Did they also mistranslate the Chinese women commenting on trailers that the studio is gross and don’t want women playing their game?
It’s honestly tragic, if you read that article it’s primarily about the Chinese game industry culture with one game and studio used as an example because it’s a supposedly a AAA game to rival western studios.
We’re being asked to believe ign has slandered a large Chinese studio, entirely made up, and kept the article up regardless. It just doesn’t hold water. Harrassing some poor women off social media and writing long comments about everything being made up is easy, but ign are still standing by the article six months after it was published.
There are so many outlandish claims in this comment with basically nothing backing it up
This 100%
I deleted my reply because it was too much but the original ign article on wukong is very tame. I can’t see why they’re so worked up to harass the author off the internet.
Some days beehaw not having downvotes is a real issue.
Star ruler as an disappointment is fair, but have you tried the totally different and now open sourced StarRuler2?
It’s a much better game, much tighter with a definite progress path for colonies shipping things to each other (later used by slipstream which is more pure management and might not fit your list)
It’s free, it’s worth a try I promise it’s very different to SR
This is a bit unfair, for all its gigantic problems the creation engine is much better at supporting modding than unity or unreal.
Perhaps a more deterministic scripting engine would be better but it’d be easy to lose the one thing that makes their games good. I still can’t believe they thought starfield would work with the missing tools MIA four months out
Even if you you don’t want to plough 1000 hours into it I still think you’d get a lot of enjoyment out of exploring the game for a normal 20 hours or so, it’d definitely hold attention longer than that even for the most impatient player. It just has so much character and pull to move up the tech tree and make cool layouts.
Yes and it flows through to the skill system too. 8 points for carrying more crap across yourself and the ship, and 4 more for increasing companion inv. Even more if you include pockets upgrades on suits.
Are these good skills? Not for the player to choose but to be available in the game. What’s the balance here? What’s the decision, carry more crap at the expense of doing more damage? Is that good choice to give the player? How do you balance encounter difficulty around that? You can’t the player has to choose encounters based on their gimped pack rat skills.
Every part of the game needs a single big mod overhaul to pick a coherent direction.