I mod a worryingly growing list of communities. Ask away if you have any questions or issues with any of the communities.

I also run the hobby and nerd interest website scratch-that.org.

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Cake day: Jun 15, 2023

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I noticed you haven’t mentioned the actual quality of the content. Is it a responsibility to give money to a medium simply because it takes payment instead of using ad revenue?

The competition for what’s in those magazines is with independent online reviewers.



The idea of ranking games on a numerical scale is inherently flawed. I suspect many publications still use it as a way to make nice with game publishers. Text that’s lukewarm can slap a 9/10 score on and a lot of people just jump over the review to the “objective” score.



Not all YouTubers are quality. This is obvious. What I am saying is that I’ve found a mere handful who are quality and for my tastes they have replaced the entire legacy professional gaming journalistic media. Other people I’m sure can find similar YouTubers who cater to their tastes and opinions.


That might be exactly part of why gaming journalism is irrelevant.

If the “news” is just repeating developer hype, then it’s just useless noise. At that point the only thing that matters are reviews, and independent YouTubers are beating the professionals in quality and trustworthiness.

So what’s left? Actual dry industry news? I suppose some small amount of people care, but not enough to support the amount of gaming journalists out there.


click- and rage-bait headlines on Facebook over quality journalism

Gaming journalism has been overrun with that.

What I, and I think many people, want are trustworthy, knowledgable reviews.

I can’t trust any of the major publications. I trust a small handful of YouTubers who are giving me more of what I want than the entire professional industry.


Back in the late 90s-early 2000s the PCGamer magazine was actually worthwhile. It had reviewers who specialized in different genres and if read enough you could get a feel for their writing style and critical voice. The fact it was a monthly publication meant they weren’t racing to get a review out in the first 24 hours.

Nowadays it all seems like publications race to put reviews out online for relevance, and the reviewers often seem to have a disdain for video games and even if they don’t they aren’t genre experts.

I don’t like fighting games. My review of a fighting game would be trash. Yet major publications just pump out reviews by whoever.

Individual youtubers at least can develop a recognizable critical voice and stick more to genres they know and enjoy.


The entire industry was flooded with mouthpieces for developer statements, and opinion piece hottakes. How many of those people does an industry really need? (Or more importantly: How many of those people can it financially support?)

As for reviews, they are for the most part similarly worthless and hard to trust. There’s about five YouTubers who I actually trust the opinions of, and I haven’t felt left out at all with that as the extent of my gaming journalism intake.

I can’t be certain, but I suspect a lot of gamers are completely burnt out on the professional gaming journalism industry.



Yes it is. Drog’s patch is the universally recommended patch that fixes bugs and has a lot of optional changes like adding new playable races, removing annoying sound effects, and more evenly distributing party experience instead of a per-hit system.


If you’ve played Halo CE, playing the Ruby Rebalance is still worth it. You’ll probably appreciate it more with the vanilla experience fresh in mind.

The Halo: CE mod is very tastefully done and improves the game. There are a lot of invisible tweaks like making the assault rifle more accurate in short bursts and tweaking spawns (the Library level is much better) as well as visible changes like adding ODSTs where it makes sense, adding new enemy types, and a few new to CE campaign weapons like a usable energy sword.

The new enemy types include a lot of new flood forms which makes them less of a slog to play against. There’s elite zealot flood still carrying energy swords, which are terrifying.


I’m waiting for Ruby’s Reblanced Halo 2. Based on the quality of the Halo: CE rebalance it will probably fix many of those issues. I hope, but maybe shouldn’t expect, that mod includes the proper shading. Part of the reason Halo 2 looks so strange is it was designed for a full dynamic shading system which was pulled late in development for XBox performance reasons. What’s left is baked shading and very limited and scaled back dynamic shading, but in a world and art style that was designed with full dynamic in mind.

I recently played though Halo 2 partially with another restored content/rebalance mod and it was alright, though it didn’t have the skill of the Ruby Rebalance in making new/restored content feel organic to the game.


