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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Joined 2Y ago
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Cake day: Nov 25, 2023

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Hmm, I think that’s a later version than what I tried. Makes sense though since that was one of the most “finished” of the old versions, I believe. Sounds good.


No worries, it’s not your fault - I simply found the tracks in the second half of the game to be weaker than the early ones. If anything I’m the opposite and tend to be way more critical about stuff that gets hyped up by everyone while trying to keep an open mind about things others complain about.

I remember surfing from one of the trailers, I think, I just hoped there’d be at least a short sequence on the ship and that surfing itself would be a part of the game (I expected a cutscene honestly). As good as these games are there are still some parts that feel a bit rough and unplanned. Oh well, it’s not a huge issue.


The fact these games hold up as well as they do is a testament to their quality. There’s plenty of even newer titles which can’t boast about similar results.

Also, I’m a bit “specific” (well… weird) in terms of what does or doesn’t gel with me and I often tend to prefer less popular or worse options. Going back to hugely successful titles can be a rather unique experience for me - every game is a surprise in that way, I guess.


Eh, I survived retail A-life I can survive an imperfect one in a mod if it means no fanfic additions. They might be interesting for later playthroughs but I’d rather play something closer to the original vision. Actually, did they specify which version they’re basing this on? Oblivion Lost had quite a few changes during development if I recall correctly, I’m curious which was the chosen one.

Anyway, as long as older versions are available it’s fine. At least they aren’t trying to justify those new changes as “lore accurate” and push them on everyone like a certain Skyrim modder who shall not be named, right? Please say yes.



Yeah, I spent WAY TOO MUCH time with Crysis (both playing and modding) so I’m familiar with the CPU issue. Can’t predict everything, unfortunately.

Good to know about the Oblivion Lost remake - I did play one of the leaked beta builds before so seeing a more finalised version of what could’ve been should make for an interesting experience. I have a lot to look forward to, thanks!


Yeah, you certainly did. It’s not a huge issue honestly - difficulty was high? That sucks but I simply lowered it, whatever.
My main problem, which isn’t even a real problem, has to do with the atmosphere. Playing MCC made me realise that I simply prefer the (early?) book and Reach approach of subdued, bittersweet and somewhat tragic tone over the “action hero saves the day” of the mainline games. That’s just personal preference though.

Overall, my issues with the game aren’t with its quality, it’s more of a “me” thing.

I have no doubt multiplayer, whether co-op or versus, would be a good fun, it’s just not something I can comment on. I have no one to play with in co-op and I don’t really care about PvP any more. Gameplay does feel like it would work great in that environment and the nostalgia factor can not be understated - I also have plenty of games that might not be my favourites (or the best at what they do) but my memories with them leave me with a soft spot that doesn’t care about objective facts.

It was an engaging experience and that’s exactly what I hoped for when starting MCC for the first time.


Sounds exciting, especially the multithreading part since CPU has always been my main bottleneck. Hopefully it’ll make it in by the time I decide to give it a shot. Not gonna lie, while I was hopeful about Stalker modding in the early days I didn’t expect it to go this far. It’s a nice surprise.


I only heard a little bit of Anomaly in the past but I’m glad it got to such point now. Looks like I’ll have plenty to play with once I get back to it.

Does Anomaly use the updated open source version of the engine or is it running on the game one?


Anomaly? Never tried it. The only big Stalker mod I played was Call of Chernobyl, other than that I dabbed with small balancing mods, gear additions etc.

Besides, all of my Stalker modding experience happened 5 or so years ago, I’m sure things changed quite a bit since then.


There’s a reason why heavily moddable games tend to bring comments like “yeah, so I played the game for 3 hours and spent 20 modding it” - the latter can be just as fun as the game itself.

I’d be curious about more of your thoughts about Anomaly as you continue your playthrough. While I’m not planning to jump back into Stalker any time soon, I’m always on the lookout for what to do when I do so more info could be useful. No pressure though!


