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Cake day: Dec 09, 2024

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This kind of thing is why I dont get excited for steam sales now. Oh, 50% off Recent AAA Game? Haha, yeah, half off the base price, but the entire game is DLC now and each of those is still full price, and there’s a dozen of them.


Oh wow, now that’s a fun surprise! I loved SS2 back in the day, my god, 20 years… Love the banner image too, Croteam’s always had a cute sense of humor.


Good catch, my bad, I thought it was just the trilogy collection on PS3. It’s probably been since it first came out that i played it.

I went general on MGS because I couldn’t remember which game premiered on which console generation without looking it up either, but it’s 2 and 3 for PS2 (and 1 from PSX).


One of my favorite eras to live through and emulate!

Aside from Dark Cloud 2, mentioned already, I also really love:

Katamari, but on Deck the native version is better and includes the sequel.

The Jak and Daxter trilogy, simply amazing games! The first or the second are usually the favs. 1 is a solid mascot platformer. 2 also is, kind of, but adds guns and cars and a slightly GTA inspired open world. 3 is also fun but leans harder into vehicles and generally isn’t regarded as highly.

Odin Sphere. All the VanillaWare games are great, but OS is one of the most beautiful games ever drawn, and has really fun brawler\rpg combat. GrimGrimoire is another of theirs, also good, kind of a side scrolling RTS.

Kingdom Hearts 1 and 2 are both a lot of fun, especially if you love Disney or SquareEnix games. If not, they’re still pretty fun and have an… interesting, if convoluted, lore. I probably wouldn’t recommend if you dont care for Disney though. Probably worth playing Final Fantasy 7 first as well. It’s referenced quite reverently and is a great standalone game (and PS1 still counts I think, haha).

Devil May Cry 1 and 3. You can skip 2, even the fans and creators don’t care about it, and 3 is a prequel. DMC1 is a landmark game, and is required playing in my opinion for being both important and incredibly fun. It can be quite hard though. 3 is arguably the best in the whole series, and holds up really well near the top of the genre to this day.

God of War 1, 2, and 3. They’re fantastic action games, and pretty influential still. I dont like them as much as DMC, but they’re still pretty fun.

There were actually a lot of pretty mediocre DMC clones on PS2, like Gungrave or Bujingai. If you love the genre, they’re neat and OK fun. God Hand is quite funny and kind of unique, probably the best of the 3 listed here.

I see Okami in there and I approve! Although I think the remasters released on other platform more recently are a better way to play. I also preferred the Wii version back in the day.

The Sly Cooper games and the Ratchet and Clank games are also both really excellent series. I liked Jak more, but they’re distinct games with their own neat elements. Sly’s particularly unique as a mascot stealth game.

Metal Gear Solid series and the Tony Hawk games are obviously excellent, but you’ve got so many other ways to play those I’m not sure they’re worth emulating.

Zone of the Enders, 1 and 2. ZoE 1 is infamous as being the game that came with the first MGS2 demo on it. The game is fine but short, and mostly serves to set up ZoE2, which fucking rules! You pilot a badass mecha and it just has a really fun plot, great music, and good action. An underrated gem!

Not your jam I’m sure, but I’d be remiss if I didnt mention the many hours I spent playing Capcom vs SNK 2. Still one of my favorite fighting games, legendary roster and soundtrack.

If you’d like a roguelike, I’d suggest Baroque or (PS1) Azure Dreams. Both pretty fun, quite long games with lots of replay value. Baroque is uh… well titled, kind of challenging to get into.

Ah, there were so many good games in that era. Truly one of the most stacked console lineups ever.


DC2 is absolutely a must play. Its a ridiculously big game though, be warned. You’ll be deep into the latter chapters with the game still throwing new mechanics at you like “omg, I have to play golf in dungeons now too, and fishing, and base building, and photography, and and and and”

I kind of do reccomend a guide for it as there’s some permanent misables.


