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Guacamelee is still an ongoing issue with how its versions were (and are!) released and sold as separate products, and there's no converting your save from one to the other. I can't comment on the 'enhanced' edition, since I made the mistake of playing the non-enhanced version first.

Nioh (both, but especially the first) got a new difficulty level with each big DLC, and often got new base levels that were ultra-hard levels added even in the main game. These were lousy, punishing, unfun affairs, like fighting multiple bosses *simultaneously*. They also added tons to the bad gear grind parts of the game, eventually adding entirely new tiers of rarity. There's probably a magical version that was ideal. (I didn't follow closely enough to be able to pinpoint it.)

RimWorld is great and its expansions both added a lot of awesomesauce. But the devs keep balancing around Das Uberplayer/the peak meta, which leaves so many people (like yours truly; and especially any newbies) in the rubble. I think they've recently realized this and the latest patch notes finally undid a tiny bit of the defensive structure nerfs they had been doing.

RollerCoaster Tycoon 3. Not an update, but an expansion. The Soaked! expansion completely wrecked the economy in the game. It was too easy and too cheap to make great profits with even a small pool section. RCT3's still a great game though. (And it's a shame it has been absent from GOG entirely since it was removed. Stupid Frontier Developments.)

Final Fantasy X's "International" version is inferior than the main game in most ways to me. It added some good things, but the Dark Aeons are all anti-features, especially how they break backtracking in the game. I also don't like the redone sphere grid where everyone starts in roughly the same spot and it's easier to get everyone all jumbled together instead of being distinct. (Obviously late game, everyone eventually can learn much of anything -- but it takes great effort to get there in the original release.)
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mqstout: Final Fantasy X's "International" version is inferior than the main game in most ways to me. It added some good things, but the Dark Aeons are all anti-features, especially how they break backtracking in the game. I also don't like the redone sphere grid where everyone starts in roughly the same spot and it's easier to get everyone all jumbled together instead of being distinct. (Obviously late game, everyone eventually can learn much of anything -- but it takes great effort to get there in the original release.)
FFXII had much the same problem with the international release. I hated picking classes.
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paladin181: FFXII had much the same problem with the international release. I hated picking classes.
I, fortunately, got the word and never played XII original release. (I dodged that awful "don't open any chests!" bullet.) I did play the XII remaster [which is based off the international], and it was almost a decent game to me. But still had major issues. I have no idea WTF they were thinking with the license board being blind select originally! People are just going to look that up, yo, so why bother? It's just making the game *worse*.
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mqstout: RollerCoaster Tycoon 3. Not an update, but an expansion. The Soaked! expansion completely wrecked the economy in the game. It was too easy and too cheap to make great profits with even a small pool section.
It really feels like they overmagnitized the value of the pool. Which, given that inclement weather really isn't much a consequence anymore, does make it just a bit easy to build a ridiculous pool park.
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paladin181: FFXII had much the same problem with the international release. I hated picking classes.
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mqstout: I, fortunately, got the word and never played XII original release. (I dodged that awful "don't open any chests!" bullet.) I did play the XII remaster [which is based off the international], and it was almost a decent game to me. But still had major issues. I have no idea WTF they were thinking with the license board being blind select originally! People are just going to look that up, yo, so why bother? It's just making the game *worse*.
The licence board feels like a worse Dress Sphere, and I'm not sure what to make of the sentence I just typed.
I want to say I understand the Titan Quest business, but I already updated the game to play Ragnarok... which I have not done since I refuse to beat Hades again. My build was kind of stupid already and beating him the first time was just luck and me spamming potions and attacks constantly until I got it right. Besides, I kind of like the game as a relic of its original release era anyway. So, I am just replaying the game right now which does hurt my Games Finished list.

I also want to say that I liked the UI in Grim Dawn from before I installed Ashes of Malmouth. I loved Malmouth and do not remember much more than preferring the older UI.

