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Satisfactory Critique: Sighs of the Machines
Fresh out of early access, Satisfactory is an incredible technical achievement that any fan of automation games can happily play around with for a weekend - and yet, if you're among the rare few who actually commits to fully finishing it, you'll find a game whose design seems to be pulling it (and the player) in two incompatible directions. But how does Satisfactory stack up next to the games that inspired it? And who or what is 'the investment dilemma'? Find out in today's exciting episode.
All games featured were recorded (and played) by me:
Shapez
Opus Magnum
Infinifactory
Last Call BBS
Shenzhen I/O
Factorio
Satisfactory
Subnautica
Shapez 2
Timestamps:
0:00 - Intro
5:39 - The World
20:28 - The Game
53:12 - Conclusion
Переглядів: 1 309

Відео

Armored Core VI Critique: Mind Over Mecha
Переглядів 3,1 тис.Місяць тому
Armored Core VI is FromSoft's first attempt at a non-Souls-like in a decade, and they've clearly built up a wealth of knowledge in action game design that serves this revival well. The only problem is: the series they're reviving is supposed to be about more than just action. Timestamps: 0:00 - Intro 3:47 - Armored Core 12:48 - Armored Core™ VI: Fires of Rubicon™ 25:03 - Conclusion
LISA Critique: People Hurting Each Other
Переглядів 2 тис.2 місяці тому
LISA is a game (or a series of games) that goes against the conventional wisdom we've come to take for granted when it comes to game design - most notably, in its willingness to be deliberately unfun. On some level you have to respect that boldness, regardless of whether or not you think it makes for a good game. But in its attempt to create a painful experience, does LISA's hostility and indif...
Cyberpunk 2077 Critique: Freedom From Consequences
Переглядів 5 тис.4 місяці тому
Cyberpunk's promise of bringing immersive sim gameplay into a continuous open world is an exciting one, but it's not long before those two design principles start to clash. When a game takes place in an infinitely explorable world with no limits, how can the usual immersive sim rules of choice and consequence apply? The answer is: they can't. There, now you don't need to watch the video. (Pleas...
Shadow of the Erdtree Critique: Stagnation Sets In
Переглядів 56 тис.5 місяців тому
Returning to The Lands Between after two years, I was reminded once again of all the things I loved and hated about Elden Ring - but after finishing this DLC, the overwhelming impression I'm left with is one of fatigue. FromSoft has been coasting on the Souls formula for over a decade now, and this expansion is the ultimate proof that it's grown stale. This is the end of the road for Souls. Tim...
Ultros Critique: The Art of Joining
Переглядів 1,2 тис.6 місяців тому
Ultros is a very surprising game, and it's not afraid to keep secrets from the player. If you can forgive the lacklustre combat and make it past the halfway point, you'll be rewarded with one of the most complex and freeform game-wide puzzles I've ever experienced. This one comes highly recommended for any lovers of complex systems in games. What are you waiting for? Watch the video to find out...
Sifu Critique: Age Is Just A Number
Переглядів 1,5 тис.8 місяців тому
Sifu is a must-play for any fans of difficult action games, and it has a depth to its mechanics that easily places it among the highlights of the genre. The innovation that I find really compelling, however, is the clever way it motivates the player to repeat levels and strive for mastery, something I usually have no interest in doing. Intrigued? Well then, watch and find out. All game footage ...
Jusant Critique: The Long Climb to Complexity
Переглядів 7529 місяців тому
Jusant was a pleasant surprise for me that I can easily recommend to anybody with an interest in platformers or movement based games, and it also has a lot of lessons to teach about where mechanical complexity emerges from. Oh, you want to know why? Watch the video then. Footage of the following games was taken from World of Longplays, and played by Spazbo4: Uncharted 1 Rise of the Tomb Raider ...
Tears of the Kingdom Critique: Open Worlds Are Dead
Переглядів 121 тис.Рік тому
There are plenty of things to like about Tears of the Kingdom, and the first few play sessions you have with the game can be really enjoyable. But in a game as massive as this one - and with this much repetition - sooner or later it's going to hit you what a pointless waste of time it is. Tears of the Kingdom will be the game that killed open-world games. Games featured: The Legend of Zelda A L...
The Last of Us Part I: Commentary and Critique
Переглядів 1,5 тис.Рік тому
Its gameplay may have been nothing new, but The Last of Us was nonetheless a watershed moment for interactive storytelling. Similarly to how Resident Evil 4 changed the rules for action game design, The Last of Us set a new standard for game narratives, and in many ways is still yet to be surpassed. There's plenty of room for improvement, however, and a long way to go before this kind of game c...
Resident Evil 4 Critique: Building on a Masterpiece
Переглядів 1,6 тис.Рік тому
Resident Evil 4 is privileged to be on the very short list of 'Games That Changed Everything'™, so naturally Capcom had a lot riding on this remake. Amazingly, they actually pulled it off, and the remake builds on the experience of the original and even improves on it in some respects, if you can believe that. By its very nature, however, a remake can never really be called innovative, and for ...
Limbo, Inside & Somerville: Heirs of the Cinematic Platformer
Переглядів 1,4 тис.Рік тому
The cinematic platformer is a genre that isn't exactly getting a lot of new entries, but Playdead is one developer that's keeping it alive with some very successful results. But what do they owe to the games of the past, and where do they stand to gain by dropping some long-held conventions? Also featuring fifteen minutes of gripes about Somerville, another recent title in the genre that unfort...
Dead Space Critique and the Trouble with Remakes
Переглядів 2,2 тис.Рік тому
Dead Space is an excellent game that's as good now as it was when you first played it fifteen years ago, but that's just the thing - you already played it fifteen years ago. Or I did, anyway. Join me for what is officially my Shortest Video Yet™ and find out what makes Dead Space (2023) a great game and a disappointing remake. All footage in this video was recorded (and played) by me: Resident ...
Red Dead Redemption 2 Critique: On The Frontier of Simulation
Переглядів 2,4 тис.Рік тому
Red Dead Redemption 2 is a gigantic (and very long) game that inevitably tries to be several different things at once. While the repetitive and restrictive grind of the story missions means that only a fifth of players have seen the ending, the real star of the show is the game's open world, which constantly surprises you with interesting encounters and gives you an almost limitless amount of f...
The Callisto Protocol Critique: An Uncanny Disappointment
Переглядів 10 тис.Рік тому
The Callisto Protocol is a hugely disappointing experience that ends up being inferior in almost every way to the series it pays homage to. What struck me most about it, however, was the vast gulf between the quality of the visuals and the quality of the gameplay, because that gulf plunges this game deeper into the uncanny valley than I've ever been before. Here's a video essay / review / criti...
Dead Rising: Retrospective and Critique
Переглядів 2,4 тис.2 роки тому
Dead Rising: Retrospective and Critique
Unsighted Critique: For and Against the Clock
Переглядів 1,4 тис.2 роки тому
Unsighted Critique: For and Against the Clock
Hardspace Shipbreaker Critique: The Case Against Sandboxes
Переглядів 5882 роки тому
Hardspace Shipbreaker Critique: The Case Against Sandboxes
Elden Ring Critique: Too Much of a Good Thing
Переглядів 75 тис.2 роки тому
Elden Ring Critique: Too Much of a Good Thing
Echoes of the Eye: Commentary and Critique
Переглядів 5 тис.2 роки тому
Echoes of the Eye: Commentary and Critique
Outer Wilds Critique: The Most Important Game In Years
Переглядів 34 тис.2 роки тому
Outer Wilds Critique: The Most Important Game In Years
Superliminal Critique: What Is A Puzzle Game, Anyway?
Переглядів 1,1 тис.3 роки тому
Superliminal Critique: What Is A Puzzle Game, Anyway?
A Brief(ish) History of Interactive Storytelling
Переглядів 6243 роки тому
A Brief(ish) History of Interactive Storytelling
Subnautica: Below Zero Critique
Переглядів 48 тис.3 роки тому
Subnautica: Below Zero Critique
Sekiro Critique: It's (Not) Like Dark Souls
Переглядів 1,9 тис.3 роки тому
Sekiro Critique: It's (Not) Like Dark Souls
A Critique of Paradise Killer
Переглядів 1,2 тис.3 роки тому
A Critique of Paradise Killer
Hollow Knight: A Case Study in Boss Fights
Переглядів 1,6 тис.3 роки тому
Hollow Knight: A Case Study in Boss Fights

