• 16 Posts
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Joined 3 years ago
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Cake day: June 9th, 2023

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  • Though Highgiard probably deserves to be a failure, I have noticed these snap judgments too, and don’t often enjoy them.

    I even see them the other way. A crowd knows a game for its notoriety, and they worship the amazing payoff at 30 hours. But, in the face of that positivity, no one is making good observations about how 15 of those hours were useless padding and the game’s main mechanics are severely flawed.

    That’s not an observation that should retroactively pull down the score of a game that left impacts on people though. Analyzing flaws can help us work out how to improve sequels, or even patch games to help people dive further into them.




  • Some games that came to mind for this thread were:

    • Another Crab’s Treasure, a soulslike with some fun imagery, but also a great storyline about the poisons of late-stage capitalism
    • Mouthwashing, the famous horror game where the monster is machismo and warped senses of responsibility
    • J J Macfeld and the Island of Memories, also a pretty brutal game about a certain kind of social acceptance (I got this one wrong even late-game, which made its message all the better)
    • Papers Please, giving you a highlight of the xenophobia developed at the border of nations in conflict
    • Celeste, promoting self-acceptance through difficult platforming challenges


  • I have a novel planned about this. Basically, zombie apocalypse starts. People get infected, the lights go out in major cities and they lose radio contact, and the troupe of heroes, lead by a gritty survivalist, set down harsh rules for their camp to survive as long as they can.

    Several months later after some harsh decisions and a few deaths, the radio hums to life again. Turns out, the city’s main antenna was damaged, and there was risk in fixing it. But, with some danger, life has proceeded as normal there; and they’re making steady breakthroughs on a cure for the infection. The government is active, finding who to help, and little of the “Brutal, tough decisions” of the survivor crowd were necessary.



  • This has been a common sentiment, enough that I’ve thought of making a video about it.

    Running a desktop OS, catering to everything people need from their PC, from printing to fringe drivers to VPNs to package management, is a big task. I have long doubted that Valve is personally interested in taking on that task. They write SteamOS for the deck and machine, since their only real responsibility is playing games. People who try to install that OS for other things will see some Flatpak friction - but that’s fine, it wasn’t built for that.

    I’d strongly recommend looking at some other distributions with broader group support. My recommendation is CachyOS. Bazzite has worked great for others, but as a general desktop user I sort of bounced off of it - installing some unusual apps ended up getting a lot of friction against its emulation layers. I believe both are based off the same sort of origins as SteamOS, so that may be the safest thing.







  • In the time since Quake released, common rendering systems and resolution options on monitors have changed. ID’s solution to put it back on Steam was some gargantuan monolith wrapper that might’ve used Unity or something, and ties to an online ID, so that it could release on consoles. The open source community’s solution was to take the original, open-source engine release, and port it upwards. Playing through the recent Quake Brutalist Jam 3, a map pack using a set of reinvented weapons and altered enemies, they recommend you use the “ironwail” source port, which even has a native Linux build.


  • I stopped Nier Automata midway because it felt completely awful. Then I was sternly motivated by someone to give it a full go and finish it all the way, and it got EVEN WORSE.

    Stellar Blade, though, made the gameplay very enjoyable; and its writing, while following a very similar theme, didn’t feel nearly so excessively ultra-grimdark. It kept some core reveals for close to the end (I guess unless you were paying attention to what few audio logs amounted to more than just “They’re coming…! Agh! We’re all dead.”) but I liked the dilemma it posed.


  • My issue was, I did not feel the expected experience of “Each loop, you learn something new.” It was more like, every 7 loops, I might get into the thing I was repeatedly trying to enter; and then it might just be a bunch of random ancient messages that don’t teach me anything. On top of that, I really hated the ship controls, especially when they veer AWAY from the autopilot path to pull me directly into the sun. If the game had been remade without any physics system, and simple direct puzzle mechanics, I might’ve enjoyed it more.


  • I love the story of Final Fantasy XIV, but it can easily categorize as “One of the most expensive singleplayer games of all time”. On top of buying the expansions, you’ll need to pay for each month you play; and unless someone’s really speedrunning, that will start to add up. Worse, for a first timer setting up their account, their website and payment system is really stuck in 1998, making giving them money an obtuse task. And, while the story has its great moments and excellent side content, a depressing amount of it is extensive polite dialog with just simple quests where you move to a location and right-click on someone. I’ve finished Dawntrail, and am glad I experienced it, but I can’t blame anyone who sees it all as beyond them.




  • I’d say a big part of that is that no major player in the video game industry is still interested in investing long-term into building something. Games like FFXIV started out with huge losses, and they kept with it. Any worthwhile MMO is going to have falterings like that at some point in its life, and they’d need investors that can actually stay calm about that. In today’s markets, where they expect development time to be something like 1-2 years for something that must follow every monetizing trend (battle pass, loot boxes, etc) it’s extremely unlikely. It’s probably not consumer expectations making it impossible.