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 3Y ago
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Cake day: Nov 25, 2023

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To be fair, that’s not an issue isolated to gacha games. Plenty of modern titles take old style unlocks (skins, bonus characters etc) and turns them into small, often paid, DLC. It sucks but it’s a wider problem within the industry.


Oh, absolutely. I assume people who play exclusively gacha games do so due to the combination of F2P, regular content updates and excitement from pulling for characters/gambling but that’s just a personal guess. I don’t have any hard data to confirm it.

As for folks playing them regardless of genre, that’s not really exclusive to gacha games - there’s plenty of people who play whatever catches their attention, myself included. Strategy, racing, shooters, adventure games… if it clicks with me I’ll play anything (gacha or not). There’s too much fun stuff out there to limit yourself to a single genre, in my opinion.


My main game is the already mentioned Girls’ Frontline (the first one), which is thankfully old enough to come out before the modern monetisation practises and psychological tricks became the norm. There’s no limited pull currency, no need for character dupes (can be replaced by a resource that is so easy to get I can’t even spend it all), no character specific events to push the new and shiny unit etc.
It does have skin gacha for most (but not all) character skins but even then you can use farmable resource for that + getting duplicate costumes turns them into “Black Cards” which can be exchanged for specific outfit. It’s still a bad system and a black mark on an otherwise extremely free-2-play friendly game.

I feel like the most important part of playing gacha games is the ability to just walk away if a title ends up being monetised in a way that affects your enjoyment or well being (for those with lack of self-control). There’s plenty of fun to be had for free, no need to give into FOMO and suffering through predatory balancing decisions when there’s so many options on the market.


So do I, I’m just saying that many wonder “why people play gacha games” without realising (or caring) that there’s actual “game” part outside of the monetisation itself.


I can butt in on this a little bit. The problem with statements like this is that they treat “gacha” (the monetisation and unit recruitment system) as a genre when gacha games are too varied to be locked under this single umbrella (at least for a conversation like this). To name a few, you have games like:

  • Arknights (tower defence)
  • Azur Lane (bullet-hell kinda sorta)
  • Bang Dream (rhythm game)
  • Genshin Impact (action-adventure)
  • Girls’ Frontline (tactical autobattler)
  • Persona 5X (JRPG, just gacha Persona)

All of them play differently, offer different challenges and the impact of their gacha systems can be all over the place. Sometimes there are limited character pulls which have serious effect on gameplay (most of the modern titles), other times characters are super easy to obtain and improve as most of the monetisation comes from character costumes etc (Girls’ Frontline, Azur Lane for example).
Besides that, many of them have engaging stories, which combined with offering lots of content and being able to play them for free makes the whole thing even more appealing.

Not that the aspect of “oh cool, I unlocked new character” doesn’t play any role or that there’s nothing predatory about most of the games using this mechanic, it’s just that “gacha” mechanics aren’t always the sole or main factor keeping people playing.

TL;DR: They are just free games that can, but aren’t always, predatory with a specific gameplay mechanic. Often offer enough value for free players to have fun with them.


Last week I mentioned wanting to play Project Wingman campaigns in VR so I did just that. I started a new campaign on hard, as usual, and with the “Budget Cuts” modifier (less ammo, more damage to everyone and reduced handling) for additional challenge. Difference in ammo counts was a bit shocking at first (I didn’t expect it to go THIS low) but it’s still doable and fun. Each mission requires more precision and patience, other than that, it’s not that different.
I also tried playing one of the missions on the “Mercenary” difficulty (without the modifier) to give it another shot but… yeah, it’s just not for me.

Since I’m in a flying mood I decided to try a little experiment as well. I set up my flight-stick as a controller for PCSX2 and started playing Ace Combat 04 with it. It was alright.
It obviously isn’t as fun as playing a game created with HOTAS support in mind - controls feel a bit stiff and the cockpit view is rather limited but I don’t hate it. That said, I’m not the biggest Ace Combat fan (never grabbed me as much as PW) so I’m sure someone more dedicated could have more fun with this setup.
I only did 2, maybe 3 missions so far so I’ll play a bit more before deciding whether I want to continue or not. At the very least, playing it like this is an interesting experience.