КОМЕНТАРІ

  • @specialnewb9821
    @specialnewb9821 3 години тому

    I got exactly what I wanted. I'm pretty happy with it. Played 1-3 and gave Extraction (PS3) a go back in the day. DS1 has best atmosphere but DS2 is the better game. Pretty bummed we wont get a 2 remake. Humans like familiar things. There's no shame in that.

  • @robriley6135
    @robriley6135 5 годин тому

    i really loved the video - it's really intresting and i love hearing new thoughts about the game, especially about the objectification of buddy - i hadn't had it phrased that way before, but its a really genius and all-encompassing thesis for her character. The comparison of joy to dopamine-based gaming is also pretty genius. Afaik the kidnapping/leaving has no relation to being in a new area, its just a random chance every rest. to me this absolutely balances out the joy withdrawal camp issue, as as long as you're not backtracking to the first campfire, every reset has the chance of taking away the most valuable resource there is (especially if you're in area 3 where kidnapping is an instant kill), not to mention that the withdrawal can come back almost immediately if you get unlucky. I honestly think F&H's system is wayyy more lenient - it doesnt heal you, but its absolutely trivial to make almost every bed in the game safe, and so there is basically no downside for repeatedly saving as much as you want. to be honest grinding never even occured to me as a solution to mag related decisions - it was so tedious and so fruitless considering the absolutely tiny amount mags you get i never gave it a second thought, so i suppose i would consider that part of the 'pact' made with the game to begin with. I think deciding to never savescum or grind would take away a lot of the boredom and replace it with actual, genuine pain, and also make the game a little more exciting. i agree that this should've been enforced in more places though, i think pain mode was an attempt to do it that falls completely flat. it's a little difficult to enforce without removing saving from the game entirely though, or making it autosave which might've had all sorts of other softening consequences. I TOTALLY agree about joy addiction needing to be a bigger deal - in the base game you can basically just not play with addicted party members, though admittedly definitive edition makes this significantly harder. I also think its pretty heavily implied that brad is mid-transformation during the final fights - the flashes of flesh and the "scream" ability making the joy mutant wail all but confirm it.

  • @carpediem7654
    @carpediem7654 5 годин тому

    I couldn't deal with all the cutscenes. Go here, cutscene, shoot these guys, drive there, cutscene. Cutscene again, more cutscenes.

  • @AnthonyAnalog
    @AnthonyAnalog 7 годин тому

    Broke ahh ninja crying about DLC ahh video 😂😂😂😂😂

  • @lanxcapo7496
    @lanxcapo7496 День тому

    I find it interesting how you ended up learning this supposed bad habits, 'cause you didn't learn them when it came to power generation. What I learned from the very start of the game of babysitting every process and what not, is that it sucks ass, it's very tedious and repetitive. So when I got to automate the stuff that up until that point I had to hand craft, it felt relieving, as if I was untethered from having to babysit everything myself. I also experienced that same relief you mentioned when moving on from biomass power and unlocking coal. That you don't have to babysit the generators constantly and can have the peace of mind that the power will always work so long as you set it up properly. Mind you, I'm not a new player, this was my thought process back in 2019 when I first touched the game, I have dumped way too many hours into the game during the years since I wonder if this difference was due to the mentality you went into this with, expecting this to be closer to an automation game or a survival game that focuses on finishing a set goal and that alone, for the game's numbers goal post to be the main driving factor for you to play. You seem to have ended up getting too focused on the elevator phase completion numbers above all else, and I also wonder if that might be what bled into around half of the negatives you brought up, 'cause I feel they are victim to scale, or rather the lack thereof. The elevator goal post being so low that you don't actually end up automating the elevator parts is probably your best take in this department, that has been an issue all throughout the early access. Most players just fill a container with however many materials are needed to build the parts rather than automate them, at least for the first 3 phases. Phase 4 before 1.0 had way higher requirements since it was the last one in the game, enough so that it was unreasonable for people to just handmade the stuff needed, meaning that was the one phase people actually automated parts for. I did wonder when they reduced the requirements if the same would end up happening with phase 4, and tho you seem to have indeed not automated them, I can't say if that's a big enough sample yet. What I haven't heard up until now is someone that's playing just for the elevator phases, at most the only criticisms I have heard about it are that it is just an annoyance that locks people out of the toys in the toy box they want, so that's a new one. I'm unsure how this one can be solved, even making it so that you have to automate x quota of parts per minute for y amount of time feels extremely pointless when it's open to the exact same issue, where a player can just stockpile however many materials they need to have the factory running for the required time. This would change nothing besides having to have several machines running and have them belt into the elevator rather than a single machine hooked up to a storage bin. As for the world, tho I do agree it's not subnautica in the way it pushes you to visit every location, that feels like an unnecessary comparison when the game wasn't setting out to do that to begin with. The main reason to explore and expand is when you want to scale up, looking up for new resources or more of what you already have, does require you to expand into new biomes to get them. Also something that you didn't mention, is that there is one massive benefit to exploring, specifically for crash sites, and that is that there are materials next to them. These materials are there even if you haven't actually gotten to the point in the game where you can make them yourself, you can very much find tier 8 products when you have barely set up your first coal power plant. They aren't enough to live off of when you actually need them, 200 supercomputers ain't a supply you can rely on for the whole game, but they do let you progress in the milestones and techtree way faster. For an example, you mentioned that you started to tinker with sommersloops during the last 10h of your playthrough. I went out to get as much stuff as I could around 10-15hs into mine once I unlocked the parachute, and ended up with enough stuff to have upgraded dimensional depots, sommersloop item duplication and power augmentors before I was even done with steel, amongst other goodies that let me rush milestones. As for item transportation, I agree that tractors and trucks are pretty meh, they are very jank to use, I heavily disagree with drones and specially trains also being just glorified belts. The only statement I agree with when saying that belts are superior, that being, that they are faster, more reliable and more resource efficient, is that they are the most reliable way to transport stuff, a belt can never malfunction and will always output the same no matter how you set it up. The main benefit to other methods is expandability, setting up a single belt will always be faster than setting up a train track, but the idea is to put more effort upfront for an easier time down the line. Building a single belt for something you have no plans to ever expand on is the best choice, but if you are building something that will reasonably need expanding beyond just upgrading the belt's tier, a train is a reasonable choice. Setting up a train system is considerably more effort intensive than just setting up an equal length belt, but once set up it's much easier to spend 20 seconds setting up a timetable for a new train, than to go and add half a kilometer worth of belts to wherever you need them. This becomes especially noticeable when you want to move something a considerable distance after a train network is already set up. If you need to get resources, say a full biome or even two, and already have a train network that spans 2/3 of the way, the effort of expanding gets increasingly lower due to already built infrastructure, whereas a belt always has to be built from scratch. To this end, trucks and tractors are clearly the worst since tho you can add more vehicles to a route, you have to always manually set up the pathing when making a new route. Trains are the winner, tho they need way more infrastructure than drones, their throughput relative and cost is several times better. Drones are decent, but reserved for stuff you only need very little output of, you can't expect drones to handle anywhere near a full mk6 belt worth of stuff. You say you had truck lines that you had to manually run every couple of hours, that sounds more or less the kind of situation I would employ drones for, and I would be employing trains for those cases where you have several belts running for god knows how long. Personal transportation being a bother I feel was more of a failure to upgrade more than anything else. Ziplines are good for relatively short distances, but I wouldn't use them past steel outside of moving through undiscovered terrain, since they are easy to set up and avoid most terrain obstacles and enemies. Oil and beyond tend to required you to move a full biome, or sometimes more, in order to get to it, leading to oftentimes having to make trips of several kilometers between your factories. As you said, these kinds of distances are extremely tedious to get through, either on foot, hypertube or ziplines. Oil is the point in which I tend to upgrade to hypertube accelerators and trains to make those travels a minute at most, tho often times shorter. You said it wouldn't have been worth the effort, but over a playthrough not having a good way to travel definitely ended up costing you way more time than however long it would have taken you to build it, bored time at that. Hypertube accelerators are based on the principle of your speed when entering a hypertube being based on how fast you entered them in addition to a small speedboost the entrance will give you. The logical way to abuse this is to put several very short hypertubes in a row to build up speed rapidly. the two main ways to use this are to either go into a hypertube with all of this speed, this is most useful when within a big factory, to get from point to point, or when the distance is not something that can be covered in a line, most commonly due to caves or very tall cliffs. The other method is a cannon configuration, where you build an accelerator where the end hypertube is angled in such a way to send you flying with all the speed you got, this is mostly used for long distance travels. The two main downsides to accelerators are the cost, each entrance consumes power, so spamming them can be prohibitively expensive on your power supply when you first unlock hypertubes, tho this becomes less of a concern by the time you can get fuel generators running. And the other being how rigid they can be, they can only be taken at the entrance and you have to build another one wherever you plan to have another entrance, also each one tends to only lead to a single place, unless you make a very fast one that launches you well above a full biome or even most of the map, and then have a jetpack or something to maneuver around. The alternative is trains, the main downside is that they are not as fast as accelerators, trains have a maximum speed, around 60km/h on flat ground, accelerators aren't capped so you can go fast enough to break the unreal engine if you feel like it. The main reason to use trains for personal transportation is that you can hop on a train in any point of the network and get to any point rather than having to look for a specific place to hop on. Bonus points for it being automatic if you feel lazy since you can just turn on the autopilot to go to a certain train station and it will get there for you without further input, let's you have a minute to double check numbers or planning out layouts. continues in comment because i ran out of space