Halo 2: Anniversary

I’m gonna be honest, “Gravemind” broke me, I wasn’t able to finish the game on Heroic. It just made me miserable and not wanting to play at that point - I like challenge but this ain’t it.
This sucks because Normal was both too easy and the unnecessary tip pop-ups often showed up in the middle of combat, blocking anything in the centre of the screen.

Outside of difficulty, this level, as well as the rest of the game, was really cool. Infighting was a nice mix-up of the usual game flow, Covenant city (both versions) looks great, though that’s pretty much a given. All in all a solid experience, even if I’m kinda meh on the story (and I definitely could not care less about Gravemind itself).
The ending was as sudden as I’ve heard, I’d probably be pretty annoyed if I wasn’t able to jump straight into 3.

I appreciate them doing something new with switching between the Chief and Arbiter but It feels like they could do more to differentiate the two, if only gameplay wise.

Anniversary soundtrack is a bit more of a mixed bag compared to H1A. I find myself more prone to switching to the old style just due to music - something that didn’t really happened before. It’s not bad but there are times where it’s noticeably worse than classic.

One thing that caught my attention when flipping between the new and remastered presentation was the art styles, specifically Cortana’s. I finally had a chance to take a closer look thanks to her showing up as a decently sized hologram and all I can say is: something about her face just looks off.

All in all, it was an enjoyable experience but also my least favourite one among the four games I played so far.

Halo 3

Just started the game so things will probably change but so far playing on Heroic feels way better than anywhere in H2. Lets hope it stays that way.

As for the game, it started rather weirdly if taken in context of H2’s ending. Dunno if this will be explained or not but it gave me a bit of a whiplash. It looks really good though.

I’ll write a bit more once I get a bit further into the game.

Stardew Valley

I decided to check out the game on a whim and haven’t really spent too much time with it but so far my main takeaway is “man, this music makes me want to play The Sims”, which is exactly what I did (I went with TS3 this time). I mean… it nice, I guess?

I like my cosy vibes as much as anyone but SV doesn’t really do it for me. I have no idea why but something just doesn’t gel with me in this game.
What I do know is that I hate games that make me feel like I need to constantly be on the move and trying to “catch up” due to time speed - SV’s time scale does exactly that. Thankfully this issue was easily resolved since there’s a mod that let you control this part of the game in a pretty granular fashion. I’d say this should be a basic option in every single game with day/night cycle but people (especially devs) can be really touchy about giving players the ability to customise their experience so I’ll take what I can get.

I want to like it and I do think it’s a good game so I’ll give it a bit more time. Maybe it’ll work out once the early game adjustment passes.


I’d still like to have that option but it’s completely understandable.

I don’t think I had this issue with H1 (or at least not to such extent) so I didn’t even think of it until now but I finally realised why I’m leaning towards remastered soundtrack as much as I do - original is more muted/less audible for some reason. I’m not sure if it’s the compression of old audio files or something else but when switching between both versions, original just doesn’t pop up as much. I might have to play around with sound levels.

Thanks for making me think about it, it actually made me stop to figure it out.


Speaking of cut scenes, I was a bit bummed there was no option to switch art styles during those (the in-engine ones at least). It would be just as, if not more, interesting comparison (depending on how much they changed) so I was really curious about that but alas.


I think the new versions of atmospheric tracks are pretty decent alternatives. Better? I can’t say I compared them this way but I’d say… a bit different and fitting with the new visuals for the most part. Dunno about the licensed stuff as my only experience with classic releases was playing the first game a few years ago.

I did find a few spots over all the games I played so far where I felt like the music was lacking a bit but I’m not sure if that’s just a normal experience or something exclusive to MCC/updated versions of the games. It wasn’t something that affected my enjoyment too much so I just moved on and focused on the good.


I still have 2.5 games ahead of me so I probably won’t be doing a full playthrough of H1 but I might take a look. It does sound promising and a bit more involved than I expected to be honest. Thanks again for letting me know!


