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#maybe one day i will do color when all the deluxe issues are released
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yt script i wrote that i may or may not use.
Hey guys, I know I don't usually make videos like this but I personally wanted to get this out into the world due to the discourse around the two newest games Sonic Superstars and Super Mario Bros Wonder. I see a lot of unnecessary hatred towards Superstars, and I don't think it's justified. Before we get into the video, I want to explicitly state that I AM **NOT** HATING ON WONDER. I'm simply trying to show that Superstars is not as bad as it's made out to be. Also, disclaimer: sorry my voice may sound wonky, I'm sick right now. Anyways, let's get into the video.
Sonic Superstars came out 3 days ago as of writing this script, and Wonder released just today. Fans are set on the fact that Superstars is a scam when compared to Wonder. I don't personally agree with that. Many people are saying that Superstars is "Half-baked" and "unfinished". While I do agree that some aspects of the game have their pros and cons, I wouldn't go so far as to say the game is a scam. 
Some parts of the game really intrigued me, such as the special character acts and the usage of the medals earned in story mode, not to mention the fact that the all new character Trip the Sungazer has her own entire campaign. I love the implied dynamic of Amy and Trip, as they seem to be really good friends near the end of the story. The character gimmicks are also not that bad, with Amy having a double jump, Tails can fly as always, Knuckles being able to climb and glide, Sonic can dash right after a jump, and Trip can roll up and cling onto walls.
The game does indeed have it's downsides, too. The bosses really stay longer than they need to, with unnecessary invincibility windows. Sometimes the game can feel underwhelming, where all you need to do is hold right. 
One thing I think was a great idea but could be executed much better was the Chaos Emerald powers. None of them are inherently bad, however they're somewhat forgettable. I find myself dashing and flying through the levels without using the powers. Maybe they could've put a small tab in the bottom right hand corner of the emeralds you have, reminding you of thr powers you can use. The online versus mode could also definitely use some tweaking.
I don't see any issues with the colors or artstyle, and think it looks very cute and colorful and pops from the screen. What I will say is, as an avid Kirby fan, it reminds me a lot of Return to Dreamland Deluxe. Now, is that a good or bad thing? Well... you can take that how you will. 
The soundtrack is another thing that a lot of people think is absolute trash. The game has no lyrical soundtracks, instead being chock full of instrumentals. And I don't have a problem with that. However, a lot of people are basing their opinion of the game as a whole on this sole reason, saying that this was one of the worst things that could happen to a Sonic game. I believe, not naming names, there were... many WORSE games.
The final complaint that I run into the most is that the game isn't fast enough in any aspect, whether that be the loading time or the characters themselves. I agree with the fact that it can take a while to load when going from Act to Act. But the characters' speed is the same as any other classic Sonic game. And before everyone runs to the comments saying, "But Trip! You've never played a classic Sonic game!", me and my dad both play Sonic 2. And, at least to me, in these games you need to build up momentum, you don't have top speed from the get go. As is in Superstars.
Something to keep in mind as well is that there was clearly thought and care put into the game. We can see this as we run through Pinball Carnival Act 2 and run into Tails Doll, who was last seen in-game about 25 years ago. We also notice the little thing Sonic does, swinging over the rock in Bridge Island Act 1. 
While the game may be a little pricey, that's not necessarily the defining factor of "Is Superstars worth it or not?". I personally don't have the digital deluxe pack, as I pre-ordered Superstars and got it on day 1. So... maybe my opinion on this specific area of the game isn't too validated. That being said, maybe we should just move on.
Now to talk about Wonder. Wonder is a great game that released just three days after Superstars, being an instant hit with the fans. It's mainly being hyped for its new special abilities, such as the Bubble ability or the Elephant. I have yet to play this, but probably will the next time I see my girlfriend as she got the game today. The game is wonderful, no pun intended. I'm very intrigued by the Wonder Seeds, and adore that the game is non-linear. 
What I don't understand is why people are choosing sides, and most are choosing Wonder. Don't get me wrong, I have NOTHING against Mario. I was always a Nintendo kid, playing Mario Kart and... whichever game my dad had... from the time I was itty bitty. I used to spend hours on end playing Wii Sports, and have played a bunch of Kirby games. So in no way whatsoever am I showing bias towards Sega. 