The seasonal event is done so I’m back to playing the Brooklyn expansion for Division 2. I don’t have much to write about it since I only jumped back in last night and spent the session exploring the map. It’s small but pretty cool.
I should be able to finish it this week and then I’ll move on to something else for a bit - I’ve had my fun with TD for now, I think.

Besides that, I’ve been doing some VR flying in Project Wingman, this time using UEVR instead of native implementation. I only did two missions so far (Cold War from the base campaign and Express Lane from the DLC) but boy is flying in VR so much easier. I wish I had even slightly newer hardware to make better use of it but even as is, I can get it to a playable state so fun is still had. Maybe I’ll just do another full playthrough, only in VR this time…


That’s pretty much how I played too so I guess there’s no hidden technique to make it work easily. Guess I’ll have to play around with it some more. Thanks!


How do you feel about the controls on the Deck? I tried playing the classic version last year and had to put it down after a few minutes due to hand strain. One of the very few games it ever happened to me.


I managed to find a workaround for my Easy Anti-Cheat issue so I’m back to The Division 2. Well, kinda.
I once again ended up installing the first game and spent some time alternating between the two to compare them - it’s something I do pretty much every time I’m in the mood for TD.

As much as I like TD2, I refreshed my realisation that in many aspects I still prefer the first game. I actually made a simple list last night of what I like about each game and it turned out way more one sided than I thought it would.

TD1:

  • Atmosphere
  • Game world
  • Enemy factions
  • Writing
  • Slightly slower pace (movement, combat. looting)
  • Cosmetics (UI and items themselves)
  • Dark Zone
  • Exotic weapons (in regards to looks, TD2 ones are hideous)

TD2:

  • Improved cover system
  • Armour and weakpoint systems

There are also some things I keep going back and forth on, mainly: gunplay and skills. Which game I prefer for these elements depends on how I feel and what I’m looking for at the time. This week, the first game comes out on top as well but, again, it’s more of a temporary decision compared to everything listed above.

Anyway, this is just a simple comparison without much thought put into it. I’m sure I could get more into details of specific systems and add a ton of conditions on when one is better than the other but it was a fun time waster after finishing a day with both titles.

If only there was a way to play the first game on the updated engine…


Was it a specific mechanic, the whole theme of the expansion or something more specific like how it was utilised with the difficulty you play on? I’m pretty sure I like all of the expansions for that game but I’m also a rather casual player when it comes to 4X games so I’m curious about your experience.


I should really give survival another shot. I played it maybe 3 times so far and while I did like it, it never managed to stick with me beyond that - I’m not sure why. Guess it’s as good of an excuse to reinstall the first game as anything else.


I actually know it exists thanks to a few cross-posts between it and [email protected] but I keep forgetting to check it out. Thanks for the reminder!


I never really got too deep into builds and just threw together whatever looked or sounded cool until recently. I’m finally starting to try come up with things that actually work properly within the intended mechanics though even then, I don’t really care about min-maxing and popular builds and simply tinker on my own. That said, I mostly play solo so it’s not like there are people who could get angry at me for not playing “optimally”.

Do you also alternate between the games or did you found one that stuck with you for good?


I don’t have specific numbers since some of these games were played on various platforms or outside of environment which keeps track of play time. Still, these are the things that come to mind in regards to where I spent most of my game time.

I’m putting each title into a spoiler to avoid a huge wall of text. I tend to get a bit rambly when talking about games, sorry.

Civilisation V

I never played IV and I don’t really like VI, Civ V however managed to grab me in a way few other 4X game could. I haven’t played it in a few years but I still remember the feeling of “one more turn” - this stuff is addicting.

The Division (both games)

I was curious about the story concept for the first game but didn’t like the idea of a modern shooter with bullet spongy enemies so I avoided it for a good few years before giving it a shot. When I did jump in however, my initial hesitation evaporated pretty quickly as the atmosphere of winter New York grabbed me 100%. There are still times where enemy tankiness or firepower can be annoying but that’s mostly end game issues and something I can deal with if I lock in.

I probably have more playtime in the second game by this point but I still think there are some things the first game did way better than the sequel (writing, atmosphere, enemy factions, some skills, cosmetics). It’s why I tend to alternate between the two whenever I’m in the mood for more TD.

