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Cake day: Jun 09, 2023

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That’s my thinking. I can imagine a live service game needing about 10 new lines from a character every few months, and depending on the hassle of recording studios, AI could be great for that - IF it can be set up in such a way that its use is only applied with permission of the actor who created the voice. They’d also have the right to refuse AI voicing for that session, provided they give a reasonable plan for in-person recording.


Even if I enjoyed a lot of that game, I feel sad that it often felt small-scope; tight hallways, no “canal/highway” type sequences, and only three guns. You don’t even use the gravity gloves in the innovative ways you use the gravity gun.




Anecdote alert: I mean, I went to Mint thinking this to be true. The first release I tried didn’t even support my (years old) WiFi drivers, and then the second couldn’t run levels in Hitman. (Bazzite did, however, so distro apparently matters)


I used to enjoy Gmod/SFM animations, but that content naturally takes months of work for people to put out. That was okay because there were dozens of amateurs always releasing their own things; but now, the trend is for weekly or even more frequent videos, which means animators need to rush to put out trendy 8 second shorts, switch to low-effort mediums like Let’s Plays, or just stop getting visitors entirely.

Every so often, I find a great animator that’s sitting in the last category getting their detailed animations quashed, and I get to see the 3 videos they’ve put out in the last 5 months; still wish YouTube could put them in my recommendations.


At this point what would make the most sense is an “Xbox Series Z” for people that want higher-performing games. I just don’t see thousands of people buying another $600 console for like 5 games, when most will continue to support the Xbox One. (Yes, Xbox One - most games on the front page of their store still support their old console)


Hard to say what’s the absolute best one, but some highlights:

Finale of Ace Attorney Justice for All; when you finally have the change in circumstances needed to pin the real killer and send them into a genuine panic.

Pizza Tower, final boss third phase: When Peppino sees that Pizza Face is sending him a Boss Rush, and flips his shit, annihilating each boss at lightning speed.

Ghost Trick, Phantom Detective: The final “4 minutes before death”, and multiple last revelations

Most of these are memories of story-driven moments nailed in by very solid soundtracks, which has very much convinced me how important music is to these games.


That’s the thing, I was careful about my wording; “if their only intention is to step up to a higher object”. If I tell someone to get on top of a cement block, their impulse won’t be to do a parkour jump where they’re tucking their legs, they’ll likely use their hands to lift themselves up. They wouldn’t even think of their action as a “jump”. When people press the spacebar in a video game, the intent is clearly to get higher onto the thing in front of them, it’s just most games choose not to express the particular actions a human does to do that (much like how we dropped Tomb Raider’s approach of manually holding a button to grab onto ledges)

In DRG, the way they differentiate intention is with the direction you’re looking - you can only mantle onto platforms you’re looking towards. So, you wouldn’t get many occasions where you’re dodging sideways and accidentally get on a platform.

In DOOM Eternal, they got rid of crouch, and put the grenade launcher on there. G was changed to toggle between your two grenade types. In Deep Rock Galactic, Ctrl uses the player’s laser pointer, a tool for communicating to teammates that doesn’t really impact gameplay. Having a free keybind offers a number of ways to enhance or simplify the game; if they wanted to go for simple measures, it could be a context-sensitive VO button, like spotting out enemy players.


You and I might do it as a connected reflex between the space key and ctrl key to always get a higher chance of reaching a ledge with no drawbacks, but it makes no digetic sense. People in real life don’t do a squat mid-air if their only intention is to step up to a higher object.

FPSes of both the realistic and cartoony variety have been introducing step-ups as a way to simplify movement for a long time. Examples: DOOM 2016, Deep Rock Galactic. It also means that they can connect other important game functionality to the Crouch button if that keybind just doesn’t do much for the intended gameplay.


We see a lot of the gold of indies rising above the crowd, but there’s still lots of indie studios failing. Think of one of your favorite indies, and try checking to see if they’ve made a second game - many don’t even get that far.


Minority opinion, I think there’s a lot they could do for Team Fortress 3.

