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Cake day: Jun 23, 2023

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I would argue the storyline was a big part of it. While barebones by today’s standards, compared to the likes of Doom, Quake or even Unreal, it was pretty amazing to have a continuous narrative throughout the game.


Yeah, but I realised this is closure enough for me. Don’t need an actual game, just an end to the story.





Most people here are (or were) still engaged on other social networks. The engagement seeking mindset is just so widespread, that people bring it with them to the fediverse where it makes no sense.

At least that’s my answer. Not saying it is the cause, but it sounds about right to me.


Reporting and blocking is the only way and have always been, I don’t know what changed that people decided tolerating/engaging with them was being the better person.

I think it’s the general focus on driving engagement and feeding the algorithm.



I thought something broke when I opened the link because I have exactly that picture as my desktop background.


If you can play Alyx on a decent headset, you’ll probably want to play Half Life 2 in VR too. The port is amazing.




UNDERDOGS is amazing. And I’m not saying that just because I’m in the credits as one of the testers =D




Nah, I noticed that on clients without separate counts. A LOT of comments go down to 0 before climing back again (or not).


I’ve been noticing that ever since I joined Lemmy over a year ago. Feels like people are way more trigger happy with downvotes here. It’s not a big deal though.


Look up OneShortEye on youtube. The main focus is point and click game speedrunning, but a lot of the videos are an in-depth look into the design and history of various games, like this one about Colonel’s Bequest.


I’ve recently been thinking of how I hate RPGs where if you have a choice, it’s between obviously bad and obviously good outcome. Bonus points when it’s determined by a single dialogue option at the end.

So I came up with a concept of an RPG where every quest has multiple solutions and every single one of them turns out disastrously for everyone involved. Like I’d love to see some real gut-punches there. The only way to avoid that would be to not accept the quest in the first place. If you don’t, after some in-game time passes you get to hear how the situation resolved itself nicely without your involvement. The kicker? Most if not all XP would come from quest rewards, so in order to not cause harm to everyone you meet, you’d have to essentially do a challenge run.






I know it’s not what you asked for, but I remember a couple of years ago someone making a game heavily inspired by GTA 2. Never got around to playing it myself, but it looked good.

Can’t find it right now though. Googling gave me Glitchpunk, which looks similar, though not as I remember it. And apparently it’s stuck as early access and might be dead. Maybe someone else will remember that other game I remember.


There’s also Adaptation, technically.


The games are great because CD Project are massive fans who read the books many times, so that hardly fits.



That’s not the kind of crouch-jump that’s being discussed here. In source games you can crouch while you’re in the air and it allows you to reach slightly higher ledges. It’s got nothing to do with the long jump upgrade.


One tip for the final Nod mission I would have wanted to know before playing it - the game tells you that you have time until the GDI station makes three orbits and then gives you an hour timer. I was running out of time and made a despearate push for the final objective with just seconds remaining and then… another hour timer started. You have 3 hours to beat that map, I thought it was just the one =/

It’s the finale where you have all the toys and get to play with the enemy in any way you want. Don’t make the same mistake as me and rush through it, you can take your time.


C&C: Tiberian Sun. Damn, that game still looks great.


I always saw it as a quirk of the way the game is programmed (they didn’t bother disabling crouching while mid-air) that they just ended up somewhat legitimising by teaching it in the tutorial. AFAIK you only have to use this once or twice in the entire game, and don’t recall it ever being useful when not forced (maybe except for climbing where you shouldn’t to sequence break).

It’s not part of the core gameplay. You learn in in the tutorial, forget about it, get stuck in the middle of the game, remember this is a thing, use it once and then forget about it again.

At least that’s how I remember it. It’s been a while since I played HL1.


Some fighting games. One Must Fall, for example.



I only ever played it in VR and didn’t have this issue, so maybe?

I did fall through the floor on my freighter and lose all my shit once, that wasn’t nice.


I just wish they’d finally give VR roomscale support. As it is it’s extremely clunky and mods can only do so much to fix it.


Have you ever played Rollcage back in the day? There’s a spiritual successor to it now by the original team - GRIP. It’s very much the same as it used to be, just with modern graphics.


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Don’t forget a clear information on when exactly this rent/license expires. Otherwise we’re just shuffling words around.