But I think fans are taking it too far by saying quote "NintenDON'T scam their fans, Sega does." Nintendo has let people down countless times. Hell, us Kid Icarus fans are STILL starving for more content over here. I think it's unfair that what I'm hearing from other fans is that Sega is practically done for, and should just let the fans continue the Sonic series on their own. They say that Sega has grown to just be greedy... however, it's often Nintendo churning out the cash grabs. 
Since when was one better than the other? Both Sonic and Mario are absolute staples in the video game world. I don't think it's very fair to compare one to the other. But that's all I can really say, especially since I haven't entirely finished Superstars yet because I've been busy with school and testing season and a bunch of other things.
Anyways, thanks for watching! Maybe subscribe and stay a while? Stay fresh.
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thegaymerist · 3 years
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The Walking Dead Major Locations
Comic Series vs. Television Series (Black & White)
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bwprowl · 5 years
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Hasbro may have rebooted Transformers Generations into this War For Cybertron Siege thing we’re in right now (and which has, to be fair, turned out a lot better than I initially expected), but TakaraTomy’s determined to mine as much mileage out of the old stuff as they can. Indeed, Legends never die (they may get renamed into ‘Selects’, however) and one such last gasp is a big one. A Big *Powered* one, even. Yes, the Legends EX Big Powered set is here. There’s been some trepidation from some who got it in-hand since this thing was released, so let’s see how I’ll like it!
(Just off the start, love that box)
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So what we have here is the latest-of-late-G1 Cybertron Commander Dai Atlas and his two retainers, just in time to interact with all those Micromasters Siege is giving us. I’ll start with the smaller, less important dudes: Roadfire was the one I was actually kinda looking forward to the most. The original Roady’s a bit of a general grail, being a late, hard-to-find Japanese-exclusive toy (and pretty much nonexistent, personality-wise). He’s retooled off of TR Twin Twist, which is pretty much a perfect fit, turning the boxy drill-tank into Roadfire’s comparatively-distinctive boxy regular-tank. A large part of this design is now based in the giant removable cannon section (which even includes the Titan Master cockpit now!) but that’s how the original toy worked too, so it’s kinda fair. This mold still rocks anyway, with it’s nifty-as-hell transformation tricks like the arms or the spinning torso-front. Some of the plastic tolerances on my copy of this version do seem unfortunately loosey-goosey, particularly the waist connection and the hand-holes where the gun pegs in. It’s nothing that’s a real deal-breaker, but it does undermine a toy I otherwise really want to like, alongside the whole super-premium exclusive deal this set is embodying.
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Next there’s my eternal nemesis, Sonic Bomber. Look, I’ll just be endlessly amazed that a dude who barely has fifteen minutes of canon to his name could irritate me so much. Maybe this is why JG1 Autobots generally *don’t* have much in the way of personality, because they end up being Sonic Bomber instead. Similarly irritatingly, I actually quite like his toy! It’s based on the Triggerhappy mold, which got retooled within an inch of its life each time it got used in Titans Return, and is similarly completely redone here. In fact, if you hadn’t been told what it was based on or could recognize the few base structural parts it has left, you’d be forgiven for thinking this was an all-new toy! He even does something new with the leg transformation, a first for this mold, and ends up giving him some decent ankle tilts. His alt-mode is the same sort of impractical flying dagger it was before (and also gives me BWII Starscrem vibes). I like his rifle, but not so much his solid black cockpit- Half the appeal of the TR gimmick is being able to see the little dudes piloting them! Another thing you’re terrible at, Sonic Bomber!
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And of course, there’s the big map himself, Dai Atlas! He’s retooled from Overlord in ways that work out…interestingly. Okay, so the big thing is that Dai Atlas’s vehicle mode is supposed to be this giant weird combined tank/jet thing (that also has a drill for some reason), which should work right well based off Overlord’s own ability to be a stacked-together tank and jet. But they decided to make the vehicle mode more ‘proper’ here by removing the ability for the tank and jet components to actually separate, and their solution was…to just chain them together at the midsection with this simple, swively, plastic-joint piece. It just feels incredibly perfunctory, and everything about this design decision results in the most hindering compromises of the rest of the toy. The turret section of the tank is gone, so the rotating panels that make up his robot legs look oddly hollow from some angles (thankfully it’s not nearly as bad as it looked in some pics). The loose chain bit replaces Overlord’s old connection point, so his waist feels annoyingly wobbly when you’re handling him. It just feels like the sort of design choice that was made with as little effort as possible, and the whole toy comes off less cool for it.
