Ok nothing will beat the gold standard that was Sega Dreamcast Fishing games with the rod controller that had a rumble pack for vibration. I had a buddy make a wooden box we could attach a bungie cord to give it more feel when you “pulled” the fish out of water (the box had cutouts to hold beer cans too). Simply the best way to virtually fish
Although the concept of it being in a Sonic game was pretty silly (and an entire path to play through no less) and the character is really annoying, I heard that even the Big the Cat fishing mode in Sonic Adventure (originally on the Dreamcast) was even good, gameplay-wise. I have played it but I don’t have much experience in other fishing games to compare it to. The only other fishing (mini-)game I have for comparison is the fishing in the 3D Zelda games. Between the two I think I prefer Zelda, though.
I’ve not yet touched it. But since you mentioned it: How does leveling now work? And more importantly, how does enemy scaling work?
If I remember correctly, in the original, I felt strongest when I got Umbra at Lv 1 and just never levelled up.
Furthermore, how are the character animations? I saw the Emperor in the Remake and while the model was quite nice, in combination with his facial animations, I actually preferred the original. What I assume to be the original animations paird with updated models seemed too uncanny. However, that problem could be specific to him.
IIRC in the old oblivion there was an arbitrary limit to how many skill points you can put in a stat depending on your class. This has been removed, you can now put up to 5 points in a single stat every time you level up to customize the build as you’d like. You get the same skill points regardless of skills you leveled up.
Some stats have been balanced, like how Agility now scales damage of daggers and shortswords now (before it was only bows). Many masteries have been rebalanced and changed to fit the playstyle more. Enemy scaling still exists and AFAIK enemies scale the same, but because leveling has been reworked you shouldn’t have to worry about min-maxing or what skills you’re gaining.
As for face animations, they’re a little uncanny but overall I’m impressed with them. They look great, most of the time.
I haven’t played the remaster, but the old Oblivion leveling system was exceedingly hard to do efficiently unless you planned in advance. It very much needed a rework, although skyrim dumbed it down way too much, in my opinion.
Basically, among all the skills, like destruction magic, blade, sneak, you pick 7 (I think it’s 7) major skills. Those get a boost at the beginning. When you raise your various major skills 10 times, you level up. When you level up, you get to raise three attributes, like strength, speed, or intelligence. You get bonuses to how much you can raise an attribute per level, with 1 being the minimum and 5 being the max. The bonuses are determined by what skills you raised during the last level. For example, the sneak skill is tied to the agility attribute, so raising your sneak skill gets you a bigger agility bonus on leveling up. So, to optimize it, you’d have to raise your major skills exactly 10 times (so none of them go to waste) and fill out the bonuses by raising minor skills, which don’t count towards a level up, to get the ideal spread of +5 to 3 attributes per level.
The main problem with it in Oblivion was that the enemies grow stronger as you level up, and since a lot of people didn’t understand the leveling system, they’d wind up with horribly underpowered characters in the late game. Some people deliberately remained at level 1 to keep the enemies easy.
The main problem with it in Oblivion was that the enemies grow stronger as you level up, and since a lot of people didn’t understand the leveling system, they’d wind up with horribly underpowered characters in the late game. Some people deliberately remained at level 1 to keep the enemies easy.
Yep, the old “optimal” way to play, if you didn’t want to focus so hard on efficient leveling, was to make all of your major skills ones that you never planned to use. That way, for the skills that you do use frequently, you can increase those as much as you want while still sitting at level 1, allowing the player to become considerably stronger while enemies stayed at the same difficulty.
Alternatively, if someone messed up character creation, they could also simply choose to never sleep and never trigger the level up dialog. But there are a couple of quests which require the player to sleep to trigger an event, so folks would have to be smart about how they go about engaging with those.
The old style auto added points based on what attributes you used. So if you leveled destruction a lot during level 5 you could get a boosted willpower or Intelligence stat when you leveled up. It was a little chaotic. Now you have 12 stat points(virtues) you can add to whatever 3 attributes you want maxed at 5 points per attribute.
