Very submissive of youFinarfin wrote: β June 20th, 2024, 10:11Started to play valheim with a friend. I dislike the game, so I told him I'm going to be playing it in creative mode and build his base so he can kill stuff while I build a base worthy of a king.
We have a Steam curator now. You should be following it. https://store.steampowered.com/curator/44994899-RPGHQ/
What game are you playing?
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logincrash
- The Music Man
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Come on, Finarfin is just being a good housewife.Oyster Sauce wrote: β June 20th, 2024, 10:41Very submissive of youFinarfin wrote: β June 20th, 2024, 10:11Started to play valheim with a friend. I dislike the game, so I told him I'm going to be playing it in creative mode and build his base so he can kill stuff while I build a base worthy of a king.
"Oh, it all makes sense now, brother."
The cold parts of the map keep making him shiver and look sad couldn't take it anymoreVergil wrote: β June 20th, 2024, 09:09Playing Breath of the Wild for the first time. There was an outfit I really wanted to get so before doing anything else in the game I set about trying to get it. Unfortunately the chests are inside the final dungeon of the game so I had to slam my head against a wall for 2 hours but I finally got it.
Haven't even done the first real quest in the game yet

I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
Question is are you going to gargle the truth or swallow?
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wndrbr
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finished the first two episodes, started the third one. The first level of the third episode is a social stealth mission where BJ Blazkowicz infiltrates a concentration camp and stages a mutiny.wndrbr wrote: β June 10th, 2024, 03:40Playing Blade of Agony.
It's a very kitchen sink game made by someone with a very childish game design mentality of adding every feature from other games he liked - there's a ton of weapons some of which are redundant (i.e. walther p38 and luger p08 are basically the same gun), there's a stealth system, there's a social stealth system where you wear a disguise, there's a merchant who sells you supplies inbetween missions, there are minigames, puzzles, etc etc. Even though it's technically a gzdoom-powered Wolfenstein fangame, it mostly feels like Medal of Honor. There's a very minimal amount of scifi/occult stuff, and 99% of the time you do the normal ww2 stuff like blowing up flak guns, stealing important documents, saving POWs, etc.
It's messy, but pretty enjoyable.

The thing is scripted up to the eyeballs, and the scripting is so rigid I had to restart this stupid mission three times due to unintentional sequence-breaking.
The technical issues of this mod are starting to get on my nerves - I tolerated the feature bloat, I tolerated the bad optimization, but bad scripting causing softlocks? The dev was so preoccupied with whether or not he could, he never stopped to think if he should.
edit
hahah you can drive a tank in this game
βΊ Show Spoiler
Last edited by wndrbr on June 23rd, 2024, 15:05, edited 1 time in total.
CuteFinarfin wrote: β June 20th, 2024, 10:11Started to play valheim with a friend. I dislike the game, so I told him I'm going to be playing it in creative mode and build his base so he can kill stuff while I build a base worthy of a king.
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
Question is are you going to gargle the truth or swallow?
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rusty_shackleford
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gayFinarfin wrote: β June 20th, 2024, 10:11Started to play valheim with a friend. I dislike the game, so I told him I'm going to be playing it in creative mode and build his base so he can kill stuff while I build a base worthy of a king.
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Finished WinBack: Covert Operations. Pretty fun cover shooter, though it drags a bit longer it should. A story straight out of 80s/90s action movies with some hilarious moments.
(timestamped)
Of course I played on easy. Good thing too, because I botched both of the time limits by quite a lot (you only have three hours and then a total of five to make it to some particular spots or you get a bad ending) and the easiest difficulty removes them. I wasn't just messing around either, you'd need metaknowledge from replays to actually make it.
(timestamped)
Of course I played on easy. Good thing too, because I botched both of the time limits by quite a lot (you only have three hours and then a total of five to make it to some particular spots or you get a bad ending) and the easiest difficulty removes them. I wasn't just messing around either, you'd need metaknowledge from replays to actually make it.
This was my favorite N64 game.Roguey wrote: β June 24th, 2024, 18:28Finished WinBack: Covert Operations. Pretty fun cover shooter, though it drags a bit longer it should. A story straight out of 80s/90s action movies with some hilarious moments.