I heard about the dynamic lighting situation but completely forgot about it until now, thanks for the reminder!

I didn’t dive into Halo modding yet so I wasn’t aware of rebalance patches, makes sense. This is my first playthrough of the series (sans 1 and Spartan Assault) so I wanted to play them vanilla anyway but I’ll keep that in mind if I ever decide to play them again.


Halo 2: Anniversary
The further into the series I get, the less enjoyable my Heroic playthrough becomes. I’m currently doing the first halo mission as the Arbiter and the amount of shotgun-totting floodlings who can one-shot me while running and jumping around like they’re on speed is… tiring, to say the least. I actually ended up taking a break for a few days for the first time since I started playing MCC due to this very level. Hopefully I’ll be able to start fresh once I’m back.

Other than that I still like the game - not as much as Reach but it’s fun for the most part. Gameplay has a nice mix of on-foot and vehicle combat, levels are pretty varied (both visually and in terms of design). New weapons are alright, can’t say I like them more than anything I used in other games.
I’m still not sure how I feel about the story, will have to wait until I’m done before I decide on that.

I mentioned it before but boy do I appreciate the presentation when using remastered graphics. All the colour, details and updated art style make the locations look appropriately sci-fi, otherworldly (when needed) and just overall beautiful and pleasant to look at. It’s a fantastic upgrade, one that hits even harder if you play like me - constantly switching between the two versions.

I’ve got another small but annoying problem to mention this week: why does my flashlight turns off randomly? Sometimes it’s after a few seconds, other times when moving between the rooms. Either way, it’s making it pretty much useless. Why? What possible reason could you have for that? It’s not like I’m running out of battery or anything, just let me use it when I want to.


Cyberpunk 2077

It’s time for V’s depression arc. After botching the gig of her life, nearly dying and losing her apartment due to unpaid rent during her recovery she’s back to minor jobs and turning tricks just to survive. Things are looking bleak but that’s the Night City way, isn’t it?

I enjoy this role-play heavy playthrough more than I though I would. There’s a lot more downtime and conflict avoidance, making me feel more like part of the world than a normal playthrough. I also get to familiarise myself with the city better thanks to the lack of car and disabled fast-travel forcing me to walk more.

I still need to force myself to not slip back to my usual way of playing (unlimited hacking works) but I’m getting used to it. I’m sure it’ll lead to some painful encounters while I’m still figuring out what to focus on but it should be worth it - if only for variety’s sake.

Halo: Combat Evolved Anniversary

Last time I mentioned the secret videos being kinda meh - well, the one on level 9 (Keyes) was pretty interesting. I missed 2 videos so there might’ve been something else but that’s where I’m at with them for now.

As for the game itself… I appreciate it from a historical perspective but I don’t think I’ll be coming back to it any time soon (unlike Reach). As game progressed, both level design and many of the encounters turned from “it’s neat” to “there’s more?! just let me progress, please”, turning a fun return to a classic into an exhausting experience.
I feel like this is one of the few games were age really affects my enjoyment of the whole thing, which is funny because I didn’t have similar issues with ONI (and that one is even rougher as a product).

I don’t regret it but I’m glad it’s done.

Halo 2: Anniversary

This game feels very different right off the bat. Even disregarding the Anniversary version improvements, the bombastic opening and light-hearted dialogue make the whole thing feel more like an action movie than an unnerving wannabe horror experience of the first game. I’m not saying that the original didn’t have cheese or that this game won’t have more serious moments but going through the start suggests a very different experience. Also, that Miranda Keys voice acting… it’s not great. Everyone in the game sounds fine except for her, no idea what happened there.

I really like Halo’s take on future earth, especially with the updated Anniversary art style - it looks great! One nitpick here is that the moment you look outside the designated arena (even places you can easily walk to) things start getting real empty pretty much right away. It’s not a huge issue and doesn’t really take away from the atmosphere but it did catch my attention.

