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Aielman15, do games w League of Geeks pauses Jumplight Odyssey development after layoffs
@Aielman15@lemmy.world avatar

I’m sorry for them, but I promised myself not to buy anything from LoG after the shitshow that was Armello.

They promised an update to bring cross-play to the game, went silent for years, and when it finally arrived, it broke the game to the point that it was more frustrating than fun to play. I waited for a fix for months, and it never arrived. I’m not sure they ever fixed it (to my knowledge, they haven’t), but even if they did, the fact that they took a game I rightfully bought (the premium edition no less, because I really liked it), broke it to the point of becoming unplayable, and left it in that state for months, is inexcusable.

Aielman15, do games w Momodora: Moonlit Farewell - Release Date Trailer
@Aielman15@lemmy.world avatar

The latest entry (Reverie under the moonlight) was a pretty sweet metroidvania, a bit on the short side, but with engaging gameplay and full of charm. I’m happy to see the developer giving the IP another go.

I still have to play their latest game, Minoria. But I like Momodora’s pixel art a lot more.

Aielman15, do games w Harold Halibut - Official Release Window Trailer
@Aielman15@lemmy.world avatar

What a lovely art style.

Aielman15, do games w Holstin - Teaser Trailer
@Aielman15@lemmy.world avatar

The way it moves seamlessly from isometric to 3rd person shooter is cool. The pixel art is very good-looking. I hope the game turns out to be fun.

It’s worth mentioning that there is a demo available on Steam: Holstin Steam Page

Aielman15, do games w Beyond Good and Evil - 20th Anniversary Edition Arrives Early Next Year
@Aielman15@lemmy.world avatar

And still no news of the sequel.

Aielman15, do games w Microsoft Xbox Rewards app is being shut down from December
@Aielman15@lemmy.world avatar

Rewards is being moved from its own app to the Xbox app. Everything will keep working as usual.

Aielman15, do games w Redfall gets a new gun and performance improvements in third major patch | Eurogamer
@Aielman15@lemmy.world avatar

It wouldn’t have changed much. It’s great that they are polishing the game and fixing its performance issues, but the main problem with the game is that it’s just not fun, and no amount of polishing can change that.

A few people can find enjoyment in this game and it’s good for them, but the majority will simply keep ignoring it and play one among the dozens of better received games that released just this year alone.

Aielman15, do games w 505 Games owner Digital Bros to cut 30 percent of its staff - GameDeveloper
@Aielman15@lemmy.world avatar

Is the entire gaming industry collapsing?

It seems like I’m reading headlines similar to this one almost daily, as of late.

Aielman15, (edited ) do games w The Weekly 'What are you playing?' Discussion
@Aielman15@lemmy.world avatar

I’ve been playing Dead Space Remake, since it’s been released on GamePass. Had to jump through some hoops to get my Xbox account linked to EA, but eventually managed to do it and I’ve been playing it for the past two weeks.

Just reached chapter 8 (comms array). So far, it’s good. I’ll preface saying that the last time I played the original Dead Space was five or six years ago, so my memory is a bit fuzzy, but I feel like the game’s a lot more balanced than the OG, although not overly difficult. I remember blasting my way through hard mode with nothing but the starting gun back in the days, but I am playing more conservative here because I feel like ammo drops are scarcer, and stasis stations are a lot rarer than they were originally.

Finding all the guns in the wild instead of having to build them first lets you playtest them against real opponents, and having half the tech tree locked until you progress enough means that you are more incentivized in using them. In the original, I’d main the starting gun and install all my power nodes on it, while in the remake I’m acquiring nodes faster than I’m able to unlock upgrades for the guns, so I’m spending them on my side weapons. The ripper is still as gloriously broken as I remember it!

I like that they didn’t rely exclusively on the procedurally generated enemy spawns, nor on the hand-made encounters, but have a mix of both. Procedurally generated content tends to fall flat because a computer doesn’t know how to set the mood and jump scare you appropriately; while hand-made content tends to grow stale after you play the game once or twice (or reload the same section to complete it with more ammo/health). A mix of both is the best of both worlds, and I’m positively surprised by how well it works in practice.

