The original Silent Hill games were created by an internal group within Konami called Team Silent. This team was formed by underperforming Konami staff to work on a Resident Evil competitor that Konami higher-ups wanted to underperform and give them a chance to fire said underperforming staff. Instead, they struck gold with SH1.
Team Silent suddenly had a level of fame to themselves, but they were still Konami’s red-headed stepchild. 2-4 were similarly successful, with 2 being the high point of the series.
After SH3, key staff started to depart from Konami. By the time the 5th game, Homecoming, came out, much of the original team had been replaced with those more aligned with Konami bigwigs that wanted to turn the series into a moneymaker instead of the quiet success it was built as.
An example of this is the Silent Hill HD Collection for PS3 and X360. The ‘remaster’ of SH2 and 3 was anything but. They had to make these remasters with incomplete codebases, no original staff to question, even some of the original voice acting was missing because Konami straight-up deleted the original source code.
There are those that say that SH never recovered from the gutting of Team Silent, and they tend to get louder with each entry into the series. Sometimes they have valid points, but not always.
To add to this, Team Silent members started leaving after SH3 came out primarily because when SH2 released, it wasn’t that well received compared to SH1 (this is mostly to do with the Japanese audience complaining online at the time that SH2 was not a sequel or continuation to SH1). As a result, Konami started forcing Team Silent to make changes to SH3 that Konami executives thought would make it sell and review better in Japan than SH2. In other words, Konami was taking away Team Silent’s autonomy within Konami to develop what they wanted.
Silent Hill 3 was the beginning of the downfall of the series because it was the first game in which the original developer’s vision for the game was edited by Konami executives. This would sadly become a recurring theme for every Silent Hill game released thereafter. Silent Hill 3 was never supposed to feature the cult from Silent Hill 1. Heather was not supposed to be Cheryl. The hospital was not supposed to be reused from SH2, and was only done so because the developers were running out of time.
What’s worse, except for Akira Yamaoka, the original series composer, Homecoming did not have any original Team Silent staff working on it because it was outsourced to an external, Western development studio. Not one member of Team Silent was credited in the game except for Akira Yamaoka, they weren’t even mentioned in the “Special Thanks” portion of Homecoming’s credits.
I’m sure the fact that Ghibli movies and BotW are best-in-class examples of their respective mediums has absolutely nothing to do with anything.
Looking forward to the metric shittons of open world ghibli knock-off garbage being currently greenlit by frothing execs hoping they have at last found the blueprints to the dopamine machine.
Decided to check out VOID/BREAKER, a roguelite FPS, which just released into Early Access. The trailer makes it look like some crazy, super fast-paced, effects filled shooter, where you constantly destroy your environment, and maybe it gets to that point, but so far in my <10 runs, 6h, with the game, it’s been pretty basic.
Each run you choose a single weapon, so far I’ve unlocked a pistol (default), automatic rifle and shotgun, and then you’ll find different upgrades and abilities that you slot into your weapon to modify it.
The main thing of this game is the grappling hook. You can either grapple objects in the environment to throw at enemies, like explosives. Or you can grapple to specific points in each arena to fly around, but so far, for me, that hasn’t been as fun as it should be.
Then the destructible buildings, although they are really basic (mainly just boxes) and take a surprisingly long time to bring down, and even then it’s mainly in parts, not the whole thing. Unless you find some upgrades, your grenades (and the aforementioned explosives) will be the main way to destroy stuff, so you’ll have to constantly wait for the short cooldown to throw the next grenade or look for more objects in the arena.
I’ll give it some more time, because I can see the potential, but I haven’t really found anything like the “deep gun modding” or “deadly synergies” the Steam store page is talking about. 90% of the time it’s been stuff like your bullets fly faster, and your grenade deals more damage.
Mmm, nie. W angielskim przecinki oddzielają od siebie podrzędnie złożone części zdania - po prostu Anglicy mają inną ich definicję i co innego za nie uznają.