Just like with the first game, I think they did really good job with the remaster. Refreshed art style, updated music and sound effects, new cutscenes - it all combines into a great package that feels awesome even today. I was a bit sceptical in terms of what to expect from these updated versions so I’m glad I was wrong.

Secret videos are another improvement - they are way more interesting than the ones in the first game. Maybe it’s because I don’t really care about the Forerunners storyline or perhaps because these ones are more directly relevant to the games I played. Either way I liked them more than Guilty Spark’s monologues.

One technical issue that’s bothering me (also happened in ODST) is that game mostly works fine but sometimes it registers my mouse input as if I clicked on the second monitor, losing focus until I click back on the game. Doesn’t happen often but it can be a huge pain in the middle of combat. I could understand if this happened all the time due to window mode setting but nope, it’s completely random.

Halo 3: ODST

Last week I said I won’t be pausing my Halo 2 playthrough to play ODST… well, I ended up doing just that.

I liked it quite a bit and found the hub based progression + multiple perspectives to be an interesting departure from the usual formula. I was expecting to feel a bit more vulnerable as a “normal dude” but considering how quickly you can die on Heroic in other games the difference is pretty much non-existent. What is noticeable is the gun feel - none of the weapons sound or feel as good as those in other games. I do like the pistol at least, not because it’s an exception or anything but it’s a perfect tool to thinning out the enemies from a sniping distance. It’s pretty crazy.

Despite great presentation, both voice acting and some of the cut scenes make the game feel just as light-hearted as the beginning of Halo 2 - it doesn’t prevent me from liking the characters and their interactions but it’s not really a grunt experience I was expecting it to be. I don’t have a problem with Holywood Halo but I do prefer the atmosphere and tone of Reach and the few books I read. There are still some beautiful, melancholic moments however they feel like a bonus rather than a main goal.

Unlike the anniversary versions of CE and 2, this game has secret audio logs instead of videos which I like quite a lot. They’re actually my favourite of the secret logs so far. They have great voice acting, simple but engaging story and good pacing (no weirdly placed sudden cut offs like in Halo 2 videos for example). I missed about half of them so I’ll have to go back and fix that - something I didn’t really feel compelled to do with Halo 1 & 2.

One thing I’ve noticed while playing the Master Chief Collection is that each game I play sounds quieter than the last. Reach > CE > 2 > ODST - every change of game required me to pump up the volume to get thing were I want them to be. Not a huge issue but certainly a weird one.

Also, and this might sound like a hot take, so far Halo 1, 2 and ODST all had certain segments that felt way too long for what they had to offer. As fun as these games are, these segments did little to help keep me engaged and slowly strengthen the feeling of exhaustion whenever they happen. I’m still planning to go through the rest of the MCC but I hope they’ll won’t become too common going forward.

I dunno - is this because I’m playing on Heroic? Does it extend combat encounters or cause any similar changes to the levels? Am I “reaping the fruit of my hubris” or are the games just like that?

This probably sounds more negative than I’m feeling about it so don’t take this criticism too seriously. It’s annoying, sure, but not in an experience ruining way so far.


I’m pretty resistant to old games being… well, old so that’s rarely a problem for me. But yeah, it sucks when that happens.


It’s interesting when devs changes a relatively minor thing once between multiple titles and don’t standardise it with the rest when re-releasing the whole thing. It makes sense but it always feels a little weird when experiencing the games back to back. Thanks for the info!


Most of my experience with Halo comes from the first game and some of the books, I was never part of the craze during the heyday era. Guess I’m finally catching up with the games I’m interested in (and 4).

I’m mostly planning to stick with Heroic + skulls for now but thanks for the warning, I’ll keep that in mind. I feel like this is a good enough spot for me though I’m not sure I’d go for legendary solo run anyway (does difficulty scale in co-op?). Besides, I have my Cyberpunk playthrough to serve the role of a “torture machine” at the moment, I don’t think I’m ready to go for multiple experiments like this at the same time.


