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#gameplay is comparable to modern doom
pikkish · 3 months
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breaking news: surprising absolutely no one, pik has fallen in love with the fast paced fps game where the big, silent badass of a main character's sole goal is to protect the small, squishy innocents.
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galoogamelady · 8 days
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What’s Fallout like? Like I know I can google what kind of game it is but more than that what games would you compare it to? and is it more story-based or gameplay-based?
That's a difficult one to answer and I'm not sure I have the authority to do it lol
But I'll try!
The Fallout fandom is fairly complicated due to the IP being passed around and the lore/values of its storytelling being muddied over the years. That being said I think both old-school and new fans would still agree that the story is the most important element, as they're meant to be role playing games where you make decisions on often heavy matters (especially in the games of the original devs).
Fallout 1 and 2 are turn-based isometric rpg-s from the late 90s. If you like that type of gameplay, they're fantastic games and cult classics. They don't shy away from heavy themes.
Then the IP got sold to Bethesda and their version of Fallout is a FPS/TPS action experience, as seen in Fallout 3 and 4. The combat is fun but even the newest game is shit by shooter standards. If you played an Elder Scrolls game (like Skyrim), they're like that but set in a retro futuristic post apocalypse. A large slice of the fandom has only played these ones and skipped the original turn-based games.
Fallout New Vegas was made by the original team but using Bethesda's engine. Many fans would tell you that out of the modern titles, that's the one with the best writing.
Fallout 4 was a very popular title due to the scrap and build system. As you adventure, you can scavenge all sorts of trash and then build your own little settlements in the wasteland and populate them with settlers. Add mods to that, and the community really did some magic. It made people connect with the world of Fallout on a personal level.
The story in a nutshell: in an alternate timeline, survivors of a devastating nuclear war are trying to rebuild and make the irradiated wasteland of the United States liveable again but every group and faction has a different take on how society should be rebuilt. When the writing is done well, your choices have weight and it's impossible to be fair and please everyone. You get to discover a variety of different factors that lead to the Great War and you have to wager whether humanity is doomed to make the same mistakes all over again. Is there a way to avoid them? What kind of sacrifices does that require? Etc.
A lot of it is supposed to be a critical look at war, 50s Americana and the dangers of nationalism, rampant consumerism, xenophobia, etc.
Hope this helped a little! It's difficult to find two Fallout fans who are on the exact same opinion of all the games. I personally think, the fun part of the games is when you get to carve a little slice out of the wasteland for yourself and your community and the stimulating part is the overarching story and lore.
It's no wonder the original writers made The Outer Worlds too, which I don't consider a legendary game but the similarities are obvious in the themes.
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simplyskipper · 5 days
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What Fallout Games Should I Play?
Hello! My name is Skipper, and the Fallout games has been a special interest of mine for a few years now. With the resurgance of the fandom, and new people coming from the shows, I figured I'd make a post helping people figure out what games to play!
This is going to be the main 6 games (1-4, 76, NV), though I may add more if I play some of the other games. Feel free to add on, ask questions, or generally interact with this! I'm always happy to help people get into the games and love talking Fallout with people. :)
This is going to be as spoiler-free as possible, though I may mention some game locations vaguely, so be warned if you think that may ruin the experience.
For further reading, I highly reccomend the Independent Fallout Wiki! A lot less ads in your way, and the people over there are lovely. However, be careful, as there are spoilers there!
TLDR; New Vegas for story, Fallout 4 for gameplay and introducing concepts, Fallout 1 for authenticity, and Fallout 76 for multiplayer but absolutely nothing else of value.
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Table of Contents
Fallout 1
Fallout 2
Fallout 3
Fallout: New Vegas
Fallout 4
Fallout 76
Last Updated: April 22, 2024
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Fallout 1
Released; 1997
Setting; Southern California, 2161
Wiki Page
Almost a hundred years after the bombs fell, Vault 13's water chip has broken, and the Vault Dweller was selected (through random chance) to venture out into the wasteland and save their vault.
Pros:
The Original Fallout Game!
One of my favourites, story-wise.
Harold!
The game is relatively short compared to the others, and the story isn't overly hard to digest, in my opinion.
The 'talking heads' animations are super cool (Aradesh, Harold, Etc Etc)
Later character who I won't name but once you meet them YOU'LL KNOW
There's no limit to how many companions you can have at a time
I generally love the setting.
Cons:
The graphics do not age well. Even for the time, they were a bit lacking. (For reference, Doom came out in 1993, 4 years earlier).
Bit of a learning curve! But once you get it, it's pretty easy to use. The turn-based combat was the hardest to get a handle on.
The game DOES NOT hold your hand. Later games have objective lists and markers, but this game just has a list and memory. Pretty fun, if you're into a more difficult game!
Combat and general survival is difficult. The experience is authentic - which means you can and will die during the first combat scenario. Again, once you get it it's not that bad, but combat will remain difficult. But for some this could be a pro!
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Fallout 2
Released; 1998
Setting; Southern California, 2241
Wiki Page
80 years after the Vault Dweller's heroic rescue of their Vault, the village of Arroyo is suffering a severe drought. The Chosen One, a descendant of the Vault Dweller, has been sent to retrieve a G.E.C.K. to save their village.
Pros
The story again is very good!
A lot of the strengths of the previous game.
There's something melancholy about exploring the world of Fallout 1 with so many changes and losses. It's perfect for the setting.
Sergeant Dornan. You'll see when you meet him.
More Harold!
Cons
This was released only a year after Fallout 1, so a lot of the graphics & gameplay remain the same, if that's not something you're a fan of.
This is where the idea of "wacky vault experiments" is introduced, something I've never super loved, but that's subjective.
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Fallout 3
Released; 2008
Setting; Capital Wasteland (Formerly Washington, D.C.), 2277
Wiki Page
200 years after the war, the 19-year-old Lone Wanderer's father has mysteriously left their home at Vault 101. It is up to the Lone Wanderer to track him down and figure out what's going on, all while navigating the dangerous Capital Wasteland.
Pros
Brought the Fallout series into the modern era!
Some pretty cool locations, like Megaton and Rivet City
Sort of a pro and con, a lot of the game is spent in the underground Metro system. This is cool, but I'm not a huge fan of interior spaces. Still - it feels like a real DC Wasteland!
Galaxy News Radio is introduced, which is great background noise - and I love Three Dog. He's so silly.
No sprint button. It's not felt super bad in this game compared to Vegas, but it still can be annoying.
It feels like a post-apocalypse. The whole world is this muddy, almost sickly green, grey, and brown colour. All of the sets are carefully designed, full of dirt and debris and trash. Buildings are crumbling or outright hollowed out, the ghouls look like walking corpses (as they should be), the mole rats are nasty and all of the creatures feel gross. As they should be! This is a post-apocolypse, everything should be gross and dirty!
Lots of good world-building. Because this is based in the Capital, we get to interact with a lot of old-world history, and see how similar and different it is from our own.
Cons
Story is... not great, in my opinion.
Some of those DLCs physically hurt me. They definitely lean into the 'silly' aspects of the games, but I feel it hurts the worldbuilding and realism.
NOT Bethany Esda's best work.
Leans more into the 'game' and less on the 'role-playing', which was a big part of Fallout 1 and 2. The protagonist is 19, their father is James, and we see a bit of what their childhood looked like. You can work around it, but it's not as fun as the other games.
Sometimes the npcs are annoying. There's collision in this game, but sometimes if you step on something it'll move and a npc will shout 'Watch where you're going' or something, which gets on my nerves. Also, if you so much as look at a locked container, you get a 'That's locked for a reason'. Probably minor, but annoying.
Fire ants.
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Fallout: New Vegas
Released; 2010
Setting; Mojave Wasteland (Formerly Mojave Desert), 2281
Wiki Page
Courier Six, or just the Courier, is in the middle of a delivery when they are interrupted by Benny and shot in the head - though they make a miraculous recovery and now need to figure out exactly what kind of mess they've landed themselves in this time.
Pros
I mean, it's Fallout New Vegas. This is a lot of people's favourite, for good reason. Story is phenomenal, the entire world feels real and interactive. If you shoot someone, there's consequences, and the other npcs will acknowledge it.