Arcanum. (with Drog’s patch)

Somehow I’ve never played it. As a 90s cRPG veteran it is interesting to go fresh into a cRPG and be smacked with a lot of confusion about mechanics and stats that I don’t have from games I’m used to playing. It took me a frustratingly long amount of time to figure out how to use the world map travel.

As seems to be a trend with Tim Cain games, the combat isn’t very good but the game is carried by the social detail, world, and variety in how to approach quests. I’m going for a social build with a lean towards magic in order to get the most out of social interactions.



Fallout 4

I’ve got a lot of mods installed (200-ish). The commonwealth in my version of the game is absolute hellscape with radioactive storms that kill visibility, pitch black nights, hoards of feral ghouls, and upgunned raiders. What it means is that I actually invest in building proper settlements now. I console command for all the resources because I can’t be bothered picking through trashpiles. With all the mods, I have huge concrete walls surrounding my settlements which have comfortable bars and hangout areas. It can be very comfortable just chilling in a settlement while a storm rages outside.

When I do go outside I’m playing additional mod loaded content most of the time and doing my best to ignore that default story.


I’m currently experience grinding random low level encounters the wilderness in Arcanum. As a speech/lockpicking character, I need high success rates with those skills in the actual quest areas since I’m no good in combat (and the combat feels pretty terrible anyway).


I think the original trilogy (plus Reach and ODST) work because while there’s a ton of lore, the really convoluted stuff is kind of at the background to the moment to moment feel of the game. The most forward facing content is a pastiche of other easily digestible scifi that’s all mixed together in a fun, interesting way. You’ve got conventional humans who feel like a straight expansion of the colonial marines from Aliens up against a diverse and interesting array of aliens. The Covenant are a refinement from Pathways Into Darkness and then the Marathon games. You’ve got the flood as a space zombie change of pace.

It all mixes together well and the more detailed lore can be built on top of it. There are many intentional gaps and hooks which can suggest things without having to be addressed explicitly, leaving room for some mystery.

After those games, the series kind of imploded under the weight of its own lore since the developers/writers chose to bring all of those mysterious elements to the forefront. It gave less interesting enemies to fight, and less motivation to care. I doubt many people have moments from those games burned into their memories the same way moments from the original trilogy are.



The MCC Halo had a graphical remaster on the original engine, that’s why you could swap between original and remaster visuals on the fly. The upcoming project is a remake on a new engine with changes to gameplay and design.



This is a mod for HALO: CE included in the MCC. I found it on the [workshop page and gave it a go.](https://steamcommunity.com/sharedfiles/filedetails/?id=3372557751&searchtext=casem) Its a small self-contained single player campaign set in the Resistence: Fall Of Man setting. ![](https://lemmy.world/pictrs/image/1059fc92-b3a6-42ab-85be-4ad387c41bd4.jpeg) ![](https://lemmy.world/pictrs/image/a1201749-5101-436a-a7a4-d0c254f5663a.jpeg) I don't really know much about those games outside the basic premise, but visually it looked close to what I remember of the official games. There's all new weapons, enemies, and friendly NPCs. The mod even has some setpiece battles. ![](https://lemmy.world/pictrs/image/6eaaddb7-0326-4830-a450-d98a971459de.jpeg) I appreciate the work that went into all the new assets. The friendly NPCs especially could have been left out, but the mod maker really committed extra effort by including them. ![](https://lemmy.world/pictrs/image/a3140ae6-0e40-4ada-9ff1-ec35b612a64a.jpeg) ![](https://lemmy.world/pictrs/image/bcc9566e-22f7-4f92-9eee-6509f5333c28.jpeg) ![](https://lemmy.world/pictrs/image/bc09333a-9cd7-4265-ba28-ef47bd089228.jpeg) There's even a driving section near the end with a remodeled Jeep (though the UI still calls it a Warthog). ![](https://lemmy.world/pictrs/image/d0c250cf-352e-4a15-b305-7aea983e30b0.jpeg) ![](https://lemmy.world/pictrs/image/2c4818eb-e661-4038-a572-17d8f0346031.jpeg) ![](https://lemmy.world/pictrs/image/81d9ec52-a7af-4f72-a1d1-8dd259df29e7.jpeg) A fun diversion for an hour or so to beat it.
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So much, let me recount some of it.

