I like a lot of different types of games.
The first time I played Goldeneye... I was like, this could be an rpg.
And ever since... looking for games that hit my favorite notes in gaming.
Destiny through Destiny 2.
Cyberpunk and it's future installments.
Still, I want a tighter game. "Tighter" - I'll explain that with an anecdote/example:
Tactical RPGs are tight games. And in that genre, there's this legacy mechanic called a rogue-like tower/dungeon/pit.
One of my favorites is an inverted tower atop a floating mountain in the sky in a game for Sega Saturn originally called 'Mystaria' rebranded as 'Blazing Heroes'.
And in this tower, there are no save points. It's 25 floors down, then either you can teleport back to the surface or fight you way back up for the best rewards in the game.
Essentially 50 floors... in one sitting, no way to refresh your consumables.
That's what the Cryo Vault is.
7 Vaults... fight your way in, go as far as you feel you can safely & then get back out.
Even if you make it to the 7th Vault and beat the boss, it won't matter unless you can escape the Vault to extract.
Most 3-man teams won't be able to do it. The type of challenge that might take teams that try months & months. Months to prepare for their attempts, months doing those attempts.
Or you can join other teams and do it together. Possibility losing it all when they betray you or when you betray them as you're escaping the Vault.
That's endgame in a 'Tactical Rogue-like FPS'.
That's what Marathon is. And it's going to be 'tight'.
Mark it. My prediction.
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English
#Offtopic
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7 Respuestas[quote]That's endgame in a 'Tactical Rogue-like FPS'.[/quote] That’s just an extraction shooter. Nothing about it sounds like a rougelike. Also, taking real life months to prep for an attempt sounds awful. I could just… play other extraction shooters. Ones that at least kind of attempt to respect players’ time.
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3 RespuestasMore games should indeed add Roguelike modes. They always make for good endgame modes. That said, Roguelikes generally shouldn't take months for a single completed attempt. It's fine for them to be tough, but if they take that long you start getting burnt out on them right quick. Roguelikes are very replayable, this is true, but by their very nature it's also not difficult for them to get stale. They prime you to notice patterns in the design of various rooms and enemies, and since all they really do is mix up those rooms and enemies, it all starts to blend together if you play for long enough. And then on top of that, getting loot from the Roguelike mode kind of defeats the purpose? If you're going to add a big, randomized endgame dungeon, then it should either be designed to be beaten with endgame gear (i.e. you go in with the very best loot to begin with), or it should be designed so that you start from scratch every time (meaning the loot you get from it doesn't matter). If you design your endgame Roguelike dungeon to grind loot to be able to beat it, then you run into the classic "negative difficult curve" that leaves many Roguelikes feeling lackluster and boring after the first couple of runs. Also, having to put in all that hard work just to have someone steal your stuff at the last second is dumb. "I worked months to finally be able to clear this thing for the first time!" "No ya didn't, you just got killed by your trusted ally on the final stretch to the door! Sucks to be you, nerd!"
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[quote]Or you can join other teams and do it together. [u]Possibility losing it all when they betray you or when you betray them[/u] as you're escaping the Vault.[/quote] This sounds pretty bad actually, but everything else you describe sounds interesting.