(timestamped)
Of course I played on easy. Good thing too, because I botched both of the time limits by quite a lot (you only have three hours and then a total of five to make it to some particular spots or you get a bad ending) and the easiest difficulty removes them. I wasn't just messing around either, you'd need metaknowledge from replays to actually make it.
Played through the first episode of Fallen Aces a few times and I have to say, despite my misgivings, I genuinely like how the game plays.
There's five maps in total in the first episode, which are likely to take you around 2 to 3 hours on your first playthrough to complete them, which isn't ideal, but wasn't a dealbreaker either. Not all maps are as big as the first two, nor did I feel they all work as well within the game's mechanics - though that might just be my personal bias, I always preferred Thief's city and mansion missions over the other archetypes.
I mention Thief specifically because the game does seem to take heavy inspiration from it, along with a bunch of other im sims. That being said, the main problem with the game, even with the newly introduced custom difficulty, is that it's too easy. Due to the way the game handles inventory management (you have three slots, and both ammo and consumables can take a slot) all encounters needed to be designed around the possibility of the player approaching them unarmed, so if you get your hands on a gun it pretty much breaks the balance.
Then again, this does have the benefit of giving a certain degree of "fluidity" to the gameplay - you can effortlessly switch from stealth, to ranged combat, to fistfights, to laying traps and back to stealh without feeling like the game is being too harsh, which cuts down on the savescumming. Unlike many other im sims, mistakes are not so harshly punished and don't result in a cascading effect that forces you to restart. Combat also felt satisfying, guns are decently powerful, and the hand-to-hand combat had just the right amount of depth to it. While I wish the enemies were faster and more aggressive, I was also impressed with their agility - unlike many other games, most places you can get to, they can get to as well. I was surprised to see them chasing me across the rooftops actually.
As for the inventory management, you have a total of three slots, so you can, for example, have a gun in the first slot, ammo in the second (though, even a single bullet will take the whole slot) and a consumable in the third. Thankfully, some items are stackable, though that doesn't help much with the clunkiness of the inventory management. All the items feel like discardable powerups.
Another mechanic are the "gadgets", though in the first episode there were only two - your lighter, which is only used to illuminate dark areas, and Nightwave acting as a sniper in the second mission, giving you the ability to pick a target for him to shoot. I assume the devs plan to add more, both as mission-specific features, as well as purchasable upgrades.
On the topic of freedom of approach, all maps are designed with massive, indented, sequence breaks. If you know what you're doing, you can skip large swathes of the level to get to your objective. This also extends to other aspects of the level design, there's a multitude of ways you can approach every situation, and the first episode does a great job of varying the missions and situations you find yourself in.
One aspect I did find irritating is how inconsistent the game is with doors - some doors you can break down, some you can't, and there's really no good way to distinguish which is which. While this was also true for Deus Ex, unbreakable doors usually looked the part, while in this game a breakable and unbrekable wooden door both look the same. It's also wierd that the game lacks any lockpicking mechanic. While this does force you to get creative in how you enter certain locations, in other instances it forces you to go hunt down a specific key (item) to progress further. Granted, these instances are very, very rare, and the game does a pretty good job of giving you a multitude of ways to enter a building or room.
The art direction and music are pretty great - they really do capture the time period they are trying to emulate. The enemy and NPC sprites are pretty good, though having barrels and trashcans be 2D sprites does cause issues when you're trying to stack them to climb places. The cutscenes are done as comic book panels and look really great. The narrative is pretty standard fare, though I was surprised to find out the story had more in common with Watchmen than with the hardboiled genre. I think the game is a bit too shameless in copying the comic, since not only do you have a Rorschach expy in Nightwave, but the events preceding the story center heavily on the exploits and subsequent disbandment of a band of masked vigilantes (the titular Aces), though none of them seem to have actual superpowers.
As for the woke, there's nuggets of **** in the game. Anachronistically, a few members of the aces are/were female - in fact the case the protagonist is working on before the start of the game is about finding one of them. Admitedly, since the story is based on the Watchmen, this isn't too unexpected.