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Not to dump on King Atlas too hard, because he’s not *bad*, just not as cool as he could have been. His modes still look cool as they are, in fact I need to highlight just generally terrific the sculpting, colors, and paint on all these toys is. They really sell that blocky, chonky, late-G1 Japanese super robot charm, with lots of poppin’ whites and reds picking out their own base color schemes. Dai Atlas in particular does do a good job of looking even larger than he actually is, and the dude’s always had a wonderfully distinctive design by the standards of a ‘good guy leader’ TF. My only other major complain is that he doesn’t come with his signature giant ‘Z’ sword- The best you can do is sort of approximate it by popping off and combining his wings, and even then it can only peg onto his arms.
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Each one of these guys has a ‘base’ mode tacked on, in the spirit of the tacked-on base modes the originals had (okay, Dai Atlas’s mold had a base mode to begin with, and it’s even still got bits to combine with the other TR bases if you’ve got them around). They’ve also all got connection points to stick together into the titular Big Powered combination, and it’s actually way cooler than I expected. The sheer size of this thing is impressive as-is, buncha big toys like this stuck together. And the spacey nature of the altmodes means it actually works as a big silly spaceship rather than looking too disconnected for what it is. If you’ve got the space for it, it actually makes a pretty cool display on its own. They also all retain the Titan Master functionality of their original toys, and you’ll have to pry out of my cold, dead mind the headcanon that two of them are Cain and Akira, the cutest couple in TF history. No idea who the third one would be though. Rabbicrater?
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So the Big Powered set isn’t perfect, and in fact is in an odd place where the ‘centerpiece’ of it, Dai Atlas, is actually the most flawed of the bunch. Roadfire and Sonic Bomber are actually both excellent little retooled deluxes, while Dai Atlas has…issues, but isn’t outright bad or anything. As a big exclusive Japanese toy set, this bunch are actually pretty modestly-priced, and are absolutely your surest bet as far toys of them are concerned. Zone’s a real cool little OVA, so if you’ve got love for it and want some of those dudes, this is worthwhile as an esoteric collection.
Woo, big block of text for a big toy set! Thanks for indulging me on that one, everyone. You deserve to take it easy for the rest of the night, and I’ll see you here next time!
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victoryspoon · 3 years
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I almost never finish any video games I play. Most of the time I play games that can't be beaten (typically fighting games or RTS).
However, it seems like I'm compelled to never actually beat games that CAN be beaten. I'll get to around the midpoint or maybe 70% of the way through and I'll lose all motivation to play and stop.
Even though I work at a mechanic shop/service center, we have a lotto machine up front for gamblers to lose money on. I've seen years of the sunken cost fallacy ruin people, so I have absolutely no issue with dropping something once its stopped being fun. Even if I didn't "get my money's worth." But even so I still feel bad about never finishing anything.
A few summers ago, I set aside the time to beat as many games as I could from a list. Those were Persona 5, Alice: Madness Returns, Bastion, Psychonauts, and a few others I forgot about. Every single time I beat the game I sat back and thought about if it was worth it. In every instance, it was not. Whatever rush I got from getting to see the credits roll, I couldn't get over how a good chunk of my time was not having fun. I was sitting there, bored.
The latest example is Digimon Story Cyber Sleuth. I thoroughly enjoyed the actual mechanics around raising digimon, but found everything else lacking. My biggest gripe aside from the characters was the presentation as a whole. I'm not really surprised because the game was originally for the Vita, meaning it didn't have the hardware for any of that. Even with a special re-release with enhanced features, it still felt like a vita game that was upscaled (because it was). Passable story, boring dungeons, massive grind, lame characters. Not a good recipe for a game.
I actually hated one character so much I made it my goal to get an Omnimon before she did. However, I wasn't counting on the story to hand her one as early as it did (around chapter 11 of 18). Shortly afterwards I took a few days break because I had put in over 24 hours into the game and needed to not stare at a screen. When I came back, there was something wrong with my game. My character would run at half speed and the menus would lag. It took me almost 2 whole minutes to run down a hallway, and during that time I got to thinking about how much I actually didn't care about this game.
So I dropped it.
It's like my patience for games is constantly running out as soon as I hit "start" and it eventually leads to the straw that broke the camel's back before I stop playing entirely. I find this funny because I can have hundreds of hours in Payday, Killing Floor, Civilization, or Left 4 Dead, but a game that might require 30 hours from me or even 6 hours from me is an undertaking I almost can never really stomach.
