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FreshHalibut

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Posts posted by FreshHalibut


  1. 6 hours ago, Moby said:

    https://www.humblebundle.com/games/back-with-vengeance-best-boomer-shooters

     

    $18 for Deadlink, Forgive Me Father 2, POSTAL: Brain Damaged - Connoisseur Edition, Prodeus, Quake II, Turbo Overkill and Ultrakill.

     

    https://www.humblebundle.com/games/earth-defense-force-friends-unite

     

    $18 for EARTH DEFENSE FORCE 4.1 The Shadow of New Despair + All DLC, EARTH DEFENSE FORCE 4.1 WINGDIVER THE SHOOTER, EARTH DEFENSE FORCE: IRON RAIN, EARTH DEFENSE FORCE 5 and EARTH DEFENSE FORCE: WORLD BROTHERS.

     

    If anyone gets spares of EDF World Brothers, please contact me.

    Also worth mentioning that $1 still gets you EDF 4.1, which is older but still a good EDF.


  2. I've been playing old Bames Jond games, and I have thoughts.

    Rambling thoughts inside.
     

    Spoiler

     

    So I've been revisiting some of the old 007 James Bond games, and I noticed that they kind of evaporated overnight. Even before the runaway success of Goldeneye, there was a new Bond game just about every other year until about 2006, with that being the PSP version of From Russia with Love.

     

    I think many of them were quite mediocre, but they tried different things.

    There was a balance of gunplay, gadgets, and car chases that never seemed to work out.

    On top of that, they were usually pretty short, often asking the player to replay levels for high scores and "Bond Moments" which would unlock cheats or playable characters for the multiplayer.

     

    I recently went through Agent Under Fire, and it's only 12 levels.

    Two of those are vehicle levels, two of those are stealth missions, and another two are rail shooter levels.

    This leaves only 6 'regular' levels where you're actually running around doing things.

     

    Of course, a good chunk of the reason you'd buy a 007 game wasn't just for the single player mode, but for LAN parties and splitscreen. Agent Under Fire of course had this, and looking at reviews from the time seems to be the saving grace keeping it out of the bin.

     

    So a couple of observations.

    It seems apparent that some of the Bond games were chasing the success of Goldeneye by copying the formula. I think NightFire was the most successful and my favorite.

    The wildly variable quality is down to the Bond license passing through lots of different studios at this time.

    Even a pretty bland Bond game could be saved by having a multiplayer mode with fun gadgets and guns to shoot your friends with.

    A lot of the games tried to focus on "Cinematic moments" like you were playing a movie and not a videogame. Everything or Nothing suffers because of this. They shifted to third person with some truly awkward controls and lock-on system to make it more cinematic.

     

    So why the disappearance of the Bond franchise?
    It was being passed around to everybody and there were new games all the time. Many of those games were incredibly average, but not offensively bad.

     

    I have a few theories.

     

    1: Casino Royale came out in 2006, which spelled the end of Pierce Brosnan Bond and his videogame likeness. Most of the games were about gadgets and super-spy flair, Casino Royale had no gadgets and mostly features Daniel Craig punching people. (I don't hate the movie but it was a clear move away from over-the-top fiction.)

     

    2: Widespread adoption of online multiplayer with games like Gears (2006) and Cod4(2007) paving the way. Mediocre bond games could still bank on splitscreen multiplayer to sell copies in the PS2/Xbox/GCN generation. With the shift to online, the classic splitscreen multiplayer niche died.

     

    3: The Bond Estate being overly restrictive. Supposedly they demand that any game released must feature the current Bond, which right now means you must use Daniel Craig. This would track with all the Pierce Brosnan games, I guess the Sean Connery game slipped in between actors? Anyway, if you're limited to the Craigverse Bond, that restricts you to the more realistic interpretation of bond and not the sipping-martinis-while-shooting-baddies-from-a-jetpack version that they made like ten games about.

     

    The few Bond games that came out with Craig in them were fairly standard third person shooters plus a Goldeneye Remake.

     

    4: I'm also willing to chalk it up to both the license holders and the Bond estate seeing all the previous attempts at 007 games releasing to middling reviews and mostly giving up on the endeavor. Especially with ballooning development costs.

     

    After the release of Blood Stone in 2010 to average reviews, there was a final attempt with 007 Legends in 2012 which was a disaster. That marked the end of the 007 videogame legacy.

     

    So my personal thoughts are,

    James Bond games were killed by a combination of the industry transitioning to online multiplayer and the new Casino Royale movie producing a universe a lot less conducive to making "super spy" games. By the time they made a new Bond game, it was in 2010, about the second Craig movie, and it was just a pretty average third person shooter. They later tried appealing to nostalgia with Craig Goldeneye and 007 Legends, but it just wasn't working out, so they gave up. They couldn't compete with established online multiplayer games, and it wasn't worth developing a short single player game anymore.

     

     

     

    All this said, if IOI actually releases that 007 Hitman game they've been rumored to be making, I'm all aboard.

    It would also mark the first "real" 007 game in over ten years. Which is what got me thinking about all this stuff in the first place.


  3. 11 hours ago, A 1970 Corvette said:

    I finally got around to finishing Postal 2. I had played up until Friday my first time, then I had some issue that made me stop playing. I went back and did the entire game.

     

    Let me just say I shouldn't have because I had experienced all the good parts of the game and the weekend was a complete slog with much less of what made the game fun or memorable and a lot of bad level and enemy design. All of it topped off with the worst boss fight I've ever played in a game, including shitty source or half life mods, where it's basically just running a circle around the boss and holding down M1 while adds that can't even hurt you unless you do something dumb like light them on fire spawn in. The cherry on top was that as I killed the boss, the game crashed and didn't even give me the ending cutscene. Now at least that is probably due to it being an old game, but everything else was much less excusable.

     

    It is sort of a game that gaslights you by spawning enemies in places you'd have labeled as "safe" if you've played an FPS game before, like places directly in your field of view or directly behind you. During the week it's a little excusable since the map is open and you could be approaching from different directions as you play, but the weekend section is basically linear and still does that shit to you.

     

    It also has a serious inventory bloat issue where there are almost a dozen melee weapons ranging from "instantly kill non-boss enemies with one swing" to "30 direct hits to kill a basic enemy." The basic shotgun is fucking worthless, but the super shotgun is probably the best weapon in the tight corridoor areas of the game (which is about 3/4ths of the game). The stock pistol is worthless outside of the start, but randomly deals insane damage to one particular boss. This sandbox of quirky weapons works better in the open world branch of the game where you can experiment on weak enemies and becomes basically a debuff as you play near the end where enemies are too tanky to bother using anything other than the strongest weapons and all that happens is you have to tab through them to get to the actually good weapons

     

    It also does something that really drives me up a wall in games where enemies can make better use of weapons than you can. Chief among these are grenades which are useless for you (both impossible to hit enemies with without hurting yourself, and also are so anemic that they only threaten basic enemies that die to everything else) but incredibly frustrating when enemies use them, but also most fire-based weapons which only work in the most open areas of the game since enemies that are on fire will just beeline towards you and set you on fire too. Explosives in general seem to only have wide explosion radii for you, and not for enemies and near the end of the game even the rocket launcher feels like a waste of time since the more stock weapons like the AR and the super shotgun guarantee a self-damage-less kill that is more consistent.