  • Reset expectations on cosmetics to reduce flaming ghost hats
  • Invent female versions of each merc and a new character/voice for Soldier’s deceased actor
  • Add an unobtrusive mantling system to replace crouch jumping
  • Console crossplay
  • Simplify weapons by making Flare gun and Sandwich defaults for respective classes
  • Retool matchmaking system

I don’t remember there being any textual dialog in the game except for a few portions of the manual, so I’m not sure what you mean with the central temple. Its main activation comes from both towers, and as someone said, the first simply requires a short trip through a forest and beating a large guard; but the second requires a VERY long path.

West Tower

(Assuming north is up/left and south is down/right) You’ll be slowly working your way south down the hill of the main region (not on the first stairs you came up) to unlock more of it and find your shield. But, the path to the west tower requires you to actually travel west past the edge of the first map, out into a wetland area with thin walkways. There’s another boss before you can reach the tower itself.


Valve used to do ARGs for some of their major releases. It’ll be kinda sad if there’s just not enough energy around for people to figure out their puzzle pieces here.


I’m pretty sure even if the Steam store doesn’t do it, there are tools to search Steam that can exclude tags, right?



ah yes, port the billion dollar decades old high-fidelity engine that carefully manages memory to java, a language minecraft struggled to break free from to achieve any meaningful performance or mobile porting options. thank you, no one thought of that before.



Game bundles like from Fanatical are a good start. You can’t return them if you have issues, but they’re great if you haven’t played any of the offerings given.

A similar thing would be Xbox Game Pass, but that very much locks you into their ecosystem, and they’re clearly done investing into worthwhile games.


I have not played Sekiro, but I have played an indie knockoff called Kanagi Usagi, so I’m basing my understanding on that.

From how it felt, the health bars are a decoration and the real boss health is poise. I get what they were going for, but it causes a lot of stress for any interruption like healing or long enemy attacks that cause their poise to regenerate, feeling like your effort and time was wasted.

A game I liked better in every respect was Another Crab’s Treasure. You build poise even just by hold-blocking, but your “shield” is a limited resource; one you can choose to invest in with RES. It keeps the idea of encouraging you to keep pressure, by building poise damage on regular attacks, but also punishes you for dodge-rolling as a default for every attack (you’ll never get a “capsize”). And, you still get the reward factor of parries if you release block at the perfect time.

And yeah, ACT is a bit easier; but I’d say its chosen level of difficulty made it a more enjoyable game.


I hope they don’t remember the Alexander raids too fondly. Even when I’ve done one before, understanding and remembering the specific goals is infuriating, for myself and all the other players involved.

It’s okay to have something complicated, as long as it has diegetic meaning that makes sense to players quickly.


Final Fantasy 7 Rebirth looks really good. I can’t wait until it’s done so I can play it.


Previously, I had mused over vague ideas about whether blockchain technologies could go into a “proof of real person” system, by one-way-hashing information used to verify only basic details about a person. Eg: They exist, are a unique person, and are over a certain age. Ideally, it could be set up in a way that cannot easily correlate them between company databases.

That said, no real need to poke holes in the idea, because…that was the easy part, and it will probably never happen (or be far more draconian than I describe)


I’ve been saying for a while that the best thing that can happen to standard, microtransaction-free, singleplayer video games is: An increase in the US Minimum Wage.

Sadly, that doesn’t help international markets as much. I really wish we could get rid of key resellers so that games sold somewhere like Africa can be fairly measured out in terms of loaves of bread, not US dollars.


Team Fortress 2’s storyline has concluded with a 7-year-delayed comic
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Storyline? What kind of lore-addled whackjobs needed a storyline to get invested in two teams of knuckleheads killing each other endlessly in the Nevadan wasteland? Back when I played video games, it was two bleeping and blorping pixels that would gladly use their own guts as a rope to strangle the other. And you were lucky if you got any blorping! Anyway, it ends on a happy note so you may as well enjoy it. Merry Smissmas!
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Full Metal Furies is a very fun “beatemup-style” game very much focused on unique character abilities and cooperation. The writing is very funny, and each character operates very different. Currently $5.