As an aside, I've recently returned to games like Luigi's Mansion and Pikmin, games that despite their short run time I never beat. I had no issue with beating them this time around. I think it had to do with how games have developed over 20 years. They were free of all the nonsense that finds its way into most modern games now. No microtransactions, no battle passes, no season passes, no special deluxe bonus editions that let you change your character's color, none of that. Here's our game, play it.
It could just be I'm getting bored of video games, but I still enjoy them with friends.
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realfinemood · 7 years
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Thoughts so far, no real spoilers but up to just after the first mission. Definitely not past where the trial ended. Even less spoilery version: I’m enjoying the hell out of it so far!
The annoying first:
They need to fix the bullshit where you can’t save during priority missions, or at least autosave more. I died at the lightning rod place and resumed the game all the way at the other building and had to re-explore the ship to get back to the fight. 
The one thing I wanted to fix with the controls and it’s not an option. Every time I try to hit the touchpad to open the weapon wheel, I apparently hold it too long and holster my weapon instead, which may or may not have been the cause of the above dying. (Why is this even an option when in the middle of fighting? Clearly no one would want to do this intentionally?)
I’m still not sure if the map updates the color if you’ve been to a place? I thought it did at first but then I started second guessing because the opposite seemed to be true.
I am so distracted by Addison’s makeup what the actual fuck Bioware what were you thinking?
The pre-release wank related:
I haven’t really had any animation issues? I’m not a fan of the way Ryder hunches over when she walks, but that just seems to be because Bioware’s apparently never watched how a real person walks. No weird smiling or T-poses or massive glitches or anything like that so far though. 
The good:
I’m so glad the conversation wheel is more like DAI’s instead of straight Paragon/Neutral/Renegade, even if I had to look up what the symbols meant cause that went away too fast. 
My DadRyder totally looks like a babe like his kids so I like how they did that. Admittedly I didn’t stray too far from what was suggested for BroRyder, which probably helped.
THE FIRST PLANET IS SO PRETTY. I keep stopping just to take screenshots of everything. (Though I assume my Inquisitor is hard at work closing the breach just off screen...) 
Also A+ on actually being able to see out the windows. That was really well used.
Personally I am 100% okay with not being able to direct the squad’s powers in fights. It’s not like I really told anyone in the trilogy how to fight (other than constantly forcing Garrus to actually use the fucking cover you dipshit you are a sniper what are you doing.) Ya’ll do you, I’m gonna be over here trying not to die. 
I’m really glad I picked Technician because Overload is a super great starting power. A+ choice me. I Once I remembered to actually update my skills after leveling up, I also enjoyed finally having a turret in game. (I miss my Quarian Engineer from ME3 multiplayer. I hope they bring someone like her back. Also I still need to try multiplayer out.)
THEY TALK SO MUCH I LOVE IT. Seriously though, the fact that Liam and Ryder were running around and actually talking to each other the whole time is pretty great. Hopefully they don’t suddenly run out of stuff to say or go huge stretches without talking like DAI.
Companions:
I like Liam. Still not planning on romancing him this time around at least, but I think I was right about my Ryder and him being bros. He seems pretty cool. Maybe a little trigger happy but still. The way they gradually explained Ryder’s backstory through him and Ryder’s banter was very well done. I hope we get to grab that beer at some point.
Cora’s alright so far but I can’t tell if she’s supposed to be Ryder’s age or her dad’s. She seems much older in any case. Nothing about her is jumping out to me so far, though I did through out a token “but she should be Pathfinder” just on general principle. 
IDK if Natalie Dormer counts as a “companion” as such but she’s my fav so far. (And I’m also enjoying hearing Jamie Clayton even if it’s just through a giant tv screen.)
And now I’m off to explore the Nexus some more and get involved in random people’s nonsense because of eavesdropping. And possibly find where my room is so I can see what the deluxe version clothes are.
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droneseco · 5 years
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Pimax 5K Plus Ultrawide VR Headset Offers a Glimpse Into the Future
Our verdict of the Pimax 5K Plus: With highest field of view you can currently buy and one of the highest resolutions, this is a premium headset and priced accordingly. You'll need to be upgrading from a Vive, or buy separate basestations and controllers though; and if you wear glasses, wait until they've fixed the comfort issues. 710
One of the biggest criticisms of VR today is that it feels like putting on a pair of ski goggles: you end up with unnatural black circle around the periphery of your vision. The Pimax 5K Plus is a new breed of “ultrawide” field of view headsets, which take up almost your entire vision, rendering a scene much more as you’d see in real life. It’s a tantalising glimpse into the future of VR, but is it ready for the present? Read on to find out exactly what we thought of the Pimax 5K Plus, available to buy now for $700.
