tangelo

joined 1 year ago
[–] [email protected] 2 points 1 year ago (1 children)

The rules, seemingly a carbon copy of the ones from Reddit, state to "use primary sources," but I think there is a tendency for this to cause undue emphasis to be placed on "authoritative articles" from big online magazines for the sake of posting news. Those links usually have grandiose/clickbaity titles and are often thinly-veiled advertisements or PR hype campaigns in advance of a game's release (not on the part of the poster, but on the part of the web magazine).

It seems like the posts with the most engagement on a pure post count number tend to be actual questions or comments from users, such as someone waxing about a game they really like, or some kind of meta conversation.

Obviously you want to disincentivize low-effort posts like "My keyboard broke--how do I fix it?" but some middle ground would be good here, so that enthusiasts can actually discuss the nitty-gritty of games with each other, rather than the magazine turning into a silent news aggregator.

 

Beloved robot friend simulator and first-person shooter Titanfall 2 has had a matchmaking problem for years. Even after its previous server issues were fixed, players would still be disconnected if they had to queue for any length of time. And, given that Titanfall 2 came out in 2016, it's pretty likely you'd be waiting in that lobby a while.

Surprisingly, an official update has appeared out of nowhere and got it working again. Players are now flooding back, with Titanfall 2 hitting a peak player count of 22,604 in the last 24 hours. What's more, the featured playlist rotation has started being updated again, and weapon loadouts in the 1v1 coliseum mode have changed.

Meanwhile, the patch notes for a recent Apex Legends update include a sly nod to its predecessor Titanfall. The patch notes for the Harbingers event conclude with the words "Incoming Transmission…. Subject: Nessie…." and three numbers: 1394521200, 1477638000, and 1549267200. Those numbers are the Unix timestamps for the release dates of Titanfall, Titanfall 2, and Apex Legends.

Does this mean we should expect a new announcement regarding the wider Titanfall/Apex universe? Since finding out that Respawn canceled Titanfall 3 in favor of going battle royale in Apex Legends, the Titanfall community has largely given up on there ever being another game in the series. That doesn't mean it isn't possible, but the odds of some kind of Titanfall-themed seasonal event crossover in Apex Legends seem more likely. Maybe they'll add wallrunning, or even titans?

Titanfall 2 is also on sale right now, going for 90% off on Steam.

[–] [email protected] 3 points 1 year ago* (last edited 1 year ago) (1 children)

Implementation was rather bad on Linux despite reports and warnings of extreme breakage during the beta, and the legacy client was the only escape hatch for many after they bricked it following force pushing the beta into the mainline client, with no rollback option. If you follow Valve's bugzilla tracker, you will see hundreds of bug tickets over the last month relating to this UI, which didn't account for regressions around CEF, Gnome, upstream Nvidia drivers, focus-follows-mouse, memory leaks, screen readers for the blind, instability with system dependencies (Steam carries around a basket of old dependencies), and more. Here is but one example: https://github.com/ValveSoftware/steam-for-linux/issues/9805. Steam only targets Ubuntu and seemingly only tests on that platform, and in so doing this causes a myriad of problems. It's not an aesthetic issue.

Speaking of memory leaks, one of the most egregious issues right now is the client rapidly consuming all VRAM within a matter of minutes when the window is interacted with (https://github.com/ValveSoftware/steam-for-linux/issues/9638), effectively killing the system and making rendering games impossible.

[–] [email protected] 1 points 1 year ago

This is bad :(

[–] [email protected] 1 points 1 year ago

I think you missed the minus sign there and misread this, I will translate it: "The chance for rare loot to drop should be continuously reduced by 10% for every hour you log inside the game. I.e., you should receive rewards for completing difficult challenges rapidly, that is, skillfully." The implication seems to be that if the challenge is hard and you are not good at it, and are just throwing yourself at a wall repeatedly, or the challenge is non-existent/mindless (chore simulator), if you are repetitively doing either and grinding hours away, they are one and the same, and neither is a meritorious achievement. I think this is an interesting angle, as very few games reward skill expression or eureka moments as a momentous achievement. The vast majority, genre and budget irrespective, rely on the (easier to implement) crutch of locking progression behind pointless tedium, so given enough hours sunk in, everyone can win. It is interesting to think about how, whether, and under what conditions games could reward the above.

