Patient Gamers

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A gaming community free from the hype and oversaturation of current releases, catering 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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founded 2 years ago
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I've got no association with the game, any developers, publishers, whatever, I just really like the game a lot.

Of the pokemon-likes I've ever played, it's easily my favorite, in part because it's one of the most creative. In fact it's barely a pokemon-like, just taking the basic formula and then really doing their own thing with it.

Great story, great gameplay, great vibes, and decent (but not stellar) post-game.

Recommended for anyone who likes monster collector games or quirky indie games.

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Note: some story spoilers ahead.

I'm a big Final Fantasy fan, going back over 30 years, so it's a series I'm not usually patient on. However, I don't have a PS5 (and still don't plan to get one), and thus had to endure the wait for the PC port. When the demo finally arrived, I had a great time with it, but the DLSS implementation was a blurry mess. I decided to wait a bit longer, as I knew early on that spectacle was Final Fantasy XVI's key strength.

Waiting didn't do much for me in the end on the technical side (other than a small price drop), yet I loved this game. The cast--friends and villains alike--kept me entertained, the difficulty was right where I wanted it, and after a brief lull picking up where the demo left off, the game shuffled me along from one big, flashy scene to the next, grinning ear to ear.

XVI has been controversial in the JRPG community, to say the least. It's certainly light on RPG elements. There's been no shortage of grumbling over the further shift to action combat. The side quests are mostly filler and likely best skipped. I'm normally a more cerebral, methodical player of these types of games, but that wasn't the case this time. Forearmed with some of the common complaints, I stayed on the rails by concentrating on the main story and didn't spend a lot of time on item and skill upgrades. Turning my brain off and going with the flow, I felt rewarded, leaning into what this game does well: punching harpies, giants, dragons, and more in breathtaking set pieces.

What I didn't know was how much DNA from Yasumi Matsuno's games (Tactics Ogre, Final Fantasy Tactics) could be found in Final Fantasy XVI. Like those games, the early setup is gritty, mature political intrigue in a high fantasy setting. But even the storytelling itself started to feel similar, especially through Vivian's "lectures" at her map. The cast browser at her table is also seriously impressive. It's state-of-the-art stuff I'd love to see in more high-budget games with big casts and lots of moving parts.

Amusingly, like Matsuno's games, in the end, XVI's story also descends into

spoilerthe ultimate JRPG cliche of world-ending stakes and deicide, and perhaps not to its benefit.

However, while mature in tone, Tactics Ogre never went full-on adult, and it never stopped being jarring hearing "Fuck!" in a Final Fantasy game, among other colorful invective. Great Greagor's gash, indeed. All of the voice actors are outstanding, and I understand why, as Clive, Ben Starr's earned some buzz lately. My personal favorite was Ralph Ineson as Cid, in a role fully deserving of his namesake's lineage.

I had a blast with Final Fantasy XVI, and in a refreshingly compact 35 hours, too. I don't know if I'd want another Final Fantasy in this style, but with the series constantly changing, I'm sure the formula will be different in the next.

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Background

I’ve always had a soft spot for adventure games, going all the way back to the DOS era. The depth of their stories and characters always resonated with me more than the often bare-bones narratives found in many contemporary games. The golden age of LucasArts adventures in the '90s produced a string of classics that still stick with me today. While the 2000s were something of a fallow period for the genre, the 2010s brought about a revival, largely driven by indie studios. This resurgence also marked a split in the genre between traditional puzzle-heavy games and more narrative-driven experiences, popularized by Telltale’s The Walking Dead.

Life is Strange 2 falls firmly into the latter camp, aligning more with the narrative style of Telltale’s work. I've played through most of the Life is Strange series up to True Colors, but I had put off playing Life is Strange 2 until recently. The premise never grabbed me as much as the others, and early online discourse suggested it wasn’t as strong as the rest of the series.

Production

As a narrative-driven adventure game, Life is Strange 2 lives or dies by its story and writing. Structurally, the game takes a road trip approach, a notable shift from the first Life is Strange, which was largely confined to a high school and its surrounding town. While this new format offers more variety in terms of settings, it comes at the cost of character depth. The transient nature of the story means most supporting characters appear in only one or two episodes, often reducing them to broad archetypes rather than fully fleshed-out individuals. This stands in contrast to the original game, where the static setting allowed you to grow familiar with a cast of well-developed personalities.