I’m sure playing these games in co-op must be a fun experience. None of my friends are interested in Halo so I probably won’t get to try it any time soon but it’s fine - this go through all of the MCC games was always planned as a solo adventure as I prefer to explore and take my time, especially with things I never played before.


Cyberpunk 2077

My new playthrough is slowly progressing. Just finished act 1 as I was focusing on “easier” jobs (fit to role-playing my current character) and simply enjoying the city.
I haven’t stumbled upon any difficulty spikes that would make me question what I’m doing which is a positive sign. We’ll see how things go now that I got to the “real game”.

Before I jump into the proper playthrough however I still have a little bit of a set up to perform - purely role-playing adjacent things, not something affecting the game story or anything like that. That’s actually the more interesting part of playing RPGs for me and the reason why I rarely bother with main stories in series like (3D) Fallout or The Elder Scrolls. Playing a hero is neat by cosplaying as a normal part of the world is way more interesting for me.

Halo: Reach

I didn’t expect to play this any time soon but since I managed to catch The Master Chief Collection on a 75% sale I decided to pull the trigger. Why Reach? I wanted to play the games in chronological order, simple as that. Well… mostly, as I won’t be pausing H2 for ODST for example. Still, the core idea is there.

Game holds up really well both graphically and in terms of gameplay. I do think the space flight missions were some of the worst gameplay segments I played in years but other than that it’s great.

I wish I went into the story completely blind but even despite that it manages to convey the emotions really well. One thing I forgot about (and really appreciate) is the ability to customise your Noble 6 - it’s a small thing but it does a lot to make the character feel mine. It also makes me wish future Halo games moved away from the Master Chief and focused on other, less exceptional characters. There’s so much potential for drama, tension and even horror like segments if only we got to see the world from the eyes of normal(ish) people. It could be neat.
I just think that MC really limits the storytelling potential at this point - with him at the helm devs have to come up with more and more out there reasons for yet another world ending catastrophe instead of writing more human and personal tales. That’s just something I’m personally interested in though, I’m not sure if the general public would be interested in this kind of Halo game.

Halo: Combat Evolved

I played the original PC release years ago so I expected this to be mostly a refresher - boy was it. I completely forgot A LOT of the actual levels (except for caves not being a natural formation) so it feels more like a new experience than expected.

I feel like they did a pretty good job upgrading the graphics for this title, I keep switching between the two modes and while the OG art looks neat, it’s also pretty freaking dark and drab a lot of the time (in a bad way).

Difficulty wise the game feels a bit harder than Reach, despite playing both games on Heroic difficulty - I think some of it has to do with absolute trash enemy spawn points (so many spawns right behind you, in places that were empty when checked, it’s not even funny) but I’m not going to use it as an excuse for all of my problems. I also have harder time trying to keep an eye on my HP by that’s just general mind goblins making me distracted rather than game’s fault.

It’s still really fun overall, but I do have two things I’m not too fond of. The first one are the long sections of the same corridors (as in literally copy and pasted sections with minimal adjustments) on certain maps. They actually remind me of ONI, another Bungie title from that era. I won’t say Halo didn’t improve on that aspect but some parts are almost just as big and empty as the ones in that game, making them the worst part of the experience.
The second “issue” are the 343 Guilt Sparks videos you can find hidden on each level - I understand their purpose but I don’t find them particularly interesting to watch. Marathon (I think?) data pads from Reach were much cooler, even if I found them to be a bit difficult to parse at times - there’s something about how they’re written that just shuts down my brain so I end up having to read some of them multiple times before things click.

Last but not least: the flood. I remember this level being pretty unnerving in the past but playing it now I can’t help but see them as easily kiteable silly little goobers. There was zero tension this time, only routine. Oh well.


Things like this make me feel less bad about my backlog - got plenty of things to play while waiting for a price drop!


It probably happened way earlier for me as well to be honest, I’m just mainly into older and indie games so I don’t really pay attention to new (mainstream) releases. Seeing this was a bit of reality check.