I’m feeling like a lot of y’all. My backlog is already immense, and i don’t even need DLC for the games I have, which are mostly all huge and never ending anyway. Have we reached peak gaming? Are we now making games faster than anyone can play them?


CB 2077 is really good and probably worth it if you enjoy open world games like GTA, skyrim, or RDR.

Atomic Heart I have been having a hard time getting into, for all the commonly cited reasons. The game looks gorgeous and its a fun setting, but you actually spend a lot of time in boring grey hallways fighting the same robots, and the combat just isnt especially great. Performance has been real hit or miss as well (I’m on Linux through proton).


I’m pretty early into the game as well, so I almost didn’t say anything. But even if theres a charm that adds HP bars later, I would be annoyed about it. Why wait so long? I’m over 10 hours in. Why take a slot with it? I get similar annoyances about the compass, but at least that one I can understand because maybe some people like the challenge of landmark navigation using just the maps. There is a skill there, and it is part of the skillset of Exploration (a major pillar of design in any metroidvania).

The yellow tools, in general, I’m iffy about the design of. So far I only have 3: compass, more shards, and auto-collect beads. Of these, auto-beads is the most obviously useful. You need many beads, and they get lost pretty easy. Shards are super common and don’t have many uses. But none of these are essential, and all of them get less useful the later into the game you get. The tradeoff is only meaningful early game, and seems to encourage a balance between memorizing the levels and grinding, neither are amazing activities.

Having the compass charm tied to ALL map markers would certainly up the utility of it, though it’s gating another feature behind both a purchase and a charm. I’ve also only found 1 semi useful trap\red-charm so far. Maybe having more traps and skills that required shell bits would put more pressure on needing them and make the charm that gives extras more appeal for a trap-heavy play style?

Again, I grant that maybe I’m too early in the game yet, but I feel like these systems should be coming together and cohering more after a half-dozen bosses and 10 hours of play.


The runbacks don’t bother me too much so far. I do think there’s some skills in the runback, but it relies heavily on the level designer as well. An ideal runback:

  • is relatively short, you should have time to reflect on the boss, but not get sidetracked
  • has enemies that drop currency, so repeated runs slowly build you up (assuming you always collect your shade)
  • has enemies that train you on the bosses timings or counters (if the boss is parry heavy, put a tricky-to-parry enemy enroute back)
  • has a “speed route” that let’s you bypass most or all of the run once you’ve figured it out

These factors make a run both interesting game play and still a form of progression. A badly designed run lacks these factors, being just a slow slog to get back into the boss fight.

My biggest complaint so far is the double damage. Every boss and so many common enemies do nothing but double damage. Why even have 5 HP instead of 3? And it being 5 (and bind healing 3) have compounding effects with this problem. Taking a single hit on the way to a boss actually costs you an entire “boss hit” so runbacks are worse all around. Trying to heal mid boss only gets you “one and a half” hits back which takes a lot of silk to build up and probably is a worse deal for you than just using the silk to power more attacks.

Double damage would suck a lot less (and be a better mechanic) if you had 6 HP to start, or if you healed 4 at a time, or if bosses didnt always do 2 damage. There’s no tension to avoiding punishing hits because every move is equally punishing. It makes fights feel very conservative which is maybe intentionally meant to evoke Hornet as a careful hunter, using traps and plans to take down big foes.

I find the opposite though, she feels fragile and reactive. I wish starting damage was higher too. I had this issue in Hollow Knight as well, everything takes too many hits. Common enemies are spongy, bosses take at least 33% too long across the board. Especially it gets annoying since a lot of bosses so far get spammier and faster towards their final phases, so you spend so much time dodging the same attacks and looking for openings to chip hits in. Skills and traps don’t do enough damage to feel especially useful either.

I also hate, and this is another compounding factor, the complete lack of enemy HP bars. On regular enemies this is annoying (gotta count my hits) but on bosses it feels negligent. Bosses have multiple phases and take so long to kill, it would be nice to know if my last run was just a hit or 2 away from the end or if I still had a 3rd phase to plan for. It adds to the poor perception of skills and traps as well. Sting Shard and Thread Storm both seem to hit several times, around a half-dozen, but neither seems to do much more damage than a couple of regular hits.

