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Cake day: Jul 04, 2023

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It gathered 160k signatutes in 3 days thanks to all the new press, hopefully we can keep up the momentum.






I think it’s been very hard for us to spread awareness into countries where a majority don’t also speak English, as the organizer and much of the coverage is only in English.

If you know of any big Italian gaming YouTubers or streamers that might be receptive to helping or talking about the campaign, could you reach out to them about it with a comment?




Just to clarify, this isn’t a normal toothless petition, this is an official EU mechanism that allows citizens to bring problems to the attention of the European Commission, and force them to pass judgement on it legally. You can read more about it here.

It’s good to be skeptical of anything asking for that personal info, but I’d suggest researching into it to confirm that it is indeed legit.

Thank you for signing the UK one :)


Already included at the bottom of the text body of the post (though it’s to the StopKillingGames page on it, I’ll swap it to the direct link)




I suspect they would’ve brushed it off regardless, they didn’t want to deal with it. There’s another 100k UK petition (The one linked to at the bottom of the OP text) that would force them to re-look at it with more depth which is also ending quite soon.




(Text below written by [@[email protected]](https://feddit.org/u/treasure). Hope you don't mind me yoinking it for here!) The European Citizens' Initiative '[Stop Destroying Videogames](https://www.stopkillinggames.com/)' is nearing its deadline on July 31st and is still missing quite a lot of signatures. To be precise, at the time of writing this post, only 560.000 of the required 1.000.000 signatures have been reached. Another requirement has already been fulfilled: The minimum signature threshold has been reached in 10 countries, 7 were required. If this is the first time of you hearing about this initiative, here's a short TL;DR for you (more detailed information can be found [here](https://citizens-initiative.europa.eu/initiatives/details/2024/000007)): - Publishers that sell or license videogames should have to leave their videogames in a functional (playable) state. - This means: Remote disabling of video games (such as live service titles) without providing means of keeping the game functional without the involvement of the publisher should be illegal. - This does NOT mean that publishers should support their games forever, but rather that they provide tools (such as server binaries) to enable others to keep the game playable. The initiative is slowly picking up speed again recently after its [creator published a video](https://www.youtube.com/watch?v=HIfRLujXtUo) explaining some of the background and why he doesn't want to continue after the initiative is over. The video has been well-received by the community and some big influencers have reported on the topic. If you are an EU citizen and have not signed yet, THIS IS THE TIME! The month until the deadline is met will pass quickly. Use two minutes of your time to influence something that may improve your life forever! [CLICK HERE TO SIGN.](https://eci.ec.europa.eu/045/public/) (or [click here](https://www.stopkillinggames.com/eci) for a guide on how to sign in your language) Also, if you are a UK citizen, you can sign a UK specific legal petition that also carries legal weight (forces parliament to investigate the issue). You can sign that here: https://petition.parliament.uk/petitions/702074/
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Since that video was posted, there’s actually been a swell of support thanks to some big youtubers making videos about it. It’s already gotten 100k signatures in 2 days, so all hope may not be lost!



It’s a fun little game. Def worth grabbing if you haven’t played it.


cross-posted from: https://lemmy.world/post/31873281 > * The EU Citizens petition to stop killing games is not looking good. It's shy of halfway where it needs to be, on a very high threshold, and it's over in a month and change. > * paraphrasing a little more than a half hour of the video: "Man, *fuck* Thor/Pirate Software for either lying or misunderstanding and signal boosting his incorrect interpretation of the campaign." > * The past year has been quite draining on Ross, so he's done campaigning after next month. > * It will still take a few years for the dust to clear at various consumer protection bureaus in 5 different countries, and the UK's seems to be run by old men who don't understand what's going on. > * At least The Crew 2 and Motorfest will get offline modes as a consolation prize?
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I understand, but I’m not really sure why you’re pointing out the exact problem that this campaign is actively trying to solve.


MS-DOS games are pretty much what GOG built their business on, they still sell quite well. 50’s music is still listened by many (over 57 million views on that one song alone), and often used in movies, though that’s a bit of an odd comparison, almost as if old things aren’t worth keeping around. I mean, people still listen to classical music that’s hundreds of years old at this point, read ancient stories, and look at art from artists long dead. I consider games to be an art form like any other, and worth preserving.



As the graph breaks down, some games are patched by companies to allow them to function offline or to enable self-hosted servers. Mostly its fan efforts to reverse engineer the server code, though.

The point of the stop killing games campaign is to legislate by law that going forward, developers/publishers would have to account for a way to allow the player to host a server or patch the game to run offline when they become unprofitable and are shut down.


