Yeah and that behavior is how the queer community loses straight allies.
When you require people to vote in your favor for your personal safety and survival, maybe don’t throw shit in their face. At some point they’ll say “fuck it, you’re on your own.”
There will be a single digit number of games for it and all of them will require subscriptions to play and half of them will be canceled +/- 2 months from launch and then impossible to play because the servers are shut down.
How many PS5 Pros will be sold at retail, taken out of the package, hooked up to a TV, and never play a game that you could play on a normal PS5 or even a PS4?
I suppose they do suffer from the “Known in the state of Cancer to cause California” problem. A bubble level app wants in-app purchases and GPS access.
I would enjoy a copy of Mechwarrior 4: Vengeance with some spiffed up lighting effects, maybe the mech pack mechs included in the base game, and higher resolution copies of the FMV segments. I have my original copy but I can’t get it to run on Linux. Wonder if there’s a way to wash a CD game through Steam Play. Lutris…doesn’t function as software? It’s one of those magnetic “performance enhancing” bracelets, it doesn’t do anything but it has convinced a LOT of people it does.
This may be stretching the premise a little bit but I would like to play the game they thought they were making when they made Ride To Hell: Retribution.
I don’t think Nintendo is capable of doing anything to Link to the Past other than ruin it.
A lot of the Zelda games that got “remasters” mostly had their resolutions and brightnesses increased, to the point that the Wind Waker remake has problematic amounts of bloom. Makes me think someone important at Nintendo has cataracts. So if you want to “remaster” A Link to the Past, run it through an AI upscaler and turn a desk lamp on your screen.
The few that have gotten ground-up “remakes” like Link’s Awakening…I kind of liked the art style they chose, it fit the tone of the game pretty well, going with quartets for the music is a stroke of genius, WHY DOESN’T THE FUCKING D-PAD WORK? The original game was designed for use with a D-Pad and either 4- or 8- way motion. I get that modern gamers might instinctively reach for the analog stick, but bind movement controls to the D-pad too, especially if you’re not going to bind anything else to those controls. Nintendo never doesn’t fuck this up. They made an entire console based on a revolutionary new way to fuck up the controls.
So what you’d get out of a first-party re-release of aLttP is a blank white screen you control entirely with the gyros.
Wolcott comes the closest as the Kuritans did actually answer the batchall and bid the fight, they played by the clan’s rules. They also presented the Genyosha as green troops instead of the elite force they were, and they dug traps, hid explosives and hung strips of metal from the trees in the swamp they were to fight in. I see it as reaching a similar place that the Lyrans did at Twycross, both took significant planning ahead to take advantage of prevailing conditions that reduced some of the clans’ technical advantages, both involved setting traps, and both still resulted in a lengthy and brutal knock down drag out fight.
As for Tukayyid, the clans lost at Tukayyid through a failure of doctrine. With the exception of the Wolves, the clans thought they were fighting a trial of possession. Comstar thought they were fighting a siege. Comstar was right.
On the different game, same version number thing: That’s a tradition that dates to the mid-90’s with the 3 games published under the title Mechwarrior 2.
31st Century Combat was the first, it featured two campaigns from both sides of the Wolf/Jade Falcon Refusal War. Ghost Bear’s Legacy is also post-Clan invasion but largely to do with the Draconis Combine. MW2 Mercenaries is set pre-invasion up through the Battle of Luthien.
Mechwarrior 4 was fairly similar; Vengeance was a relatively small story set on Kentares IV (and its moon) and is kind of a microcosm of the FedCom Civil War. Black Knight does continue the bad ending of Vengeance, and MW4: Mercenaries is more broadly about the FedCom Civil War; most missions are either Davion or Steiner aligned though other units and factions appear (including the Jade Falcons and the Capellans). Kentares IV isn’t so much as mentioned.
So what does the Inner Sphere bring you for serious fights then?
This is something I don’t think any of the Mechwarrior games ever really brought to life because yes the Clans had outright superior weapons and the Inner Sphere to my knowledge never won a toe-to-toe fight during the invasion. Name one time an inner sphere lance stood against a Clan star in a fair fight and won. The clans ultimately lost because it turns out blitzkrieg is a dumber thing to base a religion around than the phone company. And it’s really difficult to build an action cockpit simulator game around that as a primary gameplay mechanic.
You know what my thing is? The Cyclops is huge, and most of what you need it for is exploring a cave network. It would make more gameplay sense if you got a big boat or submarine that acts as a base of operations, and then something a little bit like the Seamoth for deep submergence.
If I was asked to compile the 10 prettiest screenshots from the two games, at least 7 of them are coming from BZ. The deep twisty bridges, the giant anemone cave, the crystal caverns, the…what’s the thing you go up inside of? Subnautica really hits you with the beauty early on in the safe shallows, and otherwise goes for “cool” rather than “pretty.”
I like both soundtracks. My absolute favorite track comes from Subnautica, which often uses music to establish tension. BZ has an overall nicer soundtrack that has a lot of movements that feel “wondrous,” like our character feels amazed at the environment more than anything.
Subnautica’s story works perfectly. It’s a castaway scenario, and Riley Robinson’s goal, from start to finish, never stops being “survive and escape.” What working toward that goal entails takes a winding and scenic path, but at no point does your overall motivation stray far from “Survive and escape.”
BZ’s story belongs in the square hole. Most of the problem is they had written one story, built a lot of the game’s assets including several setpieces around the map with that story in mind, and then they threw it away and had to come up with something else. You play as an idiot named Robin Ayou, whose goal of finding out what happened to her sister is a minor sidequest because Robin becomes a sidekick to the real main character, Al-An.
Subnautica could sometimes have issues with draw distance and pop-in. BZ solves this problem by making everything murkier so no matter what you can’t see more than a few feet forward.
Subnautica features shallow reefs, flat plains, sloping dunes, abyssal depths, narrow canyons, giant forests, huge caverns, narrow passageways, floating islands, lots of varied terrain that present different challenges and opportunities. BZ is made almost entirely of self-similar confusing twisty turny corridors. The caves below the kelp forests, the twisty bridges, the anemone cave, the icebergs, everywhere on land, there’s nowhere that isn’t a twisty turny self similar corridor.
The Snowfox feels broken. That whole segment of the game, I’m amazed they shipped it.