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Just the Headset
Before we look at hardware specifics, it’s worth pointing out that right now you can only purchase the headset itself. For a working VR experience, you’ll also need at least one Steam VR Lighthouse Basestation (v1 or 2), and motion controllers.
So if you own an or purchase new an original HTC Vive full kit, you can upgrade the headset to the Pimax 5K Plus; it is fully compatible with the older Lighthouse 1.0 Basestations and Vive Wands. Or you can purchase a new set of Index Controllers and Index Basestations (v2.0) directly from Valve. Either way, this is going to add around $600 to the total purchase price.
If you’re planning on using the Pimax exclusively for racing or flight sims, you cough get away with a single Basestation at the front of your rig and skip the controllers entirely. A second hand Basestation could be purchased for less than $100.
Pimax plans to release their own Basestations and controllers at a later date, and we can expect those to be available separately or in a package. However, no further details on availability or timing of these are yet available.
Pimax 5K Plus Specifications
Resolution: 2560 x 1440 per panel
Horizontal FOV: 120-170 degrees
Screens: Custom Dual LCDs, 90Hz refresh rate.
Lens: Custom Fresnel with physical IPD adjustment. Eye relief distance is fixed.
Tracking: SteamVR Lighthouse (Basestations not included, but required)
Audio: 3.5mm stereo port
Price: $699 direct from Pimax, headset only ($799 on Amazon US)
Headstrap: Fabric, no built-in headphones
Weight: 514g total (including strap)
Connections: USB2.0+ and DP1.4
If you’re not a fan of the black levels and colors offered by LCD screens, a 5K XR model is also available with OLED screens for $200 more. The resolution offered by the Pimax 5K Plus is bested only by the HP Reverb (at 2560 x 2560 per eye). But to drive that display at full resolution, you’ll need an incredibly powerful GPU, like a 2080Ti. Testing on a mid-range 1080, I needed to downsample to 0.75 for acceptable performance.
The lenses, and canted panels are absolutely massive. There’s a large sweet spot, and the displays are crisp. Though the so-called “screen-door-effect” has never really bothered me, I couldn’t find any on the headset even when looking specifically for it. The only downsides to these displays are the slightly washed-out colors and greyer blacks. For those who love playing horror games or Elite Dangerous, the murky blacks will be more of an issue. For general VR usage, I felt that the field of view more than made up for it.
This zoomed-in photograph taken through the lenses should give some idea of the clarity found with such a high-resolution headset.
You Really Can’t Wear Glasses
Out of the box, you won’t be able to wear glasses of any kind with the Pimax, as the lenses simply sit too close to your eyes. In fact, even some users who don’t wear glasses have complained that it touches their eye-lashes uncomfortably. For testing, I grabbed a spare VR cover to use as additional padding, thereby pushing the lenses further away from my eyes. It worked but was very awkward to adjust every time, and added at least a minute or two onto setup time for each VR session.
My solution to use the Pimax 5K Plus with glasses was just another layer of padding, but it took time to adjust each session.
The fabric head strap is similar to that on the original Vive, and includes no built-in audio solution at all. You’ll need to provide your own pair of headphones or earbuds. The headset itself weighs 514g, which is relatively lightweight considering the massive screens on the front, and I had no issues once it was on my head. Pimax has promised to make both a rigid strap with integrated headphones and thicker facial interfaces for glasses wearers at some point, but these are not yet available at the time of writing, nor do we have a timeline on their production. We’ll update this review when we know more.
If you own the original Deluxe Audio Strap for your HTC Vive, and have access to a 3D printer, you can print some adaptors.
The Field of View is Incredible
Total immersion is hard to achieve, but visually at least, even the normal (roughly 150-degree) FOV setting of the Pimax is simply breathtaking. There is a small amount of distortion at the periphery, but nothing noticeable. On the largest FOV setting, the distortion is significant enough to be slightly distracting, but I suspect continued use would minimize this.
Most of my time was spent in No Man’s Sky, where the added field of view makes for even more impressive vistas of imagined worlds.
Field of view is not an exact science though. It’ll depend very much on your face shape, IPD, and how far the lenses are from your eyes. Those who don’t wear glasses and have a normal IPD will find the greatest benefits. Still, even with the extra padding for my glasses, I was blown away by the difference.
