The DS with a flashcart was nearly perfect. It was incredibly pocket-friendly due to the rectangular shape, the screen was protected from scratches while folded so you didn’t need a case, and it could emulate every console up to the N64 as well as every Nintendo handheld (obviously). I was upset when my cart finally died - no other handheld emulator I’ve found is as convenient.
As much as I believe PayPal would do this (they have closed accounts without warning and stolen all pending funds many times in the past, which is why it’s commonly recommended to avoid them if you’re making decent money), the only source for this article is a Reddit thread that doesn’t name the game or company.
There’s a decent chance this is just someone’s creative writing exercise using the current scandal to get attention.
Still working on Conan: Exiles, which got an update yesterday. My thoughts remain the same: good game, excellent base-building, but there’s not really much that I haven’t already seen a hundred times in other survival games. I’ll probably drop it soon.
I finished a co-op campaign of Abiotic Factor. We started our playthrough early in its Early Access period and had been returning to it every few months as new chapters were added. The game is every bit as great as everyone says, though the ending is incredibly abrupt. I’m wondering if they had to cut a bunch of content to make the release date. I hope they expand on things in a later update or future DLC, because it’s the only major flaw in an otherwise nearly perfect game.
Also played a bit of Gloomwood, a lo-fi immersive sim which comes very close to scratching that classic Thief itch. The stealth is great, the levels are well laid out and heavily intertwined so you always have multiple routes to achieve an objective, and the AI is the perfect balance between smart and dumb for shenanigans. There’s also an incredibly satisfying backstab with the canesword, though certain enemies wear armor that makes them immune so you sadly can’t clear out entire levels while ghosting.
I do have some minor complaints. As a packrat I’m not a fan of the Resident Evil-style grid inventory with limited space, especially since the game has a research mechanic where you need to chop up mutated corpses and bring one of every single body part to a specific point on the map to unlock crafting recipes and permanent character bonuses.
A single body’s various parts are enough to take up the entire inventory, necessitating either some very fiddly inventory juggling (items switch from grid-based paper dolls to physics-enabled models as you drag them to and from the world, causing all sorts of messes) or multiple trips across the entire open world map and back. The Goatman alone took nearly half an hour of combat-less hauling to research, and its boss arena isn’t even that far from the lab.
Enemies are also persistent. Once you kill someone they stay dead for the rest of the playthrough, which on one hand speeds up the backtracking, but on the other also makes it a boring chore if you’ve been thorough. There are a few points in the story where new enemies will spawn in old areas, at least.
All that said it’s an excellent game, and I’d recommend it to anyone looking for a good immersive sim. It’s still in Early Access, but what’s there is already incredibly satisfying despite my various gripes.
In addition, the company […] wants to be awarded all rights, title and interest in any intellectual property developed by Cleveland, McGuire, and Gill during their employment at Unknown Worlds, including “all movie scripts, movie footage, game design, game code, play tests, or other software development.”
Ugh.
Ah, right. I thought you meant a comment under the awards themselves.
Is there any video of his whose comment section isn’t a complete cesspool? His edgy 4chan-lite schtick draws in the worst sorts of people to become fans.
Sseth also destroys the culture around the indie games he covers. Whenever he does a video on a niche game, the flood of viewers overwhelms the existing community with toxicity and many of them never fully recover.
I’m still mad he turned the wider community of the game Starsector from mostly left-leaning fans of classic sci-fi into a bunch of stereotypical Redditors who constantly joke about committing rape and genocide - his fans even spearheading development of a mod to add those into the game. Fucking disgusting.
I’m pretty sure Steam has sharing of precompiled shaders for regular PCs too, you’re just SOL unless someone else has the feature enabled and has launched the game with the exact same card+driver revision in the past. It’s much easier and more consistent on the Deck where everyone’s using the same hardware.
Yeah, “survival” is about as watered down a term as “roguelike”, especially when it’s “survival-crafting” (a meaningless distinction - crafting mechanics were popularized by survival games in the first place). I play and enjoy both casual and hardcore survival games, though I have to shut my brain off not to get annoyed at some of the former.
There’s a recent trend in the genre where eating isn’t required for survival, food just gives temporary stat bonuses. At least Subnautica has proper hunger and thirst mechanics, even if you’re set for life for both within the first hour.
I can count the games that get the survival gameplay loop right on one hand. Hardcore survival is a sadly neglected niche.