Overall I’m really loving Silksong, the art and music are top notch. The DLC for HK convinced me that Team Cherry and I disagree about some fundamental ideas in game design, and HKSS bears that out.


For those who needed some news catching up also:

https://www.ign.com/articles/take-two-shutters-kerbal-space-program-2-studio-amid-layoffs

The publisher, Take Two, laid off the entire staff of KSP2. This pissed off many fans, who had paid full price for Early Access to an unfinishee game that now didn’t have a Dev team.

https://www.polygon.com/news/475635/private-division-sold/

Then T2 sold off the studio to this other company. And staffing up for Dev work when none if the original creators are around: 1. Sucks and is miserable work and 2. Almost never works out to produce a quality product.

So yeah, instead of that debacle, they opted for the Disco Elysium 2 debacle where the publishers steal the IP from the original creators and then fail to ever deliver anything with it. I love this debacle because you get a shitty publisher with a disappointing game AND embittered developers who will probably leave game making or go on to make less involved projects. It’s great they can both financially ruin an industry with bad practices while also tearing out the soul of the medium.


This is great news! I love these 2 games, especially Hexen! Be a lot easier to play them on steamdeck now!

Looks like mods are just starting to go up. Hopefully Jimmy (or a fan I guess) uploads his Faithless trilogy for Heretic. It mixes some elements from Hexen in and is one of the better fantasy boomer shooters I’ve played. Highly recommended when it’s available.


Alright, so here’s my case for Thief, the Looking Glass Studios game.

Thief, on its own, is a great game and basically shares the claim to originating a lot of ideas behind stealth in games along with MGS, which came out the same year.

What many don’t know is how incredibly innovative what they were doing with their engine tech was. In another timeline, id software were mildly successful action game makers while LGS became the industry defining mega success. The Dark Engine refines a lot of ideas present in Ultima Underworld and marries them to tech that was decades ahead of its time.

Check out the opening and closing of this long talk: https://youtu.be/wo84LFzx5nI

Thief had, probably, the first ECS in gaming. They also had their own rendering technique using “portals” that was a bit slower than id’s BSP trees but allowed for insane geometry. They also had an incredible system for events called stimulus-response that was doing things like Breath of the Wild’s “chemistry engine” again, decades before it would be rediscovered.

They weren’t just making games, these were really simulations of a limited world with complex interactions. If the rest of the industry had caught onto their good practices, who knows what the landscape would look like today!


Doom

I could write an essay significantly larger than the game itself and it wouldn’t be as powerful of an argument as just saying the name with the weight of legacy it commands.


The GBA SP really was a great portable. I carried my black\silver “executive” model everywhere and felt cool as shit at the time.

Those PS2 ads though, holy shit, what was Sony smoking back then?


Imagine creating one of the best, most important pieces of media of your generation. Being a rock star of a new medium, defining genres, shaping history and the world.

Then imagine struggling to keep a job, find work, and create more works in your medium. And now imagine that you were barely in your 20s when you broke out, so that the rest of your life is always in the shadow of your first masterpieces.

Romero seems like way too nice a person, too good of a being, to be treated with such indignity. In a lot of ways Bill Gates and his company have been fucking over Romero for like 30 years now.


Preservation, while perhaps idealistic, is about keeping every version that we can. Doom is a great example. Because Carmac released the source code, source ports have proliferated. That means anyone can play the original Doom on just about any machine. Varying degrees of accuracy to the original DOS release exist thanks to ports like Chocolate Doom, GZDoom, Eternity Engine, et al. As do varying degrees of accuracy to Doom 95, the Windows 95 rerelease. Or to the version running on Xbox packed in with Doom 3.

Ports cover the engine, but we also have an archive of all the doom.wad files, the contents. We have demo and prototype versions. The dos release. Officially patched versions. The win95 release. The Xbox release.