Man, I appreciate this happened but seeing the price all I can do is chuckle and move on since this thing is almost 3x the reasonable price in my local currency. Never expected to get priced out of AAA gaming but here we are.

Still, nice catch for GOG. I hope this is a good sign for the future.


I honestly forgot that mod managers support Cyberpunk and got used to doing it manually. Can be a pain when something doesn’t work but I was lucky enough to not have too much problems with that so far.

At least current patches aren’t anything huge like the jump from legacy to 2.0 so it’s not like you’re losing much staying on the older version.


Cyberpunk 2077
I finally took the time to update my mod list to the latest version of the game as well as grab some new additions because I have no self control when it comes to modding.
I also decided to use this as an opportunity to end my previous playthrough (I did technically finish the game through one of Phantom Liberty endings) and start a new, themed one on a “I hate myself” difficulty. I’m exaggerating but it’s definitely not a way to play suitable for reasonable folks.

This character will be a LONG adventure, regardless of whether I’ll binge the game or stick to my usual “play for a while -> take a few month break -> repeat” approach. It will also be a very different experience though and that’s something I’m really looking forward to.

Cyberpunk might not be a perfect game but boy do I love coming back to it.


I played through the whole thing like 3 years ago, I think. It’s simple but really fun, especially after getting used to the controls - camera can get a bit disorienting at times though. Worth trying out if you’re a fan of arcade style action games.

Thanks for sharing, it was an interesting read!


Adventure Island (NES) / Castlevania: Aria of Sorrow

I mostly picked these two on a whim, when I couldn’t decide on what to play before sleep.

I can’t really focus on playing anything “seriously” at the moment so I don’t expect to stick with and finish either of the games any time soon but they’re a good fit for short sessions and that’s good enough for now.

Adventure Island was an especially interesting choice as I haven’t played any NES games in a while and will have to get used to how they play again. At least it’s not too difficult yet.


No pressure, I have no intention of demanding follow-ups from people. Take your time and have fun, that’s what’s important.


I just checked out the gameplay of HL+ and I have to say: I didn’t expect it to look like a “normal” AC game. I don’t know why nor what I expected it to be like but that was a neat surprise. Thanks for your thoughts too!

Honestly, I didn’t find the plane customisation in AC7 to be particularly important to be honest. I feel like it’s a bigger deal in multiplayer but in campaign there’s no real point of stressing about it - being able to play does more to affect the experience than stat improvements (or at least that was the case for me). I’d be curious to read how you liked it once you’re done with the game.


It certainly is. I personally ended up loving Project Wingman way more than any of the AC titles I’ve played so far (both in terms of gameplay and story) but that’s just personal preference. For what it’s worth, I did have more fun with 04 and Zero than AC7, so it’s seems like my problems are with this game specifically.

How do you feel about it compared to other games in the series? I’ve seen you mentioned Horizon Legacy - did you play any other ones?


Ace Combat 7: Skies Unknown

I finished the campaign. Most I can say is that I came out of it with more positive than negative feelings about this title. Main story definitely improved compared to the early parts, writing on the other hand… not so much. The final stretch of missions was pretty cool at least (even though the trench missions were the easiest I’ve played in these games so far).

All in all, my reaction towards the game didn’t change much - it’s good, it just isn’t right for me.

On a different note, I have a unique technical issue with this game for whatever reason. When playing with a HOTAS my system doesn’t recognise that input is happening (game reacts normally) which can lead to it trying to hibernate my PC in the middle of a mission. It’s not a huge problem but I’ve never had anything like this happen with any other game I use my controller with.

Sushi Ben (demo)

Don’t know if this counts since the game released some time ago on Oculus, I think, but the PC version won’t be available until next week but whatever.

I tried the demo and the first thing that came to mind was “cute”. It has charming writing, simple but pleasant art style, distinct character designs with great voice acting (at least the Japanese one) and fun VR controls. One of the rare instances in recent years when I eagerly want to experience more.