I’ve had my eye on Vintage Story for a long time. Have you ever played UnReal World? That game has the most detailed and brutally realistic survival mechanics I’ve ever seen. I’m wondering how VS ranks in comparison.
I think placing base foundations still flattens nearby terrain? But yeah, the devs admitted that the destructible terrain was a huge mistake that caused massive pop-in and performance losses, even now after they dialed it down to nearly zero.
They couldn’t just remove voxel terrain entirely because the world is a mishmash of voxel and classic geometry. The voxel destruction/deformation only applied to the sand and soil on the ocean floor, which let players dig several feet down before hitting solid terrain. Most other terrain features are static props.
They’d have had to redo nearly the entire terrain to remake it as a traditional polygonal mesh, so instead they simply removed the player’s dig prompt and the terraformer item. I think there’s even a console command to re-enable everything? There was at some point during Early Access, at least.
I don’t recall them ever saying anything about randomly generated worlds though. It’s been bespoke since the very first alpha, though a lot of first-time players thought it was procgen due to the random spawn locations.
Just to be clear, “watching” is a bit of a misnomer. In Project Zomboid TVs play programs to dispense lore/world-build, show what’s happening outside the Exclusion Zone, teach recipes and skills to players, improve their mood (mental health is an important part of gameplay), potentially draw in nearby zombies with the light and noise, and give survivors something to do while resting during downtime.
However, it’s all just text - the TV will light up, and if it’s tuned to a live channel or playing a VHS, a new line of text will pop up above it every few seconds. As the apocalypse advances more and more channels will go dark or switch to automated reruns (the attention to detail in this game is just *chef’s kiss*), eventually leaving looted VHS tapes as the only way to watch most programs.
That said, if the modders used a program to extract subtitles and kept the timings, you could theoretically play the episode at the same time and watch it in sync alongside your character. Here’s hoping someone makes a mod that lets you launch VLC to a second monitor from within the game with the proper timing offsets!
“We wanted a fresh new debacle instead!”
Edit:
"As Unknown Worlds’ sole stockholder, Krafton had invested $500 million in the success of not only Subnautica 2, but also Subnautica 3, Subnautica 4, and any other future Subnautica franchise product.”
Ew. Survival games benefit more than most genres from iteration, but that’s better done as updates and expansions unless they make a truly qualitative leap, which I doubt will happen under their leadership. This reeks of them wanting to pump out as many full-priced titles as possible, probably with an ever-higher price tag as Subnautica becomes an established IP.
I second the Kinetica recommendation. It’s an amazing arcade-style racing game that will have people look at you like you’re crazy if you try to describe it to them (racers wear skintight suits and strap rollerblades to their limbs and use themselves as the vehicles).
It feels a lot like F-Zero for those familiar.
The quality of life features around base building are sublime. Being able to upgrade structures in-place and freely move stations and chests around has ruined most other base building games for me. Inventory management and crafting aren’t great, but I can count on one hand the number of games that do those right (and at least there are mods to fix the worst of it).
The one thing I dislike about companions is how many bad ones you end up with. Especially with taming - a 20-30% chance at best of raising an elite tame means my bases are littered with regular hyenas/bears/rhinos who wouldn’t survive if they accompanied me. And I’m only just now leaving the desert - I can only imagine how many reject animals I’ll have by endgame!
Luckily with humans you can see what class and level they are before deciding to capture them, and there’s a dungeon filled with medium-tier recruits right in the starting area. It’s nice that making a full working base isn’t restricted to late game like it is in other games.
I’ve been playing Conan Exiles, a survival crafting game that’s been out for several years but still receives regular major updates.
It’s a bit generic - there’s little I haven’t already seen in another survival game - but it’s more polished than most due to having a major developer behind it. There’s a lot of content, bespoke animations for nearly every weapon, and the base building is a delight. Exploration is also great due to diverse biomes and the game’s climbing system, which also lets you grab the wall while falling and slowly slide to a halt - this looks and feels great and turns avoiding falling damage from a headache into a cinematic moment. It’s not parkour, but it tugs the same strings.
The game has an unfortunate tendency to crash when messing with companion inventories, though that may be due to a Steam Workshop mod I’m using (one I can’t bring myself to remove because it makes inventory and companion management so much easier). Aside from that hiccup - which only triggers once every few hours, which is tolerable for me - and knocked out enemies occasionally falling through the ground (you need to drag them back to your base to recruit them as NPCs), the game has been rock-solid.
