Don’t Think, Just Jam

I started a screenshot album for my virtual adventures. Check it out if you’d like.

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Cake day: Nov 25, 2023

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Just checked with G1 and 2, the issue is still present for both. The reason it works like this, I think, is because both games can be played entirely with keyboard which makes sudden turns a bit of a pain compared to the mouse. It’s pretty much an assist feature if you will.

But yeah, regardless of the reason for its existence it’s still there.


Gothic

First clear of 2026! Gothic is a game I played many times in the past but never really finished - until now. It still plays and feels really good and I’m pretty happy with it for the most part, I did however completely forgot how unfinished it is. Very limited side content which doesn’t really expand past chapter 2, a bunch of partially implemented or just empty areas, characters that seem like they should have something going on with them. There’s a lot but it didn’t really affect my enjoyment.

I played the game using OpenGothic, project technically focused on Gothic 2 Night of the Raven but it does support the first game as a bonus. Having the ability to play natively on Linux is pretty cool and the whole thing was rather promising early on but the longer I played the more issues cropped up. Some of the problems I’ve encountered include:

  • Missing visual effects (barrier) and minor rendering issues (mostly water, especially waterfalls).
  • Forests feel less threatening due to longer draw distance and lighter ambiance inside.
  • Static rivers - when swimming in rivers in the original water current moves player appropriately, this isn’t the case in OpenGothic.
  • Some quests end without removing brought quest items.
  • Rare quest trigger/advancement issues, ability to trigger things out of order.
  • Various NPC problems, including:
    • Enemies wouldn’t loot player if won in combat (fixed with the latest release).
    • Enemy combat AI can be really wonky.
    • Two-handed weapons are stowed sideways on NPC’s backs (introduced in the latest release).
    • Female characters keep spinning in place.
  • Not really a problem but I don’t really care for the updated visuals and feel they take away from the art style at times.

I’m not sure how many of these have to do with OpenGothic in general and what’s the fault of me playing G1 rather than 2 (as I said, support for the first games is just a bonus). I’m sure some of them were also present in the original but I don’t remember enough from G1 to pick them out. Thankfully, none of these problems were game breaking but I think I’ll play Gothic 2 the normal way (whenever that happens).

All in all, it was a fun ride but it also reminded me why I spent waaaay more time with the second game in the past.

Short follow-up to last week's recap

After writing my end of the year recap I thought it could be fun to try and come up with the first completion date for as many games in my library as I can. I have a spreadsheet with all of them already so all that was left is to try and figure out the dates. It was easy with some and harder with others but I managed to come up with results for 151 games, with the oldest completion date going as far back as 2003.

Why bother? It’ll make another recap easier to write, simple as that. I also like organising things so the process was fun in its own way and gave me a chance to look back at my gaming habits throughout the years.


Didn’t know about SourceHut though it would have to wait until I find a job. GitLab on the other hand could work. I’ll keep those in mind at least, thanks!


The question however is: where should one move then? I’m genuinely asking since moving away from Github is something I’ve been meaning to do for a while now but didn’t have the time to search for alternatives.

The only one I know about is Codeberg, which could work for most but not all of my projects (for now at least). Anyone here knows other tried and tested platforms worth looking into? Preferably free as I’m not in a position to pay for this stuff at the moment.


Just to be clear, I don’t know if it added more reading on top of combat or as a potential alternative since I didn’t play it yet. I just heard there’s more of it (though I wouldn’t say no to improving the ratio between peaceful and combat scenarios).



My problem wasn’t that serious (I enjoyed the combat and only dislike the large battles) but I can see how it can be a run killer. I’m not sure if that’s of any help but I saw mentions that Hong Kong has more reading than the two previous titles, I’m definitely looking forward to that.


I think posting can wait when set against real life (still, nice to have the thread), hope things went well.

Shadowrun: Dragonfall

I finished the game. As a whole it’s a better experience than the previous title, with slightly more interesting writing (both are great), better balance and an expanded format of acting as a shadowrunner. There’s only one issue that really affected my enjoyment throughout and that’s the amount of large combat scenarios (waves or rooms with 10+ enemies attacking at the same time). They weren’t a majority thankfully, but they were common enough to get a little tiring, to say the least.

I like Shadowrun in its small scale and more personal form, anything big (important jobs with tons of enemies, epic stakes) and I lose interest pretty quickly. I don’t know why games feel the need to end with saving the world or equally important scenarios but it’s the most boring direction a story can go for me at this point. Dragonfall did manage to put a reasonably interesting spin on that at least and I think it did it slightly better than Returns so kudos for that at least.

I loved the side character story arcs - small, personal, some more tragic, other ending happily. Advancing them after every run was one of my favourite parts of the game. I wish such mundane and unimportant story beats played a bigger part in RPGs in general.

After finishing two games I think I’m ready to say I really like this series, WAY MORE than I ever expected to. I had some reservations initially, both due to the setting (not because the idea is bad, I just wasn’t feeling it) and jumping in after a long break from isometric RPGs but these games managed to win me over.
I just wish they had more unofficial content. All I have left is Hong-Kong (with its DLC campaign) and 2 user campaigns for Dragonfall (one of them being a remake of the SNES Shadowrun) - once that’s done I’m out of modules. Cant’s say I’m looking forward to that moment.

A.W.O.L.

It’s an indie tactical(ish) FPS made in EDuke32 engine. It has decently feeling and sounding weapons with really nice sprite work, nine levels (of varying quality) and unique hand drawn cutscenes.

Game aims for a more grounded approach, with relatively low health, reloading, aim-down-sights mechanic and 4 weapon limit. Oh, there’s also localised damage system for enemies (well… head shots), simple squad mechanic (with voice acting for combat barks!) and a stealth system.

Enemies are rather brain dead and have trouble aiming when approached from slightly elevated position - they can still tear through your health if you’re not careful though. Levels are a mixed bag, some parts look pretty good, some are a bit undercooked (simple design, broken lighting on certain models, occasional lack of skybox etc). Heck, one of them might cause some Max Payne’s nightmare level related PTSD flare ups due to its design and pixel perfect platforming. On a more positive note, various map elements have pretty cool damage effects, you can really see the your handiwork after more chaotic encounters.

Outside cutscenes some story segments are displayed as dialogue boxes at the bottom of the screen. Unfortunately, these disappear pretty quickly which paired with their tendency to show up in the middle of the action make them easy to miss. It might not be the best story ever but it would be nice to have a chance to enjoy it.

It’s a neat if amateurish project but it’s fun enough way to spend 3-4 hours with. If anyone’s curious about the game it’s free on Steam.

2025 Recap

It’s the final thread of the year so I thought I’d write a short recap. I managed to finish 16 games (that I properly remember) last year, 9 of which were bought this year - I was thinking this kinda puts a dent in the idea of backlog clearing but regardless of their tenure on my “to play” list, the end result is still better than the last few years combined. Backlog is shrinking, if only a little.

Anyway, here are the games I finished in 2025:

  • A.W.O.L.
  • Ace Combat 7
  • Ace Combat Zero
  • Ghost in the Shell: Stand Alone Complex
  • Halo 1-4, ODST & Reach
  • Leisure Suit Larry: Reloaded
  • Project Wingman + Frontline 59 DLC
  • Sam & Max Hit the Road
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Umurangi Generation + DLC

There were also other things like visual novels (if you’re interested in those feel free to join us in the [email protected] community) and some smaller indie titles whose names escape me at the moment. All in all a pretty decent number, I’d say.

