Or kill it completely. The only reason I’ve held off signing this is that the wording is so vague that it could work in favor of gaming companies. I’d rather not see that.
It’s not supposed to be a finished law at this point. The main take from the initiative is that digital games have a massive issue with anti-consumer practices, and that consumers demand something to be done about it.
Companies can completely erase the idea of ownership. If everything is subscription-based, they can simply stop the subscription and have no further obligations.
Or Europe just gets completely locked out of functionality, as already happens in some European countries.
Of course good things can come from this, but I’ve read here several times that this just isn’t a good proposition and might just lead to the anti-consumer practices disappearing in a negative way too.
EU is way too large of a market to “lock out.” Didn’t happen with Apple, for example.
For subscription hell, we’re deeper into it than is healthy, but I don’t expect it to take over because of this. Steam, which is the biggest, most profitable platform out there doesn’t even offer a subscription and shouldn’t be hurt by this. For competitors, trying to suddenly force everyone into a subscription would lose a lot of business.
Edit: Anyway, doing nothing about it is a guaranteed bad outcome.
And the Netherlands are 6th! But the hardest part will be reaching that Million threshold… We still have a lot of time, but the pace has certainly slowed down the last few weeks compared to the skyrocketing in the early days. I think we will need to have more awareness spread around the campaign, perhaps try to reach mainstream media in some ways…
Middle Earth: Shadow of War got it right with one of its later updates. They added a final difficulty that increases enemy aggression, attack power, and perception. It also increased player attack power. As long as you’re not fighting a massively overleveled enemy, fights are hard, quick, and fairly bullshit free.
Splinter Cell, specifically picking up where Chaos Theory left off. Use it to showcase Unreal Engine 5 lighting and make it a proper, spectacular stealth game again with Spies v. Mercs multiplayer.
Oh man, just made my own comment on black and white, and I assumed I was the only one. Black & White 2 is still the best God game out there for me and it was so much fun.
Yeah I’m for new games and hopefully people love it but “hero shooter” and “moba” definitely aren’t categories I’m looking for in new games, the market is flooded with them. Hopefully valve can stand out
I’d say yes. But you do have to figure out how to apply the MOBA way of thinking. How to stack the stats of items, abilities and leveling up, into doing a shitload of damage without dying.
That applied to Battelborn, and it does in Deadlock, too.
It’s dota 2 if it were a very competitive 3rd person shooter. More of a MOBA than a hero shooter, and it’s very complex. Also I’ve been playing it for a month, AMA I guess
There’s already some toxic muppets getting banned from matchmaking as well as rage quiters…not a whole lot but I have come across them in the week or so that I’ve played.
There are a few people who do want to coordinate or even use VC, more than the above, but not a whole lot
Everyone calling it a shooter MOBA is right, but more basically: It’s Smite. It’s just Smite, but good. I played the Smite 2 alpha and it was very lame, no verticality, gunplay felt bad. Deadlock has an original theme, gunplay feels tight, and there is clearly a huge skill ceiling. I don’t know if it’s 100% yet, which tracks cuz it’s an alpha, but it’s already better than Smite and I have faith they’ll make it better.
Team Fortress 2? That was the game Overwatch was kinda imitating, so might be worth trying it out if you haven’t. Just keep in mind that you might have to avoid matchmaking and manually browse for servers. TF2 was having a bot problem, I dunno if valve ever fixed it.
This. It’s old now, but the medic class doesn’t require shooting. The spy doesn’t either, usually. But the medic is a great way to pay a support role. It used to be one of my favorite things for chill gaming.
Ah, the hallmark of mainstream usability: a four bar chart with multi-segmented portions based on different independent ratings of compatibility that don't agree with each other.
I think you should try it. I think an hour is appropriate for a lot of the story beats if you have a decent memory, though maybe an hour and a half would be better suited to some of the more involved parts. A lot of this is affected by your reading speed. There’s a lot of reading.
