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).
Just tried it, and it was some other game I was thinking of; I hadn’t played JA3 yet.
While I haven’t finished the game, thoughts:
It’s the strongest of the post-2 Jagged Alliance games that I’ve played.
Still not on par with JA2, at least relative to release year, I’d say also in absolute terms.
My biggest problem — I’m running this under Proton — is some bugginess that I’m a little suspicious is a thread deadlock. When it happens, I never see the targeting options show up when I target an enemy, and trying to go to the map or inventory screen doesn’t update the visible area onscreen, though I can blindly click and hear interactions. The game also doesn’t ever exit if I hit Alt-F4 in that state, just hangs. AFAICT, this can always be resolved by quicksaving (which you can do almost anywhere), stopping the game (I use kill in a terminal on Linux) and reloading the save, but it’s definitely obnoxious. Fortunately, the game starts up pretty quickly. Nobody on ProtonDB talking about it, so maybe it’s just me. I have not noticed bugs other than this one.
So far, not much by way of missions where one has to figure out elaborate ways of getting into areas or the like: more of a combat focus. I have wirecutters, crowbars, lockpicks, and explosives, like in JA2, but thus far, it’s mostly just a matter of clicking on a locked container with someone who has lockpicking skill. Probably more realistic — in real life, an unattended door isn’t going to stop anyone for long — but I kinda miss that.
The maps feel a lot smaller to me, though the higher resolution might be part of that. A lot of 3d modeling to make them look pretty. There’s a lot more verticality, like watchtowers.
The game also feels considerably shorter than JA2, based on the percentage of the strategic map that I’ve taken. That being said, JA2 could get a bit repetitive when one is fighting the umpteenth enemy reinforcement party.
Unique perks for mercs that make them a lot more meaningful than in JA2 (though also limit your builds). For example, Fox can get what is basically a free turn if she initiates combat on a surprised enemy. Barry auto-constructs explosives each day.
Thematic feel of the mercs from JA2 is retained well.
Interesting perk tree.
A bunch of map modifiers like fog that have a major impact.
Bunch of QoL stuff for scheduling concurrent tasks for different mercs.
Pay demands don’t seem to rise with level, though other factors can drive it up (e.g. Fox will demand more pay if you hire Steroid).
Feels easier than JA2, though I haven’t finished it.
I’m pretty sure the keybindings are different.
Tiny thing, but I always liked the start of JA2, where your initial team does a fast-rope helicopter insertion into a hostile sector. Felt like a badass way to set the tone. No real analog in JA3.
I started running into guys with RPGs early on in JA3, much earlier than in JA2.
JA2 has ground vehicles and a helicopter and they require you to obtain fuel. Transport logistics don’t exist in JA3, other than paying to embark on boat trips at a port (and just checked online to confirm that they aren’t just in the late game).
More weapon mods in JA3. Looks like some interesting tradeoffs that one has to make here, rather than just “later-game stuff is better”.
For me, it was a worthwhile purchase — even with the irritating bug I keep hitting — and I would definitely recommend it over the other post-JA2 stuff if you’ve played JA2 and want more. It hasn’t left me giggling at the insane amount of complex interactions that were coded into the game like JA2 did, though, which were kind of a hallmark of the original.
It really depends on how one is applyng mods. Bethesda does have their own mod site and in-game support for modding, and that’s pretty straightforward (and the only option on consoles). That will limit what mods are available.
I do kind of wish that there were one cross-platform open-source universal “game mod” program that could support multiple online services. Would like to have Wabbajack-like functionality (apply a whole set of curated, tested-together mods) as a base too, as that’d lower the bar.
Well, unless someone makes an alternative, people are going to use it.
They do need to provide a lot of bandwidth, which isn’t free, though I wonder how viable it’d be for someone to create a Nexus-like Website using magnet URLs and BitTorrent as a backend.
Maybe too much of a technical bar to attract users.
Capitalism deals with industry being owned privately.
If you want to complain about Microsoft being a publicly-traded, private-sector company rather than a worker cooperative or part of the government or whatever, okay, at least I can see where you’re coming from.
But a socialist economy is perfectly compatible with having high prices.