If you can get past the kind of… weird control scheme…
The game is basically a single player mmorpg.
You start off as an absolute weakling, and there is no … scaling, the way most other rpgs either generally have certain levelled enemies in certain areas, that you progress through linearly or unlock sequentially, or just an outright whole world spanning dynamic level matching kind of system.
You can be battling a small beast… and then a herd of very, very much more dangerous beasts, or slavers, will just happen to pass by, and royally fuck up your day.
Every character in the game, including you, plays by the same rules.
All major NPCs can be killed, the game is also full of varying factions with varying alignments towars other factions, and they will treat your character differently based on your race, the kinds of actio s you do, your reputation with other factions.
The storytelling is … a sandbox/emergent approach. Not in the sense of ‘there are no story lines or quests’… but in the sense of… a whole lot of stuff is out there, but you have to self direct yourself to go out and find it, or randomly encounter it.
Also, you can gain allies, make your own faction, and control a small army… and you can even build your own settlement, and economically interact with the rest of the world.
… Its… kind of hard to describe.
There really aren’t any other games quite like Kenshi.
Its got a good sized modding scene, and it incorperates at least some elemenrs of… every game you mentioned.
If you use a mod to up your max follower/faction member count… you can basically play the game as an RTS (with pause). Build a settlement, recruit followers (or enslave them), arm them, fees them, train them up, and go take over a city if you want.
… Or play basically solo, just you and your bonedog, maybe as a bounty hunter for hire, or a hashish smuggler, or get a pack animal and run a trade caravan.
A lot of people missed it when it launched it came out on the heels of the last of us so people assumed it was a clone, it was also massively bugged on launch. The upcoming TV version has renewed interest in it though so depending on how that does we may get a sequel. Also did you know there are hidden clues it may be the same world as syphon filter?
I think you might like ‘Rogue Trader’, even if you don’t know anything about the 40K universe. Cool story, choices and fights.
Don’t worry too much about not knowing the background lore. The game contextualizes a lot in dialogues and even little mouseovers. But be careful, if you like SciFi, you might fall into the awesomely rich and grim rabbit hole, that is Warhammer 40K.
I didn’t liked it when I played on PS4 and I quit a couple hours in, but a couple of years later I played it on PC and loved it, put around 70 hours in it. It’s a pity that we don’t get to see a sequel and I understand why, but it is still a very fun game.
The exception code you are getting appears to indicate some code is trying to execute something very low level (e.g. direct device access) when it isn’t allowed.
This isn’t a widespread issue, so it seems reasonable to assume that it is specific to your machine.
My guesses are:
Corrupt game files, try deleting the user data for the game. Not sure where that lives.
Corrupt install but I think you’ve addressed that.
Corrupt windows, a scan disk check might repair something.
Corrupt drivers:
Fresh install of GPU drivers, using amd’s tool or ddu.
Update chipset drivers if there are any.
Disable or uninstall anything that controls additional devices. E.g. led or fan controllers like Armoury crate or MSI afterburner.
Any other app that injects itself into the process. Game overlay, antivirus. Amd adrenaline does this, as can steam and gamebar.
Ksp2 was severely botched by Take2… but if you’re into the genre you might want to check out Juno.
In addition you might want to keep an eye out for KSA which is currently in early stages of development. As there’s no official website yet, I try to keep on top of any dev updates and nuggets of information so I can update the lemmy community.
Always gonna recommend Project Zomboid. Yeah it may look like the Sims (which oddly is where TIS got their art influence from), but it’s pretty darn unforgiving. Hell, I lost my last character without realizing how, chalking it up to some strange drug interaction (aka don’t drink and take sleeping pills, kids). Resource management, while not a direct focal point for PZ, is still important as you are watching every aspect of your character’s health and wellbeing.
The latest beta build 42 has incorporated some new mechanics and a nicer lighting system so things feel proper spooky when slinking around in the darkness. And don’t even get me started on the modding community. Infinite possibilities and a constant influx of new content, some which gets so popular it’s adding into the base gameplay. Look up Week One if you want more than just a zed simulator.
