averyminya

@averyminya@beehaw.org

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

averyminya,

Consoles need to be more powerful because of the perceived importance that marketing has created for gamers desperate need for graphical fidelity over all else.

The gameplay of COD and FIFA doesn’t matter so long as it’s sharper/more crisp/more real. Granted, this mindset has somewhat faded, however it is still present and as a result corporations are still pushing it because while 60hz may be an old standard, Sony now has 120hz TV’s to sell you.

In addition to that, COD and FIFA don’t have to be nearly as well optimized if the consoles can just brute force through it. Also, without newer consoles that are more powerful, there then won’t be games that are too powerful to run on older consoles, meaning they won’t get to sell you new consoles because of the old games you want to play. Instead they can sell you the new games that only work on the new consoles.

I’m sure there are more reasons, but those seem to be the 3 core facets that make up the purpose of console gaming; sell the lie of the best graphical fidelity, make a game that requires a high powered console to play it, market it as “needing the best of the best” to be able to play it, and suddenly you have a brand loyal set of consumers who keep returning to the fishhook.

averyminya,

In my friend group one is really into both ME and AC, he really didn’t like Andromeda but he did like Odyssey.

The other felt that Andromeda was okay/mid but that Odyssey was also a lot of fun.

I never got into ME and the last AC game I played was Black Flag, and that may have legitimately been after Odyssey was long released. So while I can’t speak on these games, from what I gather online and from my friends is that Andromeda was kind of a buggy mediocre game that didn’t do as good of a job for the ME universe as it could have, whereas Odyssey was a bit of a deviation, which the people who don’t like it tend to criticize and everybody else seems to enjoy the game for what it is, if not maybe a little Ubisoft standard fetch quest grindy.

In the case of Odyssey, I think it’s a good potential that is limited by the restraints of Ubisoft, in the same way that has just happened to Star Wars Outlaws. Because for all of the obvious faults we can give Ubisoft, I think it’s fair to give merit to the developers and designers who, for example, completely recreated France for AC: Unity. For all the faults that game had at launch, apparently they did eventually clean it up and my friend really enjoys it.

It sounds like Outlaws has a great world but just didn’t get the polish, like Ubisoft tends to do.

Also some unrelated design choices, I’ve seen in gameplay videos like the repetitive mini-games (which can be turned off - but why design something that players turn off because it gets tedious and annoying?) and the AI during non-stealth combat encounters being completely inept, firing in the complete wrong direction. The little things become cumulative and can easily turn a perfectly fine game into a mish-mash of features that we’re put together with any cohesion. The last thing that I remember in terms of criticisms are that there doesn’t seem to be a lot of impact on the system for reputation. Someone who hates you after an interaction can be completely on your side just by doing a few side missions for that character. Not sure if this continues on into the late game, but if it does it seems to be another instance of just not quite fleshed out design.

The minigame looks fun, but not 4 doors and 3 item crates in a row fun. The reputation system is typically a really engaging and fun thing, but forcing yourself under constraints by choosing to not do missions with someone isn’t as engaging as being put into a situation where you choose one merchant over another, and then that merchant is just done with you forever and may even send goons after you. From what it sounds like, in present state if an event like that happens, just do some odd jobs for the guy and it’s all forgotten?

I’d be curious to hear your thoughts on the game - I tend to like games and movies that people are criticizing, since at least lately most of the criticisms have been… severely biased… but sometimes there’s also truly legitimately terrible stuff, like Rebel Moon. There’s always a line of subjectivity of course, there are people out there who enjoyed it, but the other people see the nearly 21 minutes of the movie, legitimately nearly 30% of it, being in slowmo and say, “Hey, that’s pretty awful, why would you do that?” on top of having another mish-mash of ideas that are presented and subsequently dropped to never be heard from again. I don’t think Outlaws is comparable to Rebel Moon, I have a feeling it’s probably better than its reception but still worse than it should be.

averyminya,

I need to get started on this for my game. It will probably be much simpler, but that’s why I should get started now!

averyminya,

Wait, how did you know!?

