbor did have a PlayStation 2, but he only had wrestling games and a snow boarding game. Plus, he'd only invite my twin sister over, not me, mostly.

Previous Suggestions:
Challenge of Empires (Platformer with vastly different art style)
God of War (This is a different genre)
Secrets of the Pyramid (Right vibes, but this is a point and click game without isometric backgrounds)
Knight Lore (Very different art style, wrong time period)
Egypt Dungeon Escape (This is a point and click mystery game with toony graphics. The game I'm looking for, while potentially having point and click mechanics for movement, played very differently)
Dark Secrets of Africa (Best suggestion so far in terms of looks, but too big of a world)
Prince of Persia (The game I'm looking for isn't a platformer, plus it ran on Windows 98)
Scarab of Ra (Wrong art style, and more of a pseudo 3D grid maze text game.)
Entombed (Comodore 64)
Curse: The Eye of Isis (This is a full 3D game, which isn't what I'm looking for.)
I Have no Mouth and I must Scream (Ellen's Portion) (This has cutscenes and the art style doesn't fit)
Zak McKraken and the Alien Mindbenders
Indiana Jones and the Fate of Atlantis (Right angle, the game might've looked like it, but clearly not this game)
The Mummy Online (This one has full 3-D graphics, definitely the wrong art style.)
Heimdall (This is an amiga game, and it's the wrong art style)
Cadaver (Ditto to above)
The Pharaoh's Tomb (Best suggestion in terms of gameplay, wrong art style, and wrong time period)
Ultima VIII (Too Big of a world, too much freedom of movement. Plus, doesn't look right to me)
Egyptia (It's a puzzle game with a 3D or bird's eye perspective)
Captain Salve and the Secrets of the Pyramid (Not much info, I'll look into it more)
Ankh (Full 3D game)
Rich Diamond (Too Zoomed out)
Solstice (NES, not the right style, too big of a game)
Mummy Maze Deluxe (Top Down)
K-Mart Haunted house (Too toony, plus other characters)
Little Big Adventure (Too Wide out and full of a game, but I'll look into it more)
Mystic Towers (Wrong Perspective)
Immortal (Wrong System)
Pokemon Gen 3 gym 5 (I haven't played that game, but no)
Crypt Raider (Purely 2D game)

Previous recreation images:
Version 1
Version 2
Version 3


Assassin's creed Valhalla does the game get better?
r/patientgamers

A gaming sub free from the news, hype and drama that surround current releases, catering instead to gamers who wait at least 12 months after release to play a game. Whether it's price, waiting for bugs/issues to be patched, DLC to be released, don't meet the system requirements, or just haven't had the time to keep up with the latest releases.


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Assassin's creed Valhalla does the game get better?

Recently got back to gaming after long break, too much real life obligations. These days just a casual gamer, got back to it after my kids wanted a Playstation and I just joined PS+. Played gods of war ragnarok, really loved it. Ghost of tsushima, amazing game. Horizon zero dawn. Then followed up with some ubisoft games. Last farcry i played was 4, so tried 6...really tried to like it but can't. Farcry 5 much better overall, but I rage quit after getting captured in the dream sequence for the nth time. Never played ac games before, and I tried ac odyssey, thoroughly enjoyed it, even splurged on the dlc. Then tried origins, loved the Egyptian setting, mechanics not as polished as odyssey, but still really enjoyed it.

After some break from ubisoft and tried rdr2, I gave Valhalla a try. After few hours, I am not enjoying the game... The world is really dull looking / in a lot of ways, uglier than odyssey. Not really impressed with the mechanics. Does the game change much or visually it's just bleak / gray looking for the rest of the game? It was very fun climbing buildings, finding artifacts, and exploring in origins and odyssey...does the world get more interesting? As for the story, I'm not even really sure it's engaging so far... Thanks.


I just finished playing all 4 games, here are some thoughts
r/Slycooper

This is the official Sly Cooper Subreddit. This is for everything Sly Cooper ranging from just your opinion on your favorite sly game or all the way to showing your cool fan art!


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I just finished playing all 4 games, here are some thoughts

As a kid I remember watching my cousin play through Sly 1 at his house, but never having the opportunity to play the games myself (we were a Nintendo house until we got a PS4). These past few weeks though I was able to finally play all four games through PS5 emulations (brave, I know. Dealt with a lot of streaming hiccups but I powered through!) and I just wanted to give my thoughts on each game as a new-ish fan of the series.

SLY 1

Highlights:

  • The platforming levels are amazing as well as the atmosphere of each level

  • The soundtrack is also very good (I think Mesa City has my favorite tracks)

  • I actually like the levels where you get to drive the van/use the hovercraft (I'm honestly surprised future games didn't let you drive the van)

Low Points:

  • I really don't like Bentley in this first game. He's kinda obnoxious here tbh (and his hacking mini-game at the end sucks)

  • The boss fights aren't the greatest. Mz. Ruby would be fun if the music wasn't desynced, Panda King is a joke, Mugshot wasn't fun, and Clockwerk is okay but they needed to add a checkpoint at the end or something because I did not want to have to do that boss like 10 times before I beat him

  • I HATE the one-hit life system. It's why I can't play Crash Bandicoot, it genuinely is not fun to me

SLY 2

Highlights:

  • Getting to play as the entire gang is fun

  • The open-world/mission structure is a lot better than the first game's design

  • Probably the most consistent story of the four games

Low Points:

  • Any section where I have to use a turret sucks. The final boss took me over an hour and I genuinely despise it, despite the story payoff.

  • I didn't care much for Neyla tbh. Her just becoming Clockwerk at the end wasn't very interesting.

  • THE. FREAKING. WATER. BUG. MISSION. That's all I have to say.

Sly 3

Highlights:

  • Having this game basically be an Ocean's Eleven heist is a cool concept to follow up on the story of the second game

  • The airplane and pirate ship are both surprisingly fun to use

  • The Cooper Vault gauntlet is hands-down the peak of platforming in this series

Low Points:

  • This might be the weakest story imo. None of the villains connect to each other, and Dr. M should have been built up to more instead of him just dumping his backstory on you at the end of the game

  • Screw the dragon boss fight in the China level. That was not a fun experience at all

  • There are too many mini-game sections here for my liking and not enough pure Sly gameplay compared to the other games.

SLY 4

Highlights:

  • This is my favorite game in terms of visuals and music. It looks like a Saturday morning cartoon come to life and I love it

  • The gameplay is also very fun, with everyone being fun to control and unique environments for each time period you visit. It's the only game I actually went out of my way to get all of the treasures in, that's how fun it was for me to play and run around the open worlds

  • I like getting to meet the Cooper ancestors and how the villains are all tied together like the Klaww Gang was in Sly 2

Low Points:

  • Motion controls on a PlayStation controller are not fun to use, so screw that ball hacking mini-game

  • I like that everyone has a wheel of gadgets/costumes to switch between, but the mechanic to switch between them is too clunky for my taste. Loading in general is an issue (even if the PS5 mitigated that somewhat)

  • The ending gauntlet level is amazing, but the final boss could have been more than just some QTEs (especially since Le Paradox being an evil foil to Sly was pretty cool in concept) and I will be forever salty that Sony didn't let the devs make Sly 5 or at least wrap up the story with DLC because that cliffhanger is a mean one to leave the series on

So overall, if I had to rank the games from best to worst, I think I'd put them as:

Sly 2, Sly 4, Sly 1, Sly 3

I've heard it's a "hot take" to enjoy Sly 4, but I honestly had a lot of fun with the game as much as Sly 2. The real TL;DR of this is that I'm now officially a fan of the Sly Cooper series, and Sony seriously needs to give us a new game already!



[JRPGs on Sale - Weekly Breakdown & Recommendations] For 15 May - 2024 - Playstation/Switch/Xbox/Steam (+Steam Deck)
r/JRPG

A subreddit for the Japanese-style Role-playing Games genre, past and present. Centered around the discussion of JRPGs.


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[JRPGs on Sale - Weekly Breakdown & Recommendations] For 15 May - 2024 - Playstation/Switch/Xbox/Steam (+Steam Deck)

Important Notes:

  • I do my best to include every sale, but at the same time I focus sale with a noticeable price drop, meaning sales start with at least 20% and up. I usually skip anything below that unless it's a worth while title.

  • Click on the price to visit the store page for that game.

  • The end date of the sale isn't mentioned, you can check the store page to see it.

  • All of these sales are based on the US store front, so some sales may not be available depending on your country.



[~ PSN ~]

(On Mobile please Swipe left to see the prices and tags)

Game Price/Link Tags
Persona 4 Golden $11.99 $19.99 Turn-based/Modern Japan setting/Highschool life simulator/Mystery/Monster collector/Social link system/Great soundtrack
The Persona Collection (P3P/Persona 4/Persona 5) $49.49 $89.99 Turn-based/Modern Japan setting/Highschool life simulator/Mystery/Monster collector/Social link system/Great soundtrack
Like a Dragon: Infinite Wealth PS4 & PS5 $48.99 $69.99 Turn-based/Contemporary Hawaii setting/Yakuza life/Open World/Heavy on Drama and Comedy/Heavy on Mini-games/Class Changing Mechanics
Star Ocean The Second Story R $39.99 $49.99 Action/Sci-fi mixed with Fantasy setting/Choose 1 of 2 main characters/Expansive crafting system/Affection mechanic for Party members/Choices matter/Remake of the original PS1 title
Tales of Arise PS4 & PS5 $14.79 $59.99 Action/Fantasy setting/Anime style/Revolution Story/anime trope heavy/Social links mechanic between party members
Valkyria Chronicles 4 Complete Edition $9.99 $49.99 Tactical Turn-based/World War Militar setting/Tactical mixed with real-time elements/Sketch or "Canvas" art style/Build your Army with character customization/Mission based story progression/Army management
DORAEMON STORY OF SEASONS $14.99 $49.99 Farming Simulator/Mini-games/Social Links system
Rainbow Moon $2.99 $14.99 Tactical Turn-based/Character customization/Fantasy setting/Dungeon Crawler
Terra Memoria $14.99 $19.99 Turn-based/Fantasy setting/Pixel Graphics/Base Building/Resource gathering & Crafting
Neptunia: Sisters VS Sisters $19.99 $49.99 [PS4 version] Turn-based/Female Protagonist/Comedy/fan-service/Parody
Bug Fables: The Everlasting Sapling $14.99 $24.99 Turn-based/Paper Mario-like/Comedy/Adventure
Monster Sanctuary $4.99 $19.99 Turn-based/Fantasy setting/Monster Collector/Metroidvania/Pixel Graphics
Relayer $11.99 $59.99 Tactical turn-based/Sci-fi setting/Space travel/Piloted Mecha/Female Protagonist/Anime art style
Death end reQuest $7.99 $39.99 Turn-based/Female protagonist/Cyber World setting/Psychological Horror/Nudity
Death end re;Quest 2 $11.99 $49.99 Turn-based/Cyber world setting/Female Protagonist/Dark Fantasy/Gore/Fan-service
Shining Resonance Refrain $5.99 $29.99 Action/Fantasy setting/Dragon transformation/Musical theme/Anime visual style/Social link mechanic
Mary Skelter Finale $14.99 $49.99 Turn-based/First-Person View Dungeon Crawler/Deep & Full party customization/Female Protagonist/Multiple Endings/Horror/Fan-service
Born of Bread $14.99 $29.99 Turn-based/Fantasy setting/Paper Mario-like/Comedy/Timed hits combat
DRAGON BALL Z: KAKAROT $14.99 $59.99 Action Fantasy/Semi-Open World (zones)/Anime story adaptation/Beautiful animations
South Park™: The Fractured but Whole™ $8.99 $29.99 Tactical Turn-based/Modern Day setting/Comedy/Mature/Dark Humor/Nudity/Fart Jokes



[~ Switch ~]