     

    Despite all that I had fun with it, I just kinda hated the weekend segment. It's kind of really short if you don't include the weekend though and probably doesn't replay super well since part of the fun is the stupid jokes and terrible dated humor. I only managed to have a positive experience replaying it since it had been around six years since I last played it.

    Yeah, Apocalypse weekend is generally regarded as a pretty bad expansion pack.
    Monday to Friday is the core game and Saturday/Sunday turns into a crappy corridor shooter for most of it.

    Running around the hospital with nothing but scissors trying to kill dervish cats and coleman hallucinations was painful.

     

    But if you haven't played it already, Paradise Lost is an excellent expansion.

    It adds another week starting after the apocalypse weekend, a bunch more content, and it's free roaming like M-F.

    It's essentially Postal 2 - Two.


  4. https://www.humblebundle.com/games/mega-man-franchise-pack

     

    $20 gets you nearly all the MegaMan re-releases plus MM11. (No Battle Network Though)

    I'm not sure how the PC ports are, since I bought them on switch, but not a bad deal if you're interested in the extra features.

    No idea what's going on with the enigma DRM.

     

    Although if you're not interested in any of the extra cheevos/art/challenges, you're probably better served emulating everything.
    They're collections of Nes/SNes/DS games, you could probably run them on a toaster. Even the Wii era Titles (9-10) are pretty lightweight.


  5. I finished Blood West about a week ago, and I have thoughts.

    I picked it up in early access, back when there was only one map to go through, and now it's out in full with the full three maps and story (since December).


    Rambling Inside

    Spoiler

     

    Mechanically, Blood West is a stealth shooter set in the "Spooky West". I can best equate it to wild west S.T.A.L.K.E.R. (or at least what everyone idealizes as STALKER).

    You adventure the spooky west as a squishy undead cowboy man. While you can level up your abilities to get better at fighting, you're always only a couple hits away from death.
    Furthermore, there's no manual or quicksaving. It works on DarkSouls logic where enemies (some of them, not all) respawn when you die or rest.

    So the gameplay quickly becomes about sneaking around and eliminating threats before they can attack you.
    While doing that, you're looking for cursed artifacts found throughout the map.

    Some of the artifacts are plot important, but many locations are optional and contain good items, unique weapons, or simply lore.

     

    I picked up the game in Early Access for 10 bucks back when it only had one level.

    I finished the first world and thought to myself "Wow what a cool game! What a great value! I can't wait to see what more they come out with!"

     

    About a year passes with no news, and they eventually reveal the second major world. A wild west Swampland with new enemies, weapons, and double the size of the old map!

    I played this map when it came out in early access and it was a great second chapter to the game. The enemies were meaner and the gear you got was a step up from before to compensate. The plot started getting interesting since they added NPC questlines to follow besides the main quest, but being the second chapter it ends on a cliffhangar.

     

    About another year passes, and we have news of the final chapter, which released this past December. This time it's a spooky wild west mountain.

    And after finishing the game's third and final map, I feel I have to take back all my glowing impressions from earlier.

     

    The third map has a multitude of problems both mechanically and narratively that sour the last third of the game.

    There's not much in the way of new enemies or weapons, the new enemies are largely bulletsponges, and the mountain environment is fairly sparse compared to the wonderful denseness of the swamp. The second and third maps are around the same size, there's just less in the finale.

     

    While I appreciate the new weapons and artifacts of the finale, they aren't integrated well.
    There's only one copy of each new weapon class, and old weapon classes get one unique reskin.
    On the one hand, the new weapons are devastatingly powerful, but if you don't go to their exact location, you can play nearly the whole map before finding them like I did.
    This means you're playing 90% of the finale with gear from the second map, which only exacerbates the bulletsponge problems.

    One particularly annoying example of poor implementation is a unique weapon being both available in the shop, and as a pickup in the world.
    No other named-unique item is treated this way, it's like they forgot to remove it from the shop when they placed it in the world.
    I wouldn't call it out so much if it wasn't located preposterously close to the shop that sells it and not even that hard to get to.

     

    Another issue with the mountain region is the necessary asset reuse. While the new enemies feel appropriately hellish and otherworldly, they also mix in enemies from the first two zones just to fill out bodycounts. Chapter 1 and 2 had nearly bespoke enemy rosters for their map whereas Chapter 3 reuses a lot of old enemies in ways that aren't internally consistent. Why would the water-based leech worshipers be hanging out in the water-free hell zone?

     

    Now I'm willing to overlook a lot of this, but what really burns me is the complete and total ball drop of the narrative.

    Part of the reason I was willing to push myself to the end amidst all these other issues is for a resolution of the plot points introduced in chapter 2.

    Not only do they sweep chapter 2's cliffhanger under the rug, the overarching plot takes a complete nosedive.
    It's like they just wanted to kick it out the door after spending too much time on what was supposed to be a smaller project for them.

     

    Plot Spoilers Ahead.

    Spoiler

    Plot is light, but it's impressive how much they manage to gigabotch it.

     

    Chapter 1:

    We are a badass cowboy who has been resurrected to fight the evil in the cursed lands.
    This evil is manifested as corrupting Gold artifacts that we must seek and retrieve.
    Our liason for this adventure is the Totem of Souls, which is Gianni if he were a Native American Cowskull spirit guide.
    We go out, find the cursed Gold, return it to the Totem for destruction and to trace the root back to the boss monster.

    We kill the boss monster and the Totem says good job, but there are more cursed lands we must purify.

     

    Chapter 2:

    We are introduced to the second cursed land by the Totem, it doesn't know as much about the swamp so we have to go help the locals out a bit.
    The locals talk of a corrupting spirit that can't be killed by man, the only one who knew how died, so we go on a quest to resurrect them.

    We resurrect another undead cowboy who tells us how to kill the boss monster and also hints that the Totem is merely using us to purify the lands and is basically going to make us his errand boy until we super-die or go insane. So he suggests that we peace out to the mountains to escape its influence.

     

    Chapter 3:

    We escape to the mountains but Oops you died! Build a new Totem of Souls because I can't be bothered to resurrect you every time you die!

    Also whoever you helped out in Chapter 2 shows up to say "I'm leaving forever, goodbye, buy my unique gear before I disappear lmao"

    So we deliberately leave the swamp with the other undead to escape our servitude to the Gianni Totem, only for the undead to say "actually we need to build a totem, get to it"?????
    So we go on a fetch quest to build a new totem after LEAVING THE OLD TOTEM BEHIND and after building it, Gianni shows up in Demon form and says "I WAS THE FINAL BOSS ALL ALONG" And then he dies in like six shots...