I’ll be keeping an eye out on how the full release turns out as so far it’s pretty promising.

Edit: On a completely different note, for whatever reason soundtrack from the first Drakengard game is now available on Steam - remaster/remake incoming?


Ace Combat 7: Skies Unknown

I’ve been trying to power through the game since last week. To be completely honest I’m not having a great time with this one (key word being “great” here).

It’s fun at times and a good game from a production standpoint but I end up playing in pretty short session because it can’t keep me interested otherwise. It’s a stark contrast to Project Wingman, where I pretty much binged through the whole thing twice (including DLC) and still want more. I’m slowly progressing but man, it’s night and day between the two games.

I more or less got my input settings to what I’m used to (sans deadzone and sensitivity settings but it’s still better than nothing) and got over most of my issues with how it plays so things are a bit better now.

Concepts for the missions are interesting and varied so far which is great, I’m a bit mixed on the execution though as there’s not a single mission that didn’t have something annoying in it. I have a similar sentiment towards ship upgrade tree - a neat idea, alright execution. I don’t hate any of this at least.

Story is… fine. The constant waffling about “sins” and how “you’re all expendable”/“you can die for all I care”/“you have my permission to crash” (that’s why we put you into extremely expensive machines armed to the teeth) mixed with the pretty common Japanese way of writing dialogues (person 1 say X, person 2 repeats it) got grating pretty quickly. At least it’s not a permanent focus of the game so there’s that.
There might be something a bit more interesting lurking in the background but I’ll have to see how things play out first to be convinced.

On the “good” good side of things I really liked the thunderstorm mission gimmick, where getting hit by lightning is not only possible but it also affects gameplay in a significant way (disrupting the HUD and temporarily cutting off your controls). In general, the way they treat clouds as part of gameplay is actually pretty cool (targeting wise, not the icing). They also look pretty great.
Besides the already mentioned mission variety, I also liked the callback to AC04 - it was a nice surprise as initially I didn’t realise both games are connected (it’s been a few years since my playthrough of 04 and even then my familiarity with AC franchise is pretty limited).

All in all, the game constantly edges on the brink of clicking with me, only to pull something annoying that brings it right back to making me feel mixed about it. I want to like it more, I really do but alas, so far it wasn’t meant to be.

Persona 3 Portable

Not much to write about today as I mostly focused on AC7 and only did some light grinding to get all current party members to the same level. I’ll most likely switch full time to Persona once I’m done with the fly-boy campaign but for a few more days it’ll have to wait.


Umurangi Generation

I hopped in to unlock all the gear and achievements (all except for “Speed runner” since I can’t be bothered with downgrading the game just to unlock it). Went pretty fast since levels are small and requirements simple but it was fun nonetheless.

I’ll have to jump back in to do some proper photos of the DLC stages but that’ll have to wait a bit.

Persona 3 Portable

Progressing pretty slowly with this one as I treat it like a “play before bed” type of game. I really like Kotone and enjoy the new events written for her, hopefully they keep their quality throughout. Social links seem to have the same problem as the original ones for the most part (agree with people to make them like you) but whatever.

There’s one thing that’s bothering me and that’s lack of audio settings - the sound effects (especially crit hits) during combat tend to be slightly louder than everything else and quickly become rather grating to hear.

All in all, it’s pretty fun so far. While I don’t expect much differences in terms of the main story I’m curious where the rest of the writing ends up.

Project Wingman

I’ve decided to take another stab at playing this thing in VR. My initial attempt was a bit weird as even though my PC is close to being bare minimum to run the thing in VR it didn’t seem to use all of the available resources during gameplay. After some searching I found multiple claims that VR performance got kinda wrecked with the release of patch 2.0 so I decided to give the old version a shot. Boy was it worth it! Well, kind of.

