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Posts posted by Hawke64
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Fishlabs - acquired by Embracer in 2018 alongside their parent company Koch Media, nowadays Plaion - were among those burned by "Project Phoenix", first losing a dozen people in September 2023, and then around half their remaining workforce in November. In the process of these reductions, Embracer also binned off two video game projects – a sumptuous sci-fi metroidvania that was in full development, and a "visual prototype" for a brand new Red Faction game.
https://www.rockpapershotgun.com/fine-lets-write-about-the-stupid-banana-game
QuoteNecessary for every Banana story: The two Youtube videos by Spiffing Brit and Jauwn which dissect this game and the various vectors for market manipulation and abuse. Also that the creator is a neonazi.
The "Clicker" tag explains why I had not heard of the game. Thanks to the Steam Ignore list, it auto-removes this from being shown to me. Alas, the limit of only 10 tags forces me to choose between what I dislike less, Rogue-likes or Sokobans (?). And low-quality anime porn, some game about round fruits (Saika? Saiko?), and that Twitch platformer (with abstract platforms suspended in the air) do not have dedicated tags. I also ran out of the publisher-specific Ignore list (50 entries, I think).
Granted, at this point, I am going with my allow-list - there are too many releases per day to actually process what might be worth attention.
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5 hours ago, kanisatha said:
We'll see about DA4 (the trailer being a trailer and not necessarily representative of how the game will be), but I disagree about BG3 and DA4 being the same in cinematics. There is no RPG out there, including upcoming games, that even comes close to BG3's extent of cinematics. Larian themselve have boasted about the extent of cinematics in their game, claiming a whopping 175+ hours of cinematics that they recorded for their game (and that was before all the post-release updates and patches). And therein lies the real issue, because I'm not opposed to some cinematics in a AAA RPG. It's that BG3 has gone so far into cinematics that for me effectively the game is far too much like watching a movie than playing a game.
One of the issues with the cinematics in Larian's D&D game is that it feels worse when the camera switches from the isometric perspective to over-the-shoulder. Another two are the animations (most were exaggerated just enough to clash with too detailed visual style; the only good one is the Sailor Moon transformation at the end of Act 2 and that one was not supposed to be realistic) and that the immersive-sim elements worked poorly with having your actions and movement restricted by a cut-scene (fortunately, switching to another character and attacking usually could resolve it). Overall, the density of cut-scenes that are not the general dialogues (i.e. have some camera work) is not too high, but I also was skipping as soon as I had read the subtitles (the lack of pause and the buffs wearing in real-time for not-dialogue-locked companions did not help with watching the cut-scenes).
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Dread Delusion
I've added spoiler tags for the areas outside of the starting one (and some random island), though the screenshots are rather spoiler-free as is and do not show the main story or dialogues.
The Endless Realm.
SpoilerFully upgraded the manor.
The Clockwork Kingdom.
SpoilerThe highest Charisma check I've seen (120).
Well, this is dark, but quite accurate as well.
The Underlands (aka the late-game).
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Enotria and Flintlock look good. I also cannot run them on my main PC and will not purchase for the full price to run on the spare one (which should be able to run them).
https://www.rockpapershotgun.com/our-9-favourite-demos-from-the-summer-steam-next-fest
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I suppose, bundles count as sales.
https://itch.io/b/2506/queer-games-bundle-2024-with-10-option
QuotePurchasing the Queer Games Bundle is a direct action that you can take right now to support queer people in a life-changing way, and in exchange, you get nearly 500 amazing, heartfelt, fun, and radical games and artworks. Help nurture our diverse queer arts community, fund the creation of the next great game you love, and find your new favorite game by purchasing the bundle today.
There are quite a few jam games (i.e. very short to play and fast to develop), but also some decent VNs, point&click adventures, and puzzles. I went for the pay-what-you-can option and ~£20.
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https://www.humblebundle.com/games/future-games-show-discovery
QuoteGet hyped for the Future Games Show Summer Showcase—happening on June 8!—with this bundle of games packed with hits that graced the show in years past! Brace yourself for Gloomwood, a haunting immersive sim set in a Victorian-inspired world teeming with secrets and dread. Become the star of a deadly retro future Truman Show-style reality show in the thrilling 2.5D adventure American Arcadia. Set sail on a cooperative roguelite romp across hazardous, monster-infested seas in Ship of Fools. Pay what you want for all these, plus 5 other great games, and help support charity with your purchase!
