You have to beat the game first to unlock it but I love the realism mode in jedi survivor. Lightsabers actually kill like in the movies, but get shot maybe 2x and you’re dead.
This is how harder difficulties should be. You have lower HP, but so does the enemy, forcing both parties to think things through before running in guns a’blazing. If you have to make enemies bullet sponges in order to increase the difficulty, then your AI programming is bad and you should feel bad.
Modern fallout games do difficulty badly. Walked up to one of those boomer guys in fo:NV , he gave me some shit, so I shot him in the face with a revolver. He didn’t fall over dead.
I got a bunch of mods to make everyone a lot more of a glass cannon, but made power armor very effective (and other armor somewhat so). Was a lot more fun. But also there was a lot more reloading because, like, sometimes a baddie would get the drop on me and I’d be dead from two shots.
try fo4 survival mode. you can actually die from a bloatfly swarm if you arent careful, but can also eliminate an entire raider base with 1 well place molotov cocktail
I think I will have to disagree somewhat. Difficultly should change how you play, not how long. Needing to Grind better gear is not respecting the players time.
That said there are games I did enjoy the grind, “the world ends with you” is one of them, but that is a case of earning new ways to play in most cases.
Yeah thats kinda what i meant. Because of the increase in required DPS you will need to unlock harder to obtain gear with higher DPS which will bring your total playtime back to previous levels. But its a difficult to balance thing for sure.
They had pre-arranged intersections with set traffic patterns and multipliers and stuff scattered about, so it was a puzzle as well as a driving challenge.
Crash mode was sort of like Angry Birds but with exploding cars and 10x the production value. You’d get score multipliers for causing the most damage possible.
They’re both fantastic games, but the original (in which you go to Hamburg and a space station) felt more adventurous rather than the more grounded sequel (in which you go to the arctics and even more exotic locale: my hometown of Calcutta). Set it in the fictionalized disco-themed cold-war with the lead jet-setting around the world, and we’re golden!
Also, only a single game, but: Arcanum. (At least this one’s possible to buy on Gog and Steam…)
Arcanum supposedly had a sequel in the works at some point: Journey to the Center of Arcanum, and frankly, while I’d prefer to see other continents on that world explored a là Around the World in 80 Days, I’d still be sold on a hollow-earth adventure any day!
A friendly reminder to everyone: there is a fan project, part 1 and 2 updated to run on modern systems. They have their own page, the full games can be downloaded from there, and they just work. Just Google the title and fan update.
After fiddling with my original CDs back two years I gave up and installed these! Wide-screen, stable, high resolutions, perfect! I was so happy fans decided to get them running again!
Me too! My original discs for the sequel was unreadable even before I got to play it (it was a hand-me-down).
I also found this mod on itch as well, after your post. I think I had to edit the configs to get the resolution writing for Nolf2 even on the revival copy (and, save files from different resolutions don’t load!) If this patch can work around those issues that’d be great.
Time for another playthrough of the series, on the Steam Deck!
Infamous. I don’t know why the series just disappeared after Infamous Second Son, I feel like we could’ve gotten way more in that universe. While they’re at it they should port Infamous 1 & 2 to modern consoles…
I would love to have them on PC. Honestly why Sony doesn’t port all their old catalog (Sly Cooper, Jak & Daxter etc.) is beyond me. That would get them so much money.
Came to say inFamous, but specifically picking up after the evil ending in 2. The way that frames it could allow for character customization, and maybe even getting to choose your powerset.
It could even have multiplayer elements if that’s where they wanted to go with it. Not sure how well PvP would work out, but co-op missions could be fun. But, it could work just fine without any of that
Telltale is the most prolific developer of these kinds of games.
Japan has had elements similar to this in visual novels for a long time. Snatcher, Policenauts, YU-NO, etc. feature the same type of gameplay but without the parts in Life is Strange where you explore in a 3d environment.
Hah, sorry everyone jumped down your throat on the choice of words. Stardew Valley would be good for anyone old enough to read who would enjoy taking care of their own farm and building a relationship with villagers. I would call the graphics “cute”, but not gratuitously so (which might be preferred). Cooking Mama is another one that has a good reputation on non-mobile platforms, and it looks like they made an Android version. (Haven’t played the Android version, hopefully it’s not full of micro transactions).
There are definitely games where the primary/target demographic is boys or girls though.
The arcade classic “Centipede” is a good example of this. It was designed to try to attract women to play it. The colors were pastel shades and its sequel Millipede took it further by having a “story” about an elf archer protecting a mushroom forest from a bug invasion. Centipede was partially programmed by a woman (one of four people who made the game), Donna Bailey, who was also responsible for choosing the games vibrant pastel color palette.
Now, is Centipede or Millipede only for girls? No of course not. No video game is only for a single demographic. But real world data showed that girls/ women generally played Centipede and Millipede more than boys/men did. Some things just have a general appeal to some demographics more than others. So typically when a person asks for “girl games,” they just means games that will have a high appeal to girls or games that were designed with girls as the primary demographic.
Otome visual novels are this way as well. They target a female playerbase with a story-based romance game and generally feature a female protagonist who romances male characters in the game.
Assassin’s Creed and the Open World Gameplay design. It definitely existed before then, but after AC came out, it felt like every RPG switched to the open world map.
There have been "open world" games since the 1980s. Just of course, memory limited how big that world could be, and how much you could do in it. The genre as a whole is ancient.
