@setsneedtofeed@lemmy.world
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setsneedtofeed

@setsneedtofeed@lemmy.world

I mod a worryingly growing list of communities. Ask away if you have any questions or issues with any of the communities.

I also run the hobby and nerd interest website scratch-that.org.

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

setsneedtofeed,
@setsneedtofeed@lemmy.world avatar

The headline seems a bit overly snarky and dismissive of a small studio dealing with the kind of licensing problems that just come with big properties and image rights to expensive actors. This isn’t the first time something like this has happened in a game.

It sounds like without the image rights, there won’t be any closeup cutscenes of Arnold’s face, but given that the game play is a 16ish bit throwback aesthetic, it actually doesn’t seem as distracting as it sounds.

I mean, this looks fine to me:

https://lemmy.world/pictrs/image/ae05ea49-34a6-45c9-86e9-9a0b75b761df.png

Maybe they aren’t allowed to do an accurate Arnie voice impression, but if all the character audio is crunched up to feel more retro, that might not be a problem either.

setsneedtofeed,
@setsneedtofeed@lemmy.world avatar

That’s why I called it “16ish”. It is probably taking some liberties to improve the graphics that wouldn’t have been available in the 90s, but it is trying get those nostalgia neurons firing. Point is, the aesthetic is intentionally not photo realistic, so missing out on Arnold’s face isn’t the biggest problem in the world.

setsneedtofeed,
@setsneedtofeed@lemmy.world avatar

Similar to the 1997 point-n-click Blade Runner game. The rights to all the aspects of that movie were such a mess that the developers decided not to use any footage or audio from the game because they honestly couldn’t figure out who owned what, and made it follow a new main character which was an obvious “Not-Deckard” who was chasing replicants in a similar but ever so changed variation on the plot of the movie.

setsneedtofeed,
@setsneedtofeed@lemmy.world avatar

I really enjoyed it as an XCOM combat-ish game that felt like there was work done to make it feel like it belongs in the Gears Of War universe. It’s not infinitely replayable because the campaign has mandatory side-missions that are generated from a limited template and begin to feel stale once you’ve seen all the templates, and by the endgame you have so many special abilities unlocked in your squad that it kind of drifts away from any semblance of feeling like combat tactics and into a puzzle game about min-maxing abilities to combo chain them together (this opinion might read a little oddly but if you’ve played enough turnbased tactical games you notice many game riding this line, with some going extreme one way or the other). It is worth a sale price though if you need a turn based combat fix.

setsneedtofeed,
@setsneedtofeed@lemmy.world avatar

Setting aside prices, I’ve seen an unexpected amount of sourness directed at the first game. While the first game wasn’t a greatest of all time RPG and had flaws, I found it overall enjoyable enough and it was clearly a project with some passion that I didn’t regret sinking time into it.

I expect similar of the sequel, with hopefully improvements based on feedback from the first game. I plan to have fun with the game, and it is a bit tiring to see things like the pricing prompting people to badmouth the game itself when they are separate things.

Am I going to pay $80? No. No I’m not. This is a single player RPG though. There’s no FOMO of getting left behind on the multiplayer unlocks or the lore of a new season. It’s a singleplayer game. Put it on the wishlist and buy it on a sale. Simple as.

setsneedtofeed,
@setsneedtofeed@lemmy.world avatar

The expectation that it was an open world modern style Fallout game does seem to be a theme among people who didn’t like it. That wasn’t helped by pre-release marketing that emphasized it came from the studio that made New Vegas (despite the writers and game leads all being different).

I went in to the game without expectations and found the structure of the game closer to a classic BioWare RPG. Rather than a single huge open world it was a series of curated hubs to travel between. At those hubs there was space to explore but it was more limited and curated than a full open world. The more curated approach meant that the game could be designed with certain builds in mind since players would interact with certain areas coming from known directions, allowing alternate routes or quest solutions for different builds to be placed.

Accepting it as a hub based RPG that leaned into a specialized build made the game click for me.

setsneedtofeed,
@setsneedtofeed@lemmy.world avatar

The last Black Ops I cared about was 2. I could almost feel the developers of that one screaming that they wanted to break out of the COD mold. It actually had a lot of cool, if underbaked ideas. There were the sidemissions where you commanded an NPC squad ala Brothers In Arms, there were the pre-mission loadouts where after beating a mission set in the past you could go back and load up with future guns, there were multiple endings driven by choices in the missions.

