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Never have I ever wanted “Portal 3” to be a thing more than after I played this.
I don’t know how well it would play on the desktop, since it’s reliant on Steam Deck specific controls
Valve actually made the game adapt itself to the hardware present.
I played it on my desktop with a DualShock 4. The game let me use my mouse to write my name instead of touch. When it came to the section requiring the back buttons, it let me use the regular triggers instead. Looking at some YouTube videos, it seems it’ll let you use sticks for aiming if your controller doesn’t have gyro.
The only hard requirement is a controller of some kind, as the game will put up a huge red watermark asking for one if you launch it without one connected, other than that, any standard controller works.
I’m sure someone at Valve also had fond memories of that toilet.
Amazingly, I played this game when it came out and discovered it has Steam Controller binds out of the box!
At this point, the fact that Portal is in the Half-Life universe is just a fluke. The plots of Portal 2 singleplayer, co-op, and PTI are very “distant” from anything happening with Half-Life. The two series are tonally very mismatched. Their strongest connection is that Aperture bumbled their way into possessing Half-Life plot-critical stuff and then losing the boat that contained it.
The plots of Portal 2 singleplayer, co-op, and PTI are very “distant” from anything happening with Half-Life.
From what I understand (it’s been a while since I read up on the lore), Portal 1 and 2 take place after the Combine invasion of Earth, shortly after the first Half-Life game. That’s why Aperture Science is almost completely devoid of life, minus the personality cores that are attempting to continue running things. It’s because of the resonance cascade incident at Black Mesa that Aperture Science is now mostly defunct, and Chell is trapped as a lab rat at GLaDOS’ mercy.
So the Portal series is pretty reliant on Half-Life’s story to justify their plot, even if it’s never directly addressed in the game itself.
I started playing this on PC, but at a certain point, it persistently crashed. A bunch of other folks reported the same problem. I guess non-Deck hardware wasn’t a priority for Valve this time.
This is actually my second Steam Deck. I bought the original LCD-screen one back when they were first announced, but they had a nasty habit of the bumper buttons (L1 and R1) breaking. Sure enough my L1 button broke and I just never sent it back to get it fixed. I’ve just been re-mapping that button to the L2 (trigger) button instead.
Recently, my wife expressed interest in having a Steam Deck (she almost bought her own when they first came out), and she claimed she was perfectly content taking my old one, since she doesn’t game as much as me anyway. So I bought a fancy new HDR OLED-screen Steam Deck. It’s much more responsive than my first one. And the bumper buttons work! I forgot how nice it is to just play a game without re-mapping buttons first.
Dude AW2 is fuckin excellent. I will admit to getting stuck on (what I imagine is) the final stand for Agent (can’t remember her name) by the lake. I went back to playing cyberpunk again because I’ve been playing it way too much.
Hell yes! Dude I still have been replaying it. And finding new stuff. That DLC, too! It’s so damn good. Glad you’re enjoying it! And I’m glad you remembered to let me know hah! I wish there were more games like this.
I saved your comment just so i could remember to update you. The game i don’t know if it’s the nature of the story or what, but Alan Wake 2 i can’t seem to want to leave. There’s just so much love and care put into it that everytime i go into it, i notice a new thing i didn’t before, whether it’s a little detail like the pages in the subway or a foreshadowing i missed the first time. I love it
I would like to see a game that calculates the distance to the target, the wind speed and direction, and the mechanical accuracy of the rifle, and the adjust the bullet trajectory accordingly. E.g. an AR-15 should have a mechanical accuracy of about 2-3 MOA on average, and usually has a 50/200 zero (e.g., your optic is zeroed at 50 yards, and height over bore means that you’ll hit slightly below your point of aim at less than 50 yards, above your point of aim between 50 and 200 yards, and then below after 200). So you should have to aim, say, about 24" high on a target that’s 400y away, but then your point of impact is anywhere within about a 12" diameter circle. 7.62x39mm in an AK? You get a 25/200 zero, 4 MOA mechanical accuracy, and at 400y you have to aim 46" high.
Oh, and calculate velocity for realistic time to impact, and actual damage; at 600y, a 5.56 is doing to be stopped by pretty light body armor with minimal injury.
Essentially I’d like a game to force people to understand real-world ballistics and performance, and adjust their strategies accordingly.
I also want the player to slow down if they get pegged in the legs. If they get hit in the arm your accuracy falls or you have to do it one armed and your accuracy really drops. If you get hit in the chest there should be at least a couple seconds where your stunned or your accuracy drops.
Helldivers 2 has a super interesting damage model. You can really notice it with a sniper rifle against the bots. You can knock off so many parts of their body.
TBH, most of those would simply knock you out of the fight for all practical purposes, except being hit in the chest or back in areas fully covered by armor. A rifle bullet through your shoulder can be fatal quickly without being able to pack the wound, and you won’t be able to use that arm at all if your scapula has been hit. ANY solid hit with a rifle is going to be a very, very bad time for you.
To put it in context, armor only covers the places on your torso where a hit will cause near instant death.
Does anyone really play Arma, or does one person build a mission, and then everyone fucks around until that person gets frustrated and stop trying to direct anything?
Just go play Operation Harsh Doorstop, it is free (community funded free not microtransaction casino “free”), runs a million times better, has vehicles and support for large maps and is moddable!
(including support for players downloading a server’s mods on connection so players only have to click on a server to try out a new gamemode or mod)
I constantly praise this game and it is because of the crazy potential of it, it’s accessibility and the fact that the foundation is already awesome.
Doesn’t Tarkov model this somewhat correctly ? (Save for the wind not affecting bullets, and the optics zeroing/distance setting being a bit too arcade-y)
They also considered thing like the speed of sound, stars in the sky and other stuff i don’t quite remember. I wonder if they simulate bullet drift from the earth spinning.
That’s a real thing at extreme-long-distance shooting, but not really an issue at realistic engagement distances for small arms. E.g., if you were doing a King Of 2 Miles simulation, you’d want to account for it, or an artillery sim, but probably not for infantry engagements.
I hate the PRNG of XCOMs. For anyone suffering from that I recommend Hard West. It’s a buggy game, but the luck mechanism is interesting. Basically when missing, your luck increases, and eventually that helps you hit. So missing a good shot isn’t that bad, because you can build a strategy on it regardless.
You bought the virtual console version of Goldeneye and Perfect Dark because you have fond memories of playing the carts on the N64 when you were young.
I bought the virtual console version of Goldeneye and Perfect Dark because I have never played them before and wanted to see what all the excitement was about.
We are the same, enjoying classic masterpieces of entertainment in our adulthood.
The sequel, Imperfect Dark is much narrower in thematic focus as you are just trying to blow up all the devices in your house that incessantly have leds on even when they are off.
It’s hilarious because it’s the default control style now, but I remember trying Perfect Dark with the “2.1” controller setup where you used the center stalk on two N64 controllers (giving you a joystick for each thumb) and how hard it was to use initially. So different than the C aiming on Goldeneye.
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