    • @lanxcapo7496
      @lanxcapo7496 День тому

      The apprehension to build new stuff due to the build cost alone is something I haven't seen, the game makes an active effort to encourage dumb experimentation by making dismantling give the same resources it took to build the thing in the first place. Specially after you have a material automated, the cost of that material becomes pretty negligible since dimensional depots can just feed however much you need to you as many times as you need them to. This was an actual issue pre 1.0 when the dimensional depot just wasn't a thing so you had to have whatever you needed in your inventory at all times. Building something that took a significant amount of resources was something you had to put thought into if it was worth it, since it would also mean going back to whatever factory made those supplies sooner or later. Tho there were workarounds, like central storages, they took a decent amount of logistics that by the looks of it you amongst other players wouldn't have bothered with, I honestly have considered this a non issue ever since 1.0. Hell, in my 1.0 save, i have every single one of my iron products for personal use being built from the exact same belt of like 200 iron that i had as a left over from a bigger project. Stuff is getting built at ridiculously slow rates, some stuff being on the decimals, but that is still more than enough, having them feed into a container hooked up to a dimensional depots gives enough buffer for the production to be a non issue. Even tho when I do use materials i can go through several stacks within minutes, I ain't actually using every single material every single minute, so they can stack up for when I do need them. So most products I have, I have a small production for my personal use that is already enough to take care of however much I might need to use myself in whatever I'm building. Notable exception being concrete since I can burn through several thousands within a minute when setting up a new factory or outpost, so the dimensional depot's upload speed can't keep up with that. Tho this is solved by having several depots for concrete due to each having its own upload speed that can stack with each other, and by the looks of it you don't really use up much concrete to begin with. Now going into smaller stuff. There is the obviously petty stuff like how that rant about the zipline can be solved by just having it set to toggle rather than hold. How the one truck you set up was never going to work since the route was impossible, you closed the loop at a 90° angle compared to the position the truck was in when you first started it, so the truck freaked out when asked to make an impossible instant 90° turn to get to the next node, leading it to wobble the whole time. Or how if you don't want or at least don't need an alternative recipe yet you can just not claim the hard drive, recipes up for offer in the hardrives menu can't repeat, so not claiming a recipe will remove 2 alts from the pool, this can be extended as far as you having all alts available at your stage in the game up for grabs amongst several of hard drives for whenever you want to use them. But most importantly, I wonder if you would have enjoyed the game more with advanced game settings on, in particular making the builds cost no resources. A lot of your criticism seems to stem from the game not fully pivoting to a very abstract level based automation game since it isn't bothering to be an immersive sim, namely that it isn't fully letting loose with as much experimentation as you want. The advanced game settings were added specifically for if someone wants something different from the game, so if you disliked resource cost so much it might have been for the best to turn them off altogether. I'm well aware the game isn't perfect, I got my fare share of gripes about it that you didn't even mention, but this really feels like the bulk of the issues lie more so that you ain't the kind of person that would enjoy the experience the devs tailored the game for. The devs said that the sole reason why stuff like no build cost are part of the advanced game settings, separated from the rest of the game, and that they put a tag on the save file is just to denote that that isn't the intended experience. I see the game as just a toybox filled with toys for me to fuck around with however i see fit and played the game accordingly, the phases and milestones where just there for me to get more toys to play with but weren't the objective in and of itself and for the most part the game was developed and things added to such a goal. The devs said that the story was never going to be the focus of the game, that the focus was the automation. I'm a way more methodical man that feels no rush to do stuff I don't feel like doing yet. My 1.0 save file has 200h already, I used my exploration goodies to rush up to aluminium ASAP with extremely basic setups to have the toy box I wanted to play with and then went all the way back to make iron products and so on the way and scale I felt like having them at. I still haven't even finished oil yet since there is always a new idea that I want to implement or a build to make bigger than before. You seem to be the kind of guy that wants a game where the game itself gives you the clear goal to work towards, hence why you enjoy level based automation games more. It looks like your expectation of the game following suit, with the elevator quotas being the main reason to play ended up being the reason you didn't have as much fun as you could have had, you became so focused on just filling in the numbers that you ended up just doing it in the least effort requiring way possible. As I said before, people not automating the stuff and just hand feeding it has been a recurring issue, but most people tend to do something else in the meantime rather than just wait for it to finish and nothing else. IIRC the devs said that the average player finishes phase 5 around 150h into the game, I have no doubts that someone that had played the game before and knows how to shave off time can cut it down much further, hell, I got aluminium up and running by hour 30, but a blind playthrough should be rocking in around that much time. The fact that you beat the game going in blind over 50hs faster than the average does show that you didn't really do much during your time in it and beelined it to finish the elevator as fast as you could, so you probably ended up skipping some of the fun parts in the process. Also side note that most players not finishing a game, specially a long one, isn't a satisfactory specific occurance, that's very much the case with most games, you can see similar trends when comparing achievements for finishing a game, specially when compared to the run time needed to get there. Final note, my OCD is going ballistic at seeing post tier 0 set ups being built without foundations and I hate that on a spiritual level.