 

GOBLiiiNS5 - The Invasion of the Morglotons Point'nClick adventure game in 2d. French and english version. 16 great levels full of puzzles, characters and humor.

OP's comment: one of my old faves, hope it holds up to the originals!

[–] [email protected] 3 points 1 year ago (1 children)

What are some good games that opt for a grounded approach? I agree that it is few and far between (whether that is good, bad, or indifferent is a topic for another space). A few that come to mind are Don't Escape: 4 Days to Survive (takes place in a survival situation) and Dreams in the Witch House, which incorporates shop/money mechanics and other survival management elements.

You wanna know which came ISN'T grounded? Nightlong: Union City Conspiracy. If you are in the mood for some hilariously baffling moon logic, outlandish set design and embarrassing period voice acting and CG, with a plot that makes slightly more sense than The Mystery of The Druids, give it a shot. It's basically "we have Blade Runner at home."

Guess how they travel in the cyberpunk future presented in this game: flying cars. But guess how they receive documents when out of the office? Public fax machine booths mounted on walls of train stations. That's right. FAX MACHINES. The future is now.

The game is not bad per se, it will definitely stay in your mind with its utter weirdness. Grimbeard did a detailed video on it if you are curious.

 

In this release, we're updating the engine from SDL to SDL2, and there are many optimizations to go along with it. Aside from the optimizations, SDL2 is also the stepping stone to ports. We have Linux compiling and playable; it just needs some testing.

Moreover, there is now a(n experimental) multithreading option in the game settings that makes the game even faster!

[–] [email protected] 1 points 1 year ago

Big if true

[–] [email protected] 1 points 1 year ago

Probably in the best place it's ever been, massive overhauls both on the official side and on the community mods side

[–] [email protected] 3 points 1 year ago

Don't play official servers, modded servers (moderated) are where it's at. Many unique, standalone maps like Namalsk and Deer Isle. There are zillions of servers catering to everything from hardcore survival to basebuilding

 

https://hypersomnia.xyz/

An online shooter with ridiculously fast dynamics. Challenge your friend to an intense duel, or gather two clans to fight a spectacular war.

From the source code page:

Hypersomnia is a competitive arena released as free software.

It brings together:

 - The tactics of Counter-Strike,
- The dynamics of Hotline Miami,
- The pixel art nostalgia of oldschool RPGs..
- ..and the potential for limitless community content thanks to an in-game map editor!

The game is already playable and runs a server instance 24/7.

 

Asobo Studio's Microsoft Flight Simulator 2024 will deliver performance gains via improved multithreading.

[–] [email protected] 1 points 1 year ago

Would be cool if JA3 doesn't stink

 

Nightmares exist outside of logic, and there’s little fun to be had in explanations; they’re antithetical to the poetry of fear. In a horror story, the victim keeps asking ‘why?’ But there can be no explanation, and there shouldn’t be one. The unanswered mystery is what stays with us the longest, and it’s what we’ll remember in the end. My name is Alan Wake. I’m a writer.

 

Not sure how to repost. Very cool content I found over on another magazine

[–] [email protected] 3 points 1 year ago

Laika

Similar reaction. Game looks aesthetically pleasing, but it feels very hard to innovate within the matrix of a sidescroller, so unless you are a diehard sidescroller player, might not offer something amazing. The game also crashed a lot for me so I didn't get very far and just gave up on it. There wasn't a big hook here that would have made me want to persist through crashes.

Jusant

Haven't played this one, but take a look at Peaks of Yore. Make sure to turn off all of the postprocessing so you get simple polygons.

En Garde

Had CTDs with this one, too. Looks like I didn't miss much, but the core concept seems entertaining if they flesh it out.

Lies of P

I need to get around to trying this one. I have this habit of putting off bigger demos till the end.

[–] [email protected] 2 points 1 year ago (1 children)

Looks like a blast, will definitely check it out and hope to see you on there

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submitted 1 year ago* (last edited 1 year ago) by [email protected] to c/[email protected]
 

Games I played that you may like

Note: only focused on games that were newly added to this Fest and that I hadn't played earlier in the year. For your benefit, I mainly focused on good games, not the numerous shovelware I had to dig through.

Only two days left in the festival, but most demos stick around for longer than that if you download them ahead of time.