There’s a lot of invisible tweaks like the assault rifle has a smaller initial spread which makes it usable at medium range with short bursts. The needler fires faster. The warthog accelerates to top speed faster. Hunters no longer die to one magnum shot. Flood popcorn forms don’t chain explode nearly as much and they do a little more damage to the player so you can’t just totally ignore them anymore. The player can jump ever so slightly higher allowing them to reach certain areas during combat more easily. Vehicle damage has been tied to speed so tapping (or being tapped) by a slow vehicle isn’t an insta-kill. Ghost and plasma turrets have tighter spreads, both when firing at the player and when the player is using them. Marines will now drive unoccupied vehicles and follow the player.

The energy sword, flame thrower, fuel rod gun, and sentinel beam gun are all usable in the campaign now.

More enemy types are added. This is especially noticeable with the flood which has elite-flood forms using shields now. There are zealot flood with swords. There are cloaked spec op flood. This makes the flood more interesting to fight and keeps plasma weapons important to the mix against them.

There are now ODSTs in addition to the normal marines. They have slightly more aggressive AI than the standard marines, so they are more active in combat but can also get killed faster if you ignore them. They replace marines where it makes sense in the campaign.

Enemy mixes have been tweaked throughout. The Library had work done to make the spawns less of a slog to get through by placing the additional spawn waves more heavily behind rather than in front of the player.

There are non-combat animals on the ring now. From butterflies to big grazing creatures.


I replayed Halo CE by way of the MCC, with Ruby’s Rebalanced mod. The mod adds a lot of value by for the most part seamlessly improving aspects of the campaign that felt a little under polished in the original release.


It very much appeals to what I like, so that’s a big help for it.


Star Control 3 is really good.

The Blake Stone games are unexpected and kind of a random choice, but now I may get to experience what Civvie was ranting about.


It is tedious, with repeated samey layout and a limited selection of flood enemy types. The mod mixes up the environment and adds more flood enemy types for variety.


In videos he has mentioned both reducing the damage from the sniper rifles so they aren’t one-hit kills, and allowing jackels to use carbines which will replace some sniper jackels.


Yes, it was in the CE PC multiplayer. And, to refer back to the post:

It adds new weapons to the CE campaign


I haven't finished a playthrough enough to give a full review, but I just beat The Library and the mod so far is fantastic. It makes a number of both subtle and obvious tweaks. It adds numerous new lore friendly enemy types, which is especially welcome with the flood as it makes them less of a boring slog to fight. It adds ODSTs alongside the normal marines. I really like the ODST visual which is at home with CE. It adds new weapons to the CE campaign like a flame thrower (although to be honest I rarely use it due to how fast it goes through ammo) and sentinel energy beam guns that can be used. It even brings the covenant energy sword to CE. ![](https://lemmy.world/pictrs/image/65d939e2-35f8-44ef-aaf0-ea674fae5d82.jpeg) ![](https://lemmy.world/pictrs/image/c96b9e73-394f-4a53-925a-6eba9cc0399c.jpeg) The library didn't feel nearly as bad as vanilla, with a lot of tweaks given to it. There are invisible changes too like the assault rifle's initial spread being way reduced, making it actually usable at midrange with short bursts. Hunters have been tweaked so that one pistol shot to their orange bit doesn't kill them. Warhog handling is better, with it accelerating much faster, and marines will now even drive unoccupied warthogs to follow you. Big recommend of this mod for a replay of CE, it's available on the Steam Workshop page.
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Repeat from the other thread:

I beat The Bureau: XCOM Declassified.