As for the most discussed improvement in the game, the interconnected world, I honestly find it… okay, but I’m not blown away by it. It works in games like the OG Resident Evil because you have a bit more control over where to go, how to tackle specific threats, and what enemies to expect in each room. I remember myself planning ahead the best route to reach my destination inside Spencer’s mansion or the police station. But Dead Space remake is still a fundamentally linear experience from start to end, so the ability to backtrack to previously explored areas is never fully utilized.

This is further exacerbated by a map system that I find too clunky to use (it’s very slow and sometimes confusing when there are too many levels), the lack of precise notation (security doors are fully visible, but master override chests are one of many small icons that I’d never find if I didn’t know where they are to begin with, and lockers do not appear on the map at all), and the frequent lack of proper rewards for backtracking.

I tested the system as soon as I was given a chance. After I completed the second level and got my first security clearance, I backtracked to the security door situated on the tramway halfway through the first level. I got ambushed by six (!) procedurally-spawned enemies on my way there, just to find common loot inside the room.

At first I was confused by this, but now that I’m halfway through the game, I understand how the system was designed: The developers didn’t expect you to backtrack at your leisure. Instead, they carefully placed locked rooms and lockers at just the right clearance level, that you’re supposed to have when the linear story gets you near those locked rooms. The level 1 clearance door on the first level? You can get it quite easily on chapter 6, when you pass by that room. The same applies to side missions as well. They are designed so you can complete them on your way to the main objective with very little extra effort.

I don’t hate the game for this. I loved the original and I’m totally fine with the remake being another linear experience. I’m just confused by the design principle: they talked extensively about making the world more interconnected and adding side content and optional exploration on the side, but it ended up being just more content that you do while you progress through the linear story, rather than making it work properly as an open-ended experience, and I feel like the attempt at making the remake feel more open ended than it was originally largely failed for me, as I never felt truly in control of where to go or when to complete certain side quests or get some loot that was previously inaccessible.

As for the changes in the story, I’m only halfway through the game, and I don’t want to tackle the argument until I have the full picture of the story. I’ll only say that I liked some changes, I was okay with others, and I’m a bit dubious about a handful. One of them is Hammond, who is a lot less present in this first half of the game compared to the original; the other is Temple and Cross, who I like so far, but I feel like they are two completely different characters whose role could have been given to new characters instead of replacing their original storyline. But as I said, I’m only halfway through the game, so I may change my opinion on this.

TL;DR: I’ll write my full opinion on the game when I finish it, but I’m liking it so far and I think it’s a valid replacement for the original if you never played it and don’t want to buy both. Some changes are appreciated, others less but don’t detract from the overall experience, and the game for the most part feels like “the original, but improved”, which is a perfectly valid spot to land on when you are developing a faithful remake. The game feels and plays like the original, but still manages to bring something new for who, like me, played the hell out of the first game back in the days.

Aielman15, do games w ‘We’re out of money’: Project Gorgon moves to part-time development to keep its server lights on | Massively Overpowered
@Aielman15@lemmy.world avatar

TL;DR: The game only has two developers, who are also married. Unfortunately, one of them has been diagnosed with cancer, and coupled with the usual 2020 struggles, they don’t have enough money left to pay for active developers.

From the story and their words, they seem really passionate about the project - they are former developers from another MMORPG game. It seems like they are putting the game on “life support”, hoping to see some improvements in the sales. If things don’t change, the project will ultimately be halted.

It makes me sad. I don’t have any interest in MMO games, but they seem genuinely good people who tried their best. And cancer sucks, and seems like it’s late stage too.

Aielman15, (edited ) do games w Ask RPS: what is your favorite co-op gaming memory?
@Aielman15@lemmy.world avatar

When I was a kid, my brother and I would play a lot of single player games together by swapping controller every time a level was completed or a life was lost. Mainly Crash Bandicoot, which was a favourite of both (his favourite was Warped and mine was Cortex Strikes Back), although we also played Spyro, Ape Escape, Abe’s Odyssey, Metal Gear Solid and the Resident Evil series this way, too (with slight variations to take into account for the longer levels).

We’d also play Crash Team Racing in competitive mode too. We didn’t have the 4-players thingy, so when friends came home, we’d swap controllers regularly. Fun was guaranteed for hours. I miss those times.