There's also two ****** characters, one of whom is a mechanic in a wheelchair, the other a criminal. Neither of these two instances are that bad (though, how a ****** is supposed to be in charge of a gang of Italians in the 1930s is beyond me). One bit that did leave a sour taste in my mouth is finding out that the aces weren't the idea of a guy, but of a woman, and he stole the credit. I guess these are minor gripes in the grand scheme of things, since you do get to play a blonde, blue-eyed Aryan ubermensch, and the last mission does involve rescuing a damsel in distress.
Just recently the devs have released an update that fixed a few bugs and addressed a few issues, but also gave a roadmap of sorts for future updates. Of interest to me was the mention of the between-mission hideout where you can purchase items and upgrades with the loot you find in the level, and specifically the mention that you'll be able to increase your carrying capacity, which was my main issue with the gameplay.
There's five maps in total in the first episode, which are likely to take you around 2 to 3 hours on your first playthrough to complete them, which isn't ideal, but wasn't a dealbreaker either. Not all maps are as big as the first two, nor did I feel they all work as well within the game's mechanics - though that might just be my personal bias, I always preferred Thief's city and mansion missions over the other archetypes.
I mention Thief specifically because the game does seem to take heavy inspiration from it, along with a bunch of other im sims. That being said, the main problem with the game, even with the newly introduced custom difficulty, is that it's too easy. Due to the way the game handles inventory management (you have three slots, and both ammo and consumables can take a slot) all encounters needed to be designed around the possibility of the player approaching them unarmed, so if you get your hands on a gun it pretty much breaks the balance.
Then again, this does have the benefit of giving a certain degree of "fluidity" to the gameplay - you can effortlessly switch from stealth, to ranged combat, to fistfights, to laying traps and back to stealh without feeling like the game is being too harsh, which cuts down on the savescumming. Unlike many other im sims, mistakes are not so harshly punished and don't result in a cascading effect that forces you to restart. Combat also felt satisfying, guns are decently powerful, and the hand-to-hand combat had just the right amount of depth to it. While I wish the enemies were faster and more aggressive, I was also impressed with their agility - unlike many other games, most places you can get to, they can get to as well. I was surprised to see them chasing me across the rooftops actually.
As for the inventory management, you have a total of three slots, so you can, for example, have a gun in the first slot, ammo in the second (though, even a single bullet will take the whole slot) and a consumable in the third. Thankfully, some items are stackable, though that doesn't help much with the clunkiness of the inventory management. All the items feel like discardable powerups.
Another mechanic are the "gadgets", though in the first episode there were only two - your lighter, which is only used to illuminate dark areas, and Nightwave acting as a sniper in the second mission, giving you the ability to pick a target for him to shoot. I assume the devs plan to add more, both as mission-specific features, as well as purchasable upgrades.
On the topic of freedom of approach, all maps are designed with massive, indented, sequence breaks. If you know what you're doing, you can skip large swathes of the level to get to your objective. This also extends to other aspects of the level design, there's a multitude of ways you can approach every situation, and the first episode does a great job of varying the missions and situations you find yourself in.
One aspect I did find irritating is how inconsistent the game is with doors - some doors you can break down, some you can't, and there's really no good way to distinguish which is which. While this was also true for Deus Ex, unbreakable doors usually looked the part, while in this game a breakable and unbrekable wooden door both look the same. It's also wierd that the game lacks any lockpicking mechanic. While this does force you to get creative in how you enter certain locations, in other instances it forces you to go hunt down a specific key (item) to progress further. Granted, these instances are very, very rare, and the game does a pretty good job of giving you a multitude of ways to enter a building or room.
The art direction and music are pretty great - they really do capture the time period they are trying to emulate. The enemy and NPC sprites are pretty good, though having barrels and trashcans be 2D sprites does cause issues when you're trying to stack them to climb places. The cutscenes are done as comic book panels and look really great. The narrative is pretty standard fare, though I was surprised to find out the story had more in common with Watchmen than with the hardboiled genre. I think the game is a bit too shameless in copying the comic, since not only do you have a Rorschach expy in Nightwave, but the events preceding the story center heavily on the exploits and subsequent disbandment of a band of masked vigilantes (the titular Aces), though none of them seem to have actual superpowers.