Jokes aside, it sort of is? I’m going for a Smash Melee physics movement meets Revita map design, so retro hard isn’t really too far off!

averyminya,

That’s true, it could be procrastinative instead of actually working on the things that should be done…

I think it would come down to when and how I work on it, I can’t really spend 5-15 minutes on various downtimes learning coding or doing the art, but I could probably whip up an interaction chart and add to it with that short amount of time

averyminya,

Oh it does :) it’s a passion project that gives me some opportunities to make music and sound effects (something I like to do but don’t always record and save my work), and similarly I love making art but having a strong vision for what I want to make can get difficult.

But I have a really strong vision for the game in its entirety, which helps with the direction for my art and music :) I just need to build the pieces (obviously, easier said than done!) and so far it’s been enjoyable. Difficult, but understandable.

Basically, I save so many notes and other junk, but I rarely save my creative endeavors. This will be a good way for me to not only reach that goal, but to also create a game that is somewhat unique and that would be really fun to play :D

averyminya,

I have nothing to say about this game other than thank you for reminding me about CONGO’s CAPER! I’ve been looking for the name of this game for years and this post inspired me to find it!

averyminya, (edited )

The first Gearbox “expansion” was pretty lackluster IMO, I’m not sure we have much to fear.

I must recant my statement, as they have released a new devlog, found on Steam posted today on August 22nd (3 days after this comment) and I’m realizing that the last content drop wasn’t the expansion, more like a little teaser.

We’ll see how Seekers of the Storm will be on the 27th, but honestly it likely won’t be bad. Bringing back the character Chef from ROR1 is something we’ve been wanting and so unless SotS changes a bunch of things for the worse, I’m not sure this update will really have any reason to show the future of ROR2.

I imagine we’ll get this and it’ll be done for a while as sales determine whether they want to do another one or not.

Or maybe we’ll get a borderlands crossover?

Zugumba, do gaming angielski
@Zugumba@bolha.one avatar

Is there any legal way to purchase GTA 2 for PC?

It got de-listed from Steam, it's not on GoG either.

@gaming

averyminya,

It looks like it’s available on abandonware and the internet archive

averyminya,

I got in today, got to play a few matches. It was pretty fun, I’m not huge on MOBA’s but I’m not entirely against them. I liked games like Sanctum and Sanctum 2 (this isn’t really like those, since those are tower defenses) but it’s got the same vibe going. Turning a familiar genre and adapting it into a different perspective. The characters I’ve played have been interesting, I haven’t loved them all but it seems like a decently well rounded cast. There’s some really good gameplay moments in there though with some of the character abilities. Playing slow and methodically has been working out well for me.

Interested to see what will change. It’s a bit chaotic right now, in some good ways and in some difficult to see ways. I have noticed a couple of the same characters in every game, can’t tell if it’s out of interest or if people knowing they are very strong. I like it though so far, it’s pretty easy to get the opponent tilted if in a single lane. Steal their soul points, push them with damage just enough to annoy them, punish when they start making mistakes

averyminya,

After you jailbreak it, you can! Lol.

Also, I’ve heard that PSP nubs fit perfectly in replacing the C-stick on the 3DS. May be worth looking into!

averyminya,

The game isn’t immersive to me because watching one button perform a 20 second interaction just isn’t engaging. Which to me is the forefront of the difference between “immersion” and “engagement”.

That on top of all the little frustrations that OP mentioned. Hitching your horse is a huge pain and takes you out of the moment every time, for example.

Tbh, the entirety of RDR2 feels like that to me. It’s been critically acclaimed as the most immersive game ever, but it just is so far from actually being that for me because of all of these little things that actively take away from it.

Overall, it’s fine. It’s not really a great game IMO, but a prolonged interactive story. The gameplay aspects are sporadic and mostly require you to mash the A button to keep your horse on the trail, else you don’t move along it. With the advertising and gamers both claiming it to be an immersive game, things like these really detract. I went in expecting a cinematic experience and came out of it with the saddest GTA jank and repetitive grinding for time sensitive unlocks.

Add in the senseless unskippable animal skinning and it just results in a good 70% of the game being unenjoyable for me. I played through the story, which was mostly pretty good, and the rest of the game was waiting to get to a destination to do one thing or see one event, then waiting til I got to the next destination. The gunplay is alright, the spontaneous events are funny, sometimes a little shallow but mostly are good. but man… I was disappointed with the game, as a game.