Try moving it out of your Program Files folder. Some programs don’t do well in those folders, because writing requires admin rights. It looks like the game is trying to do some sort of operation on a game file, and that operation is failing because it can’t actually access the file. Maybe move it to something like C:\Games instead, which won’t require admin rights to access. You probably shouldn’t be installing games to Program Files anyways.
I suppose the quick and dirty way to test would be to run the game as administrator. If that solves the issue, you know it’s likely something to do with Program Files being write-protected.
Horror/action: Dead Space.
FPS/time manipulation: Singularity.
Factory/combat(optional): Dyson Sphere Project
Singularity still stands up as it’s graphics are decent. Super cheap on GoG. Dead Space if you get the original would be cheap. HD remaster would be more. If you love factory games but have never played DSP god damn do I wish I was you. Recommend playing without combat enabled on first run to just enjoy how gorgeous the game is and to help with learning everything before throwing in combat management
As someone else said, installing things outside of Program Files is generally only necessary if they were made for XP or older, and the developers didn’t test on Vista or newer or read the bit of the Windows documentation that said not to write to an application’s installation directory because it might not work on future versions that was there since the early nineties. Regular Oblivion works fine in Program Files (although it makes it more of a pain to mod) and the Remaster was obviously made post-Vista.
All that said, none of this is relevant because you’ve got the Windows App version, which uses a completely different system and works in a partial sandbox so doesn’t interact with the rest of the computer like a traditional program would.
Oblivion i really want to pick up soon. I played the OG and loved it, and would love to go for a second playthrough on a remaster with all DLC and some QOL changes. I just heard about Clair Obscura today though. I still need to look into it but it sounds interesting
I’ll have to check it out. The game is definitely something I’m interested in after I saw Obsidian made a Fallout New Vegas themed poster for it to celebrate the release
The Bioshock games are really fun in a very dark way. They are incredibly unique—I haven’t played anything else quite like them. Personally, I liked the first two better than the third one. The first two take place underwater, which sort of creeped me out from the get-go. The third is in a city in the sky.
It seems like you like games with a lot of replayability, as well as games that make you think a bit. I’m a bit of the opposite (I like shorter, unique experiences), but I also like games that make me think. So here are a few that I’ve enjoyed that I think fit the bill:
deck-building roguelikes, like Slay the Spire, Balatro, etc; you can get a lot of hours in it, they generally don’t have DLC, and they’re more on the “thinking” vs “combat” end of the roguelike spectrum
Planet Coaster or Parkitect - theme park themed “city builder”; Planet Coaster is a bit of a DLC-fest, but Parkitect only has 2 (and a soundtrack); look around the various “tycoon” games if you like the genre, they can have good replayability
"coding" games - Human Resource Machine, Opus Magnum, etc; these have poor replayability (mostly just optimizing solutions), but there’s a lot of thinking and you can get a lot of hours out of it if you don’t look up guides; they’re not for everyone, but if they are, they’re very satisfying
Dwarf Fortress - the management game, and perhaps the best in the world at replayability; the Steam version is a huge upgrade, but you can also get the classic version for free, though do be aware that the learning curve is a lot higher than the Steam version
Sid Meier’s Pirates - old game, but I get a lot of hours in it and find it absolutely fantastic; this is more combat than thinking, but it’s more thinking than something like Mount and Blade (combat is relatively slow)
Tropico series - they do have DLC, but you can frequently find a bundle on Humble Bundle or Fanatical or something with all the DLC included for the older games; not as sandbox-y as Cities Skylines, but still largely in that vein
That said, I want to echo what others have said and to recommend branching out. There are tons of great indie games that aren’t a total ripoff in a variety of genres, so look around for bundles or something to find something new to try.
Everyone’s recommending games but addressing steam recs, there’s Backloggd which is Letterbox for games. Sure there’ll probably be a similar overlap of games folks love that are not your jam but it’ll help you figure out what you like, find something new, and follow folks with similar tastes.
V Rising might be the best game my gaming buddy and I have played in the past year. It’s really well made with lots of stuff to do for a group. Plus there’s a big update right about to drop in a couple days.
bin.pol.social
Ważne