  • @Mater0706
    @Mater0706 День тому

    Your critique of the game hit the nail on the head for me, my runs, even with the extra manpower of my 3 friends, inevitably became slogs after a while. I haven't played the 1.0 update, but I doubt I ever will, if these issues won't be fixed. The claustrophobic output per resource node mixed with slow building mechanics and trains that unlock way too late just kill the love I have for building large, optimized, modular factories. As much as I want to scale my factory up to my hearts desire, I just simply can't afford the amount of time it takes to actually do that in this game. Love the review

  • @kahisawheel
    @kahisawheel День тому

    6:23 CLEAN!

  • @LogBucket
    @LogBucket День тому

    Unfortunately VR Subnautica I have played. It is worse than Below Zero IMO. Its is blatantly unfinished and incredibly buggy with many of the games interactions and items being horribly broken. Its less like you're playing VR subnaughtica but like you Glued your monitor to your face and randomly rebound the keys with no tutorial as to what keys and buttons do what. Menu's float into walls and out of view constantly, swimming barely works and only works consistently if you swim directly forward to backward from where you're looking. And like implied above there is no tutorial popups or anything to tell you what buttons are bound to what

  • @PhoenixianThe
    @PhoenixianThe День тому

    I feel like a number of criticisms here would be better placed as criticisms of the visibility of options available to the player. For trucks, for instance, a feature of them is that any vehicle that goes off it's path or gets stuck will, eventually, turn into a ghost vehicle and then translate back to where it should be on the path. For the issues with ziplines and personal transportation, Not only have others mentioned zipline options, but there are also ways of making hypertubes faster, as stacking the exit of a tube directly into a new entrance will provide a small but significant multiplier to the speed at which a player passes through the tube, which does compound. (Generally known as a hypertube cannon, for it's primary use as, well, a cannon, but not limited to that.) I also see you talking about alien artifacts coming into play only in the very end of the game, but to me that feels as much like a limited amount of pointers towards finding SAM early on as anything. Since as long as SAM is available, most uses of Alien Artifacts are just gated behind steel production. It's also one that seems particularly notable, given how much the Dimensional Depot exists as a solution to one of your major gripes. (allowing easy access to building resources, depending on how many depots are built, and how much they're upgraded) Ironically, SAM used to have the same rocks as a discoverability feature as Quartz, Sulfur, and Caterium do, but they were removed when it was fully implemented into the game and means to discover it early replaced them, beyond just finding a node while exploring. Related, early exploration actually significantly changes up how the game plays as a whole, since drop pod supplies allow shortcutting milestones or potentially even skipping entire technologies. (I've seen players talk about using drop pod supplies to build Geothermal power early and thus entirely skip Coal power, for instance) The tragedy is that among all the very many ways I've seen to progress, it feels like you ended up running into one of the least fun ways to play Satisfactory. I do agree with the idea of giving the Space elevator a parts/time requirement might help lock out that method: It feels like even just having a required part rate that outstripped the rate of handcrafting might solve a big chunk of that issue, especially once multiple project parts come into play. (And I do generally like your narrative and exploration notes. It is the point where the game is most lackluster, and it feels like there are ways it come have been designed without detracting from the core "minecraft, but with factories" loop. It just feels like a victim of narrative being put in as an afterthought. Quite literally.)

  • @alphathewolf583
    @alphathewolf583 День тому

    Heres the thing, you spend a while talking about how taking the time to automate things feels like a waste of time in favor of using yourself to manually fill the gaps. And then you complain about dead time in the game caused by waiting for resources to finish being made. You are creating the problem you hate. Lets use your nuclear pasta example. If you had spent some effort to automate nuclear pasta, not only would you not have had to sit there for a stupid amount of time handcrafting(which I personally only utilize in the earlygame forced parts and to handcraft SAM fluctuators to jump ahead on alien technology since that tree is admittedly very flawed due to being heavily reliant on a part you cannot automate without manufacurers. Then your automatic pasta factory would keep running, and by the time you have the other final phase parts automated, that 1000 pasta would be made. The power to set and forget means the time spent setting up logistics, nice looking factories, transportaion networks, or automated factories rewards the player with backstock of already automated materials. Being stingy with your resources is a self created problem and "fluff and waiting" are the consequences of not engaging with the games systems that you said didn't have a purpose. As for your complaint about resources limiting what you can build, the only resources used in building that you will use on a scale that the time between you using it won't allow a sufficient backstock to build with are easy to produce en masse and by utilizing the dimensional depot, the use for mercer spheres you completely ignored, you can have on tap access to your backstorage from anywhere as early as you have access to steel(once again implementation of that part is iffy due to SAM fluctuators being poorly implemented as a manufacurer part). The point being that a lot of the systems you wrote off as pointless or wasteful are the solutions to many of the problems you experienced playing the game. To address another critique, the world is built in a way where there are multiple regions the player can start in, and for any semblance of balance sake that means there are some regions of the map that you will have little incentive to establish in for that playthrough. The region you started in for example, is incredibly far away from any other start spot and while great for your basic parts factories and steel plants, by the time you have transportation that makes establishing there worth it it probably isn't worth building there, it makes repeat playthroughs with different start locations more unique and interesting, as while they all have basic resources available, each start region has different challenges to overcome, the game is not designed to utilize the whole world every playthrough, which adds to replayability.

  • @kungcarlxvigustaf44
    @kungcarlxvigustaf44 День тому

    You have fallen into the same hole as people calling minecraft boring because they can beat it in 10 minutes and then what are they supposed to do? The main point in minecraft is not beating the game, the same is for Satisfactory. You are treating a game about expressing yourself, building huge factories and most importantly optimising the crap out of everything, as if it was a linear puzzle game where the goal is simply to finish the task that the game gives you. Satisfactory is mainly about you as a player setting your own goals in how much you want to make per minute, not about completing the goals that the game creators tell you too. Satisfactory is a playbox where you are free to do as you please and if what you find "fun" is just placing down machines on the ground and then waiting for the items to be processed fine do that. But don't critique minecraft because you are an uncreative person. And yes the game should maybe be more clear on that the goals it gives you are more about locking powerful items to the endgame but at the same time its given you so many opportunities to do fun things. I mean in your video i can see you haven't even automated fuel for your jetpack which is such a huge part in making the exploration fun. And you go an complain about mobs being annoying to kill when you have gone out of your way to not get any of the fun weapons that the game gives to you. Also you cant say there is no reason to explore simply because you never built a factory complex or big enough to require that many powershards. I think the main problem with this video is as i have said that you are treating Satisfactory as if it were a linear puzzle like experience, not as the sandbox that its meant to be.

  • @deemo665
    @deemo665 День тому

    While there is plenty I agree with here (making elevator deliveries rates instead of amounts and the lackluster story), a lot of it seems dependent on gripes about how you cheesed the system and the game didn't stop you. If you know what you are doing is circumventing the games' systems and think your experience is worse off as a result, then perhaps you should play it the way you think is intended or encouraged. It's a bit like playing an RPG and complaining that because the game lets you use the developer console to kill enemies and complete quests. Just because you CAN do it doesn't mean you HAVE to.