The first ones I can think of is legend of Zelda and final fantasy, but I think there was also Adventure for the Atari before those even. The first Assassin’s Creed was 2007, Adventure was 1980
It hasn't aged too badly, but it's from an era where you were not necessarily expected to figure everything out on your own -- talking about it with IRL friends or reading tips and tricks in a magazine (or on the early Internet/Usenet) were pretty normal. I would say give it a try but don't be hesitant to look for a guide if you get stuck or lost.
I’d argue that quake did far more for 3D graphics then it did for FPS. Like Doom is what got FPS into the spotlight even though Wolfenstein 3d came first. Like quake is pretty much what made real 3D possible and doable on the hardware of the time thanks to everything going on under the hood
Absolutely, we didn’t even have any special graphics cards at the time for 3D, I believe? I remember that started some time around Quake 2 but I am not sure, I might remember wrong.
While I don’t know much about video cards, the IBM Monochrome Display Adapter (MDA) is often called the first video card and had a couple of contenders for first that were either designed earlier or released at almost the same time in 1981 and were all for displaying text only. The first GPU card sold to the public was the GeForce 256 in 1999. I’m assuming there’s some in between that were not really used by the public that would have been used in movies and whatnot.
The reason why nobody was selling GPUs before Quake was because quake was THE first 3D game. Doom and other games before Quake were 2.5D and didn’t have 3D models only sprites. Games before Quake essentially mimicked 3D while Quake IS 3D
The term GPU wasn’t used yet. It got applied as something of a marketing term to cards that had hardware transform and lighting, and that was indeed the GeForce 256. Before then, they were “3d accelerators”.
GeForce 256 was marketed as “the world’s first ‘GPU’, or Graphics Processing Unit”, a term Nvidia defined at the time as “a single-chip processor with integrated transform, lighting, triangle setup/clipping, and rendering engines that is capable of processing a minimum of 10 million polygons per second”.
So it kinda depends on perspective. If you take Nvidia’s marketing at face value, then the GeForce 256 was, indeed, the first GPU. You could retroactively apply it to earlier 3d accelerators, including the SNES Super FX chip, but none of them used the term at the time.
At that point, what even is the purpose of defining it? It’s such a specific term that was designed to only apply to their hardware. It’s like creating a new word for a car because you added air conditioning to it.
Sure, they had the first GPU because they coined a term that only applied to one specific product.
The first GPU card sold to the public was the GeForce 256 in 1999.
No it wasn’t. Rendition had the Verite back in 1996 that was true 3D and 2D on the same single video card. At the same time as the Verite was the 3DFX Voodoo (released 1995), but it was 3D only and needed a second card for 2D. Rendition was also the only 3D accelerator natively supported by Quake.
Sony coined the term GPU in 1994 for what was in the Playstation.
Nvidia might have marketed it as the first GPU, but other companies had combined 2D/3D processors on a single chip marketed to consumers well before the GeForce, including Nvidia themselves with the Riva 128. The GeForce was the first product from Nvidia marketed as a GPU, but that doesn’t mean it was the first product to market that was either called a GPU or not called that but still was one. It WAS the first to market with a T&L system (though Rendition had T&L on a chip first it never made it to market).
This is correct. I remember running Quake II in software mode with hardware effects (could that have been OpenGL already?). It ran at like 1 frames per second, because I didn’t have a 3D graphics card. Although the lighting looked lovely when you shot a rocket through a hallway.
And then there was the Quake 2 engine which gave us Deus Ex, American McGee’s Alice and then (through the modified GoldSrc version) Half-Life, Counter Strike and countless others! The family tree of 3D engines is really interesting.
and the Unreal engine which gave us I don’t have any idea how many but just a staggering number. Both solid games on their own, but long-term the engines were the real rock stars
If that photo was taken right before impact, none of the continents will remain continents because it’s all about to melt and we might have another moon when everything settles down and we evolve back from scratch over the next several billion years.
I had a similar experience of first finishing the DLC and then going into God of War (2018). While not open world, it’s the same type of AAA soup you get from most big studios. There are so many baffling design decisions, I cannot fathom why people love the game so much - the constant barrage of stories and small talk is the most engaging thing in there.
The combat is utterly boring. Increasing the difficulty only results in spongy enemies. Their move sets are boring at best and annoying at worst. They are all but helpless if you just keep them at a distance and throw your axe.
Even worse, your godly powers are cutscene only. If you don’t want to make your game challanging, at least make a fun power fantasy and Kratos is perfect for that. He kills giant enemies, tears the very ground asunder and moves the heaviest objects imaginable. He even has super healing. None of which are tied to actual combat mechanics.
Upgrades are meaningless. Early on, you unlock a smith. I got my axe from 5 to 40 damage. Guess what? The very next enemy took the same amount of hits as the same type of enemy did before.
Traversing is mechanically boring. Climbing just means you gotta follow the yellow markings - press in the right direction or do the indicated button press. You literally cannot fall. Everything else is just walking from combat area to combat area.
The game throws an endless barrage of puzzles at you, none of which are engaging. They are so watered down, there’s barely much more thinking involved than in climbing.
Even worse, major upgrades are placed in “puzzle” chests. The puzzle? Well, just walk around and rotate your camera for several minutes until you’ve found all three runes.
The game basically just feels like a very long cutscene with a lot of padding so you can press some buttons. You can play it just fine, but they removed everything that could make any one system interesting in favor of having nothing in there a player could be stuck at. I like the characters, but I’m better served just watching a cutscene compilation for the second one.
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