Endgame of Devil tickled me for a bunch of hours this week. It’s a neat little auto-battler / deck-builder. You are the devil and need to protect your treasure from adventurers. To do so you fill up your dungeon and your deck with lots of evil minions and set off insane combos. Slime deck! Rat deck! Ghost pirate deck! Burst worm toxic fog death loop deck!
I love these types of casual experiences in this genre.
People like to cheat on community servers so they can own those kids at bed wars or whatever. It’s not the same to mod your own server, because then you’re not exerting “power” over other people.
not necessarily. there are servers with no rules, like 2b2t where hacking is pretty much required because everyone else does so. interestingly, this means that the pvp actually loops back to being really deep and complex
getting ratted isn’t getting caught. a RAT is a remote access tool, which is commonly included as a trojan in order to give a hacker remote control of a victims pc
I’ve watched a few spoiler free reviews on YouTube and the general consensus is that it drops a little in densely populated cities, but otherwise doesn’t struggle. If your interested it’s one of the first things this guy touches on.
Detecting that the game runs on an emulator should be rather trivial I imagine.
In theory, it’s also rather trivial to remove these checks from the game binaries (if you have the knowledge, but enough people have).
What Denuvo does is it not only implements these checks very effectively, but it also modifies/obfuscates/encrypts the game binary/code in a lot of ways. I honestly don’t know a lot about how it works, but this deep integration makes it very hard to remove.
There are two ways you’d circumvent Denuvo DRM. Either by emulating all checks and whatever Denuvo wants in order to verify the game copy is “legit”, or to completely remove Denuvo from the game binary. Both have proven to be very hard and a lot of work. There are likely only very few people out there with the expertise to do it, and of these people, most of them probably work for Denuvo (most people understandably prefer getting money for what they are doing as opposed to street cred), and most others don’t bother.
There’s one known cracker who calls herself “EMPRESS”, but even she doesn’t crack nowhere near all Denuvo games, as it’s simply too time consuming.
Some people assume that the Switch version of Denuvo will be less powerful, but I honestly doubt it’s that much less effective. I don’t think Denuvo would announce Switch availability if they’d think it wouldn’t be effective, they have a lot of high-paying customers to lose (or not to gain).
It’s always a battle between DRM companies and the cracking scene, but with Denuvo it has been a steep uphill battle so far.
No, you can fly it. The thing is, manually piloting your ship sounds like it’s not used for transportation, only for combat and docking/boarding other ships and space stations. But those things are apparently pretty fun.
There is a fundamental difference in resource allocation when each client is running the simulation rather than a server, which is the difference between Quake and a fighting game.
Not necessarily - depends on the way of obtaining the file. Downloading a copyrighted video is not illegal (it’s fair use), sharing it with others is illegal. If they downloaded it directly without sharing, that’s perfectly legal.
Bullshit, there are already multiple games on the Switch that use rollback. I’ve never benchmarked different methods, but I doubt it’s that resource-intensive. We’ve had implementations for decades at this point. The Switch isn’t significantly less powerful than CPUs from old PCs that ran games with rollback. If anything, it’s more powerful, due to advances in CPU design and having a separate GPU.
It’s all about that Japanese yen. If Nintendo can save ¥100 here or there, they will. It’s disappointing, because it feels like they miss so many obvious ideas as a result, though.
exploration in the game is unfortunately weak in many aspects; This is due to the large reliance on procedural generation of environments. Also, the role-playing elements do not have a strong presence or impact.
I was really hoping proc-gen would be just for the terrain and surrounding areas and the interesting setpieces would be as handcrafted (or as close as possible) to a regular TES/Fallout experience. I guess they had to trade in a lot of these to make the big universe happen though...
That’s how they described it, too. Oh Todd you done it again!
Looks like there’s not much to do on the planets. One review even said the classic “get lost on the way and end up doing ten other things” just doesn’t happen in this game anywhere. It can happen in a city, but then they also said the cities are pretty meh.
I really hope I’m wrong about this in five years, but it looks like No Man’s Sky did even more damage to the space sim genre than we thought. We’re in a year with great handcrafted experiences that still feel vast: Tears of the Kingdom, Baldur’s Gate 3, even Everspace 2 in a similar setting (and Everspace 2 wouldn’t have had the same, fatal loading screen issue if it was a AAA game). Starfield went the other direction.
By chasing the procedural generation dream, from everything I’ve seen, Bethesda really hamstrung the space exploration to get there. Fortunately I really like the old Bethesda formula, so hopefully the Skyrim/Fallout experience that’s still there will be enough for me to want to put hundreds of hours into it. I’m just hoping developers don’t keep trying to do this for games in space settings.
It sounds like No Man’s Sky. You’re supposed to be able to explore the whole galaxy and see many creatures, environments, etc but they all end up being the same so exploration is boring, at least to me it was
I felt similarly. Exploring is just another thing to "do" to get credits/nanites. It was cool to see genuinely new things like the huge Dune-styled worms but once you see one you've seen them all.
That extends to base building too. I have no reason to build a base anywhere else in the galaxy once I have a capital ship that does all my crafting for me. Except resource collecting, I guess. But meh, different strokes for different folks. I don't think there's been a non-MMO continually-updated game that I've come back to as often as NMS but coming back is usually pretty short-lived.
This is the core issue with all procgen games, IMO.
You are promised "infinite exploration", but in truth there are countable variants of the procgen algorithm. Once you see all those variants, you've effectively seen everything. Sure, you'll see small variations, or new ways to combine the existing variants... but when you see all the "tricks" the veil falls.
variants of the procgen algorithm. Once you see all those variants, you’ve effectively seen everything. Sure, you’ll see small variations, or new ways to combine the existing variants… but when you see all the “tricks” the veil falls.
That’s what makes this even more of an issue. The game isn’t procedural. They used procedural tooling but everything is set in stone now. They could’ve gone through and cleaned up and tweaked everything so it didn’t feel bland. Doesn’t sound like they did.
I knew the writing/rpg aspect was going to be shallow like all of Bethesda games but, they always had fun exploration so this is unfortunate to me. It sounds like they reuse assets a lot, even in the main quest line. Like same buildings with the same enemy placement just on a different planet.
It's definitely a Bethesda game. Their dialogue choices and roleplaying has always been shit. People like Bethesda games primarily because they're given a large open world to explore. But they made most of this one procedurally generated so they've lost their main good quality. I really hope the players are pushed by the stories and side quests to the hand-crafted worlds and the procedurally generated are mostly in the background for players that want to go off the beaten path.
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Aktywne