Can I beat it next year? Probably not but I’ll give it a shot. There are still a lot of titles waiting for their turn so even this pace means a few years of work just to get through everything. I’ll be happy as long as I can finish the year with a slightly shorter backlog than I started it with.


Regardless of their differences it was still tied to the first game, not making use of this connection doesn’t make much sense. At least it wasn’t the case of (new) Prey where they forced the name of a completely separate game to bump up the sales.


Wait, it wasn’t? It’s a genuine question as I got into the series way past its prime.


Yeah, PE2 can be like that. I vastly prefer the first one as well but I also think that the sequel isn’t bad, it’s just not necessarily what I’d like from a follow up. That’s why I think it’s worth suggesting anyway - some people might find it to be more enjoyable than I did.


Heck yeah, Parasite Eve recognition! It’s a fantastic RPG and one of the more unique ones thanks to its setting and gameplay - I wish later games kept the latter at least. If you didn’t play PE2 it might also be worth a shot. It’s a bit different, both in terms of story and gameplay, but it’s still a solid and enjoyable title.


I’m not sure if it’s actually the case or if I’m just trying to justify my own inability to proceed but I feel like the game fails to properly convey how to proceed at certain points. Things are relatively easy to figure out once I know what I’m looking for but getting to that point can be hit or miss.

That said, these hit or miss points vary with each playthrough for me so I’m leaning towards my brain failing to figure things out.


Antichamber

Decided to give it another shot (third or fourth so far), ended as usual - played through about half of the game and got stuck. I’m obviously missing some logic here but things just aren’t coming together, no matter what I try.

Oh well, see you again in another year or two.

Shadowrun: Dragonfall

I wasn’t really planning on playing it right after Returns (don’t want to burn myself on the series or play style) and mostly installed it to see the difference between the two. Started playing anyway.

I like it so far. I miss being a solo in a new place and the new hub doesn’t feel as cosy as the Seamstress Union but it isn’t bad. Having a proper story related team does make things different enough to keep things interesting. Tone of the writing is pretty different, more “standoffish” and grey than in the first game.

I wasn’t full sold on the updated UI initially but it managed to win me over. I do however have way more issues with miss-clicks in this game. I’m not sure exactly why and while I recognise that it’s my own fault it didn’t make the resulting consequences any more painful unfortunately.
Enemy encounters seem to be a bit more balanced than in the first one and everything feels like an improvement for the most part. That said, there are some scenarios that were… not exactly unfair but definitely weren’t as fun as the rest of the game. It’s fine when there’s an option to scatter and run but that’s not always possible and it did end up affecting my enjoyment at times.

Besides starting the base campaign I also looked into unofficial modules. I’d be lying if I said I wasn’t a bit disappointed by my research (there’s only handful of them and most are unfinished) but I did find 2 that might tide me over if I want more after finishing the story. I’ll take what I can get at this point.

So far so good, I’d say. There are some things that turned out better than in Returns and some that don’t really hit the mark but as a whole it’s a pretty good follow up to the first game. I can only hope it sticks the landing as well.


I’m almost done with Shadowrun Returns - all that’s left is the grand finale. Looks like my breaks for Unbeatable didn’t affect my progress as much as I thought they would.

I’m still surprised by the balance between dialogue (or non-combat gameplay in general) and combat - the former is the more interesting part of the game for me so the current state of things is right up my alley. Not that combat is bad, I actually enjoy it way more than I thought I would, but talking with characters is something I always look forward to the most. This is even more highlighted here as I also love the feeling of community in the “Seamstresses Union”, the main hub of the game - there’s not much to do there nor is there a huge amount of interaction with characters but what’s there is enough to make the place feel like home away from home. It’s great.

Writing is pretty engaging for the most part. There were a few less interesting parts but they didn’t really affect my enjoyment though I can’t say I’m a fan of the last minute swerve into the “gotta save the world” narrative. It’s “fine” but I would simply prefer the game to stay with the small(ish) personal stakes instead. I did end up liking pretty much all of the side characters at least (and even some of the random mercs which have no character or conversations at all).

I was worried about two things when I started this playthrough:

  • Complexity of the game - I haven’t played Shadowrun before and I don’t really play many isometric RPGs these days so I wasn’t sure how well I’ll handle it.
  • I have a bad tendency of starting games, then taking multi month breaks because I got distracted by something else. Thankfully, I managed to power through my mind goblins and finish (well, I will tonight) the game in “one go” - it’s not much but I’m proud of myself considering how big of a problem it can be.

The only issues I have with the game are the fact that some etiquette options are pretty much useless in the campaign and that for some reason game always starts on my second monitor, with a borked resolution. Both issues are a bit annoying but they not game breaking so whatever. Other than that nothing stood out in other negative ways.

All in all, I had a great time and can only hope most of my remaining backlog will be just as entertaining. Time to search for another pick.

Edit: Just finished the game. Final section was my least favourite part of the playthrough - it wasn’t terrible, just kinda “meh” compared to the rest of the game. Still liked the game overall and will be happy to play the other two I have.


Yeah, that was my main issue with the writing as well but I treat it as a remnant of the times. Not that it makes it any better mind you, it’s just where the industry (and culture at large to some extent) was back then so I can look past it, even if I don’t like it.

It is what it is, at least now I know I can safely skip the other titles when looking for point and clicks to play.


I don’t mind the writing that much since not everything has to be up my alley and, more importantly, it’s a remake of a game from 1987 - different time, different industry. I do however think they could update it a bit more in terms of gameplay at least. Maybe not completely reworking the moon logic behind some puzzles but getting rid of the option to hard lock your progress would be enough to improve the experience quite a bit, at least for me.


I’m mostly focusing on my backlog for now (except for already mentioned Unbeatable) but I’ll keep this in mind. Thanks for letting me know about it!


Daggerfall Unity

Still playing and following through with my plan to finally do some “adventurous” missions.

It’s pretty much a full-on role-play of a weak person tasked with various “hero” jobs. Need sneaking? I can do that. Fighting weak enemies? Sure! Get something from a dungeon filled with powerful hostiles? I… can try sprinting through? Things can be a bit difficult at times when playing a non-combat character (until now) so I ended up bailing on few of the quests but I’m slowly improving.

It’s an interesting way of playing compared to the usual power fantasy. It also helps me to finally get used to the approach of “failing is fun” - not the same as “losing” since I keep going instead of starting from scratch but dealing with consequences (however minimal in this game) is something I’d like to expand to other games I play.
It’s not an easy switch after years of being “the chosen one” but I’m getting there.

Leisure Suit Larry: Reloaded

Continuing with my point and click adventures I decided to try Leisure Suit Larry. I got it for free on GOG some years ago but never really gave it a shot since I didn’t think it was up my alley. Here are some brief thoughts:

  • Art looks nice but the art style is very inconsistent. I’m sure it’s intended but it it doesn’t always work in my opinion.
  • It could really use subtitles. There are no separate volume sliders and dialogue lines can get lost under the music (there’s an option to turn off the music but that’s not a great choice either for me).
  • Gameplay is simple but enjoyable, there are no dead ends according to the tutorial but you can absolutely screw yourself by running out of money. You can (and later have to) get more through gambling but that’s not really a viable solution without save scumming.
  • Writing is… not my cup of tea but it’s fine for what it is. Constant narration can be a little annoying at times.