But a preservationist also wants the original Bethesda Unity release, wad and engine. The Kex release with the new engine and new episodes. Neither of those Bethesda engines needs to exist but why not keep them too? They’re a part of the Doom legacy, an ongoing chapter in the endless story of Doom.

Its good that in this community we’ve gotten to preserve so much. It keeps the history of one of the most important video games alive and relevant. It keeps the game itself relevant. Without the original source release, there’s no GZDoom and there’s probably no Bethesda rereleases. The impact that source release had on the gaming community, gaming as an industry, modding and indie gaming, is incalculable.

That Crysis–also a landmark game in its own time–deserves any less is laughable. The original release of the game should always be present and available: as an artifact of its time, as a fine game in its own right, and as a piece of living history that can be stood up against its remakes, sequels, and the games it inspired.


Ah man, I’d been holding off on setting up another TES game on my PC since going to Linux. Now I’m going to have to go pre-emptive mod shopping for the essentials, and do it for so many games!

It’s a real shame that between crypto currencies, federated servers, and bittorrent we still haven’t come up with a fair and robust system for hosting large content archives.

The need for corporate-funded servers is killing video sites, mod sites, emulators, streaming, libraries, and so much more. Even the “self-hosted” crowd is like 90% dependent on cloud-hosting companies.


Commandos to me is the start of a different lineage of real-time tactical stealth games, which goes on to include Desperados, Shadow Tactics, and Shadow Gambit (yes, most of those were made by the same team).

Outside of the OGRE-alikes (FO Tactics, FF Tactics, Disgea, and so on) some other options for tactical games that are a little different:

  • Nexus: The Jupiter Incident - sort of a 4X game mixed with tactics, or like Homeworld with a lot fewer units
  • Myth: The Fallen Lords (and sequels) - classic pre-Halo Bungie titles that mix RPG and strategy. Somewhat defining for the RTS genre too.
  • UFO: Aftershock and sequels - a series that tried to revive XCom before Firaxis rebooted it. Not as good, but pretty interesting and fun, a little easier than old school xcom but not as polished as the newer ones.
  • Cannon Fodder - a UK classic, very arcadey but very fun and lighter than all these other “serious” games

I sometimes still have nightmares about those aqueducts and fuel tubes!


I’m slightly on the young side for FMV games, but Jedi Knight and Command & Conquer were childhood staples that shaped my tastes in so many weird ways. JK is up there with the original trilogy for “Star Wars that is good and I care about.” Katarn is easily the coolest Jedi.


cross-posted from: https://swg-empire.de/post/3467386
fedilink

I feel like y’all aren’t ready to hear that Earthbound is 31 years old. The “new” thing you love, inspired by the retro thing you loved, is now retro and inspiring the next generation.


This is pretty smart! The “twist” ending of him going chaos darksided (for love!) would be great!


Can you make a movie out of pure lore? Maybe a prequel, like The Fall of Hoarah Loux or Ranni’s Rebellion? Will the audience be required to parry things?


Works for me. I got stuck on the puppet king second phase and gave up. Not like rage quit, I just never went back to the game after like a dozen attempts, uninstalled it months later to free up space.

I love difficulty adjustments. Tuning a game to be right for every audience is impossible, better to let the end client have some control over fine tuning their experience.

Control is an excellent example of this for me. My GOTY when it came out, still an all time fav. I love the story and setting, but the combat is tedious after a while. In that case, lowering enemy health made the game less boring without being substantially easier, giving me the kind of experience I could enjoy.



OK, now I understand! And I get why they say the code isn’t human readable, haha. Thanks for taking time to explain!


So similar to how WINE works then? This is taking the MM binary and building a wrapper around it that translates it’s system calls into something generic?


“The addition of Polygon not only strengthens our editorial muscle but also amplifies our ability to deliver unmatched value to both audiences and advertisers,” said Valnet CEO Hassan Youssef in a statement.

That seems like it really won’t be true when you’ve laid off all the writers and editors who were doing that.