Oh, and on the topic of coop games with primarily female casts: Assault Android Cactus is a lot of fun even for people who haven’t played games much. Rather than use a teammate reviving mechanic, players can pick themselves up - but everyone is fighting their timer to complete the mission before their batteries run out. Levels are quick and chaotic. $5.


The Sexy Brutale is a fun Groundhog Day puzzle game set in a casino where you must sneak around to prevent the staff from murdering the guests. The story seems insignificant but becomes astounding towards the end. It’s currently $5.

Unmetal is a very fun Metal Gear parody that isn’t totally lax with its writing - maintaining just enough serious tone to keep you invested and break your expectations when it uses the storytelling format to throw you for a loop. Currently $4.

Homebody is another Groundhog Day puzzle game, also about preventing your friends from being murdered - but with a very different tone. Creepy at times, and requires a slow unraveling of every one of the mansion’s puzzles. $5

Tyrion Cuthbert is an astoundingly-done indie take on the Ace Attorney format, set in a fantasy universe with its own magical rules. 5 full cases, with some big character moments in the later ones. Currently $10.

Near Death is a short horror game based on surviving arctic chill at an abandoned base at night. It feels much like an indie game version of The Martian, especially when you contact personnel that can give you tips but can’t send a rescue party. Currently $2.


I’m curious whether that new feature, Hidden games, appears in this summary. I think it had some early missteps because it would disappear from some views but appear in others.


I think highlighting the success story is kind of missing both the great circumstances Larian built that game under, and the giant mountain of singleplayer games that are pretty good, but hit no success at all.


Hello? Halo 3 sold map packs, and possibly other things I’m not remembering.

That’s setting aside that Halo 3 was an exclusive. It wasn’t made to sell itself - it was made to sell Xboxes.


I’m still a bit unsure how plausible it is to make a multiplayer game, keep it updated, and not sell content within the game.

The good devs restrict it to cosmetic options, but I can’t say I’ve moralistically stuck to that kind of perfection - I’m okay with new weapons/characters as long as they stay balanced against old ones. It becomes a sort of hazy issue.


Something a lot of people miss (and actually Far Cry 6 forgot/discarded) is most Far Cry games end with a very deconstructive and sad message towards the violence you’ve achieved through the game.

They tend to miss since people that care about writing skip these games. I’m curious what they could do with it though.


I used to only use this for game recording. But, it got a glitch where games record with a red tint ever since I upgraded my monitor. Thankfully, every single gaming helper app seems to feature recording now, so I just switched to another.


I really appreciated learning how much Immersive Sim is in Indiana Jones.

You get a hazy overhead map and need to navigate lots of hidden entrances, presented through verticality, exploring to find valuables. You can win in combat through good reflexes, but once surrounded your only option is to run. There’s no detective vision, and it instead relies on vocal barks where guards chatter or cough or sneeze often enough to remind you where they are.

The stealth isn’t fully on par, since you’re low on gadgets and darkness doesn’t seem to do a lot, but it’s there. I got the same sense of glee as Soulslike games when I take a long circuit to some door, unlock it, and it leads back to a common area, providing me a new shortcut.


Is that with Steam’s “recent off-topic activity” system turned on, or off?

Steam introduced something where if they see a large scale of reviews in a short period that express thoughts unrelated to the game itself, they exclude those reviews from the default view of the page.


Considering Indiana Jones and the Great Circle is coming to PlayStation (Bethesda, owned by MS), it’s obviously no longer Microsoft’s goal to keep to themselves.

I don’t think the “has no games” argument matters much for either console anymore. It’s now more about Japanese devs releasing on PlayStation purely out of familiarity (eg, Final Fantasy), and which monthly subscription you like more.


Considering how simple its premise is, Another Crab’s Treasure seems pretty basic, like its story doesn’t have much left, at several points. People online gave some takes that four boss fights from the end, they thought each one would be the final boss.

