I love cozy stories but I also like to be challenged. What games have the perfect combo of difficulty/ high skill ceiling + wholesome vibes?

I love cozy stories but I also like to be challenged. What games have the perfect combo of difficulty/ high skill ceiling + wholesome vibes?

The sweet spot I keep chasing doesn't get talked about enough in cozy circles: games that are deeply relaxing AND require mastery to get maximum satisfaction. For me the two aren't opposites at all, they're this perfect little pairing, and the games that pull it off are the ones I keep reinstalling year after year (much to the suffering of my backlog)

The top examples I can name are Cuphead and Celeste. Both are ferociosly difficult, both will kill you dozens of times on a single screen, and yet I'd describe both as deeply cosy experiences. I’m also getting the same vibe from Croak, the animations have that same in-engine overlap where the cutscenes and gameplay are from the same cloth and 100% cozy, but when you’re bouncing around you reeeeeeally need to be fast with you fingers.

And maybe my favorite example, in terms of difficulty - hits just the right spot - and the way it doesn’t treat you like an eejit. Cult of the Lamb , in its own way, it’s a gloriously morbid  world wrapped around a management loop that’s super satisfying when you know exactly what you’re doing. Like, when you get to the end it feels so earned. I rarely ever got this from some more sandboxy games that kind of NGL drag themselves on too much and can overstay their welcome in some places. I think Graveyard Keeper is an archaic example of grind for grind’s sake when you’re past the mid game.

All this speaks to my taste more than anything else, though. I'm a competitive person at heart, I think, and even though I drifted out of PvP over the years - I still needs that feeling of overcoming something, of a wall I beat by getting better. Weirdly, THAT is what actually settles my nerves, much more than a zero stakes farming ever does. 

Goes to show how subjective the word cozy can be, but idk. What games would you describe as mechanically complex or demanding / reflex heavy but still immensely cozy?

u/RepulsiveAnything635 — 12 hours ago

What was your most perfect, most enjoyable multiplayer matchup ever?

I am what my friends call a carry turtle, that is why I usually play some kind of support. I like to feel like I can get better at my own pace but I need people to constantly tell me what to do to... so I get better, if that makes any sense.

But what gets me is when you match with someone who's all humble but then DOMINATES the match, had it happen last week to me with a fella I hit up on Gameram for some Battlefront 2 (yeh people still play it despite EA keeping it literal hostage for the potential it has) in that hero PvP mode.

I was rusty AF but the dude just turned me into his personal apprentice while we were fighting and I swear I gots better like 2x from that one match. We lost though but it was still hella cool, one of those blessing you don't count on in multiplayer Chill times like that feel hard to come by now...

Anyway, the real ones are the ones who teach you how to be better in the game, not just flame. Main reason the best games in multiplayer I had are always those where I feel like I got better from the game.

Best game ALL TIME for me though, has to be just that one wholesome time a buddy of mine's gf left him and we just got high and played fucking Age of Mythology for a couple of days. Was very sucky for him but whatever gets your bro up...

u/RepulsiveAnything635 — 3 days ago

Are there any games other than Stronghold that basically revolve around killing the enemy king while defending your own?

Kill the enemy lord, keep your own alive. It's such an elegant way to make the win/lose conditions as clear cut as they can be in a strategy game, and TBH I still think no game commits to this as fully as Stronghold does. (Its closest “descendant” Diplomacy is not an Option also does it, except there’s no king, just the castle keep you need to protect)

Of course Age of Empires 2 has its Regicide mode, which is basically this exact idea. It’s kind of fun? I guess, but it never hits that same capture the king feeling. Maybe it just works better in city building games? where you can see the physical barriers separating you from the enemies outside, AKA from utter annihilation.

Warcraft 3 and some others were also very hero-centric (also who remembers Warlords Battlecry 3? I think that’s the game that actually jumpstarted this trend), even though killing the enemy hero was rarely the literal loss condition and they just had well designed heroes. So this comparison is kind of off. In Stronghold your king is just a stronger unit, but it’s a bad idea to ever use him in combat.