I also second Stardew if you are also looking to scratch that cozy gaming itch.
It does have a sandbox aspect, but much as I want to like the game, I always find myself dropping it and playing Cataclysm: Dark Days Ahead instead, which is a similar “zombie survival” genre game, but has vastly more stuff and game mechanics. The big selling point for Project Zomboid, in my book, is the far gentler learning curve and lower barrier to entry; it’s got an adorable tutorial racoon, and doesn’t hit you with too much at once, but…
The combat in Project Zomboid frustrates me. It’s very simple, not a lot going on, but because a zombie infection is incurable, a single mistake in timing can have catastrophic effects, so it requires no errors.
The character builds. Project Zomboid has a lot of perks and such. Cataclysm’s got vastly more, plus mutations, bionics, all that stuff.
I prefer the Cataclysm turn-based play to the Project Zomboid real-time play. I don’t have to wait in the real world for actions to complete, and I can stop and think about what my next move is.
To try to illustrate the game complexity difference, take firearms as an example. Project Zomboid has six handguns, four shotguns, and four rifles. Each has one type of ammunition. There are ten weapon mods, each of which can be placed on some of those weapons. There is a firearms skill.
Cataclysm has, to look at just one firearm class and caliber category, 41 rifle-class weapons chambered in .223 (and that’s by default, as chambering can be modified). Each of these can take something like six different classes of weapon mods (replacing the stock, sticking things on the barrel, adding secondary weapons like underbarrel grenade launchers or flamethrowers, etc), multiple fire modes. There are 18 sight mods alone, and it’s possible to have multiple sights on a weapon. Recoil is modeled. Firearms can fit in various types of back/ankle/hip holsters, and draw time and encumbrance is a factor; these also have volume and longest-dimension characteristics, so that a large revolver can’t fit in a small holdout holster. For those .223-caliber rifles alone, there are 13 types of ammunition, including handloads, tracer rounds, armor-piercing rounds, etc. There are 63 different calibers of weapons. Energy weapons, flamethrower/incendiary weapons, chemical weapons, explosive projectile weapons, flechette weapons, illumination rounds, EMP weapons. There are multiple-barrel weapons, including some with barrels in different calibers. You can load specialized ammunition in a specified order. Different types of reloading mechanisms (revolver, tube magazine, detachable magazine, belt) are modeled. Some weapons use compatible magazines, and high-capacity and drum magazines exist. Speedloaders for revolvers exist. Weapons can be installed mounted on vehicles (fired manually from a mount position, or with an automated weapons targeting system installed, set up to fire automatically). NPCs (friendly, and hostile) can be armed with them. Bore fouling is modeled. When you fire a weapon without hearing protection, you’re temporarily deafened to some degree. There are multiple stances one can take when firing those weapons. Some of the game’s martial arts forms permit use of firearms. There are firearm melee modifications, like bayonets. There are skills for different types of weapons. The game has all sorts of exotic real-world firearms (e.g. to pick a random one, the American-180, a submachine gun firing .22 rounds with a 180-round pan magazine); the game probably has more real-world firearms than any other video game out there; my current source tree says that there are 555 in total.
And that’s before getting into stuff like sandbox vehicle design and construction (land, water, air, amphibious), power generation and storage, nutrition (weight and its various effects on physical capabilities, body fat, vitamins, calcium intake), artifacts, magic (if you turn on some of the various magic or psionic mods), bionics, mutations, local weather systems, temperature (air and body; you can set up heaters and air conditioners in vehicles), vision in various spectra, monsters tracking scent/vision/noise, fires and building structural failures, brewing, the ability to recruit NPCs and create faction camps, quests, aliens, disease modeling, various types of parasites, fungal infections, various types of poisonings and envenomings, various types of lights, devices with removable batteries, internal-batteries, USB-style (UPS) charging and power that can run off static, vehicle, bionic, or power stations. Solar/wind/gasoline/diesel/jet fuel/nuclear power generation. Multi-fuel engines. Multiple-engine vehicles (or, with appropriate electronic systems, hybrid vehicles that can automatically toggle an ICE engine to charge a battery to run electric motors). Seatbelts and harnesses (and being ejected from vehicles in crashes). Folding, portable vehicles. Bike and motorcycle racks on cars. Stimulants, depressants, alcohol. Acetylene and electrical welding. Tons of types of food to cook (looks 547 recipes currently available). The thing is just huge.