Game Price/Link Tags
Star Ocean The Second Story R $39.99 $49.99 Action/Sci-fi mixed with Fantasy setting/Choose 1 of 2 main characters/Expansive crafting system/Affection mechanic for Party members/Choices matter/Remake of the original PS1 title
Ikenfell $5.99 $19.99 Tactical Turn-based/Fantasy setting/Pixel Graphics/Female Protagonist/LGBTQ+/Retro
Dodgeball Academia $9.99 $24.99 Action/School Life Sim/Sports (Dodgeball)/2D Hand-drawn Cartoon Art style
Born of Bread $14.99 $29.99 Turn-based/Fantasy setting/Paper Mario-like/Comedy/Timed hits combat
Battle Chef Brigade Deluxe $6.99 $19.99 Action/Fantasy setting/Cooking battles/Female Protagonist/Side Scroller/Beat'em up/Hand-drawn
Fuga: Melodies of Steel $23.99 $39.99 Tactical Turn-based/Steampunk setting/Anthropomorphic characters/Social Links System/Base upgrading
Fuga: Melodies of Steel 2 $23.99 $39.99 Tactical Turn-based/Steampunk setting/Anthropomorphic characters/Social Links System/Base upgrading
Front Mission 1st: Remake $17.49 $34.99 Tactical turn-based/Sci-fi setting/War & Politics/Mecha/Customization
FRONT MISSION 2: Remake $27.99 $34.99 Tactical turn-based/Sci-fi setting/War & Politics/Mecha/Customization
Dusk Diver $8.74 $34.99 Action/Modern Taipei Ximending setting/Female Protagonist/Beat'em up/Anime visual style
Terra Memoria $14.99 $19.99 Turn-based/Fantasy setting/Pixel Graphics/Base Building/Resource gathering & Crafting
Infinite Guitars $11.99 $19.99 Turn-based/Sci-fi setting/Rock Music/Hand-drawn/Robots/Rhythm/Timed button presses
Regalia: Of Men and Monarchs - Royal Edition OST Combo $7.49 $24.99 Tactical turn-based/Medieval Fantasy setting/Social link system/Politics/Comedy
Potato Flowers in Full Bloom $13.31 $17.99 Turn-based/Medieval Fantasy setting/First-person Dungeon Crawler/Custom Party creation/Class Mechanics
Rainbow Moon + Rainbow Skies Strategy RPG Bundle $23.99 $29.99 Tactical Turn-based/Character customization/Fantasy setting/Dungeon Crawler


[~ Xbox ~]

Game Price/Link Tags
Blue Dragon $6.59 $19.99 Turn-based/Fantasy setting/Class changing mechanics/great soundtrack
Lost Odyssey $8.24 $24.99 Turn-based/Fantasy setting
Costume Quest 1 $4.49 $14.99 Turn-based/Fantasy setting/Female Protagonist/Choices Matter
Terra Memoria $14.99 $19.99 Turn-based/Fantasy setting/Pixel Graphics/Base Building/Resource gathering & Crafting
Dodgeball Academia $9.99 $24.99 Action/School Life Sim/Sports (Dodgeball)/2D Hand-drawn Cartoon Art style
Ikenfell $5.99 $19.99 Tactical Turn-based/Fantasy setting/Pixel Graphics/Female Protagonist/LGBTQ+/Retro
Ara Fell: Enhanced Edition $5.99 $14.99 Turn-based/Fantasy setting/Female Protagonist/Pixel Graphics
Bug Fables: The Everlasting Sapling $12.49 $24.99 Turn-based/Paper Mario-like/Comedy/Adventure


~ Steam ~

If you want to check the games yourself:

~ Link to the JRPGs on Sale list ~


Steam Deck Icons (As explained by Steam itself):

🟦 Verified: Means that the game is fully compatible and works with built-in controls and display.

🟧 Playable: Means the game is Functional, but requires extra effort to interact with and configure .

"--" Unknown: Basically unconfirmed or still under-review.



Game Price/Link Tags Steam Deck
Chrono Ark $18.74 $24.99 Turn-based/Modern day setting/Roguelike Deckbuilder/Female Protagonist/Anime visuals/Card Battler 🟦 Playable
Bloodstained: Ritual of the Night $9.99 $39.99 Action/Medieval Gothic Fantasy setting/Female Protagonist/Platformer/Side Scroller/Metroidvania 🟦 Verified
In Stars And Time $15.99 $19.99 Turn-based/Fantasy setting/Monochrome art style/LGBTQ+/Comedy/Time Travel/Hand-drawn Cartoon style 🟦 Verified
Ni no Kuni™ II: Revenant Kingdom PRINCE'S EDITION $11.99 $79.98 Action/Fantasy setting/Isekai/Base Builder/Army Battle/Character Collector/Beautiful art style 🟦 Verified
Born of Bread $12.49 $24.99 Turn-based/Fantasy setting/Paper Mario-like/Comedy/Timed hits combat �Playable
Terra Memoria $14.99 $19.99 Turn-based/Fantasy setting/Pixel Graphics/Base Building/Resource gathering & Crafting �Playable
Fuga: Melodies of Steel 2 $23.99 $39.99 Tactical Turn-based/Steampunk setting/Anthropomorphic characters/Social Links System/Base upgrading 🟦 Verified
Fae Tactics $5.99 $19.99 Tactical Turn-based/Fantasy setting/Female Protagonist/Beautiful Pixel Graphics/Unique Battle system/Monster Collector 🟦 Verified
Dodgeball Academia $9.99 $24.99 Action/School Life Sim/Sports (Dodgeball)/2D Hand-drawn Cartoon Art style �Playable
Sword and Fairy 7 $14.99 29.99 Action/Chinese Martial Arts Fantasy (Xianxia)/Female Protagonist/Great visuals and Music/Rich Story and Lore/Chinese voice acting with English subtitles �Playable
Ikenfell $5.99 $19.99 Tactical Turn-based/Fantasy setting/Pixel Graphics/Female Protagonist/LGBTQ+/Retro 🟦 Verified
Astria Ascending $8.74 $39.99 Turn-based/Medieval Fantasy setting/Platformer/Female Protagonist/Class system �Verified
Haven $14.99 $24.99 Active time combat/Sci-fi setting/Heavy on Romance/LGBTQ/Local Co-op support/Exploration/Resource Gathering 🟦 Verified
Crimson Tactics: The Rise of The White Banner $14.99 $29.99 Tactical Turn-based/Medieval Fantasy setting/Class system/War & Politics/Dragons/ --
Jack Move $9.99 $19.99 Turn-based/Cyberpunk setting/Female Protagonist/Pixel Graphics/Hacking �Verified
Earthlock $4.49 $29.99 Turn-based/Fantasy setting �Playable
Xuan-Yuan Sword: The Gate of Firmament $4.49 $14.99 Real Time/Chinese Martial Arts Fantasy (Xianxia)/Rich Story and Lore/Monster collection/Chinese voice acting with English subtitles �Playable
Xuan-Yuan Sword: The Gate of Firmament $4.49 $14.99 Real Time/Chinese Martial Arts Fantasy (Xianxia)/Rich Story and Lore/Monster collection/Chinese voice acting with English subtitles �Playable
Children of Zodiarcs $5.39 $17.99 Tactical Turn-based/Fantasy setting/Female Protagonist/Card Based/Deck Building �Verified



~ General Recommendations (All Consoles) For Anyone Who Can't Decide ~



First off, I won't recommend big or famous games like Final Fantasy or Persona, this is more for lesser know, hidden gems, or just games where it's hard to find someone talking about them.


[Valkyria Chronicles]

[Valkyria Chronicles 4]

This one is really hard to explain through words alone, but just in case, the VC series is a World War 2 military setting story, where you act as the lead of a squad and take mission to drive back the enemy. The story is drama heavy and the gameplay is tactical turn-based, but it's mixed with real-time third person shooter.

You can also make your own army by recruiting different types of solders, training them and upgrading their gear. From rifles to tanks, this is a game you have to experience to understand.


[Fuga: Melodies of Steel 1 & 2]

Great game, great art style, and really well made and balanced turn-based combat. That alone is enough to get the game. Then you add the time-management part of the game, where you spend time upgrading the different tank rooms, cooking, exploring ruins, spending time to bond with other characters, and so on. It's also great if you want a game that you can play for an hour or 2 and then put down for later. As the game is played through stages, and once you're done with a stage, you get an intermission to do what you want and come back to it later.

It's not a long game (compared to the usual JRPG), as you mentioned, it's about 20 hours. Story-wise I think it was a bit too short. Gameplay wise it was great fit, because it didn't outstay it's welcome, and it ends when you feel you have mastered the gameplay and want to face the final challenge.

The story is good, but isn't the focus. Gameplay is the main focus. In fact you'll feel that a lot of context isn't told in the story, but instead left for you to either read about in the in-game wiki or just figure out through obvious clues in the story.

There is a big mechanic that this meant to put a lot of pressure on your playthrough (don't worry about it being spoiled because it's literally explained in the first hour of the game). The thing is though, if you have experience in JRPGs or just play in a really well thought out and relaxed manner, then that mechanic might not be as big a deal as they make it seem to be. Yet it's still fun nonetheless.

Fuga 2 is even better. It fixes a lot of the minor issues the first game had, and what's really great, is it improved the "big pressure" mechanic I talked about, and now it actually is a big deal. Then add to that so much little new mechanics added that just makes for a much more fun and challenging game. The 2nd game also continues the same story.


[Ni no Kuni] Series

If you're looking for that great Isekai fantasy adventure feel, then these two games are where it's at. Fantastic visuals and great music, coupled with a great art style, a combo that is perfect for a chill and relaxed gaming experience. Especially when talking about the first game, with the help ofStudio Ghibli, they managed to make a truly whimsical world with that Studio Ghibli classic touch.

- Important Note: The games aren't connected story-wise, so you can start with any of them -

[Wrath of the White Witch]

For a the best fantasy adventure feel, while the combat is a hit or miss depending on your taste, don't let that stop you from actually diving into a true fairy tale world, this is the one with the better story in my opinion, so if you want more story than game, this is for you. Still it has a good share of gameplay, from raising and collecting Pokemon-like monsters, to learning and using different spells, not just in combat but for the overworld too.

[Ni no Kuni™ II: Revenant Kingdom]

This one focuses more on gameplay, with a Kingdom builder, Army battles, Heavy loot focus, and even character collector, this is the one to go with if you want more game than story. Still has the great music and he fantastical art style and setting. Add to that a lot of side activities like beating rare monsters, collecting cute creatures to help you in battle, and even going around the world to gather people to help you build your kingdom. You'll never be short on things to do.

Finally, both of them have beautifully draw world that is just a pleasure to walkthrough, made even better with the amazing orchestral soundtrack.


[Star Ocean The Second Story R]

The original PS1 game was already an amazing JRPG and a classic. But this remake takes it to go even further beyond SSJ3. It should be the standard on how to make a faithful remake on of a classic title.

I don't want to overhype it more than I already did. So to keep this short, this remake does so much:

  • All major story events are now fully voice acted. This includes a lot of the private actions too.

  • Fully redone and better translation of the game.

  • New Character to recruit to the party.

  • New Private Actions and 13 new Endings.

  • New character portraits, not just for the main cast, but also for many other characters.

  • A complete rework for the battle system to be up to modern standards.

  • So many QoL features:

  • Auto-saving

  • Fast-forward cut-scenes or skip them.

  • Text log

  • All difficulties can be accessed from the start

  • Fast travel

  • 3 different voice dubbing options to choose from (New English, Original Japanese, New Japanese)

  • Your choice of different art styles

  • Choose between original OST and new rearranged OST.

  • No random battles anymore, as enemies can be seen and avoided

And believe me when I say I still haven't touched half of the amazing work that has gone into this remake.


[Sword and Fairy 7: Together Forever]

They did a great job with the presentation of the game. Great voice acting (Chinese), great graphics, amazing music, and an impressive attention to details of the world and it's lore, especially the engineering of the buildings and their decor. Then you have the really beautiful design of each piece of gear, and even just normal attire of each NPC and the disciples of each sect or soldiers of each of the different of each plane (gods, humans, demons).