Unfortunately I haven’t been able to play much because there’s a spot in what I would call chapter 2 where the game kept crashing and dying. I tried so many things to make it work and nothing came of it.
Finally , last ditch effort, went through the process of upgrading from Mint 21.2 to Mint 22. And now it seems to be working! Yahoo!
Buuuut now I’m going somewhere this weekend and I won’t be able to play, lol. C’est la vie
Same here, but the performances are abysmal on the Deck (15-20 fps on low), and crashes on every map changes. I’m gonna wait next week to see if it goes better with the first few fixes, and then I’ll chose if I refund it or not.
I’m not even gay, but the first time I played Life is Strange (the first one) and when the option to…
Massive Life is Strange 1 SpoilersSpoilers ahead…
Be Warned…
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the option for Max to kiss Chloe showed up, I immediatly went for the kiss (well… the first time was a dare and that was barely even a kiss) Their relationship is just so sweet. I chose to sacrifice Arcadia Bay cuz fuck the dumb corrupt town. Max&Chloe is the canon ending to me. (The butterfly killed Arcadia Bay, #notmax’sfault)
It’s not “trying to convince”, it’s a joke. A bit of a tasteless one that should stay in egg_irl, but still a joke. And it sounds nothing like LLM output.
Hi, I spent a few years unpacking those feelings to figure out that I like crossdressing more than I like being the gender opposite my birth. One of the things that made it more confusing in the beginning was the slew of internet comments I would read reinforcing that any gender nonconforming activity was a sure sign I was trans.
If you know the person irl and they consistently show signs of being trans I think it’s good to ask probing questions that may lead them there, but I don’t think it’s right to tell them who they are. Better for them to figure it out themselves. On the internet you definitely don’t know the person beyond a single post, or a few posts coming from their online persona (not their personal self). This means you have even less right to tell them who they are.
Especially with the TM I took your initial comment as a joke, which I don’t find super funny anymore personally but can give a half smile and single roll of the eyes. Your edit about people unpacking their feelings implies to me that you were saying it in earnest though, which is where I start to have a problem for the reasons above. Just in case you want some insight on why you may be downvoted so much.
Yeah, no. You don’t have to try to make everything into more than it is. I’d be perfectly fine being trans. No hard feelings. I’m not though, but I sometimes play female characters because I prefer looking at them. It’s not more than that.
I did learn a lot of modding with my commitment to play gay characters at least. Thanks compulsory heterosexuality for teaching me to Google things like “Carth gay”!
One of the first mods I tried to mess with was The Underground for Morrowind (which Skyrim’s Dawnguard is 100% a rip off of btw) because it forces you into a het relationship as part of the storyline. Unfortunately, it was such a crashy mess that just changing all the gender checks didn’t help.
People assume heterosexual is the default and get pissy at anything else, they’re completely spoiled. I can’t really think of any video games which force you to be a gay dude, unless you’re playing like Dream Daddy? The Last of Us Part 2 has you play as a lesbian, and I guess the usual crowd did have a meltdown over Abby not looking like a Princess.
Still working on https://store.steampowered.com/app/440900/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 https://store.steampowered.com/app/427410/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 https://store.steampowered.com/app/1150760/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.
New arcade just opened up near me, they've got maimai, Chunithm, and Wacca all patched to connect to unofficial servers with most songs unlocked. Cabs are all in excellent condition, I'm never going back to Round 1 again. Location's perfect too, at the mall 10 minutes away from where my local Riichi Mahjong club meets, so this may be my new Wednesday routine to hang out there before club.
I think you’ve seen that there’s more than meets the eye, at the very least, so we can leave it at that. A friend of mine was quite sure he had almost finished it before when he was nowhere close, lol.
3D platformer with some interesting mechanics and boss fights. Enjoying it so far. There are some mild collectathon elements, but nothing tedious. I like the art style a lot.
bin.pol.social
Aktywne