I own a PS4 so having the dual functionality would be nice though I would primarily be using it for videos. As I said in another comment they are also quite cheap (~$100) where I live and I’d like to avoid any of Meta’s software and only Oculus products (and the PSVR) are available second hand
I have nice PC and ps5. Ps5 games are too expansive so it is used like media player with few exceptions like shooters that don't work on Linux and Hogwarts for gf
I would piggyback on the people saying to get a PC, and think about building a home theater PC. You can use steam big picture mode to make it act like a console, but you can also use it for other things. You can even use steam’s streaming capabilities to stream to other devices on your network like your phone or laptop if you want to be elsewhere.
Maybe not my favorite game but one of the very few games I truly felt required pen and paper were some of the old Might & Magic games - most notably I think of the first 3 games.
Those were first person dungeon crawling RPGs. They didn’t have, what later became termed “automaps”, but what is now just a in-game map. So if you wanted to look at a map you had to either buy real life books they sold called Cluebooks which had maps printed in them or you had to pull out the graphing paper and get to drawing.
It wasn’t just a limitation of the time, the games back then honestly treated it like a feature. I think it was in M&M3 that you could eventually cast the spell “Wizard Eye” and the entire point of the spell was to present to you a minimap of the surrounding area. NPCs and quests didn’t put icons on your map (there was no map), you were given directions and had to figure out how to get there.
Whenever I see a game needs 50 hours to finish now, I just hard pass. Most games simply do not deserve 50 hours of life. Especially Ubisoft games which just patch out the length with fetch quests. Unnecessarily long games is a big problem and its partly caused by people with “bang for the buck” mindset. Do these people don’t have other things to do? Like going out? Watching movies?
simultaneous two-player jrpg where each of us plays our own character following our own story-line but our story lines intertwine throughout the game. either of us can jump in, play our story, grind, etc, and sometimes we can’t progress without the other person. sometimes we have to team up to defeat bosses, etc. but ultimately it’s a single world and requires both of us to play to beat the game. once beaten, we can replay as the other character to experience the game anew
Let’s Game It Out always has good vids. Basically all of his videos are bangers, even if it’s about a game I wouldn’t otherwise enjoy/watch something about.
I have been really searching for an immersive FPS space sim centered on survival and building. Yes, I know space engineers exists and I've pumped many hours into it, but it just doesn't satisfy this specific itch I have. One of the main mechanics I would like is you have to salvage derelicts for parts to cobble together a working ship where you can eventually work your way up to manufacturing new parts to build ships. Think of it almost like Rust + Space engineers + ship breaker in a way. I've wanted this for so long I started learning have development to try and make it come true!
So definitely not an fps, and it’s currently in EA, but Ostranauts is a top down immersive space sim where you salvage derelicts for parts and can build your own ship. Made by the devs of Neo scavenger. Absolutely love it, and it definitely ticks a lot of those boxes.
Empyrion: Galactic Survival is not exactly what you wish for, but it’s an alternative to Space Engineers. Not as detailed on the building part though, but a bit more Rust-like (imo).
Interstellar Pilot 2. It’s admittedly a mobile game, but genuinely the best one I’ve ever played.
TLDR: It’s a sandbox spaceship pilot simulator where the “goals” are to dominate laissez-faire capitalism
Essentially, in the game, you start with one small starship, and travel the universe completing missions, buying and selling goods, and fighting off bandits.
Other games have this premise, but they’re mostly point-and-click games that take place universally in menus. Not so for Interstellar Pilot.
In Interstellar Pilot, the UI really matches the thing that you’re doing. When you’re at a station trading, it’s an ordinary menu, but when you’re in your ship, the UI is much more reminiscent of an actual ship’s dashboard, and you can pilot your ship anywhere you like in the 2.5d space, rather than just clicking buttons. Even in stations, where the UI is more menu-ey, the buttons you can select are on the peripheries of your screen, while the center is occupied by a view of the station and the area around it, as it updates in real-time.
Anyway, once you get enough money you can build up your empire sandbox style, buying ships and having them run automated scripts in the background—and eventually building stations that can let you manufacture goods and military ships to further your plans.
And what are those plans? They can be anything! IP is a sandbox game, so you can make as much money as possible, set up a self-sufficient economy, hunt bandits, or attempt to conquer the galaxy to your heart’s content.
And that’s not even getting into how good and layered the combat is. From light but reliable lasers, to stronger but less accurate plasma pulses, to slugthrower-style guns and guided missile, to ECM’s, which interfere with missile guidance, to mines that deter chasing another ship, to the hexagonal shield system, in which you can only take so many hits from each direction before they start to damage your hull, to the fact that your weapons themselves sometimes take damage randomly, to the space dust and cloaking devices that ships can use to hide and the echolocation mines that can be used to find such ships.
That said, for all the complexity the combat has, it never feels overwhelming. At any point, the player can pause the game at any time, freezing the entire universe, but still allowing the player to manage their stuff in it—activating weapons on ships (that will fire right when the player resumes time), buying and selling goods and ships, giving their ships new orders, etc.
Honestly, the game’s combat is both intuitive and spectacular and rarely gets talked about just because of how simple it feels. It’s also integrated perfectly with the trade and cargo systems. If your ship gets hit without it being blocked by a shield, some cargo might fall out of it, and you’ll have to pull it back in with your tractor beam before your opponent grabs it with theirs. Artillery shells, missiles, mines, and ECM’s have to be stored in your cargo bay, so you have to keep track of how many you have and balance that with how much cargo you’d like to carry.
And the ships are crazy customizable. There’s over a dozen different ship models, each with its own stats for things like maximum speed, turning rate, hull strengh, and weapon turret placement. As for weapon variation, each ship model has a couple of different variations with different turret placements, but that’s just the beginning. At military outpost stations, any weapon can be swapped out into any turret (as long as it’s compatible with the ship model), and ships be upgraded with a variety of other components too (better generators and shields, cloaking devices, passenger modules, etc.)
And for what it’s worth, the art and animation kicks ass. (Admittedly the old IP1 models more than IP2, but the creator (yes, singular) is planning to add custom paint jobs in the future, allowing for even more ship customizability). The space scenery looks stunning and seamless, and the ships all feel unique control-wise.
Anyway, Interstellar Pilot is a phenomenal game, and a (rare) credit to the entire mobile gaming industry. If you’re going to get it, I recommend getting Interstellar Pilot 2, which is the one currently in development (by the way, this entire game was made by one person in their spare time). (I think it’s also on Steam now for PC but it did originally start as a mobile game so I’m still counting it as one)
How the heck is this game free? It doesn’t even capture any data (on iOS) except identifies and they aren’t used to track players. Gonna give it a try.
Rogue Legacy was going to be my suggestion. Such an easy (as in no stories/puzzles to keep track of) game to pick up and play. It’s something that was lost a bit on the second game. But it looks like you’ve played it.
Dungeon Encounters is a pure turn-based RPG with almost no story.
Theatrhythm is a fun music game.
Sound Shapes is a platformer.
Immortal Redneck is a FPS rogue-like.
That’s just what’s in my games list that might be what you’re looking for.
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