I will say that CDDA has piqued my interest, but I’m not a huge fan of turn based anything, although weirdly I will get into some of them. May have to give this a shot myself… once I have time.
I think I’ve been spoiled by the massive modding community with PZ, as I feel there’s always something that’s added that feel right within the game world. Sure, there are plenty of non-lore friendly mods, but stuff like adding all the classic consoles into the loot pile, or real world foods keep the immersion up quite well.
Cdda is a pretty steep learning curve but I keep coming back to it. One of the nice things about the project is that anyone can work on it, I’ve submitted a couple of minor fixes in the past. It changes pretty drastically over the months if you’re playing the latest build. It’s also a huge timesink when you actually get into it.
Project zomboid was a lot of fun, but single-player it gets boring after a while. I don’t feel like playing on a public server and I don’t have friends willing to play it.
You aren’t wrong about the SP getting boring at times. I’ll usually find myself kitted out after a week in game and bored and then asking “what next?”, and then I’ll either create a new character in that same world but on the other side of the map, and see how far they can get. Still waiting for mods like RV Interiors to be released, as they are holding out until a proper stable beta of B42 is released… so that could be some time. Granted I’ve also been using Week One as a baseline mod for PZ, as it revitalizes the baseline start to be more in line with “how does this apocalypse truly go down?”. Is it perfect, far from it, but it adds just enough plausibility to make you feel immersed even further. As for MP, I’m not a fan at all. I tend to play most all games SP, as I’m a very patient gamer and usually jump onto the MP bandwagon too late to feel included.
Yeah I feel the same about MP. Although I do like to play with friends, but that’s different than random people online. I believe I had a mod for rv interiors. Like, half a year ago or something.
++++1 for Rimworld. The first time I really committed to learning to play that game, I lost almost 100 hours in ~3 weeks (which is a ton for me, since I have kids and a job… I lost a lot of sleep). The best part of Rimworld, is if there’s a vanilla mechanic you don’t like or wish was fleshed out more, there’s a 98% chance someone has made a mod for it.
But yeah, it isn’t for the faint of heart. It definitely has a learning curve and it isn’t super easy to just pick up and play for small amounts here and there. It’s a game that you really need at least 1-2 hours per session.
I’d recommend watching a quick start tutorial video before you start playing, as that’ll also give you an idea on whether or not you’ll like it.
It’s fairly playable without mods these days, I’d recommend new players at least try that to find out what they’d want to tweak before diving in. But yeah at 3k+ hours on steam it’s definitely one of the games that’s given a bunch for me. Very moddable but I’d suggest trying to keep your list light (not that that really stops me), use rimpy for mod management and grab the performance mods like rocketman and performance fish.
I like Stellaris quite a bit, but I should note that OP mentioned how he didn’t like spending money on DLC. Stellaris follows the typical Paradox approach of creating a lot of DLC to expand and extend the game and its gameplay as long as people are interested in buying it, and winding up with a large game that’ll cost you a lot if you want all the DLC. It may be worthwhile, but if one wants to get all the DLC, it’s gonna add a fair bit to the price.
(checks Steam)
The base game is $40. Buying every available piece of DLC (and it looks like they’re still coming out with more stuff) is another $429.
That being said, I’ve also got a lot of hours of gameplay out of Stellaris, so that does bring the cost-per-hour down quite a lot. But it depends on how much someone is going to play the thing.
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