This game sucks

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If this game was Warband with better graphics and slightly improved gameplay it would be game of the year. Nobody would be complaining about it.
I doubt that. I think people would be complaining that it's just Warband with better graphics, and they would mention issues like why the army problem still existed. The general sentiment is that people want more stuff. We want as many deep and elaborate features as possible. Most of the complaints about Bannerlord is that what Bannerlord did add are shallow, not because they added too many features.
 
That could lead to backlash down the line. A good example of a game that sold previously due to hype was Cyberpunk 2077. Another might have been Mass Effect Andromeda.
The games industry has been like this since the early 2000s and it's only become more intense with digital distribution becoming the standard. Like, in the 90s, there was a game called Daikatana and it had lots of marketing thrown its way, but basically every games journalist called it complete **** on release. It bricked, hard. Back then, the magazine reviews would sometimes hit the shelves before the game itself, and usually at the same time, so everyone would know a game sucked. I remember being a teen shopping at Egghead Software, and they'd let you go to the magazine rack and look up a review on any new release before ringing up the purchase. It was a totally different culture around sales.

Nowadays, most game sales are made in a very short period after release and review embargoes are ****ing tight to exploit that.
 
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I doubt that. I think people would be complaining that it's just Warband with better graphics, and they would mention issues like why the army problem still existed. The general sentiment is that people want more stuff. We want as many deep and elaborate features as possible. Most of the complaints about Bannerlord is that what Bannerlord did add are shallow, not because they added too many features.
didn't know you were a mind-reading future predicting guru! Living and learning I guess!
The games industry has been like this since the early 2000s and it's only become more intense with digital distribution becoming the standard. Like, in the 90s, there was a game called Daikatana and it had lots of marketing thrown its way, but basically every games journalist called it complete **** on release. It bricked, hard. Back then, the magazine reviews would sometimes hit the shelves before the game itself, and usually at the same time, so everyone would know a game sucked. I remember being a teen shopping at Egghead Software, and they'd let you go to the magazine rack and look up a review on any new release before ringing up the purchase. It was a totally different culture around sales.

Nowadays, most game sales are made in a very short period after release and review embargoes are ****ing tight to exploit that.
early 2000s it only slightly started to slowly push towards what we see today - but the crap release flood started around 2009/2010 where all games started getting dumbed down non-stop...
I personally have seen 2 decent titles since 2010. Rest might be salvageable by modding or simply provides some short-term novelty that's easily forgotten. - there's a reason why I kept playing WB for early 2010s non-stop, it def wasn't because the game was state of the art...

For anyone wondering the 2 titles I referred to: TW3 and KCD - solid games if anyone wants to try them.
 
early 2000s it only slightly started to slowly push towards what we see today - but the crap release flood started around 2009/2010 where all games started getting dumbed down non-stop...
I personally have seen 2 decent titles since 2010. Rest might be salvageable by modding or simply provides some short-term novelty that's easily forgotten. - there's a reason why I kept playing WB for early 2010s non-stop, it def wasn't because the game was state of the art...
Maybe you don't like video games? If you can only point to two titles post-2010 that you actually like that seems to be more an issue on your side then an issue on Game Development's side.
 
didn't know you were a mind-reading future predicting guru! Living and learning I guess!
Oh don't worry. It's natural that you didn't know. I never went around bragging that I studied sentiment analysis and mathematical prediction.

Maybe you don't like video games? If you can only point to two titles post-2010 that you actually like that seems to be more an issue on your side then an issue on Game Development's side.
You don't get it, man. If you were educated in ze artz, you'd know that to show your expertise you need to look down and insult other people's works. Knowledge is supposed to make your life miserable. It's not for making you appreciate things and growing empathy so that you can tolerate others' shortcomings.
 
You don't get it, man. If you were educated in ze artz, you'd know that to show your expertise you need to look down and insult other people's works. Knowledge is supposed to make your life miserable. It's not for making you appreciate things and growing empathy so that you can tolerate others' shortcomings.
Damn. You're right. I don't understand the arts, I was born in the 2000s so I am clearly just a stupid child. Once I am older I too will **** on anything, however instead of the 2010s it will be anything made after 2020.
 
Maybe you don't like video games? If you can only point to two titles post-2010 that you actually like that seems to be more an issue on your side then an issue on Game Development's side.
it can actually be measured by math... This is an hypothetical example because I won't go digging for the exact numbers, but it's something like prior to 2010 games were focused on creative instances and had like "10 feature" while now games carry like "5 features". The improvement was only on a technical level, but we see half or even less depth to gameplay loops than it used to, if I were to score BL on that hypothetical number, I'd say it has like 2 features.
 