  • @Gats_B
    @Gats_B День тому

    You finished satisfactory with 1 truck station? I wonder if that’s a record of some sort 11:02

  • @gaslitgames
    @gaslitgames День тому

    Dude, all I hear from this synopsis is that you repeatedly avoided engaging with game mechanics and are punishing the game for not punishing you enough for engaging with them. Saying this game does not engage creativity is ridiculous. You are inferring incentive in the same way someone could mistakenly infer incentive in minecraft. Even with subnautica, there's tons of similar "I didnt engage with the game therefor this is bad" observations someone else could go out of their way to make too. I have no idea why you made so many references to Subnautica other than this is just a game you like and wanted to play something else the whole time. They are not the same game, and not all that comparative in what they are.

  • @kobimcjones
    @kobimcjones День тому

    You make a good point about how finite space elevator requirements incentivises manual crafting instead of a fully automated solution. I really agree that a focus on products / minute would solve some of that issue. I thought about that a lot while playing the game- I set up some really intricate and effective logistic networks that focused on efficiency and high raw resource bandwidth, and really enjoyed setting it all up. But I felt a lot of that effort was wasted as I got into the late game, just needing to set up a handful of final machines and wait.

  • @banzooiebooie
    @banzooiebooie День тому

    Thanks for a really interesting self imposed challenge. - Not transporting items by hand - Continuously build space parts (I guess I will have to sink the items when the platform doesn't need more) - Not building items by hand except for the very beginning - Not using belts for transporting long distances.

    • @gaslitgames
      @gaslitgames День тому

      The game should punish you for engaging with the game this way

  • @flavionms
    @flavionms 2 дні тому

    Erumore: Spends the whole review being critical of the game. Erumore at 34:09: Now it's finally time to get critical. Devs: *chuckles* I'm in danger.

  • @RyanShaw-lb4ie
    @RyanShaw-lb4ie 2 дні тому

    "I was hoping for a world with a history to unravel, alien monuments to uncover, and an intriguing narrative to piece together to provide motivation when slogging through some of the duller tasks. In other words, I was hoping for Satisfactory to be a cross between an automation game and Subnautica." I bought Satisfactory in early access after finishing Subnautica, looking for the exact same things you were. I was somewhat invested Satisfactory at first, but it didn't take long to realize that it was missing something. It could not scratch that Subnautica itch (granted no game has) because like you said, the main motivation when playing Subnautica is curiosity and it is indeed the best motivator a game can give you. Subnautica almost immediately had me on the hook, feeling like I HAD to uncover the secrets of 4546B. There are very few pieces of media that have given me that same feeling of intrigue as Subnautica did. Another great video essay, sir! Please continue to make these.

  • @fieuline2536
    @fieuline2536 2 дні тому

    Open world design can work (but often doesn’t) Linear design can work (but often doesn’t) Both devs and fans need to stop leaning on high level design trends and accept that the devil is in the details.

  • @micshazam842
    @micshazam842 3 дні тому

    On my wishlist for future soulslikes - whether made by From Software or other studios - is that we finally get rid of stamina meters and slow movement. Most importantly, I want to get rid of lock-ons. Make a combat system that doesn't need one. Lock-ons are a band-aid, not a real solution.

  • @jackhoeh7941
    @jackhoeh7941 3 дні тому

    Absolutely on point regarding the intro

  • @jackhoeh7941
    @jackhoeh7941 3 дні тому

    Currently playing through TotK. Def feelin what you’re saying. Deep in muh plums 5:25

  • @FangsofYima
    @FangsofYima 3 дні тому

    pretty much everything youre saying here applies to Minecraft as well. And while I could go at length about how minecraft is lacking in actual progression and meaningful story and such at the end of the day it has carved out its niche as a sandbox game and other games have filled out the other aspects, such as Vintage Story for the survival and progression side of things. Satisfactory is just a chill sandbox game, others like Factorio and Subnatica fulfill the needs for more challenging progression or story etc. I used to share many sentiments you have, and I'm not saying the game is perfect. I do wish the wildlife was a bit more of a threat. Maybe something on the level of Grounded, but other than that most things I could think of would end up altering the core appeal of the game. What my time sink and interest ended up being was creating aesthetically pleasing structures while still being functional, and I really enjoyed the blueprint system. I made an R&D building which had multiple catwalks and lights setup for building blueprints, making a modular frame machine that I could later plop down as many as I wanted and just hook up conveyor feed lines to them was multiple hours of back and forth designing to make it all fit in a small package and look good.

  • @HorkSupreme
    @HorkSupreme 3 дні тому

    Future tech that places structures by quantum whatever. Vehicles still can't fucking turn in place. Really game developers? All the other physics breaking crap and this is where you adhere to current reality? So disappointing.

  • @danielnasby7695
    @danielnasby7695 3 дні тому

    Totk does not even need crappy lore to be bad

  • @CannyK9
    @CannyK9 3 дні тому

    I enjoyed the video very much! And the comments critical of it are about what I expected, and I somewhat agree with all sides. I think your critiques make a lot of sense, but your approach sounds a bit bizarre, as scaling everything inordinately feels like part of the fun. But the interesting thing is that I have my own major issues with the game which you didn't particularly address, which just goes to show that we all have different expectations when it comes to finding things "satisfactory"! My complaint stems from those moments when you build a large, perfectly aligned array, and realise something needs to slot in between, or there's a cliff in the way, or some other obstacle that forces a redesign. Everything is so huge and the first person view so restricting, that you can immediately foresee the next 30 minutes getting swallowed up in the automation equivalent of backtracking. It's probably just expectations after Factorio, but without being able to play around and rectify mistakes near instantly, I found the building part severely unfun. Once I started clipping all my conveyors and building exclusively in the sky it became a bit better, but I also knew that my tools would never improve to a point where I could step back and treat it like gamified 3D modelling software, so I hit an existential wall and quit. It was great to hear some slightly overlapping thoughts though, and you made me realise that I simply really enjoy Zach-likes, while I have a deep appreciation for but only sort of enjoy this genre of automation game~!

  • @madhyama5016
    @madhyama5016 3 дні тому

    Thanks for the video! How did you end up naming your character Majora’s Musk?

    • @Erumore
      @Erumore 3 дні тому

      No particular reason, I just thought it was a funny gaming-related pun. Thanks for watching!

  • @NavidDragon
    @NavidDragon 3 дні тому

    Thank you for the video, my good man; as I watched it whilst automating my grooming routine.

  • @LeDoctorBones
    @LeDoctorBones 4 дні тому

    While Subnautica has its charm, I am very much happy than Satisfactory isn't Subnautica (The only thing it could have more of is probably enemies). The factory must grow and nothing is more satisfying than building an excessively large mega-factory that uses trains to transport all resource nodes on the map to a central location in which those recourse are used in a giant amalgation of machinery and manufactory that needs minutes to simply fly across and which visibly slows down your computer. While I generally feel that the blueprint and copy-paste options aren't as great in Satisfactory as other factory building and that Satisfactory has a scale problem (Something you didn't encounter with how little factory you built), It is generally a fun game to build giant factories. Your arguments againt Satisfactory can in many cases work the same for Minecraft, a game that also needs intrinsic motivation to really build stuff instead of simply rushing to fight the ender dragon and being dissapointed about how Minecraft didn't force you to build a castle. This also goes into your problem with transport. You never made a factory capable of enough troughput that Trains, drones, and just generally buildings were essentially free (Since resources were created much faster than used.) and never needed trains instead of conveyers, since you didn't transport 20k Iron ore and 10k Copper ore from the desert to the Jungle per min etc., something that would be crazy to do with conveyer belts. Also, I disagree that the map is large. It is about as large as can be expected from a handbuilt map, but you can still get from one end to the other in less than a minute in phase 3, which doesn't scream overly large to me. Also, you can create pets of the lizard doggos, not only the enemies are interactable, though, I agree that other than Nuclear nobelisk, no weapon feels truly 'endgame'. One thing (And probably only one thing, sorry) that I agree with in the video, is that phase goals with a needed throughput would be cool. Any proposed way of doing this, however, doesn't work, at least as far as I have seen. It would just make people create a stack big enough to reach the required throughput for the required time instead, ending up doing exactly the same. Regarding your complaints to idling, you are simply playing the game wrong. Waiting for something to be produced is the perfect time to either begin creating a new factory and production line or exploring to find mercer spheres and hard drives in the early game or somersloops and hard drives in the later game.

