rlcraft just feels like proof that minecraft's combat system is so dogwater that you can't make it even remotely challenging without making it complete bullshit
@@WhiteKnuckleRide512 ??? you're telling me that the creator of Minecraft never actually implement or planned to implement any of the game's weapons, armor sets, hostile mobs, or projectiles? that Markus Persson never, not once in his entire time working on the game between the years 2009 and 2013, thought to develop any sort of system where you can kill something by hitting it with a sword? Yeah, you're right, that's ridiculous. There's no way him or anyone who worked at Mojang ever thought to program a single line of code related to keeping track of something's health, armor, damage OR any equipment that could augment those stats, let alone doing that all the time for every single entity currently loaded; you're right, that would be insane! could you imagine?
What I learned form this is that Bino likes puzzle games and/or games that let you put things together and you can make it work anyways in the end. That, along with good dialogue and story seems to also do a lot.
I agree about the Noita take tbh. Like the main gameplay loop feels really good to play in general, but then there's everything else in the game and it just feels so raw. Sure, you can go kill tiny and get extra max health - eks dee! You can devour the moon with the sun and now you can pick up a spell in the desert that instantly kills you - very epic! Meta progression as unlockable spells is fine in the main gameplay loop but spending hours or even days unlocking a cosmetic on your character or a spell you will literally never use doesn't feel that rewarding, it's a chore you do once before going back to playing the actually finished and fun part of the game. The desert chasm is the perfect representation of what the late game feels like, literal placeholder location. Enemies and bosses are not designed for late game at all, everything is kind of a bullet sponge, and some of the sponges polymorph you and you instantly die (XD). Dragon either instagibs you, you instagib it, or there's a chore of depleting it's hp, kolmi is kind of a joke, wizard's den boss tries to be a proper fight but you can just drown him in acid. Meanwhile say in Elden Ring every boss is unique and memorable because they have actual attacks that you have to actually learn to deal with. For a game that makes you decipher the in-game language to understand how to reveal more lore about the game the lore itself is very lacking. Why is there just an invisible giant skull in snowy chasm and who forgor him? Why did squidward wander so far away from bikini bottom? Who are gods and how can I tell them to cry about it? None of this is explained as far as I know but hey, we get to know that the industrial revolution hatched from an egg. Another issue are spells, you'll find a giant meteor and it's worse than the spell you started the game with because 2 modifiers make it instantly kill everything in the game. Spells are scattered around very randomly, you'll find like a slime mist and carry it the entire run, and next run you'll find explosion on slimy enemies and then not find slime mist, it's kinda annoying and ends up promoting like 3 builds you can build consistently from everything game randomly throws your way over making actually unique wand builds.
i like blasphemous but i dont blame him for bouncing off it tbh, story is schizo until the very end, bullshit spike instakills are cancer and the game has like 2 good bosses until you do the postgame DLC
I feel Albino hard on the "Meta-progression" point with Roguelites, though honestly I think he was far more forgiving for that stuff than I am. For me that kind of stuff can be game-ruining, because it really does deflate the satisfaction of playing the game for me most of the time. Like, Rogue Legacy just does nothing for me (a strong D by these metrics) and while I had fun playing Hades, I'm not really rushing to finish the game, because that progression system just made the game feel hollow to play. I'm more okay with stuff like Isaac, where you still need to find most of the things you unlock on the run and because they're earned from successfully doing something, they feel more like rewards and less like they undermine the reason you're even playing. That said, even Isaac sometimes gets on my nerves with that shit. I'll sometimes open up a fresh save to remind myself of what playing that game's early game feels like and I consistently forget how long you have to play that game until it feels like the actual game begins instead of just piddling around on pointless runs. Doubly so for everything you get out of Greed machine donations, that is a painful chore every time. The more time goes by, the more I appreciate roguelikes that just start feature-complete. No need for unlocks or arbitrary grinding, just start the game and everything you'll ever play with is in the pool already. Maybe some unlockable characters are fine, but the item pools ought to just be unlocked from the start.