I’ve just been thinking about this and (maybe just personal experience) but I don’t remember many true capture the king style RTS - were they just more numerous in my head? What strategy games revolve around protecting your leader and hunting theirs?

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u/RepulsiveAnything635 — 10 days ago

Games that are all about fixing broken things, or dismantling them and turning the parts into something beautiful

Insert that caption of that Tyrion quote - I got a soft spot for cripples, bastards, and broken things. 

I mean that in the most literal way here though. I love crafting and repairing and scavenging and dumpster diving in games. The most hardcore experience I had was probably in Stalker GAMMA which basically dumpster diver, Slavic tinkering man the Game ™ and I loved that part of it. Or maybe I just love ductape, I don’t know.

What I know is I have a craving for a game that’s about tinkering with busted electronics, coaxing dead machines back to life with my own two hands. My Summer Car is probably the peak of all peaks for the realism it gave me, “world’s hardest roguelike” some call it, and as a driver obviously I’ve been amazed by how much I DON’T know about cars, lmao

It doesn't have to be realistic though, and I really don’t care about the genre label either. Even stuff like Loftia for the while it was in Beta scratched some of that itch. Admittedly my gf was the one who got me to play it with her, but gathering plastic, wires, all sorts of trash and then using that to create a sustainable farm and for crafting was kinda wholesome NGL, so that crafting element was spot on in how it was executed. But not much of actual repairing/tinkering though, more baseline good crafting.

Basically, I want something where I can take a wrecked, useless thing and patiently making it work again. Or turn the parts into something else, something functional and beautiful in its own way.

What would you recommend me? Beside My Summer Car, obviously…

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u/RepulsiveAnything635 — 14 days ago
▲ 20 r/LFMMO

I know it's probably contradictory to ask, but what MMO truly respects your time?

I know that asking an MMO to respect your time is a bit like asking the ocean to keep you dry (lol)

The whole genre was practically built on the grind being the point. Back in the Silkroad Online days (RIP my teenage summers) and that whole early wave of grindy Asian imports I sank my youth into, nobody expected efficiency. The time sink WAS the game, and most of the systems in those games supported it, encouraged it. It’s how most of them also earned their money, and this includes both the F2P ones and the ones you needed a sub.

Trouble is I don't have that kind of time anymore, and the modern "casual" MMOs haven't actually solved it, hot take, bz making it casual.

Even retail WoW will happily eat your life if you let it. The second you care about collections, the weeklies, the dailies, the whole FOMO machinery is right there waiting to turn your hobby into a chore rota. (This actually happened to a friend who swore like 20 times he was quitting WoW but each time he came back lol)

The real question is what's left for those of us who love the genre but have a job and a worn-out back (the back came free with turning 40). The best answer I've found is the original Guild Wars (Reforged). It sidesteps the whole problem by having basically no FOMO and a structure that's half lobby based, so I can dip in for nostalgia and leave without feeling punished. LOTRO is the other one, still worth it purely for the stories if you treat it as a slow single-player RPG with people milling around. 

Beyond that the well runs a bit dry, because past a point an MMO needs SOME time investment or you have to ask what you're even playing. Still, I did come across some promising projects that promise to remove the grind entirely, one of which I saw this week was Dominus Automa. I mean, having the option for your character to improve offline and do the exact things you want them to is nice in theory, hell I’d even consider it as a 2nd monitor type of game (I work remote so you know, whatever) that progresses without me but I can fine tune everything. It all depends on how deep and how vast the world goes/ and how sophisticated the builds are, for the game to have any longevity. I actually got approved for the playtest next week so I’ll update you on this.

I know that Blue Protocol tried including that “automate” option but that’s just kind of shoehoerning in a function a game is not designed for, but it if t’s designed to be fully automatic from the start…. But keep ALL the elements of an MMO, the social side, everything, I would certainly be interesting in trying it.