Of course, this is all my personal preference too. I just don’t find watching multiple extended cutscenes and multiple sub-scenes every few interactions. I don’t blame it all on these sorts of things, but I have a really hard time agreeing that it deserves the acclaim it’s gotten when these are pretty significant shortcomings for a game, specifically advertised to be immersive.

Sometimes you want to ride around on a horse and take on the sights, and it sure does to a good job at that. There’s some good tools and gunplay which are pretty fun to play with and… Well, that’s about where the fun ends.

averyminya,

I did replay the game recently and it was still the least of my issues, just a glaring example of one that is symptomatic of a wider issue in the games design

averyminya,

At the same time, unfortunately it is pretty standard among electronics in general. Photography, synthesizers, music equipment in general, PC parts… When you buy a pc case, you expect the bare minimum to include screws, but they don’t always include things like SATA cables.

However for VR, a simple adapter should definitely be included. I just can see why it wasn’t given the history of electronics.

What JRPG combat is your favorite? angielski

I’m currently playing Xenoblade Chronicles and I also played Final Fantasy remake and Golden Sun recently and all of them have wildly different combats. Which got me thinking what JRPG out there had the best combat? This doesn’t mean that it’s necessarily your favorite JRPG as well....

averyminya,

Phantom Brave because it’s so unique, Chrono Trigger of course because it’s so classic.

Know any good pinball video games? angielski

I recently played through a demo for a game called Pinball Spire on steam, and it put me in the mood for playing pinball games. Unfortunately, and I don’t know if this is just due to me having bad google-foo, there don’t seem to be that many on Steam that catch my interest....

averyminya,

Not sure if it’s the same sonic pinball game but there may be another one.

Metroid Pinball was great I remember.

I’ll have to remember the others I played as a kid. They used to be more popular

EU Citizen's initiative to pass legislation to stop game publishers disabling games we paid for (www.stopkillinggames.com)

Videogames are being destroyed! Most video games work indefinitely, but a growing number are designed to stop working as soon as publishers end support. This effectively robs customers, destroys games as an artform, and is unnecessary. Our movement seeks to pass new law in the EU to put an end to this practice. Our proposal...

averyminya,

The phrasing of the title made me think this was a Star Citizen thing lol

averyminya,

I never played it but you may as well add Firewatch to your list.

Check out Kentucky Route Zero it seems to be what you’re looking for, maybe.

averyminya,

It would be too bad to lose the backwards compatibility for all those special edition Joycons. Not that I expect them to, though it would be within Nintendo’s track record.

averyminya,

Oh I definitely will figured the Bluetooth would connect still, so pro controllers are fine. I was more thinking of the physical connection aspect since playing in bed is a little awkward with the removed Joycons and the kickstand set. Still nice though, especially if you have one of those mounted tablet stands.

I’m just thinking of all the LoZ and Animal Crossing Joycons that will now be relegated to the sheathe holder and a docking charger (or one of the fancy ones with USB to charge)

averyminya,

Yeah definitely lol. I got very lucky, my near-launch day switch joycon sets I got only has one left joycon that started drifting last year. I have no idea how they lasted that long cause I used all my controllers pretty heavily.

Now they sit on the charging dock next to the switch, next to the Steam Deck that actually gets used… Lol

Polygon - Was Bioshock Infinite good? (www.polygon.com) angielski

Thought this was a fun article to read, wanted to share. I think it’s interesting that as societal and political views at large shift in the 2020s, it’s good to go back and reevaluate how narratives are portrayed even as recently as 2015....

averyminya,

It was criticized when and after it came out, so it isn’t something that’s come up recently. But as you mentioned, there were some praises as well, as NPC escort missions were a bane in gaming at the time and this game did get praise for Elizabeth for that.

However, much like the comment “the medium is the message”, I think also Bioshock was a series that was very close to people’s hearts and they had a specific idea about what exactly made it feel like that atmosphere. My stance has always been, Bioshock Infinite is a phenomenal game that isn’t quite Bioshock, and there’s nothing wrong with that, but it’s like… It’s like the entirety of the series Metroid, and then Other M. Had Other M been literally any other name and character, it would have been a perfectly fine game.