Far Cry 3 also did this well. You finish the skill tree, do the last few missions where the increased power slides the difficulty down…and then it turns out you unlock a whole other island to make use of your full ability tree in every encounter.


Ending B was absolutely just padding.

There’s maybe a few segments where it’s interesting to see 9S’s perspective, but so many other scenes that weren’t bot-specific.


The most painful thing will be if the game turns out to be bad, and we have to painstakingly explain “Yes, it was bad, but it’s not somehow specifically because it features a bald female lead.”


It could be in this very room! It could be NBA 2024! It could be Red Dead Redemption 2! It could even be-


That’s actually what I hope they’re fixing with the remake.

Early puzzles were clever, later puzzles just have so many parts it feels like a laborious chore to get every laser and box and replay exactly where it needs to be. I’m sorry to say I didn’t even finish the game.


Name a game game: “…and then it ends with you fighting A GOD.”
Trope or not, gods just end up being a common target for games about heroes escalating in power while fighting increasingly world-destroying consequences. So, for each post, name a game and describe it, with the assumption being that every description automatically ends with the phrase: "...and then it ends with you fighting a god."
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Stories and Mechanics around punishing over-aggression
For game designers, encouraging aggression is often a good thing. Too many players of StarCraft or even regular combat games end up "turtling", dropping initiative wherever possible to make their games slow and boring while playing as safe as possible. But in other games, often of multiplayer variety, hyper-aggression can sometimes ruin pacing in the other direction. Imagine spawning into a game with dozens of mechanics to learn, but finding that the prevailing strategy of enemy players is to arrive directly into your base and overwhelm you with a large set of abilities, using either their just-large-enough HP pool, or some mitigation ability, while you were still curiously investigating mechanics and working on defenses. Some players find this approach fun, and this may even be the appropriate situation for games of a competitive variety, where the ability to react to unexpectedly aggressive plays is an exciting element for both players and spectators. Plus, this is a very necessary setup for speedrunners, who often optimize to find the best way of trivializing singleplayer encounters. But other games have something of a more casual focus, which can give a sour feeling when trying to bring people into the experience without having to reflexively react to players that are abandoning caution. Even when a game isn't casual, aggression metas can trivialize the "ebb and flow, attack and defense" mechanics that the game traditionally tries to teach. This can also lead to speedruns becoming less interesting because one mechanic allows a player to skip much of what makes a game enjoyable (which can sometimes be solved by "No XGlitch%" run categories) So, the prompt branches into a few questions: - What are fun occasions you've seen where players got *absolutely destroyed* for relying on various "rush metas" in certain kinds of games, because witty players knew just how to react? - What are some interesting game mechanics you've seen that don't ruin the fun of the game, but force players to consider other mechanics they'd otherwise just forget about in order to have a "zero HP, max-damage" build? - What are some games you know of that are currently ruined by "Aggression metas", and what ideas do you have for either players or designers to correct for them?
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Recommendation engine: Downvote any game you’ve heard of before
This might be a slightly unusual attempt at a prompt, but might draw some appealing unusual options. The way it goes: Suggest games, ideally the kind that you believe would have relatively broad appeal. Don't feel bad about downvotes, but do downvote any game that's suggested if *you have heard of it before* (Perhaps, give some special treatment if it was literally your game of the year). This rule is meant to encourage people to post the indie darlings that took some unusual attention and discovery to be aware of and appreciate. If possible, link to the Steam pages for the games in question, so that anyone interested can quickly take a look at screenshots and reviews. And, as a general tip, anything with over 1000 steam reviews probably doesn't belong here. While I'd recommend that you only suggest one game per post, at the very most limit it to three. If I am incorrect about downvotes being inconsequential account-wide, say so and it might be possible to work out a different system.
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Many players have become “patient gamers”. What are games people might miss out on by waiting for sales?