Then we go to how great looking the monsters and local flora and fauna of each realm. You can feel the intense work that has gone into making and animating each of them. It really is a joy to watch them, as much as it is to watch each environment you see them in. There really isn't enough time to talk about how good the presentation is.

As for the story. First off, I am not an expert in Chinese novels mythology, but I am a big fan of Xianxia and Wuxia novels. So when I say that the story is...good but nothing great, I am saying this as more than just a JRPG fan, but also someone who is very into this type of world and Chinese martial arts fantasy setting. it's nothing that will stick in your mind, apart from the events that take place in some of the beautiful set pieces in the game, or the cut-scenes with beautiful action cheoragphy.

The gameplay is also about average. The side-quests are fun and are worth doing if nothing more than for learning more about the lore and the world. But the actual battles and action gameplay isn't as good as the best ones out there, but it's not bad. I have ran into some bugs, some small, some big, but that was when the game just came out, and it did receive a lot of patches since then. You can tell that they aimed to make a huge triple A production, but didn't have the time or manpower to test a game of this size. It's still fun to play and experience, but the level of gameplay is nowhere near the level of the presentation that the game gives the impression of having just from watching the gameplay or trailers.

If you enjoy walking through magical and fantastic looking JRPG worlds, or if you enjoy Xianxia/Wuxia fiction, then this is an easy choice. Hell even if you don't, it's still worth a go at this price.


[Blue Dragon] & [Lost Odyssey]

These two are classic titles that will probably won't be ported to or remade to modern consoles. That's why this might be the last way you'll ever get to experience 2 classic titles of the genre. Lost Odyssey has great story writing and unique character settings, and Blue Dragon has great exploration and a really fun character class customization system, and one hell of a boss theme.


[Monster Sanctuary]

This is a solid game, everything in is polished and balanced to make sure you are having fun collecting new monsters and customizing your team through evolution/skill trees/gear and making the best in-sync party you can. I only wish it was longer, it's not short by any means, but it's not long either. I would say depending on if you're trying to "catch them all" and explore everything and fight all bosses, this could easily be a 30+ hours game, but if you focus on the story, then it's about 20 to 30 hours. Now even longer with the 2 new free DLC expansion added.

Don't get me wrong, I am not complaining that it's short, but that I was having so much fun, that I wish it didn't end.


As always, please do add your own recommendations, and let me know if there is mistake or if something was missing, and have a nice day.


PS5 Help and Questions Megathread | Game Recommendations, Simple Questions, and Tech Support
r/PS5

The Reddit home for PlayStation 5 - your hub PS5 news and discussion. Consider joining r/PlayStation for your daily dose of memes, screenshots, and other casual discussion.


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PS5 Help and Questions Megathread | Game Recommendations, Simple Questions, and Tech Support

Looking for info about M.2 SSD expansion drives? See the megathread.


Sometimes you just need help. But often times making a new post isn't needed. For the time being, around launch and perhaps in the future. We will use a single thread for helping each other out.

Before asking, we ask you to look at a few links. Some question can't be answered and only official PlayStation support can help you.

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Google and Reddit Search is also a great way to find an answer or get help. View all past help and questions threads here.

For all future help, tech support and more, we ask that you create new threads on r/PlayStation instead of here on r/PS5.


Can't decide what to play next? Is your favourite game underappreciated and more people need to play it? Need a new TV and not sure what to buy?

Share (and request) your recommendations here!



eFootball wishlist to Konami (r/pesmobile)
r/pesmobile

r/PESMobile - The home of all discussion about the most authentic football game for mobile devices.


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eFootball wishlist to Konami (r/pesmobile)

eFootball gameplay seem to be going in a bad direction for the past months. To much AI defending/assistance/game balancing, game adding input lag, interceptions, poor passing, fouls not called for, hot potato football not rewarding any type of skillful play. The gameplay feels like its on rails, freedom is gone, players don't respond to your inputs and chances are created by either teams AI players mistakes or incredibly stupid runs. It's just not fun to play anymore. Neither online or vs AI.

eFootball could be fantastic if Konami would listen to ideas, criticism and improve. Here is my wishlist. Feedback based on me and the kids playing on PS4, PS5 and mobile. Offline and online.

  1. Reduce the heavy AI assistance / game-balancing / handholding / Auto defending / Dynamic Difficulty / momentum / whatchamacallit (scr...). I understand its for getting new players staying in the game, having a chance getting coins in the events and winning games. And perhaps make games more non-predictable "anything can happen, maybe". With the current AI handholding level its "anything will happen, constantly". So many chances are created by either teams AI players making mistakes or just making incredibly stupid runs, its like a badly scripted B-movie. The amount of goalpost hits and missed open goals is just silly currently, this goes on until the last few minutes of each match. Please reduce it, or even remove it from Co-op and other game modes where skill should be rewarded. I'd rather get smashed 15-0 and learn from a good player. Than having to play another game with: added input lag and your players turn, react with 0,5 sec delay / 1 team loses every header / 4 shots in goalpost / own goals / missed open goals from 2-3m consequently, instead you have to run the ball into goal!!! / hide n seek players with pass receiver running away from the ball positioning behind defender / every ball intercepted / misdirected passes / every pass straight to other team / passes goes through "invisible" player / player freezing or even running wrong direction vs your stick / opponent attacking with high punt or lofted pass but your defender running past the ball towards opposition goal / ball glued to opposite player in the box / every attempt clearing the ball goes short distance straight to other team, even goalie high punt / all stunning shots 3m over the goal before 85min + all the other crap that's in there. This gameplay on rails is so unrewarding. If I manage to do something skillfull the AI assistance just kills the opportunity with any means. When the AI assistance takes a break, I get an easy goal with no effort from a random through pass + tap in. Many times I can't tell if I am playing well or the game has decided I should win/lose, it kills the joy for me and it's just boring. If Konami could tone down all the weird punishments I'd be very grateful.

  2. Passing and interceptions. Currently worst ever IMO. Game just decides your pass from a player in balance is 90-180 degrees of straight to opponent. Even on Beginner AI and no matter PA1, 2 or 3😂 And the constant interceptions. No flow in the game. Please work on this Konami.

  3. Remove the artificial input-lag. (This is a controversial one, some players simply don't believe our experience it. For me it's obvious as it can be tested offline in several ways on PS5, on mobile I havent tried to confirm it) Stop punishing one side with artificial input lag which make the gameplay feel heavy, unresponsive and your players turn & react with 0,5 sec delay. This is not from server lag as it's there in AI matches and local Trial matches as well, just switch controller between team 1 & 2 and feel the difference. It might activate from beginning of game, or in 2nd half, usually when you are doing well. And vice versa it can dissapear in 2nd half. From my experience it can be reduced or removed by switching playstyle. When finding the right playstyle for that specific match, your players suddenly become responsive again, it can even happen after switching to lowest Manager profiency. I assume its part of the game balancing mechanics. For me this is one of the worst things in the current game, when it kicks in your players don't respond to inputs in time and gameplay just feels awful.

  4. Fix the player freezing. Example: after losing a header to last defender suddenly your attacker just freezes. What's going on here? Have Konami added to much AI handholding and broken the game? 😂😂😂

  5. Reward different playstyles like build up play. Currently most games seem to be high press, interception ping-pong, quick pass and no dribbles. Hot potato football. Holding the ball has become very difficult. Before the AI assistance and auto defending went berzerk, you could actually keep the ball for a second and do something creative. Without 3-5 guys surrounding your player with no options. Now the gameplay is boring with the lack of variety.

  6. Create a game mode free from AI assistance & artificial input lag. Just pure skill. It could be beta, division free or whatever just let us play without the heavy AI handholding. And maybe eFootball will be esports ready 😉. To be honest if another football game is released without momentum/game-balancing /added input-lag and with gameplay based on pure skill. I think eFootball will lose a lot of players.

  7. Add Dream team into Trial match. As Trial match is the only game mode which supports 2-4 local players on same screen using one Playstation. We have 2 kids who love the card collecting and building their team. But playing online is of no interest to them, and won't be in many years. They want to play local PvP or co-op with their own Dream team on the same screen from one Playstation. By now we are very tired of playing the same local play Trial match Argentina Vs PSG. The kids have almost stopped playing eFootball, since they cant play against each other with their own team.  In addition this would be a great way to test out new players, builds and game mechanics together with a friend. Much more fun than training mode. This mode is what my family is missing most from this game. And if it would be a "pure" mode without any momentum/game-balancing things would be fantastic. Just pure skill, best player wins.

  8. Please add Dream team to Trial match local co-op Vs AI. As Trial match is the only game mode which supports 2-4 local players on same screen using one Playstation. Would be so much fun to test my Dream Team against the AI together with the kids or a friend on the couch beside you. Would love this mode if it would become available.

  9. Add local co-op (one screen, one Playstation) to Events. Would be great if me and the kids could take on the events together from one Playstation. At least add it to the AI events. Then we would actually play them and not just sim them for GP and experience.

  10. Myleague local and online co-op. Add both local co-op (one Playstation, same screen) and online co-op into Myleague please. A reason to play it and win the league together with the kids or friends 😀

  11. Make My League worth playing. 100.000GP for completing 38 matches and winning the league is very poor IMO. Add some skill trainers, position trainers and raise the GP perhaps?

  12. Add all Goal Scorers, Assists and Passes made to Half Time and Full Time game stats. So we can quickly get the overview of which player cards performed well in both teams. That information would be highly appreciated.

  13. Contract renewal is way too expensive. Considering many players have paid plenty in real money to get the favourite players, and you only get to keep your player for 1 year. We are paying for this digital football Pokémon and we can't even use it as long as we would like. There should be more ways to get contract renewals, the periods should be longer, 3/6/9/12months and the price should be lower. Currently it's just irritating and another killing the fun factor.

  14. Make each playstyle worth using. And reward playing different type of formations. Instead of everyone using META 4 defenders and no wingers/LMF/RMF.

  15. Better & more expensive Point shop players. Can we please have some decent players? I'd gladly spend 50000-100000 pink points for a player if his stats are good. IMO there hasn't been an interesting player since Ferrer & Pires. Currently I don't see any use for points except contact renewal.

  16. Remove the GP cost for player reset. Having to wait for 2-3 months and then stressing for a few free weeks to retrain and test new builds doesn't make sense. GP is too valuable for me, I use it for Legacy Transfer and Contract renewal, and the few occasional GP buys for Events or hidden gems. I enjoy training players and trying out new builds, if free it would keep me logging in even when there is nothing else to do in the game.

  17. Reduce the cost for Legacy transfer. Getting your wanted skills and then transferring to your favourite player is one of the game aspects I really like. But 257,000 GP for one transfer is a lot and takes away much of the fun in Legacy transfer. You get 1 Mbappe for less than 2 Legacy transfer. I am always low on GP these days, and I think 100,000-150,000 GP would be reasonable for Legacy transfer for 1 skill.

  18. Legacy transfer of skills to POTW cards. If we could add 1-2 skills to the POTW the cards would be more interesting and I'd spend more coins spinning. We would get more varied and unpredictable squads instead of everybody using the same players. Most players know the good cards, what to expect from opponents cards and how to counter. Lets say you add some strong passing or shooting skills to a player usually weak in that aspect. The unpredicability would be awesome!

  19. Replace/delete added skills. Building players would be much more fun if I could replace a trained skill with another one using legacy transfer. Or just be able to delete an added skill. Perhaps my playstyle changes and I want Neymar to have Through passing instead of the previously added Long-range shooting.

  20. GP an option for pack spins. But it shouldn't be easy.  Hard grind should be rewarded as it gives a reason to play the game.  I am thinking 7,5M GP you get 75 spins in a 150 pack. That takes perhaps 6 months to grind. And perhaps the remaining 75 spins is coins only. Lower thresholds like 10 spins för 1M GP would be great but I understand its not gonna happen, as it would hurt the coin sales.

  21. Remove the 500 player cap or reduce cost of adding player slots. If you are grinding skill trainers with 0GP players and training players the 500 fills up quite easily. Or reduce the 500.000GP for an extra 50 players to maybe 100.000GP. This 500 player limit is very annoying and seems unnecessary.