     

    Which, okay really dumb twist, but at least the ending cutscene will be decent right? We defeated the (now demonic) Totem of Souls for some reason... and have escaped our servitude. Only no, the totem essentially says "You didn't win, you can't kill me" and we get a scene of demons stomping around a wild west city while Gianni continues to say "You didn't win! Nothing you did mattered! You'll get bored fighting demons someday and come back to me!" And frustratingly that's what happens in the ending cutscene...

     

    So to put it shortly,

    Chapter 1: We are resurrected to fight evil by Native Spirits working against demonic incursion

    Chapter 2: We saved the day and our boss said "get back to work idiot" so we make plans to escape after saving the day a second time

    Chapter 3: We escaped the Native Spirits, but we summon them again because??? and then they say "Hahaha we were actually evil the whole time, literally nothing you did mattered and everyone is probably dead"
    This is somehow in spite of the fact that they used to you kill off cursed entities and save the lands in Chapter 1 and 2.

     

    Just absolutely baffling. I can only imagine they were slapping together the plot and gameplay for the third chapter to get it out the door and reassign people onto other stuff.
    There's no other rationalization I can come up with for Chapter 1 and 2 being so tight and then the finale jumping the shark.

     

     

    Tldr: I was really impressed by early access, but then the final release kind of ruined it by feeling kicked out the door
    The ending feels so much worse compared to the first two thirds of the game.


  6. I recently remembered another game I played last year, Ctrl Alt Ego

     

    It advertises itself as an immersive sim with a multitude of ways to solve problems.

    To it's credit, it delivers on this promise through the whole game.

    It has a skill system where you can lean into stealth, hacking, or combat abilities and it's really a lot of fun.

     

    I think the main thing that erased it from my brainscape is the major plot spoilers at the end of the game. (Actual Major plot spoilers for Ctrl Alt Ego)

    Spoiler

    For most of the game, Ctrl Alt Ego spends its time building up a narrative of intrigue and corporate espionage. You find data logs and records of what happened before you arrived and piece together the history of the various characters you find through the game. Only for the absolute wet fart of "It was all in your head" pull at the end of the game. The ending upset me so much that I nearly erased the entire experience from my mind until I was browsing my steam library again. It's like if you went through all of Deus Ex only for the final reveal to be that JC was in a coma and read too many conspiracy books.

     

    I can't say the ending is a complete asspull, because if you know what's going to happen, there's subtle acknowledgement through the whole game.

    This doesn't make it a satisfying ending to me, it just means they intentionally wrote the big twist as an unsatisfying gotcha at the literal last minute of the game.

    I think it hurt more because I was invested in what was going on and looking forward to a conclusion, only to end up with "Nothing you did mattered or even happened in the first place". It hits worse than some other games that have done the same thing, because they don't even acknowledge anything you've done in the mind-verse.
    Like, besides hitting the exit portal, narratively literally nothing mattered. My fault for getting invested in the corporate sabotage story I guess.

     

    It might be a media literacy issue on my part, because once you know the twist, you can see all the extra color given to the mindscape story based on the character's perceptions and biases. Honestly though, I'd rather have actual stakes and a plot that matters rather than "Haha it was all in your head, the boss was cartoonishly evil because he hates his boss haha"

     

    Its painful, because I'd say it definitely delivers on the gameplay, but narrative pissed me off so much I don't want to go back to it.

    Like, I'd rather have no story and pure gameplay systems at that point.


  7. 7 hours ago, hugthebed2 said:

    I randomly joined one of my low-priority discord groups cuz I saw there were a lot of people in a channel. One of them was playing and streaming "Haze", an FPS for the PS3 I've never heard of. I thought it was a relatively intriguing viewing of the game. I was pleasantly surprised by the story, but they reached a point an hour and a half or so in where the person said "and that's where they just... stopped with the story".

     

    I looked up the rest online and 6 of the 7 paragraphs for the plot on Wikipedia were dedicated to that beginning that was neat. A shame the game is actually pretty bad, likely from publisher intervention.

    I actually played through Haze on my PS3 about a year ago.

    It had some interesting ideas, but it ultimately didn't go anywhere.

     

    I did think the idea of perception altering drugs was interesting and hasn't been done too often in FPS games I think.

    The idea that both factions would literally perceive the map differently was an interesting idea.

     

    Playing the campaign, it definitely feels like they built the multiplayer first though.


  8. I ended up playing a mix of new and old stuff this year.

    Ended up on the hypetrain for a decent number of high profile releases.

     

    As I wrote this, I realized I played a ton of short games, mostly shooters, this year.

     

    Stuff I played this year.

    Spoiler

     

    Beat Pizza Tower (2023)

    Spoiler

    Quality game that everyone's already praised. I don't think there's anything more that I can add except that I played the whole thing on Steam Deck and it was great as a portable title.

     

    Beat Resident Evil 4 Remake (2023)

    Spoiler

    The latest Resident Evil remake is fun. Everything I expected to be there was there along with new stuff. I don't really have a lot to say about the game, I feel it's a quality redo of the original. Mercenaries mode is fun, Assignment ADA was fleshed out a little bit, and I just had a good time with it overall. I don't like Saddler as much in the remake though.

     

    Beat Disco Elysium (2019)

    Spoiler

    10/10 Experience, Did my playthrough as a Int/Dex ArtCop and had a great time being an art snob who knows every little detail about Contact Mike. I do have a major spoilery complaint though,

    Spoiler

    I wish the ending touched even a little on the ramifications of your actions over the course of the game. It *feels* like there should be three or four Fallout style ending cards per major plotline, but the game just ends and that's it.


     

    Beat Armored Core 6 (2023)

    Spoiler

    Another high profile release. I finished all the playthroughs and had a great time overall. I think I ended up cheesing a lot of the game by running Tetrapod legs though. I flew around like a helicopter with Dual miniguns and rockets as my problem solvers. The voice acting for characters you never physically see was really actually super good. Everyone talks about Rusty, but really the whole cast is stellar. I fought most of the bosses before they got nerfed and felt appropriately challenged most of the time. Didn't touch PvP but really stellar experience building and painting my own mecha and blowing stuff up.

     

    Beat Robocop Rogue City (2023)

    Spoiler

    Was really pleasantly surprised by this one. The entire game is a tribute to the first two Robocop movies and it's full of easter eggs and callbacks to scenes from the movies. The shooting is fun, the character moments and humor were all pretty good, and they got Peter Weller to do the Robocop voice. The whole game feels like a highlight reel of gags and locations from the universe. The story isn't anything groundbreaking, but I enjoyed it. Narratively it's an unofficial Robocop 2.5. Most of the fun writing comes from the sidequests and character interactions when you're not blowing heads off.

     

    Beat Serious Sam 4 / Siberian Mayhem (2020/2022)

    Spoiler

    It's Serious Sam again, but way better than SS3. Better enemy variety, better weapon variety, levels are kind of plain though. Vehicle sections are okay, but mostly setdressing.