Damn. You're right. I don't understand the arts, I was born in the 2000s so I am clearly just a stupid child. Once I am older I too will **** on anything, however instead of the 2010s it will be anything made after 2020.
To be clear, when I say early 2000s, I mean the specific hype-machine type games that were made just to bilk early sales as hard as possible. Digital distribution was exotic and pre-orders were in their infancy, but there were enough sales bound up in hype that game companies courted reviewers, had media pushes and did things to generate (very temporary) consumer goodwill to make sure the release was smooth.

That was still an improvement over the 90s though. Anyone who says gaming now is worse than it has ever been is either lying or too young to experienced the era in gaming where like half of all titles announced turned out to be vaporware, where games were literally broken (as in, can't boot up, can't create a new character, can't get past level 4, etc.) on release, where patches were rare and frequently had to be paid for, where every successful game spawned an immediate horde of clones six months later and there would be actual, literal plot holes because a whole segment of the game was cut but the devs had forgotten to rewrite the story around that.
 
People just remember their childhoods, and every era has its problems. I didnt play that many games growing up in the 90s and 2000s, but it's way more convenient and far cheaper to play games now than it ever has been, so long as you don't drain money on gachas or whatever. The proportion of trash and scummy businesses now and then is about the same.

The fundamental difference is that there is more high profile trash than ever before, and the boom of unique kickstarter indies is mostly over. So anyone hedging their bets on low bugdet indies now faces an ocean of derivative trash. Most of the good stuff is mid to high budget games from semi-established companies.
 
Look at this couch lance animation hahahah. You even need a mod to make those stupid short lances look like actual lances. This game fails to deliver even basic gamplay elements. What an immersive experience.
 
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My most upfront memory about early (for me, I got a PC in 1999) PC games is that (felt) about 50% did not work after installing. It was a bit like a lottery. I don't miss that time.

And if I could get Warband with BL graphics or BL I would probably play BL because I really don't like some features of Warband and many features beloved by others I do not care for. Surely some will tell me that it is scientifically proved that BL is garbage and Warband is great, I'm curious.
 
what did you expect? their entire studio is built upon the success of other people's hard work. communication was the equivalent of a brick wall as early as the open beta.

with a lot of this showrunner drama going on about beloved series being butchered by forced creative (uncreative) vision, I could think of some very good analogies between taleworlds and the community.
 
Surely some will tell me that it is scientifically proved that BL is garbage and Warband is great, I'm curious.
Compare them on the fundamental feature they share which they did not try to reformulate from one to the next: combat. It's still four directions for attacking and blocking, four weapon/shield slots, feints, kicks, and chamber blocks. New mechanics are really just variations on existing mechanics or techniques: directional shield blocking is just more forgiving weapon blocking, shield bashes and hilt strikes are just lighter kicks which don't root you in place, combos are just double swings with bespoke animations, block crushing was expanded beyond two-handed maces to include other two-handed weapons. Stances were a mechanic that did alter the combat system in new ways, but I believe that was tuned down to the point where it's purely visual. So, not really a lot of innovation on this front overall and honestly that should be a good thing because M&B's combat is what sets it apart from all imitators. Readable and responsive, not too twitchy, and with lots of space to play mind games. The whole experience was tight, with all the pieces sized & fit properly.

Unfortunately, while Bannerlord is still well ahead of many other games which have tried to recreate that magic, it's not as readable or responsive as Warband was. Bannerlord looks nicer in general, though some of the animations are still a bit awkward (nature of the beast for the 4-direction system we have, so it's forgivable), yet because the animations aren't as exaggerated as Warband's it is a tad more difficult to read them. For your standard 4 attack directions it's no big deal, but the combo system's chained attack animations can be misleading. For instance, chained one-handed left swings are pulled back to the right, then pass over and behind the attacker's head before coming back out on their left. In terms of responsiveness it has certainly improved a ton since the stance modifiers were taken out. Blocking and attacking on the "wrong" side from your stance were incredibly slow. Still, it doesn't feel as crisp as Warband did. Shield blocking for the longest time had a readability/responsiveness problem as the defender, where weapons which did not physically collide with the shield model would not be blocked by it, which resulted in being struck in the head over your shield or from the sides while actively blocking. I bet that's still in there to some degree but I haven't really noticed it since launch, because I believe some of the shield "forcefield" is back for melee now. I could be wrong, because I've been running lots of two-handers (crush-through is broken, more on that in a bit).