Yeah, I’m excited for this to be documented. I got burned on Wrath: Aeon of Ruin by this. Fun game but it only has checkpoint saves. You can make checkpoints (from a limited pool) when you want, but only to respawn from if you die. If you turn the game off, it’s back to the beginning of the zone. And each zone (which is basically a boomer shooter mission) can be multiple hours long.

Its basically unplayable for me because I have to clear out an afternoon to beat the whole level in one sitting.


The YouTube algorithm has been real weird lately. It suggested a video to me and I had no idea why until now. I watch a lot of Doom stuff, so it wasn’t off base, I just didn’t have context for it.

It’s Coincident (the streamer this is about) commenting over a “lost” demo of Okuplok playing the map themselves. Spoiler: they do not finish it! But it was neat hearing Coincident discuss his own strategies for the map in comparison to how the creator (allegedly) approached it.

https://youtu.be/BgX2-RoAvHw

I’ll have to watch the actual stream now I guess!


What if I told you that there are roughly 4 million steamdecks in existence. Ref

And that this is about 1\3 of the Steam Linux market. Ref and about half of the entire handheld PC market. Ref

Of course, we dont know how many MAU GOG has so maybe 4 million new customers is baby numbers, but Steam seems enamored enough of that market segment to commit huge new UI and store features (deck verification, “Runs on Deck” filters, other deck specific stuff) including the game controller mappings which do help with non-deck also but were clearly a necessary element for handhelds. Maybe deck users, it being a committed gaming platform, spend more on games?

Anyway, trying to get subscribers (always a teeny fraction of your free users) ahead of converting new non-customers into customers, seems like bad econ to me.

If GOG is so hot for game preservation why not see if they can score an emulation deal to bring lost handheld titles to PC\deck? Sega might be down, NeoGeo is owned by the Saudi’s, I’m sure they’d love some free money for their back catalog. That’s in line with Lutris’ mission of being the one game launcher for your entire library. A few strategic investments and partnerships could open up GOG as the gateway to classic gaming across devices, but that would require some vision to carry through.


I assumed the alternative was “melee combat only” not pacifism.

Also classic Doom has an entire pacifist speed running category. And a melee only category, usually called “Tyson mode”


Thanks for the fun summary! (Oh hey, its Atomic Poet, I follow you on Mastodon too, love your work!)

I played the newer trilogy on PC years ago and really enjoyed them, great little action games. I’m too young and American to have enjoyed the Amiga in its day, though a Commodore 128 was literally this baby’s first computer. Big Team17 fan currently too, I adored Yoku’s (sent me down a digital pinball spiral that was finally slaked by Xenotilt) and love them as a publisher too, being behind great indies like Blasphemous and Dredge!



The new Prince of Persia is the worst for this! There’s no auto-cloud save, so you have to manually manage uploading and downloading to the one cloud save slot between your three on-device slots.

And no matter what, no matter how long it’s been, it asks about it, like: “Your last save was 0 minutes ago, as you sure you want to exit?”


At one point recently I bought a two pack of USB Blu-ray burner drives for $25. Optical media is so dirt cheap now that the readers are BOGO. Gave one to my partner, the other is still serving my physical media needs very well.


If you liked SupCom and want to recapture the magic, do check out Zero-K! It’s free (like actually, no weird micro-transactions) and open source (though buried a bit on the site) It’s based on SpringRTS, which is great to see something cool being done with Spring!


In my mind the RTS genre hit major twin peaks with SupCom and CoH1. SupCom is the best of its subgenre (massive rts? actually the recent and free Zero-K hits real good in this genre too!) CoH 1 is the top of the Dawn of War family of more tactical RTS.

I haven’t played in a long time, but I recall the story being good. The mechanics though were just so top notch! Great squad controls, not too much micro, vehicles feel really impactful, the nature of control point capture means every skirmish is very dynamic. Ah, what a classic!


Well that’s good, I was just getting close to running out of the old planets.