Diablo 3: Season 29 - Completed the Guardian chapter! Now I have only one more objective/conquest to finish out the season. I was going to try to go for the one of completing the campaign under 1 hour, but I quickly realized I would not be good at that by any means. So I'm working on the one for going through a level 55 greater rift with 6 different set bonuses. Sounds easy enough, but since I usually only use one character per season, I'm having to level up another for their set run.
Diablo 4: Season 2 - Still working on reaching level 90.
Gray Dawn - I've played my fair share of bizarre games, but I'm not sure if I've ever said "wtf" so many times while playing a game. So much so that I just kind of gave up on trying to figure things out about halfway through and was there for the ride. Before I actually started it, I read it described as a "priest simulator", and that it did seem to be at times. I'm not really into structured religion, so there were probably a lot of symbolism that went over my head and/or didn't make sense. (I also got a strange feeling towards the end that I wasn't actually the target audience? Like this was a horror game, but not for people like me.)
Apparently I got the "good" ending, which didn't really seem that good at all, so I went and got the bad ending... which was just as much 'meh' as the other ending was. Overall, the pacing was a little slow and at times it seemed to drag on at times. Some of the voice acting also left something to be desired, but it wasn't horrible, and the main redeeming factor is that the imagery was really cool.
::: spoiler Rant
Even though some of the imagery isn't explained? Like there is what looks like a bloody wax child with one eye in a glass case in this dude's library, and it's just... never talked about? I mean there's a lot of things in this game where it's just, oh something spooky! Satan's out to get you! Blood and guts, bleh! But like I was sitting there wondering, is this dude just not going to mention it? Has it always been there? If it has, why? If it hasn't, why isn't he saying anything about it!
Also there's a lot of Latin in this game that whenever I tried to look it up it just ended up being lyrics to old metal songs, which in itself is kind of hilarious to me, given the subject and themes of the game.
:::
I also did a quick run through the original Dead Space (2008) since I'll be jumping into the remake soon. I've only heard good things, but I'm eager to see for myself how the new one compares, since it's one of my favorite franchises. I'm stoked that they brought back Isaac's voice actor from 2 and 3. I can't imagine anyone else but Gunner Wright as Isaac Clarke.
Apparently this is an old series with a few other titles? I had never heard of it before.
Key features: cute tone, anime styled, Japanese/Korean voiceover, 3rd person travel, JRPG turn based fighting, lots of things to grind and craft for making items and upgrading things, visual novel style dialogue, low stress mood while playing
There's a lot of good about it. Particularly I think the lead Japanese voice actress is good and the overall presentation of how screens transition, the flow of gameplay from section to section (exploration, story, combat, crafting, minigames) are executed well.
I am only about two hours in but I find myself feeling satisfied with just that much play. It's less of an indictment on the game itself and more me feeling that the game is not personally for me. While the polish is nice and the relaxed feeling to WSR is very pleasant, I prefer stories with more tension and conflict.
Age of Wonders 4
Very nice polish, horrible tutorial, hated it immediately for reasons I am not even sure about. I have played too many 4x games, I guess. It struck me as a game that wasn't bringing something new to the genre while also not excelling in a specific area either.
If you liked this game, try to sell me on it. I still have it installed and am open to changing my opinion on it.
I just finished replaying DMC V. After replaying DMC 1 - 4 + DmC in the past 6 months, made me realize that I don’t like playing as Nemo. He feels underpowered at times, and his skillset are kinda boring compared to Dante.
In DMC V, I enjoyed my time playing as Dante and V.
V is a change of pace, being slower and ranged, while Dante has really satisfying moves and weapons. I like Nemo’s robotic arm, but the idea that it’s a consumable and sometimes you might ended up picking up an arm that you are not familiar with, does disrupt the flow. Even his basic swordplay feels kinda lacking.
I played DMC3 years ago and never really understood the genre. It was fun, but every other game like it felt exactly the same to me. Then Hi-Fi Rush came out this year, and it clicked, so before this year's releases started really kicking off in summer, I played through DMC1-3 and half of 4. I'll get back to it soon enough, but I really liked what I played of 4; it was the best one so far, honestly. Were your problems with Nero limited to how he plays in 5, or did that criticism also apply to 4?