The outstanding category:

Odinfall

You have to be a certain type of person to like this game, but I am that person. I have 500 hours in Nuclear Throne, a non-traditional permadeath roguelike with no meta progression but the prospect of certain, cold hard death as you fight unreasonable numbers of NPCs with souped-up weapons. Perhaps by design or due to lack of time before release, Nuclear Throne is unwinnable, looping over and over each time you clear the last stage and getting harder and harder until the game is unplayable or crashes. No one has snatched NT's crown in the intervening years in terms of white-knuckle gameplay. Games like Enter the Gungeon have charted new ground in the twin-stick shooter genre, but nothing feels quite as insane as NT. Enter Odinfall, which is clearly steeped in the language of NT, down to the appearance of weapons like the "auto crossbow" and "auto shotgun." Interestingly, Odinfall introduces a mechanic where you can add up to three mods to a gun during the run if you can afford them, and they do things like decrease cooldown, reduce spread, or increase bullets per shot at the expense of things like ammo cost, range, etc. The sound design, impact, and punchiness are perfect IMO. The only problem right now is that the developers have pushed several updates that are causing CTDs for a lot of players and seem unresponsive on the issue. Not a great start for a game that has managed to capture lightning in a bottle. Try the demo, it may or may not work, but the gameplay is a blast when it does. I somehow racked up 40+ hours in the demo alone before Steam Next Fest. It's more like a public beta version with a ton of content.

EDIT: 2023-06-26: I tried the latest update, and they seem to have nerfed the difficulty considerably. There is a cool endless mode thing now, but the base game felt like a breeze. Not as many enemies onscreen, or something.

The favorable impressions category:

El Paso, Elsewhere

This game has been hyped up as a surreal take on Max Payne, and it certainly does what it says on the tin. The game recreates MP's third person camera movement, bullet time, and various other stock in trade, even mimicking the gravelly voice acting of James McCaffrey. There is something peculiar here, but in a good way: MP was already a self-referential game riffing on pulp noir and on videogames themselves, and El Paso, Elsewhere is a game that clearly riffs on Max Payne, down to the televisions and radios replaying a running dialogue over the main story. So you feel like you're playing at two degrees of distance, which puts you in a weird frame of mind, because the gameplay feels simply fun in a videogamey way, but you're also constantly making note of the meta references, so it almost feels like watching yourself play a game at times. But then you're back to just crazy bullet time shooting sprees and right into the gameplay again. The game has some performance issues and some of the concepts feel a bit half-baked, but the elaborate staging shots and use of color in the brief interludes before the levels begin are very ingenious and take me back to early FPS games like Half Life with the larger-than-life map design and cinematic angles. There are also just some oddities in here, like the protagonist trying to talk while there are vocal music tracks playing in the soundtrack, so everything just gets all jumbled up. Definitely needs a polish pass for its fall release. Recommend playing with motion blur off and lighting effects turned down.

Hammerwatch 2

I noticed some big stutters on this game when loading shards of the map, but it seems to take the Hammerwatch 1 formula and expand on it nicely, giving you a fun little fusion of an RPG-lite with an ARPG. Plenty of loot, quests, enemies, and skill iterations to upgrade, and a lot of secrets strewn through the map that remind me of old RPGs. Heroes of Hammerwatch was a big grindfest; I guess the best analogy I could make is that it's the Icewind Dale to Hammerwatch 1's Baldur's Gate. But the mainline Hammerwatch games seem to have a semblance of a story and overworld exploration where the pixel art shines. The game is a bit mundane by yourself, but is clearly designed around co-op.

Remore: Infested Kingdom

This game trended high on Steam after getting picked up by some YouTubers, and that kind of surprised me, because I didn't know there was such a huge audience for tactics games. I'm struggling to come up with the right genre definition for this came, but it's somewhere in the vein of a tactics game, traditional roguelike (in terms of grid micromanagement), XCOM-lite, something like that. The graphics look like a direct nod to Stoneshard. You get a party of two or three people and some action points, and you have to get through the map by fighting skirmishes with zombies and ration out your AP and consumables. There is also some kind of micromanagement thing involving making use of resources you collected to do stuff at your base. What I liked about it was that the pixel art is very sharp and well animated, and combat is fairly punishing in that if any one of your guys wipes, it's game over. Granted, this leads you to the same kind of absurd corner camping you tend to use in games like DCSS, where you are funneling mobs through a doorway and spliting them into manageable engagements, but it still feels strategic.