     

    Beat Stanley Parable Ultra Deluxe (2022)

    Spoiler

    The funny narrator game got a bunch more content and it's all pretty good. Enjoyed my time with the new version.

     

    Beat Amid Evil / The Black Labyrinth (2019 / 2023)

    Spoiler

    What a visual stunner, creative environments and fun gunplay once you figure out the arsenal. Amid Evil follows closer to Hexen than Doom, so you've got Weird projectile swords and needle shooting Maces instead of Shotguns and rockets. I'd say the first world is a little eh but worlds 2-5 are super neat.

    The Black Labyrinth Expansion is a prequel that just released this year and adds about three more worlds to the game. Newblood learned a lot since 2019 and outside of the initial swamp area, The Black Labyrinth is full of cool environments and setpieces.

     

    Beat WH40K Boltgun (2023)

    Spoiler

    Finally a good 40K single player FPS. Maybe a little long for the enemy variety it has, and if you don't get a kick out of using a volkite cavalier to pop chaos marines, you're not going to like it as much. Still a solid time, but more Doom 2016 than Dusk.

     

    Tears of the Kingdom (2023)

    Spoiler

    I only finished BOTW just this year, but I'm glad I did. Jumping into the sequel after clearing all of BOTW's stuff made the improvements and story changes hit just a little better. It was nice seeing the world move on after the first game and building stuff is fun. More enemy variety,  more weapon variety, just more of everything really. Exploring still feels just as rewarding especially with the new gear to find. I look forward to going back to it at some point.

     

    Beat Metal Hellsinger (2022)

    Spoiler

    As a fan of rhythm games, shooters, and heavy metal, this game ticks all my boxes and it is wonderful. The soundtrack is great and utilizes play better, soundtrack-gets-hype technology, the weapons all feel great to use, and every level feels visually different. My main complaint is that there isn't more of it, but wouldn't you know they patched in a horde mode a few months ago.

     

    Beat Sludge Life (2020)

    Spoiler

    Funny little exploration game heavily centered on grafiti. Kind of a virtual tourism game as you explore the world and interact with it's grimy inhabitants.

     

    Beat Vomitoreum (2021)

    Spoiler

    A Metroidvania Doom style FPS with a freaky artstyle. You have infinite ammo and explore the world finding powerups and key items to unlock more of the world. The story is pretty dark actually and told through the environment and enemies you face. Fairly short and unique experience with some existential dread thrown in for good measure.

     

    Beat Dangeresque The Roomisode Triungulate / Halloween Hide 'N Seek (2023 sorta)

    Spoiler

    The standalone release of the Homestar games was a surprise to be sure. Remade with full voiceacting, it was like putting on a pair of comfy socks and being transported back to the days of SBEmail. A very short but nostalgic romp full of that same familiar humor they're known for.

     

    Played Impaler (2023)

    Spoiler

    Single room Roguelite FPS where you fight hordes of dudes and collect treasure to buy powerups. Really simple to pick up and play, but what sets it apart for me is that rocket jumping (spike jumping) is a core survival mechanic, it's really fun to catapult around the room dodging enemies and raining down bullets.

     

    Played Ion Maiden / Aftershock (2019/2023)

    Spoiler

    Ion Maiden finally released the Aftershock DLC so I decided to dive back in. Haven't quite finished it, on episode 4 out of 5 I think? The enemy variety feels like it stagnates after about the third episode and you've got most of the arsenal by then too. Wins my vote for what I'd want out of Duke3D - 2. Really pretty build engine game that plays well, environments all feel well realized. Need to finish the vanilla campaign and dive into the DLC.

     

    Played Turbo Overkill (Early Access 2022, Full Launch 2023)

    Spoiler

    Only played the first episode but it's a lot of fun. Very over the top and neat environments to explore. Feels like a total power trip so far, not sure how they're going to balance it later in the game. Hard to consider the player weak when you can double jump away from danger, shoot a guy while wallrunning, and chainsaw slide someone's legs off while landing.

     

    Played Prodeus (2022)

    Spoiler

    It's competent? I have no complaints about it, but I didn't end up finishing the game because it wasn't super gripping me. It was fun enough to play, it played like a modern boom shooter, but something about it was just plain? I'll probably go back to it when I'm looking for something to turn the brain off to.

     

    Played Ghostware: Arena of the Dead (Early Access 2023)

    Spoiler

    Weird little game that's inspired by Q3:A and Unreal. The story is split between what are essentially bot matches and exploration and intrigue. I honestly don't like the weapons very much and the controls feel weird. I do like going to maps after the match is over and trying to boundary break, that's the other core of the game. You're trapped in this Unreal Tournament clone and need to poke at the edges of the world to try and find glitches and things to break out of it. It's just the Unreal Tournament part of the game I didn't like that much. It's in early access so I hope they polish it up some more, high octane combat spaced out by creepy glitch worlds still sounds really interesting.

     

    Beat Pikuniku (2019)

    Spoiler

    Cute little physics jumpy game. I enjoyed it but I wasn't enamored with it.

     

    Beat Slayers X (2023)

    Spoiler

    It's actually unironically really good, as long as you can appreciate a little intentional jank and the 2000s aesthetic. In lore it's made by Zane and his programmer buddy, so it's full of stupid jokes and references to Hypnospace Outlaw. It plays well and the levels are fun to explore and easter egg hunt. The S-Blade has a Hackblood charge.

     

    Beat Apocalyptic Vibes (2023)

    Spoiler

    It's really interesting, but I wouldn't say its good? It goes for a photorealism art style, but in the doom engine, so everything is a 4K texture with primitive polygons. The damage tries to do the Stalker thing where everything is hyper lethal, including you, but checkpointing is very not good and quicksaves just bring you back to checkpoints. The story is bad and obtuse, but it's translated from Russian so maybe it's lost in translation? It's full of things I want to enjoy, but the developer dumped it on steam, released a few patches and then the war started. So I don't know if it will ever get polished up or finished. The idea of Doom Engine Stalker seemed really interesting, but it's not a good package.

     

    Played Shadows of Doubt (2023)

    Spoiler

    Really neat procedurally generated detective game. You generate a random city to do detective work in and murders are procedurally generated as you play. All the detective work is manual, you have to make your own pinboards, follow your own leads, and chase your own clues. There's a few tricks that can make the game easy, but it's still in early access and receiving content updates. It also fancies itself an Immersive sim, so there's plenty of hacking computers, vent crawling, and stealing involved in your detective work.

     

    Beat 77p Eggwife (2023)

    Spoiler

    Of all the shitpost games I've played, this is the most shitpost out of all of them. A shooter inspired by Postal2 but even less tasteful with the over reliance on sex/toilet humor. The game never takes itself seriously and goes for silly or shock humor. I can't find anything on the developers, but It's like a weird British Toilet Postal 2 judging by the jabs at Tesco and Sheffield. The kind of thing you play for the spectacle and insanity rather than gameplay. Although it does play competently.