The heart of the narrative lies in the relationship between Sean Diaz, the player character, and his younger brother, Daniel. By centering the story on two Mexican-American protagonists traveling through a politically tense, Trump 1.0 America, the game directly engages with themes of racism and social justice. While these are bold and commendable narrative choices, the handling can feel a bit heavy-handed at times, likely due to the limitations of the episodic structure and limited runtime per chapter.

One of the game’s biggest weaknesses is its pacing, especially in the early episodes. The first episode, in particular, drags in places and struggles to find narrative momentum. Fortunately, this improves in later chapters as the writing team appears to find its rhythm and better balance character development with plot progression. The episodes also feel more self-contained and rarely end on cliffhangers like those in Life is Strange 1, which reduces the urgency to immediately jump into the next episode.

Where Life is Strange 2 truly shines is in how it handles player choices. While it also concludes with a major final decision, the game’s ending is much more responsive to the cumulative decisions made throughout the journey. This gives the story a more organic and emotionally satisfying denouement, especially compared to the binary choice that closed the first game. In fact, I’d argue that Life is Strange 2 sticks the landing much better whereas Life is Strange 1’s final episode felt rushed and tonally inconsistent, the sequel ends on a far stronger note.

On the production side, the art direction is excellent. It builds on the digital painting art style of the first game with a more refined look. Character models, especially for background NPCs, are noticeably improved, adding a level of polish that helps elevate the overall presentation.

Gameplay

Gameplay in this genre will always be somewhat limited, and Life is Strange 2 is no exception. Unlike the first game, which featured a time-rewinding mechanic that played a central role in both puzzles and narrative choices, the superpower in Life is Strange 2 has a much lighter touch in terms of gameplay. It's more of a narrative device than an interactive mechanic.

Traditional puzzles are virtually nonexistent. While there are moments where your decisions influence the story, these choices tend to shape character relationships or determine minor outcomes rather than create complex branching paths. The game follows a mostly linear structure, and it lacks the high degree of narrative divergence seen in titles like Detroit: Become Human.

Conclusion

While I had to push myself through the slower early episodes, the journey that Sean and Daniel go through gradually grew on me. Life is Strange 2 ultimately tells a stronger story than its predecessor, but the less engaging superpower mechanic and a cast of less memorable side characters hold it back. It lands as a solid, upper-tier “mid game” which is more emotionally resonant than mechanically compelling.

7/10 Worth playing for any gamer

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I'm looking for action hidden gems, preferably scripted and linear—no open world or procuderal generation (roguelike, roguelike-like, or roguelite)

Some of my "usual suspects" favorites are Bayonetta, The Wonderful 101, Viewtiful Joe, God Hand, and Ninja Gaiden II. On the shmup/twin-stick shooter side: Crimzon Clover, Ketsui, and Assault Android Cactus+.

I also love Catherine, so I wouldn't mind some puzzle thrown in there.

As nonlinear as I can go: The Deadly Tower of Monsters.

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submitted 5 days ago* (last edited 4 days ago) by GriffinClaw@lemm.ee to c/patientgamers
 
 

Hello. The past few months Ive been almost exclusively playing fantasy and survival games, so much so that I need a break from them.

Looking for single player FPS recommendations with controller support from the last decade. A good story is preferred.

Games Ive played:

  1. Warframe (dont ask. The lore is okay-ish. I stayed for friends).
  2. Titanfall 2. (PEAK)
  3. Apex Legends (Briefly. The sweatiness and timed lore turned me off).
  4. Doom 2016 (Dropped this, sadly. Gunplay and parkour was AWESOME, but the whole devil worship thing really turned me off. Edit: The devil Worshippers themselves turned me off. You do not worship devils ingame. More details in comments).
  5. Dying Light 1. (Okay Story. Awesome fighting. Never played 2 because of the whole controversy with the ~~story director~~. EDIT: Story writer, not director)
  6. The Metro Series. 1, 2 and Exodus. (Slightly weak lore. Still alot of fun).

Any help in this regard would be greatly appreciated.

Edit: regarding Dying Light:

https://screenrant.com/dying-light-2-developer-techland-loses-another-writer/

https://screenrant.com/dying-light-2-developers-frustration-bad-management/

Edit: Thanks for the suggestions everyone! Currently gonna try:

  • The Half Life Series.
  • Halo
  • Wolfenstein: New Order.
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Something interesting to read on a Monday morning.

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A wonderful story to start the day.

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So I just finished Shadow Warrior (2013) and I wasn’t blown away by it but I had a decent time. I always like hearing about experiences that people had with the game when it first came out and whether or not a modern perspective paints it differently.

