Which typically culminates in rolling up everyone on Earth by the time you get to the final stage, no less. If that’s not a group hug, I don’t know what is.
Edit: I’m also going to second the Psychonauts recommendation, especially the second game. Despite the gameplay itself inevitably lending itself to the protagonist performing every little bit of work by himself, there are strong themes of teamwork all throughout the game’s story and the excellence of its final sequence cannot be understated:
To your edit, similarly the final sequence of Nier Automata is so deeply rooted in not being alone, and encouraging one another, and being there for one another. A chance to break the cycle.
Physical: Get it right on release day (or in the first week after) in retail for about 40€, otherwise you will have to rely on rare good retail discounts to get it below 55€
Digital: Don’t you even dare to think about discounts
I don’t know how to feel about Nintendo pricing. On one hand, all of their games keep their value long after release, but that also means they are hard to get cheaply. I know when I sold my 8 3DS games a few years ago, I made about 230 eur which was pretty good for some used games. I dont play their games anymore but I’m not sure I’d even want to now since they never drop in price.
Yes, because the only people buying Nintendo Switch games are the ones who don’t care about the price in the first place. If you want to save money on switch games you just pirate them
Nintendo does have sales from time to time, they’re just rarely great discounts. If you have a switch and you wishlist games they will email you if your wishlisted game goes on sale.
I saw an anecdote from someone who used to work there and they said their infrastructure and resources were outdated as hell. Basically zero support or investment from leadership. Those corpos are intentionally just trying to milk them and the customers dry before total collapse or a buyout.
Yes, removed games are not really removed, just hidden. And for the reader here, we are not talking about hiding in the client. If you go to support page of game at help.steampowered.com/en/wizard/HelpWithGame and click “I want to permanently remove this game from my account”, then its like you wouldn’t own the game anymore.
Not many know you can go to same page and restore the license. It’s noted that you get the same license of game than before, not a new license. I don’t know why Steam has the permanent removal, if its not permanent at all. But now you know; you can restore. And that is what the user in this post is talking about.
Edit: I thought about why that maybe. It makes sense to keep the license bound to an account, so the key cannot be activated again by someone else. Otherwise people could sell their activated keys like that.
There are reasons for why that is possible, for better or worse.
To reverse malicious actions that may have been taken by other people that got access to the account for any reason for example.
There may even be legal reasons for why that is the case. Licensing law can be quite complicated.
And then there is the fact that if it’s hidden it’s effectively gone anyways and that may actually be what people actually care about. Not whether or not they technically still have that game or not. People wanting a clean library is a thing and it ties into the concept that is the right to be forgotten.
Also, even if it was permanent, it would still be something like a permanently_removed set to TRUE in a database. License keys probably are one of those things no company truly ever deletes from their records.
Yet… Ubisoft did go and “remove” the keys for the crew when they shut that one down. No one but them can really say if they actually deleted them or not. though I have my doubts with how that company has acted in recent years.
I feel like the main reason would be money laundering prevention. It’s slightly harder to create new accounts than it would be to have one account repeatedly buy, remove, and repeat for new licenses.
You can’t invade solo host unless they specifically use an item for it
If you are coop you open yourself up for invasions and since a session has a 4 player limit you’re always either in the majority (aka ganking) or on even grounds if you decide to only summon 1 friend and let the invader live long enough for another to show up. If you invade you are pretty much always going to be in a 1v3 situation.
Sulphur Nimbus: Hel’s Elixir, a $6 (currently) game on itch.io. It started from the idea of an MLP fangame, but early in development evolved into an original setting.