For what it’s worth, I also played it in bursts, but probably something like 2 hr sessions. There’s a lot of rough, serious material in that game and I found it a lot to process at once, so I took breaks between sessions fairly often.
Glad to hear that. Although I’m not fast reader (not even in my mother tongue) I like reading when it is meaningful. I chewed through Planescape: Torment after all…
As for time, I’m not strictly limited to exactly 1 hour. It’s just I simply can’t play 5 hours straight like a teenager can… so one hour was an estimate. Sometimes it’s an hour, sometimes it’s two.
After all it looks DE should be ok and this short burst shouldn’t spoil it. Thank you.
I’m not sure if the above comment played on launch or after the Final Cut update, but there isn’t all that much reading in the game anymore. Almost all text is fully voice acted now. You still have to mentally absorb it of course, but I find it less taxing than reading, personally.
The book-like nature of it is spot on though; it’s better to treat it like an interactive novel where you choose the order in which you read its pages than as a traditional RPG.
Don’t be afraid to pick wild and weird dialogue options, and especially don’t be afraid to fail at things. The game pioneered a “fail-forward” design philosophy
Well, since I’m not native speaker I sometimes tend to miss some words/context without reading “subtitles” during voiceovers. On the other hand I’m glad there’s voiceover because it usually helps with immersion.
Fail to progress reminds me of my playthrough of Fallout 1 with very low INT character. Some conversation were priceless. It was usually things like “Mmmhm, unga bunga, huh” from my character and then sigh from the NPC like “Oh no, another village idiot…” I highly recommend to at least check some of these low int conversations on youtube - hillarious.
I think my favourite low-int detail was in Fallout 2. You come across the tribal Torr early on in Klamath and he speaks in grunts and broken sentences just like that if you talk to him with normal INT or above. However, if you talk to him with low INT the conversation completely changes into long eloquent sentences with advanced vocabulary for both him and you, matching the dialogue options unlocked at 10 INT. Amazing.
While it does indeed kind of smell like an ad, keep in mind this is not some triple-A bullshit. It’s made by a single dev and has a heavily involved community on reddit and discord where competitions are hosted and suggestions are made. Regardless of tankies reputation, that kind of behaviour is not tolerated in either of those communities. I’ve been playing it on and off and have over 500 hours into it by now. It is a very niche game, but for those that like tanks and military games in general, it is a real gem.
It is currently singleplayer vs bots and the scenarios are admittedly limited. However, again, single dev (at the moment). Multiplayer is on the roadmap far in the future and will likely not really be pvp as that introduces challenges for balancing.
For now though, the designer is very free in what it lets you do for the most part and has a lot of options.
If you’re on the fence, I would recommend looking up some videos on youtube that showcase the game’s capabilities. Make sure to pick a decently recent one (ergo past half year or so).
If the dev got this working with MP, hell even just coop vs like a horde of tanks, with your friends, it would be awesome. Right now it looks like a lot of fun but won’t last to long for me. I’ll have to keep an eye on it.
We know the answers to this. First, we got Half-Life: Alyx, which is a phenomenal Half-Life game that happens to be a VR game. Slight spoilers, but to say that Half-Life 3 is promised at the end of that game is an understatement.
Second, if you’ve already played Alyx, Keighley put out The Final Hours of Half-Life: Alyx, which has a full timeline of everything they worked on since Portal 2, including cancelled games. One of those games was Half-Life 3. It would have been a game with procedurally generated levels interspersed with static set pieces, which sounds similar to a single player version of that game The Crossing they were working on. If you ask me, that design makes plenty of sense for putting a bow on a series with a time- and space-hopping protagonist in a series that always ends with cliffhangers. It didn’t come together though, so it got cancelled.
Alyx was put together in part because letting all of their employees dictate their own projects was not getting the same results that it used to, so there was a bit more direction with the project than Valve had had in the years prior.
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