All in all, it was fun enough but I don’t think I’ll be checking out other games in the series. I’m glad to scratch this off my backlog at least.

Shadowrun Returns

I was a little worried since I haven’t played this kind of RPG (let alone a Shadowrun title) in a long time but it’s been pretty straightforward so far. Combat is simple and enjoyable even without a proper tutorial. I appreciate the amount of skill and item checks so far, leading to multiple ways of solving problems. Not all of them, obviously, but it’s still common enough to be noticeable.

Art style and graphics in general hold up really well, so does audio. I also like the writing so far, especially how pleasant the conversations can be - just two people being courteous towards each other, without the need to act edgy just because cyberpunk. The only thing I don’t particularly care about is the mix of sci-fi and magic. Not that I hate it, it just does nothing for me despite being a pretty unique approach to the genre.

So yeah, it’s cool and I’m enjoying it so- What’s that? Unbeatable just released? Yeah… I’m gonna have to take a break from Shadowrun for a bit. I’ll be back once I’m done doing crime.


I’m not exactly an expert on Daggerfall but I’ll try.

First things first, Daggerfall is less of a structured game (in modern sense) and more of a life sandbox compared to later games. Some basic tips:

  • Save often.
  • There are no map markers, ask locals about where to find stuff/people to make things easier.
  • Fast travel takes (in-game) time and has various options which will affect the cost, travel speed and whether you’ll reach your destination well rested or not.
  • Quests are timed (yes, all of them).
  • Most of your adventuring will be focused on randomised quests.
  • Locations open and close at specific hours, you can break in if you want but don’t expect a warm welcome.
  • Dungeons are HUGE, nonsensical and, sometimes, impossible - there’s an option called “Smaller Dungeons” in the settings menu on the initial launch screen, it’s a good idea to use it.
  • You can train your skills in guilds for a fee (you need to join them first, I believe). This type of training costs time, money and fatigue, and has a global cooldown so you can’t do a tour through all the guilds in a city and train everything in one day.
  • Item repairs have to be done at blacksmiths and take multiple days (depending on item state, if I recall correctly). This can be toggled off in the settings menu on the initial launch screen if you want.
  • Diseases are a serious matter - they won’t pop up instantly but show up some time after contracted and will kill you if left untreated. They will also progressing during fast travel as moving between places does take appropriate amount of time.
  • Diseases like Vampirism or Lycanthropy can be contracted at random when fighting respective enemies and have pretty significant effects on gameplay (both positive and negative).
  • Buying a wagon gives you additional storage for loot, just keep in mind that personal inventory and wagon inventory are separate and the latter can’t be accessed in dungeons unless you’re near the exit.
  • Some equipment has various states it can be toggled between - using a cloak for example will switch between having your hood up or down (it doesn’t affect gameplay in any way).

Unlike newer games, most of the action happens at POIs, with travel taking place via world map - moving between locations manually isn’t particularly interesting due to lack of random (or any, really) encounters, simple terrain and huge landmass the game is set in. If you want to travel by yourself then check out some mods to make it a bit more worthwhile.

If you’re interested in a vanilla experience then the base package is fine as is. If you want more (better graphics, random encounters outside of towns, new quests or gameplay additions) then Nexus Mods has you covered. Here are some neat ones that don’t affect the gameplay much:

  • World Tooltips - adds basic tool tips when aiming at objects (item or character names, level transition destination, location opening hours etc).
  • Quest Offer Locations - quests can take you to various parts of the world but don’t inform you about where you’re suppose to go until after you agree - this mod changes that.
  • Convenient Quest Log - makes quest log more readable, adds quick actions to cancel non-story quests and travel to the required location.
  • Lively Cities - adds various NPCs to dwellings to make them feel more lively, like the name suggest.
  • Basic Roads - adds roads between towns and cities. Useful for navigation if you’re interested in manual travel.
  • Wilderness NPCs - adds random NPCs (friendly and hostile) outside cities, also useful when travelling manually.
  • No Rush Main Quest - removes timers from main quests. Dunno how useful it is since I haven’t used it (nor did much of MQ) but adding it just in case.

That’s all I have for now, I’ll update the post if anything else comes to mind.


Grand Theft Auto: Liberty City Stories

Tried playing it on my Steam Deck but it doesn’t want to cooperate unfortunately. Despite multiple attempts over various versions of PPSSPP (emulator) and playing around with settings, game always crashes after 15-30 minutes of play.

I might try setting it up on my desktop as a last ditch effort but that will have to wait as I don’t care enough to bother with it at the moment. I’ll finish it one day.

Daggerfall Unity

After my failure with GTA:LCS I wasn’t really sure what to play and decided to go back do Daggerfall instead. Not much new to say about it for now as I only updated the mods and did a few quests. Still haven’t touched the main story outside of reporting to Castle Wayrest since my character is not a fighter and was sent away to train before proceeding (not that I expected anything else, it’s just where I stopped with that for now).

It’s time to play the game properly for a bit, I guess.

Sam and Max Hit the Road

I finished the game two or so weeks ago but I’ve been thinking about it again over the last few days so I might as well mention it here. Despite my initial reaction (I liked it well enough, just not to a huge degree) I’ve been slowly warming up to it, especially the writing.

I think the main reason behind my previous opinion had to do with the fact I’m not having a good time in general at the moment so everything I do is tainted by my foul mood. I needed some time to let my brain catch up and understand what I just played.

The more I think about it the more satisfied with the game I become - it’s an interesting reversal since I usually tend to lean towards being more critical as time goes one and I have the chance to look at things from a distance. I also started watching someone else’s playthrough which allowed me to look at things from a different perspective as well. All in all, it’s a lovely (and rare) surprise.


Yup, something like this or simple sliders would be an ideal solution for what I’m talking about - preferably both, depending on whether the setting is a numerical one or not. It doesn’t have to be a completely granular access to every value, I just want enough control to adjust the experience when things are close but not exactly right.


Jose Pavli, composer for Project Wingman, (re)created music for this project. It’s available on his Bandcamp page.


I’d be down with that. Or at the very least give us modifiers like skulls in Halo games - dunno if that’s just Master Chief Collection addition or if they became a thing after 1 but it’s better than nothing.


I completely agree that accessibility/assist modes are more important and if I had to choose I’d go with that. Since we’re in a fantasy land however I’m still going to advocate for customisation because, let’s be honest, most of the difficulties (besides “the main one”) are usually not that great.

I’m speaking from a perspective of someone who tends to go for the higher difficulty options which extremely often go with the laziest possible decisions like turning enemies into damage sponge and increasing their attack power. That’s it. Stuff like improved enemy awareness, faster reaction times, smarter tactics aren’t exactly common and that’s my main pain point when selecting difficulty. There are also other things like ammo/loot scarcity, need drain in survival games etc.

Having an option to tweak at least some of these things could help folks like me who often end up in a situation when one difficulty is piss easy and the other feels like a drag. Peoples skills and expectations vary way too and there’s simply no way few basic difficulty settings will be right for everyone. And if someone damages their experience? Oh well, let people make mistakes and take responsibility for their choices. Inform them that changing this stuff will affect their experience and leave them to their decisions. We can’t (and shouldn’t) baby-proof everything, in my opinion.


