There’s a site called mangadex that has scanlations translated in many different languages, you can use the filter on advanced search to narrow it down to manga translated to Spanish (ES) or Spanish (Latam)
It’s also quite a good way to learn foreign languages (open up chapters translated to English and other foreign languages and read them like a polyglot book)
I think the multiplayer aspect looks interesting but also not completely for me. It won’t get me to buy NSO. But if I get it briefly for some splatoon or Mario kart then I’ll probably dabble in it on Mario wonder too.
I’ve played it now for about 3 hours and it feels very much like Skyrim/Fallout in space - not more, but also not less. There is nothing revolutionary about anything, but this was also not my expectation. The NASA-Punk aesthetic works well enough and gunplay was surprisingsly good so far - but your enemies are quite spongy.
NPCs and dialogues are a bit wooden, but this is nothing new for Bethesda games as well.
The worst thing is the engine. It really shows how old this engine is. There are things which simply look terrible in my book, this becomes obvious during the first visit in New Atlantis (which is pretty early in the game).
There are people who have hungered for a new Bethesda Game^TM for almost a decade, and Starfield will ladle out another big helping, and I’m happy for them that they have many hours of enjoyment coming.
I’m just, kind of full, when it comes to that dish.
I was surprised at the 7 scores until I caught the bit about how it’s all fast travel. You can’t just start on a planet, take off in your ship, point it at a moon or something and fly there.
OTOH, how boring would it be having 1:1 space travel?
“Considered by Penn to be the “best part” of the collection, Desert Bus is a simulation trick minigame and a featured part of Electronic Gaming Monthly’s preview. It is the most notorious minigame in the actual game. The objective of the game is to drive a bus from Tucson, Arizona, to Las Vegas, Nevada, in real time at a maximum speed of 45 mph (72 km/h). The feat requires eight hours of continuous play in real time to complete.[2][3]
The bus contains no passengers, there is little scenery aside from an occasional rock or bus stop sign, and there is no traffic. The road between Tucson and Las Vegas is simplified compared to the real highways: it is now completely straight. The bus veers to the right slightly, and thus requires the player’s constant attention.[3] If the bus stops, or veers off the road it will stall and must be towed back to Tucson, also in real time. If the player makes it to Las Vegas, one point is scored. The player has the option to make the return trip to Tucson for another point, a decision which must be made in a few seconds or the game ends. Players may continue to make trips and score points up to a maximum score of 99 points, which requires 33 days of continuous play. Although the landscape never changes, an insect splats on the windshield about five hours through the first trip, and on the return trip the light fades, with differences at dusk, and later a pitch black road where the player is guided only with headlights.[2] The light eventually returns at dawn, but due to a programming bug it will cycle endlessly between dawn and night for the remainder of the game. The game cannot be paused.”
Star Citizen is the **** that will do whatever you want, but she’s bloated and extremely dysfunctional, riddled with bugs and falls over drunk and passes out constrantly.
This was solved 30 years ago in Star Control 2, with a non-Newtonian Hyperspace that kept vast distances still feeling vast and made fuel important, while in-system travel was still free and newtonian. There are plenty of options between “fast travel all the things” and “1:1 model of the absolute terrifying emptiness of space” – and even then, the “1:1 model of vast emptiness of space” is still kind of doable, if you’re willing to make the hyperdrive flexible for the various increments of in-system/interstellar travel. The hard part actually would be modeling the surfaces of planets in a way that makes the player forced to land at the “interesting” parts of the planet instead of letting them explore the entire surface of boring procedural-generated landscape without making it feel restrictive.
Not the epic space saga similar to Mass effect Trilogy I was hoping for but not a bad game either. Exploration is fun enough, base building is good, ship combat also felt nice.Quests are a mixed bag, some feel really dated and mundane. Performance is pretty bad i.e the game is very demanding. Struggles to maintain a steady native 60fps on the 3060ti at 1440p even on low or medium settings. Maybe patches will make a difference. Honestly this feels like something I would pick up during a sale or play on game pass, not worth the full price for me at least.
Ooh, that was the thing I was really curious about – too many “space” games are just conventional FPS games set on various alien worlds and space stations, with only minimal nods to interplanetary vehicles.
honestly i think they’re pretty equal, but if all the best surfers in the world are adamant that source is better, than i’ll listen to their opinion lol. CSGO has some great plugins that aren’t available on source, source is still the surf king though
They would be identical, assuming they are both actually modified to allow for the proper airspeed, since they are still both in the Source engine. You couldn’t surf in either with the default movement settings.
Lol, I forget that’s a thing. Tried it a couple of times but didn’t really get the appeal after a while. So random, you think Valve ever thought people would be playing CS:S like that 20 years later?
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