Top 10 gaming trends that want to die on next-gen consoles

This holiday season, we will have new consoles in our entertainment centers. While we American gamer staff made a decision between the two, we’re still looking for the PlayStation 5 and Xbox Series X anyway.

Lately I’ve been thinking about what we’re waiting for from the new consoles.No, not in games or in technology. Above all, I’ve been thinking about the game trends we’d like to keep in this new generation.You know, the kind of thing we don’t need to see back, whether it’s a canopy of a downtempo song in a trailer or sneaking through two rocks to hide a loading screen, so here are the 10 trends we hope will avoid PS5 and Xbox Series X games.

I partly blame my existing aversion to follow-up projects in Ghost of Tsushima, which I’ve been betting a lot lately.Ghost of Tsushima is the best example of project failure tracking: an open-world player exploration and experimentation game, forcing you to slow down to a ramp, following an arbitrary trail with an instant failure status if targeted.

If the follow-up missions can’t completely disappear, I’d at least prefer there to be some result other than an instant failure state for when you mess up. Let there be helpful praise for slowing down to a tedious move slowly and forcing us to stick with it, and non-instant play punishment in case we are caught. Games like Ghost of Tsushima are all about adjusting to your current situation, be it a Monpasslian warrior with a flaming sword pointing at you or a huge black bear chasing you, and follow-up missions rob the player of this variety entirely. —Hirun Cryer

Look, I sense that the component of artistic paintings is to allow you to explore real-world themes.It’s a way to paint through your worldview, your memories and your emotions.Combined with the collaborative nature of game development, this can lead to de facto transformative experiences.I need the developers to do it!

But all too often, the metaphor is completely open, the terrain is our main character who fights with his demons, fights them or avoids them, and those demons are completely in the nose: a persuasive Satan to constitute an addiction, an ogre to update a violent member of the family.

Placing a discreet metaphor on a very popular platform or adventure game doesn’t help your message.If you’re creating games, you want to make sure you have unique mechanisms that fit the themes you want to stream.afraid to hide the metaphor a little; Of course, you may want to communicate about intellectual fitness or triumph over non-public trauma, but if it is something that happens slowly for the player without their initial knowledge.Instead, too many games place this point on the front of the proverbial box, which ends up undermining it.— Mike Williams

“Ubisoft Towers” was already a commonplace when they gave the impression on Breath of the Wild 3 years ago.That same year, Horizon Zero Dawn gave the concept a clean, cellular touch to the concept with its Tallnecks, but they still fulfilled the same goal.The “sync points” have recovered the impression in their original franchise with the next two Assassin’s Creed games, and it turns out that they will also be provided in Valhalla.

What began as a smart way to advise players through Assassin’s Creed’s first access now increasingly resembles a remnant as the series expands into range and mechanics.world games, ends up coming out like a sore thumb.

Ubisoft Towers has come to outline a stereotypical technique for open global design.With next-generation games, it’s not as if each and every open global name deserves to start with a full map or embark on a discovery without direction, but it would be great to see developers find new answers to Ubisoft’s problems.The towers exist to solve. If there’s a map to unlock, a quick spot to unlock, or a great view to admire, just avoid telling players to come to that tower there (then this, and this, and it’s up to infinity)—Mathew Olson

A trailer is not easy to make. Often, this is the first impression any potential player has of a game, so you have to identify many things in no time.This means not only the gameplay or decoration, but also the tone.Today’s games are getting more and more mature.. For each and every Paper Mario, there are Gears or The Last of Us.

For apparent reasons, this has resulted in advances that employ darker music, rather than a band and, for some reason, are versions of songs whose original content was probably not that.

In some cases, it’s a disconnect, like a Skull Trailer.

Even in some cases, suitable song options with a less effective canopy style were used.This trailer for Gears Five makes wonderful use of “The Chain”, but that the Fleetwood Mac edition that starts at the best time for the trailer, is a movie.awning trailer style, focused on the singer. And then there’s this:

No one, no one, no one deserves to do a canopy of “X Gon ‘ Give It To Ya” encouraged through Lana Del Rey, let alone use it for marketing purposes.Oh, and Ubisoft deserves to reconsider the possible options of his song if he needs to keep doing the total “apolitical” act.Only use normal versions of pop songs!The Use of Borderlands from “Ain’t No Rest For the Wicked” still works for a reason!-Eric Van Allen

Look, the police view itself is a pretty good idea, but I don’t like the way so many games use it as a crutch or as a visual shortcut, or just put it in games that don’t justify it.highlights topics of interest, you know, like what the environment design wants to do, or create a delight that allows me to deduce things and find out what I deserve to do organically. Painting part of the global in bright orange is simply lazy, not for Mention that many games with it require you to walk slowly while it’s lit, telling you “you can run or you can see things, but not both.After all, we don’t need you to spoil.”

What makes the scenario worse is that some designers seem to think that police vision is something of a puzzle, where it all comes down to that, if you walk into a room and don’t know without delay what to do then you press a and then take a look at any object that has replaced the color.And I don’t think it’s a coincidence that those who do missions that Hirun was so rightly irritated intensified in proportion to the detective’s vision.Each and every game that told me I had to press a button and then hit a bright line on the floor, I still couldn’t drink enough alcohol to make them fun.— Joel Franey

During the recent Technical Demonstration of Unreal Engine 5, I was a little annoyed: heroin sneaks into a small space.Epic Games then claimed that this was not a way to hide loading times, as it has been its maximum apparent use in the existing generation.Unfortunately, he used the “squeeze between those big rocks” anyway.I’m tired of him.