Girls' Frontline

Came for girls with guns, stayed for the story. It’s a gacha game, which I know many people might scoff at, but it’s from the time when the monetisation practices and tactics where very different to the current landscape (there’s no premium pulls, paid weapons or anything like that, the only thing you’d really spend your money would be skins - if you want).

Gameplay is pretty simple (build your squads, traverse node based stages, partake in semi-autobattler combat and complete objectives) but it’s pretty enjoyable for the most part. It also does a great job of combining stage challenges/difficulty with what’s happening in the story (something its sequel is simply unable to do due to a modern, dupe based character gacha and progression).

We’re two weeks from the final main story event of the game, which after more than 7 years of playing feels somewhat bittersweet. It was a fun journey though.

Gothic 2

Played it multiple times, never finished it - usually because I got distracted or just had my fill of fun.
I actually like the Gothic series more than any of the Elder Scrolls titles. These games feel somewhat more alive and immersive to me, to the point that even the unusual control scheme, preset protagonist (I really like making my own characters) or lack of “forever fun” aren’t enough to make me lean the other way. There’s some “magic” in Gothic that’s missing from TES games for me, even if they’re great in their own right.

I finally managed to finish the first game a few months ago so I hope I’ll do the same with this one “soon”. I’d like to scratch it off of my backlog, if only to give myself some closure in that regards.

Skyrim

I don’t really like Skyrim. I find it to be pretty shallow and boring in its vanilla state and the only reason I spent as much time on it as I did is mods. I pretty much use all Elder Scrolls and (modern) Fallout games as a base for a modern life-sim experiences where I just do whatever I feel like at the time - anything except for being the hero. So yeah, it’s just a backdrop but I guess it counts.

I wish Cyberpunk 2077 had as big modding scene as Skyrim. It’s another title I like to use for my “be whoever, forget the story” playthroughs and one I vastly prefer in pretty much every aspect.

Team Fortress 2

I haven’t touched it in years but it’s still one of my most played multiplayer titles ever (or at least it feels like it). I tried going back to it a few times over the years but modern TF2 is simply not the same. I also really don’t care for PvP these days so while I was curious about the classic mod/rework released some time back, I never even gave it a shot. I think I had my fill of competition.

There are probably a few more titles with similar play times but I don’t want to make it look like I had no life as a kid (I didn’t). I love games man.


The Division 2

I’m back to my semi-regular Division grind. I was thinking about the game due to the recent, time limited, addition of the realism mode (no gear levels or bullet-spongy enemies, limited ammo etc) but couldn’t join in at the time because I forgot how to make Ubisoft Connect work on Linux. I finally figured it out again (use GE-Proton-9.27 and set Windows to 10, otherwise it won’t launch for me) and I also managed to snatch the latest DLC for less about 55% off so I decided to jump back in.

I’m not done with the DLC yet so there isn’t much I can say about it other than “it’s more TD2”, even if in smaller package. Some missions are better than others in terms of design and how they fit my game style so things tend to alternate between “this is cool” and “I’m in pain, help”. One thing that really caught me off guard however was when a mission finale turned into a desperate defence section - the surprising part wasn’t the change itself but the fact that this short part managed to actually make me feel like the situation really was as dire as the story wanted you to think.

It’s an excitement and engagement that doesn’t really happen often as writing and set pieces in TD2 tend to fall flat for me for the most part. It was a nice change and I hope there’ll be more moments like this in the future.

Now if only devs would let us replay all of the past manhunts in full instead of in their shortened version, that would be nice. I’m still missing part of the story after taking a break when they jumped the shark with Keener’s “death” during Warlords of New York and I’d love to know what’s going on.

Edit: Welp, yesterday’s updated broke Easy Anti-Cheat for me and now I can’t even launch the game. This sucks.

Yakuza 0

I’d like to finish this game some day. I’ve been on my first playthrough for 7 years now. I’ve been on THE SAME CHAPTER for 7 years now. Granted, most of this time was me not playing the game but still - I have saves from multiple years, all stuck on chapter 7. Why is it all sevens?!

Alright, I came back to the game with the plan to finally finish it so how did it go? Well, I started the game and went back to spending most of my time on the hostess club mini-game. This playthrough might take another 7 years to finish at this rate…

At least I’m having fun, I guess.


I finished Race Driver: GRID! I got all the cars, won all events and got both myself and my team to the top of the leaderboards. It was fun but I definitely need a break from this title, a LONG one.