THE BEST radio. All of the music slaps and helps you feel the setting. Plus, I love Mr. New Vegas, the radio host.
The characters are amazing.
The world is not too silly but still silly. Like yeah, this makes sense for a post-apocalypse. But it's also so objectively funny. Some of the best memes come from this game.
Yes Man.
As usual, I love the map design.
Instead of greens for Fallout 3, this game is bathed in oranges and brown - making it feel warm, perfectly capturing the desert setting, and dusty.
the DLCs are amazing!!
We love the companions in this house.
I love how morally grey it is. No one is perfect, no faction is outright good or outright bad (except the Legion, fuck those guys). It's up to you to pick which you think is the lesser evil, which is the best future for the Mojave. Or you can kill them all, up to you.
Cons
The development for this game was pretty famously rocky. It was outsourced to Obsidian, and they were given only 18 months to make it. Therefore, this game is very similar to Fallout 3, with some general improvements here and there.
There is still no sprint button, which is definitely felt here. A lot of the stuff is spread out, so thewre's a lot of wandering through desert, slowly making your way to your destination. It also feels more empty. The great city of New Vegas is sparsely populated, quiet, and desolate - despite it being such a big deal and supposedly so popular.
Honest Hearts DLC :////
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Fallout 4
Released; 2015
Setting; The Commonwealth (Formerly Boston, MA), 2287
Wiki Page
In 2077, the Sole Survivor (default names Nate or Nora) is ready to start a family. In their little neighbourhood, with their white picket fence and infant son, it is a time of new beginnings - despite the war raging around them. Unfortunately, the war quickly catches up to them, and their family is forced to take shelter in Vault 111, where they are frozen in time for 210 years. They emerge following the kidnapping of their infant son, into a time so different to their own, battling this new world alongside the ghosts of the old.
Pros
The graphics have been updated, and it looks great! Mostly. Instead of washed-out greens and browns, this game is bright and vibrant.
Some more awesome companions. Honestly, I love them so much.
I really like the level-up system in this. I prefer 3/NV, but the tier system is fun and visually neat.
Better crafting system. And more crafting systems in general.
Settlements!!! This game introduces settlements, which basically means there's a bunch of set locations around the map that you can take over and build in! You get a lot of freedom and are responsible for meeting the needs for people in the settlement. You can get some mods for more freedom/flexibility, and you can mostly ignore it if you want.
Cons
The story is... also lacking. It feels almost... unfinished? Some beats are strange and it's just like. What.
Playing this before Fallout 3 pissed me off so much, because there's so much that is ripped off of Fallout 3. The Commonwealth is brought up, the radio music is the same, the vault numbers so similar, there's even an early version of Vault 111. It feels lazy. Fallout New Vegas was more creative, and they had a fraction of the time 4 has.
40-50% of the game is spent in loading screens.
Preston Garvey deserves so much better. "AnOtHeR sEtTlEmEnT nEeDs YoUr HeLp!"
Nick Valentine is non-romancable.
It's so easy to forget about the main objective, and hard to really care about it. This is a common problem I've heard, so it's not just me.
Radio host gets on my nerves :/
Nuka-World DLC is frustrating. But at least it's not. Sideyes Honest Hearts (Fo:NV).
Game is... easy. Too Easy. Deathclaws are supposed to be dangerous and difficult to kill.
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Fallout 76
Released; 2018
Setting; Appalachia (Midwestern US mountain range), 2102-2104
Wiki Page
25 years after the bombs fell, all members of Vault 76 have been kicked out in order to rebuild society.
Pros
It's. Multiplayer? Kinda.
I made some friends on there, which was neat.
Return of item condition. So.
CAMPs are fun. Like the settlement but without NPCs to look after and allows location flexibility.
Has. Some new songs on the radio?
ALMOST HEAVEN. WEST VE-
Amazing map design! The outside is gorgeous and feels like Appalachia, for the most part.
Honestly, I prefer this version of VATS (the game's targeting system). In other games, VATS will pause and slow down combat to help with aim, and can be kind of annoying. Here, the combat speed is the same, you just spend some AP (stamina) for aim assist.
Cons
I prefer settlements tbh
What's not to mention? Story sucks, game sucks, etc etc. It's pretty famously bad.
I usually love the story, but checked out very fast and spent most of my time running around. But I honestly didn't last long even then.
The game is broken. Like, fundamentally broken. You are constantly subjected to crashes, bugs, etc etc. Fallout 4 is buggy, but this takes it to an extreme.
50-70% of the game is loading screens.
The interiors are huge, and there is no local map, so you very easily get lost.
Generally the story is so stupid.
Fallout 1st is a cash grab.
Unbalanced.
Bad.
Some videos I like about Fallout 76
Internet Historian's video on the history and release. I'm iffy on Internet Historian as a creator, but I do like the video. Let's just hope it's not plagiarised.
Joseph Anderson's video on the game at it's released state. Primarily focuses on how poorly the game plays and how broken it is. Super funny.
PrivateSession's video released in 2023, reviewing a more current version of the game. More focused on story.
PatricianTV's 4-part series released in 2023, reviewing a more current version of the game. More focused on the game and gameplay.
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In conclusion; thank you for reading! As I mentioned, any criticism, questions, and suggestions are welcome! I hate/love fallout and am always happy to drag people down with me.
Also, would people be interested in a post discussing the story/setting/timeline? Like where I infodump further about the universe. To make it easier to digest and answer questions. Or give me a chance to infodump further about fallout.
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ale10ander · 6 months
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XCOM and the perils of adaptations
Many video games have been adapted into board games: Slay the Spire, XCOM, and This War of Mine are three of the most prominent. But there's a challenge to making a good adaptation.
The Faithful
This War of Mine is extremely faithful; it feels exactly like one playthrough of the game. While the video game is single-player, the board game plays up to six, a concession for the medium. Even with six players, the players take turns reading emotional prompts, and act as one. The best way to play the game is with as few people as possible, in an intimate setting.
The Vibes
Compare that to the XCOM board game. This isn't an attempt to port the video game to tabletop space (that's been done with games like Level 7: Omega Protocol, which is an N-Vs-1 combat game in the same vein as the board games DOOM (2016), Imperial Assault, or Descent). Invariably, these games end up with a lot of dice rolling and complex line-of-sight rules, things often labeled as hallmarks of the "Ameritrash" genre of board games.
No, the XCOM board game takes a different approach. Instead of adapting the gameplay, it emulates the FEEL of an XCOM game: not having enough resources, having a time crunch to make difficult decisions, and choosing whether its better to lose one country over another. In some respects, it's not a very faithful adaptation, as it's a completely different experience to the video game. In other respects, it succeeds at its goal, and gives an experience of the stress and genre of the modern XCOM games.
What about RPGs?
Tabletop roleplaying games (a la Dungeons and Dragons) are an a similarly weird bind to XCOM. Some people play them as romance simulators, while others play them as combat simulators. There are those who argue that the 4th edition of D&D is the best version, because it lays bare what the game is "really" about (beating up monsters and taking their stuff) and makes that core loop fun. Others argue that it's the worst edition, because it only has rules for combat and eschews the "roleplaying" part of roleplaying games.
So what would an XCOM adaptation look like? Just like with board games, there are multiple possible approaches you could take. You could flesh out the combat system and have a slow-moving, tense game of tactics, where the chance to roll is determined entirely by swingy dice, or you could let the combat take a back seat and focus on the resource management side of things.
My take, or The part of this post that's closest to being an ad
Two years ago, I released an RPG called Cyberrats. Mechanically, it was inspired most heavily by the modern XCOM games, as well as Shadowrun (an RPG famous for being incredibly "crunchy"). Here's how I chose to handle various aspects of the adaptation. In my mind, the six most important aspects of an XCOM adaptation are:
Combat
Basebuilding
Resource Management
Specializations
Lethality
and a campaign.
I want to be clear: my goal was not to adapt XCOM, but to create a tabletop experience that feels similar to XCOM, while being its own thing. Here's how I tackled these elements.
Combat
I wanted combat to be tactical, but quick and fun. Many RPGs with heavy combat systems end up spending hours in a single encounter. I didn't want that. I used a modified version of the LUMEN system, which means that players get a number (usually 1-3) of six-sided dice (d6), roll them, and keep the highest. A 5-6 is a full success, a 3-4 is a success with consequences, and a 1-2 is a failure with consequences.