     

    Beat Titanfall 2 (2016)

    Spoiler

    10/10 Wonderful great amazing shooter. I'd heard about the hype, but just the tutorial level blew me away with the freedom of movement and dexterity they expect you to show. The rest of the campaign is really super good, wonderful setpieces all around (not just "the device!"), and jumping into the Titan to break up the on foot sections was great. Unlocking more Titan loadouts over the course of the game spices things up, the infantry weapons are fun to use, and I just loved the back and forth between BT and Jack. Just really wonderful time with the campaign, one of the best I've played.

     

    Slay the Princess (2023)

    Spoiler

    Okay, so I don't normally go for visual novels, as evidenced by 90% of my list being shooters, but I saw this one pop up on my steam recommends and gave it look. Steam was likely inspired by Disco Elysium and Stanley Parable earlier in the year. I didn't actually buy it until I kept seeing news about it pop off, so I decided to check it out and see what all the fuss was. Now I'm still not big on VNs, but I did really enjoy this one. There are a lot of branching paths and the story goes places I wasn't expecting. I didn't boot it up to play a romance game, and it fully supports that surprisingly. There's a lot of surprisingly good voice acting and writing and many ways for scenarios to play out, even ones that ultimately lead to the same branch. I've gotten a few endings, but I've only found roughly half of them I think.

     

    Played Mechwarrior 5 DLC (2023 DLC for 2019 game)

    Spoiler

    It's more story missions for MW5, a game already at odds with its playerbase. I enjoyed it, but it's clearly on life support while they work on MW5 Clans.

     

    Played Splatter (2022)

    Spoiler

    Weird psychedelic horde/arena FPS where your weapons are fueled by Testosterone and Estrogen. Enemies adapt to your tactics as the level progress meaning you have to change strategies or weapons to stay on top. This often means getting armor, but if you're doing headshots a lot, enemies will start moving more erratically. There are a series of "Mission givers" which each have their own level gimmicks, but there's also story behind the story where you're breaking into the game behind the game. On the surface you're doing missions for random goobers, but after a few of those you're suddenly finding audiologs about the company before it went bankrupt and what happened to the other subjects. Interesting stuff, but the gunplay is just a little too janky sometimes. I got decently far, but haven't finished it. By the time I stopped playing I was lime green with pink nails shooting lightning at dudes in a mall while a motivational speaker kept telling me to find the light. Trippy stuff.

     

     

    Top picks are probably

    TitanFall 2 - One of the best campaigns I've played in a really fun shooter.

    Disco Elysium - This one's going to stick with me

    Metal Hellsinger - Finally a heavy metal Rhythm FPS game that isn't a roguelike

    Robocop - Weirdly really good

    Shadows of Doubt - Hope it gets more updates

    Pizza Tower - Of course

    Resident Evil 4 Remake - Really solid

    Armored Core 6 - Really Solid

    Slay the Princess - Not usually my thing, but was very surprised.

    Tears of the Kingdom - Really enjoyed the new stuff, need to go back to it at some point.


  9. I've still got my gifted items with names from the old SPUF server, weapons from Facade and Silent and some changed names I can't recognize.

    Not a famous name or anything, but as one of the resident Deus Ex fans I'd craft a Widowmaker for you.

     


  10. I finished playing the Castillo Duology, Castillo - Shattered Mirrors and Castillo - Nine Circles, and I found them really interesting.

    I actually played the first one last year, but the sequel Nine Circles came out in October.

     

    Out of the gate, both games attempt to be something quite rare in the FPS space, they are trying to be a hybrid of collect-a-thons and FPS.

     

    The first game, Shattered Mirrors, takes heavy inspiration from Mario64.


    Rambling Overview

    Spoiler

     

    There's a collection of themed worlds with 6 levels each (4 normal, 1 survival, 1 boss), somewhere around 120 for the whole game.
    Played in order, each world has an unspoken mini-narrative. For the farm level, you start at a barn and by the last level you've made your way to the alien invasion site.

    It's just barely there, but I liked the environmental storytelling for each world.

     

    Each level contains a shard (star) needed for progression as well as a secondary collectible in the form of Roses.

    Finding all the roses grants an additional shard, so most levels have two.

     

    You need shards to unlock more worlds and more parts of the castle.

    Speaking of which, the Hub world is essentially just Princess Peach's Castle from Mario64, except it's Dracula's Castle.

    Just like it's inspiration, there are hidden shards to find within the castle walls too.

     

    Besides unlocking more levels, collecting a set number of shards will give you the choice of new weapons for your arsenal.

     

    Arsenal Weirdness

    Spoiler

    When you unlock a new weapon, you're given the choice between two options which are meant to fill the same role.

    Only, you're not given any indication as to what the weapon does until you pick it.

    Most of the weapons are perfectly usable, but there are some clear losers in the bunch.

     

    You have the standard kit including your starter pistol, which does starter pistol things.

    There's a whip melee attack which is actually really good since it hits in a wide cone.

    And a flashlight which works on two enemies in the game.

     

    For shotgun, you have the choice between a standard FPS shotgun and a crossbow. The crossbow is actually an arrow shotgun, but is less accurate/useful.

    Going in blind, you'd guess the choice is between close range and long range damage, but actually no.

     

    For the Rocket launcher slot, you have the choice of a rocket launcher, or a useless Sniper Rifle.

    The rocket launcher can open blocked passageways, the sniper rifle doesn't even do enough damage to oneshot things.

     

    In the chaingun slot, you have the option of an inaccurate SMG or Alien Blaster.

    The alien blaster is like the starter pistol, but does big damage and has slightly less ammo.

    The SMG wouldn't be bad as a rapid fire gun, but the shots veer left and right at random.

    It's like they took Doom's chaingun, but implemented it less elegantly since you can tapfire Doom's chaingun for accuracy.

     

    One more weird thing with the armory, you never get ammo counters.

    There's a vague ammo meter for each gun which spends it at different rates, the ammo bars are all separate at least.

    Also there's no specific ammo types, you just pick up a yellow ammo box and it maxes out your ammo for every weapon.

     

    Damage Weirdness

    Spoiler

    So we have our arsenal and a bunch of enemies to shoot on the way to the collectible, sounds simple enough.

    Enemies and damage are really strange in this game however.

     

    Some enemies seem to take extra damage from certain weapons, with no indication that this is the case.

    I have no idea if the damage is split, or if enemies have specific weaknesses, only that skeletons can be oneshot with the whip but take three shotgun blasts.

     

    Weapons don't seem to have any consistent damage profiles against enemies.

    Sometimes it takes one pistol shot, but the same enemy would take three rockets.

    In fact, rockets are fairly poorly implemented. They do damage the player and are relatively ineffective as a weapon.

     

    I spent most of the game shooting things with the alien blaster since it seemed to function as a heavy pistol.

    Its perfectly accurate and oneshots most things.

     

    Enemy Weirdness

    Spoiler

    There's a colorful collection of enemies in the game, themed for each world.

    The variety is actually great, every world has something new to throw at you, from slimes to giant bugs that hide as money.