There was a lot of stuff going on in that game which if it had been given a longer development cycle than the COD treadmill, and more freedom to stray from COD mainstays could have been something interesting. All of the above features could have really been pushed and refined beyond the small implimentation they ended up as. BO2 also tied the setting back to the cold war era roots, which makes it far more interesting that the cutout metal angular girder future design that is just the most generic looking thing ever. Call Of Duty Advanced Warfare was forgotten for a reason and it’s disappointing that Black Ops ended up eating all its aesthetics.

None of this matter of course, since no matter how many story trailers they release or how much people like me talk about what could make single player good, in the end the series is kept alive by tweaked out multiplayer addicts so I suppose it is all just a waste of time to think about.

setsneedtofeed,
@setsneedtofeed@lemmy.world avatar

Here’s my pitch: The story and aesthetic of Fraiser, the gameplay of FEAR.

setsneedtofeed,
@setsneedtofeed@lemmy.world avatar

Fallout 1: If you play it going in blind and don’t look up help, a first playthrough can be stressful early on if you don’t know how much progress you are making on the time limited main quest.

Kenshi: The game doesn’t have quests or main goals, so it is up to the player to figure out what they want and how to get it. Certain game areas are lethally dangerous, factions can be angered if you don’t figure out their customs, and even in less lethal areas being beaten and crippled by bandits is a real problem.

setsneedtofeed,
@setsneedtofeed@lemmy.world avatar

Far Cry 5 strangely has very enjoyable fishing.

Please suggest good progression based multiplayer games angielski

I have a small gaming group of 3-4 ppl where we love proper progression based multiplayer games. We’ve been playing Barotrauma for ages, a fair share of voidcrew, multiplayer modded RimWorld, and we rode the Lethal Company Wave of crew based mission collecting games, but we’re looking for more games in the same vein with a...

setsneedtofeed,
@setsneedtofeed@lemmy.world avatar

Deep Rock Galactic.

There is a huge amount of loadout progression for each class, and a seemingly infinite amount of cosmetics to acquire. While there are only a limited number of mission types, the randomized nature of the level population and all of the various modifiers and enemy types that have been added keeps the game fresh. The game is entirely co-op with no PVP element, which keeps the tone more focused on helping other players instead of ever seeing them as competition.

setsneedtofeed,
@setsneedtofeed@lemmy.world avatar

I’m over here supporting Tamriel Rebuilt myself.

setsneedtofeed, (edited )
@setsneedtofeed@lemmy.world avatar

Well not how much you’ve spent, how much it values your collection. But what’s that number based on?

Please re-read the article. The values are on Steam itself, based on your interactions with it.

setsneedtofeed,
@setsneedtofeed@lemmy.world avatar

From the page with the values:

“OldSpend” is the amount of external funds applied before Friday, April 17, 2015 18:00:00 UTC.

From Steam support regarding package only:

This row includes the portion of the account’s total funds spent that could not be transferred. For example, a hardware purchase, gifted game, or in-game item does not count toward Package Only Spend, but a game purchase for your own library would.

setsneedtofeed,
@setsneedtofeed@lemmy.world avatar

You asked what package only means, and I found an answer.

Total is total, with old spend being the cutoff of old spending.

None of the numbers are guaranteed to add up to each other.

I don’t know what’s missing from the reply.

setsneedtofeed,
@setsneedtofeed@lemmy.world avatar

From the steam page:

“TotalSpend” is the total amount of external funds applied to your account.

“OldSpend” is the amount of external funds applied before Friday, April 17, 2015 18:00:00 UTC.

setsneedtofeed,
@setsneedtofeed@lemmy.world avatar

It’s a remaster of 2033 with a bunch of tweaks to mechanics and improved visuals.

setsneedtofeed, (edited )
@setsneedtofeed@lemmy.world avatar

My goodness, this is some insane mountain out of a molehill reporting. The article is extrapolating a lot based on some vague and not particularly noteworthy qualifications bulletpoints that should be expected for military shooter VFX work.

setsneedtofeed,
@setsneedtofeed@lemmy.world avatar

I know of a great way to get gear early in the first STALKER game, but everyone hates me for it.

All you have to do is goad the military into getting into a firefight with the rookie camp and hide in the shop until the shooting is over and the military loses interest. Lots of dead rookie gear to sell, and at least a few dead soldiers to provide some mid-game rifles early.

setsneedtofeed,
@setsneedtofeed@lemmy.world avatar

Fallout 1, which I’ve probably replayed about ten times more than the second game. It’s concise, with this depressing and dark world that gives a feeling never fully replicated in sequels.

Lords Of The Realm 2, a great little strategy game with an effortlessly charming aesthetic.