Additionally, enemies are simple (having attacks and non-combat 'moves', like inflicting status effects or activating their allies) and drop loot when defeated. Range bands are abstract (close, near, far), and missions have objectives (hack this computer, defuse a bomb, capture the VIP, and so on).
Basebuilding
My favorite part of XCOM is investing in the base to unlock new powers and abilities. In the base game of Cyberrats, there are 17 total rooms that can be built. These rooms improve healing (the clinic), offer new psychic powers or weapons (Auguary, Detonatorium, Engineering Lab), improve player characters ("Operatives") (Gym, Training Grounds), or otherwise affect gameplay. Players can choose which builds are important to them, and build them as a team in whatever order they'd like.
Excavation
The base is a 4x4 grid of rooms. The first two rooms are clear, the next tow cost 1 to clear. The second row costs 2 each to clear, and so on. In addition to clearing a space, rooms cost money to build.
Campaign and Resource Management
As fun as the missions in XCOM are, it's not a game I would play indefinitely. I play to win, with a strong probability of losing. Similarly, I know a lot of RPGs are designed to be played indefinitely, as a forever campaign. With Cyberrats, I wanted a short campaign, one that can be beat in ~10 sessions.
And I did that by tying it into resource management. The premise of Cyberrats is simple: the world is being invaded by aliens. You are interns at a megacorp, and a rival megacorp has the situation under control. Unacceptable!.
You have to sabotage the rival megacorp, fend off the alien invasion, and make sure your boss gets all the credit.
Mechanically, it looks like this: there are two "Victory Meters". One for the Interlopers (the aliens), one for Valdivian, your rival Megacorp. If either of those Victory meters reaches 10, you lose. In the first case, the aliens win. In the second case, someone else fended them off.
Players are presented with 3 missions. They choose one to fail, one to settle with dice rolls, and one to play out. Failing a mission targeting a specific faction increases that faction's victory meter. Succeeding against a faction lowers it.
There's also a third faction, the military. They don't have a victory meter, but do have some of the best loot in the game, making them a lucrative target.
In order to win the campaign, players must win a mission against each faction 3 times, and then go on a special story mission to fight the big boss form each faction. The final story mission is blowing up the mothership and saving the day.
Specializations
In XCOM, you start as raw recruits. After your first mission, you are assigned a specialization based on actions you took. After that, as you gain experience, you choose between two powerful abilities corresponding to your specialization.
In Cyberrats, you start as interns. You have very little health, and only one power. After your first mission, if you live, you choose a Career. As you gain experience, you choose between 3 abilities for specializations of that career. The careers are Vector (hacker), Trenchy (weapons specialist), Mindjob (psychic), and Ratter (mutated freak).
Lethality
In Cyberrats, you create two Operatives to send on missions. Partially, this is so you can send one on the backup mission (resolved with dice rolls based on the prowess of the assigned Operatives), and partially this is because there's a good chance your Operatives will get Injured.
Hit points are small (even the brawniest Career only starts with 9), and nothing is guaranteed. But, it's very hard to die in Cyberrats: it just becomes increasingly expensive to recover.
Conclusion
There's no wrong way to adapt a game to a new medium. I once read an article about 6 different ways to adapt a book into a movie, and these thoughts have been stewing in my mind ever since. I made some choices in bringing an XCOM-like experience to table, but I can easily imagine several other, equally valid approaches. It's all about what you want to emulate, baby.
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beatthegame · 4 months
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Elden Ring just beat me...and it's a bummer because I REALLY wanted to like this game. It has all the ingredients to make up a killer game. An open world with crazy art direction. Plenty of challenging options to keep you playing. But what went wrong? Why do I hate this game so much? I'm getting angry just trying to think about it, so let's try to make this quick...
In a nutshell: The setting seems to involve a fantasy setting where you are a fallen soldier. Getting involved in a brief skirmish with a giant spider demon. Then waking up in some sort of medeval hellish landscape with giant gold trees? There seems to be a detailed backstory written by George RR Martin (Game of Thrones). Although I wouldn't know because I'm too busy getting gangraped by skeleton warriors every step of the way to take notice. It's a "souls" game. So these games are annoying by design. But the broken game mechanics and tedious grinding make this game unplayable. Let me break it down like this...
The Good: The graphics are visually stunning, let's be honest. The environments and character designs are insane! Every enemy you encounter is menacing and emit pure nightmare fuel. Which is exciting to say the least. Elden Ring offers one of the best character creators in modern gaming. You can get really detailed adjusting the most minor facial features. Multiple character disciplines that greatly affect your gameplay experience. Diverse skin and body types. You can be really creative, which I adore! And then you put on some in-game armor that covers up the details you spent hours building. Cool! But let's appreciate the good elements because there's a whole lot of bad. Where do I begin...
The Bad: My first attempt playing this, I noticed these glowing rocks scattered around the floor. Apparently they were messages from other players across the Playstation network. Messages like "hidden treasure behind boulder" was pretty neat and helpful. But then you see more and more of these glowing messages. With a lot of not-so-useful messages like "is this dog?" and "finger in ur but". But what crossed the line was "boss up ahead" and you know what? There was a fucking boss ahead! What kind of troll shit allows spoilers mid-game? Can you imagine playing Resident Evil. Right before opening the door of that iconic dog chase scene, you read a community message saying "bow wow ahead lol" Like, way to ruin the immersion asshole! At that moment, I hated the game and pretty much gave up. But after discovering you can disable online messages, I tried it again. Which made a huge difference. I was starting to enjoy the game at first. But once you leave that cave, it was a pure shitshow from there. But let's start with the name "Elden Ring". This would imply upon a grandiose adventure involving a magical ring of some sort. But I would have appreciated it more if they were honest and called the game "YOU DIED" Because that's pretty much what you experience throughout the entire game. Every enemy you encounter was a pain in the ass with little relief in between. Please don't misunderstand, I'm not complaining about the challenge level. I appreciate a good challenging game. I hate to compare, but you have hard ass games like Cuphead, Doom Eternal and Battle Toads that are fantastic, despite their difficulty. There's a balance to their difficulty. Plus their controls are tight and responsive. But when you have to try and maneuver through shitty mechanics, you're not playing a fair game. I recall one instance where I was running around a stone wall to avoid an enemy. But I can't explain why the enemy's spear could clip through this stone wall for a one-shot kill? And what good is perfecting the timing of a defensive parry if a giant boss can just one-hit stomp you like a cockroach? And you get paid in turds so the risk/reward balance is off. I'd rather work a sweatshop, hand-sewing Lulu Lemon leggings than to grind hours for one stamina point. At least you'll get paid at the sweatshop. But if you play Elden Ring long enough, and memorize the patterns and "git gud" you'll eventually beat one of the bosses and get a weapon you can't use, because your charisma stats or whatever is too low. LOL! This game blows.
Overall: Video Games are supposed to be fun. But Elden Ring was a burden to get through. It felt like work after a while. Like an abusive unpaid intership in hell. You can hire a dominatrix if you enjoy the abuse. It won't take up as much of your time and it's better support for your local economy. LOL! Fuck Elden Ring.
(Edited: Just remembered more things I hated about this game, but adjusted the score to something more reasonable. This game is obviously not shit and had me hooked for a while. It just wasn't fun for me. Plus it's not cool to shit on a particular fanbase. Play whatever you want. Don't let my opinion take a shit on your cereal. This is just a place to vent since it would be super weird to scream about Elden Ring out in the real world, with real life problems. But the game still sucks in my point of view so whatever. LOL!)
D-Class
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blazehedgehog · 9 months
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Hey that Quake 2 Remaster is nice
I never loved Quake 2. I didn't have a truly gaming-capable PC until 2003 or 2004, and even then, "gaming capable" meant it could run the NOLF demo on the lowest settings. Then again, maybe Lithtech isn't the best measuring stick.
But it was on that old Sony Vaio that I finally started really playing PC games. And my first priority there was Half-Life, which I played absolutely to death and back. It wasn't until three or even four years later that I even remembered there was a Quake 2, and compared to Half-Life, it felt deeply antiquated.