     

    What's not great is that half the enemies seem to barely work.

    Many enemies deal contact damage, except they don't, so they're completely non-threatening.

    Some enemies however, deal so much damage that they kill you from full health, at maximum possible health.

    There's no indication which is which, you just have to learn the enemies.

     

    Oh, but there are enemies which are designed to kill you from full health, there's a Slasher villain and the grim reaper.

    I'm not talking about those, clearly telegraphed instant death enemies.

    I'm talking about the little mascot devils that instantly kill you and count as a standard enemy for some reason.

    And the lava frogs that deal leaky lava damage through walls and floors and have buggy hitboxes making them difficult to hit.

     

    The bosses are all either way too lethal or completely ineffectual.

    It's less of a back and forth fight, and more a DPS race to kill the boss before they oneshot you.

     

    The variety is nice, but it feels like a lot of them are half functional.

     

    Level Weirdness

    Spoiler

    While I appreciate the variety of environments on display, some of them were not properly playtested.

     

    Water is instant death, so the flooded world is a pain because it's a crapshoot if the waves are going to graze your big toe through the boat you're platforming on.

    One of the boss levels later in the game plain does not work.

    If not careful, it's fairly easy to clip through the walls or floor and fall into the void.

     

    Also each level is like, a couple of hallways.

    We're talking 1-2 minute completion time for many levels, which means each world is only like 10-20 minutes long.

     

    So the overall game is actually a decent length, but each level is bite sized.

    It kind of works to the game's favor, because if you bug out or get oneshot by something, you're not losing much progress.

     

    Despite all these frustrations and oddities, I found myself finishing the game out of morbid curiosity.

    The story and voice acting are... fine. They're charming in an amatuerish way. Man loses wife, goes to kill dracula for revenge, simple.

    The game takes the story seriously and the VAs put heart into it, but the audio balancing is all over the place the writing isn't anything surprising or special.

    One interesting bit is the time traveling buddy who you meet at various points in the story, sometimes having met you before, sometimes meeting you for the first time.

     

    So in summary, the first game is a weird experience that mostly functions.

    It's this combination of ideas from Mario64 and FPS games made by someone who clearly doesn't understand FPS games.

    In a world of polished FPS gems and bland clones which miss the point, Castillo is neither of these.

    It's a FPS collect-a-thon made with a clear vision and a lot of heart, but is really rough all over.

     

    So let's get into the sequel which came out bit over a year later.

    The second game, Nine Circles, follows something closer to Banjo Kazooie.

     

    Rambling Overview

    Spoiler

    This time, we get to play as Dracula before the events of the first game, but due to time shenanigans after too.

    Essentially we play as Dracula before he turns evil, but the hero from the first game has been time traveling around trying to kill Dracula again and turned a little insane.

     

    Dracula descends into the 9 circles of hell, which have all been turned into amusement parks by the first game's hero.

    The hub world still connects to each themed world, and still has secrets to find, but each world is much expanded.

     

    Also, each world has a not-mumbo-hut which sells either new guns or new powers to the player.

    Instead of only collecting shards to progress, you're given progression abilities in each world which grants access to more of the hub.

    In order to open more of the hub, you need enough shards to unlock one of the hub's boss and defeat them.

     

    By the end of the game, Dracula has a lot of abilities to scoot all over the place.

    Many are situational, but he gets double jumping and gliding which makes backtracking a breeze.

     

    The new level structure

    Spoiler

    Worlds in Nine Circles are all open world amusement parks themed after Sins/Circles of hell.

    Each level now has ten shards to find in any order, one of which consisting of finding 5 lost-souls (basically Jinjos).

     

    Some of the level will not be accessible until you find the shop and buy that level's powerup.

    For the most part it's a natural flow, I quite liked it. There are godbeams on points-of-interest to help the player navigate to shops, shards, or souls.

    Also, on the pause screen, each shard has a name which hints at where it is.

     

    So outside of bugginess, it was pretty easy to find all the shards on any given level.

     

    Also each world still has its own themed enemies, although later levels will throw in enemies from earlier levels even outside of the theme.

    Some enemies are completely new, while others are recycled from the first game when appropriate.

     

    New abilities and minigames

    Spoiler

    Each world has an ability to find and sometimes a new weapon.

    Most of these are situational things like ziplining, wallrunning, and teleport doors, but I liked how each world integrates it's upgrade into the overall level.

    There are also transformation spots in a few levels where Dracula turns into a bat or fish for a short time to get a shard in some hard to reach location.

    As you do with a game inspired by Banjo-Kazooie.

     

    Additionally, there are a number of minigames sprinkled throughout the game.

    Some of them feel like experiments from the developer, like "Coaster Chaos" being a Game&Watch minigame or Bumper Cars consisting of red dots pushing each other out of the ring. The kind of thing you'd find in an old flash game.

     

    Each world also has a time machine that takes Dracula to what is essentially a short Wolf3D inspired level.

    They're practically just hallways with some enemies and a shard at the end, but they're short and different.

     

    New enemy weirdness

    Spoiler

    All the old enemy weirdness from the first game is still present, although I swear there are *more* enemies who don't deal damage.

    The new enemies still have the damage resistance strangeness as well, such as the cerberus dogs taking a ton of bullets or one melee swipe.

     

    This is actually a bit of a boon, because every time you complete a scene transition, all the enemies in the world respawn.

    I'd rather have a bunch of enemies I can scoot past than have to re-kill everything every single time.

     

    On the whole, I'd say the enemies are generally ineffectual, but not completely ignorable.

    They probably won't kill you, but you still have to eliminate them to be able to explore freely.

    There are still a few enemies who are always oneshots too, but they are greatly reduced.

     

    Mostly what will kill you is falling into a pit or touching a part of the level that triggers instant death.

     

    New Arsenal

    Spoiler

    The new arsenal is basically a straight copy or upgrade over the first game.

     

    You get the classic pistol and melee swipe, but there's only one type of weapon for each slot now.

    Your set gear list is a regular shotgun, an accurate machine gun, the same useless rocket launcher, and a flamethrower thing that barely works.

     

    The pistol, shotgun, and machine gun are enough to clear anything in the game so I don't mind the others being kinda wack.

    The rocket launcher still serves as a door opener more than a weapon and the flameshooter thing only has five shots, but doesn't actually seem to kill anything.

     

    Once again, despite all the jankiness, the game had a clear idea of what it wanted to be and was made with heart.

    It's more ambitious than the first game, opting for an open world structure instead of discreet levels, and improves upon some of the problems of the first.

    However many problems from the first game are still present in the sequel. It's still not a very good *shooter*, and design issues present in the first game are still present here.

    I think it's better than the first game, but they tried to achieve different thing I think.

     

    So I'm fascinated by the Castillo games, because I'd say they achieve being collect-a-thons, but fail at being engaging FPS games.

    The FPS mechanics are incredibly basic at best and enemy damage, both taking and receiving, is incredibly unintutive.

