Like, I chose to play the Tutorial at the beginning. This Chainsaw seems like a pretty critical piece of the gameplay loop, but at no point has there been an explicit explanation or demonstration.

  • CrayonDevourer@lemmy.world
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    4 days ago

    It’s so weird that players these days don’t press buttons and figure shit out on their own…do you really need a tutorial for a basic weapon?

    • stephen@lazysoci.al
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      3 days ago

      The game begins with a tutorial.

      Why would I be remiss to be confused as to why there is a tutorial, but not include any mention of the existence, let alone the use, of a basic weapon?

      Further, yes, I expect all products to tell me about their features.

      • NuXCOM_90Percent@lemmy.zip
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        3 days ago

        Its a generational mindset. Because, remember, the game this is “reloading” came out in the late 00s

        Back then? The idea was to teach you what is actually new in a given game. So the cover system, more or less. Shooting, aiming, and melee’ing were more or less bog standard by that point and players were mostly expected to understand it used the same controls as every other game or to take a quick visit to the controls page in the menu to see what the jump button was.

        I forget if Gears actually teaches you the melee button or not. I want to say tapping melee is a rifle butt and you have to hold to chainsword? Which also lines up with games of the time. The charge and hold is mostly a humiliation kill you save for multiplayer and sizzle reels.

        So to use… probably equally old nomenclature: it would be like teaching people how to do a no scope 360 during the tutorial.

      • CrayonDevourer@lemmy.world
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        3 days ago

        Games should allow you to discover their features, they shouldn’t be telling you directly. That’s the cool part of figuring out a new combo in Mortal Kombat, etc.

        They don’t give you a clippy tooltip that says “Press Up Up Down B A Down Down to rip this bitches head off!” – You figure out the combos on your own, or with friends.

        This idea of every little thing having to be presented DIRECTLY to the user is laziness. There are ways to help a user discover things narratively.

      • mohab@piefed.social
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        3 days ago

        Damn, you should steer clear of Japanese action games then.

        Further, yes, I expect all products to tell me about their features.

        Oh, really? I should get my money back from 20th Century Fox… they didn’t tell me Fight Club had the twist feature at the end. Thank you for pointing that out.

        I cannot believe I had to discover it myself as I was watching the movie. Bizarre stuff.

    • RampantParanoia2365@lemmy.worldOP
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      3 days ago

      Yes, amongst fights when I thought about it I tried and figured out the button. Then he wasn’t really locking on easily, and sometimes he just like, can’t start it after rolling or something, and then I get blasted. A few times doing that, and I got pissed and made this because everyone’s carrying the damn thing and I was just in prison. Why the holy fuck has no one daned to mention the goddamn chainsaw on everyone’s gun? So, really this is just a rant about design.

    • mohab@piefed.social
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      3 days ago

      Capitalism + hyper consumerism. No time or patience to play around and discover. Gotta wrap up ASAP and move on to the next game.

      That backlog isn’t gonna play itself.