Gaming thoughts, bite-size chewables - new orange flavor!

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On the subject of not letting your kids play games though, that's absolutely a normal thing to do. When I was a kid, my mum refused to let me play Tekken 2 after she saw Yoshimitsu and his attack that stabbed through his own body. I'm pretty confident that I would probably have continued to not stab myself to harm other people whether or not she took the game though.

Just make sure you're doing it because of something you can articulate properly though. There's a lot of validity in the points people are making here that no game has caused a level headed person to shoot up their school. Ready Or Not literally has a school shooting level in it and I'm pretty confident that wouldn't cause one either. Trauma and bad mental health cause shootings, not popularised media. If you think your children are in a position where the game could inspire them to do things like that, then you should absolutely ban them from playing it.

But also remember - they know these games exist. They're probably going to play those games in a setting outside of your control. If their friends get really into Call of Duty or another series that you withhold access to, it will cause tension. You just need to be prepared for that.
 
Last week I was a little surprised Schedule 1 was given the top of the Steam front page, but a friend wanted us to play so we all jumped on. Now I've ended up playing my own save when others aren't around and I can't put the damn thing down.

Ironically addictive game, and a good bit of goofy fun. Won't blow anyone's mind from a game design perspective, obviously.
 
FF14 has a fascinating backstory IMHO. If any are not familiar, this video is worth watching:



That is the introduction to Dan Floyd's playthrough of the main story quest of FF14, including all expansions. Playlist here. It's a good watch, especially for someone like me who has never and likely will never play an MMO, but am interested in the story. It's so unusual to have a Final Fantasy story that doesn't devolve into nonsensical gibberish by the end.

(Then again, I haven't watched the whole playthrough, I'm somewhere in the middle of Stormblood. And also I think they are still making expansions. So there is still time for it to devolve into nonsensical gibberish.)

The issue that most people experience with the story is the initial Realm Reborn content, to be honest. It's a massive slog to get to the good stuff.
 
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But then we're back to many indies competing for a relatively small segment of the gaming market, leading to most of them having no cultural impact. Heck, 10 or 20 years from now we'll probably be able to AI-generate an entire game based on our preferences. But will it be culture? No, it won't be.

I do honestly think that you're right, but I supect that what will happen instead is enough crusty clueless MBAs will set up AI game studios to churn out generated live service crud that it will fuck up that part of the industry instead, and we don't get far enough for people to be generating their own games before everyone decides to get away from AI generation in creative industries.

Maybe the last part is more of a hope than a prediction, but I do think that the leeches and chancers will produce enough garbage content before we reach the stage where people are generating their own stuff, and I hope that's enough that we just never get to that point.
 
Thanks all for your comments! My next two chapters were essentially what Distraction above says, and I've recovered pretty much all ammo. I'm now in "on a rail", and we'll see how it fares.

Somewhere in this forum there have been threads on the typical "save all resources if possible, then end the game with too much". I'm not surprised this happens when the past approach was "save all possible ammo on zombies & head crabs".

It's always important to save all of the best and most overpowered weapons for the imaginary threat that will come after what you know for 100% certain is the final boss!
 
Speaking of advanced technology, light guns are apparently making a comeback, this one with the backing of Namco.

View attachment 110995

https://www.techspot.com/news/108193-namco-backs-lcd-friendly-light-gun-fall-release.html
Time Crisis is my all time favourite arcade game series, and my hopes were so high until I opened that article and read that it's design utilises AI powered cameras to figure out where you're aiming, which I can assume they've only done so they can call it an AI product. I know they'd never work the old way on a modern TV, but Jesus Christ. Over it already.
 
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So I had been quietly waiting for this game for a long time, still interested in spite of what sounded like development hell.

The story does sound interesting. You are a sheriff investigating the murders of kindred.

But... apparently they are locking a couple clans behind a paywall. $60USD base game, then some mid-tier price tier, and then a $90 tier for those clans.

Is Paradox stupid? I have too many other games in the backlog for that kind of idiot scam.

note: I am vilifying the publisher, not the developers. It is unlikely the developers were behind this crap.

Anyway, release date is Oct 21, 2025 if you want to be scammed.


View: https://youtu.be/TrAVDT7maJE?si=XsHYOHLlZ_KDeSOj


I'm still completely beyond sceptical that this will even come out, but the part that's really fucking with me is that one of the DLC clans is Toreador, one of the first edition clans and playing as one isn't going to be like playing a Nosferatu or Malkavian where it should require significant extra story or gameplay elements.

Both of which the original video game managed to include.
 
It's a different beast. Tony Hawk is basically Banjo Kazooie with skateboards, Skate tries to be more "realistic" in emulating skateboarding. But in terms of "reviving a long-dead series", I'd say THPS 3+4 are almost on equal footing in terms of accomplishment.

For perspective, THPS 1+2 was IMO the perfect example of remastering an old game for the modern era. It preserved most of what made the originals great, added some QoL for modern sensibilities, and added in some extra content to flesh out a release that otherwise would have felt gaunt by modern standards. THPS 3+4, on the other hand, cut down a lot of what made THPS4 unique to make it fit within the confines of THPS3's scope, added in the requirement for Activision accounts to use online services and waited until weeks after launch to disclose the use of AI in generating art assets.