I think the issue is that, as with reddit, a lot of people are only reading the headline and commenting.


AFAIK, most PS3 (and even PS4) / Xbox 360 games will play and function with just the disc, an internet connection will just let them download updates to the game.

It was PS5 and Xbox One where the discs became glorified physical download codes, and did not actually contain the entire game.


It doesn’t sound like it was as of 2020 in the US, at least on the good/service distinction:

The creator of the Stop Killing Games campaign did a segment about the viability of fighting it in the US in a segment here: https://youtu.be/DAD5iMe0Xj4?t=1097

tl:dr, the motivated lawyer he talked with on it eventually found a court case that set a precedent that would be extremely difficult to fight in such a pro-corporate court system without extreme amounts of legal funds. This is why the Stop Killing Games campaign is focusing on implementing laws in the EU and other non-US countries.


Unfortunately, I think it was just a lack of awareness that the petition in existed in certain countries where Ross just didn’t have enough reach, possibly due to language barriers. A big push from native speakers of those countries with large audiences, like streamers, could’ve pushed it over the edge.



A Mind Forever Voyaging, by Infocom.

It’s an old text adventure from the 80’s with a particularly cool and oddly relevant concept: You take the role of an AI that’s been meticulously raised in a simulation to truly become a general intelligence. The reason this project was undertaken was to eventually send you, the AI, into other simulations based in the near future to test the outcomes of various political policies of the new republican government, record your interactions, and report back to the engineers who created you.

The game’s designer said that he created the game in response to the despair he felt from Ronald Reagan being elected.

I haven’t gotten super far in it, but it has an incredibly well written short story in the manual that details all the events leading up to the start of the game, and so far the game itself is unlike anything else I’ve ever played.




Dreamweb.

90’s cyberpunk point’n’click with a dark mature story and a rocking soundtrack.


That’s apparently a new style of presentation oftentimes done purposefully to give a more ‘real’ or ‘authentic’ view of the presenter due to appearing as a less polished production.



If you’re not able to find an adequate solution for Obsidian, you may want to investigate TriliumNext Notes.


That’s already hours in, and it was only getting more ridiculous. I had a looksee at Yatzhee’s old review of it, and he confirmed my feelings on it, and said it got even worse later. I may watch a let’s play of it at some point, but I just wasn’t having fun, so I’m unlikely to pick it up again, personally. Just doesn’t have the magic…


I just tried new colossus yesterday, actually, and I was surprised how big of a dive the writing took compared to the first game, I had to stop when the resistance guy bursts out of bathroom during that really forced emotional scene in the sub.

I loved the first game and the old blood dlc, so was a bit of a bummer :(


Thanks for catching that! I changed the title to the correct name.



In case it’s not obvious, this is an educational game to teach how the oil industry is able to control our governments and destroy the planet.


Oiligarchy is a strategy game where you explore and drill around the world, corrupt politicians, stop alternative energies, and increase oil addiction. It's all about the profits and not about the people and animals you may hurt along the way. Start drilling resources now!
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I’ve always been able to rely on her reviews, love her stuff as well ^^





Thief: The Dark Project.

It’s everything I could ever want.

  • Excellent story perfectly meshed with the gameplay.
  • A strange high-technology medieval world.
  • Incredible level design combined with realistic roughly drawn maps, forcing you to take in your surroundings and build your own map.
  • Variety of gameplay, ranging from infiltrating a rich baron’s mansion to rob them blind, to delving into ancient crypts filled with odd creatures and an alien culture for some adventurous tomb raiding, to some of the most terrifying pants filling survival horror I’ve yet encountered.

It is, in my opinion, perfection.


A co-op campaign I’d be down for, but I can’t say I’m excited for this. I’m just not feeling the vibe.


As a huge fan of the original, but disappointed with the sequels, I’m cautiously optimistic!


There’s multiple paths in the game that open up slightly different content. There’s a critical point when you can choose to take Sophia with you, or to go it alone with either thinking (harder puzzles) or fighting.

