It’s a good game, but you should know ZA/UM (the studio behind the game) was sold under suspicious cirucmstances; the lead designer and other major memebrs are no longer part of the studio (they sued, but it didn’t go anywhere). Personally I wouldn’t give them any money.
I really don’t understand. Can someone divulge the circumstances or is this all just hearsay? IP law really isn’t all that complicated. Its been in practice for a long time, and generally things only need to go to court when one of the parties didn’t do some basic homework. If the court didn’t rule in the author’s favor I find it hard to believe the author didn’t legitimately give up their rights to that IP.
Four prominent members left at once, including the lead designer and the game’s artist. They claimed the studio was acquired through a fraudulent purchase and went to court (and the suit was dismissed). There are many more details, look it up if you want to know more.
The studio has since laid off 25% and cancelled a standalone expansion to Disco Elysium and and its sequel.
People Make Games did a 2.5 hour deep dive on it. youtu.be/JGIGA8taN-MI’m blown away by the amount of work they put into it. Just finished watching it. What a mess. I’m going to need some sleep while I process all of that.
eventually …
So after having watched that, I’m convinced that Robert Kurvitz and Aleksander Rostov were defrauded. I take what the studio employees are saying with a grain of salt. I mean, they are still employed so how can they possibly be trust worthy. Even if Argo wrote Cuno (god bless him). If Kurvitz was difficult to work under, it has nothing to do with the alleged theft of his share in the company. That People Make Games really leaned into his toxicity at the end of this doc kinda ticked me off. Like yeah he shouldn’t have to answer to that. That’s not the story. That’s a distraction. If the Estonian court doesn’t rule in Kurvitz’s and Rostov’s favor, they better have a damn good explanation.
I loved it. The mechanics of The Scene is still one of the most amazing bits of storytelling I’ve seen in a video game. I think about it frequently when I’m considering how video games can tell stories in ways that movies or books just can’t.
The game as a whole is good, but a little uneven IMO. But I’d put that scene up there with Braid for the sheer impact of storytelling-via-videogame-mechanics.
Divinity: Original Sin 2! It’s by the same devs and it’s absolutely incredible. Different classes and spells and stuff, but you’ll pick it all up very fast, and I actually think character building in Divinity is a lot more fun than D&D, because there’s a lot more flexibility about how you choose powers and abilities.
If you’d prefer to stick with something based on the D&D mechanics, Owlcats games are excellent (it’s Pathfinder, but Pathfinder is just a lightly modified D&D 3.5)
I second the owlcats games, especially Pathfinder Kingmaker, which is less gory in theme, more exploration and kingdom building in addition to the adventuring
The game itself is great, the UI/UX is just on another level. The UI has no ambiguity, is very responsive to input and just feels smooth. The wording on the cards is also excellent and consistent.
StS is a joy to play and I bet it’s also really great on the Steam Deck.
Those fifteen classes are all we’re getting for last epoch. Two of them won’t be live until launch on February 21 (falconer and warlock), but there’s a ton of diversity between those classes.
What?? Faith might be the only interesting character in the whole FC series. I don’t think you understand the character’s backstory at all, TBH. The original Faith was the Seeds’ sister who died young, so the brothers kidnap young women in the cult, drug them (I forget what the name of the drug is in the game), and convince them that they’re Faith Seed. Eventually that woman dies so they replace her with another. It’s horribly tragic and, in my opinion, is leagues above the standard character writing of the Far Cry games
Funnily enough, I figured it out really fast, like I GET IT, it was a very strange and wonky mechanic to suddenly hit players with, but i was immediately wiggling around the moment I got on it, trying to figure out what they wanted and noticed that I was bouncing a little more when I moved up and down. So kind of… like pure chance I got out alive lol
Pirates of the Caribbean (2003) is my favourite pirate game. No, it’s nothing like what you think a licensed tie in game from 2003 would be like.
It’s a real oddity. This was made by a Russian studio and originally meant to be a sequel to their previous age of sail game, Sea Dogs. In Russia it was still marketed as a sequel, without the Pirates of the Carribean branding. It has basically nothing to do with the movies in reality. I have no idea how or why this ended up being a tie in.
I don’t really have a short hand for describing the genre. It most reminds me of space sims - where you control a vessel which you can replace, has an economy/trade system, management mechanics, factional reputation systems and an open world. It’s not a simplified as Freelancer, but not a spreadsheet game like the X series.
The sailing is great, a happy medium between completely arcade stuff where you just point your ship where you want to go and sims. Wind and weather play an important role without being tedious or overwhelming.
You also control a character for ship environments, like boarding, and exploring towns and islands (with swashbuckling combat, of course). It’s pretty bare bones but the variety is appreciated. There are lite-RPG dialogue/story mechanics and quests, though I do not want to give the impression this narrative heavy game. It’s an RPG style that used to be relatively common but not so much anymore.
But the real highlight is the New Horizons mod which greatly overhauls the game. It’s been developed for almost 20 years. I don’t recommend playing the vanilla game - I enjoyed it at the time, but it’s just an inferior experience to the mod.
It’s good but as a fan of survival games like Minecraft, Rust, Valheim and Grounded it leaves a lot to be desired in that aspect of the game. It feels really early access (which yeah I guess it is so I’ll concede on that) and feature non-complete. With that being said, I’m still coming back to it and enjoying it.
P.S. I’m also on gamepass and have sunk a few hours into cloud gaming as well and it’s pretty good. As soon as Microsoft start adding something like native upscaling to xbox cloud gaming they’re gonna be on a whole other level of playability.
proprietary games that install rootkits(wrongly called anticheats) on the system. the corporations in charge have brainwashed masses into thinking that it’s just a benign thing there to fend off “cheaters”, conveniently brushing aside the fact that this is a massive and lucrative attack vector. it only helps bad actors(including three letter agencies).
and this is not a what-if scenario. every year you can find an incident where such a “solution” is exploited.
Pillars of Eternity is very good. The writing is fun and I liked a lot of the classes. Especially Cipher.
I think the second one is better though. You get a ship! And the powers are per-fight instead of per-rest, so you don’t have to worry about camping much at all. Also multiclassing is fun. I wasn’t a heavy optimizer but my rogue/monk just punched stuff into chunks.
It’s on my Steam wishlist. Since I already have a copy of Tyranny I’ll probably play that before Deadfire, but I definitely want to play it! Hopefully Avowed will be good too whenever that comes out.
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