Metal Gear Rising : Revengeance
I watched a few playthroughs earlier this year, and was struck by the games’ vibes. Maybe I’ve become jaded, maybe 2013 was just a different time, but the over-the-top-bombastic, gratuitous-yet-totally-sincere meditation on power, violence, and humanity feels incredibly relevant, not to mention a breath of fresh air compared to the games I see coming out today.
It’s also very similar to the type of video game I’d like to make someday, so it counts as homework as well!
Not to mention it feels like half of the media/art that I love from the past 10 years has been heavily influenced by this game, so playing it could give me a fuller appreciation for them.
I suspect the foreign sanctions will indirectly prevent a healthy video games ecosystem from forming in Russia, on top of everything you’ve already cited. With these sanctions, there is even less incentive than before for Russia to crack down on (software) piracy (of foreign games). So their game devs are competing with essentially free and high quality games made by everything from indie devs to huge studios.
Pretty good review!
I’ve not yet been to all the new planets. What I have seen lines up well with the characterization of Wube strategically disabling the things in the base game / on the starting planet (“Nauvis”) that I grew accustomed to. Instead of simply adding ever more lengthy production line recipes, they have forced us to approach many existing production lines in a drastically different way.
In the base game, you can play around with ratios and targeted throughput, but you almost always will have the same machines crafting the same recipes, in the same order. The most significant decision when designing a production line is often whether to bring an item in by belt or instead bring its components and craft it adjacently.
Space Age shakes that up by introducing several new choices/decisions to make. There are alternate recipes to be unlocked (similar in function to Satisfactory, without needing to hunt for hard drives on a map). There are now multiple “looping” recipes (the input items can be part of the output). Most notably, which recipes are available to you depends on where you are building - not only planetside vs in-orbit, but planetside vs in-orbit across all planets. The planets have different resources on them, and their orbits contain different ratios of resource-laden asteroids. Same goes for the routes between planets!
I was very afraid that the extension would feel like “more of the same, just longer and more tedious”. That’s the experience I’ve had with most overhaul mods I’ve tried, and notably why I never bothered paying Space Exploration (whose author ended up working with Wube on the Space Age extension). So far my experience has been the exact opposite. It really feels like every single new “thing” feeds back into the core gameplay by “rejuvenating” it in new ways.
There’s a scene in the game where the character is taking a shower. The shower stall is glass, and the glass is frosted from around ankle height to neck height.
I haven’t played the game myself, just came across the scene on YouTube several years ago, so I don’t know how justifiable the choice of the scene is in the first place. At least, from a technical point of view, it makes sense to me that they modeled the full nude body so that the frosted glass would blur what we “see” in a realistic way. It’s a lot easier to model something and then have the glass blur it, instead of directly modelling the blurred version for example.
Personally I think most of the creep factor comes from the fact that this character is explicitly modeled after a live human being who presumably didn’t sign up for that.
We also added the ability to pin the resource patch, and the count of remaining ore will update as the patch is mined. You can use this to keep an eye on how things are going, and be aware when a patch is running dry.
Yet another great mod transcending its mod status to be assimilated into the base game!
Slight question/nitpick over the prequels’ CGI; is the opening space battle [over Coruscant] of Revenge of the Sith somehow not up to par with its contemporaries? That sequence still holds up in terms of visual spectacle that takes advantage of its medium (3d rendering in this case vs practical effects) to do specific shots and set pieces.
Or am I just ignorant of how much the original trilogy pushed things?