But since it, and Bioshock Infinite, are tied to their namesakes, staying in line with that atmosphere that they create is imperative for a fanbase. For all of the faults that Bioshock 2 had, they still nailed the thematic portion of the world that appealed to so many people in Bioshock 1. They’re dark, gritty, a musk of musty air fills the entirety of the game and characterization. They’re also quite creepy, with that setting on top of the insanity and tight enclosed spaces under the oppression of the ocean.

Bioshock Infinite seems to abandon that thematic element almost entirely. And mind you, they did the bright and airy world very well, I can only imagine what it would have been like if they had been able to complete the entirety of their vision! I suspect something like Legend of Zelda: Tears of the Kingdom size was always the goal, given all the details shared about what they had to cut out.

That tonal shift I am almost certain is a majority of the cause for the issues with Bioshock Infinite - as this was the sentiment I gathered upon release and the coming years. It was two-fold though too, because by changing the nature of the tonality of the game, the gameplay itself seemed to be “brightened”, maybe in an attempt to make it more accessible, maybe to make it more engaging, but it seems pretty commonly agreed that Bioshock Infinite is just easier. The puzzles seemed toned down (IMO almost more of a point a -> point b puzzle), and while yeah the ending was a very well done version of this, I think many also felt like it somewhat removed the agency the players were struggling with, just to toss in a “you have and always will be” multiversal moment.

Anyway, all this to say, these aren’t explicitly my opinions on Bioshock, I’m just an analyst. I enjoyed most of Bioshock Infinite, but it is clear to see that there is a difference in the show-don’t-tell of Bioshock and the tell-show-tell of Bioshock Infinite. I actually am able to replay Infinite, where I have a hard time replaying 1 and especially 2, just because they’re so goddamn scary for me, lol. Much of the gameplay of Infinite is also just slightly more modern, with 1 and 2 just being slightly slower and clunkier without the movement option of the grappling hook.

I think another way of putting this is to look at an entirely different game, We Happy Few. It seems to me that We Happy Few wanted to make the atmosphere of Bioshock 1 but with the brighter narrative style of Bioshock Infinite, which inevitably resulted in the clashing of those two themes. In the case of Bioshock Infinite, it is that very same clashing of themes which I think heavily affected the players perception of the game. Again, had it been named, like, “Sky Cultist: Enigma” or something like that, it would have been perfectly well received and would have maybe even gone down in gaming history positively. Instead, it was tied to Bioshock and is kinda seen as “it’s good but meh” as a byproduct of such a drastic shift. I also think the desire to go from sea to sky is just a little cheesy, and while it was done well enough I’m also sort of hmmmeehh on that whole side of it. Fun areas to play in, but… not very Bioshocky, even with the steam punk elements.

Which is too bad. It had many technically good qualities about it, from the story arcs, from memory I feel like the pacing was pretty good, I remember the gameplay early and mid-way being fun although I do feel like I remember just a little bit of bullet spongeyness and resource/ammo collection mid-late sections of the game. Obviously the ending was quite good, and I really enjoyed the cult story. However, the bright sky world is very contrasting to the murderdeath cult and gore of it all, and I personally wasn’t as big of a fan of the thematic shift, both in the overworld but also in the march towards the Industrial Revolution. It just felt so out of place to me (specifically the Patriots, or maybe I just hated fighting so many of them) considering we had this entire underwater industrial complex in Rapture. However this is alleviated somewhat by the ending of Infinite, since these are all infinite possibilities oooooohhhh the name makes sense nowwwww!

So yeah, all in all I think it turned a bit underwater espionage revealing the secret project to the world to floating cult investigation revealing the… secret project to the world.

averyminya,

Until the Steam Deck I was also a PC+Nintendo person.

The great thing about Nintendo consoles was that their library of games covers 80% of games available on other consoles if you want them. Otherwise, you could easily never surpass more than 25 games, all of which could easily only be Nintendo games.

For a fairly long time there was just no need for anything else, as something about the Nintendo exclusives felt more reasonable than the PSN/MS exclusives. Probably something to do with them generally being cheaper and more unique games, or maybe just that the price of the console isn’t as high so it doesn’t feel as “exclusive”, even though they are.