It felt like a game trying to do everything Half-Life was doing, but still clinging to its roots as the progenitor of Doom's instant action. Those two flavors, at least as far as iD Software mixed them together, were more sour than sweet to me. Modern attempts at designing a living world and a robust story were unable to shake traditional first person shooter cobwebs.
A couple years ago, I think after watching Civvie's video on Quake 2, I made an effort to give the game a second shot through Q2Pro. Though my reception was warmer, I still did not come away feeling especially positive on the game. I'm the kind of guy who was already pretty harsh on Quake 1 for just being "More Doom" and Quake 2 is just More More Doom, but now with extra boring "what if Starship Troopers was about cybernetic horror instead of bugs" art direction.
This Quake 2 Remaster they just put out, though? I'm surprised at how much I'm enjoying the game. Between the enhanced visuals, gameplay tweaks, and improved enemy AI, the game... doesn't feel brand new. It still feels like Quake 2. But it's like somebody went around and tightened all the loose bolts.
Doom 2016 weapon wheels make managing guns (and inventory power-ups!) a breeze. A brand new (and optional) compass makes sure you don't get lost in levels that could take upwards of 40 minutes to finish. Monsters are significantly more mobile and willing to chase you down. And new cutscenes between levels (and better UI during levels themselves) help fill out the struggling narrative a little bit more, putting greater focus on what it is you're doing.
It is, unquestionably, a better version of this game. I can't imagine ever going back to the original Quake 2 now.
Also, shoutouts to the fact that this is two for two that iD Software has said "If you own these games on Steam, you automatically get the remasters for free."
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daggerfool · 8 months
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Who do you give the Numidium to and how do you feel about the Dragon break?
I usually give the totem to Mannimarco because gameplay wise his reward is the best. Like yes, I want to be famous and have every noble in the Iliac Bay as my bestie. They are like walking trust funds.
When I role-play I give it back to Gothryd just because my character is chaotic and unpredictable. It’s like stealing candy from a toddler, then being paid for giving it back. I have a few thoughts on the dragon break and I have an own interpretation of it as most of us do. I mean, it’s Elder Scrolls and the canon is that nothing’s canon. I will specifically talk about the dragon break in Daggerfall, my opinions don’t really extend to the dragon breaks in general (why are they a thing anyway).
All of this confusing stuff under the cut.
The definition of dragon break is that it’s a temporal phenomenon that involves a splitting of the natural timeline which results in branching parallel realities where the same events occur differently or not at all.
The thing about parallel realities is that there is no worth in wondering about them. Like in Morrowind, where once you kill a main quest related npc you get the message which contains the words ’live in the doomed world you created’. For you, it’s only a doomed world because the message imply the existence of a better path, otherwise it’s reality, and you have nothing to compare it to but what ifs in your head.
Not the case in Daggerfall though. The reality of one is antithetical of other’s, yet they still exist at the same time and space. No matter what side the Agent picks, every other path will be part of the real world, making all of them meaningful in some way. It raises two questions for me.
1. Does it mean the Agent’s choice is actually meaningless? 2. Does it really matter what the Agent chooses in this case?
In my opinion, the answer is yes to both questions. The effect of the dragon break only really matters to those who can comprehend it. For the folk of the Iliac Bay the results only seem like an effect of a war: changed borders, swifts in power between kingdoms. Supernatural phenomenons like dragon breaks are too confusing for a basic farmer, they have no meaning to a swordsman.
I believe the Agent was one of the few who really knew what happened and the moment they touched the Mantella they have seen a glimpse of every choice they have taken in parallel realities. I think the Agent stops being a person that moment. They are like patchwork, a being made from every skill they gained, every knowledge they got. They effectively stop being themselves and yet become more of themselves they have previously been. All the experiences they have had thus far, all the answers they have found, are engraved in them. For the Agent it does matter who they give the totem to. They will remember their feelings and opinions that lead them to that moment, nothing is going to take that away from them (except if they die when the realities merge, but that raises another question I am not prepared mentally to think through). 
Anyway, if Daggerfall has been a modern game, the Agent would have become something god-like, something beyond mortal in the end.
Funny enough I think Nulfaga also understood the dragon break or at least I came to this conclusion based on her dialogues. Homegirl just didn’t give no shits about a world that doesn’t have her son in it. Btw imagine being Nulfaga and having Lysandus as a son and when he reproduces, his kid is a lame ass emo boy.
In conclusion, the Agent basically played all the routes of a dating simulator separately then ended up having a harem. Once again, my theory that every TES game is an otome game is proven and dragon breaks are just the secret poly route.
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prototypelq · 9 months
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DMC Questions Anon here!
A Devil May Cry spinoff that is set to be led by one the female cast has been announced, and they've asked you to make the game. Which of the women of Devil May Cry will you choose to be the main character? What other characters will you want to appear? What's the plot of the game? (You can also go deeper into gameplay mechanics if you desire.)
Hi, dear DMC questions anon!)))
I think my answer is quite obvious) (psss it`s gonna be Patty)
Contradictory I`d like to say some words about other ladies as protagonists:
Lady can get her chance to Finally Get Some Characterisation. This woman is middle-aged and her character has been 'teenage girl with a rocket launcher' The Entire Time, This Is An Actual Crime. Her only bit of character is (1) throwaway line in 5, ONE. Lady has been dealt a very bad hand by the franchise, but if she were to have a spinoff game, maybe she could have gotten at least a good goodbye arc, though it`s hard to give a proper goodbye to a character if she never had any arc in the first place. Lady is kind of doomed by the series at this point, very little can save her, F.
Trish and Lucia are equally good choices here. Both of them have...some character, also they are both demons and demonic culture or lore could have been explored. They have a very basic foundation (which is much stronger than Ladys), but its strong enough to jump-start a good story and give them some light. Personally I would prefer Lucia, just because I like her more.
Now, onto my favourite DMC girl)
As a major cerified Patty Propaganda enjoyer, I would love to see nonsexualised young adult version of Patty! There, however, are some additional reasons why I'd love to see more of her:
no power creep. Patty is not a Sparda, and Spardas are known to suffer from insane power creep, and she just wont be able to handle that. Patty can explore the more down-to-earth struggles of a modern world where demons are an actual thing. She can handle like domestic demon problems or some small infestation, but if she steps into something she cant handle she Needs to get out of there and call in backup (her adopted dad/cousin/uncle will handle everything very thouroughly). DMC is never really afraid of the demons, they are basically a dummy for the player to practise on, and can only make you anxious if youre playing on a harder difficulty. Well, base game difficulty is actually always a DMD mode for Patty and I think that could be a very interesting lens to look through
This same lens can be used to show other human demons hunters or armorers like Nico! 3 Spardas, 2 demon ladies and one rocket launcher schoolgirl cannot handle every possible demon problem, theres gotta be other hunters.
Patty is canon to be a descendant of a sourcerer, and this is a Great segway into gameplay. Because I think Patty's possible gameplay should be V's upgraded and expanded theme and moveset.
Has anyone here seen or heard of Astral Chain???No? Yeah me too, its a nintendo exclusive. Wanna know what it is? A Platinum Game slasher with Pet Demon control, where you have Multiple demons to choose from, you can use them for Mobility to platform around, and customise and it has a banger soundtrack!!!
I believed V has something really good going on when starting out DMC5, and was a little dissapointed when I realised how shallow he is compared to other characters. He is still fun and very very unique to play and I think his gameplay should be improved upon and Astral Chain Proves that too.