If nothing else, I’m glad there’s games that are aiming squarely at the problem I actually have now. The fact I never considered when I was a teen - just the sheer amount of TIME you need before an MMO becomes “good”

But you tell me, because I’m not sure if I’m just going crazy or not. What’s an MMO that you at least FEEL like it’s respecting your time and giving you a lot, while asking for little in return (real money OR time)?

u/RepulsiveAnything635 — 20 days ago

Some questions are better left unanswered

It's funny because I got most of my teammates on Gameram because the tribe for mobile is pretty big , so I would know (and they'd be blacklisted) if it was actual aimbotting

This is more me admitting my deepest darkest thoughts when someone is better than me, that deep gut reaction from all the PTSD I got from actual aimbots in CS GO (Warzone is pure bliss by comparison)

u/RepulsiveAnything635 — 24 days ago

Games that systematically deny violence and show how realistically awful it is?

Been chasing a specific kind of game and every search just turns up the opposite for some reason, so I'm asking here. (the AI slop era has made searching for specific themes painful, as keyword searches just give you literal sloppedy slop that doesn’t even have a connection to what I want… but excuse this rant)

I'm after games that refuse to make violence fun and make the whole thing feel as grim and pointless as it actually is, in reality. The first one that opened my eyes was Spec Ops The Line. Bolding the game just in case someone doesn’t mention it out of reflex. I played it, I loved it, and it changed the way I view shooters. Another of this kind is This War of Mine, which I remember vividly years after playing it. You're not a soldier, you're civilians trying to survive a siege, and the game is built so that every violent option costs you something that doesn't grow back. 

One other I'd point to is Hollow Home, which is a Disco Elysium like narrative game set during the siege of Mariupol in Ukraine, so it hits extremely close to home, as in geographically close (I’m from Poland). Less about survival mechanics and more about the human texture of a city under bombardement and the small awful decisions ordinary people get forced into. Same vibes as TWOM but different genres completely, yet both games leave you feeling like you've witnesed something terrible to behold rather than won anything.

Basically I'm hoping to find more of that thematic honesty, games where violence is shown for the ruin it causes rather than the thrill. 

It doesn't have to be mechanically similar to any of these games I mentioned, I want the underlying anti-war themes they espouse. How war and killing are horrors to be reckoned with, not just gratuitous fun as it is so often the case with games, right.

It can be any genre really, as long as it has the guts to let me, the player, sit in discomfort and think about that I’m witnessing.

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u/RepulsiveAnything635 — 28 days ago

I think precision platformers might be the most underrated game genre that consistently keeps giving us only classics

u/RepulsiveAnything635 — 1 month ago
▲ 23 r/ARPG

Which obscurer older ARPGs do you think were lowkey kind of awesome?

The current state of the genre is great, everyone agrees. Path of Exile (2) is the maximalist complex best that you can probably sink the most hours in, Grim Dawn carrying the Titan Quest legacy forward and getting a new DLC soon (and TQ2 is getting new acts semi regularly), Last Epoch still there in the middle ground with deterministic crafting that actually respects your time and just great for shorter runs in between other games.

But what I find interesting is the number of ARPGs that were legitimately awesome that just don't get talked about anymore. I don't mean bad game that flopped, but those that had their moment, had ideas that were ahead of their time in some cases, and then just kind of faded out.

Sacred 1 and 2 will always be my prime examples. That game was doing open world ARPG before open world was a checkbox on every publisher's feature list, and the build variety across seven classes was ridiculous - the Temple Guardian was probably my favorite though and it’s one of the most unique fantasies (you’re literally a robot Egyptian god) that played completely differently depending on which aspect you specced into. The console ports were shitty though and the PC version needed community patches to really shine, but the ambition was there and the people who played it loved it. What came afterward truly buried the series though…

I also remember another one called Nox, and that one got absolutely buried by timing. Westwood released it in 2000, basically the same window as Diablo 2, and it never had a chance. Completely different game though, much tighter, with a fog-of-war system that made the different playthroughs feel truly different. I've met maybe three people who've played it and all of them remember it fondly.