I’m still thinking about what to tackle next. I’m leaning towards either Shantae (the original Game Boy Color one) or Shadowrun: Hong Kong but my brain is rather fickle right now so I might end up playing something completely different. So many games to choose from…


I get that, I was just wondering about whether it’s OS related or something like that since I or people I know never had such issues despite all of us playing on high settings. It’s just personal curiosity, don’t worry about it.


Thanks for the recommendations! I’ll keep them in mind if I end up sticking with the game in the future.


Yeah, I tried it vanilla during the weird middle ground where it got some improvements but was still lacking in many aspects - I’m pretty sure it got more updates since then. Do you think the base game is good enough to try on its own or are there any expansions/kits that you’d say are not necessarily required but at least strongly recommended?


Oof, that sounds rough indeed. Can’t say I had to deal with any of these issues myself though my last playthrough was a few years back so perhaps I lucked out. What system are you running it on, if you don’t mind me asking? I’m curious what could be the reason for that.


Are you playing the base game or with expansions? I never really managed to get into TS4 for some reason and I wonder how much it had to do with having only the vanilla version and how much with simply preferring the older titles. I should really give it another shot someday.


I have a few tips for the first Witcher that might help a bit. Its combat is like a (simple) rhythm game, you need to click with specific timing (signalled by the change of mouse cursor) to keep the optimal combo going. Also keep enemy weaknesses, your combat style etc in mind when fighting - not engaging with game mechanics can make things way more difficult then they really are and it’s one of the reasons many people bounce off of the game. Sure, it’s old and somewhat janky but some of the problems can be avoiding by playing properly.

Anyway, that’s just a suggestion. Good luck!


Which Sims are you going with, the original or one of the later ones?


There isn’t any real story beyond “you’re starting a race team, good luck” - it’s completely focused on gameplay. The only “cutscenes” in the game are short videos explaining certain event types but they only show up once or can be skipped (24H Le Mans).


RE6 isn’t really that bad honestly. Sure, it’s not the greatest game in the series but as long as you keep in mind it’s an action game and learn how to play (it has a surprisingly deep combat system which isn’t explained in the game itself) there’s plenty to enjoy. This guide shows a good amount of what’s possible, if you’re curious.


I’m almost done with Race Driver: GRID. I got all the cars, won all but the final 6 races and pretty much got my fill of the game. I soured on it a bit (mostly due to the amount of events I’m not a huge fan of) but I still like it overall. Not enough to grind for the first place on the career leaderboard though.

I won’t be writing a big summary of the experience as I already mentioned everything before (limited number of tracks, aggressive opponents, mostly fun driving model etc). What I can write however is: playing this title gave me a bit of insight into what I’m interested in in a racing game (in term of events). For GRID the end result looks like this:

Favourite events Least favourite events
Touge (not even close) Destruction Derby (I’m so glad it barely exists)
Touring Cars Club GT
Open Wheel 24 Hours Le Mans

Everything else is pretty much a toss-up depending on the event or track, varying between “this is great” and “please kill me”. It was fun but I’m kinda glad I’ll be moving to something else soon.


Race Driver: GRID

My racing career continues. I’m focusing on this rather than Stunt GP since I played that game quite a lot a year or two ago so there’s not much new to experience there. I’d rather go all in on the title I didn’t spend much time with for now.

I finally decided against skipping 24 Hour Le Mans (took until I bought my own car until I had some fun with it) and played through two so far. Still not my favourite event but it’s not bad. What I did give me more enjoyment however were the open-wheel races - grip on those cars makes it super fun to just zip around the track. I might have to look into some F1 games in the future.

One thing that stands out is something I already mentioned last week - limited content. I don’t need hundreds of tracks but when you start repeating them across regions within the first 18 races (each region consists of 3 tiers made of 6 events) then something is not right. I still like the game and have a great time but it won’t be replacing Colin McRae Rally 04 as my mainstay racing title.

Shadowrun: Dragonfall

I took a few month break after finishing this and Returns back to back and I’m starting to feel ready to go back in. I tried playing custom modules: Antumbra Saga and SNES Reboot.

The first one started pretty alright, a simple task to infiltrate an office and place a box in specific location. The same mission then turned into a dungeon crawl of a magical cave located under said office, in the middle of a city and fighting through rooms of ghouls and spirits. I was hoping for a slow start with more choices about your approach but it didn’t deliver. I’ll be skipping this one for now unfortunately.