Give Patty some magic stuff to bind demons with, let us have a variety of summons to choose from (I Will go through the entire game with a pet Cerberus, just as I did in 5, thanks for asking), but Patty herself should have her own moveset and toolkit. She can't possibly get into melee range with any demon as human speed cannot compare, but she could use some guns (courtesy of Dante probably), and spells or potions. Personally I was not a fan of Breakers', well, breaking mechanic, but it would work really well for an actual human demon hunter who needs additional powerful thingies like that in battle. Also Would love to see Kyrie being proficient in some rare Order magic or stuff like that, they Had to have some other spells or scrolls around, and its a reason to see Kyrie in game) (like how could Nero leave her alone otherwise, she has to have at least some defencive options, and seeing as devout she was I think she could be quite good at them, maybe she just doesnt like exterminating demons herself)
My only issue I dont have a solution for is how to make this sort of theme seem related to the DMC series, as a human protag will be a significant downgrade from sparda powerhouse-losers. Limiting enemy numbers or screen will make the gameplay less interesting, and giving it fast pace like the other entries might destroy the illusion of 'human' demon hunter, who is not as capable as sparpda bois. Buuut that's sort of problem for the game designers to handle and not me soooo I'm gonna use that excuse yeah
tldr: I would choose Patty, she can give the game a down-to-earth viewpoint of how an average DMC series people handle demons, and her gameplay can be an expanded version of V, with some inspiration from the Astral Chain and some original moves mixed in
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doom-nerdo-666 · 4 days
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I kinda want to articulate why the D3 armor in QC feels weird to me.
A lot of these "throwback" armors do have differences to their actual designs, even the D2/64 ones in Eternal (Obviously because inconsistencies in designs aren't new to Doom but D3 was a game with more elaborate 3D models compared to others with sprites, few promo art and even low poly models like Q3A).
But D3 feels weird and i think it's because D3 had a specific art direction while in QC, it comes off as making it adhere to some of 2016's art style elements.
Maybe that's way: It's not just the looks themselves but it reminds me of a mindset that comes off as "fixing D3 means making it adhere to 2016/Eternal".
When in reality it should mean "making D3 a better D3 or at least make it respect/handle itself a bit better while being its own thing".
Because anyone who already dislikes D3 and prefers 2016/Eternal could just keep with those and get more of them.
D3 is its own flavor and it also comes off as misunderstood even by itself.
I keep saying D3 and "Slayer games" are like 2 sides of the Doom coin or seperate, opposite branches in the "Doom tree".
But maybe that mindset requires to admit "here's how 2016/Eternal still differ from old Doom" when some people prefer to think of them as being closer to the originals (Part of why i like that MatthewMatosis went "it's not like the classics but that's okay, they're still good and the old ones still get stuff").
If anything, admitting that modern Doom differs from old Doom can lead to so much more:
On one hand, finding many ways to explore classic Doom like how to better translate Doomguy's face to 3D.
But also, welcome newer, even if riskier things that could suit Doom in a way despite being alienating at first (Even if a boundry could be drawn like "don't turn demons into aliens").
Part of why 2016 and Eternal shouldn't be seen as "remakes" of D1 and 2 because they're clearly their own games (and also, D1/2 don't need "remakes" but you could have modern games with their own material that just vaguely parallel them?).
At the very least, this "D3 armor" being different could be seen as a "variation" of the D3 armor like how Eternal has a different take on the Praetor suit.
So imagine if a "Doom 3 sequel" had a design like the QC D3 armor but different/new enough while a "true" D3 armor is an unlockable skin (Plus, helmet on/off option).
Looking back, even MetaDoom uses this design and that's the mod i hype up as "ultimate Doom tribute, not even id themselves could do stuff like this".
And again, D3 fixing could mean a lot:
A proper re-release that does what BFG Edition and others should've done instead.
Maybe one more expansion that just tweaks the gameplay a bit (while leaving some flaws in base game but with settings/options) and does specific stuff like using the obscure power ups.
Its own "Hell on Earth" follow up that the D4 project should've been.
Anything but a "remake", because "remaking" D3 could lead to what i fear would happen like "making it for people that already dislike D3's concept alone".
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polkadotsunshine · 11 months
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maya's doom guide
playing "oldschool"
i've played a lot of doom and it is my opinion that Doom (aka doom 1 aka doom 93) is a Good Game that you Should Play. there's a lot of different ways to play it on modern machines so this explains my personal preference. my general philosophy is to add minimal quality of life features to an otherwise original 1993 faithful experience.
i think "newschool" stuff like GZDoom and gameplay mods are best for people who already like the game and want to push the engine to its limits. however, for people who are just getting into the game and want to know what makes it interesting in terms of game history, i recommend playing "oldschool."
here's how i think you should play:
source port: Crispy Doom
https://github.com/fabiangreffrath/crispy-doom/releases
a source port is how you run the game on modern machines. in the above link, under the assets section of the latest release, download the doom zip for your system. it should be something like crispy-doom-6.0.0-win64.zip. extract the folder; this is where your game is effectively installed.
Crispy Doom is a fork of the incredibly vanilla-faithful Chocolate Doom with a few modern differences. i recommend it for its WASD key rebinds, resolution settings, and framerate settings. otherwise, i think you keep all "crispiness" settings as default for a vanilla experience. if you're interested in completionist runs where you get 100% secrets, you may set "report revealed secrets" to "on" and/or set "show level stats" to "in automap". do not enable free look, do not disable autoaim, and do not enable jumping.
iwad: Ultimate Doom, The
https://archive.org/details/2020_03_22_DOOM
an internal "where's all the data" file aka IWAD is the game that runs via your source port. download Ultimate Doom, The and put it into your source port directory. if you want to play a different game, like Doom II, download that IWAD instead.
The Ultimate Doom runs the final 1.9 engine and includes the 4th episode "Thy Flesh Consumed." the 4th episode has an interesting development history; it was released after Doom II was released and it has a more eclectic set of level designers including American McGee's infamous e4m1 Hell Beneath and John Romero's divisely beloved e4m2 Perfect Hatred. i do not think you have to play e4 to "get" Doom.
pwads: DAR's DOOM Marathon
https://www.doomworld.com/forum/topic/89263-dars-doom-marathon-music-mod-updated-070322
a patch wad aka PWAD is how you mod an IWAD. i recommend this mod to change the game's soundtrack. first download DAR's DOOM 1 Marathon and put it into your source port directory. now we have to run it.
imo, the easiest way to run PWADs with Crispy Doom is to write a batch file and include your PWAD via command line arguments. create a new text file and paste: .\crispy-doom.exe -iwad doom.wad -file "DARs_DOOM_Marathon.wad", save it and rename it to doom.bat (make sure you overwrite the .txt to be .bat). instead of running your .exe, run the .bat instead.
while i'm very far on the vanilla end of the oldschool-newschool spectrum, i find Doom's midi music underwhelming. DAR's soundtrack is faithful to the original composition but recreated with more depth than midi could ever achieve. music is a massive factor in my enjoyment of video games and i think this PWAD makes the game strictly better. compare the youtube links from the forum post to uploads of the vanilla OST online and decide if this is for you.
how to play: the story and the controls
a regular part of any old game is to read the [fucking] manual. you don't actually have to, but it's debatably faithful to have this knowledge going in. here's a scan: https://archive.org/details/doom-doom-2-final-doom-scans/Doom/Manual/img001.jpg. as previously mentioned, Crispy Doom has key rebinds which add controls in addition to those described in the manual. the changes are detailed here: https://github.com/fabiangreffrath/crispy-doom/wiki/New-Controls
skill: Hurt me plenty or Ultra-Violence
i am a Gamer with a capital g. i get it. do not play the maximum difficulty.
episode 1 was made with HMP in mind though vets tend to play everything in UV. Nightmare is a literal joke added after release to respond to complaints that the game was too easy. it makes enemies infinitely respawn and gives you 2x ammo. do not play on Nightmare! if you want the game to be harder, limit how many saves you do per playthrough. typical completionists try to "uv-max" a level, meaning they get 100% kills and 100% secrets on UV. getting 100% items is boring.
hungry for more:
if you liked episodes 1-3 so much that you played Thy Flesh Consumed and liked that, play Doom II (Doom II - Hell on Earth (v1.9)! DAR made a soundtrack for it which i again recommend (DAR's DOOM II Marathon). after this, there's a gajillion community mods and level sets to play. this is outside of my realm of expertise, but conventional wisdom is to check out 10 Years of Doom (1993-2003) and The Cacowards (2004-present). i also like https://doomwads.tumblr.com/. hell, go newschool and play stuff like MyHouse.wad!
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gaymer-hag-stan · 1 year
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Curse of the Tomb Raider
I'm sure this has been discussed already but it seems like every third game in the series is somehow "cursed" to underperform compared to its predecessors.