I play a lot of games with my 10yr old daughter. Here are some of what we liked:
-Any lego game(there are sooo many and they often go on sale)
-trine series, much more puzzley
-sackboy a big adventure
-brothers a tale of two sons
-it takes two
-portal 2
-degrees of separation
-putty pals
-ibb and obb
-toodee and topdee
-bleep bloop
-battle block theater
-chariot
-pikunuku
We also loved going through the monkey island games. They are not mumtiplayer but they are slow point and click games that we bounced ideas off one another.
I'm replaying of all things "Spyro" Reignited on Switch - a game that is so much more difficult than people ever admit. I've only made it through about half the first game and 60 percent or of the second game - I always have to quit them both because the mid-game boss battles are impossible and the stress makes me physically sick very quickly.
I have no idea what the rest of those first two games actually look like, I could never get that far. I'm battling through the third game (very very difficult game) and hoping I can make it to the end this time (but doubt it). It's a fun game, but it's not for casual gamers at all.
I feel like I can speak a little about this as I’ve been studying how CIG is implementing server meshing for the past, well a while, but in depth since the demo. For reference until they post the panel: youtu.be/xKWa4WoTkV4?t=4500
What CIG’s way of dynamic server meshing is the revolutionary thing. Currently, AFAIK, all games performing server meshing is built on a static zone mapping. Whereas CIG is using dynamic server meshing zones that will actually map to the interior limits of a room of a capital ship as an example. And this can scale out to planetary objects if only one player is on that planet. If no one is on that planet then it will only run in their tool Quantum, a non rendering backend game simulation.
Along the dynamic zone mapping is the authoritative way of transferring object containers. During the demo you can see the entity graph of the parent object (zone) and child object containers under an authoritative container (player). When a player transfers servers, you can see the movement of child objects from local to replication, and vice versa. This is a needed step as there are millions, and eventually billions of objects to be tracked of throughout the shard.
And last, CIG is building this as a global scale since they have servers in multiple regions where AWS is hosted. From the article and demo I believe this was all done locally with no latency. I do acknowledge that CIG’s demo was local as well so we will see how the net coding is affected when it goes to the EPTU,PTU and PU.
Me and group of nerds are trying to figure out how they are going to eliminate or minimize the latency and error correction or validating the transferring of the auth between the zones.
What I’ve got full respect for is the multi region problem. I didn’t know that Star Citizen aims to have one global world instead of American, European, Asian, etc. worlds with the ability to travel between them with a latency penalty. I’m curious how they plan to solve that without god-tier peering and an artificial minimum latency to balance combat between distant players.
But I’m struggling to understand static and dynamic zones, maybe you can shed a light on where my understanding went downhill. Static and dynamic zones feel like an implementation detail to me. Do I care whether the replication layer(?) changes the boundaries of a zone, or discards the zone and creates a new zone with the appropriate state? No, only the process is different.
Since static and dynamic zones feel identical to me, I don’t get why a static zone can’t be an authoritative way of transferring object containers. What prevents servers assigned to a static zone from exchanging object information with the replication layer? Nothing, I assume WorldQL also does that.
Okay, so why use dynamic zones? Perhaps the implementation is easier than static zones? Everything else is identical to me, so nothing but the implementation difficulty feels important to me. Or is there a difference between static and dynamic zones about server assignment/scheduling? I don’t know.
What I do know is that my understanding is flawed.
Dynamic zones help balance the processing of a particular zone across multiple servers based on usage.
In a static setup, an unlimited number of players could end up on the same server causing performance issues in a particular zone. While dynamic will cap the number of players on a server and split the single zone into many to preserve performance.
I've been trying to finish up Backpack Hero, now that, after some meandering, I finally figured out how to progress the story mode. In a game all about UI, it's kind of impressive how much the UI either isn't very good or just breaks on a functional level, but the game is very fun. After I finish it, I'll be heading back to Starfield and Wargroove 2.
Guilty Gear Strive also got a really great new patch, adding Elphelt and addressing some pretty glaring problems with the new mechanics they added. It feels like it's in the best spot it's ever been in.
It’s beautiful, and often really engaging both in gameplay and in story/setting, but I’m already feeling a bit of puzzle fatigue after ~20% through the game. I’ll see how far I’ll continue.
Started Terra Nil today and it’s a lot of fun! I suck at strategy games so even the easy mode made me frustrated lol, but it’s so beautiful and clearing every stage is totally worth it.
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Aktywne