     

    There are interesting worlds to explore, but the level geometry is all slipshod and janky.

    The story, while basic, is taken seriously and has stuff going on, but is plagued with audio issues.

    There's a lot of heart and design intent, but polish is nonexistent.

     

    It's like playing someone's college term-project, but they had money and time to make it a decently long experience.

    Polish is nonexistent, but a lot of ambition and positive energy went into building the game.


  11. David Szymanski (Dusk/Iron Lung/Squirrel Stapler) has been lighting a fire under Epic's / Tim Sweeny's ass, so I hope they bring the unreal games back.

    I grabbed them before they were delisted, but Unreal stands among Quake and Doom as one of the most influential FPS games of its time.

    To scrub them from all storefronts is beyond stupid.


  12. As a longtime TTYD fan, I'm over the moon it's finally getting a remaster.

    I've finished it on gamecube probably a dozen times and it's one of my favorite games ever.

     

    I know it's been a year of Sequels and Remakes, but I've been waiting so long for TTYD to be available on anything besides original hardware or Dolphin.

    And this looks like genuine care was put into it instead of a cheap upscale.

     

     


  13. 13 hours ago, Gyokuyoutama said:

    EDIT: As proof that this is really about people being dumb and flocking to AAA games, I haven't heard Pizza Tower mentioned.

    I'd argue a lot of that is down to stuff like Pizza Tower still being PC only. There are a wealth of cool indie games on steam... Available only on Steam.

     

    I have a friend who is console only and actively hates mouse+kb.

     

    I can tell him about Blood West, Pizza Tower, Shadows of Doubt, Turbo Overkill, Incision, Supplice, Impaler, Gloomwood, or any other pc indie game from the last year or two. It all passes him by because he'll never play it if it isn't on consoles. Like, he loved Dusk when it came to consoles, but my man had to wait three years for it.

     

    Meanwhile all the AAA games are on everything and get a ton of advertising. I'm a lot more likely to run into somebody who's played RE4 Remake than someone who's played the finished console release of Nightmare Reaper.


  14. So they just released Quake 2 Remastered. Weird timing on my part since I just finished playing the original (base campaign) off GoG yesterday.

     

    Although reading up on the Remaster, it seems its not a 1:1 remake. Besides the obvious graphical overhaul, there are a bunch of changes to how the AI moves and behaves. They have also added in new attacks for some enemies.

     

    One big change is that the berserker now has a leap attack, on top of the better navigation that everything got. That means these absolutely harmless melee only enemies who had trouble even reaching you, can Brave Jump right at you and manage to follow afterwards.

     

    My verdict on vanilla Q2 after finishing it, was that it was fun, but lacked wow moments. It was on the easier side and enemies were kind of dumb. The levels kind of blur together because everything is techbase, but they aren't designed badly, they just have no visual flair.

     

    I'm actually looking forward to replaying it with the changes, I feel like the combat will be a lot more dynamic. Plus I never got to the expansions, of which there is an entire new one, like when they rereleased Q1.


  15. On 7/30/2023 at 2:39 AM, Gyokuyoutama said:

    I think Arizona played some 4D chess.

     

    -These usually end with saying "but retailers can increase the price from the suggestion."  Since there is no price listed on the can, the consumer has no proof that the suggested price isn't $.99, and hence assumes that the store that sold the can is doing price gouging.

    I think you're probably onto something there.
    I remember the 7/11 I used to go to all the time was super annoyed at the Arizona price being printed on the can.

    They wanted to gouge them like everything else in the store, but they couldn't because of price on the can.

     

    Arizona quietly removed the price tag (and likely raised their msrp) and now stores can charge like two bucks if they want to.


  16. My ranking for the franchise is similar,

     

    Second Encounter (Originals Preferably)

    First Encounter

    Serious Sam 4 --- Siberian Mayhem

    SS3: Before First Encounter

    Serious Sam 2


    In terms of overall gameplay, I'd place Siberian Mayhem above SS4 because it's the polished up version of SS4's ideas.

    I hesitate to separate them on the list though, because you're really intended to play SS4 first, and I think it works better as an expansion than in a vacuum.


  17. Follow-up to the Serious Sam 4 post. I finished the standalone expansion Siberian Mayhem.

    It was apparently made by a dedicated team of modders who got official backing from Croteam.

     

    It takes most of what worked in SS4 and refines it to a mirror sheen.

    Combat arenas are more varied, vehicle levels control better and are shorter, the levels are more focused and less sprawling.

    The Secrets I was able to find were a lot goofier too, in Serious Sam tradition. It's not without it's faults however.

     

    Spoiler

     

    Being made off the base of SS4, there are new weapons that replace the older kit.

    There's a new AK rifle that replaces the Tommy. It functions the same in practice, but it has slightly higher damage and lower magazine size.

     

    Spoiler

     

    The Lasergun in SS4 has an alternate "Death Ray" firemode, which does tremendous damage at the cost of ammo.

    Siberian Mayhem replaces the Lasergun with a Thermal Deathray with slightly less damage, but enemies explode on death.

    There is no downside to always using it when you have ammo, it does good damage to everything and they give you lots of ammo for it since it's new.

     

    The Devastator/Sniper are replaced with a Railgun crossbow. Instead of having armor piercing grenade projectiles, it functions more like a hitscan railgun.

    It doesn't hold as much ammo as the Devastator, but it doesn't need to reload and travel time is instant.

    It has the laser-pointer hipfire accuracy, and piercing shots, of the devastator, and also the long range hitscan problem solving of the Sniper.

    Once again, there's no reason not to use it on every mid-tier enemy and up since you get plenty of ammo and it's incredibly good.

     

    Another side effect to the Thermal Beam and Railgun crossbow being hyper-accurate is that there's no downside to dualwielding them.

    It's useless to dual wield the Sniper since you can't aim it, and the Lasergun loses access to it's deathray mode limiting it to better-minigun mode.

    You could dual wield both the Thermal Beam and Railgun at the same time and have no downsides, since they're laser accurate, no recoil, and no alternate firemode.

     

     

    As for enemies, the new enemies are a mixed bag.
     

    Spoiler


    There's the enemy on the game cover, which is a laser variant of SS4's flamer enemy.

    They're not too bad, they fire vertical and horizontal beams which are easy to dodge.

     

    They added a revamped version of the Marsh Hoppers. They're annoying, it's a melee enemy, but they have flash-step dodging abilities.

    This forces you to use explosives on them since they will reflexively dodge shotgun and AK fire. This seems to be intentional since they give out shotgun grenades like candy whenever they're present.

     

    There's also a buffed up version of Zealots. The original zealot can only be killed with piercing/explosives or dodging and shooting their back. The Buffed Zealot, the Legionnaire, has a shield and an even smaller weakspot on their back. They're faster, stronger, and a real pain to deal with in packs until you get a rocket launcher or the Railgun Crossbow which bypasses their whole gimmick.

     

    Lastly the Sentry tower which serves as a mini-boss fight for vehicle sections. It's not so difficult as it is annoying.