    • @Erumore
      @Erumore 3 дні тому

      I agree that Satisfactory doesn't need to be a rehash of Subnautica - as I said in the video, my point in making that comparison was just to show the immersive potential of an alien world, and how much Satisfactory squanders it. If the game had given me a reason to experiment with trains (and if it was less expensive) then I might have done so, but at no point did I need anything close to 20k iron ore per minute. In the video I already suggested a way around people 'cheating' by stacking items to reach a required throughput: remove the player's ability to move items by hand. That way, you would actually have to create an entire production line all the way from mineral deposit to space elevator. When it comes to idling, you're generally correct that there's usually something else you could be doing... until you get to the last phase, when it just becomes a waiting game. This problem would disappear if your goal was to achieve a throughput rather than a fixed number of products, as there would always be something to do and waiting would never bring you closer to your goal (as it does now). Thanks for the comment, it's always appreciated.

    • @LeDoctorBones
      @LeDoctorBones 3 дні тому

      @@Erumore You are right that you in no way need 20k iron per minute to simply beat the game. Trains are generally only needed in Satisfactory if you want to build a big factory (Though, I must still disagree with you about trains being expensive. All the materials needed for trains are stuff that you should have plenty of going to storage from old production lines. I have only ever run out of train materials when I played with a mod that added better freight platforms that cost 10 Heavy modular frames each, and even then only when I began building hundreds of platforms for a mega-factory). The point is that it is fine for trains to be for people who actually want to beat the game by making huge factories instead of slowly edging over the finish line. The thing is that removing the ability to carry items by hand would result in a drastically different game, so I'm not even sure how it can be implemented in Satisfactory without making it into 3D Shapez.

  • @noah8681
    @noah8681 4 дні тому

    I find that Satisfactory is a game that works off of intrinsic, not extrinsic motives. My buddy likes his big floating platforms. I like my contiguous boxes and crawl spaces. In our world, it's immediately clear who built which factory. Regardless of who built it, you can bet that it'll be built to the capacity of the local resources, with exactly the right number of fabricators and a set of labeled outputs. We like our spreadsheets, and I really appreciate the level at which I can express myself through the game's mechanics. Satisfactory meets the player where they're at. If they want to make conveyor spaghetti and don't care to be particularly efficient space-wise, sure. If they want to spend all their time building decorations and arches to make things look nice, do that. There's nothing stopping the player from crafting just about everything by hand if that's what they find to be entertaining. The automation tools will be there when you, the player, are ready and willing to use them. Satisfactory will accept any method that gets the player over the finish line. You don't need an engineering degree to succeed, though it certainly does help. Satisfactory is a cozy automation game where there is no time pressure-no scarcity. Any answer will do so long as it pleases you. The part that irks me most about this review of the game is that it seems to lack imagination. It has a certainty to it that denies and actively rebuts the notion that anyone could possibly like this game. Satisfactory does praiseworthy things on the technical end, but there’s no way around the crafting menu when it’s just so efficient. That there aren’t enough resources to construct large factories. The review, while eloquent and well presented, strikes me as you putting blame on anything other than yourself for your experience. Your gameplay and comments suggest that you interacted with the game’s mechanics as little as possible. To this end, it feels like you’ve missed the point as you present many alternatives that you’d rather play. It’s ok to say that a game’s not for you, or even that you don’t get it. No game’s perfect, and they won’t all appeal to everyone. Your commentary strikes me as a matter of taste, and that you need a bit more structure to enjoy yourself.

    • @Erumore
      @Erumore 3 дні тому

      All commentary is a matter of taste, and there are plenty of reasons to like Satisfactory that I'm not trying to take away from you. But the point of criticism is not to say what I like and what I don't like, it's to dive into the game's mechanics and think about how they work, how they interact with each other, and how they incentivise the player to interact with them. You say that if players "want to spend all their time building decorations" they can, but this is quite obviously untrue - the player's construction is restricted by resources, inventory limits and production speeds, so they are required to engage with production lines and the non-cosmetic side of the game whether they want to or not (of course, hopefully they do). I'm not trying to catch you out or dunk on you, my point is only that Satisfactory's mechanics are pulling it in two separate and incompatible directions: you can't be fully creative because of the restrictions that are there, but the 'freedom' you have to do things manually rather than using automation dilutes the supposed focus of the game, and you're often incentivised to do it in the name of resource efficiency. As for whether I prefer a bit more structure in my games, I'm guilty as charged - if you think that means I'm not qualified to comment on Satisfactory at all, then that's your call. Thanks for the well written comment; I appreciate it even if we don't agree.

    • @buildings_and_food
      @buildings_and_food День тому

      Compared to 2d automation games, Satisfactory's conveyor tunnels make "creativity" rigid as hell. It half-commits to multiple design principles. Sure you can make cool looking things if you drink the entire pitcher of koolaid, but there is a raw level of fussy tedium required (finding snap angles, missing 1 unit of 1 resource) even just to test out ideas.

    • @NicholasBoll
      @NicholasBoll День тому

      I think scarcity is a feeling I experienced in my first playthrough. I ended up enjoying the game more with the pak mod that removed build cost since I could just build things. The dimensional depot seems to be a compromise between scarcity and creativity. The beginning of the game becomes more about balancing exploring for hard drives, mercer spheres, and sommer sloops. You can set up small factories around resource nodes that feed into the depots which will allow you to build without scarcity. Resource nodes do not deplete. Depot upload too slow? Upgrade or build more for that resource. I found this game most enjoyable fussing over blueprint modularity and creating factories that could be functionally accessed by foot. Building via hover pack is a lot more fun. I think it is more enjoyable with other people. Everyone had their own style that becomes immediately apparent. A friend of mine builds interesting creative structures while mangling spaghetti logistics. My 6-year old son likes building things he doesn't have to clean up later and discovers things I unlock or new blueprints I build within a minute. For the creative types, I recommend the Infinite Nudge mode. It gets rid of a lot of tedium around creative building. It is hard to know if you'll really enjoy a game. Reviews are most useful to you if the player likes the same games you do. I'd best describe this game as a base building sandbox automation game. You can get a lot of hours for a relatively low game price.

  • @ShivanSnake
    @ShivanSnake 4 дні тому

    This deserves way more views

  • @ianmurphy7460
    @ianmurphy7460 4 дні тому

    The classic saying is, “given the opportunity, players will optimize the fun out of a game.” You’ve done the unthinkable and _unoptimized_ the fun out of the game by manually crafting and transporting items. Somehow, despite your laser focus toward the completing the game, your play through wasn’t even substantially faster than my own. Yes, I agree that the game does become quite tedious when you employ the most tedious strategy it will physically allow. I will be the first to say that Satisfactory has problems, but this is an unreal take. I have lots of little nitpicks with this critique (like you could just set zipline sprinting as a toggle if it was bothering you that much), but I’ll skip past them and instead hit on what I believe is the core argument of the video: “What reason does Satisfactory give me to set up automation over doing everything manually?” My answer is right in the game’s title, because it’s satisfying. The main marketing push for the game was to show you that your hard work will directly translate into satisfying mosaics of inputs and outputs. Downtime is an opportunity to kick back and enjoy watching your precious handbuilt creation chug away at its current task. If you’re not the kind of player who likes watching trains perfectly flow into a station, then no version of Satisfactory would be to your liking. It would have to be a different game with a different title, and at that point what does a critique have left to offer?