It was alright. A third person shooter where you are theoretically giving tactical orders to two NPC followers. In reality, good or interesting tactics go out the window in favor of just spamming special abilities as much as possible in a chaotic mess of fights. The story was decent and gets interesting near the end, although for my money after the big reveal it feels like it drags out a bit longer than it needs to. For $3 I got my value.


I beat The Bureau: XCOM Declassified.

It was alright. A third person shooter where you are theoretically giving tactical orders to two NPC followers. In reality, good or interesting tactics go out the window in favor of just spamming special abilities as much as possible in a chaotic mess of fights. The story was decent and gets interesting near the end, although for my money after the big reveal it feels like it drags out a bit longer than it needs to. For $3 I got my value.


COD4 was the first Modern Warfare game.

World At War wasn’t numbered.


I’m not saying Clancy stuff is always completely grounded, especially the longer it goes on, but I’m trying to use the Clancy comparison to capture the essence of an idea. COD4 while fictional, and with moments that aren’t wholly realistic if you really hold them up to the most intense scrutiny has the overall texture of realism. MW2&3 and Black Ops games all exist as throwing bigger and more insane setpieces out with no regard to any realism.

It’s a the last COD with a real gutpunch moment that says anything about anything. The nuke going off it a moment of realizing you aren’t a special main character and you die like everyone else, and that maybe war isn’t just a big fun adventure. All the shock moments have been trying to top it are so dramatic that they don’t have the same effect that the nuke did.


While (classic, I’m not counting stuff ghostwritten under his brand) Clancy characters have hyper competence, it’s to be expected given that they are turbo ultra elite soldiers or spies. Their motivations and ability to act doesn’t reach the point of self parody.

For a COD4 example: Nikolai, the Russian that the player rescues early on in the game. He is a mole inside the Russian antagonist faction feeding information to the SAS. He got found out. He’s being kept at a house with a handful of regular soldiers watching him. When you rescue you him he is calm or at least puts up a calm front and thanks you. That’s a pretty believable guy who could have been a real person who is doing something realistic and dangerous.

In MW2 that character can materialize with apparently infinite types of military aviation hardware, and he is also a pilot able and willing to do insane maneuvers. And he is personal friends with Captain price rather than just being an SAS asset. And he is in touch with a friendly militia group in the middle of Europe.

There is a distinct jump from COD4 to MW2, where it goes from Tom Clancy to Michael Bay.

MW2 is still fun, but it exists in an entirely separate tonal reality than COD4.


I’m replaying COD4 and taking notes at the moment for a review I’ve wanted to do for years, coincidentally.

Looking at just COD4 without being influenced by knowledge of the sequels, it’s got a decent story and if you look at the edges you can find contemplations of cycles of violence, and while not to the point of being anti-war it does emphasize the waste of it.

The characters are Tom Clancy levels of larger than life, which is significantly more restrained than what came later. Individually the story beats and scenarios have at least a texture of realism, often loosely based in something real and then strung together in a story that isn’t convoluted.

I could see it being a good movie with the right handling. It probably wouldn’t be.





I buy and play a bunch of old games from an EBay seller who sends both the original disc and a disc with a copy of the game that loads dosbox stuff or whatever else to make it work easily on a modern system without fiddling around. It’s pretty great.

I have a bunch of strategy and sim games.


I bought GamePass just for Outer Worlds because everyone pointing out that’s it’s from the team that made “New Vegas”.

I did a whole review of this game, and one of the first things I tackled was that it is absolutely not from the New Vegas team in terms of writing or design leadership. I completely blame the marketing for setting wrong expectations by creating that connection.

It is a good game, but going in wrongly thinking (due to misleading marketing) that it is New Vegas In Space is going to leave you frustrated.


Politicians seem very good at misunderstanding things when it suits them.