It’s a quick and simple loop that’s easy to get into - just show up, do some super basic tasks and move on to other thing. Definitely a good fit since most of the quests take a few minutes to clear.

These 2 hours would be enough to make some decent progress, especially after unlocking Wayshrines to teleport to.


I’m not sure what I want to play at the moment so I thought I’d jump into Elder Scrolls Online for a bit. After spending a lot of time trying to play as a pacifist character I decided to make a new “normal” one instead - that took a while.

I ended up remaking my character 3 times as I couldn’t decide on who exactly I’d like to play as. Started with my usual choice, Warden, but I wasn’t really feeling the beast master skills and eventually settled down on Nightblade - the class of choice for my very first character, I believe.

I’m having fun so far though I do have some serious issues with the game. Both story and levelling feel WAY to fast, like they were made for someone with neither time nor interest in playing an MMO. Another big problem has to do with movement speed - my character feels like she’s constantly sprinting (even walking and sneaking are sped up) and the worst part is, this only affects my new, dark elf character. Jumping in as an old wood elf Nightblade has her moving like a normal person instead of an arena shooter protagonist. I don’t know why that is but I’m not a fan.

Main content is extremely easy and the writing is… not great for the most part. It’s not like I require some high art from the game but if it could be a little less generic and basic, that would be great.
While of the voice acting is pretty solid there are some real stinkers in there as well - you could tell me few of the characters are voiced by a decade old text-to-speech software and I would believe you.

I don’t know if the game changed so much since my last proper stint or if I didn’t really notice it back then (it’s been years since I played as a combat character). Either way, I might be going back to playing other stuff faster than anticipated. Oh well.


On a slightly different note… I like to listen to game soundtracks - old or new, action packed or mellow, there is something about many of them that just makes me want to put them on as a background for whatever I’m doing at the moment.

I decided to go back to albums from old Maxis games: SimCity 3000 and 4, The Sims and its expansions etc. They all have this atmosphere that makes them stand out and keep you feeling chill and happy. Well, after putting them on I noticed a serious problem - I can’t really listen to them any more, not as a whole anyway. Despite not having such problems in the past, nowadays some of the songs with higher tones sound extremely grating and unpleasant to listen to. I can do it for a bit but but things get painful rather quickly and it makes me sad. I love these soundtracks and not being able to enjoy them really sucks.

I have no idea why that happens but it’s not only limited to these old title. There are some newer games where I end up turning the music off completely since they end up being more annoying than atmospheric. I hate it.


I agree to an extent but there’s a difference between “we made a specific design choice because it fits with what we want the game to convey” and “well, normal mode works like X and feels super easy to anyone experienced with gaming but on hard all the enemies are bullet sponges with 5x HP and player dies in one hit”. The latter approach brings nothing to the table and that’s what I’m against. Plus already mentioned accessibility options for those who need them.

Besides, many games ALREADY HAVE easy modes - giving me ability to adjust things manually (which in my case is usually up, not down) wouldn’t affect their vision any more than it’s already possible.


Oh totally, I’m mostly focusing on solo and co-op titles like Terraria/Minecraft/Raft or whatever is popular for multiplayer these days. That said, it’s not like Souls games have to by played with online functionality even now - it’s already off when not in human form after all.

It’s not a perfect choice for every single title but a good chunk of games could support it without worrying about matchmaking and the like.


Customisable difficulty. Have a single or multiple presets balanced to what you’d like your players to experience but give me an option to adjust some of the stuff to my liking. There are SO MANY games I’d love to play way more than I do but none of the difficulty options feel “right”, bringing the whole experience down.
It’s also a great feature from an accessibility standpoint - pretty important thing for those who literally can’t play your game for reasons that could be easily worked around if such customisation was there.

“But my artistic integrity and vision!”

No, shut up. Your vision doesn’t mean squat if my experience with the game is annoying to the point where I don’t even care about the lore implication of an enemy placement or how gameplay systems intertwine with themes and story of the game. It’s important, sure, but it shouldn’t be more important than player’s enjoyment of your product.

Balance your game how you imagine it but let me play with the sliders to make it feel how I want it to. Just drop a scary message about it not being the intended way to play and it’ll be fine.


It was also an unfortunate victim of the time when IOI struggled with figuring out how to transition from “classic” way of making games to the modern, high budget approach. I’m glad they managed to get back into the rhythm with new Hitman games but it’s still a little disappointing K&L had to serve as a stepping stone towards better times.


The worst part is there’s no “full” version since each beta added new features and removed other ones. I’d give a lot for a build which combines all of the lost mechanics into a single package.


I knew I forgot something! Fantastic style and soundtrack, engaging gameplay and a bit rough in execution - it was great.


Can’t say I feel guilty about liking these but if we’re talking about mediocre games I love that would be:

  • Drakengard 3 - simple, repetitive gameplay, huge amount of asset reuse and terrible performance if you’re crazy enough to play it on PS3. It also has a really engaging and tragic story, full of weirdness unique to the series (well, the first game anyway, haven’t played D2 yet).
  • Kane & Lynch (both games) - they’re rough, gritty and don’t pull any punches. Pretty divisive in terms of gameplay though I personally think it’s thematically consistent and adds a lot to the atmosphere. My favourite games from IOI despite not being as well designed or polished as the Hitman series.
  • Oni - 2001 action game by Bungie. Really cool hand-to-hand combat system, huge empty levels, simple story with wannabe Ghost in the Shell elements.
  • Starbound - lots of hype about Terraria in space, lots of wasted potential and cool features that didn’t make to the final release. I tend to prefer beta versions (mainly “Glad Giraffe” beta) but the final one also seemed alright based on what little I played of it. Definitely not as good as it had chance to be during development.
  • Scarface: The World is Yours - budget GTA clone based on the 1983 movie with Al Pacino (it’s actually a sequel). It looks bad even for the time but it plays well enough and has some neat mechanics which made it stand out, if only a little.
  • Tresspasser - the infamous Jurassic Park game with full control of your arm and focus on physical interactions with the environment. It’s a bit clunky and far from polished but it’s an interesting experience nonetheless.

That’s all that comes to mind for now, I might update the post if I remember anything else.


Access to Phantom Liberty is tied to finishing their quests, that would be why they did it this way.


Phantom Liberty has an option for an accelerated start, dropping you right after the Voodoo Boys quest line. It might not be an ideal solution since it makes certain choices for you but it does skip some of the early stuff.


It’s understandable - they came out swinging with three great games, each better received than the previous one. Combine it with other companies flailing and failing or not doing much to grab the attention away from CDPR and we have a perfect environment to get swept into the frenzy. Heck, I loved all their previous titles and was ready to break my usual stance on pre-orders until the delays started to make me question the state of things.

Even then, I feel like I was one of the lucky ones as my post 2.0 time with the game feels more buggy than my legacy experience - not to a game breaking degree mind you but it’s definitely noticeable.

I’m curious if they’ll try to make the next Cyberpunk into what they hoped to achieve with this one or if they’ll decide on a more reasonable scope instead. My heart hopes for the former but my mind expects the latter. Either way, I’ll be ready and waiting with way too many expectations (half of which will probably have no basis in reality anyway).


