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Why does /v/ shit on games without killing and calls them "boring"
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>>343804758
Show me a single post that did this. People here shit on the game because it's pretentious and overrated.
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>>343805063
This, I consider my tolerance for artsy bullshit fairly high, but this game was too boring and pretentious for me.
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>>343804758
A good 3d space puzzle game would be portal or Talos principle where you actually utilize the environemnt. This is just walk to a Sudoku book and complete it.
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>>343804758
Katamari has no killing and it's pretty good
Same with arcade puzzle games like tetris and puchi carat
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You are fucking retarded. /v/ loved the talos principle.
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>>343804758
All of that is a reaction against ignorant pretentious fops who malign violent games and pretend nonviolent genres haven't existed since the birth of games.

Blowjob: "ALL GAMES HAVE JUST BEEN VIOLENCEPORN _I AM_ THE REVOLUTION!!"
Everyone who knows games: What about Myst, the best-selling game that you're blatantly ripping off?

These new academic designers don't know their own medium or pretend not to for ebin marketing and ego purposes, and it makes anyone who knows their games want to kick them in the balls.
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>>343806908
>Blowjob: "ALL GAMES HAVE JUST BEEN VIOLENCEPORN _I AM_ THE REVOLUTION!!"
When did he say that?
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>>343807034
http://egmr.net/2015/03/games-basically-porn-jonathan-blow-misunderstood/
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What about stardew valley, and like a million other games
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/v/ can sometimes shit on games heavy on exploration and story but lacking in fundamental gameplay, and say they're not games, which is stupid. The game having violence in it or not has never been brought up.

I'll gladly shit on the witness though. That game was the most pretentious garbage I've ever played, yet it's being recieved better than actual good puzzle games like the talos principle or spacechem did.
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>>343807347
But from the rest of the article he sounds pretty reasonable. He didn't say he's the first to make nonviolent videogames at all, just that most games being made are very violent (which is probably true unless you factor in mobile shit nobody cares about).
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>>343806057
>The Witness
>not utilizing the environment
Wow, it's like you actually didn't play The Witness at all.

the game starts as a series of puzzle panels and slowly the environment gets more and more involved, until you learn to start seeing puzzle line patterns in everything; they're hidden in clouds, trees, rocks, even entire cliff faces, when viewed from just the right angle. When the game "ends" it starts over at the beginning, only now your mind is trained to see these patterns in everything, and you notice the glaringly obvious environment line that you missed when you first started; solving this puzzle opens the gate to the credits sequence and the actual ending

The whole point of the game, as Blow put it, was to capture the feeling of having an epiphany. The idea is to slowly realize how much more to the game there always was than what you saw at first.
Thread replies: 13
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