What are some others you remember that were better than good but just aren't part of the ARPG conversation anymore (ain’t been a long time in some cases) ?

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u/RepulsiveAnything635 — 1 month ago

Games with exceptional art styles that you can never forget once you played them?

Unique, exceptional, one of a kind, super stylized, distinct... I can't really pick a catch all adjective to describe what I'm after but it's all of that in a can.

Also, let me just mention the legendary game that is Okami. That's the first game that comes to mind that impressed me on PS2 with how the art style interacts with the gameplay and, in a way, IS the very gameplay itself, with the brush strokes you make being the main way you interact and change the world, fight and so on. It's the perfect synergy of unique art style + unique gameplay all combined into one.

Another that comes to mind is Cuphead, the only game to take the vintage Disney style and turn it into something super unique, and that rubber hose style hasn't been replicated to the same effect. The only game that comes close is perhaps Croak (one of rare demos I played for 15+ hours so I could 100% it) but that's only because Croak has some of the same artists that Cuphead had, but here again - it's not the same style, just the same approach to style but the result is a wholly unique look with a feeling that you can't replicate if only something else was off about the stylization of the game.

Some others off the top of my head

  • Journey
  • Gris
  • Kentucky Route Zero
  • Child of Light
  • Hyper Light Drifter

What are some other games like this that you would recommend me just because of how well the art design flows with the story/gameplay (basically makes the game what it is)?

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u/RepulsiveAnything635 — 1 month ago

What flash games, of ages long past, still hold up incredibly well today?

This came up when I was talking to a friend about the games we used to play during study hall in high school. This was the early 2000s, so Newgrounds was basically the center of the gaming universe for most us from 2nd world countries. We got a bit high and replayed some of them for the lols, but I realized along that high ride that some of those flash games weren't just… you know, good for a browser game. Nah, they were legit awesome games that happened to run in a browser!

The Binding of Isaac is probably the most obvious example, though most people forget it started as a flash game before it became one of the most important roguelites ever made. The original flash version was janky and limited and you could feel Flash's ceiling in every frame - but the core loop was so tight and so replayable that it outgrew its restrictions.

PopCap perhaps understood this better than almost anyone. Their repertoire after all includes Bejeweled, Peggle, the original Plants vs Zombies, all perfectly compact experiences where the fun per minute is absurdly high compared to what even console games were doing at the time. The influence didn’t end there with Flash either. it just migrated into what’s essentially the loop (the shortness) of modern roguelites and many tower/swarm defense games. You can draw a pretty clean line from the compactness of those browser games through to the modern indie scene - Vampire Survivors gives you the same addictive "one more go at it" impulse as a good Newgrounds game, just with more layers stacked on top. There's also more recent games going off the same legacy, such as Blitzkrieg Express, which is also on Steam now. Same core loop as a shooter-puzzle hybrid but carried on into the future. It's kind of cool to see flash era designs treated as things worth preserving in this way, and evolving rather than just lost era curiosities.

Oh, and I mean Kingdom Rush also started in Flash too and it's arguably still the gold standard for tower defense on any platform. N+ (the ninja platformer), Fancy Pants Adventures, Crush the Castle (which was essentially Angry Birds before Angry Birds existed). All of them did the same exact things in a browser window.

Last note here, but I also think modern roguelite design owes more to flash games than it gets credit for. That characteristic run based loop and the emphasis on mastering a compact system rather than consuming a big bulky one (which is what most "serious" games attempted to be) - that legacy of flash games is running through the whole genre, essentially.

u/RepulsiveAnything635 — 2 months ago
▲ 32 r/AOW4

Where do I find people who want to do roleplay-centered, themed matches in multiplayer?