Experiencing an ultrawide FOV is truly a moment of “oh, wow – this is how VR really should be”.
PiTool and SteamVR
Despite using the StreamVR Lighthouse tracking, the Pimax 5K Plus is a sort of hybrid SteamVR headset. It requires the installation of a third party software and driver tool: PiTool.
The PiTool software is best described as functional for the most part, and even integrates the Revive drivers to offer direct access to Oculus Store games. It also replicates some core functions of SteamVR, like pairing controllers and defining a boundary. More importantly, it allows you to configure aspects of the screen such as contrast, brightness, and FOV.
Presumably, the software and additional drivers are needed in order to run a display with such a high field of view, which no other SteamVR headsets are as yet capable of. However, requiring third-party drivers does present some issues. For instance, when I initially tested the PiTool software, it wasn’t compatible with the new Valve Index controllers. It seems the PiTool software is not passing through the controller definitions natively, so SteamVR couldn’t actually recognize Valve’s own controllers when paired with the Pimax headset. Running the beta version of the PiTool software fixed this and a number of other graphical glitches I was experiencing.
For some games, a little extra configuration is required in the PiTool software, such as enabling compatibility mode. Even then, I experienced some slight popup distance glitches for objects in No Man’s Sky, which weren’t present when testing on the Valve Index. There weren’t game-breaking by any means, but do show that there’s entirely separate render pipeline here.
The PiTool is functional then, but a bit of a kludge. It would be nice if it wasn’t needed, and perhaps in future SteamVR will offer native support for high-FOV headsets.
This is The Future – But Maybe Not The Present
If I haven’t already conveyed this enough: the increased field of view is absolutely breathtaking. Other headsets pale in comparison. If you have a powerful enough gaming PC, if money is no object, and if you don’t wear glasses – this could well be the headset you’re looking for. Existing Vive owners can easily upgrade to the Pimax 5K Plus.
At around $700 though, it’s not the best value for money. For those not upgrading, you need to add on the cost of Basestations and controllers. To purchase new Valve Index Controllers and matching Basestations, you’d be looking at a combined total cost of closer to $1300. That’s beyond the limit of most VR enthusiasts, and you still get a subpar experience thanks to the poor quality head strap and lack of integrated headphones.
I’d be lying though if I didn’t say that overall I’ve had a somewhat frustrating experience with the Pimax 5K Plus. You may have a better time, and I’d love to hear from you in the comments. But for me, the added faff of trying to get comfortable with extra facial padding and putting on my own pair of headphones just doesn’t justify the increased field-of-view. The extra few minutes of setup time – or more, if you need to tweak settings for a new game that perhaps isn’t displaying properly – is too much. SteamVR isn’t exactly a robust system at the best of times; adding in a third-party software tool increases the odds that you’re gonna have a bad time. For every day VR, this won’t be my go-to headset.
The Pimax 5K Plus offers a breathtakingly immersive experience; that much is true. But it’s not quite there yet on aspects other than the display. By the time it is ready, there may be other options. Still, at least you have time to save up for that inevitable graphics card upgrade you’re going to also need.
      Enter the Competition!
Pimax 5K Plus VR Headset Giveaway
Read the full article: Pimax 5K Plus Ultrawide VR Headset Offers a Glimpse Into the Future
Pimax 5K Plus Ultrawide VR Headset Offers a Glimpse Into the Future published first on http://droneseco.tumblr.com/
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Golden Goose Star Sneakers Affiliate promoting And Marketing Programs or Even Successful retraining Tips
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builtinadaygames · 6 years
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itchy tasty: Free Games on itch.io, issue #3
Hi, I'm Kevin Beissel and I make videogames under the name Built In A Day (@builtinadayKB).
This is the third post I've done about games on itch.io, you can read the others here or you can read them on my personal site, builtinadaygames.com/blog
This post is slightly different than the others.  The devs covered in this post have released well-regarded indie games thru publishers like Devolver and Adult Swim (Terri Vellmann and Andrew Morrish) or self-published on platforms other than PC (Powerhoof).  The previous posts focused on devs with only self-released work (and no titles on Steam).
I had played games by all three of these devs on Steam and was pleased to find they had work posted on itch as well.  Since itch has all types of games, especially small and experimental work, it was fun to play something by these devs that could explore a bit more and see them try things that might not work in 'commercial products'.
Not to say that they're work on Steam is generic or traditional or (worst of all) 'safe'.  But there is value in watching an artist experiment, fail, take risks, embrace weirdness and just try stuff, whether they 'succeed' or not.