For example, looking at how PSN uses their games to really sell buying into their console; Spider-Man, Horizon Zero Dawn are examples of games that did so well Sony was almost forced to let them come to PC, somewhat thanks to Microsoft. Or how these companies are trying to sell games for versions of their consoles - Sorry, you bought the PS3 and 4 version, you’ll have to upgrade for the PS5 one! No no, this company is good because they gave the game you paid for already to you again for free!

I haven’t bought a Switch game since I got my Steam Deck and hacked my Switch so I could dump the games I own.

Now I have a PC console that has my entire gaming library consolidated. Bonus: a majority of the games play better emulated. Cons: missing internet on games (and including it would only be hacked servers). And before this point, the only games I ever repurchased were ones I wanted to support the devs of, Doom 2016, Monster Hunter: Rise, Crypt of the Necrodancer.

averyminya,

For what it’s worth, this actually isn’t too bad on the Steam Deck. Controllers are all seen as individual, so you can set players 1-4, rearrange them, pretty much whatever.

It used to be much worse on PC. On Steam Deck now at least, it’s pretty manageable. I imagine this is the same situation for PC now if you’re using Steam

averyminya,

How did you get banned? Or why do you think, I mean. I was worried about that too but I took all the precautions and I’m still able to use it today if I want to. I do have a 1.0 switch though so it’s just the rcm jig.

The only issue I had in the whole process was animal crossing. Every other save seemed to transfer over fine which was cool.

Also to be more honest - only like 85% of my switch emulated games were perfect, but over time these games are just getting better and better. My go to example was at launch of all of this, Marvels Ultimate Alliance 3 was pretty broken, it worked but the textures were all wonky. Just a few months later it was way better, and by now it’s basically perfect. I’ve almost completed my playthrough of that game (how many years later…)

averyminya,

Ah yeah I see, I only finally hacked my Switch once I got my Steam Deck, long after it had all been pretty refined. It was fun reliving the days of hacking my Wii when I did it, even felt basically the same lol.

averyminya,

Unfortunately games are only one part of the problem. I just tried getting some Windows software up and running on my Steam Deck and it was a hours of hassle only to end up not even working anyway.

Is Serato DJ worth investing time into? No, probably not really. Would it have been nice for it to have worked? Yes, that’s sort of the point of computers ability, to be used.

I’m glad so many games are working, so I hope more software support comes along!

averyminya,

Thank you! I’ll check this out, I did “come across” it but I couldn’t tell if it was just for Linux DJs or if it was like the fully fledged software to use regardless of gear.

I’ll see if it works with Hercules Starlight! Thank you for the suggestion!

averyminya,

I feel like this is looking at it from the wrong perspective… Looking at it like that, it is just trying to use a service in a way that it isn’t intended. Don’t get me wrong, I’m super anti-subscription and anti-gamepass, but I don’t feel like much of MS Gamepass is trying to sell you on having these games forever. It’s a way to let you try a library of games that you might not have felt was worth paying for individually – I have almost no interest in playing the next Battlefield games, but with Gamepass I can try out Jedi Survivor alongside however many other games I want to check out.

It’s a more straightforward Playstation Plus, with much less of that vibe of trying to get you to keep paying on a fear of missing out on “free” games that you’re paying monthly to own. Both of these digital storefronts are selling you the exact same premise, but promote them in different ways. PSN says hey, you get 2 games a month for paying for online services, and they stack. (I think now it’s actually a PSN library, similar to MS though?). MS says hey, you get 40+ games a month for paying for our subscription, and you get a discount if you want to buy one.

If I actually like one of the games, the cost of the subscription is removed from the total price of the game, effectively meaning if there are 2 games you like enough to buy, the subscription is somewhat worth it if you don’t mind having it tied to Microsoft.

Basically, Gamepass isn’t supposed to replace your main game library, it’s a digital game rental service. Yes, you absolutely can rent out a single game, or even 30 games, for the next 10 years. And everyone would judge you for making that poor decision to rent them for that long, when you could have bought it with the discount. Should companies be able to offer something that the consumer can ignore and get screwed over by? I’m not sure. Probably not. But I also don’t think I can really call this scummy, unlike some of their other moves. If in 10 years someone’s library only consists of games played through Gamepass, and they are afraid to unsubscribe… How many games would that realistically be? The Gamepass library isn’t that large, nor has it rotated that many games.