Cyberpunk’s wasted potential is one of my biggest disappointments since I started playing games. I love it, way more than I ever expected in fact, but the “what could’ve been” is a real downer even now. It doesn’t stop me from enjoying the game though - I spent over 200 hours in Night City already and will most likely go way over 300 with my current playthrough.

If you like the base game I’m pretty sure you’ll like Phantom Liberty. It has a bit of a different vibe in its story but it’s a really excellent expansion with tons of content. Some of the boss fights might’ve been a little over tuned and I’m not a fan of a single event but other than that I don’t have much negative to say about it. It’s well worth the asking price.


Oh right, I heard about the Linux situation - it’s unfortunate. I never actually played 4 so most of my info comes from osmosis pretty much. The last thing I heard about it was that some modes on the PC version are still active however that was a year or so ago and things might have changed by now.

The thing is, I didn’t even think about the official servers when I asked this question. My mind automatically went to PC version with potential unofficial ones, which now that I think about it might not even be a thing for Bf4.


I had a bit of a tangent explaining my reasoning towards the series but it’s honestly not that important in the grand scheme of things. I had fun and the minutiae of “why this much and not more” would simply end up as me rambling.

Is Bf4 one of the games that didn’t manage to stay alive long term? I know Bf2 and some other titles (Bf3, I think?) are still played but I don’t do much multiplayer these days so I’m not really up to date with what’s still available.