    It fires blast templates at you that you have to dodge while fighting other things. Get too close and it opens up with twin miniguns that kill you quickly.

    Since it does so much damage, you end up driving in circles around it picking it apart while other enemies swarm around you. Also it's invulnerable unless you hit the weakpoint, which is only exposed on a cooldown after it spams blast-templates at you.

     

     

    There's  a couple new gadgets, one being another free wave clear button (an artillery barrage) and Hover-Scooter with  twin-linked Laserguns.

    It's effective and maneuverable, but I get the sense that they're placed strategically so you always have one to fight the annoying sentry towers.

     

    Finally, the runtime is a bit under half of what SS4 ran.

    I don't think this is a downside, especially since I knocked out SS4 and Siberian Mayhem back to back.

    Siberian Mayhem feels more rapid/focused in it's delivery of Serious Sam, while SS4 spends time introducing weapons and enemies over time.

    An example, In SS4 they spend a whole level introducing the Witch-Bride, in Siberian Mayhem, they just show up at some point.

     

     

    I think I like Siberian Mayhem more than SS4 in most places. There are definitely shades of OP expansion pack weapons and poorly thought out enemies, but the levels are better on the whole. The combat arenas are more varied and some remind me of specific rooms from TFE/TSE, which seems deliberate.

     

    Tl;Dr : Siberian Mayhem is probably better than SS4, but it's a lot shorter and has some expansion pack weirdness with the weapons and enemies.


  18. Finally got around to playing Serious Sam 4.

    I gave it a miss at launch because of how burned I felt on SS3 and talk of poor performance.

     

    Got in the mood again for the franchise and I have to say, it definitely has flaws, but I like it a lot.

    Spoiler

     

    Many of the more annoying enemies from SS3 are gone. No more horrible cave demons, Witch Brides were changed, hitscanners were replaced with dodge-able lasergun guys.

    The enemy variety feels fairly diverse, there are enough different enemies that some disappear for awhile and come back in later levels.

     

    The SS4 Weapon set brought back a couple classics and made the laser gun obtainable outside of secret areas. They also added weapon mods for some weapons which improves their versatility and helps differentiate the grenade launcher and rocket launcher.

     

    They brought back the Grenade Launcher, it's great as usual. It got a weapon mod that lets it airburst into cluster bombs making it better for crowds of trash.

     

    The rocket launcher got a toggleable 2-5 rocket lockon which lets you delete certain enemies from longer range with a 5 rocket barrage.

     

    The Sniper Rifle and lasergun have been restored to the core aresenal instead of secrets only. The lasergun in particular got a nice new model.

     

    New weapons include an autoshotgun which is effective if ammo hungry. Also a heatseeking rocket propelled flaming chainsaw, which is just a oneshot delete button for most enemies.

     

    There are also a suite of gadgets that you can find, reminicent of DN3D. You start off with the holosam and a medkit, but the beefier gadgets are Serious Bombs in everything but name. The portable black hole and mininuke are just encounter skippingly powerful.

     

    They also added a skill point system, which feels unnecessary? Your skill tree options are "Do you want to dual wield any combination of weapons in the game?" Or "Do you want to do questionably useful melee executions on more enemy types?"

     

    I dumped all my skill points into dual wielding and it's incredibly good. It's not always the optimal strategy since you cant activate secondary fires and the minigun/tommy get wildly inaccurate. Dual wielding single or double shotguns is really useful all the time for the burst or effectively doubled firerate. Mixing weapons together is also handy with a long range devestator and autoshotgun for close encounters.

     

    Outside of the combat, the levels are okay. They're big and pretty (usually), but they're flat. Kind of too big and empty a lot of times. You end up spending time sprinting everywhere between encounters. Most combat arenas are square boxes of various shapes and sizes. Not the worst thing in the world for this franchise, but there's barely any verticality outside of shooting Big Scorps on rooftops. There's also a few vehicle levels, they control okay, the mech and harvester parts are fun set pieces.

     

    They also put an emphasis on story in this entry. They used all the rando multiplayer models and turned them into discreet characters. Theres a bunch of cutscenes and even side missions (which generally replace mandatory key hunting in the levels). It's goofy and dumb, the dialog is deliberately bad and there's a silly focus on the skill of delivering one-liners. Sam feels a bit like a Ash Williams where he's kind of an idiot, but damn good at killing aliens.

     

    I'm told that Siberian Mayhem is even better than SS4 and I didn't have that many complaints.

     

     

    Tl:Dr SS4 is fun. Levels are probably too big and flat, but the aresenal and enemy variety feel better than SS3.


  19. Darktide, mess that it is right now, uses gated reloads.

    It works really well in the context since you're expected to constantly switch between melee and ranged. It keeps the combat fluid since you're not losing your reload progress when you need to bop someone with a hammer.

     

    I finished Hellsinger yesterday and most of the weapons have a long and short reload. You can reload on the beat for a much faster reload, but if you miss you just get the standard one.


  20. I was digging the depths of my hard drive and I just want to dump some old TF2 media here.

     

    It's not the Black Box we got, but has ideas later used for the Beggar's Bazooka.

    Spoiler

    lcJDuky.jpg

     

    BUT THERE IS ONE THEY FEAR

    Spoiler

    MWIqh4d.jpg

     

    Gang Garrison Engineer

    Spoiler

    jSGxhoW.png

     

    The Holy Canteen

    Spoiler

    A2P545N.jpg

     

    Part of a Fake Engineer update. Never got a nailgun, but the Cloak draining and EMP ideas were used in the Pompson and Short Circuit.

    Spoiler

    9k2gxdY.jpg

     

     

    How tob eat spycicle

    Spoiler

    ojrV89u.jpg

     

    Pirate Fortress, Someone made models for them, don't know if they were ever released.

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    Before Collector's quality weapons, there was Science Achieved.

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    What if we could burn like... way more stuff?

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    I don't know if this was ever released as a mod.

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    Behold this ancient crossword puzzle.

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  21. I really wonder how the next generation interprets the gaming sphere.

     

    I started with an N64. I got into retro Snes and Genesis games. I had a cool uncle who got me into the golden age of PC gaming. I got to see the rise of Indies from Cave Story getting published on Wii to the modern indie scene.

     

    I wonder how someone who only grew up with like an Xbone and chromebook would see things?


  22. Stuff like this is really frustrating. When games get patched to remove or change stuff, I go out of my way to find an older version. Which usually means I need to *acquire* it, and if I can't do that I'd rather have nothing.

     

    With multiplayer or live service games, that kind of thing is usually impossible.

     

    Like, I played the original version of Doom 3 over the remake because the lighting in that game was designed into the gameplay. The BFG edition makes the whole game brighter so you don't even need the flashlight anymore. Plus it cuts out some really cool parts where the level is swapping between regular and hell versions at regular time intervals.

     

    So instead of having dark environments illuminated by machinery, muzzleflash, and enemy projectiles. You instead have just kind of mid gunplay in the BFG Edition.

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