Again, very anti-subscription and overall anti-Gamepass, but I think in this example it’s kind of on the person if they choose to rent a game for the next 10 years. If you like the game, why not buy it? Why would this person be locked into paying for Gamepass for so long? Because their account has other games they may or may not decide to play at any given time? I personally just don’t see the issue for this particular case, unless I’m missing something or not understanding where you’re coming from with it.

averyminya,

Careful now, the swarm of all 11 people who use the left touchpad for movement might hear you and eat you alive while they chant, “just try setting movement to the left touchpad. You’ll never go back… You’ll never go back …”

averyminya, (edited )

I’ve tried it a number of times and just can’t get it to work for me. Far too much travel distance for me, and the lack of tactile feedback makes it difficult. In some ways, I like the floatiness feeling that that the travel distance creates, but ultimately it wasn’t worth the precision adjustments.

I tried it for some 2D side scrollers, FPS, and 3rd person games. I liked it most for 3rd person but couldn’t get a hang of the other two.

Plus, I really like using the left touch pad as a floating menu, which the joystick can’t do haha.

Oh, I forgot to say – the Steam Decks smaller track pad is actually nice for this reason because the shorter travel distance solves the floatiness issue for me in a lot of cases. I actually play Revita 50/50 between touchpad and joystick, just based on how I’m feeling.

averyminya,

There are a lot of good suggestions here, that you can take advantage of, so I’ll come at it from another perspective.

With mouse and keyboard, positioning is a snippet of what we use when playing and is more of a tactical spacing. With controller, it is a necessity. This means that as you are playing first person shooters (or third person with controller), your characters movement will be 75% of what you’re actually aiming with.

On a mouse and keyboard, if you’re slightly off center with a sniper, it’s a simple adjustment to move to the left. Move 1cm.

On a controller, if you’re slightly off center, suddenly it isn’t as simple, because the joystick is overly sensitive and so to move 1cm is a lighting fast action input, meaning that you’re almost guaranteed to overshoot it, unless your joystick sensitivity is super low. Or, on the opposite end of it, if you try and move the control stick very gently (more on this later), it’s not necessarily a consistent input. This is where aim assist would come in, as aiming down your sights would center it on the enemy, but I think it’s a bunch of bullshit and so we’ll ignore that. Instead of moving the joystick a micron of a second to properly position yourself, moving your characters body (WASD/left analog) is almost always much slower and fine tuned.

What this means is that as you’re playing games, instead of holding W and maneuvering with A, S, D for counter balance or strafing or whatever, the joystick instead is 60% of the time holding forward, 20% of the time slowly moving in a direction to position yourself better for aiming, and 10% staying still (letting go).

Another element here is the concept of analog itself. When you’re holding W, it’s always 100%. When you push forward, (game depending) it ramps up from 0% towards 100%, which means that if you turn left or right, chances are that your character might slow down too, because you may be pulling down as you move. What you can take advantage of here is utilizing slow movement to always keep your character moving, which will help prevent being hit and will get you more used to fine-tuning your aim through your movements.

When I play games on controller, I always try and use gyro, I always keep the gameplay focused on the movement first and foremost, and the analog stick at that point almost purely becomes a look/view stick over a “this is my main form of getting headshots”, where your look inputs are based on getting into the center of the general area you want to aim at as quickly as possible, while letting the gyro and the characters body finish it off.

Finally – PLAY. Not the game, PLAY with it. Feeling weird? Move your character in circles while bunny hopping to get the feeling of the mechanics for the game, then be silly with the aiming and wiggle the joystick around to familiarize yourself with aiming with the movement wobble. Whether it’s Max Payne, Smash Bros, Doom, Vanquish, Fortnite, all of these games can be manipulated by playing with the weird quirks of their engine.

Finally finally – I also have a harder time with FPS games on the Steam Deck compared to other methods. Doom 2016 on my Switch was fine to get used to, but on the Steam Deck some did feel odd about it. I don’t have the other modern consoles and their joysticks aren’t super familiar to me, but I think it may be that the Steam Deck’s analog sticks feel like they have a larger travel distance (particularly compared to the Switch of course). Something you might consider trying is the Flick Stick input for the Trackpads, although I personally really, really enjoy low-friction trackball mouse input. Swipe+Tap to aim is just so good and being able to move the view, let go and have it keep moving based on the intertia I input is just perfect.

averyminya,

Honestly, I would recommend just giving it a go. You can always save your current controller config and then go right back to it. I only say try it cause when I looked up videos I didn’t quite understand, like I got the idea but it seemed weird. Actually trying it makes a lot more sense.