  22. Add skill trainers and position trainers to each match pass. Would make the Match Pass way more interesting and I would spend coins.

  23. Make it worthwhile playing League / divisions. Currently I don't see much reason to play it. A few skill trainers and low GP reward can't motivate me spending the time. Add prices like Special unique cards, Kits, Avatars, POTW spins or something else to keep players motivated. This game needs special rewards!!

  24. Find a way to prevent players from forfeiting games, at least events and co-op. Maybe if you are down a few goals sometimes add a random bonus like score with player X to receive 1 skill trainer, 10000 GP or something. Just to motivate players completing the match. Or create a non forfeit streak, like 10, 20 or 30 games without forfeit and you get an free extra POTW spin. (Credit: Part of this idea is from eFootball Universe Youtube)

  25. 1st celebration should also be skippable. It's just time consuming in online games. Not adding any value to except maybe noobs who scored their first goal ever.

  26. An option to make Sub tactic clearly visible in Game plan if activated. I played to many games now without knowing I had sub-tactic activated 😂

  27. Matchmaking. This was good for a while after the matchmaking update, but not anymore. There must be something seriously wrong here. When playing in Division 9 to 7, we constantly get division 1-2 opponents in the events. Had top 120 and top 200 in a row even. 750M downloads and nobody else playing. Really?

  28. The daily penalty needs an upgrade. Suggestion: More fun If I could choose player from my Dream Team. And add random Epic goalies to spice it up 😉

  29. Add statistics of headers, penalties and free kicks scored on each player card. This would add value and make it more interesting building squads. Konami you have the data, use it!

  30. More variety in Events. BBVA, Turkish, Brazilian Italian, English, Japan league. Over and over and over... Cmon Konami create something different so we can rotate our squads more. Suggestion: An event where only max 4 star players are allowed? Or higher GP rewards the weaker squad you use? (Credit: idea is partly from Rockchok Youtube)

  31. More Beat the Clock type of events. Both me and the kids enjoyed this one. Create something similar for skill moves. Example: Perform 5 Double touch + 5 Marseille turn across pitch with fixed dummies or defending players. Or a sequence where you have to perform skill move x and y before scoring.

  32. Objectives with extra bonuses. Add weekly objectives or similar. Score a hat-trick, win on penalties or score 5 times using skill move. And get some type of rewards, GP, Skill trainers, Position trainers, avatars, whatever just variety and something to play for.

  33. Co-op events. So much potential but the gameplay on rails, AI assistance and the constant random AI punishments kills the fun for me. You feel almost instantly if the AI assistance is on your side or against you. Either everything goes your way and it's too easy or Epics can't make a simple pass, the input lag kicks in and your player is even dragged out of position so the other team can score. Every game feels pre-decided with almost every touch being a mistake or fumble by the team who is supposed to concede a goal. Or its 1 goal back and forth with short sequences where the conceeding team can't touch the ball. In my experience the AI assistance is at its worst in the Co-op games. Quite easy to spot as players regularly just drop the controller. And game continues to auto defend like prime AC Milan, the non-active player is forcefielded holding the ball, every ball in the box is magically sucked to defenders feet and passes and clearings going 90-180 degrees off straight to opponent. Recent example which has happened in several co-op games: Goalie makes several stupid run outs to a perfect 4 man defending line, leaving the net wide open. Changing goalie doesn't help. Same thing with 2nd goalie until opponent gets his 2 goals. Sorry but when my player, gameplay and result is controlled by AI instead of me and my teammate I lose interest.

  34. Add 2nd local player to co-op online events. Why can't 2 players join the co-op events together from one Playstation? Me and the kids would play co-op events a lot if this was possbile.

  35. Booster player forms. Wirtz card and several other are never on A-form. Whats the point of creating a booster card then? (credit: PES Pepe Youtube)

  36. Communication. Info on gameplay changes in each update would be appreciated. Like before. (credit: PES Pepe Youtube)

  37. Heavy first touch or fumble receiving the ball. +90 Ball control player cant receive a pass without starting to fumble or needing several seconds to gain control, then losing the ball, again and again and again. Does stats even matter when game balancing just decides anyway?

  38. Don't launch Crossplay with mobile. I suspect the recent braindead heavy assisted gameplay is needed for upcoming crossplay console & mobile update. This might be what we are getting. Gameplay on rails, autodefend, no skill, unrewarding, boring. I hope I am wrong and the previous fun gameplay on console is not gone forever 😢.

  39. Master League? Promised some years ago. I guess it does not generate enough coin sales?

  40. Edit mode. Create a custom crest and kits for our dream team.

  41. AI games are boring and inconsistent. Even on easier difficulties the dynamic game balancing makes you miss so many chances in 1st half, open goals whatever. Then in 2nd its just walk the ball into box and quick shot goal. But if you decide to pass the ball in the box then it's magnet to defender, why not reward passing in the box? The inconsistency in the AI is just bad. And the coding seems lazy. I watch our 11 year old play and do all the right things, but the game just kills all her self-created chances. On harder difficulties even if I read the play and position perfectly to intercept a pass, the pass goes straight through my defender. And adding to that the constant interceptions and not being able to hold ball more than 0.3sec. To my understanding the AI was better before without having to bypass game mechanics (cheat), instead it was actually playing smarter. For me playing the AI is either too easy once the early game "Thou shall not score" wears off or just boring on higher difficulties. How hard is it to develop AI gameplay which is both fun, rewarding and teaching how to play better?

  42. Player speed is broken. The slowest defender will catch up in 2-3 seconds with any attacker running with the ball. No matter stats of players. You make a great pass but this broken game mechanic ruins the opportunity. This is both unrealistic and highly unrewarding.

  43. Player switching. Another game mechanic which seems broken and with hidden punishments added. I have mostly been using semi-assist and player oriented switching, R stick to switch. Recently switched to ball-oriented. And in my experience. When the game is against you, it constantly punishes you with bad player switching and worst default player selection. Many times the game refuses to switch to player in front of ball when I am trying to defend. Instead I am flicking through the guys behind the attacking player, while I am trying to get control of my defender. When I have free kick against me, default player is always the worst possible option eg. my CF standing 10m behind the free kick taker. Why? I enjoy a challenge but having to fight with my controller is not one of them.

  44. Sort player list by team name. Would help when choosing team for events. And a nice feature when browsing all my players.

  45. Position trainers. This feature was a nice addition. But can be improved and made more interesting. (A) Remove the possibility of getting duplicates on full position slots. It's just stupid and annoying. (B) Add random playstyle rewards on the new position. So an AMF Hole Player could also be SS Deep Lying Forward after Position training. (Credit: efNuts YouTube)

  46. Add Position and Skill trainers to point shop. At least we could spend the pink points on something. (Credit: Shoshinsha65)

  47. Header, Aerial superiority, Jump and player height doesnt matter? Played several games where either sides Maradona is winning 50/50 headers vs tall players like Rodri (w. Header skill added) and Saliba. Seems like another broken mechanic in the game.

Some of these are cosmetics and should be quite easy to implement, whereas others like new type of events takes more effort. Dream team in Trial mode and adding already existing local Co-op to more events/game modes shouldn't be that difficult. Gameplay affecting changes are likely hard and need to be tested so it doesn't affect game in a negative way.

I guess Konami calculates profits are better by pushing all players to online play. But at the same time they are neglecting the player group which prefers offline, and are willing to buy coins to get their favourite players cards. Hopefully Konami will reconsider, add a proper Master League and more offline modes with co-op and PvP.

All in all it should result in a more enjoyable experience for both ballers, casuals, squad-builders, card-collectors and those who just want offline couch co-op or PvP with their Dream team. More people having fun and spending time in the game usually results in praise, recommendations and growing user count = more coins spent. Konami keeps earning and customer base is happy. Everyone wins.

/ Cheers and thanks for reading

(This post is continously edited)

https://preview.redd.it/efootball-wishlist-to-konami-r-pesmobile-v0-9xsn0ojuqf1d1.jpg


Some feedback after playing the game for nearly 600 hours
r/Helldivers

A subreddit dedicated to HELLDIVERS and HELLDIVERS 2, intense co-op shooters set in a satirical dystopian future where you play as one of mankind's elite soldiers determined to spread managed democracy. Developed by Arrowhead Game Studios.


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Some feedback after playing the game for nearly 600 hours

Inspired by a post recently, I decided to write my own feedback on the game. Please note that these are my opinions, so you may or may not disagree with some of it and that's fine, I respect that.

Mission effects:

  • 50% call-in time should NOT affect extract countdown (1 extra minute is a lot, either in a dog fight, or sitting around doing nothing)

  • Bug spore map is fine, until there's a mountain that cut across in the middle of the map with no gap to cross in the middle until you run to the end (which end? u have to find out by walking around it, have fun wasting 5 minutes)

  • Fire Tornado is NOT fun and doesn't add anything to the game other than wasting your time when they choose to go on objective or just kill your civilians doing almost nothing to enemies that walks in it.

Mission Type:
Evacuate trapped civilians(40 minute and 15 minute variant):

  • Civilians can get stuck on nothing occasionally, if both (or 3) paths are bugged, it's game over, there has to be a fallback for this

Evacuate trapped civilians(15 minute variant):

  • Bugs are fine, but the bot version on this mission is near impossible to clear (without using certain tactics blablabla), more so after factory strider have been added to the spawn pool

Evacuate high value assets (20 minute 8 rocket mission):

  • It can get bugged and missile refuse to continue launching, killing the entire mission (suspect it has to do with network instability, especially from network host)

  • Bot (when called by smaller bots instead of mission spawn?) can spawn on the helipad or in the compound, this should not happen

Enemies:

General:

  • Dead bodies should despawn sooner (or based on amount on the screen because defence mission on bots can have enemies piled so high that you can't see or shoot past it, god forbid u get stuck under one)

Bug front:

General (almost every unit):

  • Should not be able to dig their way up through solid rocks (just remove the dig mechanic, I don't know why it should exist other than bugs digging through solid rock when players stand on top of it by jetpack)

Spewers:

  • Nursing Spewer's dead body hitbox does not fit model (after butt have been popped, the hitbox remains, cant walk past)

  • Bile Spewer's animation between them raised their butt in the air to suddenly spewing when you are close is non-existent (it's even faster than they running and raising their head to spew, they skip the head raising animation and go straight to spewing)

  • Should not one shot players for something that spawns in such numbers

  • (still) running too fast

  • Too quiet for something that can one shot you out of nowhere (should not one shot)

  • Their attack should apply DOT status similar to bleeding (either stim or dive in water to clear), remove the direct damage

Shriekers:

  • Dead body deals more dmg than being alive

Stalkers:

  • Does not unstealth after taking damage from Incendiary Shotgun from a distance (they should remain unstealth while taking damage, either from bullets or DoT like fire)

  • Their knockback sometimes cause your character to have a long [explicit] roll animation if the ground is not even, which is basically a death sentence when fighting them

Brood commander:

  • Can call breach without head

  • Can track you without their head

Charger:

  • Non-intuitive design where the butt is NOT a weakspot to everything (it's ok if I need 1.5 mag of my shotgun to kill it, but at least give us more option to kill that thing than just AT to the face or explosive dmg to the butt)

  • Too quiet for something that can one shot you out of nowhere

Bile Titan:

  • Non-intuitive design where the SHINING OPEN MOUTH during spit animation is NOT a weakspot, but the forehead is (without any indication)

Spore Spewer:

  • Bouncing stratagem at the base of most layout

  • Requiring certain weapons/stratagems to destroy after buffed (lowering weapon choice is not a good decision) Possible solution: allow hellbomb, or revert the changes. It's really frustrating and NOT FUN to deal with after the changes. Their main role is to obscure the map until players find it, it shouldn't be hard to remove as well (perhaps removing the red marking on the radar to make it harder to locate, instead of making it tougher)

Shrieker nest:

  • Stratagem bounce on certain terrain/layout (particularly the two nest on a mountain layout), making placing hellbomb difficult

Bot front:

General (almost every unit):

  • Should not be able to re-engage infinite distance away after been previously engaged before (should lose aggro ~1 minute without line of sight and revert to their regular scan distance)

  • Why isn't Arc weapons doing more damage to bots? It should bypass their METAL armor and deal good damage to them

Dropship:

  • Killing the dropship should have more significant impact to the enemies they are carrying/carried

Scout Strider:

  • Revert whatever changes was made last buff

Rocket Devastators:

  • Limit their rocket firing to x amount of salvos (to reflect their model), can add in (infinite) reload downtime to replenish their rocket (so players have opportunity to fire back)

Heavy Devastators:

  • Gun firing angle does not fit model sometimes

  • Can shoot through wall if they hug the wall (placing the scan further back from their body's hitbox might solve this as it wont be able to phase into the wall and see past it)

  • Needs to add more inaccuracy, especially long distance away

Hulk:

  • Face hitbox is weird (might be my potato aim but I can miss my shot when I shoot it near point blank)

  • Flamethrower variant should not one tap (remove direct damage and just make it deal burning status, burning is already deadly enough)

Gunships:

  • Having a VERY small pool of support weapons that can effectively deal with this enemy. One of the worst thing in the game because it's very limiting on what weapon you get to pick IN CASE you see one.