SNES Reboot… I’d say it was a similar story, except it doesn’t even pretend to focus on non-combat gameplay. You’ll get “random” encounters on the very first map (technically second, since you start in a building) you travel through and based on the info text at the start of this campaign, fighting is pretty much the main thing in this game.
Not that I expected different considering this is just a remake of the ancient SNES title but I hoped for a little more diversity (dunno, perhaps there’s some later).

So yeah, my return to Dragonfall was a bust. I’ll probably move on to Hong-Kong next since it’s the only one I haven’t played yet. I just wish there was more to look forward to (especially in terms of custom modules). Oh well, not every game can be Skyrim.


I decided to go for a change of pace last week and jumped into 2 racing games I haven’t touched in a while: Stunt GP and Race Driver: Grid.

Stunt GP

It’s an RC car racer from 2001 developed by Team17 (guys behind Worms series). It’s a pretty simple game with surprisingly heavy(ish) controls - nothing too crazy but every time I get back to it there’s a second of “oh right, that’s how it feels” flashing through my mind. The game also has 20 or so cars specialising in various styles of driving and an upgrade system (when playing championship).

It’s a neat little title which still feels and look great.

Race Driver: Grid

I started this one multiple times in the past but never really played for long - not because I didn’t enjoy it, it’s just that every time I touched it something else grabbed my attention soon after. This time I’m planning to stick around.
Getting used to normal racing was pretty straightforward, drifting on the other hand can still be a challenge (I dunno, might have something to do with playing on keyboard). It’s not bad or unreasonably hard but it’s definitely a bigger departure from other games I play (unlike normal driving).

I have a few small gripes with this titles that don’t necessarily affect my enjoyment but are noticeable enough to warrant a mention. Those being:

  • Extremely short seasons - they consist of only 4 events, regardless of their length.
  • Number of tracks feels a little on the low side - maybe it’ll improve once I unlock everything but there’s been quite a bit of repetition already.
  • Overly aggressive opponents - I was hoping for more… sportsmanship in these races but these guys are a little too contact happy (I literally got bodied into a wall on a wide straight section of a race one time).
  • Very fast progression - I’m a weirdo who (almost always) prefers early game. Experience when you’re a nobody, surviving on scraps and luck. Having tons of money and sponsors thrown at you just for not sucking for a bit doesn’t feel right.

Other than that? I love the presentation, both in terms of menus and art style (except of constant orange), and I really enjoy the gameplay. I wish vehicle customisation would be a little bit more involved but I realise that’s not the focus here so I’m not too unhappy about it. The game itself is great and that’s the important part.

Both of these titles feel quite different from my usual picks (Ridger Racer 2 for PSP and Colin McRae Rally 04) so I needed a little bit of time to adjust but after that I was ready to have some fun. Man, I love old racing games.

Finally, I got in the mood for Halo: Reach so I jumped into that for a bit. Probably won’t be playing the whole thing again this time but I’ll at least zoom through a few levels, trying to get some achievements. Oh, I also took the time to customise my spartan beyond gender and colour like before - finally feels more… “mine”.


As the other user said, it was a reboot. One that doubled down on the bad parts of the original and added some new poor ideas on top of it. Stuff like:

  • Even worse story - plot of the first game wasn’t a masterpiece but it was serviceable. It also focused on a personal story rather than a huge threat like the sequel.
  • More combat encounters - something that could’ve been completely skipped in the original (except for one boss fight, if I recall correctly?) now was forced whether you liked it or not. It also felt worse (to me).
  • Locking movement options behind a skill tree - some of the most basic moves from the original game were unavailable for the sake of a worthless progression mechanic.
  • Open world didn’t flow as well as the linear levels of the first game, it was also poorly divided into districts connected by a few specific routes you couldn’t avoid, making it feel even worse.

There’s probably more that I forgot at the moment but it was simply a bad sequel which didn’t know what made the first game good (in my opinion).

As for how this one is different? We’ll see when a public version becomes available. One thing that makes me hopeful is the complete lack of talk about combat on their store page. If they can focus on good movement mechanics and the actual delivery gameplay that in itself will be an improvement over Catalyst.