...
This bundle supports Children's Miracle Network Hospitals and It Gets Better.
The bundle has Gloomwood and and En Guade!.
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https://www.humblebundle.com/games/stories-pride
QuoteCelebrate Pride Month with these titles exploring matters of the heart and the joy of human connection in this bundle of poignant story-heavy games curated in partnership with our friends at IGN. Coffee Talk Episode 2: Hibiscus & Butterfly whisks you away to a version of Seattle steeped in urban fantasy, where orcs, elves, and other wondrous beings commingle in a cozy coffee shop. The adorable multiplayer dating sim Monster Prom 2: Monster Camp invites you and your friends to compete for the affection of some of the eligible monsters out there—you’ll also get the Camp Forever DLC. In the village management sim Lakeburg Legacies, your job is to play cupid as you match up townsfolk and see how your love connections play out over generations. Get all of these games and more, and help support The Trevor Project!
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Finished Dread Delusion. Loved the game, though there are issues. Highlighting 2 of them, because they bothered me quite a lot. Also the saving system is critically unsuitable for the game and the bugs.
- Closer to the late-game, I noticed that a bug that had occurred several hours ago and wiped most of my in-progress quests also affected a completed main quest. So I tried to re-start it. The thing was that in order to progress it past a certain point, I needed to activate a McGuffin (a sci-fantasy seal on a door), which was a single-use interaction and I had already used it. I spent the next 2 days trying to troubleshoot and resolve it, but I have gained more experience with hex editors.
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The NPC you collect along the way, while great, do not feel like your companions. They are someone else's and just quest-givers for you. Also there was a thing - during the recruitment you had to say what you were going to do with the antagonist (join, kill, arrest, etc.) and at the beginning, it was hard to gauge what the antagonist was trying to do and what you wanted to do about it. The issue being is that these NPC remembered what I said 20+ hours ago. So, it was rather awkward when I told two of them that I was going to arrest the BBEG and two others that I was going to join the BBEG. I also resolved the quest of the additional someone else's companion in a rather unfavourable manner and there were no options to make it better for the said NPC at the end of the quest.
Spoiler
It did get better at the end due to the last ending choice. I would have preferred starting killing the Union soldiers at the end of the quest, though.
My review:
SpoilerDread Delusion is an action-RPG with strong exploration and excellent writing, although the character development system is minimalistic and there is no visual customisation, there are still several options for the avatar's background, which affect the stats. The setting is distinct and consistent - an archipelago of floating islands under the light of a neural star, shortly after the local deities were slain by the newly-formed human alliance, the Apostatic Union.
The world is consistent and self-contained (i.e. no out-of-game information is required to make sense of it), while different islands and peoples are very distinct from each other, with the quest lines affecting them. Both the background lore and the actual plot are clear and well-developed. The topics discussed vary from practical to philosophical. Additionally, the story and the setting are very LGBTQ-friendly.
The exploration is rewarding and the few new equipment pieces are enjoyable and welcome to find. So are the NPCs and quests.
In particular, the equipment is rare (possibly, too rare) and unique enough to be meaningful. The bonuses vary from quantitative (e.g. +20 to Stamina) to qualitative (e.g. no fall damage). The loot is distributed well, even if a lot of it is gameplay logic, such as potions and coins lying on the ground, the locations of clothing, spells, minerals, and plants make sense in a more general way. Additionally, the crafting materials can be spent actively during the game on house upgrades (there are several houses for purchase), which allows them to remain desirable throughout the playthrough. Regarding crafting, though crafting or consuming potions rarely was necessary, the armour upgrades can make a significant difference in one’s playthrough, while the collected ammunition allowed to defeat the one mandatory boss.
The combat in general is very optional and rather basic, with a strong focus on positioning, though making melee encounters engaging with the first-person view is always incredibly challenging.
The controls are rebindable, 5-button mice are supported. There are also several options for the visual effects.
There are also several negative aspects and I doubt that all of them will be addressed. The saving system is rather poor - there are 3 save slots, one per playthrough, with automatic saving at certain events and upon interacting with the checkpoints. Windows Explorer still allows better save management and it is strongly recommended to make a hard save every 30 minutes due to the bugs.