    • @Erumore
      @Erumore 4 дні тому

      Regarding the zipline, I didn't know about that toggle, so fair enough - I'm glad the devs added that, though I'm not sure why they didn't just make it the default. Regarding the core argument: if we completed the game in a similar amount of time, but I did so building less and using fewer resources, then whose playthrough was more optimised? It's the player's job to find the optimal way to reach the goals set by the developers - on a fundamental level that's what a 'game' is. The developers' role is to place restrictions and set those goals in such a way that ensures that the optimal way to play is also the most fun. If a tedious manual strategy is more efficient than the more interesting path of automation, then the developers have failed to do that. If you enjoy the intrinsic satisfaction of watching your machines at work, of course that's great and nobody can take that away from you - but I would argue that that satisfaction is an aesthetic enjoyment, akin to enjoying graphics or visual design. Each level of Infinifactory ends with you watching your creation running until it's made ten products - admiring your work is a satisfying way to end each challenge, but I don't think doing so can be called a game mechanic. Thanks for the thoughtful comment. We may not agree, but I appreciate it nonetheless and I enjoyed writing this response.

    • @ianmurphy7460
      @ianmurphy7460 21 годину тому

      @@Erumore You have misunderstood one of my points, and it’s totally my fault for not being clear. Let me clarify. Much of my playthrough was spent doing things that did not progress towards the end goal in a meaningful way (i.e. goofing around, decorating, seasonal events, hypertube cannons, and building factory layouts that far exceeded my endgame needs). The comparison I made between your laser focused playthough and mine was meant to indicate the absurdity of having similar completion times despite our stark difference in attention. Had I been as laser focused as you to just see the end credits while still automating the space parts, my completion time could be nearly half. About efficiency and optimization, you did indeed consume far FAR fewer resourced than I did. Even so, my plathrough was more optimized because of the magnitude of resources I was extracting. Satisfactory has infinite resource nodes, which means the calculation for what’s optimal should not be set to what used the fewest resources, but rather the best extraction vs consumption ratio. Using this metric in conjunction with my completion time argument, the manual strategy is inefficient on both accounts. “Whose playthrough was more optimized?” you asked rhetorically. It was mine. I strongly disagree with your take of player and developer roles. This topic applies to way more than just Satisfactory and could fill a book, yet I’ll make do with a measly youtube comment. If it’s true that a player’s job is to find the optimal way to reach the goals set by the developer, then surely they would all mod and glitch their way to said goals. Even if you specify the player must be within the assumed bounds of developer intention, why would a player commit themselves to anything other than the easiest mode? If I were to engage in an activity that didn’t progress towards the developer’s goals, am I no longer considered to be playing the game? If the possibility space of a game is defined under what the developer does and does not condone, then games are just a movie you can fail. I fear this kind of thinking may harm future analysis videos (it has certainly harmed this one) and I don’t want your brilliant writing to go to waste. Don’t take my comments as an indication that I disliked this video (or any of your videos for that matter). This video was fun in the same way a horror game is fun; the revelation that you played 100+ hours without trains or drones hit me as hard as a jumpscare. That has real value, even if it’s not in the way you hoped.

    • @Erumore
      @Erumore 19 годин тому

      Perhaps we'll have to agree to disagree on the question of who had a more optimised playthrough, and in the end there are plenty of different metrics you could choose for which figures you're attempting to optimise. To the question of player and developer roles, you're right that it's a very big topic, and one that I've been rolling around in my head since TOTK. Using mods and glitches is like using your hands in football; you're changing the rules and no longer playing the game as designed by the original developer - instead, you're making a new game with your own rules. If you mod Satisfactory to allow infinite building, it might become a more enjoyable game for you - but it's no longer Satisfactory, it's a different game with different rules. When it comes to difficulty selection, we can think of it like choosing the ruleset for your playthrough; if you want to choose the easiest one then you can, and if you want to pick a harder one then you can. There's a reason you're usually asked to choose the difficulty before you start playing; in a game like The Last of Us, your selection can lead to a radically different experience. The difficulty - or 'ruleset' - a player chooses will come down to which experience they're looking for, and if I had to guess I'd say that it's only a small minority that picks the easiest one (at least in TLoU). Once your choice has been made and the ruleset is in place, however, I believe my thoughts on optimisation are still very much applicable - you're incentivised to complete gameplay sections with the most efficient use of resources that you can manage. Now we come to the key point: are you still 'playing the game' when you're simply enjoying the scenery or watching your machines work? That is, are you still playing the game when you're interacting with it in non-mechanical ways that don't get you closer to the end? I hope it's clear enough from this video that the non-mechanical (let's say the 'aesthetic') parts of a game play a big role in my enjoyment of it - that's why I've praised the immersive potential of Subnautica so much, and it's why Outer Wilds remains my favourite experience of the last ten years. (Outer Wilds might be a bad example here, because it's probably the best game I've ever played when it comes to marrying the aesthetic and mechanical sides of game design - then again, maybe that's just what immersion is?) In Satisfactory, I was seriously disappointed by the aesthetic side, and while I love exploring a world created by somebody else and discovering its secrets and narratives, I'm not particularly interested in standing around watching my own creations. This is just my personal preference, I have nothing against anyone who likes doing that - but I suppose that goes a long way to explaining why Satisfactory didn't really click for me. Without any aesthetic enjoyment for me to latch onto and enjoy, I was left with only the mechanics, and so every decision I made was aimed towards getting me to the finish line as fast as possible. Thanks again for a great comment, and I'm pleased that you can find my videos thought-provoking even when you don't agree. If there's any 'hope' I have when I release one into the wild, it's that.

  • @dreg7305
    @dreg7305 4 дні тому

    your style of critique is among my favorite, and is very reminiscent of another fantastic analytical and quite eloquent critic, matthewmatosis. It really is quite surprising to me that your channel for whatever reason, isn't much, much larger, because you clearly deserve it. I find myself in agreeance with your insights constantly, and you are an asset to the gaming community for not being afraid to identify so clearly why certain things about many, many games, need/can/should do and be better. cheers

  • @noob_jr_2sjrkc
    @noob_jr_2sjrkc 4 дні тому

    This is the first video of yours I have a major disagreement with, the crux of which is the alien artifact you avoided mentioning. I'm not sure why you deemed Mercer Spheres worthless, but to me they made the entire game come together by solving the "investment dilemma". They allow you to turn your older, inefficient factories into feeders for a permanent source of building materials. Heck, they would've even benefitted your playstyle a lot by drastically reducing manual transportation times. Once you have factories feeding something into dimensional storage, that item is essentially limitless for building purposes and can be removed from the "upfront investment" cost. Building hypertubes doesn't cost any more than the time it takes to travel between endpoints if the materials are in dimensional storage. Huge megafactories are perfectly feasible in a normal playthrough thanks to dimensional storage. I find they are the most brilliant aspect of Satisfactory's game design because you obtain them through exploration and use them to build yourself permanent upgrades to your building ability. I can't imagine any factory games without a feature like it now. I agree the world still kinda fell flat. Not enough creatures or reason to build in different biomes. Still more fun exploration & combat than TOTK.