So, my motivation for this post is basically two-fold: to let other gamers know that itch has cool, experimental work by devs you already know and love, and to encourage devs of all types to keep making new stuff (especially the small or weird ideas they have).
Here are the ground rules:
The purpose of this series is to cover some of the free games on itch.io, from a developer and fan perspective.
Before we get to the games, I just want to clarify why I'm doing this and what I hope it accomplishes.  So here's the what, why and how:
The WHAT
Discuss free games available on itch.io
I've got a list of profiles to check out, but please send along any recommendations.
There are no restrictions on genres.  The whole point of this is to be curious and ask questions.  So no dumb rules like "No walking sims" or "No puzzle platformers", which would prolly eliminate half of the available games anyways.
The WHY
I want to become a better developer and playing experimental/small/art/trash games should help.
Getting an audience is hard and getting constructive feedback is even harder.  I can't help the devs covered in these posts with the former but maybe I can with the latter.
The HOW
There is no rating system.
There is no alter ego here, these are not 'angry' reviews.
These aren't even really reviews.
The goal is to focus on the design choices that were made and discuss the reasoning behind them.
I don't really care about being right, I don't really care about sounding smart ("Yeah, no shit" the reader grumbles), I don't really care about agreeing with you.  I'm more interested in looking at the hierarchy of ideas (to borrow a phrase) that form game design.  By working at the ends and working in the middle we can find out more about it, right?
Enough with the formalities, let's get started.
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Profile: Powerhoof (@Powerhoof, powerhoof.com, powerhoof.itchi.io)
Games: Murdercide 2017 and Peridium
Style: point and click adventure games, cyberpunk/comedy and horror/suspense respectively
Powerhoof is the two-man team (Dave Lloyd and Barney Cumming) behind 'Crawl', the excellent local coop dungeon-crawler on Steam.  They have a diverse selection of games on itch, but I'll be covering only three of them, tho each one is worth a look.
The point and click genre offers the chance to show off their narrative skills, with plenty of good dialog and superb voice acting.  Their games always have appealing visuals, so it was exciting to see that skillset paired with a good narrative.  It's also remarkable that both games are so different in tone, yet work so well.
Each game can be played in less than ten minutes, so describing the plot would spoil a huge chunk of your playthru.  So think of them like this: if you like Douglas Adams or 'Blade Runner' then check out Murdercide and if you like 'The Thing' or 'The Shining' then check out Peridium.  And if you like all those things and were also a fan of LucasArts adventure games, then for sure check out both.
Also, these games are much more about atmosphere than they are about the traditional elements of point and click games.  Yeah, you will have to use an inventory item to interact with some scenery, but none of it gets in the way of the setting and the story.
If I'm not mistaken Powerhoof has hinted at doing a full-length adventure game someday.  I've been mistaken before tho (turns out if you mix an acid with a base you get a reaction, you know like mixing drain cleaners?), so they'll prolly make something else that's dope.
Game: Riders of Rhea
Style: top-down, action, roguelike
Elevator pitch: It feels like an 8-bit version of 'Mad Max'.  I guess this is the perfuntory part where I point out that Powerhoof is based in Australia.  But this elevator ride is almost over, so fuck it.
You ride on a motorcyle thru a desert wasteland and track down groups of enemies using a mini-radar.  Another panel displays stats about your bike (armor/shield, heat, speed).  When you defeat enemies you get random drops, usually a small decrease from one skill (-1 usually) and a larger boost to another skill (+2 or higher).
The controls took awhile to get the hang of, but I eventually could take on small groups.  I can get overwhelmed easily (are we still talking about the game?) but that level of challenge makes each success feel more satisfying.
I've been searching for interesting action games lately and this one certainly fits.  Great minimalist art-style, nicely blends offensive and defensive tactics, and has a 'one more run' charm to it.
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Profile: morrish (@int_main, andrewmorrish.net, andrew-morrish.itch.io)
Game: Tough Love Machine
Style: puzzle, pretty colors
Andrew Morrish has two games available on Steam, 'Super Puzzle Platformer Deluxe' and 'Kingsway'.  I haven't played the latter, but SPPD has a great concept, fantastic visuals, tight controls and a diverse group of playable characters.  I didn't know he had stuff on itch, but TLM was recommended by Steven Miller (@stevenjmiller37, who also has a bunch of cool games on itch too).  It's a great puzzle game: fun, intuitive and a joy to look at.