Aielman15, do games w Ways of designing intimacy in games - GameDeveloper
@Aielman15@lemmy.world avatar

I’ve never found sex scenes in games appealing. First of all, there’s rarely any build up to them. If there is, it’s just sitting there, listening to an NPC talking about themseves for 10 minutes and selecting the “good” answer to gain “affinity points” and proceed with the dialogue.

Then you get to the sex scene, and it’s either fade to black immediately (hopefully), or two uncanny valley dolls touching each other for a few seconds.

After the sex scene, the partner becomes another NPC, sitting there doing nothing, having completed their purpose. So inspiring.

Aielman15, (edited ) do games w What did you think of Sea of Stars?
@Aielman15@lemmy.world avatar

I’d have to spoiler tag the entire message to be able to reply to that.

spoilerFor a multitude of reasons. First of all, the true ending is achieved by collecting random Shells around the world. Sure, you have a magical parrot telling you where the missing chests are, but in my case it would tell me that a chest was missing in the Flooded Graveyard, and I’d spend four hours straight going up and down the same map over, and over and over again, until I finally gave up and looked for an internet guide to tell me where the missing chest was. I’m a completionist, but I don’t care about achievements: I like exploring maps and collecting stuff and finding secrets, but I hate random, pointless collectibles and I never care about them in the games I play. Having them tied to the true ending was a huge mistake IMO and ruined my experience. Secondly, as I said in another comment of mine: I despise time travel. Always. It just doesn’t work, unless you put a lot of thought into it, and the Sea of Stars developers clearly didn’t even try. Garl’s chapter was probably the most emotional moment of the game, but the true ending comes and says “Yeah, no, he’s alive and well, and actually it never happened. B’st did those things, not Garl”, which doesn’t make any sense as B’st did not know Garl and would not be able to imitate him, nor do the same things he did. The purpose of reviving Garl was for him to throw an apple at the bad guy to taunt him and have him choose to fight in place of his minion? Seriously, you go through the hassle of collecting all conches, and that’s the only thing that differs from the normal ending. The rest plays out exactly the same. You defeat the Fleshmancer, and… Resha’an shows up, takes his bf into a portal with him, doesn’t say a word to the party, and goes away. And everyone’s happy. To say that I was underwhelmed is an euphemism. I was expecting some new revelations, some closure, but all I got is a slightly different turn of events with a different boss fight and an equally disappointing ending. Meanwhile, dozens of questions remain unanswered. What was Resha’an researching? What the heck was the “night” inside of Zale, and why had he to confront it? Valere is able to fly just as well as he does, and has no night inside her at all. Why was Serai hiding her true identity from her crew? What happened to Brugaves, the Acolytes and the Dweller? (Yes, I know that they end up being boss fights in the Messenger, but I should NOT be required to play an entirely different game to have some closure to this storyline. That would be like Capcom asking their players to play Monster Hunter to know what happens to Ada in Resident Evil)

Aielman15, do games w Gamedev and linux
@Aielman15@lemmy.world avatar

It crashed on me whether I’d scroll slowly or fast. Oftentimes just hovering on one of the perks was enough to make the game stop working.

I’d have to reset the pc and replay the same section over a dozen times just to get one upgrade. It was infuriating.

Aielman15, do games w What did you think of Sea of Stars?
@Aielman15@lemmy.world avatar

The gameplay is fantastic and offers a lot of variety (especially as you grow your team and unlock more skills and combo attacks), and the art style and art direction, locations, and the soundtrack are beautiful. I had a lot of fun exploring, looking for treasure, talking to everyone, finding tons of secrets and side quests. The story is very much cliché and mostly an afterthought, but it’s fine (not bad, not good, just fine) and the cast is cute.

Unfortunately, 2/3 into the game, the developers either depleted their budget, or they stopped giving a shit. The story feels super rushed in the last act, and the ending is downright insulting. Half the cast enters a portal at the end of the second act, and you never see or hear from them again. One of the main party members goes like “Oh my, this thing I just discovered changes everything, I need to study this more” but you never see them again until the very end, and they don’t do anything, nor do they say why the thing they found was important or what did they study. A lot of things that were foreshadowed or hinted at, like the legendary sea slug or the Queen that was, are just random optional bosses scattered in the game’s world with no purpose or backstory whatsoever. Most don’t even have a dungeon attached to them. The true ending is a slap in the face.

I loved the game, but the last act and the ending really soured my experience with it.

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