Skate 2025 has most of the mechanical parts from Skate 3, including the Object Dropper for building spots, but it lacks a lot of the small things that made Skate 3 an enduring classic. A lot of other players note that it feels like "skater culture as seen by a boardroom", and even though that smacks of punk rock purity testing, they do have a point.

As someone who was in the playtest and absolutely hated what the game was becoming, I can understand why you would say it smells like a purity test, but I honestly can't get behind the game at all because of how forced it all feels.

Mechanically it's really good, but it's still just a well-made treadmill designed to keep you coming back every day for challenges to open lootboxes, and the reason for that is first and foremost in the hopes you'll open the shop every day. Every bit of feedback about the game to EA during playtesting has felt completely ignored, and every time you try to vocalise these concerns in the larger community the answer is always either "but it's free" or "it's early access it will be fixed", as if that's ever been realistic.

I'm glad some people are having fun with it, but I really really wish we'd just got a new full priced Skate with an offline mode and a story instead.
 
It's a Telltale adventure.

I am not a fan of episodic releases for games. So I will wait until the whole thing is out and you can purchase it one go.

One thing I will say is that the current purchase price is for all episodes - that's available, it's just that the episodes are being spread out over the next couple of months. I'm still waiting for it to be all out before I start, but it's not like the old Telltale games where the original release is just Episode 1 and the others come with an extra cost.
 
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I get the feeling they catered more to players of older BF games who needed less hand holding or maybe folks who like jumping in without having much clue how to control your character. Of course the internet provided answers (and I barely started adjusting my settings).

Having coincidentally just picked it up on PS5 I can assure you the controls were clearly actually designed by someone who'd never played a shooter before in their life.

I've never played an FPS before where the default controls and settings are so counter to every other video game ever. Aiming is a chore without massive settings adjustments.
 
Seems fine on PC with mouse/KB. The pace of gameplay is somewhat plodding for me (as a long-time CODBLOPS player) but the shot-to-shot gunplay seems fine.

Prolly a controller implementation issue.

It probably is, but it's fascinating to me that they have as much configuration as they do in the menus, including options specifically to make aiming more like other games in their own franchise, but the default is "aim the gun while also opening a bottle of mustard in one hand to put on the hot dog in the other".

It took me a solid 20 minutes just to make the aim feel like anything other than a random number generator that decides for me where I am pointing.
 
There is a parry window. If you get it right, the enemy loses stamina and you do not. I think another issue I was running into is that many of the quests are tuned for multi player. For example, when you dig up the chest on the starting island, you have to face four undead at once. I'm not sure how you're supposed to fight that alone, other than super overlevelling (and XP rewards are really weird in Windrose), or bringing several friends. I set the difficulty all the way down and was still losing that fight repeatedly until I discovered (by accidentally falling into the hole I had dug too deeply) that the monsters in Windrose don't know how to swing down... Which I don't think is the intended solution to the quest.

Thank you for giving me a chance to vent to a somewhat understanding ear, and now back to everyone else's turn!

The combat definitely gets easier as you upgrade your gear at the workbench and get some decent armour.

But for a lot of fights I find the most important thing is replacing blocking with dodging (control, it took me about 10 hours to realise that was in the game) and not locking onto a target when fighting groups of enemies that circle you, especially when you get further and meet the wolves and bigger pirate camps. Dodging is especially good for drowned, pirates, and the boars.

Also, the best piece of advice I can give is to not board an enemy ship until you're very comfortable with the combat. The lack of space to move and the respawning enemies makes those fights more brutal than the first boss.

I can understand why someone who's just started playing would read this and go "why the fuck am I playing this", in hindsight. Maybe I've become a masochist.
 
Dispatch may well be the first non-limited-lives game in a very, very long time that I immediately start a replay of.

I genuinely wish I could do that. My brain is not wired to replay a story without literally years in between. Dispatch is one of those games where I quite heavily wish I could but can't.
 
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Subnautica had a really cool vibe and unique atmosphere and came it right at the beginning of the survival game flood, but a lot of the mechanics and QoL stuff people expect in a survival game these days is completely missing, it hasn't aged well. Hopefully they took that into account for Subnautica 2, but the devs never seemed very open to community feedback.
Slightly aside but what are those missing elements? I'm a huge survival crafting game fan but Subnautica hasn't been one I've played - I always considered going back and trying it but those could potentially be a dealbreaker.
 

View: https://www.youtube.com/watch?v=doV0yq4kAP0


New Fable video, it's long but should be interesting to fans of the old games. Definitely looks like they're following the recipe, but this approach to morality looks a lot less dumb than we normally see in video games, A bit more variety and nuance, as long as they can deliver beyond this demo.

I am assuming the economy will be significantly less easy when it comes out, I imagine it was all scaled up to make the demo work.

E: forgot about the age restriction - I would feel like an ass leaving this as a blank "this video is age restricted" - It's a video from their official channel, 30 minutes long, goes over the morality system in one specific settlement.
 
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