I’m somewhat tempted to buy the new Dune game by the same devs, but I’ve heard mixed things about the solo experience.
And Kerrigan should have stayed evil. That’s my “Han shot first” of the franchise.
Agreed 100%, how Kerrigan was handled was the worst of StarCraft 2’s many sins against prior characterization. They spent an entire expansion setting her up as an irredeemable monster and the new big bad of the setting alongside Mengsk and whatever Duran was up to, only to undo it all because NuBlizzard wanted their waifu.
And there is no way Jim Raynor as of the end of Brood War would ever ally with Kerrigan again after her betrayal, yet he goes from having sworn to get revenge for Fenix’s death to helping Kerrigan “redeem” herself with little more than a mention of past grievances.
MMOs and live service ruin lore. They’ll twist the existing story into knots so that players can fight or recruit every popular character from the series, even if it makes no sense. Even if they’re dead. Gotta keep those players engaged, even if it comes at the expense of the integrity of the world and writing that drew them in in the first place!
Thanks for the detailed response!
Would you say any of them are worth picking up from a gameplay perspective? I know the first is a Devil-May-Cry clone (no idea what the genre is properly called) that takes heavy influence from pre-BotW 3d Zelda for its world and dungeon designs, 2 is an action game with random loot (the randomness is why I dropped it), and I’ve heard 3 described as a Soulslike, but are they good examples of their respective genres?
Considering one of the common refrains about the most famous game in the series, Silent Hill 2, is that the combat being crap is an important part of making you feel like a regular guy way out of your depth, I’d say they have right to feel concerned. There’s a serious incongruity between “horror game” and “detailed combat system”.
Though the mention of durability and weapon degradation implies that maybe you won’t be able to smack your way out of every encounter.
“Hopefully they pull a Bloober and prove me wrong.”
Is this a Gen Z reference I’m too Millennial to understand? Is this what getting old feels like?
How was Genesis?
I own the whole series but I’ve only played the first (which I loved) and a bit of the second. I dropped it since the devs didn’t seem interested in continuing from the sequel hook in the first game. Now that they are finally getting around to that, is it worth playing the rest before 4 comes out? Do the other Riders’ stories contribute to the plotline of War’s campaign, or are they all just kind of doing their own thing?
Oh, he 100% knows the truth. He just can’t say it since admitting it’s Ubisoft’s fault would lower investor confidence (and therefore affect his personal wealth). This is the standard “blame our failures on market forces outside our control” move that all CEOs of publicly-traded companies are forced to do.
The stock market was a mistake.
He wanted out for a long time, IIRC as early as MGS 2. 4 was originally planned to end with Snake and Otacon being captured and executed for terrorism to put the final nail in the franchise’s coffin, with Kojima only dropping the idea after his entire writing staff protested.
I think you hit the nail on the head with his dissatisfaction being why 5 felt so different. It barely feels like a Metal Gear game even if the stealth is at its all-time best, but you can definitely see some proto-Death Stranding DNA in it in retrospect. He was clearly experimenting with new gameplay ideas, which might explain why the game went so far over budget and ended up unfinished.
That’s just the inherent cost of going with general purpose engines. They’ll always perform worse than specialized tech, but modern games are so complicated that custom engines aren’t really feasible anymore.
Unreal is the king of bloat. Rather than “general purpose” they strove for “all purpose” - Unreal Engine tries to do literally everything out of the box with as many bells and whistles attached as possible. The result is that Unreal Engine games require tons of optimization to run well, and even the editor itself consumes tens of gigabytes and runs like crap.
Unity is simply a mess of poor decisions and technical debt. Their devs seem to reinvent a crucial development pipeline every few years, give up halfway, then leave both options exposed and expect developers to just automatically know the pitfalls of each. Combined with horrific mismanagement and hostile revenue-seeking, Unity has lost a ton of goodwill over the past few years. It’s a major fall from grace for what was once the undisputed king of Indie dev engines.
Godot is tiny, decently performant, and great for simple games, but it’s very bare-bones and expects developers to implement their own systems for anything beyond basic rendering, physics, and netcode. Additionally, the core developers have a reputation for being incredibly resistant to making major changes even when a battle-tested pull request for a frequently requested feature is available. Still my personal pick though.