Tanks:

  • Too quiet

  • Shredder variant turns too fast to be able to reliable target the vents at the back

  • Can climb things unreasonably well for something that runs on tracks

(Stationary) Cannon Turrets:

  • Should not snipe you from 200m away without any warning or prior aggro, limit their scan distance}

  • If they do want to snipe, make their dmg fall off with distance as to not get one shot out of nowhere from something you barely see

Factory Striders:

  • Can shoot through wall if their face hugs the wall

  • Their cannon turret is a bit too tanky for my liking, for something that already have two deadly MG on the chin

  • Limit their spawn per dropship wave to 1 or 2 (especially in defence mission)

Detector Tower:

  • Stratagem bounce issues

SAM Site:

  • Very hard to locate

  • Does the job that it's supposed to do very poorly

Stratagem Jammer:

  • Should have limited enemies on them because you can't use stratagems, sometimes it's easy, but sometimes there's so many devastators on there plus dropship it becomes hell

  • Can be deadly when spawned close to Gunship fab, perhaps limit the distance between these 2 sub-objectives

Command Bunkers:

  • One taps you out of nowhere sometimes (no one likes getting one tapped from full health)

Extract:

  • It's not red on the map in mission briefing, but you can drop into an extract with Factory Striders etc

Stratagems:

SOS Beacon:

  • What does this do, exactly? Other than being a free one-time use hellpod dmg for host if they manage to attach it onto enemy

Airburst Rocket Launcher:

  • Sometimes just fly past enemy's head, what's the proxy radius exactly? Should increase radius but only detonate after x amount of clearance from user (can be time or distance based)

Autocannon:

  • GOATed (esp against bots), nothing wrong with it but it's so fun to use against bots that I just want to put it here.

Spear:

  • Lock-on issues (it's like wanting to sneeze but you can't)

  • For something that require lock on and only have 4 shots, it better one shot regardless of hitzone (or make it lock-on to weakspots instead)

  • Useless in snowstorm even though I can see the enemy clearly

  • Why would it lock on but miss if the target is too close, what's the point of lock-on if the projectile isn't actually locking onto the target

Orbital Railcannon Strike:

  • Needs to lower the CD for something that only targets a single entity

  • OR make it one shot every unit in the game (factory strider can be one shot by 380mm, so I don't see why railcannon can't)

"Guard Dog" Rover:

  • Sometimes does not target enemies in-front of you, attacking you, or the enemies you're shooting, not sure why

"Guard Dog":

  • The constant downtime is so bad compared to its counterpart, PLUS it runs out of ammo

Sentries:

  • Non-existent health, too soft for something the developer wont let players place at hard to reach places

Mines:

  • Doesn't feel as impactful as other stratagems, other than teamkilling

Shield Generator Relay:

  • Should prevent enemy unit from entering

  • Should have infinite health until time is up

  • Should just be DRG's gunner shield

  • Have problems with plasma punisher (the projectile cannot pass through the shield)

Smokes of all kind:

  • Needs to work better, enemies should stop firing into/across the smoke or something. I brought smoke to survey mission and smoked the objective, between me and enemies (before the bots drop), I was the one who got smoked instead

Booster:

  • Needs to give precise numbers on what EXACTLY each one does (maybe on wiki or something, to prevent people from coming up with nonsense like localisation confusion will create more patrols etc)

  • UAV Recon Booster should do something to bug spore map (either reveal the map but not enemies on the map, or enemies nearby but not the map)

  • Flexible Reinforcement Budget needs to have more impact to the cooldown time, as it stands it's the worst booster

  • Expert Extraction Pilot needs to have more impact to the countdown time, 18s/27s is not good enough for something that does nothing throughout the entire game until the end

  • Only a couple booster tends to be taken to missions because the power level of boosters is very different

Misc:

Gameplay:

  • Stratagem should NOT bounce, let players decide where we wanna call our stuff, make it stick to walls, top of rocks (if players manage to land the stratagem there, why not), and enemies (sometimes you can stick stuff to chargers, sometimes you can't, I never understood why)

  • Equipment/Stratagem loadout would be great to have

  • Allow players to finish the mission in solo mode if kicked or lost connection, this would greatly reduce the impact of griefing and/or steam's weekly maintainance. You can prevent abuse by giving each mission an ID that can't duplicate reward if same player complete it twice. (just like Super credits that wont be given twice if you pick up the same one from the same mission)

  • Enemies should have more ways to be killed and objectives should have more ways to be solved, so people actually can try out more loadouts than feel pressured to play the "meta".

  • Patrol spawn rate should increase when we call extraction, not right after we finish main obj. Finishing sub obj is way harder if we finish main obj first (in blitz especially, where you can't choose when the main objective ends if you want to clear everything)

  • Supply packs should have an icon on the map

  • Icon for dropped items should appear in a larger radius

  • Samples, Requisition Slips, and Medals should have uses other than being allowed to be capped (one interesting idea is the ability to purchase extra stratagem slot for operations/missions)

  • Tier 4 Ship upgrade felt underwhelming, like it's AH trying to give players something to do while not wanting to reward the players. (the cost-to-impact is horrible to say the least)

  • Armors should have more passives and stat variety, instead of the exact same stats and passive but different color

  • Armor passive could be swappable (for fashion divers).

  • Allow Stimming at any time (for stamina boost even if health is full to run for longer)

  • The animation of rolling slowly after falling/diving/knocked back onto un-even ground is long, unnecessary, and annoying

  • Allow viewing of Support weapon's stats like primary and secondary

  • Allow players to customise weapons (especially the scope)

  • Ship Module "Superior Packing Methodology" does not affect weapon backpack that you DID NOT CALL

Lobby:

  • Nickname given to Steam friends should not appear in-game, this can cause confusion between players as I see different name and player tag (ie: H2 vs D2) in mission from other players. But indication of the steam nickname should still be given, maybe upon entry. (ie: "dremskiy (HD2 dreamskiy) has joined the lobby")

  • Allow sending friend request from party list (I don't know why this isn't a thing)

  • Allow viewing of Steam player's Steam profile (and playstation profile for PSN players? I have no idea of the PSN ecosystem)

  • Allow host to disband and create a new lobby (to mitigate the current multiplayer bug that might happens if someone leaves, or just so you can change party members without kicking)

  • Allow host to set minimal join level for their lobbies (I know, this is controversial, but I'm tired of Lv20s joining Helldive missions. A good portion of them don't know what to do and run around like headless chicken and using up reinforcements. I'm here to enjoy the game, not carry and get frustrated when I get teamkilled or have them bring a big group of enemies into objectives. Everyone has their preference and "standards" when playing. I also know level isn't an indication of actual skill, but the proportion of frustration I've had with low levels vs higher level players is very different. I once had a lv10 matchmake into Helldive difficulty. How is that even possible? Don't they need to clear lower difficulties first? Yeah, they did nothing but die the entire mission)




Slayers X is coming to PlayStation and Nintendo Switch on MAY 15TH!
r/HypnospaceOutlaw

Hypnospace Outlaw is a a '90s internet simulator, that requires you scour the Hypnospace and hunt down wrongdoers, while also checking out a wide variety of weird and wonderful websites, keeping an eye on your email, and downloading a plethora of apps that may or may not be useful. As part of your job as a Hypnospace Enforcer, you'll be watching out for copyright infringement, internet bullying and more, with reports and rewards coming direct from the Hypnospace Patrol Department to your inbox.


Members Online
Slayers X is coming to PlayStation and Nintendo Switch on MAY 15TH!

CALLING ALL ANTI-PSYKOS AND ZANE FANS!

https://preview.redd.it/slayers-x-is-coming-to-playstation-and-nintendo-switch-on-v0-6v04ffv6v7zc1.png

We have some great news for you - Slayers X is coming to Playstation & Nintendo Switch on May 15th!

Fight the psyko syndikate wherever you are on Nintendo, or take the fight to Playstation and show those mother flippers who the best slayer is!

https://preview.redd.it/slayers-x-is-coming-to-playstation-and-nintendo-switch-on-v0-pe8vcqxdv7zc1.gif

Be sure to watch the reveal trailer if you haven't already, and make sure you stay to the end, you might catch a little surprise...

https://www.youtube.com/watch?v=kOr3g9TQyYM

We're also running a speedrunning challenge and giving away 5 copies of the game - you can find out more from the Discord: https://discord.gg/bVzXH6ru

You can pre-order on Nintendo Switch now and grab yourself a little launch discount: https://linktr.ee/slayersxconsole

Thanks for all of your support in beating those cry baby psykos, U SLAYERS ARE THE BEST! We'll see you May 15th!


A Spoiler-Free Review of Nurse Love Syndrome
r/yurivisualnovels

This community is for the discussion of yuri (GxG/WLW/GL) visual novels.


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A Spoiler-Free Review of Nurse Love Syndrome
https://preview.redd.it/a-spoiler-free-review-of-nurse-love-syndrome-v0-0tbnl8wd571d1.jpg

Nurse Love Syndrome is a Japanese yuri VN developed by Kogado Studio (probably most famous for Symphonic Rain). It’s available in English on Steam, PlayStation Vita, and Nintendo Switch. It takes around 30 hours to read every route and see all the endings.

PREMISE:

It’s been Kaori’s dream to be a nurse since she got in a near-fatal accident when she was 10 years old. Her life was saved thanks to good medical care. She can’t remember much about her accident apart from that, though. The game starts on her first day as a nurse after graduating from nursing school. The VN largely focuses on her first few months working in the internal medicine ward at a hospital. The game’s central story is about her adapting to life as a nurse and finding love, with a multi-route mystery that uncovers the details of her accident as well as her mysterious ability to sometimes heal people using only her touch.

ART:

The game has excellent art across the board. The sprites are great and highly expressive, the character designs are adorable, the CGs are beautiful, and the backgrounds are highly detailed and very well done. Overall, the game has a very kawaii art-style, one that might trick you into thinking the game is 100% wholesome, but don’t be fooled.

SOUND:

The sound is really great for the most part, especially the VA which is top-notch. You can tell the cast went all out, and the emotionality in their voices is always exactly where it should be. Kaori and Sayuri’s VA were the ones who stood out the most, but everyone did a great job.

The game makes heavy use of sound effects, which I actually like. Lots of doors opening, people walking, medical devices making sounds, and so forth. It’s good for immersion.

The music is probably the weakest link when it comes to sounds, but it isn’t because it’s bad. It’s just less good than the other stuff. Only the three main heroines have themes, which is a bit of a let down, and the game has a relatively small number of tracks (18) for a VN that takes 30 hours to read. So, some of them get pretty repetitive when you’re on the back half of the game.

ROUTE STRUCTURE:

There’s a common route that lasts about six chapters before you end up on a romance route. You’ll meet most of the heroines over the course of the common route. The common route does a great job of presenting the various challenges that nurses encounter on the job and it doesn't sugar coat things. You’re likely to come out of it with more medical knowledge than you had before and newfound respect for nurses. There were actual nurses involved in the writing, and it shows. The parts of the game that focus on medical care and specific patients were a highlight for me. It was easy to get immersed.

