“Back in the day, we used to put in painstaking work and made many futile efforts to avoid texture warping, only for it to be called ‘charming’ nowadays.”
I like the look of Carrier Command 2, and that doesn’t even have much by way of textures; it uses mostly untextured polygons, with some low-resolution nearest-neighbor-scaled textures for things like displays.
Markdown treats a single newline as a space, so that already wrapped text doesn’t need to be rewrapped. If you want to have each item on one line, some options:
Two spaces before newline
<span style="color:#323232;">Foo << two spaces here
</span><span style="color:#323232;">Bar
</span>
I doubt that it has anything to do with social preferences of anyone internal to payment processors. They won’t care.
Putting pressure on payment processors is a useful way to put pressure on any commercial service. The commercial service may operate in another country, but it needs the payment processor, and the payment processors don’t want to be ejected from countries. The payment processor can be a lever for laws passed elsewhere.
There’s a whole class of controllers, often called “fightsticks”, which have a full-size arcade-style joystick and a ton of buttons, to reproduce the feel of arcade fighting games.
Honestly, I feel like Morrowind is the title least in need of a remaster, as unlike later 3D titles, it has an open-source fan reimplementation of the engine, OpenMW, plus the fan updates of content.
“Fallout is the big one,” Middler claimed. “There are multiple Fallout projects in development, including, as far as I’m aware, that one that I’m sure you’re all wanting. It’s not far enough in along to say anything like ‘you’re going to be playing this game anytime soon’.”
Middler then joked, “Anyway, New Vegas 2, coming soon”. Is this the one we’re “all wanting”? Yes, but then also so is Fallout 3 Remastered, Fallout 5 and even a remake of Fallout 2. The fanbase is rabid, and hungry, and it’s been a long time since they’ve been fulfilled outside of Fallout 76 updates.
I mean, if Bethesda released all four of those, I’d buy all four.
I also don’t know what “Fallout 3 Remastered” entails, but if it means forward-porting the content to Starfield’s engine, that’d be pretty cool, though I do wonder how much effort will be required for mod-porting.
I love CDDA, but I don’t know if I’d call it light on a battery. It won’t hammer a GPU, but it actually does use a fair bit of CPU time for the simulation. Also, every time it redraws a frame, it does so via recomputing the world lighting and such, so it’s actually surprisingly heavyweight.
There’s a similar, open-source game, https://www.luanti.org/ (until recently, known as Minetest). It doesn’t have as many mods in 2025 as Minecraft does, but you might also enjoy it.
Sure, but I think that the type of game is a pretty big input. Existing generative AI isn’t great at portraying a consistent figure in multiple poses and from multiple angles, which is something that many games are going to want to do.
On the other hand, I’ve also played text-oriented interactive fiction where there’s a single illustration for each character. For that, it’d be a good match.
AI-based speech synth isn’t as good as human voice acting, but it’s gotten pretty decent if you don’t need to be able to put lots of emotion into things. It’s not capable of, say, doing Transistor, which relied a lot on the voice acting. But it could be a very good choice to add new material for a character in an old game where the actor may not be around or who may have had their voice change.
I’ve been very impressed with AI upscaling. I think that upscaling textures and other assets probably has a lot of potential to take advantage of higher resolution screens. Maybe one might need a bit of human intervention, but a factor of 2 increase is something that I’ve found that the software can do pretty well without much involvement.
What did you think of the new aiming system? I’ve heard mixed things, but it sounded good to me (or at least way better than a flat percentage).
I don’t know what the internal mechanics are like, haven’t read material about it. From a user standpoint, I have just a list of positive and negative factors impacting my hit chance, so less information about my hit chance. I guess I’d vaguely prefer the percentage — I generally am not a huge fan of games that have the player rely on mechanics trying to hide the details of those mechanics — but it’s nice to know what inputs are present. It hasn’t been a huge factor to me one way or the other, honestly; I mean, I feel like I’ve got a solid-enough idea of roughly what the chances are.
even if it doesn’t hit the same highs as JA2, there hasn’t really been much else that comes close and a more modern coat of polish would be welcome.
Yeah, I don’t know of other things that have the strategic aspect. For the squad-based tactical turn-based combat, there are some options that I’ve liked playing in the past.
And there’s X-Com. I didn’t like the new ones, which are glitzy, lots of time spent doing dramatic animations and stuff, but maybe I should go back and give them another chance.
They have mechanical components that will wear out over time (though I suppose some people probably use them lightly enough that it’s less of an issue).