I love how unapologetically Mirror’s Edge it is and really hope it turns out well. I need my ME fix.


I said it before but I man, the duel races in Ridge Racer 2 (PSP) are the most miserable experience I ever had playing a racing game - they are WAY over tuned. I really feel like there’s a middle ground between smoking the competition on lap 1 and spending most of the race watching your opponent at the edge of game’s draw distance due to them using a car which is faster, has better acceleration and starts the race with a boost. I like a good challenge but this ain’t it.

I finished the three duels required to unlock the EX tour series of events and that’s that, I’m not touching the remaining 4. Ever. I don’t need a 100% completion rate, not when some of the remaining content sucks the fun out of the whole experience. I’d rather have fun with the normal races instead and I’m extremely happy the EX series exist - I was actually worried I already cleared (almost) everything with the ending movie and credits unlocking halfway through PRO tour. I’m glad I was wrong.

Still love the game but boy was that rough at times.


I got my fill of Tokkyuu Shirei - Solbrain for now so I’m back to jumping between multiple other titles on my Deck at the moment.

The main focus is the return of my Ridge Racer fixation. I’m back to playing Ridge Racer 2 (PSP one) but I also tried Ridge Racer Type 4 and Ridge Racer 7. RRT4 still holds up rather well, it feels good to play and the presentation is top notch (especially its fantastic intro). Can’t say I like it more than RR2 (PSP) however a big part of that is the fact that the latter is simply a more complete package due to its content.
Can’t say much about RR7 as I only tried 2 races so far to see how it’ll run emulated. It runs but I’ve got some issues with RPCS3 not using all the power on my desktop which affects the performance. I’ll have to play it on my Steam Deck instead, I guess.

The second series I’m playing right now is The Legend of Linkle: Breath of the Wild (BotW, just modded). I played it about a year or so ago but didn’t really feel it at the time and dropped it for other stuff. I now decided to start from scratch and with refreshed attitude instead. I’m having a bit more fun and feel less pressure to progress this time so there’s a chance I’ll be able to finish it - we’ll see how it goes. At the very least, I’d love a proper Zelda game with Linkle as a protagonist. Heck, I’d settle for a decent knockoff honestly.


I’m a bit biased towards Colin McRae Rally 04 but man, 2 still looks and feels pretty great. That era of rally games in general was awesome, I’m glad most of them seem to be working well on linux.


Last week was rather busy so I didn’t have time to play much. I did however found a game I’ve been looking for for years now. A title, I pretty much gave up on ever finding again. This game is Tokkyuu Shirei: Solbrain for NES (some people might be more familiar with the version released in the west called Shatterhand).

So what is it? It’s a 2D action game, part platformer part beat 'em up, set in the future where you run through linear levels and beat bad guys. You can pick up Alpha/Beta icons to get a flying robot buddy whose attack patterns depend on the the combination of icons you got (you need 3 icons to spawn the robot). These buddies serve as your range attacks and allow you to fly up (it’s mostly useful for secrets and easier platforming, I believe).
All in all, gameplay here is kind of like a slower Mega Man focused on fist-fighting.

Simple but fun game with pretty great art and music. I really lost any hope I’d find it again - looks like my good fortune finally decided to show up for once!


Hm, sounds good but not necessarily like a must-have for someone who enjoys the series more casually/from the sidelines rather than being an active part of the fandom. I’ll keep that in mind for the future, thanks.


Are there any projects you could suggest as worth checking out? I love mods but I never really thought about using them with FF7 - it’s just not a game that comes to mind when I think about doing a modded playthrough. Anything transformative enough to make it more than just FF7 but with QoL or nicer graphics?


Hmm, seems like sticking with emulating my copy might be good enough for now. I might jump into the other entries instead since I neither have nor played them. Thanks for the reply!


I have the PS1 version but this does look enticing for convenience’s sake. How does the modern PC release compare to the original one (besides the quality of life additions mentioned on the store page)?


The second half of the game is a bit divisive but if you end up enjoying the game despite that I can wholeheartedly recommend the standalone expansion, Crysis Warhead, as well. It fixed some of the issues from the base game while keeping the tactical options and semi-open world.

Both gameplay and story are a little bit more “action movie”-like, but even then, it doesn’t compromise the original experience. It’s pretty fun.



>### 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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