Hard agree. I was completely turned off from roguelites in general in the early to mid 2010s because every single popular game had dogwater meta progression (Gungeon, Rogue Legacy, Isaac, etc.) that basically just says "you have to sink 50 hours into the game before it actually starts". The other thing for me was how much randomness determined how good your run was- don't find any good chests in Risk of Rain or Gungeon? Sorry, might as well just start over now cause you're boned. The first roguelite that I actually liked was Hades, and that was more because it used that time you're building up the meta progression to tell a cool story and I didn't start running into repeating voice lines until literally 30 hours in. I doubt I would have continued if not for that. Nowadays roguelites are in a much better place, mainly because games like StS have popularized the "pick from 3" reward type to minimize the amount randomness can ruin a run, and making meta progression sidegrades instead of pure upgrades so you can actually win a run first try if you're skilled enough but still have new content to unlock (ascension also helps with this). Those go a long way to highlighting what's good about the genre and making it so you don't have to wade though 50 hours of garbage to get there.
@@ozzi9816 I'll generally deal with progression, where you add items to the pool. My real gripe (outside of very game-specific ones) with meta-progression is with games like Rogue Legacy or Hades, where you influence how good your run is starting off. That to me completely defeats the purpose of why I play Roguelikes and makes me just wonder what the point of the random element is when the game is so fundamentally designed to undercut it. As far as randomness in Roguelikes is concerned, that's a hard one, because at the end of the day, it's the main strength of the genre. Generally, I prefer roguelikes that let you manipulate the elements. To compare between a couple of the ones you name-dropped, Isaac is really good at this, while Gungeon kinda fumbles it. There's so many weird ways you can force an Isaac run to become good by just being resourceful and mindful of all your available tools, yet the ways you reach that are different enough, that it justifies still being randomized. It's actually really hard to just get completely dead-ended in Isaac, because with a bit of tinkering, you should at least get The Chest route done. In Gungeon, what you get is generally a lucksac and outside of finding secret rooms, there's very little you can proactively do to turn a bad run over. Simultaneously though, the game really doesn't ask for much, you can usually limp your way to the finish line so long as your reflexes are good. As far as StS is concerned, I'm generally split. I acknowledge it's a really good game, but I just don't like it at the end of the day. It mostly comes down the Ascension actually. I've tried many games with it, StS included, and have come to the conclusion that I just absolutely despise it. It's not like it's fundamentally a bad system, but I've yet to play a game, where it's implementation wasn't the reason I walked away from it. It usually starts off as a reasonable increase to the challenge of a game, but by the end devolves into making the game just feel terrible to play.
But what would be examples of that? And do they really keep you interested as long? Yeah everyone hates grinding, but unlocking new things to do from playing in general is rewarding too
@@Icetea-2000 Project Zomboid is a pretty good example of the "pure" roguelike with no meta progression (At least to my understanding). It maintains interest generally by just being a very dense game to fully wrap your head around and has a high enough difficulty inclimb, that variety comes from the fact that you have to adapt to the hand you're dealt alot of times. There are alot of viable approaches to how you play that game and sometimes the one you go for is decided by the things you find. While I haven't played it, I also understand that Caves of Qud is very similar in both how it is and why it works for it. Other hardlined, pure "No meta-progression" examples are quite hard to come by, but one that comes to mind being about as close as you can get is Noita. Overall, unlocks in Noita are very scarce, only reserved for very advanced build-around spells. While Noita has a litany of it's own problems, at least when I boot up and start playing Noita, I feel like I'm playing a content-complete game. Another one with relatively few unlocks is Slay the Spire, with a grand majority of the base game accessible at your earliest convenience. Ascension is it's own topic, but of the kinds of things you need to work for, it's far from the worst. Games like Nuclear Throne and Barony are also examples of why character unlocks tend to fare better when choosing between what kinds of things you cut from the player at the start. When I talk about the failings of meta-progression, I'm usually referring to two different scenarios that tend to happen. First is when the game at base just kinda sucks or is very uninteresting and you feel like getting to a point in the game, where you can start enjoying it is a tedious grind. This would include games like Enter the Gungeon and Binding of Isaac especially. The second kind of problem and one most problematic in my opinion is when the meta-progression is overpowering and trivializes the challenge of the game, to the point, where the randomized elements feel secondary to all the things you equipped before the game even began. Rogue Legacy and Hades are the most apparent and relatively high-profile examples of this, where both games give you so much to upgrade at base, that the things you randomly roll into feel inconsequential or don't change your playstyle next to all the decisions you made prior to even starting the run. Of course, it's also worth noting that I'm talking in generally absolute terms and the truth is alot more nuanced. Meta-progression doesn't kill a game immediately. I generally like all the games I've listed (I'd certainly not call any of them bad), but I generally think meta-progression is best done, when it's minimalist in it's approach.