It has become such that it no longer intelligently hides the burden of the environment, as it used to be the norm, now it’s just one of the things that triple A games do in the third person.2, I slipped between spaces. In Final Fantasy 7 Remake, I slid between spaces. It has become so ubiquitous that even in games that do not want to hide loading times, they find a way to get the mechanics in, as in Ghost of Tsushima In the next generation, I wish no more.

Let’s hope that one day, the generation of next-generation consoles will mature to a point in the middle generation where, perhaps, there is no more burden to hide, or at least not in an incredibly apparent way.I guess we’ll be stuck with that for at least a few more years.I can’t wait to go through more cracks and complain about it on PS5 and Xbox Series X.— Caty McCarthy

Originally, I sought to provide this as a real war tired overall, but that’s not true. Games like Fall Guys have shown that there is still a lot to do in the massively multiplayer domain of the last person. , to see what it is that made so many real warriors seem outdated to me. It is not falling on an island, giant maps or even shooting. It’s that damn circle.

The circle became popular, as far as I know, through PlayerUnknown’s Battlegrounds, one of the Ur-Royals.Then Fortnite used a similar formula. Since then, all games have used a formula that is a circle, or at least an adjacent circle; either they have inaccessible or destructive sections of the map over time, or they simply put in effect an invasion circle.

It is vital to narrow the circle of possible wars, especially with such large cards and in a game where the number of players will minimize the match, however, there will have to be better tactics to do this, and the circle feels like a simple Hyper Scape plays with sections that fade over time, but I need to see more games explore how a map can evolve into other tactics of a game.What if an arena was the same length but presented exclusive dangers to inspire movement and discourage “camping,” such as the time book/the Hunger Games movie, or what if, like Fall, the war took place in other arenas and declining players combined?

Battle Royales is still fine. It’s just the circle you want to change.— Eric Van Allen

Look, I don’t need to tell a developer what he can and can’t do.I also don’t need to feed the “CalArts-style” nonsense I see online.But friends, you feel that you are exploiting the same ground to your detriment.

Overwatch is one of the biggest games of the latest generation, and part of that is its well-designed character frame.Not only are all characters immediately readable on the battlefield, but the designs have a lot of personality.Overwatch, and then Fortnite, or use this own visual style, suitable for action and animation figures.

If you’re not Overwatch or Fortnite, using a similar taste will slow you down. The recently released Rocket Arena is a smart example: the 3v3 sand shooter doesn’t look like Overwatch or Fortnite if you drill down into the details, but it extends to the front.of a player, has a similar atmosphere. Quint and would be negligent to make a difference.Amazon Breakaway and Hi-Rez Studios’ Paladin also exploit a similar space, to the point that if you search for “Paladins” on Google, “Overwatch” seems to be one of the additional terms.

An exclusive artistic taste can be very useful in getting players to pay attention to your characters.Imagine an online multiplayer game with Okami’s sumi-e taste or a watercolor aesthetic?Immediately, you stand out from the crowd. I understand why the “Overwatch aspect” is one thing: it’s transparent and readable, but developers dream big.— Mike Williams

I have two PlayStation 4. I keep my launch edition in my bedroom and my PS4 Pro in my living room. My PS4 launch is what I like to call my ‘Call of Duty machine’. That’s because almost nothing else suits you.

Lately it’s become a joke. The record length for triple A games is already huge, the maximum is around 100 GB.With live service games and general fixes after release, those record lengths have only increased over the years.What will be the duration of the update for the fifth season of Call of Duty: Modern Warfare, since it is already shooting around 200GB. Destiny 2, for its next expansion, literally brings planets back to a level to decrease the duration of their record.For many live service games, they essentially ask to be the only game on their hardware because you have no choice (unless you have a long hard drive).

The Xbox Series X and PlayStation 5 also don’t grow much in terms of hard drive storage; the PlayStation 4 Pro and Xbox One X have a 1TB hard drive, just like the Xbox Series X; The PlayStation 5 is even smaller with 8 4GB.Sony said its new patented SSD would reduce the duration of installation, but as the game progression triples, the length of the files will only increase, it will not decrease.

My wish for the next generation is that the hardware itself will create answers for this, as the PlayStation 5 already promises.Perhaps it radiates in a more impressive compression; developers want to reduce their losses and make games smaller and with less knowledge.I’m not a tech expert, so what do I know?I just don’t want a game to occupy the most of my hard drive.That’s it.—Caty McCarthy

Bleeeeagh.Nothing tests my patience more in those days than a craft formula that is vestigial and dead to me. Crafts will have to be both an art and science, build ingenious gadgets and structures to solve complex upheavals in one of the many But a game in which there are less than a dozen resources and you only combine them for upgrades and the same 3 elements?It’s just another coin, not a resource to experiment with and play with.

Horror games seem prone to this scourge, perhaps thinking that they owe a symbolic tribute to Resident Evil. Alien: Isolation and The Last of Us were obvious cases, like Horizon Zero Dawn, Assassin’s Creed Odyssey and Red Dead Redemption 2, to call a These games do not advance with artisan mechanisms, nor are the bars improved through open micro-games and karaoke: it’s anything they feel they should have, no matter how many other people resent them. – Joel Franey

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