    • @Erumore
      @Erumore 4 дні тому

      Like teleporters, the dimensional depots aren't unlocked until the very last phase of the game, by which time I didn't think there was much point in experimenting with them. Judging by the upgrade tree, it looks like you can only have a limited number of stacks per item anyway, so they just didn't seem worth investing in when I was already so used to carrying things manually. I agree with you in principle though - being able to build without having to worry about transporting materials yourself certainly would improve the game and allow for more creativity. This is what I was getting at with my suggestion near the end of the video: once you've established a certain rate of production for a material, why not just let the player use it freely? This is infinitely more interesting to me than just waiting for fifty more cubes to be finished so that you can actually build what you want. It's a shame this dimensional idea comes so late in the game, because I think it could have improved the entire playthrough if it was available earlier. Thanks for the comment, it's always appreciated.

    • @peterwiklund7738
      @peterwiklund7738 3 дні тому

      @@Erumore This is categorically wrong. Dimensional depots are not unlocked anywhere near the last phase of the game. They are capable of being unlocked natively by tier 3 (which unlocks Steel Pipes), which is a third of the way into the tiers and due to earlier tiers being smaller it won't be even close to a third of the game's playtime. Not to mention you can actually unlock them before tier 3 by exploring and finding Steel Pipes before being able to craft them yourself. You can unlock them very early, which I did on my first playthrough. On top of that, they are limited in stacks but you can always just plug them to an infinite source, which means that you will have an infinite flow of that material being added to your inventory (without ever clogging up your actual inventory). You can even plug multiple Dimensional Depots to infinite sources to increase the rate at which its added. This led to me having an effectively infinite source of all basic and even most advanced materials ready for use at any time.

    • @Erumore
      @Erumore 3 дні тому

      You need access to the SAM alien material in order to unlock the dimensional depot research tree, and I didn't get the ability to scan for that until it was handed to me upon entering the final phase. I'm sure it's possible to stumble into a SAM deposit earlier and get access before that, and it sounds like that's what happened in your playthrough - I wish it had happened in mine. I'll rephrase my previous comment: dimensional depots weren't unlocked until the very last phase *of my playthrough*. As I said, I think the whole dimension idea is great, and if it had been available to me earlier I probably would have had positive things to say about it. Thanks for watching and thanks for pointing this out.

    • @peterwiklund7738
      @peterwiklund7738 3 дні тому

      @@Erumore They are not particularly difficult to find really. You just have to explore a bit. They are typically even in open areas, and there are ones that are telegraphed and spotlighted a lot near some opening areas, like the one in the middle of a circular lake in the pine forest. But yeah I suppose you didn't find one somehow, not much to be done by this point, but if one has missed such an impactful aspect of the game I find it puts any critiques you make for the game from the position of NOT having interacted with it at all in a bit of a weird light, especially considering it seems to directly address criticisms you explicitly make. Points are being made from a position that I'd wager the absolute majority of people were never in because they'd have found SAM far earlier than phase 9.

    • @noob_jr_2sjrkc
      @noob_jr_2sjrkc 3 дні тому

      @@Erumore I had a feeling that was the case. I also took what felt like too long to come across my first SAM deposit because I overlooked exploring a certain cave in the starting area. But I would not say it's "only unlocked in the last phase of the game". Rather, my criticism would be: The game gates its most important mechanic behind its most rare resource, doesn't hint at its existence and doesn't give you means to find said resource other than chance, so if you miss it, you can end up having a horrible experience such as shown in the video. Where this ties back into the critique is your idea of an "alien facility" or other meaningful world design. Those certainly could have funneled players into discovering something like SAM. As it stands though, I expect the video will invite a lot of criticism like "you played it wrong" or "you avoided this mechanic that would've solved all your problems", when in reality the problem is you didn't chance upon that mechanic until the game straight up gave you the means to track it down. Not mentioning that as a major point feels like an issue, the single statement that Mercer Spheres "aren't worth mentioning" doesn't explain the problem.

  • @partlyawesome
    @partlyawesome 4 дні тому

    interesting critique, sounds almost like ToTK's building system but as a game, with the same silly restrictions ToTK had

  • @DoktorPaj
    @DoktorPaj 4 дні тому

    Makes me wish for a 3d first person version of the Submachine series... also reminded me of another old flash game called "Endeavor" you might wanna check out too.

  • @calumlittle9828
    @calumlittle9828 6 днів тому

    The Asian chick in the dlc was hot. Idris is the worst actor on earth and almost ruined it for me, I think the devs knew how much he sucks and added the option to shoot him for just that reason, which of course I did.

  • @r.w.9631
    @r.w.9631 7 днів тому

    I liked this dlc but I when I drained the water in shadow keep I felt it crossed the line. It finally became clear there running out of ideas for good levels. It had some good bosses and some amazing vistas but the story was so underwhelming. The worst part is if I want to replay the dlc I have to get to late game which can take a really long time.

  • @malaficus
    @malaficus 7 днів тому

    Right. I wont buy it then. Thanks for the warning.

  • @MrGullisYT
    @MrGullisYT 8 днів тому

    Best way I can describe botw and totk is quantity over quality I bought Tears on release, but honestly after getting out of the tutorial and playing for like 3 hours, I just turned off the game, and haven't played it since. I might go back and at least try to finish the main story, but the idea of playing botw 2.0 with the same copy-pasted content is just exhausting

  • @Blade-hf9po
    @Blade-hf9po 8 днів тому

    None of the DLC bosses are meant to be fought alone. Sure you can do it, with enough patience and bashing your head against a wall, but it isn't the intended method. Given that Revered Spirit Ashes are one of only two upgrades the DLC introduces and with how often you can use your Summons, I thought this was pretty obvious.

  • @chadthundercock1313
    @chadthundercock1313 9 днів тому

    But hey now you can change the colour of your car and display your photos in your apartment right guys? /s

  • @kushywaygalaxy4428
    @kushywaygalaxy4428 9 днів тому

    2:26 Funny how they actually went in a new direction with night reign 😂 What do you think of this new change?

  • @yokotubene
    @yokotubene 9 днів тому

    My issue with the DLC in a nutshell is that it's too big for its own good.

  • @UsernameGeri
    @UsernameGeri 10 днів тому

    34:02 Well...

  • @s.a4034
    @s.a4034 11 днів тому

    This game badly need a real stoyline /lore ...elden ring lore is remind of "Emperor has no clothes" expression lol ,

  • @Mavuika_Gyaru
    @Mavuika_Gyaru 12 днів тому

    I agree with your "centrist" take. Ultimately it IS the players that decide but if the game developers give the option and makes said option clear, then how could one blame the gamer?

  • @chiquita683
    @chiquita683 12 днів тому

    Based af

  • @ephemeraldgames
    @ephemeraldgames 13 днів тому

    It is 95% the responsibility of the developers to make the game fun for all players. Sure, as a player you have to engage with the game in good faith, but the *entire job* of game design is to guarantee that someone doing that has a good experience. Open worlds nearly throw away the ability to guarantee the players have the intended experience. The amount of freedom you give your players needs to be met with an equal amount of challenging, designed experiences. BotW pulled off a magic trick in dazzling players with the freedom it offered, but players had to stay on a narrow path to not trivialize all the difficulty. TotK gives you all the tools to trivialize its entire difficulty almost immediately, which is why so many more people seem to be able to see through its flaws this time around. Open worlds with shallow repetitive content is designing games for the lowest common denominator, which may be good business, but does not have much lingering staying power. It's really fascinating to me to see so many people who supposedly loved BotW repeat all my criticisms of the game, but only about TotK.

  • @tristanward9937
    @tristanward9937 14 днів тому

    Like others have said, link should have went to the past. You can keep the map but show the difference between.