@@AlluMan96 Yeah that might’ve been the reason why I never really got into enter the gungeon. It’s kinda true with Hades, I can beat Hades (the boss) in pretty much every run now no matter what I roll into, after having completed the story fully. I can play whatever weapons and keepsakes pretty much and always beat a run. Though yes, it is only on a few Heat levels and does get significantly harder the more heat you apply, but it mostly feels like an artificial band aid solution to reign in the great advantages the base game gives you to begin with. The reason this exists is to just give the player a sense of progress, which is important to keep most players invested. Most are not going to be satisfied or have the patience to just "get more knowledge" about the game like in Noita, that’s boring to people, what people want is a shiny new weapon after overcoming a challenge and not feeling like they've been set back before that challenge when losing after it, Getting Over It-style. Even though evidently, even in getting over it, your brain trivializes what you have experienced already and makes it easier because it always learns whether you’re conscious about it or not. But that’s just not very tangible to most people. People want their progress to be represented and their hours put in to be acknowledged, which tbh is very understandable
not omori in D tier 😭i understand the combat system isnt the best but can you give the story another chance 😭 edit: im fucking done, he put the coffin game above omori 😭😭😭😭😭
@@BerriesNotNice but he said he cant bring himself to finish the game because of the combat systems, when most of the good story is at the end. I just hope he can give it another chance.
Noita is great but people calling it perfect are insane. It desperately needs some gameplay tweaks that would be easy to implement but the devs seem to love trolling the player for no good reason. Example: give the player some s after taking damage. No reason this isn't in the game
its my favorite game and i agree that its not perfect, but of all the problems, the lack of s is 100% not the problem with it. Albino's complaint about it made a lot more sense
If an Albino stream makes you mad, you know it was a banger
true
rlcraft just feels like proof that minecraft's combat system is so dogwater that you can't make it even remotely challenging without making it complete bullshit
True
the naruto servers actually tend to be quite good pvp when the p2w stuff isnt involved, but even there the PVE sucks
Minecraft wasn’t built to have a combat “system” in the first place,
@@WhiteKnuckleRide512 ??? you're telling me that the creator of Minecraft never actually implement or planned to implement any of the game's weapons, armor sets, hostile mobs, or projectiles? that Markus Persson never, not once in his entire time working on the game between the years 2009 and 2013, thought to develop any sort of system where you can kill something by hitting it with a sword? Yeah, you're right, that's ridiculous. There's no way him or anyone who worked at Mojang ever thought to program a single line of code related to keeping track of something's health, armor, damage OR any equipment that could augment those stats, let alone doing that all the time for every single entity currently loaded; you're right, that would be insane! could you imagine?
@@ghotiphoti your saying some really dumb stuff right now but you seem too unpleasant for me to want to interact with you any further anyways
I'm surprised albino hasn't played ftl. It's like the ultimate game for artistic people.
Its peak (until you get hit by 3 rockets at 55% dodge).
@@milgos5269 or losing a crew member coz spiders are not a joke.
@@solanumtuberosaWhen spiders are abound, just turn around
what does ftl mean?
@@Chris-ug7ys faster than light
I love how tier lists are the perfect way for people to express their artistic tendencies.
>filtered by Darkest Dungeon
true, not scat. It's piss and shit even
What I learned form this is that Bino likes puzzle games and/or games that let you put things together and you can make it work anyways in the end.
That, along with good dialogue and story seems to also do a lot.
>subnautica is bad because after a session he needs the night lamp on for the rest of the week
ngmi
1:24:33 >Bug game
>the enemies are all the same they are all bugs
> ??????????