>### What's New >Steamworks has a new accessibility-support questionnaire for developers to better describe the way their games support accessibility. If your game supports Accessibility features, you can now specify that information within Steamworks. > >- Gameplay options, like adjustable difficulty >- Audio accessibility features, including custom volume controls and narrated game menus >- Visual accessibility features, including adjustable text size and color alternatives >- Input options, which include chat speech-to-text and text-to-speech > >Later in the year (once we've given developers time to work on it from their end) we'll start sharing the resulting information with players in the Steam store and Steam desktop client.
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>Chroma, Ubisoft's colorblind simulation tool, is now available for public use after several years of internal use and development. With an estimated 300 million people around the world affected by colorblindness, Chroma allows developers to accurately replicate their experience and create accessible content to meet their needs. The open-source tool works by applying a filter over the game screen without hindering performance. [Github repo](https://github.com/ubisoft/UbiChroma)
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> Croc: Legend of the Gobbos will be available on PS4 (PlayStation 4), PS5 (PlayStation 5), Xbox One, Xbox Series X|S, Nintendo Switch, and PC via GOG on April 2, 2025.
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Umurangi Generation - Capturing the Apocalypse
::: spoiler TL;DR It was a surprising experience - in both positive and negative ways. Worth a shot if you like virtual photography and janky indie games. --- ::: This game is something I've been eyeing for a few years now but never really committed to actually playing it. I finally managed to snatch the game on sale a few days ago and decided to give it a go. Umurangi Generation is a short indie title about photography in a "shitty future" as the devs put it. They really aren't lying about that. ![Mauau View](https://lemmy.world/pictrs/image/836fac21-c26a-4c7d-8a19-f2e6afe59325.png) Gameplay is pretty fun though FAR from polished. There's a lot of movement and physics jankiness, like getting stuck on or walking through geometry, launching in the air when climbing certain parts of levels etc. Photo grading (one of the core features of the game) is pretty wonky, with colorful shots often being graded as not having enough color, dull photos being scored as colorful and game treating certain objects as if they were in the frame even if they are completely out of view. The last one is particularly important as the game lowers your score for taking pictures of specific items for example. Oh yeah, you also can't adjust mouse sensitivity properly for whatever reason. All that's available are a few presets instead of full control with a slider like in any other game. ![Otumoetai](https://lemmy.world/pictrs/image/be543c54-5c46-4a4e-ac97-e73a123f8ced.png) Story is shown, not told (there are no dialogs at all in fact) - first through background details (like newspaper clippings and whatnot) and then directly by what's going on during the levels. I was going to write it off as "not that important to the game but still an interesting puzzle for those who want to hunt for the details" but after finishing the game I can safely say I was wrong. Heck, I was surprised how emotional the latter half (and especially the final level) felt to me. It obviously won't be the case for everyone but I ended up liking it way more than expected. ![Kati Kati Walled City](https://lemmy.world/pictrs/image/d10cd556-ee12-4e21-ab76-14f382e1537d.png) Visuals are rather simple and minimalistic but not in a bad way - they have a cohesive style that works well with game's atmosphere. Soundtrack is also filled with some fun bops and the only negative I can say about it is the fact that some tracks feel way too energetic compared to what's going on on screen. Levels are small, simple and offer a decent variety. They could use some polish and, maybe, a bit more details in places but overall they aren't bad. ![The Strand](https://lemmy.world/pictrs/image/95cf0d5d-a5c0-4349-8cae-9bfa07b1bc6f.png) Despite being far from perfect and even feeling like someone's first game project, I can't help but appreciate this title. It's simple, engaging and has a pretty strong direction. It's definitely worth a look (especially for the price I paid for it). It's also short, sitting at around 2-3 hours, so you won't have to worry about having to sink a lot of time for it. ![The Strand](https://lemmy.world/pictrs/image/edf4e770-5023-4746-bfa4-afe67bd121d1.png) Sorry for the stream of consciousness. I'm still fresh after finishing the game and haven't fully organized my thoughts but I thought this could interest someone in the game ([it's on sale on Steam](https://store.steampowered.com/app/1223500/Umurangi_Generation/) for another day or so). Edit: Brainfart correction.
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||EA|Epic|Steam| |-|-|-|-| |Bundle|[Link](https://www.ea.com/en-gb/games/the-sims/the-sims-25th-birthday-bundle/buy/pc)|[Link](https://store.epicgames.com/en-US/bundles/the-sims-25th-birthday-bundle)|[Link](https://store.steampowered.com/sub/1218354/)| |The Sims|[Link](https://www.ea.com/en-gb/games/the-sims/the-sims-legacy-collection)|[Link](https://store.epicgames.com/en-US/bundles/the-sims-legacy-collection)|[Link](https://store.steampowered.com/app/3314060/The_Sims_Legacy_Collection/) |The Sims 2|[Link](https://www.ea.com/en-gb/games/the-sims/the-sims-legacy-collection)|[Link](https://store.epicgames.com/en-US/bundles/the-sims-2-legacy-collection)|[Link](https://store.steampowered.com/app/3314070/The_Sims_2_Legacy_Collection/) Additional notes: - Both games have all the DLC (bar the IKEA collection for TS2 from I believe). - ~~Both games have the Denuvo DRM for some reason so keep that in mind if you're worried about it.~~ **Seems to be a false alarm, EA removed any mention of Denuvo from the store pages.** - The Sims 1 will still run at its original resolution, but will now scale pixels to make better use of larger monitors while preserving the look and layout of the game. - Old save files and mods are compatible with this version of the game (TS for sure according to the [help page](https://help.ea.com/en/help/the-sims/the-sims-legacy-collection/the-sims-minimum-requirements/), I'm not certain about TS2).
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The original petition failed due to two issues: - UK government misinterpreted what the petition is about and didn't really answered to what was being asked - early general elections canceled all ongoing petitions at the time This attempt has a new, reworded petition to, hopefully, make it simple and clear enough to avoid any additional problems. There are two thresholds for UK petitions: - 10 000 signatures: official government response - 100 000 signatures: petition will be considered for debate in Parliament [Here](https://youtu.be/NQnZ91mUB0E) is a video from Ross Scott (the main organizer of the [Stop Killing Games initiative](https://www.stopkillinggames.com/)) about this update.
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Clickbaity title, I know, but it's an important topic. This is a followup to [this video](https://youtu.be/bm7KUE1Kwts) about the crunch culture in Southeast Asian outsourcing studios used by many AAA developers. This one is specifically about toxic workplace environment rife with physical and mental abuse towards employees, with receipts and video evidence so beware if that's something you're unable to stomach.
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>The union, called ZOS United-CWA, has been recognised by parent company Microsoft and is made of 461 members, including "web developers, designers, engineers, and graphic artists," the announcement said. > >A majority of the unionised workers are based in Maryland, but they are also located across the US in California, New York, Pennsylvania, Texas, and Wisconsin. > >This is the latest union to be created via CWA's Campaign to Organize Digital Employees (CODE-CWA), which the organisation says has seen over 6,000 workers unionise since 2020.
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Additional info: - PC version will be available only on GOG ([store page is up](https://www.gog.com/en/game/croc_legend_of_the_gobbos)). - Remaster comes bundled with the original version. - Classic tank controls can be enabled.
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HD remaster of the first Croc title will be released for “all the current consoles and PC". There's no specific release date beyond "2024" at the moment. [Here's](https://www.gematsu.com/2024/08/croc-legend-of-the-gobbos-remaster-announced-for-consoles-pc-alongside-argonaut-games-revival) an article with additional info and screen shots. Main points: - HD graphics keeping the original art style - updated controls - digital museum containing development assets, design documents, concept art and more
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**Planned Release Date:** Q2 2025 [Steam page](https://store.steampowered.com/app/3105440/Heroes_of_Might__Magic_Olden_Era/) Some info: - Will release on Steam Early Access. - Full non-linear campaign. - Randomly generated scenarios. - Co-op and multiplayer modes. - User-generated content thanks to an in-game map and campaign editor.
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New additions: - Xbox Adaptive Joystick - 3D Printable Files for Adaptive Thumbstick Toppers - 8BitDo Lite SE 2.4G Wireless Controller - ByoWave Proteus Controller - New Toggle Hold Feature - Accessible Packaging for Xbox Adaptive Joystick and New Xbox Series X|S Console Options
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It's available as an official European Citizens' Initiative Proposal. **Deadline:** 31/07/2025 [Corresponding video by Ross](https://youtu.be/mkMe9MxxZiI) Edit: Swapped the links to direct straight to the initiative page.
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- [Link to the mod](https://www.nexusmods.com/witcher3/mods/5940) - [Gameplay video](https://youtu.be/yCDwEWKvDoA)
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- [Itch.io page](https://b0tster.itch.io/nmkart) (available now) - [Steam page](https://store.steampowered.com/app/2930160/Nightmare_Kart/) (waiting for build review)
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[Steam page](https://store.steampowered.com/app/2060790/Hauntii/)
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VCMI 1.5.0 released
VCMI is an attempt to recreate engine for Heroes of Might and Magic 3 with fixes, new features and support for more platforms (Windows, Linux, MacOS, iOS and Android). What's new in 1.5.0 release? - Online multiplayer support - Better random maps - AI optimizations - Most remaining campaign issues fixed - Basic game controllers support added - Easier installation of game files from gog.com - Artifact improvements - Configurable keyboard shortcuts - Many other features and fixes Full changelog can be found [here](https://github.com/vcmi/vcmi/blob/master/ChangeLog.md#145---150)
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[Steam page with demo](https://store.steampowered.com/app/1599780/Afterlove_EP/)
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Affected devs: - Arkane Austin (closed) - Tango Gameworks (closed) - Alpha Dog Studios (closed) - Roundhouse Games (absorbed into ZeniMax Online Studios) > These changes are grounded in prioritizing high-impact titles and further investing in Bethesda’s portfolio of blockbuster games and beloved worlds which you have nurtured over many decades.
