Land_Strider

@Land_Strider@lemmy.world

Profil ze zdalnego serwera może być niekompletny. Zobacz więcej na oryginalnej instancji.

Land_Strider,

I don’t know any 2 months but it seems like the U.S. based game industry companies are now on a roll to see which can close more studios per ceo now.

Land_Strider,

I’d say peak Bethesda publishing was with the Wolfenstein The New Order (2014) by Machine Games, Doom (2016) by id Software, and Prey (2017) by Arkane Austin. Bethesda managed to put in one mediocre -in comparison- game in 2015, Fallout 4.

Wolfenstein The New Order was coupled with a short but rather good prequel The Old Blood, and The New Order managed to pull in quite good semi-linear progression mechanic with weapon upgrading interjected to make a good game. Latter games marketed with “Lets blast some Nazis, HELL.YEAH BROTHER” kinda zealous and soulles propaganda machines rather than being games, imo.

Bethesda squandered the critical acclaim of Doom 2016 with rgb sales of Doom Eternal imo. 2016 was a pretty novel entry in Doom series, and they went with all the controversy of soundtrack composing, stat-based difficulty, all-color ui shit that distracts from gameplay, pretty unconnected region/planet jumping, cheesy orbital station upgrading/unlocking, etc.

Even though I had not played the first Prey game, I’d still say the most and only bad thing about the Prey 2017 is its name. The name is forcibly put into the game in one memo and isn’t mentioned anywhere else, as if the hardest part of making that game was coming up with a new name and they just gave up, using an old IP. The game was so good tho, that it really could rival Half-Life if it had a couple more intriguing elements. Other than that, the gameplay area, enemy, weapons and utilities designs are spot on. Interconnectivity and reuse of old maps with new designs were excellent. The different mechanic of zero gravity environments really shone with the outside of the Talos I, with how good they implemented the feeling of going into empty space, skirting the station, etc. There wasn’t much to do outside, but the empty scenery was breathtaking anyway. The contrast of the opening of the game and its slow connection to the rest of the game, environment design with every bit of elements fitting the current space station environments, while adding the old Soviet style that the station was taken from, the weapon and ability progress that matches the same good mechanics from Wolfenstein and Doom, how the story is well written and flows very nicely even though the game is actually open world, which in turn changes a lot with respect to the story, etc.

Land_Strider,

Even without re-entering my credentials or actually completely closing and opening EGS within (reasonably waiting for all related processed to close first) a few seconds, it opens and loads/downloads my library content very late compared to Steam or GOG. Opening the store as default was actually worse.

So far all my friends have the same experience. The top commenter must be very lucky, or maybe their EGS program runs in the background at startup.

Land_Strider,

No, of course I’m not saying it takes minutes on a computer from the last few years with a nvme. The duration in the meme is likely a blatant exaggeration for meming, or for a weaker computer (still a valid criticism point but another topic).

I just tried both. With the first start, Steam vs Epic timers are about 5vs10 seconds, while with a second launch Steam still keeps to 5 while Epic is down to 7 second for me.

These are all on a Ryzen 3600 with 3500wr nvme and a 3200mhz ram, but friends have both worse and better PCs in all regards and still notice the difference.

5 vs 7, even 5 vs 10 seconds on an enough PC isn’t and shouldn’t be something to fret about. Admittedly, my feelings of Epic being slower comes from still long first post-install runs and usage from 6+ months ago, and in my case Epic opens quite quickly these days.

Edit: Checked your vid, and yeah, something similar on a second-run, but albeit with a flashing Epic logo once, but in a similar duration in total.

Land_Strider,

Hey, it is so nice to read someone mention Tyranny out of the blue. How would you rate the combat experience in Path of the Damned difficulty, compared to Hard difficulty? In my experience, Hard difficulty had become really easy and so tedious after the Ascension Hall that I mostly stopped using tactical pauses and maybe even target/ability selection after a while.

Combat feeling, even on Hard, which should pose some threat at all times, was the only disappointing thing in this game for me. Would you recommend a playthrough with Path of the Damned difficulty, and maybe an according gameplay route?

Land_Strider,

Thanks for the insight. I had a random build that came up as the inventories and the characters went and didn’t have any need to actually plan any of my characters in Hard, but I may have at least the encouragement to maybe plan my characters in PotD when I play the game again.

Land_Strider,

Not a physical manual tome, but this Prima Guide for TESIV: Oblivion is something that is enough for me to convert to pdf.

Land_Strider,

I had it while playing the game all those years ago. I didn’t have much access to internet back then, and although I don’t remember the specifics, I remember looking up some deadra/Mehrunes Dagon oblivion planes for some stuff. And a few of the annoying quests, like Glarthir’s Paranoia quest in Skingrad.

Nevertheless, it was a fine thing to skim through even without needing/wanting to find something specific. The page background, layouts, font and colors all being in sync with tbe game still adds a ton to the immersion of that game.

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