Its major issue though is I felt like I was tweaking it more than I was playing, and I have found myself a very good set of controls with the Steam Controller which translated to the Deck, so I know exactly what to set for each game even on the first time. For the Flick Stick setting, I feel like one game would be fine standard settings and another game would need to change, sometimes not even getting it working. So YMMV there.

P.S. set a binding for toggling an auto-sprint on the back paddle. Auto walking is a default for any game I play!

averyminya,

Dang this is pretty huge actually! Steam Deck has this capability through a plug-in, I imagine now it may be able to get further community development now that there’s an official method. And Steam Deck aside, this should be a pretty significant benefit to low-spec gamers or anyone who just wants less software to work with.

averyminya, (edited )

Commenting so I can come back to this later with the site, I can’t recall the name at the moment

Alrighty, it looks like the list has grown and I can’t remember what site I had used previously, so here are a couple options. It looks like they all roughly have the same format of: create account, fill out games from database, possibly account and app linking options.

In no particular order:

How long to beat: create an account, has a games library for your profile

Keep track of my games: create an account, “pay what you want”-ware (free), can import gaming accounts (Steam PSN etc) to fill out list.

Backloggd: Create an account, can fill out games to your library and has space for reviews and other user profiles

Grouvee: Create an accout - homepage is pretty minimal

Gametracker: Seems more “game team” oriented but it has a spot for filling out a games library

GameTrack: Has an IOS app as well, can link gaming accounts for achievements, can make lists to sort games

Playtracker: Create an account, looks like there is a software download for the computer

Stash: Has both Android and IOS apps,

Of all of these, the feature sets look basically the same, the main differences seem to be UI layouts and more niche options of sorting/filling out. All of them look to need an account (expected). Since I can’t recall which, if any of these, I had used in the past I will just say that the websites for Playtracker, Backloggd, and How Long To Beat looked the “best”.

Hopefully this helped and didn’t just give you more choice anxiety, lol.

averyminya,

Monkey’s Paw wish granted: The PS6 is a dedicated gaming PC that can only play Sony games.

NiGHTS Into Dreams (is still available for free) angielski

I always wanted to try this game when I was a kid. When checking out reviews on Steam I noticed someone mention that Sega was giving it away for free for their 60th anniversary (a few years ago), and that website is still up and running. Long story short, I tried it and it works. Replacing the localhost part of the URL was...

averyminya,

Nice, thanks. I remember when this game came out, and I only ever got to play it once at a friends house. Will be interested to see it!

averyminya,

I think the offsetting cost factor basis is that a PC is a computer that can be used for more than gaming and the console is pretty much useless after 3-5 years (considering the PS4 @ 2013, PS4 Pro @ 2016, and the PS5 @ 2020, and how PS4 Pros are beginning to struggle today, and OG PS4’s being obsolete). Are PC’s more expensive upfront now? Sure. But you also don’t have to re-purchase your games each generation at the whim of the publisher, like you’re likely going to end up doing with Sony and Nintendo, with the added benefit of being able to use it for other projects after its contemporary gaming lifespan.

Basically, if you built a PC in 2013 you’re probably still able to use it today as a server or hobby project PC (digital art, music, etc). PC’s were also cheaper back then before NVIDIA made GPU’s cost $1,000. Good luck re-using a console.

I see you don’t replay games, so why even own a console if you only play a game once?

averyminya,

This is also Arkane Austin, not the one that gave us Dishonored.

averyminya,

Hero’s Hour is a pixel art game that’s about building an army. Really solid indie game! Also a fan of Revita, it’s a roguelike but done very well and is mostly unique.

Interactive Loading Screens - High Hell angielski

Developing interactivity is effort and an investment. Most developers put up a simple loading screen, maybe some text like rotating tips, and a loading indicator. Until 2015 a patent on interactive loading screens may have made developers and publishers cautious and decide against developing interactivity....

averyminya,

I have a couple. For the Playstation 2 (and whatever other console) the game for Treasure Planet had a loading screen where you could manipulate how you flew passed starts.

