Looks like complete ass, deflect the green is the stupidest idea in gaming in a long time and those dragon segments are just an insult. Also, I’m happy Bethesda saved time and CPU cycles not baking lighting, but it got offloaded to gamers’ computers for dubious benefit. I have eyes, I see how 2016 and Eternal look, please tell me how much of a graphic improvement the endless glitching fields of darkness are. I wouldn’t buy a game for more than 15€ if it’s top notch (patient gamer here), but I don’t see myself playing this ever, it just evokes a sadness. The story of Eternal (the only game of the recent trilogy I actually liked) was a huge Marvel-caliber turd and I skipped every cutscene, so I’m not expecting anything in that department.
You seem like you might like osgameclones.com. It's absolutely massive because it includes projects even if they're unfinished or abandoned, but you can sort by playability, development status, even programming language if you're looking to contribute.
Play a better version, this one is supposed to not have this problem www.chiark.greenend.org.uk/…/mines.html or this one pwmarcz.pl/kaboom/ which will punish you for guessing if there’s only one valid option, it places the mines as you play.
2016 had the perfect balance between story and gameplay to me, in that the player character expressed flagrant disregard for any narrative elements. This was doom 1 af.
Just keep moving and turn the bad guys into chunks. Need nothing more.
I fucking hated the loop in eternal. I get that the developers wanted you to play in a specific way, they partially achieved this through arbitrary mechanics like ammo scarcity. I can appreciate that it’s a good game, but I didn’t get on with it.
The art style went full Hollywood horror, and the exposition was kinda dialed up to eleven by contrast to its direct predecessor. Very much disliked that you couldn’t crouch (definitely more of a me issue, though I think sliding is a missed opportunity in Eternal’s movement repertoire).
2016’s PvP was imperfect but still fun and much appreciated. Snapmap was super underrated and has many sick community made levels.
The later games are a phenomenal technical showcase; the absolute posterchild for the Vulkan gfx API, but it’s not very ‘doom’ in spirit to me any more
the player character expressed flagrant disregard for any narrative elements
They don’t. Doomguy does like two things in the very beginning, but it’s not like they don’t care, but rather about what Hayden has to say and his justifications for everything that has happened, that’s the part which he doesn’t want.
You meet Hayden later in his office, with a few minutes unskippable “cutscene,” but it’s not like Doomguy ignores him or jumps out of a window in the middle of it.
I’ve been pretty busy over the last couple of weeks, so gaming has been very sparse… But, the other day I picked up “The Slormancer” which is an ARPG created by a team of two indie developers.
I absolutely love it so far! Plays fantastic on the Steam Deck too (and really almost feels like it was made for the OLED Deck). I only have three and a half hours so far in it, but it’s very much giving me “Just one last round” vibes, which are my favorite kinds of games.
AC: Shadows, still enjoying it after ~28 hours. Couldn’t finish Valhalla due to it just having too much of everything, let’s see if this one’s different. Also, started playing Doom Dark Ages, seems fun!
bin.pol.social
Aktywne