"art style is scat" ????????????
The modding scene for Brutal Orchestra is crazy good,you should like install a bajillion mods and then play the game. Trust me it's awesome
Return to it would be epic. Nobody plays that game because it's unknown from bad marketing or something
Great tier list can you release it as a poster so I i can have it tattooed on my arm?
I agree about the Noita take tbh. Like the main gameplay loop feels really good to play in general, but then there's everything else in the game and it just feels so raw. Sure, you can go kill tiny and get extra max health - eks dee! You can devour the moon with the sun and now you can pick up a spell in the desert that instantly kills you - very epic! Meta progression as unlockable spells is fine in the main gameplay loop but spending hours or even days unlocking a cosmetic on your character or a spell you will literally never use doesn't feel that rewarding, it's a chore you do once before going back to playing the actually finished and fun part of the game. The desert chasm is the perfect representation of what the late game feels like, literal placeholder location. Enemies and bosses are not designed for late game at all, everything is kind of a bullet sponge, and some of the sponges polymorph you and you instantly die (XD). Dragon either instagibs you, you instagib it, or there's a chore of depleting it's hp, kolmi is kind of a joke, wizard's den boss tries to be a proper fight but you can just drown him in acid. Meanwhile say in Elden Ring every boss is unique and memorable because they have actual attacks that you have to actually learn to deal with. For a game that makes you decipher the in-game language to understand how to reveal more lore about the game the lore itself is very lacking. Why is there just an invisible giant skull in snowy chasm and who forgor him? Why did squidward wander so far away from bikini bottom? Who are gods and how can I tell them to cry about it? None of this is explained as far as I know but hey, we get to know that the industrial revolution hatched from an egg. Another issue are spells, you'll find a giant meteor and it's worse than the spell you started the game with because 2 modifiers make it instantly kill everything in the game. Spells are scattered around very randomly, you'll find like a slime mist and carry it the entire run, and next run you'll find explosion on slimy enemies and then not find slime mist, it's kinda annoying and ends up promoting like 3 builds you can build consistently from everything game randomly throws your way over making actually unique wand builds.
Noita sweep ✏🔥
chat maggots saying why are mid games in B tier, forgetting what mid means
1:22:03 honest to God skill issue
real
Real
God as my witness, he is suffering from skill issue.
How could 100% pure chance be a skill issue?
Holy carp, Nowak tatoo bino got is INSANE, really cool.
You should play Pizza Tower, very fun game that should fit in in 1-2 streams (any% average play time is 6-8 hours).
Cant wait for the Katana Zero and Blasphemous streams then
i like blasphemous but i dont blame him for bouncing off it tbh, story is schizo until the very end, bullshit spike instakills are cancer and the game has like 2 good bosses until you do the postgame DLC
Outer wilds in epic tier, this tierlist is instantly factually correct.
it's a shame he never archived his stream of it. it's lost media
it's a shame he never archived his stream of it. it's lost media
I used to agree with the sts rant, until I played Balatro. If spire is cigarattes, balatro is crack.
Albino literally jorks off Slay the Spire
Jorkin my spire
Bino: Got filtered by Darkest Dungeon, puts it in scat tier
Me who beat the game on all difficulties: "Lol, lmao even."
congrats dude, sadly the streamer has to actually have fun playing games, so he hasn't
@@Prismate people really do hate dd huh
We gotta see Albino play Super Meat Boy. Game is goated
I just did yesterday! loved it, vod soon
@@NotAlbino NO WAY I MISSED IT 😭😭😭
The talos principle 2 is great. I'd love to see Albino stream it.
dam syntheik didn't even make it..
I feel Albino hard on the "Meta-progression" point with Roguelites, though honestly I think he was far more forgiving for that stuff than I am. For me that kind of stuff can be game-ruining, because it really does deflate the satisfaction of playing the game for me most of the time. Like, Rogue Legacy just does nothing for me (a strong D by these metrics) and while I had fun playing Hades, I'm not really rushing to finish the game, because that progression system just made the game feel hollow to play.