One area I can certainly agree with the sentiment is that I actually cannot stand Tekken 7 anymore. I loved the game I first saw in an actual arcade machine and that I played as an early game for my PS4. The tracks for the menu, the simplicity of the UI, the roster and the character designs were all something I hold very dear. However, the game currently feels like a bunch of cluttered crap. Add onto that one of the problems I have always had with the main dev/producer is that it feels like he just throws in whatever he feels like/ that he is into at the moment. Also, the characters that fight me but that I cannot play as without shelling out cash just aggravates me into just quitting. These days I can actually play more Dead or Alive 6 when the mood for a fighter takes me than Tekken 7. At least DoA 6 has always been a mess, Tekken 7 used to be a beautiful game but now it feels like a cringey old dude who won't accept he's not cool anymore.
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AnimalMother117: I also want to say that I liked the UI in Grim Dawn from before I installed Ashes of Malmouth. I loved Malmouth and do not remember much more than preferring the older UI.
What UI changed? The main menu was better before, but it's modded to change I believe. The only other UI changes I can think of were moving the buttons in the stash a bit to make room for it to have a bit more storage space (and eventually adding the search box).
For the time being, I prefer Dead Cells as it used to be. This is particularly ironic for me, as I constantly complain about indie games lacking content, whereas this game keeps getting more and more. I think it is just subjective feeling. I couldn't say the newer content/maps/etc are incongruous or anything, just that I remember my past playthroughs fondly and anything that would change that feels unnecessary to me.

Enter the Gungeon iirc was harder prior to the Advanced Gungeons and Draguns (sp?) update. I prefer maximum difficulty, so for me this would mean it peaked at the earlier version.
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rjbuffchix: For the time being, I prefer Dead Cells as it used to be. This is particularly ironic for me, as I constantly complain about indie games lacking content, whereas this game keeps getting more and more. I think it is just subjective feeling. I couldn't say the newer content/maps/etc are incongruous or anything, just that I remember my past playthroughs fondly and anything that would change that feels unnecessary to me.

Enter the Gungeon iirc was harder prior to the Advanced Gungeons and Draguns (sp?) update. I prefer maximum difficulty, so for me this would mean it peaked at the earlier version.
I completely understand your first bit. Forager (which is now a derelict) went though a phase of introducing new content while not improving on the old; and basically caused a massive feature/power creep. Why do normal production when you can zoop off into a wormhole and get nuclear power?
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rjbuffchix: For the time being, I prefer Dead Cells as it used to be. This is particularly ironic for me, as I constantly complain about indie games lacking content, whereas this game keeps getting more and more. I think it is just subjective feeling. I couldn't say the newer content/maps/etc are incongruous or anything, just that I remember my past playthroughs fondly and anything that would change that feels unnecessary to me.
While I haven't played Dead Cells yet, I expect I would agree with you if I had already. Part of the conceit of the game seems to be learning to recognize level design patterns, and once the game gets too many, it's much harder for a player to acquire (and retain) that knowledge.
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Random_Coffee: Rust was very polished and optimized before the devs scrapped it and created the game again from scratch in 2014. It's good now, but there was a long time where the amount of bugs and optimization problems in the new builds were just colossal.
I always wondered why I heard such interesting things about it.
I might also be thinking of ARK though.
Aren't there a bunch of spinoff games made in Rust's engine? (Not the programming language.)
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Random_Coffee: Rust was very polished and optimized before the devs scrapped it and created the game again from scratch in 2014. It's good now, but there was a long time where the amount of bugs and optimization problems in the new builds were just colossal.
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Darvond: I always wondered why I heard such interesting things about it.
I might also be thinking of ARK though.
Aren't there a bunch of spinoff games made in Rust's engine? (Not the programming language.)
Unity is probably one of the most versatile game engines in modern games. It's used in many other survival games similar to Rust, like 7 Days to Die, Raft, and Green Hell, but it can be used for pretty much anything. Even Pillars of Eternity, Shadowrun and Wasteland 2/3 are built on the Unity engine.

Rust doesn't have any spin-off games. Rust is done by the guy behind Garry's Mod, but I don't know if he has done other games other than these two.
Starmade Power 2.0

A whole bunch of new systems / reworked ones - some of which were added to stop people exploiting things. Funny thing is, the development team pretty much only listened to the exploiters and trolls and the game pretty much died online.
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Sachys: Starmade Power 2.0

A whole bunch of new systems / reworked ones - some of which were added to stop people exploiting things. Funny thing is, the development team pretty much only listened to the exploiters and trolls and the game pretty much died online.
Isn't Elite: Dangerous undergoing a similar problem?
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Sachys: Starmade Power 2.0

A whole bunch of new systems / reworked ones - some of which were added to stop people exploiting things. Funny thing is, the development team pretty much only listened to the exploiters and trolls and the game pretty much died online.
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Darvond: Isn't Elite: Dangerous undergoing a similar problem?
Certainly has issues but Im under the impression its more down to a poorly done (and high priced) expansion - as opposed to rewriting core mechanics / engineering entirely.
Post edited December 09, 2021 by Sachys