The bugs vary from clipping through some objects to NPCs incorrectly recognising quest outcomes and actions to getting softlocked because a main quest was reset. The latter I resolved by modifying the save file via a hex editor and it was not exactly a user-friendly thing to do.
The last issue is that very few quests are connected to each other or have complex non-linear structure, while the NPCs are impossible to kill at will, so the thread of the prophecy will not be severed.
Overall, it was an enjoyable experience and I highly recommend the game.
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Steam keys (from HumbleBundle):
- Heaven Will Be Mine (a sci-fi VN with giant robots; played but have not finished)
- The World Next Door (got on EGS, unrebindable controls => did not play)
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On 6/6/2024 at 2:29 AM, Malcador said:
200 MB of saves per game max on the cloud. Not a huge deal to me though.
It would be rather unpleasant for the users, but very understandable for GOG. I have used neither Steam nor GOG cloud saves voluntarily (only when the settings were resetting).
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Dread Delusion. Got a house, reached the second main area. Some bugs have started to show up (e.g. an NPC referring to a quest I have not started), but good otherwise.
Flynn: Son of Crimson. A platformer. I am not exactly good at platformers, but it is fine. Nothing particularly bad I can point out.
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Dread Delusion
I guess the wording is off - achieving one would be good, while getting both would be amazing. The other parts of writing do not feel so heavy-handed, so it is the character, rather than the writers.
So, this is the boss.
Nothing too spoiler-y, but might be better to experience first-hand.
SpoilerThe mask's eyes were following me.
This is a mushroom.
He is not wrong.
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Dread Delusion. So far so good - I have been mostly avoiding combat by running and closing the doors in front of NPC. The writing and the visual style are excellent, the soundtrack is present (I noticed it changing significantly only around the Hollowshire Castle). The RPG systems (as in numbers) are simple, but present and generally satisfactory, same for roleplay - some quests have options for the methods and outcomes. The equipment has been rather limited - I have found 1 piece of armour, bought a stat-increasing hat and another armour set, and upgraded the rusty sword I got in the tutorial. Also found a bow, which I have not yet used. Somehow, it is nice when the game does not vomit Legendary Fire Swords +99 on you.
I am not quite fond of the checkpoint-based saving system, but it is not the first game where save file management performed in Windows Explorer. Reloaded once so far -
Spoileran NPC initiated a dialogue when there were 2 unfriendly creatures right behind me. It led to an intriguing curious cut-scene and I decided to reload.
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https://www.rockpapershotgun.com/skald-against-the-black-priory-review
QuoteSkald: Against the Black Priory review
A few bugs and grumbles are utterly brushed aside by a charming and accessible modernisation of 80s RPG detail.I will probably wait for a few months still, but it sounds quite good.
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A Dance of Masks. Not exactly informative and I am quite certain that these are combat barks from the base game, but the focus on the companions is welcome.
https://www.youtube.com/watch?v=Sycs4vdpxYw
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Finished the There is no Light review. After some reflection, the general thing is that it is an action-adventure (and not a Souls-like nor a Metroidvania) with nice art and character development system and not so nice story/writing and level design. The foes clipping through each other and environmental hazards were also unpleasant.
I am thankful for the key provided by ShadySands.
SpoilerThere is no Light is an action-adventure game in a post-apocalyptic grimdark fantasy setting, as in someone opened the portal to hell, and humanity retreated into the metro tunnels with some eldritch horrors following closely. A few generations later the story starts with the main character’s family being sacrificed to the local deity, while the protagonist makes a deal with a demon to avenge them. The writing and lore are the weakest point - all dialogues and notes feel like drafts describing things rather than the final script, not to mention the occasional typos.
The combat is generally functional - the main weapon is a sword, which can have several different stats (e.g. higher damage and slower healing), a regular attack, a thrust attack, and a special rage ability attack. A throwable greatsword, a pair of breakable gloves, and a shield can be obtained after clearing one of the three main paths. Only the greatsword was somewhat useful, but only situationally. I obtained the shield last, so did not have the time nor the inclination to use it, while dashing was fast and reasonably reliable. The issue with combat comes from the encounter and enemy design - a lot of the encounters are ambushes, where the protagonist also cannot interact with various doors and ledges, thus, must defeat the foes to proceed. A lot of enemies are very fast, have little to no attack windup, and can clip through each other and the environmental hazards (e.g. to stand in the laser that hits the main character for 1 HP per second). The only reliable indication is the interruptability icon flashing above them, with red meaning that any protagonist's attack will stagger the enemy, yellow for special rage ability attacks, and white for impossible to interrupt. On a positive note, there are a lot of diverse and location-specific regular foes, while the bosses also have their own features.