Sales follow the tradition of supply and demand. Products come out at their highest price because of expectations and hype. Then, as interest wanes, the publisher continues to make *some* sales by reducing price to tempt the less interested parties. But this isn't the formula for all games. While we might agree that games from 2000 or even 2010 are "showing their age", at this point 5 to 8-year-old games are less and less likely to be seen as 'too old' by comparison to hot releases. Some publishers have picked up on that theme, and doubled down on the commitment to the idea that their games have high longevity and appeal; making the most of their capitalistic venture for better or worse. I recently was reminded of an indie game I had put on my wishlist several years back, but never ended up buying because it simply had never gone on sale - but looking at it now, not only did it maintain extremely positive user reviews, I also saw that its lowest all-time price was barely a few dollars off of its original price. In the AAA space, the easiest place to see this happening is with Nintendo. Anyone hoping to buy an old Legend of Zelda game for cheap will often be disappointed - the company is so insistent on its quality, they pretty much never give price reductions. And, with some occasional exceptions, their claims tend to be proven right. In the indie space, the most prominent example of this practice is **Factorio**, a popular factory-building game that has continued receiving updates, and has even had its base price *increased* from its original (complete with a warning announcement, encouraging people to purchase at its lower price while it's still available). Developers deserve to make a buck, and personally I can't say I've ever seen this practice negatively. Continuing to charge $25 for a good game, years after it came out, speaks to confidence in a product (even if most of us are annoyed at AAA games now costing $70). I sort of came to this realization from doing some accounting to find that I'd likely spent over $100 a year on game "bundles" that usually contain trashy games I'm liable to spend less than a few hours in. For those without any discussion comments, what games on Steam or elsewhere have you enjoyed that you've never seen get the free advertising of a "40% off sale"?
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Game genres where “It’s just more X content” is more than enough
We get a lot of sequels in the gaming world, and a common criticism is when a series isn't really innovating enough. We're given an open world game that takes 40 hours, with DLC stretching it out 20 more, and see a sequel releasing that cut out it's late 30 hours because players were already getting bored. Meanwhile, there's some other types of games where any addition in the form of "It's just more levels in the series" is perfectly satisfying. Often, this is a hard measure to replicate since these types of series often demand the creators are very inventive and detailed with their content - this likely wouldn't be a matter of rearranging tiles in a level editor to present a very slightly different situation. What I've often seen is that such games will add incredibly small, insignificant "New Gameplay Features" just so they have something to put on the back of the box, but that tend to be easily forgotten in standard play (yet, the game as a whole still ends up being fun). The specific series that come to mind for me with "Level-driven games" are: *Hitman* - the way the levels are made naturally necessitates some creativity both from the level makers to come up with unique foibles and weaknesses to each target, and from the players to discover both the intended and unintended methods of elimination. *Ace Attorney* - While they series has come up with various magical/unusual methods for pointing out contradictions in court, the appeal is still in the mysteries themselves, and it's never needed much beyond the basic gameplay, and the incredibly detailed and well-animated characters to hook people in. *Half-Life* - For its time, anyway. While its Episodes certainly made efforts to present new features, quite often the star of Half-Life games isn't really in any core features or gameplay mechanics, but in the inventive designs of its levels, tied in with a penchant for environmental storytelling; making you feel the world was more than an arrangement of blocks and paths. For a long time, the wait for Valve-made episodes was alleviated with modder-made levels hoping to approach the inventive qualities of the original games. *Yakuza* - While the series has undergone a major overhaul moving to JRPG combat mode, for 6+ games it satisfied a simple formula: Dramatic stories driven by cutscenes, as well as a huge variety of mini quests, of boundless variety and very low logic. For many of their games, they weren't doing a whole lot to re-contextualize their core gameplay, being fisticuffs combat, and it still worked out well (plus, they're continuing to go that route for games like Kiryu's last game) To open up discussion, and put the question as simply as I can: Which games do you follow, that you wish could be eternally supported by their devs, by simply continuing to release new "level packs" or their functional equivalent, with no need to revamp gameplay formulas?
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