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>The Government recognises recent concerns raised by video games users regarding the long-term operability of purchased products. > >Consumers should be aware that there is no requirement in UK law compelling software companies and providers to support older versions of their operating systems, software or connected products. There may be occasions where companies make commercial decisions based on the high running costs of maintaining older servers for video games that have declining user bases. However, video games sellers must comply with existing consumer law, including the Consumer Rights Act 2015 (CRA) and the Consumer Protection from Unfair Trading Regulations 2008 (CPRs). > >The CPRs require information to consumers to be clear and correct, and prohibit commercial practices which through false information or misleading omissions cause the average consumer to make a different choice, for example, to purchase goods or services they would not otherwise have purchased. The regulations prohibit commercial practices which omit or hide information which the average consumer needs to make an informed choice, and prohibits traders from providing material information in an unclear, unintelligible, ambiguous or untimely manner. If consumers are led to believe that a game will remain playable indefinitely for certain systems, despite the end of physical support, the CPRs may require that the game remains technically feasible (for example, available offline) to play under those circumstances. > >The CPRs are enforced by Trading Standards and the Competition and Markets Authority. If consumers believe that there has been a breach of these regulations, they should report the matter in the first instance to the Citizens Advice consumer helpline on 0808 223 1133 (www.citizensadvice.org.uk). People living in Scotland should contact Advice Direct Scotland on 0808 164 6000 (www.consumeradvice.scot). Both helplines offer a free service advising consumers on their rights and how best to take their case forward. The helplines will refer complaints to Trading Standards services where appropriate. Consumers can also pursue private redress through the courts where a trader has provided misleading information on a product. > >The CRA gives consumers important rights when they make a contract with a trader for the supply of digital content. This includes requiring digital content to be of satisfactory quality, fit for a particular purpose and as described by the seller. It can be difficult and expensive for businesses to maintain dedicated support for old software, particularly if it needs to interact with modern hardware, apps and websites, but if software is being offered for sale that is not supported by the provider, then this should be made clear. > >If the digital content does not meet these quality rights, the consumer has the right to a repair or replacement of the digital content. If a repair or replacement is not possible, or does not fix the problem, then the consumer will be entitled to some money back or a price reduction which can be up to 100% of the cost of the digital content. These rights apply to intangible digital content like computer software or a PC game, as well as digital content in a tangible form like a physical copy of a video game. The CRA has a time limit of up to six years after a breach of contract during which a consumer can take legal action. > >The standards outlined above apply to digital content where there is a contractual right of the trader or a third party to modify or update the digital content. In practice, this means that a trader or third party can upgrade, fix, enhance and improve the features of digital content so long as it continues to match any description given by the trader and continues to conform with any pre-contract information including main characteristics, functionality and compatibility provided by the trader, unless varied by express agreement. > >Consumers should also be aware that while there is a statutory right for goods (including intangible digital content) to be of a satisfactory quality, that will only be breached if they are not of the standard which a reasonable person would consider to be satisfactory, taking into account circumstances including the price and any description given. For example, a manufacturer’s support for a mobile phone is likely to be withdrawn as they launch new models. It will remain usable but without, for example, security updates, and over time some app developers may decide to withdraw support. > >Department Culture, Media & Sport
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TL;DW: | Category | Progress | |-|-| | 2D art | 98% | | 3D Art | 85% | | Asset Implementation | 71% | | Level Design | 70% | | Navmesh | 60% (Exteriors), 44% (Interiors) | | Animation | 25% | | VFX | 70% | | SFX | 48% | | Music | 73% | | Voice Acting | 85% | | Filecutting | 83% | | VA Mastering | 5% | | Writing | 92% | | Quest Implementation | 72% | | QA | 30% | Plenty of interesting info in the video, with dive into each category on what's done and what's needed to finish them. Worth a watch.
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Ghost in the Shell: Stand Alone Complex - Cavia’s Magic at Full Display
**TL;DR:** Mediocre and flawed game, still had fun. *** Ghost in the Shell: Stand Alone Complex is a PS2 action game developed by Cavia. Those familiar with that name might already know what to expect and those who don't... let's just say this studio isn't known for their masterpieces. Post doesn't contain spoilers. ### Story Story was written with the help of staff from Production I.G, studio responsible for Ghost in the Shell anime (and many other series), and feels like an alright secondary arc from the SAC show - not an original one mind you, but still floating around some of the themes tackled there. Beyond the lack of originality it also suffers from how it is presented: each stage starts with an audio briefing, followed by a short cutscene and another call after loading into the stage proper. It's not a great system and it feels like a budgetary restriction rather than anything else however it still a part of the game and affects how it's received. All in all, it's nothing mind blowing but decent enough. ### Gameplay As mentioned before, GitS: SAC is an action game - it has shooting, melee combat and platforming, with most of the play time focused on the first one. **Control scheme** is weird and unintuitive for anyone used to playing modern action games with homogenized button layouts but it's not unplayable or even a huge problem once you get used to it. **Movement** feels rather stiff but not painfully so. It suffers from janky and limited animations that not only look dated but also unpolished at times. **Jumping** is a bit floaty which might make the platforming sections a bit more challenging than they should be. I didn't have too many issues with that (except in like two places focused on wall jumping) but I've seen people struggle with those parts so I guess it's worth a mention. There's a dodge move but it's kind of useless - Major does cool acrobatic jumps that look good (the only good animations in the game) but also makes the camera focus on her and follow her movement which can lead to losing track of an enemy you're trying to avoid. Batou does a slow dive that neither protects him from damage nor moves you far enough to scatter away from danger. **Shooting** doesn't provide a lot of "oomph" and can feel a bit bullet spongy depending on where you aim (there is a damage multiplier depending on body parts, even for mechanical units). You have access to two weapons and up to three gadgets at once - gadgets use melee button to throw so you have to switch between them and unarmed attacks. It's easy to blow yourself up if you're not careful. One big issue here is bad **camera control** - it's slow and feels sticky in a way that makes smooth aiming almost impossible. I'm not sure if it's just a screw up or an attempt at some kind of auto-aim/target-snapping but it's not great. **Melee** is pretty limited, with just a few basic attacks flowing into a simple combo. It's also pretty situational as running head first into a group of enemies can be extremely deadly. There's also a simple hacking minigame which allows you to take over an enemy for 20-30 seconds. It's not particularly useful but can help with killing few enemies if you're fast enough. All those elements are pretty basic in a way familiar to anyone experienced with budget titles from that era. They work well enough to not be a chore or make the game unplayable. Not only that, I had a decent amount of fun throughout. ### Graphics Surprisingly decent. While some of the interior locations can feel samey at times there's also a decent amount of nice looking vistas and backgrounds **Two playable characters**, Major and Batou, look good. I wasn't entirely sold on Major's design initially but ended up liking it quite a lot (especially when equipped with a "stun unit" which gives her big Shadow the Hedgehog shoes). Batou looks pretty close to his anime version. **Enemies** have distinct designs that let you know what's you're going to deal with - as long as you can see them that is. The big problem with enemies is a stupidly short draw distance which can lead to situations where you end up shooting into an empty space because the reticle turned red. As mentioned before, **animations** are very limited. Most of them look like placeholders rather than an intended end result. The only exception for this is Major's air ballet when dodging - these moves feel like the only set animators spent some actual time on. Finally, there are **prerendered cutscenes**. They appear at the beginning of every stage and are quite good - both from graphical and composition standpoints. They're also pretty short so we don't get to watch much of them. ### Sound **Music** is a mixed bag. Some tracks sound a bit GitS-like (without reaching the quality of anime unfortunately), some (mainly combat ones) can be a bit repetitive and dull. None of them got on my nerves so at least there's that. **Characters** are voiced by their anime VAs which is neat. Their performances are alright if a little flat - that might be because of the direction or due to the fact I'm more familiar with the JP cast of GitS, not sure about that one. They're good enough for the most part. What's not good enough? Tachikomas. I like those muppets both in English and Japanese versions of the anime, here on the other hand they went a little too far into the annoying and silly aspects of their characterization. There's not much to write about the **sound effects** - they're about what you'd expect from a mediocre shooter from that era. They neither break nor enhance the experience in any significant way. ### Summary I didn't have high expectations starting this game. I've seen plenty of opinions about it being "not great" to say the least and knowing the devs behind the project didn't do much to alleviate my worries. Despite all the jank, mediocrity and a couple of frustrating sections (mainly focused on wall jumping) I had a surprising amount of fun. It wasn't a fantastic experience I'll remember for the rest of my life but it was enjoyable enough I managed to stick with it to the end - that's more than I can say about some of the critically acclaimed classics in my library.
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Just like the UK variant, this is an official government petition to look into the issue. Unlike the UK variant, the only signature threshold is 50 signatures - that said, more is better in this case. **Deadline:** 20 May 2024 Here’s the [Stop Killing Games](https://www.stopkillinggames.com) campaign site for those unaware or not from Australia.