The locations are beautiful (as far as eyes on yellow or on red goo can be) and distinct, with unique mechanics and systems to get through them (e.g. a boat to sail through lakes or a lamp summoning the memories of how the location looked like before), the level design is lacking - it is never clear where or why to go, aside from the few areas with maps (of variable usefulness), and the walkable surfaces are not clearly visible. It is hard to tell whether something is a path, a wall, or a part of the background. Checking by dashing into them costs health on unsuccessful attempts, while the ability to negate might come very late, depending on the path chosen. After the prologue, there are 3-4 paths leading from the main hub. One of them becomes available only after clearing the other three. The exploration in general is not satisfying and there are only a few collectibles (the pages unlock lore after completing a side quest and the spider toys allow to increase the maximum health) and the single-use health-restoring items in the optional rooms.
The character development system consists of weapon upgrades and the souls of the defeated bosses. The latter can drastically alter the survivability, but only one can be equipped per unlocked weapon, while some of them worked only with the weapon they were slotted into. The idea felt novel enough, but barring sprinting behind it was not. Additionally, the only way to increase the health and number of carried single-use health-restoring items was by collecting spider toys and bringing them to a certain NPC. On which path the NPC was, one should guess.
There are side quests. On one hand, it is possible to pick up the quest items before receiving the corresponding quest, on the other, it is also possible to lock yourself out of them accidentally, while the general logic of the quests and how they connect to the main story (the protagonist regaining memories) were lacking. Though, it certainly was funny when I repeatedly led the local military to be slaughtered by me, while they were trying to murder random civilians. The quest giver at no point suspected the MC of killing his subordinates. The karma system overall is more of a guessing game, but the range of dialogue options (yes, no, question) is satisfactory for the genre. The protagonist does not exactly talk, thus, the exact wording of the lines is open to interpretation. Additionally, there are a lot of chained or caged NPC civilians. It is not possible to help them, even after defeating all foes in the area.
I turned off the soundtrack when it switched to rock during one of the early ambushes, thus, successfully drowning the few audio cues for enemy attacks. There is no VA, the characters speak gibberish, but it is enough to understand the tone of the voice.
The controls are rebindable and the 5-button mice are supported. The game saves progress upon entering areas or interacting with the fast travel/level up point. There are some shortcuts between them, while being defeated in a boss battle usually allows to be reviewed right at the entrance. I have encountered only one minor visual UI bug.
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Started The Last Express Gold Edition. Failed after wandering around the train for 10 minutes - could not find the quest NPC. The game looks amazing for its time, though the screen resolution and the mouse-based controls suggest it would work wonderfully on handheld devices. The in-game navigation is somewhat challenging.
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There is no Light
Ironically, there was a special death animation for the area, where the spiders were not retrieving the MC's corpse.
"Don't listen to him, listen to me instead". It might be not exactly the best line, but he spider had a point.
One of the collectible side quests.
Well, they have tried with the altered quote.
Her axe kept winking at me.
All cut-scenes (except the secret true ending) are shades of grey. Stylish.
They had been trying to murder me throughout the area.
Did not meet the creature that cast the shadow.
The boss. The arena had purple poison activated. The jars were providing protection from it and had been introduced earlier in the area.
SpoilerUnlocked the bestiary.
SpoilerI couldn't shake the feeling that the writing was off.
The rocks were possible to stand on, despite looking like a part of the background.
A rather unpleasant boss battle - the boss had no windup for most attacks, so I was just hitting once and dodging, occasionally using the rage/special/ability attack. Got a shield from it, which I proceeded to ignore.
SpoilerThe backers, I assume.
And this boss battle was worse - the arena had pits and the boss was zipping around.
Cute fox.
Such a nice and welcoming place.
One of the few areas with maps. Since there were 3 objectives, which I deduced from staring at the map, trying to explore blindly would be horrible. As is, it was just unpleasant.
A pretty bird. Did not do anything and was not a boss.
The actual character development system was unlocked by defeating bosses. There were 4 souls possible to equip at the same time, so while sprinting was convenient, higher damage and regeneration felt more important, and so, traversing settlements was always annoying.