Both performance and hardware utilisation are definitely better, giving the speed and smoothness I didn’t see during my previous session. It’s super fun to play and gives me hope I might be able to finish the campaign before I finally manage to upgrade my PC. It’s also has a functional menu controls in VR unlike the 2.0 version.
It’s really fun and being able to look around makes planning your moves way easier (I should look into non-VR head tracking for my normal playthrough).

At the same time, 1.0 is 1.0. The anniversary update brought with it various improvements, including: better control of cloud settings, visual improvements to stages and updated HUD. It’s also the only version of the game you can play the DLC with which is unfortunate since I really want to play the “Express Lane” in VR.

It’s an acceptable compromise overall but far from ideal way to experience the game. Oh well…

Ace Combat 7: Skies Unknown

I honestly didn’t expect to play this game any time soon due to price but it’s currently 90% off (or 84% directly on Steam) so I decided to take this opportunity and compare it with Project Wingman while it’s still fresh in my mind.

I haven’t played much yet (only 5 missions so far) so I’ll stick to first impressions, with more thought out writeup probably next week. Here are the things that stood out the most so far:

  • Not being able to rebind HOTAS controls in game is a terrible choice and whoever decided on that should feel bad. It can be done by editing an ini file but that shouldn’t be necessary in this day and age. Also, no mouse support for menus - seriously?
  • Speed control doesn’t feel right yet, I’m sure I’ll get used to it though.
  • Flares are so limited you might as well not have them. Not that they’re as necessary as in PW but still.
  • Not yet sold on voice acting, prefer Project Wingman on that front so far. It feels a bit too… clinical (or slightly less natural), I guess?
  • I have similar feelings towards writing in general. It feels a bit too sterile, corporate and unnatural, with lots of “lordumpy” narration. Not the worst thing ever but it’s definitely noticeable.
  • Game looks great, more dynamic elements in the cockpit are always a plus.
  • The idea of music fading out when flying through clouds is cool but gets annoying really fast. Decent way to push people away from flying into them, I guess.
  • I’m playing on hard but it’s not particularly challenging so far. I hope things pick up or there’s an unlockable higher difficulty after completing the game.

All in all, I think PW is a better game for me at the moment - not because AC7 is bad, but rather because it’s a bit more “safe” in comparison. I still like it and hope to warm up to it as I play but so far it kinda makes me want to go back to PW, not gonna lie.


If they keep insisting that having two protagonists is too expensive despite having multiple successful franchises behind their belt then I wish they just went all in and made a Persona game with female protag instead - it’s been 25 years since P2!

At the same time I kinda dread what they would do with her to be honest. Atlus still has some issues with how they use their female characters so we could end up with some… let’s call them “problematic” events. They would also have to rethink some of their social links (can you imagine the reception of gendebent Kawakami scenario?). I’d still take that chance at this point though.


I’m progressing pretty slowly at the moment but I really like Kotone. I enjoy her cheerful front mixed with less happy emotions bubbling beneath and expect (or at least hope) for this to progress with the story. I also like that she can be played as a weirdo.

Her new events are pretty fun though they suffer from the same issue as the original route, i.e. you have to agree with people make the most of social links. I’m used to it from the first playthrough so it’s not a huge deal.
The biggest surprise so far was Saori’s (health committee) social link as that’s not something I expected to see in the game and I’m really curious where it goes.

As mentioned in my previous post, I’m really glad I’m playing this as NG+ since it allows me to focus on the differences which are mostly present in writing. I like it.

That’s pretty much all I have for now. I’ll be making more posts as I progress with the game with possible longer write up at the end if I have some time (and enough thoughts for that). Playing this route makes me even more annoyed Atlus for not bothering with including it in P3 Reload but they famously hate money so it’s not like one can expect much from them on that front.


I think Chris should just go back to… well, whatever he’s doing these days and not talk to the press until either of the games finally releases. There were so many promises, dates and pledges that nothing he says has any value at this point. Not to mention the delusions in some of the things he says here.

Let the games do the talking and just watch from sidelines until then, please.



>### 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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