There are six heroines. Three of them are “side heroines” with shorter routes. These three didn't actually have routes in the original game, but only got them in the remaster. The other three have more substantial routes and reveal more of the game’s mysteries. 

All six have a good ending and a bad ending. For the most part, I don’t like how they executed the bad endings. Most of them don’t tell a good story and just seem to be going for shock value, and the things that they have the characters do in these bad endings often feel very out of character for who they actually are. I don't have a problem with bad endings when they are well-written and thought provoking. Most of these aren't.

There is an enforced route order. You have to complete the game’s “normal end” first, which takes you through the common route and into the first couple chapters of Hatsumi’s route. Then, you can gain access to most of the other routes – but not Hatsumi’s actual good and bad endings, which you can only reach after seeing the good endings for Sayuri and Nagisa. In other words, you pretty much have to read her route last, and they do it that way because her route reveals the most.

CHARACTERS/STORY:

Sawai Kaori

Kaori can be pretty frustrating, especially in the common route. She’s got to be the most incompetent nurse who ever lived. And, while it’s understandable she would encounter problems being a full-fledged nurse for the first time, they go a little too hard on having her struggle. For example, she doesn’t know what PT stands for, doesn’t know how to stop a bloody nose, and can’t draw blood. Those are only the most egregious examples of her medical failings early on in the story, and they were bad enough that I was dreading having to put up with this MC for almost 30 hours of reading.

However, I will say that she gets better as the story progresses, and her desire to work to get better is a large part of her story. Except in Nagisa’s route, where she continues to be incompetent for much longer than in the other routes.

In the end, I do think she’s a likable MC that you can empathize with, but it does take awhile for you to feel that way. It doesn’t hurt that her character design is downright adorable, and her VA does an excellent job too.  Her backstory is really interesting and well-executed as a multi-route mystery, too.

Now, let’s talk about the heroines, who I’m also discussing in my recommended route order. This is the best order for gradually revealing the game’s mysteries.

Asadi Ami

Ami is a 16-year-old patient with nephrotic syndrome. She’s a musician who missed a ton of school in the hospital’s internal medicine ward.  She comes off as a super sweet girl, despite all of her hardships. She very clearly has a crush on Kaori from the beginning. Her route is one of the shorter side routes, and it’s solid, but nothing special. If you’re a Symphonic Rain fan, her route does have several references to it that are pretty fun.

Yamanouchi Yasuko

Yamanouchi is a nurse in her late 20s who is a mentor to both Kaori and Nagisa. She’s wacky and likes giving everyone a hard time, often in a very flirty way. But she cares deeply about her patients and their well-being. Hers is another one of the side routes. Like Ami’s, I’d say it’s solid but nothing special. She is hilarious and fun in everyone's routes, though.

Sakai Sayuri

Sayuri is a 20-year-old patient who is suffering from aplastic anemia. At first she’s incredibly cruel to Kaori because of how incompetent she is (and who can blame her?). She’s a textbook tsundere. For me, Sayuri’s route is the best, and it isn’t particularly close. In fact, her route is one of the best routes I’ve read in any visual novel, and a route I know I’ll come back to. Her bad ending is the only one that I would describe as “well-written” in the entire VN, and her good ending is also excellent.  You will find yourself very much invested in her as a character, and in her relationship with Kaori.

https://preview.redd.it/a-spoiler-free-review-of-nurse-love-syndrome-v0-0y12bpf0a71d1.png

Nagisa is Kaori’s high school senpai. They were in student council together, but the two have lost touch for the last several years. Kaori’s first day at the hospital is the first time they’ve seen each other since graduation. But, they immediately pick up where they left off. I think Nagisa and her route are the weakest part of the game. I didn’t find her likable at all. She doesn’t have an especially distinctive personality and kind of gets lost around more expressive, mysterious, or entertaining characters. The path they take her down in both of her endings is one that made me like her even less. I had a hard time understanding why Kaori would even want to be with her, which is never what you want in a romance route.

Wakamoto Mayuki

Mayuki is a young girl who is described as an “incredibly difficult patient,” so much so that Kaori is instructed to stay away from her. Despite hers being a shorter side-route, you do learn some important things about Kaori here. Despite having some important story elements in it, I think it’s the weakest of the three side routes.  This is largely because you don’t see Mayuki at all if you aren’t on her route. So, you have very little time to make you care about her story or how Kaori gets along with her. One notable thing about her for yuri fans - her VA is Sakura Ayane (Erika in the Flowers series).

Ootsuka Hatsumi

Hatsumi is in her early 30s and is the chief nurse in the internal medicine ward. She’s a stern no-nonsense type but is somehow very nurturing at the same time. Making sure the nurses in her ward are the best they can be is her entire focus in life.  She’s definitely got some serious mommy energy. While I don’t think her route is as good as Sayuri’s, I think it’s pretty easily the second best route in the game.  Her route is the one you have to finish the game on because of the enforced route order, and her good ending is a great way to end the game.

SUMMARY:

Pros: 

The game has beautiful art and sound

Hatsumi and Sayuri’s routes are excellent, especially Sayuri’s.

The multi-route mystery is well-executed and compelling.

Cons: 

The MC is incredibly frustrating, especially during the common route.

Nagisa is a net negative to the game.

The “shock value” bad endings often feel out of place and out of character.

 OVERALL GRADE: 7.5/10 (In between “Good” and “Very Good”)

This VN isn't perfect, but it's definitely a good read and lots of good stories and cute moments await you. Just be expected for some hard times and some heart break, too. Especially if you read the bad endings.

https://preview.redd.it/a-spoiler-free-review-of-nurse-love-syndrome-v0-4tjl8udia71d1.jpg

eFootball wishlist to Konami v2.2 (38 wishes)
r/eFootball

/r/eFootball is a subreddit dedicated to eFootball, the game produced by Konami and is the successor of the Pro Evolution Soccer series, PES 2021. discord.gg/efootball


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eFootball wishlist to Konami v2.2 (38 wishes)

eFootball gameplay seem to be going in a bad direction for the past months. To much AI defending/assistance/game balancing, game adding input lag, interceptions, poor passing, fouls not called for, hot potato football not rewarding any type of skillful play. The gameplay feels like its on rails, freedom is gone, players don't respond to your inputs and chances are created by either teams AI players mistakes or incredibly stupid runs. It's just not fun to play anymore. Neither online or vs AI.

eFootball could be fantastic if Konami would listen to ideas, criticism and improve. Here is my wishlist. Feedback based on me and the kids playing on PS4, PS5 and mobile. Offline and online.

  1. Reduce the heavy AI assistance / game-balancing / handholding / Auto defending / Dynamic Difficulty / momentum / whatchamacallit (scr...). I understand its for getting new players staying in the game, having a chance getting coins in the events and winning games. And perhaps make games more non-predictable "anything can happen, maybe". With the current AI handholding level its "anything will happen, constantly". So many chances are created by either teams AI players making mistakes or just making incredibly stupid runs, its like a badly scripted B-movie. The amount of goalpost hits and missed open goals is just silly currently, this goes on until the last few minutes of each match. Please reduce it, or even remove it from Co-op and other game modes where skill should be rewarded. I'd rather get smashed 15-0 and learn from a good player. Than having to play another game with: added input lag and your players turn, react with 0,5 sec delay / 1 team loses every header / 4 shots in goalpost / own goals / missed open goals from 2-3m consequently, instead you have to run the ball into goal!!! / hide n seek players with pass receiver running away from the ball positioning behind defender / every ball intercepted / misdirected passes / every pass straight to other team / passes goes through "invisible" player / player freezing or even running wrong direction vs your stick / opponent attacking with high punt or lofted pass but your defender running past the ball towards opposition goal / ball glued to opposite player in the box / every attempt clearing the ball goes short distance straight to other team, even goalie high punt / all stunning shots 3m over the goal before 85min + all the other crap that's in there. This gameplay on rails is so unrewarding. If I manage to do something skillfull the AI assistance just kills the opportunity with any means. When the AI assistance takes a break, I get an easy goal with no effort from a random through pass + tap in. Many times I can't tell if I am playing well or the game has decided I should win/lose, it kills the joy for me and it's just boring. If Konami could tone down all the weird punishments I'd be very grateful.

  2. Passing and interceptions. Currently worst ever IMO. Game just decides your pass from a player in balance is 90-180 degrees of straight to opponent. Even on Beginner AI and no matter PA1, 2 or 3😂 And the constant interceptions. No flow in the game. Please work on this Konami.

  3. Remove the artificial input-lag. (This is a controversial one, some players simply don't believe our experience it. For me it's obvious as it can be tested offline in several ways) Stop punishing one side with artificial input lag which make the gameplay feel heavy, unresponsive and your players turn & react with 0,5 sec delay. This is not from server lag as it's there in AI matches and local Trial matches as well, just switch controller between team 1 & 2 and feel the difference. It might activate from beginning of game, or in 2nd half, usually when you are doing well. And vice versa it can dissapear in 2nd half. From my experience it can be reduced or removed by switching playstyle. When finding the right playstyle for that specific match, your players suddenly become responsive again, it can even happen after switching to lowest Manager profiency. I assume its part of the game balancing mechanics. For me this is one of the worst things in the current game, when it kicks in your players don't respond to inputs in time and gameplay just feels awful.

  4. Fix the player freezing. Example: after losing a header to last defender suddenly your attacker just freezes. What's going on here? Have Konami added to much AI handholding and broken the game? 😂😂😂

  5. Reward different playstyles like build up play. Currently most games seem to be high press, interception ping-pong, quick pass and no dribbles. Hot potato football. Holding the ball has become very difficult. Before the AI assistance and auto defending went berzerk, you could actually keep the ball for a second and do something creative. Without 3-5 guys surrounding your player with no options. Now the gameplay is boring with the lack of variety.

  6. Create a game mode free from AI assistance & artificial input lag. Just pure skill. It could be beta, division free or whatever just let us play without the heavy AI handholding. And maybe eFootball will be esports ready 😉. To be honest if another football game is released without momentum/game-balancing /added input-lag and with gameplay based on pure skill. I think eFootball will lose a lot of players.

  7. Add Dream team into Trial match. As Trial match is the only game mode which supports 2-4 local players on same console, same screen. We have 2 kids who love the card collecting and building their team. But playing online is of no interest to them, and won't be in many years. They want to play local PvP or co-op but with their own Dream team on the same screen from one Playstation. By now we are very tired of playing the same local play Trial match Argentina Vs PSG. The kids have almost stopped playing eFootball, since they cant play against each other with their own team.  In addition this would be a great way to test out new players, builds and game mechanics together with a friend. Much more fun than training mode. This mode is what my family is missing most from this game. And if it would be a "pure" mode without any momentum/game-balancing things would be fantastic. Just pure skill, best player wins.

  8. Please add Dream team to Trial match local co-op Vs AI. Would be so much fun to test your  Dream Team against the AI together with the kids or a friend on the couch beside you seeing the same screen. Would love this mode if it would become available.

  9. Add local co-op (one screen, one Playstation) to Events. Would be great if me and the kids could take on the events together from one Playstation. At least add it to the AI events. Then we would actually play them and not just sim them for GP and experience.

  10. Myleague local and online co-op. Add both local co-op (one Playstation, same screen) and online co-op into Myleague please. A reason to play it and win the league together with the kids or friends😀

  11. Make My League worth playing. 100.000GP for completing 38 matches and winning the league is very poor IMO. Add some skill trainers, position trainers and raise the GP perhaps?

  12. Add all Goal Scorers, Assists and Passes made to Half Time and Full Time game stats. So we can quickly get the overview of which player cards performed well in both teams. That information would be highly appreciated.

  13. Contract renewal is way too expensive. Considering many players have paid plenty in real money to get the favourite players, and you only get to keep your player for 1 year. We are paying for this digital football Pokémon and we can't even use it as long as we would like. There should be more ways to get contract renewals, the periods should be longer, 3/6/9/12months and the price should be lower. Currently it's just irritating and another killing the fun factor.