The balloon is shortly before the submarine on that path (I believe it’s the sophia path)


Snatcher: Hideo Kojima’s attempt at a Bladerunner Visual Novel
I've never been a fan of Visual Novels, or at least, of the ones I'd always come across. But I'm also a sucker for good cyberpunk, and a good story. When I saw that Snatcher might tick both those boxes, I decided to give it a shot. ![](https://slrpnk.net/pictrs/image/e9ff9e5d-5453-4361-9e15-3d4a3708e71c.jpeg) Snatcher (nice use of negative space on that cover) is one of Hideo Kojima's earlier titles, originally released in 1988 for the MSX2 and PC-8801 over in Japan. It was only years later in 1994 that it was updated, ported, and localized for English speaking countries, exclusively for the Sega CD. Kojima's now famous insatiable desire for lengthy cutscenes and dialog lends itself to VNs. As with many of his works, it's heavily inspired by whatever western movies he'd seen at the time. In this case, Snatcher is heavily inspired by Blade Runner. ![](https://slrpnk.net/pictrs/image/09e7b3e5-dc6f-49c8-818e-7767b0d99263.jpeg) You play as Gillian Seed, an ex-scientist with amnesia that's now working as a Junker (the equivalent of a blade runner) in Neo-Kobe, a cyberpunk metropolis that's not quite as dark and dreary as Bladerunner's, feeling more like something out of Akira. The game features a surprising amount of voice acting, some of it actually pretty decent for a game of that era. It also has a particularly fantastic FM soundtrack courtesy of the Genesis' soundchip, and even [some redbook audio for the intro](https://www.youtube.com/watch?v=ZuyUShtcn94) (I'd recommend listening to the soundtrack even if you have no intention of playing the game). The story for the game can get surprisingly dark and gruesome at times, though the overall atmosphere has a more 90's anime up-beat vibe. As an interesting anecdote, the gore in the Sega CD version is actually far more visceral compared to the Japanese versions, but the small amount of nudity that was in the Japanese versions is censored in the English localization. Unlike some of his other games, this is one of Kojima's more linear and coherent tales; The characters are pretty fun to talk to, and the writing was compelling enough to make me push through some of the more dated design decisions (you sometimes will have to click the same action/dialog 3 times or more, despite the lack of any new information, before something unlocks to progress the story). ![](https://slrpnk.net/pictrs/image/21b2eadf-b83d-4043-b8f6-446deaa66199.jpeg) The gameplay is a bit more involved than a standard VN, sharing some attributes with an Adventure game. In addition to being able to move around the city and various buildings (skillfully drawn with some of the finest pixel art of the era), the player has access to an inventory and can investigate various parts of a scene. There's a small combat mini-game that will sometimes spring up that was designed for use with a lightgun ([The Konami Justifer](https://en.wikipedia.org/wiki/Konami_Justifier)), but thankfully the combat works just fine with a standard controller, and is used sparingly enough that it doesn't overstay its welcome. In fact, I'd say the combat is surprisingly well integrated into the story, adding a bit of tension since you never know when it'll pop up (I imagine it would've been quite immersive back in the day with the lightgun, since you'd have to quickly drop your controller and physically 'draw' the pistol to defend yourself). ![](https://slrpnk.net/pictrs/image/779a2dcd-b45c-4b33-a1bb-275da24c77e1.png) Snatcher is a short game, usually averaging about 4 or 5 hours for most people, but that's all it really needs to tell its tale, and by the end I was thoroughly satisfied. The Sega CD version, or indeed any version, is no longer legally available to purchase anywhere. With physical copies being rare and demanding a premium ($200 or more), I'd recommend emulation to experience it. In conclusion, I'd have to say that Snatcher changed my views on what a Visual Novel could offer, and opened me up to being willing to try more. I haven't spotted anything that has appealed in the same way Snatcher did, so if you have any suggestions, I'd be interested to hear them! If you were like me, and generally glossed over this genre, maybe this write-up will convince you to give it a try as well. And if you do: good luck, Junker! ![](https://slrpnk.net/pictrs/image/b4811cc0-643f-49e7-80f5-74c01fac387e.png)
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[Alternative Youtube Link](https://www.youtube.com/watch?v=WORsxfgoVjc)
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[Alternative Invidious Link](https://yt.artemislena.eu/watch?v=8-g1_nZKC-k)
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[Alternative invidious Link](https://yt.artemislena.eu/watch?v=gcRleWwWpsY)
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Also available to play [in the browser](https://play.half.earth/)!
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Unfortunately this is not a standalone mod, so you will require the base game to play this expansion.
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I thought this was a really intriguing video essay on how the old Thief games from decades ago stack up against more modern (at the time, anyway, the video is nearly 10 years old itself!) AAA Games.
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Not sure if videos are allowed here, but I thought this was a really intriguing video essay on how the old Thief games from decades ago stack up against more modern (at the time, anyway, the video is nearly 10 years old itself!) AAA Games.
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