To summarize what I thought: The writing is humorous, but not outright funny to me. The graphics hold up very well and the gore is great. Combat is mostly pretty good. Some enemies are annoying or overly difficult on the hard difficulty but overall it’s pretty good.

I did think it was modeled to be kind of akin to a Serious Sam type game and it lives up to that but similar to that game, many of the weapons/enemies/levels overstay their welcome a bit. Other than that I had a pretty good time with it, thought it was an 8/10 fun time.

What’s everyone’s story with this game series? When did you first play it and what did you think about it?

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The Forgotten City (forgottencitygame.com)
submitted 3 weeks ago* (last edited 3 weeks ago) by Sibbo@sopuli.xyz to c/patientgamers
 
 

Just finished this game. It was really something new and unique. I got it on the steam spring sale discount, and can heavily recommend you do so too, if you are into story and mystery in games.

Having played quite a share of games in my life, this one truly stands out due to its unique setting and high quality characters and art.

If you liked for example Disco Elysium or Detroit Become Human, I believe this game is also perfect for you.

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I got a free month of Game Pass and am digging into whatever's interesting as a result, and man, I'm really glad I finally tried Clone Drone in the Danger Zone, even though it did not actually look like my kind of game; I just let myself be influenced by Steam's overwhelmingly positive reviews—and they're all correct!

~~What really threw me for a loop (since I only watched the trailer and didn't otherwise read much on it) is that you do not stay in the coliseum! Without spoiling much, it is just hilarious and unexpected how far the game actually goes beyond the trailer~~ (and the difficulty becomes as easy or as hard as you want it to be, in case skill is a concern among any readers here). Edit: Huh, apparently I entirely missed one of the trailers which already reveals this. Never mind, but the shock value was great, so if any of this interests you, try to not watch the first trailer lol.

But even in the arena, you truly feel like a sci-fi gladiator (bonus points if you watched Gladiator—the first one, of course), facing level after level of interesting different enemies with the commentators comedically going at it. You can upgrade your bot with different skills, weapons, or clones to keep going; if you pick cloning (buying extra lives, basically), they say things like, "Upgrade bot is not pleased" (since it would rather have spent that turn giving you an upgrade instead), or "This human fears death. Typical."

It is just so amusing and well-done as you hack and snipe enemies to bits, causing them to hop on one leg, or taking out an arm, or even having these situations happen to own robot body. The AI dodging of your bow's energy slices is also well-done and tricky, and it's crazy fighting giant spiders when they dynamically adjust their movement based on which legs they've lost. Giant alien spiders are no joke.

I actually didn't realize that it has a free demo on Steam, so go check it out!

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submitted 1 month ago* (last edited 1 month ago) by frozengriever@lemmy.dbzer0.com to c/patientgamers
 
 

Background

Superliminal is an Indie first person puzzle game that was released in late 2019, right before the COVID19 era. I recall vaguely hearing about this around the time it was originally released, but never gave it much thought until I saw it was one of the games that was going to be removed from the PS Plus catalogue in late 2024.

Production

For those familiar with similar titles, Superliminal is best described as a hybrid between Portal and The Stanley Parable. The game is a first-person puzzler built around a unique gimmick reminiscent of Portal, while the tone and atmosphere evoke The Stanley Parable—from its eerie abandoned offices and maze-like backrooms to the quaint British narrator. As the game is premised on exploring and escaping from a dream world, the level design becomes increasingly surreal as the game progresses.

The graphics and controls are serviceable but have a distinct "basic Unity-game" feel to it, where it lacks the level of polish that would bring it to the next level. While it's not the sort of game to push graphical boundaries, I could see it greatly benefiting from a ray tracing remaster down the line where a more realistic presentation would enhance its unsettling "liminal" atmosphere. Unfortunately, the controls—whether in character movement or camera handling—suffer from a noticeable floatiness, making interactions feel imprecise.

Similarly, the writing and voice acting for the narration are competent but fall short of their inspirations. The game clearly aims for the tone of Portal and The Stanley Parable, with a disembodied voice guiding the player through an abandoned facility, yet it lacks the same humour and charm, making the experience feel somewhat underwhelming by comparison.

Gameplay

Superliminal’s core gameplay mechanic revolves around perspective manipulation—objects retain their apparent size relative to the player's viewpoint, while their actual size changes based on the background as the player moves the camera. For example, a player can pick up a normal-sized apple up close, where it fills most of the screen, then turn to face a distant ceiling while keeping the apple in view. Upon releasing it, the apple "resizes" accordingly into an enormous house-sized apple falling from above.