There are two hearts and two arms on the screen.  Using the arms (WASD for the left and arrow keys for the right) you reposition the hearts until they are either stacked or side-by-side.  This seemingly simple formula yields impressively deep results.
One thing I always look for in puzzle games is how clearly they visually communicate concepts and rules.  In games like 'Stephen's Sausage Roll' or 'Baba Is You', the concept and mechanics work seamlessly, because the visual cues and puzzle design are so well done.
Those games ('Roll' and 'Baba') force you to very carefully consider the space you're given and how the rules you know can be applied to them.  I know that sounds like something that ALL puzzle games should do, just like regular exercise is something that ALL people should do, but we know that's not the case.
So when I got stuck in 'Roll', it usually meant there was some part of the level I wasn't utilizing, despite the design/visual cues clearly pointing me towards it.  TLM does a similarly good job of keeping the puzzle design uncluttered and avoiding bullshit red herring solutions, another common puzzle game pitfall.
BTW, I haven't actually beat it yet.  I'm stuck on the level called "you might actually be getting worse".  My God, this game sounds like my ex-wife.
Just kidding, I don't have an ex-wife.  I'm not kidding about being stuck but don't spoil it for me.  You can spoil it for my ex-wife tho, she always hated surprises.  Or maybe she just hated me.
Whatever the imaginary case may be, just make sure you don't hate 'Tough Love Machine'!  You could say it's TOUGH not to LOVE it.  You could say that, especially if you wanted people to hate your writing style.
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Profile: terriv (@terrivellmann, terriv.itch.io)
Game: TANKITA
Style: roam-around tank-shooter
Terri Vellmann recently released 'High Hell' (which I'm very excited for) but I've been playing 'Heavy Bullets' for just about a year now and I love it.  I was a bit put off at first and it took awhile to develop effective strategies (I can get to level six out of eight so far), but a good run in 'HB' is super satisfying, even tho they all end in an abrupt death.
TANKITA (or 'Bounty Hunter Tankita') is a tank-shooter with nice 'roam-around' style maps.  Each map has bases to destroy or enemy waves to fight off.  All of it is done in a low-res style but with bright colors and appealing cartoon-style character/vehicle designs.
You control the tank's movement with the L-stick and weapon aim with the R-stick.  The left and right bumpers are your main and alt fire, and the A button is jump.
As much fun as the game is, the control style caused some mild frustration.  The only issue I have is with the jump.  Circle-strafing enemies is pretty effective, except you have to keep moving your right thumb to jump or risk taking heavy damage from missiles.
However this frustration led to a worthwhile thought experiment: If I were to remap the controls, what changes would I make and how much would they change other gameplay elements?
I'll preface this by saying (or writing, at least) this:
A lot of well-intentioned game design feedback suffers from a common problem: the proposed solution has far-reaching consequences and would alter so many facets of gameplay that the amount of work necessary would far exceed being just a 'small tweak'.
So, my first instinct is to eliminate the jump entirely and focus on the weapons.  The problem with that is the tank is now largely defenseless, so the enemy behavior and the map layouts have to change drastically to compensate.  For starters, the enemy's missile fire rate would need to be adjusted (even tho you can shoot them down with your own missiles) or the amount of damage they do has to be heavily nerfed.
My next idea was to eliminate the alt fire and just have the main weapon and the jump ability, and map them to LB/RB.  This allows a good balance between offense and defense, but still requires that many enemy/level elements be reworked.
I like the second solution better.  Either solution would take a lot of time, but the second has a higher 'ceiling'.  You could compensate for the lack of an alt fire several ways:
Create opportunities for 'massive' or 'chain' style damage - like lure a group of enemies near a fuel truck, pepper the truck with your main gun and watch the explosion cause a chain reaction among the enemies.  Incentivizes the player to group enemies together and utilize environmental elements, which would mean reworking each map's layout.
Have Contra-style weapon drops - sometimes you get just the right weapon and other times you pass it up.  It's asking a lot of the player to go thru a game (even a short one) with only one weapon type.  The control style is still simplified to jump/attack, but the player can still have some variety.
Still, 'TANKITA' is worth checking out, as is Vellmann's other work on itch.  I like his visual style and something like 'mundo lixo' is a good chance to admire the aesthetics without any pressing gameplay demands.  
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Well, folks, thanks for reading.  May other people indulge you to the extent that you've indulged me.
Love & Respect,
==KB==
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