The final boss and ending. I used the attack speed + increased regeneration built and was mostly just eating the damage. Felt actually good.
SpoilerOur demonic friend was going to murder us all along. Much surprise.
The inventory screen after completing all side quests.
Sprouted a wing with eyes.
Apparently, an angel.
The point when I had enough and watched the true ending on YouTube.
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Finished There is no Light. Tried to do the true ending*, but the 2 stages of the final boss were not particularly inspiring (the first one was timed and had to be repeated in case of failure later on). Overall, I am not unhappy that I have played it, but the game is not good due to the story/lore, level and encounter design. I will try to write a proper review some time later.
*it required completing all side quests. The one where I repeatedly led the local military to be slaughtered by me, while they were trying to murder random civilians, was funny. The quest giver at no point suspected the MC of killing his subordinates.
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54 minutes ago, Mamoulian War said:
Bioware has a pretty high hurdle now to overcome. Trying to beat Larian's Bear "romance" will be definitely challenging
It was a joke scene, though. With Larian's usual type of humour. Well, the usual is more gory. Nonetheless, it did increase the game's visibility, and probably even more than Fox did for Mass Effect.
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Finished Ghost Song. A very good Metroidvania in a sci-fi setting. Highly recommended.
Review:
SpoilerGhost Song is a Metroidvania with Souls-like elements. The story follows a newly-awakened Deadsuit who took upon herself to assist the surviving crew of a crashed spaceship. There are no story-related choices (the main character auto-replies in dialogues), though some of the mandatory objectives can be achieved in different order. The story and the dialogues are written well, and the characters are likeable, so the protagonist’s lines are fitting and going along with the objectives comes easy.
The combat is functional - the main default weapon is a gun with rather limited range, while the damage decreases the farther the target is. There are other ranged weapons with different attack types and abilities, as well as melee weapons. Also a combat drone. It should be noted that there is contact damage and it hits as hard as a normal attack from the respective foe, which usually makes ranged combat preferable.
The main character has few attributes which can be upgraded at the infrequent fast travel points, while the save points are much more plentiful. Additionally, there are modules, which provide quality changes to the protagonist’s abilities, such as healing while attacking in melee, double jumping, or being able to see foes’ health bars.
The bosses are diverse, challenging, and have some background story. Most of them have several stages or additional mechanics. A few are the same as the regular enemies, but larger.
The main aspect of a Metroidvania is exploration, and the world is interesting and engaging to explore. There are a lot of optional paths and secrets, while the traversal is comfortable. There are very fast travel points, but the map is not too large. Additionally, the locations change slightly as the story progresses, most notably, during the return-to-camp sequences, while new abilities allow to access previously unreachable areas.
The visual design is stunningly beautiful and easy to read at the same time. The music is pleasant and does not block foes’ attack cues nor distracts from the game. The dialogues are partially voiced, with the VA being of good quality.
The controls are reasonably comfortable and rebindable. No significant bugs have been encountered during the playthough, only a couple visual ones. The only technical flaw I can see is auto-saving in the same slot, which is typical for Souls-likes and can be circumvented by copying the save files with Windows Explorer manually.
Overall, highly recommended.
Somehow amusingly, my playthrough have taken about 14 hours, while there is an achievement for beating the game within 3 hours. I am really curious how one could do so.
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Continuing with There is no Light. The combat became reasonably enjoyable, though the encounter design ("lol, ambush") is not. I also have realised what was bothering me about the story (aside from the part where every nice place was turning grimdark very quickly) - everything felt like descriptions of the actual dialogues or notes. Like something you give to the writer to start with, not the final script.
On another note, I have discovered the health-increasing NPC on the last of the 3 available paths (which I could have taken as the first). Then again, I did not gather enough McGuffins for the NPC to increase my HP by much at that point either way (~16.6%, if I read the progress bar correctly).
On a positive note, the locations differ from each other quite a lot, there are a lot of enemy types, and the visual style is quite lovely. Also, the inventory screen slightly changes as the optional quests are completed. Which supposedly unlock something and show the MC's background story.
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Downloaded a bunch of demos and have not played them yet. There is a good chance that by the time I have done so, the games themselves will be released, patched, and discounted.
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Ghost Song
The game is gorgeous.
An early boss.
Well, this I did not expect at that point.
SpoilerSpoilerThen she gained invincibility and ran away.
I realised only by late-game that these were the escape pods.