Civil War Generals 2, when I feel like really grinding out a strategy game. It has the bright colors and charming graphics which create a clear and readable battlefield that can be brutally difficult as units get ground down into ragged bands.

setsneedtofeed,
@setsneedtofeed@lemmy.world avatar

I’m commenting late, but there is The Precursors which does require Slavjank tolerance, but if you have it, it provides an interesting flavor on a space opera adventure.

I also haven’t tried The Tomorrow War which seemingly requires even higher Slavjank tolerance, and probably isn’t a top of all time game, but seems interesting if you like peering into strange forgotten games. Warlockracy did a video of this one.

setsneedtofeed,
@setsneedtofeed@lemmy.world avatar

Really it just means the sorts of bugs you find with minimal QA testing combined with stilted voice acting, potentially untranslated audio or text, cultural beats that don’t quite cross over, and some game design choices that are different than how a game developed alongside western games might do things.

If you can stand this lack of polish, these sorts of games can at least give amusement for their price point.

Why So Many Video Games Cost So Much to Make (www.bloomberg.com) angielski

From Jason Schreier. “The plural of ‘anecdote’ is not ‘data’,” but this is some analysis from Schreier seemingly rooted in many anecdotes. The long and short of it is that development on AAA games tend to routinely hit bottlenecks where entire portions of a team are waiting for some other team to unblock them so that...

setsneedtofeed, (edited )
@setsneedtofeed@lemmy.world avatar

TLDR Bloated staff sizes and poor workflow management means salary costs skyrocket while a lot of people on staff are left waiting for things to do. The article keeps saying the costs aren’t just about better graphical fidelity, but I think this issue is somewhat related because a big chunk of staff are going to be artists of some variety, and the reason there are so many is to pump up the fidelity.

Not that it much matters to me personally. I’ve said before that games have long ago hit diminishing returns when it comes to technical presentation and fidelity. I’d rather have a solid game with a vision, and preferably a good visual style rather than overproduced megastudio visuals. Those kinds of games are still coming out from solo developers and small studios, so it doesn’t affect me one bit if big studios want to pour half a billion into every new assemblyline FPS they make.

I just played a game of Rogue Regiment, a co-op stealth action boardgame. Here's how it went. (lemmy.world) angielski

A friend brought by a copy of Rogue Regiment, a game for up to four players to play in as members of the SAS during WW2. Scenarios start with the players sneaking across a map populated by NPC German soldiers and vehicles to achieve objectives. The players must remain sneaky to prolong the stealth section of the game for as long...

setsneedtofeed,
@setsneedtofeed@lemmy.world avatar

The tiles are double sided and I don’t believe we even used all the provided ones for this scenario.

setsneedtofeed,
@setsneedtofeed@lemmy.world avatar

The box comes with 9 different missions, and there are expansions with more missions and player characters. I’ve only played just this once so far though.

setsneedtofeed,
@setsneedtofeed@lemmy.world avatar

Mechanically I don’t think anything changes with the number of players, since you always have 4 player characters no matter how many players.

I personally don’t think it would be as fun solo. You would have more control and precision which might appeal to certain people, but for me the chaos of having other people doing things and having to negotiate a plan where everyone is constantly inputting was part of the fun.

setsneedtofeed,
@setsneedtofeed@lemmy.world avatar

In the stealth section there are static guards and patrolling guards. At the bottom of every turn the players pull from a deck of cards which says which of the patrolling guards will move and also a special event- this can be the meter towards the alarm ticking down, some of the guards reversing direction of their patrol, or reinforcements prestaging just off board.

During stealth if a dead guard or a player character is spotted by a specific guard, it will shout alerting other guards inside a certain radius and act according to the combat logic. At this point the stealth section will likely shortly end because of all the negative stealth modifiers.

In the combat section, enemies will move towards and fire at whatever spotted player character is nearest. The combat is very simple, which is balanced by it being very difficult for the players to survive, which means you want to delay combat as long as possible.

Day 170 of posting a Daily Screenshot from the games I’ve been playing until I forget to post Screenshots (pixelfed.social) angielski

I had plans to play Left 4 Dead 2 with friends today, but those fell through, so instead i booted up Half Life Blue Shift, having realized i have never played it after reading all the rumors. I don’t know what it is but i feel like it’s easier than the base game. Barney also feels way more slippery than Gordan but that may...

setsneedtofeed,
@setsneedtofeed@lemmy.world avatar

Took me about 7 hours but I was poking around and going back for screenshots. It should probably take about 6 normally.

setsneedtofeed,
@setsneedtofeed@lemmy.world avatar

Why did that scientist say it like that? What was his problem?

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