Tomb Raider III, even though the series' infamous 90s fatigue and oversaturation hadn't taken its toll yet, is still not talked about as fondly as the first or the second entries.
While the entirety of the 99-03 trilogy is arguably the series' darkest years, Angel of Darkness is by far the series lowest point and is often blamed for the series and Lara herself losing much of their brand power, almost killing the series completely and, according to Paramount, the reason the second Angelina Jolie movie underperformed (the last one is unfair in my opinion but it gets thrown around a lot). Unlike TRIII, which is still overall looked upon and rememberes fondly, for the most part at least, Angel of Darkness (although it has a cult following) isn't. Furthermore, while TRIII didn't do all that much to change up the series formula, other than pumping up the difficulty for no substantial reason other than to be more difficult for the sake of it, Angel of Darkness on the other hand tried to change things up by incorporating stealth and RPG elements in the gameplay and presenting a darker and more serious story but ultimately failing to make them a substantial addition or move the formula and the series in the generation and century. Ironically, ten years later, TR13 would start incorporating stealth and RPG elements with a darker and more grounded story back into the formula again, succeeding where Angel of Darkness failed.
Underworld was supposed to bridge the gap between Legend's more bombastic and action heavy, Hollywood-inspired action heavy gameplay, and the more exploration and puzzle-heavy, atmospheric gameplay of the classics (or Crystal's take on it at least) but it isn't as smooth as Legend or Anniversary. Not unlike Angel of Darkness, it was supposed to be the next big step forward to the next generation and was also burdened by a last-minute game being developed alongside it, Chronicles and Anniversary respectively. Maybe if Chronicles and Anniversary hadn't taken up funds, development time and personnel the other two ambitious titles would have eventually fared better? Or maybe they were doomed from the start. In any case, Underworld, which was itself part of a soft reboot of the preexisting 90s universe, and its lackluster performance, ended up leading to the creation of a completely new, hard reboot, completely unattached to previously established canon this time.
In a similar vein to what Underworld tried, Shadow was supposed to try and bridge the gap between the brand new, even heavier action-focused and combat oriented gameplay, with the puzzles and exploration of the past. While hardcore audiences overall seem to be more pleased with what Shadow offers in comparison to Rise or the TR13 Reboot, the general consensus seems to be that Shadow is a weaker entry than either of the previous two Survivor games, and seems to have ultimately led to, or at least contributed to, the series and studio being abandoned by Square Enix and Tomb Raider entering its largest hiatus yet, with news and information about the upcoming entry that will allegedly try harder than ever to patch the many rifts in the fandom by presenting an experience that will ultimately try to be both modern and innovative, while also taking into account what made the series and the character blow up the way they did all the way back in 1996.
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thinwildmrcury · 2 years
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Love Doom Eternal and Doom 2016 but they do not compare to Doom or Doom II in style of gameplay, which is a shame - really wanting to play a modern fps that feels like a modern classic, boomer shooter instead of adrenaline-fueled rampages.
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gamescardblog · 2 months
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KNOW YOUR HISTORY OR BE DOOMED TO REPEAT IT: Call of Duty: Modern Warfare 3 Ps5
Introduction:
In the world of gaming, the Call of Duty franchise stands as a testament to the enduring popularity of first-person shooters. With each new installment, players are transported to the front lines of epic battles, where they must hone their skills and adapt to ever-changing landscapes. In this blog, we'll delve into the iconic Call of Duty: Modern Warfare 3 ps5 platform and its recent release. Join us as we explore the significance of knowing gaming history and how it shapes our gaming experiences today.
The Legacy of Call of Duty: Modern Warfare 3:
Call of Duty: Modern Warfare 3 (MW3) holds a special place in the hearts of gamers as the third installment in the critically acclaimed Modern Warfare series.
Released in 2011, MW3 received widespread praise for its gripping single-player campaign, intense multiplayer modes, and cinematic storytelling.
The game continues the narrative of the previous Modern Warfare titles, immersing players in a global conflict against a fictional Russian ultranationalist organization.
Call of Duty: Modern Warfare 3 on PS5:
With the recent release of the PS5, fans of the franchise can now experience the adrenaline-pumping action of MW3 on the latest generation of gaming hardware.
The enhanced capabilities of the PS5 elevate the graphics, performance, and overall gameplay experience of MW3 to new heights.
Players can enjoy smoother frame rates, faster load times, and stunning visual enhancements that breathe new life into this beloved classic.
3. Finding Modern Warfare 3 at the Best Price for PS5:
For gamers looking to relive the excitement of MW3 on their PS5, finding the best price is essential.
With the availability of digital downloads and physical copies, players have options to suit their preferences and budget.
By shopping around and comparing prices from different retailers, gamers can secure Modern Warfare 3 best price PS5 at the best possible price, ensuring maximum value for their gaming experience.
Conclusion:
As gamers, it's important to understand the rich history of iconic titles like Call of Duty Modern Warfare 3 ps5 and how they continue to shape the gaming landscape today. With its recent release on the PS5 platform, MW3 offers players a chance to revisit the intense battles and gripping storytelling that defined a generation of gaming. By knowing our gaming history, we can appreciate the evolution of the medium and make informed decisions about our gaming experiences. So whether you're a seasoned veteran or a newcomer to the franchise, embrace the legacy of MW3 on PS5 and prepare for an unforgettable journey into the heart of modern warfare.
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44gamez · 4 months
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Best Xbox first-person shooters: Unbeatable FPS games
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We're taking intention on the greatest first-person shooters on Xbox. The primary-person shooter (FPS) style is without doubt one of the hottest in gaming. The record of first-person shooters obtainable on Xbox is consistently rising, and with so many FPS video games obtainable, there's one thing on the market for many tastes, from sci-fi worlds full of futuristic weapons and alien monsters to video games primarily based on actual conflicts that recount a number of the darkest moments from our historical past. In case you're seeking to determine which first-person shooter it is best to play subsequent, look no additional, as we have narrowed down the selection by utilizing a mix of web site evaluate scores, neighborhood rankings, and a few editorial enter to place collectively our record of the greatest Xbox first-person shooters.
13. Prodeus
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Launch date: September 23, 2022 Developer: Bounding Field Software program On Recreation Move? NoThe Doom-inspired Prodeus completely shouldn't be missed. It’s fairly a novel first-person shooter as it is a trendy sport, with all of the efficiency and visuals that include that, that options old-school gameplay much like the bomber shooters of yore: Quake and Doom. The sport is a bit gentle on the narrative facet of issues, however that does not matter an excessive amount of when you're blasting your approach by rooms of gruesome-looking enemies along with your arsenal of weapons, leaving nothing however a bloody mess in your wake.
12. Superhot
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Launch date: Could 3, 2016 Developer: Superhot Crew On Recreation Move? NoThe Superhot workforce managed to take what looks as if a reasonably easy mechanic and switch it right into a sport that is stuffed with potentialities. Having time's motion synced to that of the participant offered a recent twist on the shooter style, and real-time replays give the participant one other likelihood to really feel superior about what they simply pulled off. Regardless of the comparatively quick size of the principle ranges, the Problem and Countless modes ought to present most gamers with lots to sink their enamel into. The quick, quick, and livid nature of the degrees will not be for everybody, but it surely's one of the modern shooters in years, and everybody ought to undoubtedly give it a strive.
11. Metro Exodus
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Launch date: February 15, 2019 Developer: 4A Video games On Recreation Move? NoTo carry a historically linear sport into an open-world mould with out breaking what made it particular is a monumental activity. Metro is a sequence identified for its means to seize a dreary underground with a way of horror, and desperation. These components stay intact, however the brand new construction brings a lot extra to play that Metro Exodus turns into a greater sport than its predecessors in each approach. The extent design is impeccable, seamlessly mixing linear ranges and open-world design whereas providing you with a selection in the way you strategy a state of affairs.By breaking out of the subway tunnels, the sport additionally provides a far larger vary of environments to discover. The world itself is fantastic to expertise, with tons of little particulars to take pleasure in and simply the correct amount of horror to maintain you on edge. Fortunately, regardless of transferring into the open world, there may be simply sufficient stealth gameplay to maintain followers of the unique two video games satiated.