SpoilerProbably the largest size of a community where communism could work.
The secret merchant probably was not wrong.
SpoilerThe return runs were rather fun.
Persuasion failed, I suppose.
SpoilerOne of the most talkative bosses and I have no idea what he was talking about.
SpoilerMet the escaped boss again.
The first attempt did not go well - the boss' hitbox was ridiculously large (included the flail while just standing still and not attacking), while my melee weapon had a very limited range.
Some lore spoilers.
SpoilerHappens. Tree stumps are good listeners, though.
At least, she is not attacking anymore.
The purple balls were not hostile and did not cause contact damage.
One of the tankiest bosses. Took quite some time.
Would high-five the murder bot at that point.
End-game.
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Grave Expectations by Alice Bell (the former deputy editor of RockPaperShotgun). It is a mystery novel with light gore. So far (~120 pages in) so good. I've also purchased the second book, Displeasure Island. The MC being a medium with a ghost sidekick slightly reminds of the Blackwell series.
Godot 3D Game Development. I have read the preface (see the quote) and decided to continue with this book later. I strongly suspect that the editor was MS Word Spellchecker.
QuoteThe book is the author's master peace about game development
Godot 4 Game Development Projects. Completed the first project. Some parts of code were missing. Still, fine for £2.
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On 5/20/2024 at 4:40 PM, Wormerine said:
Larian has opened yet another studio, this time in Warsaw Poland.
I am happy to see game developers having reliable employment. I never liked CDPR games, which seemed only to worsen since TW1, so hopefully, there will be no similarities. Larian games might have issues, but they are improving in some aspects.
16 hours ago, kanisatha said:It's the #1 game in my Steam wishlist, so I want it to be good <fingers crossed>.
Don't have much else in the way of what I want: a party-based fantasy RPG that is NOT turn-based combat.
As the meme goes, "Stupid sexy Bioware". There is a very good chance that despite the DRM and rather poor system requirements (considering that it is an AAA, the graphics might be a priority), I will purchase it near the release date.
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https://www.gog.com/en/game/warhammer_skulls_2024_digital_goodie_bag
QuoteThe Digital Goodie Bag is available and free to claim only until May 30th, 4 PM UTC.
All the warriors of the Old World and 41st Millennium, hear us! To celebrate the Warhammer Skulls festival, Games Workshop and GOG have teamed up to present you with this outstanding Warhammer Skulls 2024 Digital Goodie Bag that is available only in our store.
This pack includes:
- Warhammer wallpapers
- Cubicle 7 discount
- Warhammer Merchandise discount
Warhammer Skulls 2024 Digital Goodie Bag will appear in your library as a separate entry. Please note that the goodies are accessible only through the browser and will not be visible in your GOG GALAXY library.
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Ghost Song
The first boss.
The MC has a gun instead of the hand.
Defeated another boss. Not sure which health bar was the boss, though.
There is no Light
The Two Fingers were larger.
The Fallen Champion. Whose champion or where they fell from is unknown.
Too many faces, but could be worse. Could be Giger.
I do not know if the MC was hallucinating at that point.
Curious if I run into the other wielders later on.
Too many faces.
The bane of all adventurers - chest-high wooden fence.
Defeated another boss. Expected the leader of the Lunar Order.
Spoiler9 Years of Shadows
And here I decided to take a break - the MC was dying in 3 hits, the knight seemed invincible, there was no other direction to go.
Aspire - Ina's Tale
SpoilerA Short Hike
I did it.
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Quote
Enotria's now officially arriving on the 19th of September on Steam, the Epic Games Store, and Xbox.
[...]
As for Enotria's demo, that'll arrive on May 22nd on PC. It'll be around 8-hours long and start you off in "Quinta, the City of Actors", where you'll almost certainly parry lots of dribbly theatre kids who give off an irksome vibe. You'll do that with four weapon classes, six masks, 20 spells and 30 perks. Masks, by the way, are ways of equipping different attack styles and building loadouts. There's no word on whether demo progress will carry into the full game, which suggests that it won't be the case.
QuoteRedfall is getting a final update which will add an offline mode and singleplayer pausing, among other changes. The news was announced via the Redfall account on X, which also thanked players for their "supportive messages" in light of developer Arkane Austin's imminent closure by Microsoft.
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Good Old Games still good
in Computer and Console
Posted
The Summer Sale has started.