This is a 3D physics platformer adventure with an unhindered flying character. Your hippogriff, Sulphur Nimbus, is an aerial photographer aboard a cargo ship, which is passing a mysterious atoll on the way to their destination. The crew want you to get pictures of the island, which has a castle that’s been abandoned for decades. Unfortunately, after flying over there, a nasty storm builds up and you get zapped by lightning. After a flashback tutorial on how to fly, you wake up on the island shores, your wing is injured, and you have to run to safety, finding out this place is dangerous… so dangerous a resident dogicorn (like a hippogriff, but it’s half dog and half unicorn instead of half bird half pony) has to rescue you when a lovecraftian horror tries to take you down into presumably Hel. Waking up in a castle room, your wing is healed, and you can fly again.
Now the game begins. Clear the boss monsters and rout them out of this island, area by area. Break the curse that binds you to this island. Find out what happened here.
What’s unique about Sulphur Nimbus is the movement. Running, fighting, and jumping has physics to it, allowing for some parkour stuff to be possible, like running up steep inclines and wall jumping. Flight is realistic. There are no arbitrary limitations, other than a regenerating “flap” stamina. If you can get enough speed to take off, and if there’s enough room to maneuver, you can fly. Level designs include lots of caves and enclosed spaces, but also lots of open areas, so being able to fly is a requirement to get through it, while also a challenge. While the game is designed for kb and mouse controls, honestly, a gamepad works very well with this game and is preferred. It also is cross platform, as it is made in java, and includes Windows, Mac, and Linux. The source code is on sourceforge and allows you to build the whole game yourself if you are so inclined.
There’s no other platforming adventure game that attempts this, and I have tried every “become birb” game out there. They all are either bird simulators or use flight as a fast travel, but not as a core gameplay mechanic like this.
Maize, a point and click/walking simulator/puzzle game about a secret military project to create sentient corn. Quite possibly the silliest game I’ve ever played.
Voices of the Void a free (likely while it's in pre-alpha) light simulational game about receiving outer space signals and recording them to sell. You use the currency to clean up, upgrade, and decorate your small facility while moving around the Swiss forest valley you're in to repair and upkeep the satellite dishes that make the operation function.
It sounds very purely simulational, but there are a lot of secrets and interesting signals that are more than signals. It's also an Unreal engine game, but features a lot of Source engine love, for example the art style is reminiscent of Half-Life 1, all of the sound effects are EXTREMELY Source game nostalgic, and there's crouch jumping.
Avorion - In which you command and build a spaceship designed by yourself (or others on the internet). Soon you have AIs you command and space stations you own. The game allows you to lean as much or as little as you want into the fleet command and economy aspects. If you want, you can just pilot one big-ass ship and do it all alone.
I had a good amount of fun with this game, it's a shame I have to downvote it. It was a little difficult to get into at first, but I stuck with it and had a lot of fun. I chose to develop a big-ass ship like you speak of and eventually became a lumpy Death Star knockoff.
Maybe cheating a bit but there are several genres of games that are named after the games that popularized their mechanics such as roguelike/roguelite, souls-like, metroidvania
One thing I’ve gotten into doing is instead of starting a new game I just run off in some random direction for an hour. It’s neat to stumble across things you built years ago
If you’re looking for a samurai game, rather than a samurai themed game. Then there’s really no question, it’s Ghosts of Tsushima. It’s the closest thing we’ll likely ever have to a Akira Kurosawa game.
Any “cozy” game. Animal Crossing, Stardew Valley, others like those.
One that I personally really like, that sort of blends different aspects of AC and SV, is Paleo Pines. You have a ranch that you little by little clear out, fix up, and decorate; all with the help of adorable dinosaur friends. There’s actually a surprising number of species and map space in the game, and the vibe and aesthetic are ridiculously cute. I will say it’s slightly more laid back than SV as there are no real timers for the different quests and such, and there are fewer characters to keep track of/befriend.
I did, I played all the borderlands until the third (which I just couldn’t put up with) multiple times and he just annoyed the piss out of me constantly xD
I agree, but I do think that is kind of the point with him.
I do not get every other character’s willingness to overlook it and treat him like just another quirky member of the gang. I mean, Tanisha has no social skills but she’s at least clever and has some clear utility to the Raiders.
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