![]() Watching EVO livestreams for more than a decade helped, too - great place to watch and kind of have your mind blown by what pros pull off in those games when you grow up playing tons of fighting games but have no competitive scene to really show off the extremes that the games can achieve. I’m still not very good at any particular fighting game, but I’m no longer afraid to hop online and start grinding L’s and progressively getting better - I almost assuredly get to a few matches where I get to apply what I learned and earn a win for it, and that’s been a revelatory and genre-elevating experience for me. Being able to hop online and have it feel much better with rollback netcode has actually made me interested to play competitively. It was only more casual friendly games like Soulcalibur II that my friends would ever play, and while I loved that, my circle of friends was never going to be enough to really light up my competitive passion. I didn’t have a strong local arcade scene (and I grew up in the era where that was definitely occurring on the coasts) or friends that were particularly interested in the genre. It wasn’t a lack of interest in playing fighting games competitively that kept me from doing it growing up, more or less it was the lack of competition I had. The advances in netplay - while still not universal - have kind of managed to keep the genre afloat for me, too. I do lament the lack of attention being placed in single player activities, but I also realize that a lot of my personal single player activity as a long-time casual fan of the genre has been fairly basic modes - Arcade, Survival, etc – and meeting conditions to unlock characters in old-school fighters. While I don’t dislike turn-based RPGs (DQXI and Yakuza: Like A Dragon are personally some of my favorite games of the whole previous generation), I do prefer the action lean that the genre is taking, so I guess that’s a big part of why I’m generally not feeling the same sense of fatigue.įighting games are odd. If I’m going to be repeating similar actions over and over throughout a game, I personally prefer the more “immediate” feel of realtime combat. But I know the big difference there is that I’ve always been a huge fan of action games and that I’ve personally been pleased about the increase in genre overlap between action games and JRPGs. I gotta say, I do enjoy some of the same genres as the OP as my favorites. That said, I can’t account for someone else’s taste and don’t hold the opinion that everyone else should feel the same way. I just reached my mid-30’s, so I’m not really young and impressionable and new to the medium, either. Players will be able to easily navigate the game's detailed character creation, real-time-with-pause combat, and party management from their couches thanks to new TV-friendly menus and controls.There’s some obvious disappointments from time to time for my tastes and trends that I don’t like, but I’m still at my peak enthusiasm for the medium right now, and that’s been sustained for several years in a row. Paradox Arctic has thoroughly updated the Xbox One version of the award-winning RPG for play with a controller, and have entirely redesigned the UI for easy viewing on televisions. Now, Paradox Arctic has adapted this unmissable RPG for an entirely new audience on major consoles - bringing Pillars' fantastical world, tactical combat, and unforgettable story to fans on a whole new platform. Pillars of Eternity: Complete Edition includes all previously released additional content from the PC version, including all DLC and expansions in a single package.īut Pillars of Eternity: Complete Edition goes beyond just offering everything together. From there, it released to broad critical acclaim, won dozens of awards, and has been a fan favorite on the PC. Pillars of Eternity, the ultimate role-playing experience on PC, comes to Xbox One! Created by and for role-playing fans by Obsidian Entertainment, masters of the RPG genre, Pillars started as a Kickstarter project, where it shattered all funding goals and pulled in more than 75,000 backers.
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