The early puzzles gradually introduce this mechanic before ramping up in complexity. While genuinely fun, the limitations of the system soon become apparent: the perspective-based interactions lack the deliberate precision found in other puzzle games, often leading to frustrating trial and error when adjusting an object’s size and orientation. As the game progresses, the puzzle design starts to feel repetitive, with many later challenges boiling down to finding the right object to create a ramp. Although new mechanics are introduced, many feel like one-off gimmicks that aren't expanded upon in later puzzles. Towards the endgame, puzzle-solving takes a backseat, and the game shifts into something more akin to a trippy walking simulator.

The game is relatively short—my first playthrough lasted around four hours, yet certain sections still felt padded for length. A speedrun achievement for completing the game in under 35 minutes highlights just how quickly it can be breezed through.

Conclusion

Superliminal is built around a genuinely innovative mechanic, but struggles to fully explore its potential in a meaningful way. It’s clear that Superliminal draws heavy inspiration from Portal and The Stanley Parable, but this unfortunately invites unflattering comparisons. Where Portal excels in precise puzzle design and gradual mastery of its mechanics, Superliminal often feels imprecise and inconsistent. Likewise, both Portal and The Stanley Parable uses sharp writing and humor to create a compelling world, while Superliminal’s storytelling lacks the same charm and wit. Ultimately, Superliminal feels like an ambitious experiment that's definitely worth checking out for fans of the genre, but falls short of being a truly good game.

6/10 worth it if you're a fan of the genre

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!arcaderacing@lemm.ee

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I played the original silent hill for the first time without knowing anything about the series and i think i am missing something.

The gameplay was obviously clunky but still enjoyable using savestates. My problem comes from the fact that it wasn't really scary (probably because i don't get scared easily) and from the story. When i reached the ending i was very interested in knowing what was going to happen, only to be faced with a basic bossfight without much information about the story (bad ending).

Then i checked the wiki and apparently there are multiple endings whose requirements are not explained in game (or at least it seems so).

Is it worth replaying the game using a guide to see the other endings or should i just watch them on YouTube?

And why is it considered a masterpiece?

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submitted 1 month ago by PennyRoyal to c/patientgamers
 
 

Hello peeps. Life’s thrown me some curve-balls recently, and I’d like a bit of an escape. Can anyone recommend a decent game in the vein of Skyrim, Fallout or Deus Ex/System Shock for the steam deck, that isn’t 25 or 30 quid please? Something on offer for less than a tenner would be ideal. I’m sure there are some great older RPGs out there that I’ve missed, the Deck is the first time I’ve got back into gaming for quite a few years, and while I’m sure I could quite happily just play Brotato for the next few years, I reckon there’s something a bit more immersive out there for me to find!

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First Gaming PC (lemmy.world)
submitted 1 month ago* (last edited 1 month ago) by asteriskeverything@lemmy.world to c/patientgamers
 
 

I have had playstation for a while, but aside from Petz, Rollercoaster tycoon, and the sims <4 I never had a pc that could handle games.

I was gifted a used custom gaming PC cuz the owner was getting a new one! I have an $80 steam gift card I'd love to spend on multiple pop culture classic games I've missed out on and can only enjoy on PC/Xbox.. my favorite are 3rd person rpg with exploration as an important element in learning about the lore/story. Some sort of reward for exploring thar isn't loot.

Games I loved

  • Control

  • Horizon zero dawn

  • Persona 5/royal Those three are S tier life changing, think about forever types

  • Bishop trilogy (2 is best @me bro)

  • P5 strikers

  • Persona 4 golden

  • Final fantasy, 7, 9, 10, 13, 15

  • Catherine Full Body

  • Alan Wake

  • Ni no Kuni2

  • The forgotten city

  • Until dawn

  • A plague tale 1 innocence

  • TLOU1

  • Uncharted 1-3

  • Portal 1 & 2

Meh

  • life is strange 1
  • TLOU2
  • Nier automata (ikr, wtf? )

Did not finish/Gave up for lack of interest

  • Mass effect 1 (and thus none of the sequels)
  • Little nightmares
  • Fallout 4
  • Cyberpunk 2077 and not for glitch reasons
  • Ghostwire

So far the only game I'm sure of is the fable series but I dont even know what version to get? It often gets confusing for older games for a newbie

Computer details: Intel i9, 32gb ram, and Nvidia GeForce rtx 2070

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