  14. Make each playstyle worth using. And reward playing different type of formations. Instead of everyone using META 4 defenders and no wingers/LMF/RMF.

  15. Better & more expensive Point shop players. Can we please have some decent players? I'd gladly spend 50000-100000 pink points for a player if his stats are good. IMO there hasn't been an interesting player since Ferrer & Pires. Currently I don't see any use for points except contact renewal.

  16. Remove the GP cost for player reset. Having to wait for 2-3 months and then stressing for a few free weeks to retrain and test new builds doesn't make sense. GP is too valuable for me, I use it for Legacy Transfer and Contract renewal, and the few occasional GP buys for Events or hidden gems. I enjoy training players and trying out new builds, if free it would keep me logging in even when there is nothing else to do in the game.

  17. Reduce the cost for Legacy transfer. Getting your wanted skills and then transferring to your favourite player is one of the game aspects I really like. But 257,000 GP for one transfer is a lot and takes away much of the fun in Legacy transfer. You get 1 Mbappe for less than 2 Legacy transfer. I am always low on GP these days, and I think 100,000-150,000 GP would be reasonable for Legacy transfer for 1 skill.

  18. Legacy transfer of skills to POTW cards. If we could add 1-2 skills to the POTW the cards would be more interesting and I'd spend more coins spinning. We would get more varied and unpredictable squads instead of everybody using the same players. Most players know the good cards, what to expect from opponents cards and how to counter. Lets say you add some strong passing or shooting skills to a player usually weak in that aspect. The unpredicability would be awesome!

  19. Replace/delete added skills. Building players would be much more fun if I could replace a trained skill with another one using legacy transfer. Or just be able to delete an added skill. Perhaps my playstyle changes and I want Neymar to have Through passing instead of the previously added Long-range shooting.

  20. GP an option for pack spins. But it shouldn't be easy.  Hard grind should be rewarded as it gives a reason to play the game.  I am thinking 7,5M GP you get 75 spins in a 150 pack. That takes perhaps 6 months to grind. And perhaps the remaining 75 spins is coins only. Lower thresholds like 10 spins för 1M GP would be great but I understand its not gonna happen, as it would hurt the coin sales.

  21. Remove the 500 player cap or reduce cost of adding player slots. If you are grinding skill trainers with 0GP players and training players the 500 fills up quite easily. Or reduce the 500.000GP for an extra 50 players to maybe 100.000GP. This 500 player limit is very annoying and seems unnecessary.

  22. Add skill trainers and position trainers to each match pass. Would make the Match Pass way more interesting and I would spend coins.

  23. Make it worthwhile playing League / divisions. Currently I don't see much reason to play it. A few skill trainers and low GP reward can't motivate me spending the time. Add prices like special unique cards, Kits, Avatars, POTW spins or something else to keep players motivated. This game needs special rewards!!

  24. Find a way to prevent players from forfeiting games, at least events and co-op. Maybe if you are down a few goals sometimes add a random bonus like score with player X to receive 1 skill trainer, 10000 GP or something. Just to motivate players completing the match. Or create a non forfeit streak, like 10, 20 or 30 games without forfeit and you get an free extra POTW spin. (Credit: Part of this idea is from eFootball Universe Youtube)

  25. 1st celebration should also be skippable. It's just time consuming in online games. Not adding any value to except maybe noobs who scored their first goal ever.

  26. An option to make Sub tactic clearly visible in Game plan if activated. I played to many games now without knowing I had sub-tactic activated 😂

  27. Matchmaking. This was good for a while after the matchmaking update, but not anymore. There must be something seriously wrong here. When playing in Division 9 to 7, we constantly get division 1-2 opponents in the events. Had top 120 and top 200 in a row even. 750M downloads and nobody else playing. Really?

  28. The daily penalty needs an upgrade. Suggestion: More fun If I could choose player from my Dream Team. And add random Epic goalies to spice it up 😉

  29. Add statistics of headers, penalties and free kicks scored on each player card. This would add value and make it more interesting building squads. Konami you have the data, use it!

  30. More variety in Events. BBVA, Turkish, Brazilian Italian, English, Japan league. Over and over and over... Cmon Konami create something different so we can rotate our squads more. Suggestion: An event where only max 4 star players are allowed? Or higher GP rewards the weaker squad you use? (Credit: idea is partly from Rockchok Youtube)

  31. More Beat the Clock type of events. Both me and the kids enjoyed this one. Create something similar for skill moves. Example: Perform 5 Double touch + 5 Marseille turn across pitch with fixed dummies or defending players. Or a sequence where you have to perform skill move x and y before scoring.

  32. Objectives with extra bonuses. Add weekly objectives or similar. Score a hat-trick, win on penalties or score 5 times using skill move. And get some type of rewards, GP, Skill trainers, Position trainers, avatars, whatever just variety and something to play for.

  33. Co-op events. So much potential but the gameplay on rails, AI assistance and the constant random AI punishments kills the fun for me. You feel almost instantly if the AI assistance is on your side or against you. Either everything goes your way and it's too easy or Epics can't make a simple pass, the input lag kicks in and your player is even dragged out of position so the other team can score. Every game feels pre-decided with almost every touch being a mistake or fumble by the team who is supposed to concede a goal. Or its 1 goal back and forth with short sequences where the conceeding team can't touch the ball. In my experience the AI assistance is at its worst in the Co-op games. Quite easy to spot as players regularly just drop the controller. And game continues to auto defend like prime AC Milan, the non-active player is forcefielded holding the ball, every ball in the box is magically sucked to defenders feet and passes and clearings going 90-180 degrees off straight to opponent. Recent example which has happened in several co-op games: Goalie makes several stupid run outs to a perfect 4 man defending line, leaving the net wide open. Changing goalie doesn't help. Same thing with 2nd goalie until opponent gets his 2 goals. Sorry but when my player, gameplay and result is controlled by AI instead of me and my teammate I lose interest.

  34. Add 2nd local player to co-op online events. Why can't 2 players join the co-op events together from one Playstation? Me and the kids would play co-op events a lot if this was possbile.

  35. Booster player forms. Wirtz card and several other are never on A-form. Whats the point of creating a booster card then? (credit: PES Pepe Youtube)

  36. Communication. Info on gameplay changes in each update would be appreciated. Like before. (credit: PES Pepe Youtube)

  37. Heavy first touch or fumble receiving the ball. +90 Ball control player cant receive a pass without starting to fumble or needing several seconds to gain control, then losing the ball, again and again and again. Does stats even matter when game balancing just decides anyway?

  38. Don't launch Crossplay with mobile. I suspect the recent braindead heavy assisted gameplay is needed for upcoming crossplay console & mobile update. This might be what we are getting. Gameplay on rails, autodefend, no skill, unrewarding, boring. I hope I am wrong and the previous fun gameplay on console is not gone forever 😢.

  39. Master League? Promised some years ago. I guess it does not generate enough coin sales?

  40. Edit mode. Create a custom crest and kits for our dream team.

  41. AI games are boring and inconsistent. Even on easier difficulties the dynamic game balancing makes you miss so many chances in 1st half, open goals whatever. Then in 2nd its just walk the ball into box and quick shot goal. But if you decide to pass the ball in the box then it's magnet to defender, why not reward passing in the box? The inconsistency in the AI is just bad. And the coding seems lazy. I watch our 11 year old play and do all the right things, but the game just kills all her self-created chances. On harder difficulties even if I read the play and position perfectly to intercept a pass, the pass goes straight through my defender. And adding to that the constant interceptions and not being able to hold ball more than 0.3sec. To my understanding the AI was better before without having to bypass game mechanics (cheat), instead it was actually playing smarter. For me playing the AI is either too easy once the early game "Thou shall not score" wears off or just boring on higher difficulties. How hard is it to develop AI gameplay which is both fun, rewarding and teaching how to play better?

  42. Player speed is broken. The slowest defender will catch up in 2-3 seconds with any attacker running with the ball. No matter stats of players. You make a great pass but this broken game mechanic ruins the opportunity. This is both unrealistic and highly unrewarding.

  43. Player switching. Another game mechanic which seems broken and with hidden punishments added. I have mostly been using semi-assist and player oriented switching, R stick to switch. Recently switched to ball-oriented. And in my experience. When the game is against you, it constantly punishes you with bad player switching and worst default player selection. Many times the game refuses to switch to player in front of ball when I am trying to defend. Instead I am flicking through the guys behind the attacking player, while I am trying to get control of my defender. When I have free kick against me, default player is always the worst possible option eg. my CF standing 10m behind the free kick taker. Why? I enjoy a challenge but having to fight with my controller is not one of them.

  44. Sort player list by team name. Would help when choosing team for events. And a nice feature when browsing all my players.

  45. Position trainers. This feature was a nice addition. But can be improved and made more interesting. (A) Remove the possibility of getting duplicates on full position slots. It's just stupid and annoying. (B) Add random playstyle rewards on the new position. So an AMF Hole Player could also be SS Deep Lying Forward after Position training. (Credit: efNuts YouTube)

  46. Add Position and Skill trainers to point shop. At least we could spend the pink points on something. (Credit: Shoshinsha65)

  47. Header, Aerial superiority, Jump and player height doesnt matter? Played several games where either sides Maradona is winning 50/50 headers vs tall players like Rodri (w. Header skill added) and Saliba. Seems like another broken mechanic in the game.

Some of these are cosmetics and should be quite easy to implement, whereas others like new type of events takes more effort. Dream team in Trial mode and adding already existing local Co-op to more events/game modes shouldn't be that difficult. Gameplay affecting changes are likely hard and need to be tested so it doesn't affect game in a negative way.

I guess Konami calculates profits are better by pushing all players to online play. But at the same time they are neglecting the player group which prefers offline, and are willing to buy coins to get their favourite players cards. Hopefully Konami will reconsider, add a proper Master League and more offline modes with co-op and PvP.

All in all it should result in a more enjoyable experience for both ballers, casuals, squad-builders, card-collectors and those who just want offline couch co-op or PvP with their Dream team. More people having fun and spending time in the game usually results in praise, recommendations and growing user count = more coins spent. Konami keeps earning and customer base is happy. Everyone wins.

/ Cheers and thanks for reading

(This post is continously edited)

https://preview.redd.it/efootball-wishlist-to-konami-v2-2-38-wishes-v0-uuhnytppqf1d1.jpg

It's the year 2056
r/Silksong

Hey gang, Welcome to the Subreddit of Hollow Knight: Silksong. A Metroidvania, action, platformer and the sequel to Hollow Knight! Here you can post everything Silksong! Release date: Probably by 2025 I don't know. Bait used to be believable


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It's the year 2056

Playstation X is in its last cycle, gearing up for "Playstation X one" or better known as "PX1".

Xbox is renamed to "Game pass+" and they don't do hardware anymore, after "Playstation Infinity" (8) dominated the "Xbox one S XB Project Leopard", 9 to 1.

Steam is still on top and the Steam Deck 3 actually came close to dethrone Switch 4 due to the controversial law Nintendo forced upon every user. This law makes it possible to execute you through your government mandated Neuralink, if they find out that you used an emulator to play Tetris.

But most importantly, Switch 5 is announced.

And therefore Hollow Knight: Silksong is delayed so they have more time to prepare the game for the next console generation.


Bettering the Valley
r/DreamlightValley

Disney Dreamlight Valley is a hybrid between a life simulator and an adventure game rich with quests, exploration, and engaging activities featuring Disney and Pixar friends, both old and new. Fully released on December 5th 2023 on PS4, PS5, Xbox Series X, Xbox Series S, Xbox One, Nintendo Switch, Windows, Mac, and iOS. Run by the community!


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Bettering the Valley

I recently restarted my save file (moved from playstation to PC to play with my wife) and have been enjoying my time so much I've already out in over 200 hours into this save and have far surpassed my ps5 version.

But recently I've been thinking about ways to make the game more enjoyable or add longevity to it. I'm sure whatever I'm going to say has been said numerous times in this thread but I felt like I had to get it down somewhere or my brain would never shut up.