The original version of Crysis is available right now on GOG and the EA store. PC isn’t a single vendor ecosystem where the only store also owns the hardware to play it.

We also don’t know who decided to pull it. I’d still wager it is unlikely Valve made a unilateral choice or pressured the game off the platform. Look at EA for answers.


It’s unlikely Valve forced the game off the page. Even so, the supposed issue has always been if Steam were to pull games from you that are already in your library (which AFAIK they haven’t) or a future hypothetical where Steam closes down and if people would be able to offline save their libraries.



Similar to the 1997 point-n-click Blade Runner game. The rights to all the aspects of that movie were such a mess that the developers decided not to use any footage or audio from the game because they honestly couldn’t figure out who owned what, and made it follow a new main character which was an obvious “Not-Deckard” who was chasing replicants in a similar but ever so changed variation on the plot of the movie.


That’s why I called it “16ish”. It is probably taking some liberties to improve the graphics that wouldn’t have been available in the 90s, but it is trying get those nostalgia neurons firing. Point is, the aesthetic is intentionally not photo realistic, so missing out on Arnold’s face isn’t the biggest problem in the world.


The headline seems a bit overly snarky and dismissive of a small studio dealing with the kind of licensing problems that just come with big properties and image rights to expensive actors. This isn’t the first time something like this has happened in a game.

It sounds like without the image rights, there won’t be any closeup cutscenes of Arnold’s face, but given that the game play is a 16ish bit throwback aesthetic, it actually doesn’t seem as distracting as it sounds.

I mean, this looks fine to me:

Maybe they aren’t allowed to do an accurate Arnie voice impression, but if all the character audio is crunched up to feel more retro, that might not be a problem either.