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Palestinian Relief Bundle by ghosthunter and 358 others
> All proceeds from the Palestinian Relief indie bundle will be donated to the [PCRF](https://www.pcrf.net/) (Palestine Children's Relief Fund). Not sure if we're allowed to post special bundles like this so feel free to bonk me mods.
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Drakengard 3 - It’s Trash, I Love It
I've been trying to finish this write-up for a while now but due to the combination of limited time and constantly changing thoughts about the game it was a rather difficult process. It should be good enough to communicate my feelings about D3 but get ready for a wall of text, lots of rambling and rough edges - sorry about that. **Post doesn't contain any spoilers.** ### Intro Drakengard is a difficult series to write about. None of the entries is objectively good as actual game and yet they can provide a type of experience that's still rare to this day. I finished replaying Drakengard 3 some time ago, years after I engaged with it in any form beyond listening to the OST. It has been long enough I managed to forget A LOT (pretty much all of routes B & C as well as some other parts of the game). To some extent this playthrough felt like I was going through this story for the first time and that was probably the best case scenario I could think of before doing it. I decided to play the game on my Steam Deck - both to see how well it would run and because it was an a great way to put in a session right before sleep. The good news is, game runs surprisingly well. Outside a few specific situations game held pretty stable 30FPS and felt better than the OG experience. Another benefit came from the small screen as it helped mask some of the less impressive visuals - hell, I was surprised how pretty the game could look in motion at times. One caveat however was the batter life - 2-2.5 hours depending on the load. It's understandable and worked out pretty well for me (again, I was doing these sessions right before sleep) but seeing such results is never particularly fun on a portable device. ### Gameplay Let's get the easy part out of the way - mediocre gameplay. It's neither revolutionary nor complete trash and works well enough for what it is. The biggest issue I had with it stems from the amount of worthless combat encounters used as pure padding. I'm not sure how much of said padding and reuse of assets comes down to the budget or the studio itself but I feel like game would improve a lot just by making a proper balance pass to cut down on some of the tedium. It wouldn't be a masterpiece but it would make the grind less of an issue. I initially wrote a paragraph about a limited enemy variety but after going over them again it's not actually that bad. The problem with that however lays with the fact that despite a decent number of enemy types, good chunk of them feels pretty similar during gameplay. It's kind of impressive. If you heard about this game before you probably know about the final boss. It's infamous for being unfair and kind of disrespectful towards the player (it's an 8 minute sequence with disorienting camera, 1HP and no checkpoints) but I ended up loving it. Mostly anyway. I appreciate the general concept of the fight as well as the gameplay change (it's pretty simple and fun if you know how to deal with purposefully confusing elements) - at the same time, I think the parts specifically intended to make you fail (especially at the very end of the fight) are bullshit and should never make it into the final product. It could've been a special moment to wrap up the game but ended up feeling mean spirited towards everyone who dared to stick with it until the finale. ### Story Drakengard 3 turned out to be both worse and just as good as expected. While the main story is solid, most of it is dumped right at the end of the game with rest of the playtime focused on side branches that don't really do much beyond showing "well, this timeline is screwed in a new way, oh well". This is a pretty big issue with writing as over all, not much happens in this story compared to other titles. There are some pretty neat nods and setups to other games - not important to this game's story but I found them to be interesting additions nonetheless. The finale and some of the major moments can hit pretty hard is you're invested however that doesn't excuse the amount of inconsequential stuff happening along the way. Another problem lays with humor - it's juvenile and rather one note. If you like or at least can tolerate it that's fine but this will be a big turn off to **a lot** of people. Even ones interested in Taro's other works. It's not all bad and there are some genuinely funny moments but these were a minority for me. ### Characters Main characters, Zero and her sisters, are interesting. They all start pretty archetypal but they do have their own stuff going on beyond this initial impression. Unfortunately, some of that info is locked behind DLC and outside media (which varies in quality apparently). Additionally, there's the issue of localization. It's not terrible but it does change some of the characters in pretty significant ways - the most glaring example being Zero, our MC. Her JP persona is more mature and calm with a sense of guilt, EN version on the other hand feels more like an angry asshole (though she does have her moments). I also really love Maaya Uchida as Zero - she did a great job with her role and might be one of my favorite performances in Taro-verse. EN voices in general didn't fully hit the mark for me to be honest. Some of that comes down to the script and some to VA direction - not great, not terrible, just like the rest of the game. Side characters, the disciples, are pretty one note - mostly focused on a single trait, related to horny stuff. There is some character development along the way but most of it is relegated to later parts of the game and gets partially reset with each branch. Mikhail, our dragon, can be hit or miss for people. I get why he is how he is and liked him from the beginning but I can see why others would be annoyed with him. He's a good baby. ### Music Not much to say about this, it's good. Good enough that I keep listening to it whenever my mind gets stuck thinking about the series. Boss themes are fast and energetic, calm and somber songs carry their atmosphere perfectly and generic combat music is memorable enough I ended up humming alongside it during stages. Some of the songs could easily fit on Nier soundtrack (either game). There's also an amazingly haunting version of an ending theme from the original game - now even better than before! ### Summary All in all I'm a bit on the fence about Drakengard 3. It has really strong concepts as well as fun and enjoyable moments. It also has a lot of problems with writing, gameplay and technical execution. It can be janky. It can be frustrating. It can be straight up embarrassing at times. It can be a real gem if you're able to get over its issues. It can be an frustrating mess if you can't. This game is trash and yet, for some reason, I still love it.
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Release date: 2024-07-18 Available on: - [itch.io](https://extra-nice.itch.io/schim) - [Steam](https://store.steampowered.com/app/1519710/SCHiM/) - Switch - [PS4](https://www.playstation.com/en-us/games/schim/) - Xbox
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For those wondering, this is an official government petition with two signature tresholds: - 10,000 signatures: government will respond to this petition - 100,000 signatures: this petition will be considered for debate in Parliament **Deadline:** 16 October 2024 Here's the [Stop Killing Games](https://www.stopkillinggames.com) campaign site for those unaware or not from UK.
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Thought some people might be interested and waiting for the mod. TL;DW: - it was suppose to come out two days before the announced release date of next-gen update for Fallout 4 - mod release is on hold until all the systems affected by the update can be fixed - some of the fixes depend on the mod team, some on other devs (ex. F4SE team) - team hoped to put the mod on consoles but won't be able to due to size (around 30-40GB) - for the same reason it won't be available on Nexus mods - they managed to work out the hosting issues with the help from GOG - team hopes to make the mod standalone but that depends on communication with Bethesda
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Widelands 1.2 Released
Widelands is a Settlers II inspired RTS with single and multiplayer modes. It has Windows, Mac and Linux builds. Release highlights: - UI Plugins support - Naval Warfare preview - Soldier garrisons for ports and headquarters - Balancing changes to the Amazon economy - Fifth scenario for the Frisian campaign - More settings in the game setup screen - Diplomacy handling for the computer players - Stick pinned notes onto map fields to mark important points - Hyperlinks let you navigate within the encyclopedia and to the online help - Easy maps publishing inside the editor - High-resolution images for many more units - Accessibility enhancements for many user interface components - Expose more functionality to the add-ons and scenario scripting interface - Fixed many crashes and hangs and enhanced error handling
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Bloodborne Kart is coming back under a new name! Relase date: 2024-05-31 Features: - 20 Racers! - 16 Maps! - Legally distinct! - Full campaign mode w boss fights! - VS Battle mode! Game will be available for free, on Steam and itch.io (no public game pages for now).
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Valve announced a replacement feature for both Family Sharing and Family View. **Currently in beta.** Features: - up to 5 members - game sharing - parental controls - allow access to appropriate games - restrict access to the Steam Store, Community or Friends Chat - set playtime limits (hourly/daily) - view playtime reports - approve or deny requests from child accounts for additional playtime or feature access (temporary or permanent) - recover a child's account if they lost their password - child purchase requests
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Release date: 2024-04-23 - [GoG](https://www.gog.com/en/game/phantom_fury) - [Steam](https://store.steampowered.com/app/1733240/Phantom_Fury/)
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[Steam page with demo](https://store.steampowered.com/app/1889740/Paper_Trail/) (Mac, Windows)
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[Steam page with demo](https://store.steampowered.com/app/2013730/Gourdlets/) (Linux, Mac & Windows)
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cross-posted from: https://lemmy.world/post/12758926 > New game by the team behind HoloCure is coming to Steam. This time it's a beat 'em up! > > Full trailer to be revealed after HoloFes.
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[Steam page](https://store.steampowered.com/app/2350270/Primal_Planet/)
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- [GOG page](https://www.gog.com/en/game/synergy) - [Steam page with demo](https://store.steampowered.com/app/1989070/Synergy/)
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