Surprised to not see the Dragon Ball Z games mentioned.

There was another game I was trying to think of, but I got distracted and lost it.

averyminya,

I’ll side with OP from a slightly different perspective here, because you’re not wrong but neither is OP. First and foremost I think the word missing here is innovation – mobile games in their very initial start were exactly what you are describing, but mobile games that OP are talking about took some time to find freedom to innovate. The very first mobile games, almost all of them, were PC ports. Solitare, poker, mahjong, snake, tetris… These were all games that had existed for years and were just now put into a 160x128 res screen and played with a circular slider (first iPod), or whatever the specs of the Blackberry was back then. Few unique games were created for these devices.

By late 2009 the iPod Touch 3g had released. It was this and the following few years where OP is talking about, where not only were old games like Spy Hunter being remade, and funnily enough, I’m pretty sure Rockstar also released a few GTA’s on this device. But there were also entirely new games like Doodle Jump, Canabalt, and to a lesser extent Pocket God. (Well, relatively new and unique, at least.) These of course paved the way for Temple Run and honestly I had so many amazing mobile games back then that remembering them all would be a trip down memory lane far too long for today.

Anyway, my point and I’m assuming OP’s point is that it’s harder to find truly unique and “new” experiences in the mobile game world. The idea of Talking Tom when he first came out was something truly unlike anything else available. Not that it was particularly good, or that being unique makes it good, but rather there were more games willing to take a risk on being different.

And yes, of course back then there were plenty of shovelware games trying to pine off another apps success. I think it’s simply a difference of mindset, for the good games that are available today generally seem to follow the same principles – a good game comes first, and if you accomplish that the expenses pay themselves. For your examples, the only games that didn’t already exist were semi-MH Now (Pokemon Go/Ingress, but I agree they are unique and fun) and the Riot mobile games. I agree that the other games you mentioned are good as well, I’d even include the fact that there are other full PC/console games like Monster Hunter Stories 1 and 2, Final Fantasy, and plenty of others.

But none of these were made specifically with the attributes of mobile gaming in mind. Where are the disjointed IRL vs. on screen games like Panoptic! There’s so much potential for mobile phone games of really wild and unique stuff, but it’s easier to make money by iterating and porting existing things to the platform.

I found a little list that was fun:

  • Jetpack Joyride,
  • Plants vs Zombies
  • Real Steel World Robot Boxing,
  • Real Steel HD,
  • Pacific Rim,
  • Ultimate Robot Fighting,
  • Cut the Rope
  • Fruit Ninja
  • Flappy Bird,
  • Where’s My Water?,
  • Crossy Road,
  • Asphalt 8,
  • Call of Mini Zombies, Call of Mini Infinity,
  • Clash of Clans Real Steel Champions,
  • Transformers Battle Masters,
  • Geometry Dash,
  • Minecraft Pocket Edition,
  • Hungry Shark Evolution,
  • LEGO Hero Factory Invasion from Below, LEGO Hero Factory Brain Attack,
  • Beach Buggy Racing.
  • Hovercraft Takedown,
  • Table Top Racing,
  • Smash Hit,
  • Riptide GP, Riptide GP Renegade,
  • Mechanic Escape,
  • Robo5,
  • BombSquad.
  • Draw a Stickman Epic Free,
  • Zombie Tsunami,
  • Badland,
  • Hill Climb Racing 1,
  • My Singing Monsters,
  • Despicable Me Minion Rush,
  • Bad Piggies HD,
  • Star Warfare Alien Invasion. Star Warfare Payback,
  • Pixel Gun 3D,
  • Block City Wars,
  • Pac-Man 256,
  • The Impossible Game,
  • Gravity Guy.
  • Laser Air Hockey
  • That one game where you’re a 2D spider-man swinging
averyminya,

It depends on the game really. Some are really cool to see the transformation, it becomes like playing two completely different games.

Other times… yeah it just kind of shows all the flaws at the forefront and then leaves you feeling confused when 1.0 drops and very little has changed lol.

averyminya,

Titans was rough.

Doom Patrol is where it’s at!

averyminya,

Sounds like what it should be! Glad to hear. I don’t have it at the moment but I’m sure I’ll get my sights on it soon. Thank you! :)

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