Echo Point Nova

Honestly gives Titanfall 2's movement and gunplay a competent run for its money. Very movement-based FPS with cel-shaded graphics that lets you ride a hoverboard to skate and grind on walls, alongside using a grappling hook and various other abilities to zoom zoom around the map. The gunplay is really tight. I liked playing it on the hardest difficulty, which gives you a nice twitch experience. Reminiscent of Ultrakill or other movement-based shooters. I'd definitely give this a try if you are jonesing for a twitch shooter.

The Isle Tide Hotel

Wales Interactive has carved out a niche for itself with hi-fi FMV games such as Late Shift, The Bunker, The Shapeshifting Detective, etc. Their games usually trend towards mystery/suspense, because it fits hand in glove with the FMV genre. By the way, I should note that these aren't FMV games like the ones of yore, which blended point and click gameplay with FMV sequences. These are more straight choose-your-own-adventure visual novels, as far as I can see, where you get a series of dialogue options and a short timer to choose a response, akin to the Telltale Games formula. Whether this is merely an illusion of choice is up for debate, but The Isle Tide Hotel had an interesting Lynchian weirdness in the short 10 minute demo, with rich colors and a weird cast of characters, and ended on a cliffhanger that left me intrigued to see more.

Shadow Gambit: The Cursed Crew

I happen to be replaying Commandos: Behind Enemy lines right now, which I recently learned is considered one of the hardest games of all time. This explains why it's taken me over twenty years to beat. I finally had a moment of enlightenment the other week and got past level ten for the first time ever, and since then have managed to plod through most of the rest of the levels (the D-day invasion, Berlin, and Up on the Roof levels were sheer insanity), although executing everything perfectly is at times a test of patience as much as it is a test of strategy. Anyway, Shadow Gambit is the latest Commandos-like from Mimimi Games. Its interesting to see the iterative UI improvements they keep making to this niche genre (remember when stealth games were all the rage in the 90s and seemingly every game had NPC vision cones?) and making it more accessible and mainstream. This feels like a bit of a step down from Desperados III in terms of complexity, and I feel like there's a "Fortniteification" of the character design and overall graphics, but it feels generally smooth and intuitive to play, albeit a little easy. I'm not sure if it's dumbed down or it just seems like a cakewalk compared to Commandos, but it's still fun to execute strategies, and I like that Mimimi's games make it easier to queue up multiple actions from your team, whereas in Commandos it's next to impossible unless you use Starcraft-level APM.

The "so stupid it's funny" category:

Vampire Hunters

This game was getting as many wishlists as some of the top games on Steam, so I was morbidly curious. It attempts to mash together all of the memes from recent best selling indie games and presents itself as a fusion of Vampire Survivors and, I guess, Brotato, but in first-person 3D, with movement somehow resembling Timesplitters or House of the Dead. The whole thing is a bizarre bricolage of ideas that don't gel together but is intended as a dopamine simulator. Basically, you get a gun in the center of your screen that you can keep upgrading into a Frankenstein monstrosity of multiple guns welded together, and enemies are constantly spawning in your face as you move on a conveyor belt towards the horizon. Lots of the usual upgrades, coins, slot machine sound effects, and sensory overload you would expect here. The strangely low FOV and perspective almost make it feel like a blobber dungeon crawler at times, with enemies completely up in your face, which doesn't work well at all with the need to spin the mouse around to aim and shoot at stuff. This is a truly weird game that I'm sure will nonetheless find its share of devotees, but I think it proves that you can't just shoehorn ten mechanics from other games and make them work.

The "so funny it's stupid" category:

Conquer Humanity

Robotron/horde arena style game where you play an evil superhero with outrageous abilities like flying, pounding the ground, picking up cars, shooting lasers out of your eyes, launching shock waves, and generally causing mayhem to the waves of cops, civilians, bosses, and rescue teams that fling themselves at you. The presentation and sound effects are totally over the top, and it seems honestly hard to die in this one because of how forgiving the game is, but it's worth five or ten minutes or so for the sheer silliness and seeing-things-explode factor. Videogame equivalent of popcorn. Fun but not filling.

 

One of the best new multiplayer games of 2023 has no microtransactions.

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