10. Rainbow Six Siege
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Launch date: December 1, 2015 Developer: Ubisoft Montreal On Recreation Move? SureThe change in path for Ubisoft's Rainbow Six sequence wasn't to everybody's tastes when it launched again in 2015, however for individuals who love aggressive multiplayer shooters, many discovered a brand new sport to grasp with Tom Clancy's Rainbow Six Siege. Matches in Siege supply an intense expertise that may have your tactical mind kicking into overdrive as quickly as a spherical begins. With its harmful environments and a plethora of Operators every with their very own distinctive talents, there are numerous methods you'll be able to strategy a state of affairs as both an attacker or a defender, however whereas it is tempting to attempt to go it solo, wins will solely come from working your squad.
9. Battlefield 1
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Launch date: October 21, 2016 Developer: DICE On Recreation Move? Sure through Recreation Move Final with EA PlayThere are such a lot of nice Battlefield video games, and it is arduous to select only one, however we have opted for WW1 shooter Battlefield 1. DICE completely nailed the WWI aesthetics with Battlefield 1, with its gorgeous areas and attention-grabbing multiplayer maps. There are deserts, Italian mountainsides, and metropolis streets, which all evoke the interval so staunchly you are feeling like you might be there. Even at present, the visuals nonetheless arise and simply seems to be higher than its sequel, Battlefield V. The marketing campaign could be very quick, however the entire sport simply sounds and feels so good in motion. That feeling if you nail a long-distance shot is like no different sport sequence. Add within the incredible class system, good destruction mechanics, and enjoyable automobile play — there isn't any higher place to enter the battlefield.
8. Wolfenstein: The New Order
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Launch date: Could 20, 2014 Developer: MachineGames On Recreation Move? SureThis single-player FPS from Machine Video games sees beefy hero B.J. Blazkowicz come up from a coma after attacking a Nazi fortress in WWII and failing. When he wakes, the world is in a reasonably terrible state — the Nazis received. This new order is wealthy with a steampunk aesthetic which shapes the linear degree design with incredible selection. Do not let the linear ranges put you off, although, it is a trendy shooter full of untamed concepts. One second you're warring in a focus camp, taking out the worst Nazi grandmother in historical past; the following, you're on a moon base. The New Order is commonly brash with its villains, however — maybe surprisingly — this implies it is not afraid to indicate you the worst of the Nazi regime in methods that may stick with you for a very long time but. Most significantly, that offers you prime context for committing ultraviolence in opposition to the worst individuals possible with dual-wielded weapons firing reams of bullets at males who find yourself as little greater than bloody pulps by the point you're finished with them. It feels good, it sounds good, and the array of weapons is depraved — the sum complete is ideal.
7. Titanfall 2
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Launch date: October 28, 2016 Developer: Respawn Leisure On Recreation Move? Sure through Recreation Move Final with EA PlayRespawn took every little thing that made Titanfall successful and adopted it up with one of many best first-person shooter video games round with Titanfall 2. The inclusion of a single-player marketing campaign was very welcomed by many, and though it is fairly quick in size, it's an exhilarating journey with some gorgeous set items and memorable moments, and the refined multiplayer will maintain you consumed for months to return. Some argue that the unique Titanfall's multiplayer is healthier, due to its attention-grabbing and extra different map design, and there's a case to be made there, however with the bonus of the marketing campaign, Titanfall 2 is the sport that makes our record.
6. BioShock
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Launch date: August 24, 2007 Developer: Irrational Video games On Recreation Move? NoArguably the most effective video games of all time, BioShock is a kind of experiences you may always remember. After your airplane crashes into the Atlantic Ocean, you uncover the closed-off underwater society of Rapture, and what follows subsequent is a 12-hour thrill journey full of narrative twists, compelling characters, and genetically enhanced mutants. Whereas the fight is different due to weapons and plasmids, what actually makes BioShock stand out is the story and setting. Rapture, with its Artwork Deco model, is gorgeous and eerie and simply the most effective online game settings ever created. If you're but to play BioShock, be sure to leap into the remastered Xbox One model; you will not remorse it.
5. Doom
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Launch date: Could 16, 2016 Developer: id Software program On Recreation Move? SureWhereas Doom and Doom Everlasting are each incredible first-person shooters, we’ve opted to focus on Doom on our record. The 2016 reboot simply feels extra like a conventional Doom sport, with its glorious fight and gameplay. When you decide up a rhythm, you'll be able to simply end up misplaced in a world of demise, brutal executions, and gore — and all of it feels so fluid! Certain, the story is probably not nearly as good as Doom Everlasting’s, and it won't look as fairly, however Doom’s gameplay is simply excellent. In Doom Everlasting, Id Software program made some tweaks to the fight and added some platforming sections that type of mess with the rhythm of the sport and may cease you from attaining the zen-like killing-machine state which you could so simply slip into with Doom.
4. Future 2
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Launch date: September 6, 2017 Developer: Bungie On Recreation Move? NoIf you will get previous its seemingly impenetrable lore and story, Future 2 is without doubt one of the greatest first-person shooters obtainable, which is sort of what you'd count on from the creators of Halo. The web shooter options some extraordinarily tight and satisfying fight, absolute bucketloads of story content material, and extra weapons and unique gear to gather than you might ever dream of. Whether or not you are enjoying solo or squadding up along with your friends to tackle the newest difficult Raid, there may be at all times one thing thrilling happening in Future 2.
3. Name of Responsibility 4: Fashionable Warfare
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Launch date: November 9, 2007 Developer: Infinity Ward On Recreation Move? NoWhen Name of Responsibility 4: Fashionable Warfare initially launched in 2007, it blew individuals away with its cinematic marketing campaign, tight capturing, and an unmatched aggressive multiplayer expertise that took the world by storm. Remastered for the Xbox One technology in 2016 as a part of an expensive Infinite Warfare bundle, Name of Responsibility: Fashionable Warfare Remastered lastly launched a standalone title in 2017. Full of memorable missions and characters, the action-packed marketing campaign is nicely value revisiting once more — who would not wish to replay All Ghillied Up or work their approach by Mile Excessive Membership on Veteran issue once more?
2. Halo: The Grasp Chief Assortment
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Launch date: November 11, 2014 Developer: 343 Industries, Bungie On Recreation Move? SureThat includes one of the best of what the IP has to supply, Halo: The Grasp Chief Assortment is the final word assortment for Halo followers and would-be Halo followers alike. The gathering consists of six Halo titles: Halo: Fight Developed Anniversary, Halo 2: Anniversary, Halo 3, Halo 3: ODST, Halo: Attain, and Halo 4. Not solely will these six campaigns maintain you busy for hours on finish, however every sport consists of its personal multiplayer, maps (there are nicely over 120 at this level), modes, and sport varieties, so there's a ton of Halo content material right here to wrap your head round. In case you missed the sequence till now or need 1000's of Gamerscore in a single field, begin right here. Grasp Chief was, is, and at all times would be the official mascot of the Xbox model, so for those who're critical about seeing all of the inexperienced workforce has to supply, there isn't any cause to look previous this seminal sci-fi sequence any longer.
1. Apex Legends
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Launch date: February 4, 2019 Developer: Respawn Leisure On Recreation Move? NoThat includes glorious gunplay, attention-grabbing and different maps, and fast-paced moment-to-moment gameplay that feels recent and thrilling, the free-to-play battle royale sport Apex Legends tops our record. With its eclectic mixture of characters, every with their very own talents, strengths, and weaknesses, you are dropped into one in every of Apex Legends' ever-evolving and rotating maps in a squad with two different gamers to battle it out in opposition to 19 different groups to be the final workforce standing. Whereas it's nice solo, the true enjoyable is discovered with mates — nothing fairly beats teaming up with friends and securing a frantic win simply if you thought your workforce was down and out. Respawn has finished a wonderful job with Apex Legends, and it is constantly evolving, with new characters, maps, and modes always being added, and all for the value of free! Do you agree with our record? What first-person shooters do you suppose ought to have made the lower? Tell us down within the feedback. Source link Read the full article
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houndsofbalthazar · 4 months
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Brief Warhammer 40K Boltgun Review
WH40K Boltgun is a retro styled shooter based heavily on Doom and its ilk but with modern fully 3D gameplay. I never really played much Doom or Wolfenstein so I can't judge authenticity to those games specifically. The aesthetics are really cool though, I love that the options contain sliders for pixellation and colour palette depth, although I just left them on default which I thought was fine. Enemies and some interactable objects (such as explosive barrels) are 2d sprites which felt very reminiscent of the Might & Magic series (and presumably other games of the era, it's just that's the series I've played most from that period), very cute. The whole thing works really well and in terms of visuals I definitely felt like I was playing a game from maybe the early 2000s or late 90s, so a bit after Doom but certainly retro.