I'm no developer or anything so I have no idea how difficult or long it would take to implement the ideas I have and l'm sure they will probably never happen anyway but im curious on what everyone's thoughts are on these.

I'll do these in section breakdowns

Quests: Personally I think some of the villagers should have additional daily, weekly, or even monthly quests designed around them

An example would be goofy. Personally I enjoyed his little questline of taking photos around the village but why should thay have stopped with his final quest? New villagers are being added with decent frequency why wouldn't he want those added to a scrap book.

This could be a monthly quest to update goofys book with new photos. Since this is a photo questline give him an interesting reward like villager poses. Everytime we do hisnquest we unlock a unique pose with a villager when taking photos similar to the companions we have.

Villager activites:

Give me a reason to want to feed villagers that are already level 10 or a reason to give them their favorite gifts.

Give each npc a gacha like mechanic with items only they can give me if I give them all of their favorite gifts so I can hunt for each item and actually have a reason to give them a gift or feed them at remys.

Maybe each character has anywhere between 5-10 items, maybe an additional photo pose or just an emote, something they can uniquely give me so I interact with them more.

Additionally I hope they eventually open past level 10 friend ship so they have more internal quests unique to them and have additional rewards.

Give villagers more idle animations. I'm not sure if I just haven't noticed it but it seems like most of the newer villagers don't fish anymore which I find odd only the older villagers have a fishing animation. The only villager thay has such a new animation is Oswald with mining and I absolutely love when I see him doing that. It adds so much more life to the character vs. Just walking around aimlessly forever. At least Rapunzle paints but a lot of other characters don't do a whole lot of anything.

DLC related:

Give me a scramblecoin monthly game against players with moonstones as a reward at the end of the month similar to dreamsnaps or maybe give unique tokens thay do the same but they look different on the board. (Additionally let me play freely against friends that own the DLC)

While it might suck for those who don't own the DLC to not be able to participate it would reward those who do have it with an additional way to earn moonstones and incentive people who don't own it already to get it to participate for the rewards (which gives gameloft more money so it turns into a win-win)

Give me Wall-e garden, moana fish rack, and beast flower garden in eternity isle stocked with items FROM eternity isle for easier to obtain rewards. I don't even mind repaying to upgrade them like I originally did in the valley gives me something to spend my starcoins on.

Scrooge shop:

Seperate the one on eternity isle and the valley from each other that way people have 2 shops a day instead of 1. This would be additional incentive for people to purchase the DLC who haven't already if they get to buy additional items from a second shop each day.

END:

I think I'll stop here this post is already long enough lol. If no one ever reads this that's fine I just wanted to get it put of my head finally. For anyone who did actually read all this thank you! And I'd love to hear your ideas to make the valley better (outside of bug fixes. I think everyone agrees this game should have one massive update just dedicated to killing all bugs)


[Ghostrunner 2] #91 God damn that was a hard and annoying one. I think I prefer the first game and never thought it really needed a sequel but hey still enjoyable, the bike segments were awesome.
r/Trophies

A subreddit for those in quest of the almighty Platinum! Gold, Silver, and Bronze trophy hunters welcome too! Covering PlayStation 5 (PS5), PlayStation 4 (PS4), PlayStation 3 (PS3), and PS Vita. Note: Does not cover Xbox, Nintendo, Steam, or other non-PlayStation platform achievements.


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[Ghostrunner 2] #91 God damn that was a hard and annoying one. I think I prefer the first game and never thought it really needed a sequel but hey still enjoyable, the bike segments were awesome.
  • r/Trophies - [Ghostrunner 2] #91 God damn that was a hard and annoying one. I think I prefer the first game and never thought it really needed a sequel but hey still enjoyable, the bike segments were awesome.
  • r/Trophies - [Ghostrunner 2] #91 God damn that was a hard and annoying one. I think I prefer the first game and never thought it really needed a sequel but hey still enjoyable, the bike segments were awesome.
  • r/Trophies - [Ghostrunner 2] #91 God damn that was a hard and annoying one. I think I prefer the first game and never thought it really needed a sequel but hey still enjoyable, the bike segments were awesome.

PATCH 1.4.2 "The NG+ Balance Patch"
r/GroundedGame

Discussion for Grounded - the hit survival title developed by Obsidian Entertainment and published by Microsoft. Available on Xbox, the Microsoft Store, and Steam!


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PATCH 1.4.2 "The NG+ Balance Patch"

PATCH 1.4.2Bug Fixes / ChangesCommunity Playgrounds

  • You can now “Thumbs Up” or “Thumbs Down” any Published Playgrounds. These community ratings will be used to filter higher quality Playgrounds to the top.

    • This combined with the new “Filter Playgrounds” menu added in 1.4.0 should help you find quality Playgrounds of various types.

  • Playground Descriptions are now shown when browsing Community Playgrounds.

  • General Changes:

  • Hedge Broodmother Roar attack can be perfect blocked.

  • Mantis attacks no longer always trigger additional effects even when blocked or perfect blocked.

  • “Fury” effect can now trigger combo finisher effects.

  • Explosive damage from enemies can be blocked with shields again (including infusion based explosive damage).

  • +Summon Thorns effect from Red Strategist set decreased from 50% to 25% per piece (they still stack).

  • Thorns now deal “true” damage.

  • You can go back to befriended Ant Queens and get a new Baby Ant pet if your prior Baby Ant pet has died or was lost.

  • Lowering the stun damage of 2 Handed Axe weapons.

  • Increasing the stun damage of 2 Handed Club weapons.

  • REMIX.D Yard - Quality of Life:

  • A new module is accessible in the ASL station while in New Game+: remote access to the Super Duper machine!

  • When duplicating or deduplicating an item, you can now skip the animation.

  • Clients that join a New Game+ world will have their starting Milk Molar stats matched up to the host if they are lower

    • Helps clients not lose out on prior Milk Molar upgrades from before new game+ or prior new game+ playthroughs.

  1. REMIX.D Yard - Changes:

  • Infusion effects that creatures get will be more random instead of almost always having explosive damage (this was a bug).

  • “+Unarmed Damage” effect can now be found on randomized trinkets.

  • A large number of Random Effects for trinkets and infused weapons have been buffed:

    • All creature specific damage increases (such as “+Black Widow Damage) increased from 10% to 30%

    • +Damage Resist increased from 10% to 50% (in the previous patch)

    • +Block Strength increased from 25 to 100

    • +Max Health increased from 25 to 100

    • +Max Stamina increased from 25 to 100

    • Hyperstamina increased from 10% to 25%

    • +Attack Stamina increased from 10% to 25%

    • Exhaustion Recovery increased from 10% to 25%

    • +Sprint Distance increased from 10% to 25%

    • The Quickness increased from 10% to 25%

    • +Poison Resist increased from 10% to 50%

    • +Explosive Resist increased from 10% to 50%

    • Starcrusher Damage Resist reduction increased from 25% to 50%

    • Arcane Archer Damage Resist reduction increased from 25% to 50%

    • Fresh Mage stamina refund increased from 5 to 25 per attack

    • Spicy Mage attack speed buff increased from 10% to 15% per attack

    • Sour Mage charge time multiplier fixed from 1.5x to .5x so it actually reduces charge time instead of increasing it

    • Wizards Defense proc chance increased from 50% to 100%

    • Fixed +Bow Attack not being labeled as “minor”, “major”, and “best” for the 3 variations

    • Bow Attack Major increased from 20% to 25%

    • Bow Attack Best increased from 30% to 50%

    • Trickle Regen increased from 1 hp per 10 seconds to 2 hp per 10 seconds

    • Guard Dog increased from 50% to 100%

    • Tenderfoot Offense increased from 5% to 100%

    • Tenderfoot Defense increased from 5% to 90%

    • +Finale Damage increased from 10% to 25%

    • Fixed ‘Implant Weakness: Sour’ and ‘Implant Weakness: Salty’ using the ‘Implant Weakness: Fresh’ string

  • “Fury” effect on New Game+ trinkets can now trigger other trinket effects such as “Samurai” and “Mad Scientist”.

  • The “Increased Damage” infusion effect on infused creatures no longer also increases the damage of other infusion effects.

  • Infused Weapons now have 2 random effects instead of just 1.

  • BURG.L’s Old Flipper now has 2 random effects, much like infused weapons.

  • The Assistant Manager can trigger the laser and shock pillars immediately in New Game+. Lasers will spin faster with each Remixed Level.

  • Similar candy weapons acquired from NG+ now have different finale effects:

    • Example: the Sizzle Striker has Finale Aftershock, where as the Wallopeño has Finale Fury

  • Thorns damage that can be reflected with any attack is capped to the max health of the character being attacked.

  • Thorns damage that is reflected is no longer improperly double scaled from Status Effect or Difficulty modifiers.

  • Salt Chipper now properly utilizes the “Smasher” mutation instead of “Barbarian”.

  1. Optimizations:

  • Loading a saved game takes less time:

    • Xbox Series X / PlayStation 5: 5+ seconds faster

    • Xbox One / PlayStation 4: 15+ seconds faster

    • Nintendo Switch: 60+ seconds faster

    • PC: (Depends on your CPU but faster than before)

  • PlayStation 5

  • Improved framerate.

  • Save game thumbnails will no longer be extra dark.

  • Added mouse and keyboard support.

  • Nintendo Switch

  • Reduced asset popping and short draw distanced in the Sandbox.

  • Notes found in the yard that require scrolling to read all of it can scroll the text using the analog stick.

  • Major Fixes:

  • Creatures attacking from the Waft Emitter are no longer randomly invulnerable.

  • Power Droplet can trigger additional effects off of unarmed attacks again.

  • Clients no longer sometimes respawn with no lighting after completing the undershed lab.

  • Achievements/Trophies will properly unlock after reloading your game if you had originally completed them while offline (Xbox / PC / PlayStation).

  • Playing a Shared World game across multiple consoles will no longer have you load in with lost player data.

    • Retroactive fix still in the works for sessions that have already encountered this.

  • Multiplayer games that were made while crossplay was off and then are converted to Shared Worlds when crossplay is enabled will not have lost player data upon hosting or joining that game.

    • Retroactive fix still in the works for sessions that have already encountered this.

  • Stairs can be built up diagonally without direct support below again.

  • Loading a Shared World backup save while in the middle of playing a Shared World will properly save continued game progress during that session.

  • The loot delay on dead bugs has been reduced back.

  • Crash Fixes:

  • Fixed attempting to host or join a multiplayer game immediately after being disconnected from a game causing a crash.

  • Fixed crash when loading an Early Access save.

  • Other Bug Fixes:

  • The Oak Lab explosion smoke no longer freezes when looking directly at it sometimes.

  • BURG.L Quests are no longer reset when activating the REMIX.R.

  • Using burnt toast in the Garden Patch no longer causes the growth time to be negative.

  • Fixing an instance of a randomized milk molar that could spawn underwater.

  • Fixing the repair costs on some of the NG+ elemental weapons.

  • The web sacs in the Hedge Broodmother fight no longer will trigger infusion effects from the Broodmother’s roar or jump back attack.

  • The Health and Stamina bar on the SCA.B properly show lines for values past 300.

  • Infected Ant mounted trophy and infected ant stuffed creature buildings have had their materials fixed.

  • The Sign Set Teen Spirit is no longer always removed after loading a New Game+ save.

  • Improved building placement while trying to place a hanging stuffed creature.

  • Additional creatures spawned in during boss fights are no longer lootable when they die if you fail the fight and return to the boss arena.

  • Clients that are present when the REMIX.R is activated will spawn back in correctly at the kid case instead of being on top of the host.

  • Rotten Stinger Spear in the T-Rex no longer falls out of the toy’s mouth on any new games created.

  • Infected Broodmother final phase scream no longer triggers infusion effects.

  • Chopper no longer improperly uses the Blademaster mastery effect.

  • You can no longer build sap catchers in the Mantis arena.

  • The “Royal Arrangements” achievement can be unlocked for new players in New Game+ if all Ant Queens were dealt with in the prior playthrough.


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