The other most noticeable changes to combat were tolerance-based. In Warband, a chamber block was executed by (roughly) facing your opponent and beginning an attack of your own on the same side that an enemy attack was about to hit you from. If your enemy was swinging on their left (your right) then you would begin a right swing within a short window to block that attack while readying your own. Fundamentally this remains the case in Bannerlord, but in terms of execution the window is much narrower and the leniency in your facing is incredibly small. It is my understanding that your weapon model must actually collide with the incoming weapon model for the mechanic to function, which makes it remarkably more difficult to accomplish for some attack directions when compared to others. This inconsistency discourages people from learning the mechanic, especially with how disproportionate the risk is compared to the reward. The second major tolerance-based change is the crush-through on two-handed weapons, which nobody seemed to really want and which many people have complained about. The mechanic gave two-handed maces a niche in Warband, but having the mechanic available to all two-handers in Bannerlord makes it less interesting and more annoying. Success is based on speed bonus and weight, as far as I know, and it's compared against the defender's weapon's weight when they block. Some two-handed weapons will consistently crush through pretty much all one-handed weapons, and in SP at least it is commonplace for two identical two-handed weapons to crush through each other regularly. Battanian tournaments can be quite a nuisance when it comes down to dueling with two-handed axes.

Is Bannerlord garbage in this compared to Warband? No, I don't think so, but it's like going from name-brand tortilla chips to store-brand. It's still cut tortillas fried and salted, it's still the best thing available to go with your salsa, but they're a little greasier and not as crunchy. Thankfully it's a lot easier to make your own tortilla chips than to make your own M&B.
 
Compare them on the fundamental feature they share which they did not try to reformulate from one to the next: combat. It's still four directions for attacking and blocking, four weapon/shield slots, feints, kicks, and chamber blocks. New mechanics are really just variations on existing mechanics or techniques: directional shield blocking is just more forgiving weapon blocking, shield bashes and hilt strikes are just lighter kicks which don't root you in place, combos are just double swings with bespoke animations, block crushing was expanded beyond two-handed maces to include other two-handed weapons. Stances were a mechanic that did alter the combat system in new ways, but I believe that was tuned down to the point where it's purely visual. So, not really a lot of innovation on this front overall and honestly that should be a good thing because M&B's combat is what sets it apart from all imitators. Readable and responsive, not too twitchy, and with lots of space to play mind games. The whole experience was tight, with all the pieces sized & fit properly.


To add to that, the main thing that bothers me about the animations in bannerlord is that theyre all very fat and chunky. Every action has a windup to its windup, the running animations happen at a brisk walk speed at best, and everything has too much inertia. Even the idle animation is absurdly obese, the arms hang out at 45 degree angles away from the body. It's just silly.

That combined with the awful oversized silhouettes, the often indistinguishable arms, and the almost wholly uncontrasted colour scheming makes it way harder to see what's going on. Melee usually resembles guys in fatsuits slamming in to each other. Their decision to have 40k tier pauldrons on everything is such a bad choice and it is a disaster for fast readability.
 
Is Bannerlord garbage in this compared to Warband? No, I don't think so, but it's like going from name-brand tortilla chips to store-brand. It's still cut tortillas fried and salted, it's still the best thing available to go with your salsa, but they're a little greasier and not as crunchy. Thankfully it's a lot easier to make your own tortilla chips than to make your own M&B.

I think the main problem seems to be a general lack of depth, especially later on in the game. More strategy, kingdom management, intrigue, etc, would be really helpful.

Another is that there are still bugs that need to be resolved.
 
The MP was so good in early Warband days that even some of the flimsier aspects of Warband SP could be forgiven as this was almost like a dual product. F'n early day just outta Beta clan wars were epic in Warband -quite possibly the best MP experience and times of my longtime PC gaming hobby.The learning curve was simply fantastic and practicing footwork, countering, chambers and perfect manual blocking reminded me of real combat training. The MP in Bannerlord just didnt grab my attention at all past maybe the 1st or 2nd time messing with it for the reasons stated by the moderator above -sure it looked pretty, but wadnt tight.. (dubs intended)
 
Is Bannerlord garbage in this compared to Warband? No, I don't think so, but it's like going from name-brand tortilla chips to store-brand. It's still cut tortillas fried and salted, it's still the best thing available to go with your salsa, but they're a little greasier and not as crunchy. Thankfully it's a lot easier to make your own tortilla chips than to make your own M&B.

A great way to describe it! 🤣
 
Inappropriate behavior
Untrue. This is Armagan's life's work.
If this is his life's work, then he must have a very crappy life and very low standard to deliver such a game without great quality, making a system 2010 in a game of 2022.
but the problem like apocal said, it's alway.. "Let's ask conversion mods to the unpaind work and make workers more lazy"
 
The game doesn't suck, it's very good in some aspects (battles) but also very average and often shallow in other areas (RPG elements, fief management...) and sometimes unbalanced (smithing, perks).

For a newbie, this game is great.

For a M&B veteran it's meh.

For most hardcore fans of the franchise, it's extremely underwhelming and thus "bad".

Depends on the perspective really.
 
"The devs never listen to us!"

"This game sucks and is a grift!"

Some of you need to touch grass. And I mean that with all the disdain I can muster. ****ting in someone's house is rude as ****.
 
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