I thought Tzeentch & Nurgle as choices for daemon enemies were good, there are some interesting enemy designs there and they model quite a few neat things from the tabletop - the Pink Horrors who explode into two Blue Horrors and the Aspiring Champions who respawn into Chosen Champions if they manage to get into melee with you are two really nice implementations of tabletop mechanics. Less so is the Strength/Toughness system. For those not in the know, tabletop 40k has a system where you compare the strength of your weapon with the toughness of your target to see what you need to roll to wound them, it works well to give different weapons different roles. This system is lifted from the tabletop game and put into Boltgun, the only difference is that rather than rolling dice, you just have a damage bonus based on the relative strength of your weapon. It's very neat as someone who knows the rules of 40k to see strength and toughness values that match the game, but I don't think it really went far enough. I was trying to use appropriate weapons most of the game, but it really didn't seem to matter all that much, the Vengeance Launcher (strength 3) would kill higher toughness targets in the same number of hits as the Plasma Gun (strength 7) even when it was supposed to be deaing minimum damage, when it should really be more of a low toughness crowd-clearer (which it is also very good at). It was a lovely idea but needed a little bit of tweaking I think.
I think there were maybe just one too many little subsystems in the game too. You have your guns (8 different kinds), you have your melee attack which includes a dash to the target, you have up to three kinds of grenade, and you have a charge that deals damage, knocks enemies out of the way and has a short cooldown. I would frequently just forget to use one or more of these, and while having lots of toys is neat and replicates things from the tabletop, it was just a bit much. The charge could easily have been cut, as could one of the grenade types and I don't think much of value would have been lost.
The only other gripe I really have is that the levels were sometimes a bit tricky to navigate. They're all laid out in the Doom style find this coloured key to open this coloured door, but the areas can feel a bit samey and it's sometimes easy to get lost. The worst part is about 90 minutes in there's a jumping puzzle with portals that took me quite a while to figure out - the proper route is marked but it's a bit subtle and I found it tricky to spot.
Overall though, it was a pretty fun shooter. I think it's what the kids are calling a "boomer shooter" so if you like those and you like the 40k universe then I'd suggest it for a bit of a distraction for a while.
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nintendeez · 5 months
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Online Gaming Then and Now
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Once upon a time, in the era of dial-up modems and pixelated graphics, online gaming was but a fledgling concept taking its first tentative steps into the digital world. Fast forward to the present day, where high-speed internet and cutting-edge technology have elevated online gaming to unprecedented heights and it is easy to see the differences. In this article, we'll explore the vast chasm that separates the online gaming experience of the 1990s from that of modern times, highlighting the key advancements and transformations that have shaped the industry into the behemoth it is today.
The 90s are a decade marked by a distinct sense of nostalgia, when the internet was still a novelty and online gaming a far-flung fantasy for most. Those were the days of humble beginnings, when games like Doom and Quake laid the groundwork for the first-person shooter genre, while text-based MUDs (Multi-User Dungeons) offered a primitive yet captivating form of role-playing adventure.
Back then, connection speeds were glacial compared to what we enjoy nowadays. Dial-up modems, with their infamous screeching tones, were the norm, limiting online play to those with both patience and persistence. And let's not forget the dreaded "lag" - the bane of every gamer's existence, causing inexplicable deaths and ruining countless hours of gameplay in mere seconds.
Graphics, too, were a far cry from the stunning visuals we've become accustomed to. Low resolutions and rudimentary designs meant that imagination played a crucial role in filling in the blanks, transforming blocky pixels into believable characters and environments. Sound effects and music were similarly basic, often consisting of little more than repetitive loops and simple synthesizer melodies.
Although outdated by modern standards, Local Area Network (LAN) parties became a staple of the PC and console gaming scene. Groups of friends would huddle together around either their own computers or shared consoles, with a physical wire to each device in the network. Many friendships were forged or tested over the heroic trials of these brave souls.
Despite these limitations, the 90s online multiplayer gaming scene was nothing short of revolutionary. It fostered a sense of community among gamers, brought people together from across the globe, and sparked a passion for competition that continues to burn brightly to this day. Titles like Ultima Online, EverQuest, and Starcraft set the stage for the massive multiplayer online role-playing games (MMORPGs) and real-time strategy (RTS) titles that would come to dominate the gaming landscape in subsequent years.
Today, online gaming is virtually unrecognizable compared to its humble origins. High-speed broadband connections have banished the scourge of lag, making seamless, low-latency gameplay a reality for millions worldwide. Graphics have evolved beyond our wildest dreams, with photorealistic rendering and breathtaking art styles transporting players to fully realized digital worlds.
Sound design has also undergone a radical transformation, with immersive surround sound and orchestral scores bringing depth and emotion to the gaming experience. Voice chat has become ubiquitous, allowing players to communicate and coordinate strategies in real-time, further enhancing the social aspect of online gaming.
Games themselves have grown increasingly complex and ambitious, with developers pushing the boundaries of storytelling, game mechanics, and emergent gameplay. MMORPGs like World of Warcraft and Final Fantasy XIV boast millions of active players, while titles such as Fortnite and League of Legends have popularized the burgeoning esports scene, turning professional gamers into international superstars.
In the early days of online gaming, a stable connection was considered a luxury, and lag was an ever-present adversary, striking without warning and wreaking havoc on gameplay. Today, however, gamers have come to expect lightning-fast connections and near-zero latency as standard, with any deviation from this ideal met with outrage and disbelief. But how did we get here? 
The roots of online gaming can be traced back to the dawn of the internet age, when nearly the only means of connecting to the web was via a 56k dial-up modem. These devices, which connected to a telephone line, were notoriously slow and temperamental, often resulting in dropped connections and interminable load times. For gamers, this meant frequent disruptions to gameplay, frustrating delays, and the ever-present threat of losing progress due to unexpected disconnections.
As technology advanced, DSL and then broadband internet became more widely available, offering significantly faster download and upload speeds. This revolutionized online gaming, allowing for smoother, more reliable connections and paving the way for the rise of massively multiplayer online games (MMOs). With broadband, gamers could finally enjoy seamless, lag-free gameplay, collaborating and competing with players from around the world without the fear of sudden disconnects or crippling latency issues.
Nowadays a significant portion of users are utilizing fiber optic connections, boasting higher speeds and reliability than broadband. However, despite the incredible advancements in connectivity, many gamers remain unsatisfied, demanding even faster speeds and lower latencies.
This insatiable desire for better performance has led some gamers to invest heavily in expensive routers, modems, and other networking equipment, all in pursuit of the perfect connection. While there's certainly nothing wrong with wanting the best possible gaming experience, it's important to recognize just how far we've come in terms of connectivity and appreciate the amazing feats of engineering that enable us to enjoy online gaming at all.
As we reflect on the journey from the dial-up days of the '90s to the lightning-fast fiber optic networks of today, it's hard not to feel a twinge of nostalgia for the simpler times when online gaming was a novelty rather than a necessity. However, it's important to remember that the conveniences and improvements we now enjoy have come at a cost, both financially and in terms of our expectations.
While it's tempting to yearn for the days when online gaming felt like a magical escape from reality, the truth is that we may not want to return to those halcyon days if given the chance. The slow connections, constant lag, and unreliable servers would likely prove to be more frustrating than charming in the context of modern gaming. Instead, we should focus on appreciating the incredible technological leaps that have brought us to where we are today and continue to push for innovation in the years to come.
In conclusion, the evolution of online gaming has been nothing short of remarkable, with each generation of gamers benefiting from the breakthroughs and advancements made by those who came before them. Though we may occasionally find ourselves feeling sentimental for the past, it's crucial that we don't lose sight of how far we've come and how much we stand to gain by embracing the future of online gaming.
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