I'm more okay with stuff like Isaac, where you still need to find most of the things you unlock on the run and because they're earned from successfully doing something, they feel more like rewards and less like they undermine the reason you're even playing. That said, even Isaac sometimes gets on my nerves with that shit. I'll sometimes open up a fresh save to remind myself of what playing that game's early game feels like and I consistently forget how long you have to play that game until it feels like the actual game begins instead of just piddling around on pointless runs. Doubly so for everything you get out of Greed machine donations, that is a painful chore every time.
The more time goes by, the more I appreciate roguelikes that just start feature-complete. No need for unlocks or arbitrary grinding, just start the game and everything you'll ever play with is in the pool already. Maybe some unlockable characters are fine, but the item pools ought to just be unlocked from the start.
Hard agree. I was completely turned off from roguelites in general in the early to mid 2010s because every single popular game had dogwater meta progression (Gungeon, Rogue Legacy, Isaac, etc.) that basically just says "you have to sink 50 hours into the game before it actually starts". The other thing for me was how much randomness determined how good your run was- don't find any good chests in Risk of Rain or Gungeon? Sorry, might as well just start over now cause you're boned. The first roguelite that I actually liked was Hades, and that was more because it used that time you're building up the meta progression to tell a cool story and I didn't start running into repeating voice lines until literally 30 hours in. I doubt I would have continued if not for that.
Nowadays roguelites are in a much better place, mainly because games like StS have popularized the "pick from 3" reward type to minimize the amount randomness can ruin a run, and making meta progression sidegrades instead of pure upgrades so you can actually win a run first try if you're skilled enough but still have new content to unlock (ascension also helps with this). Those go a long way to highlighting what's good about the genre and making it so you don't have to wade though 50 hours of garbage to get there.
@@ozzi9816
I'll generally deal with progression, where you add items to the pool. My real gripe (outside of very game-specific ones) with meta-progression is with games like Rogue Legacy or Hades, where you influence how good your run is starting off. That to me completely defeats the purpose of why I play Roguelikes and makes me just wonder what the point of the random element is when the game is so fundamentally designed to undercut it.
As far as randomness in Roguelikes is concerned, that's a hard one, because at the end of the day, it's the main strength of the genre. Generally, I prefer roguelikes that let you manipulate the elements. To compare between a couple of the ones you name-dropped, Isaac is really good at this, while Gungeon kinda fumbles it. There's so many weird ways you can force an Isaac run to become good by just being resourceful and mindful of all your available tools, yet the ways you reach that are different enough, that it justifies still being randomized. It's actually really hard to just get completely dead-ended in Isaac, because with a bit of tinkering, you should at least get The Chest route done. In Gungeon, what you get is generally a lucksac and outside of finding secret rooms, there's very little you can proactively do to turn a bad run over. Simultaneously though, the game really doesn't ask for much, you can usually limp your way to the finish line so long as your reflexes are good.
As far as StS is concerned, I'm generally split. I acknowledge it's a really good game, but I just don't like it at the end of the day. It mostly comes down the Ascension actually. I've tried many games with it, StS included, and have come to the conclusion that I just absolutely despise it. It's not like it's fundamentally a bad system, but I've yet to play a game, where it's implementation wasn't the reason I walked away from it. It usually starts off as a reasonable increase to the challenge of a game, but by the end devolves into making the game just feel terrible to play.
But what would be examples of that? And do they really keep you interested as long? Yeah everyone hates grinding, but unlocking new things to do from playing in general is rewarding too
@@Icetea-2000
Project Zomboid is a pretty good example of the "pure" roguelike with no meta progression (At least to my understanding). It maintains interest generally by just being a very dense game to fully wrap your head around and has a high enough difficulty inclimb, that variety comes from the fact that you have to adapt to the hand you're dealt alot of times. There are alot of viable approaches to how you play that game and sometimes the one you go for is decided by the things you find. While I haven't played it, I also understand that Caves of Qud is very similar in both how it is and why it works for it.