I’ve been playing random lobbies for a while and it’s absolutely chaotic, in good and bad ways. Same as any random multiplayer, you don’t know what to expect and how meta people will go, whether they’ll just mess around or if they’ll just brute power play to win. 

It’s alright but that lack of a coordinated effort to make one *experience* is what’s missing for me. And I need a premade group for what I want out of multiplayer, except (other than this sub) I don’t really know where to look for people. I use some apps like Gameram to find premade groups for Darktide and Helldivers 2, but for something as  specific as themed matches, I’m thinking there must be some niche I don’t know about.

I also don’t know if it’s just my luck but I haven’t had success on Disc either. Somehow all people I chatted up either end up ghosting me or the date (of our match) gets pushed, they add some more people, then they change the whole idea behind it and disregard what we were talking about. Not a reflection of the community since I had mostly good times but… no luck yet in actually setting up a premade match.

When I say roleplay, I of course mean creating factions that are well thought-out, have their own backgrounds and context for existing in a given setting, and of course being appropriate for the map. A kind of set of self imposed limitations on each of us for the sake of making a more fun game (so no BS stuff that just holds you back). 

More specifically, I want to play a fully underground themed run. Partially cuz I want to finally get to use TOME OF THE DUNGEON DEPTHS, the best named tome in the game but partially because I already have an idea in my head about the setting and its implications, and a postapocalyptic cannibalistic Moleman faction just ready for that playthrough. 

TBH I probably just need to get more IRL friends who also play AoW4, because the more I’ve been playing it - the more I’m certain this is one of those particular 4x games that are completely different when you play them with your pals.

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u/RepulsiveAnything635 — 3 months ago

I've burned myself out in Battle Brothers and need a new tactical strategy RPG to cleanse my palate

I binged hard on Battle Brothers in the previous few months, my first runs with mods and I don't know how but I racked up a combined 700 hours (more then double of what I had before my mod-less runs) and I'm in that rut where it's all about minimaxing for the late-late game ruins.

It's too much, like something I know I plan on returning to but if I went on I KNOW that I would just end up hate-playing instead of playing as intended for fun.

But - hear me out - I still want to play a highly tactical, highly strategic squad based game and preferably one in a similar setting but a bit more lite-fied and casual? Somehow all the ones that are looking interesting right know (notably Happy Bastards, which I already burned through their current demo) and others that are still TBA like Space Scum, also a superb demo experience.

What do you have to recommend me? Is there something similar to Final Fantasy Tactics perhaps - I'm open to JRPGs but I'm currently PC locked so my choices might be kinda slim.

Thank you in advance yall!

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u/RepulsiveAnything635 — 3 months ago

I was playing a SC match today that turned into a half hours slogfest of us just moving capped armies around the map. We were annoyingly avoiding each other because neither me or the other dude wanted to risk losing the game on one bad engagement and it was more like a test of patience than actual RTS gaming with a capital G. Although truth be told, I did win in the end because the guy kind of gave up and walked into my siege tanks, lmao.

This really made me miss the superweapons from the old C&C games (especially Generals). In most games I feel like you just get better units in the late game, but the map/environment itself doesn’t change. Honestly, just giving both players better units doesn't do much to stop a stalemate. If we both just build our giant deathballs, they basically cancel each other out, which just makes you even more terrified to actually commit to a fight.

Anyway, I keep thinking it would be cool to see more environmental hazards or shrinking maps in RTS to force a conclusion. Company of Heroes kind of does this with the Victory Point drain, which puts a hard stop to a stalemate. I liked the demo for Atre Dominance Wars where the map itself literally starts falling apart in the late game, destroying safe zones and forcing everyone into the middle. Maybe not the best example since this one is RTS with pause, but the merge was an interesting mechanic in the way it incentivizes you to be always on the move. Even something like Northgard uses brutal winters and map events to naturally punish you if you just try to sit in your base forever. 

I would love to see more games try something drastic to force an end instead of just letting us mill about, caps or no caps on army size.

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u/RepulsiveAnything635 — 3 months ago