Into The Breach is a fun, lightweight puzzle game disguised as a strategy game. The key to consistent victory is map control. I've been replaying it recently since it is good to pick up and play to completion in one sitting. I've stumbled into what has become my favorite overpowered custom squad: Rocket Mech. Smog Mech (immediately remove the nanofilter mending ability from the mech). Jet Mech. I usually put Camila in this mech as my chosen pilot. This squad outputs smoke from every mech, and thanks to the Smog Mech the smoke causes damage to enemies (but not friendlies). This allows for map control by smoking up and causing fire all over the board. Upgrades that allow for bonus smoke damage, more smoke output from the Smog Mech, and more smoke from the Jet Mech makes the damage per turn and map control insane. The only missions that cause any trouble are those where an unstable vek has to be kept alive or there is a limit on how many vek can be killed.
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A friend brought by a copy of Rogue Regiment, a game for up to four players to play in as members of the SAS during WW2. Scenarios start with the players sneaking across a map populated by NPC German soldiers and vehicles to achieve objectives. The players must remain sneaky to prolong the stealth section of the game for as long as possible. Firearms going off, explosions, the sight of dead guards or SAS to the Germans will put them on alert to varying degrees. Once the overall German alertness level is fully tripped, reinforcements will come streaming in to gun down the players. I took the role of Jock, a commando with a pair of grenades and a grappling hook. The grenades were useful as only explosive weapons were capable of harming the highly dangerous armored German halftrack. The climbing hook allowed me to scale specific points on the map that were otherwise inaccessible. I ended up flipping my loadout card over before the game started to trade out my 1911 handgun for a rifle which was a straight upgrade while losing my lucky rabbit's foot that would have allowed a reroll once in the game. ![](https://lemmy.world/pictrs/image/093ea54f-7c6f-4b04-b559-6cd1301e9c04.jpeg) The other players had different commandos with various special equipment. There was a sniper with a climbing hook and ghille suit, a sten gun equipped medic, and a sten gun welding commando with a reusable bear trap to silently take out patrolling guards. ![](https://lemmy.world/pictrs/image/c0a2fb6c-5036-460a-9eb6-535560b2436b.jpeg) ![](https://lemmy.world/pictrs/image/1904fd97-d8eb-4ae8-beac-0a943e06d9c6.jpeg) The scenario was set up on a long map with a German controlled compound in the top left. ![](https://lemmy.world/pictrs/image/992efb49-638b-473c-a920-62eb913fa5bf.jpeg) In the top corner of the compound was a ladder leading to a basement holding French resistance prisoners. ![](https://lemmy.world/pictrs/image/cb8c8b98-0937-4646-a8d8-ac32381c2800.jpeg) The goal of the mission was to free the prisoners and extract them off the bottom of the map without taking more than two casualties between the prisoners and SAS. As a team we started off in the bottom right of the board and carefully worked our way around guards, silently knifing and bear trapping them as we went. ![](https://lemmy.world/pictrs/image/fae59214-9c2c-4039-8b4e-5f01849d26e1.jpeg) We approached the compound on the left side, being mindful of the halftrack which had both heavy armor and a front and rear facing machinegun. ![](https://lemmy.world/pictrs/image/9ffd88c5-9e9c-4322-b239-97e838851307.jpeg) We split into two groups, my commando and the sniper used our climbing hooks to enter the near side of the building while the other two players went around the back to go access the basement. The game had given us a special random ability in the form of a cigarette which we could put on any German guard causing them to take a smoke break and not watch their sector for a turn. Using that, the two other players killed the guard at the far end of the building and one of them snaked around into the basement while the other one prepared to fight of guards and a patroling motorcycle during the inevitable firefight that would be coming up. The basement tile is cleverly on the inside of the box of the game. ![](https://lemmy.world/pictrs/image/7678754c-cbff-4b2d-9a41-a3f8ed20bd88.jpeg) Dropping down, the player inside was presented with difficulties but finally managed to free the prisoners while leaving a time delayed explosive charge planted. ![](https://lemmy.world/pictrs/image/57bb5893-e0ef-4acc-a3ff-97fc9a8bf4fb.jpeg) The charge's time delay was not precise and almost went off too late, but ended up going off perfectly to catch two of the alerted German guards, and keep the others confused behind a wall of smoke. ![](https://lemmy.world/pictrs/image/8f171d50-d405-477d-9b0a-d6553a2e2d19.jpeg) Up top the player keeping watch engaged the motorcycle, but failed to kill it. He found himself swarmed as a second motorcycle entered the board. He was killed in a hail of gunfire on all sides. ![](https://lemmy.world/pictrs/image/17d2b377-798b-4b32-a0d3-74ab6ca64e51.jpeg) I had been knifing guards in the topside of the compound and gotten into a good position to throw grenades at the halftrack. Both of my grenades killed it in one turn, but then a squad of German submachinegun troops flooded in. I had no good option but to retreat, unfortunately some bad rolls meant a German sentry that hadn't been taken care of earlier slowed me down in a firefight, where I killed him but was wounded in the process. The reinforcements caught up with me and shot me down while the sniper player expended the last of his limited ammo trying to stop them. ![](https://lemmy.world/pictrs/image/19493c73-11ba-4feb-83b1-c53e7a1c7f21.jpeg) With two players down, that was the end of the game and a mission fail. Overall a fun game. Once you learn the rules, it is mostly snappy, although sometimes measuring for line of sight can slow things down. The combat is very simple with D6 rolls to hit with simple modifiers and no armor or dodge rolls. That said, this game did take us about 4.5 hours, as a lot of the slowdown comes from group discussion planning, and thinking around that battlefield puzzles that get presented. A good game for people already familiar with boardgames or wargames, or people with the patience to sit down and seriously play a multi-hour game. Since it is co-op, if someone does have to leave part way through, another player can take over their character, which is a least an acceptable backup.
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This game always fascinated me as a companion piece to Half-Life. It cemented some things in the HL lore that have just become accepted, while at the same time existing in Schrodinger's canon. I'm considering giving it another playthrough and taking notes. How many people have actually played it? How many people who weren't gaming when it released have actually played? Is there any interest in it?
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