Other hardlined, pure "No meta-progression" examples are quite hard to come by, but one that comes to mind being about as close as you can get is Noita. Overall, unlocks in Noita are very scarce, only reserved for very advanced build-around spells. While Noita has a litany of it's own problems, at least when I boot up and start playing Noita, I feel like I'm playing a content-complete game. Another one with relatively few unlocks is Slay the Spire, with a grand majority of the base game accessible at your earliest convenience. Ascension is it's own topic, but of the kinds of things you need to work for, it's far from the worst. Games like Nuclear Throne and Barony are also examples of why character unlocks tend to fare better when choosing between what kinds of things you cut from the player at the start.
When I talk about the failings of meta-progression, I'm usually referring to two different scenarios that tend to happen. First is when the game at base just kinda sucks or is very uninteresting and you feel like getting to a point in the game, where you can start enjoying it is a tedious grind. This would include games like Enter the Gungeon and Binding of Isaac especially. The second kind of problem and one most problematic in my opinion is when the meta-progression is overpowering and trivializes the challenge of the game, to the point, where the randomized elements feel secondary to all the things you equipped before the game even began. Rogue Legacy and Hades are the most apparent and relatively high-profile examples of this, where both games give you so much to upgrade at base, that the things you randomly roll into feel inconsequential or don't change your playstyle next to all the decisions you made prior to even starting the run.
Of course, it's also worth noting that I'm talking in generally absolute terms and the truth is alot more nuanced. Meta-progression doesn't kill a game immediately. I generally like all the games I've listed (I'd certainly not call any of them bad), but I generally think meta-progression is best done, when it's minimalist in it's approach.
@@AlluMan96 Yeah that might’ve been the reason why I never really got into enter the gungeon.
It’s kinda true with Hades, I can beat Hades (the boss) in pretty much every run now no matter what I roll into, after having completed the story fully. I can play whatever weapons and keepsakes pretty much and always beat a run. Though yes, it is only on a few Heat levels and does get significantly harder the more heat you apply, but it mostly feels like an artificial band aid solution to reign in the great advantages the base game gives you to begin with.
The reason this exists is to just give the player a sense of progress, which is important to keep most players invested. Most are not going to be satisfied or have the patience to just "get more knowledge" about the game like in Noita, that’s boring to people, what people want is a shiny new weapon after overcoming a challenge and not feeling like they've been set back before that challenge when losing after it, Getting Over It-style. Even though evidently, even in getting over it, your brain trivializes what you have experienced already and makes it easier because it always learns whether you’re conscious about it or not.
But that’s just not very tangible to most people. People want their progress to be represented and their hours put in to be acknowledged, which tbh is very understandable
YOO HES GOING TO PLAY STEAMWORLD DIG 2
1:21:40 30 minutes deep short breaths and ear cupping asmr 💀
And he watched it all lol
Bro i tought there was gonna be dreadmor as well ....he made a bunch of streams of it no?
Me, an Omori fan: D Tier...? Like I'm biased as fuck, but isn't that kind of harsh?
"Combat was shit"
Me: Understandable, have a nice day
subnautica is fucking amazing but its not for everyone. based spire opinion tho
not omori in D tier 😭i understand the combat system isnt the best but can you give the story another chance 😭
edit: im fucking done, he put the coffin game above omori 😭😭😭😭😭
He says the story was actually interesting, but the combat system sucks. If it was a VN maybe it would be ranked higher!
@@BerriesNotNice but he said he cant bring himself to finish the game because of the combat systems, when most of the good story is at the end. I just hope he can give it another chance.
@@KhangAJ
Do keep in mind that this is Albino 🙂
i am not going to waste my money on the suicide white dark color pallete game.
@@oljwbajajer01 thats like 1/100 of the game but alr bro 🤝
Counter point: kyus
nuclear throne arg
Albino casually ignoring the twin strike at 25:51
love seeing people mald because of game opinion
Strikeful strike, charged prostate, lmao
Play Library of Ruina
Noita is great but people calling it perfect are insane. It desperately needs some gameplay tweaks that would be easy to implement but the devs seem to love trolling the player for no good reason. Example: give the player some s after taking damage. No reason this isn't in the game
its my favorite game and i agree that its not perfect, but of all the problems, the lack of s is 100% not the problem with it. Albino's complaint about it made a lot more sense
L + no gold + Skill issue + dies in coal pits + polymorphed + The gods are enraged
:D
Pagman
NEVER let bro cook again