As for the woke, there's nuggets of **** in the game. Anachronistically, a few members of the aces are/were female - in fact the case the protagonist is working on before the start of the game is about finding one of them. Admitedly, since the story is based on the Watchmen, this isn't too unexpected.
There's also two ****** characters, one of whom is a mechanic in a wheelchair, the other a criminal. Neither of these two instances are that bad (though, how a ****** is supposed to be in charge of a gang of Italians in the 1930s is beyond me). One bit that did leave a sour taste in my mouth is finding out that the aces weren't the idea of a guy, but of a woman, and he stole the credit. I guess these are minor gripes in the grand scheme of things, since you do get to play a blonde, blue-eyed Aryan ubermensch, and the last mission does involve rescuing a damsel in distress.
Just recently the devs have released an update that fixed a few bugs and addressed a few issues, but also gave a roadmap of sorts for future updates. Of interest to me was the mention of the between-mission hideout where you can purchase items and upgrades with the loot you find in the level, and specifically the mention that you'll be able to increase your carrying capacity, which was my main issue with the gameplay.
I have this on a list of games I've never heard of where I see the cover in a used games store and think the cover looks cool.Roguey wrote: β June 24th, 2024, 18:28Finished WinBack: Covert Operations. Pretty fun cover shooter, though it drags a bit longer it should. A story straight out of 80s/90s action movies with some hilarious moments.
(timestamped)
Of course I played on easy. Good thing too, because I botched both of the time limits by quite a lot (you only have three hours and then a total of five to make it to some particular spots or you get a bad ending) and the easiest difficulty removes them. I wasn't just messing around either, you'd need metaknowledge from replays to actually make it.
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
Question is are you going to gargle the truth or swallow?
Does Luigi still win by doing nothing?Roguey wrote: β June 13th, 2024, 16:31Finished Mario Party 2. Big improvement over its predecessor; the minigames are better and this time you can affect the dice roll through timing. Going through six boards was a bit much though, even with choosing the shortest 20-turn option. I'll check out 3 after a bit of a break.
No, but they kept predicting he would be the winner even though I had far more stars than anybody on every board (playing on easy of course).
Tried Selaco and beat a couple of the starting levels. I am not entirely sure why youtube and steam consider it a 9 or 10.
The enemies hit quite hard on normal difficulty, and it takes a while to put them down, so often you wind up playing peekaboo from behind cover. On the starting stage you have gurneys that can be flipped over to provide temporary relief from gunfire, so it was a conscious decision to design it this way. The environments themselves are hectic - crates, furniture, medical equipment etc. are everywhere, and they prevent you from approaching the game like an old school shooter where movement can win fights. There doesn't appear to be a consistent way to disrupt an enemy's attack with your own, so on the harder difficulties the combat can become ponderous. You peek, take a few shots, dive back into cover, repeat. I didn't find the kills at all satisfying.
The art direction is a mixed bag. There is a lot of garish lighting everywhere - giant projections, computer screens, interactive touch pads near doors. There are incongruities in some of the art assets - some of them are faux voxels, others are just low poly. Some of the textures, especially in the crawl tunnels, appear to be more pixelated than what you find in the main hallways. Your weapons look like 3d renders for a concept art collage. The enemies are of higher fidelity that their surroundings, but their animations don't have too many frames, or at least the skips in the frames feel too 'distant' to resonate with the sprites. If they were more pixelated I think it could work better. They start blasting as soon as they see you as well, so mostly they turn into red glare after making an appearance. Enemy variety was almost zero of the little I played.
The game feels like an homage to Fear but without the time manipulation mechanics, which was half of that game's appeal. They did make most of the environmental props destructible, which is nice, but without the time manipulation you dont get the same rush. The foodstuffs scattered across the levels serve as mini health-packs, but with the welter of interactive items crammed into every room you might accidentally turn off a PC, or interact with the keyboard, or pick up a notepad instead of just downing the can of soda. A lot of inspiration has also been drawn from SS2, but in that game you had actual build variety and much greater enemy variety. There's something of a proto stealth mechanic implemented - enemies will spot you if your flashlight is on - but I never saw the need to use it. So imagine Fear on Von Braun without the time mechanics or stats, but with pozzed portraits in the logs, irony in the delivery of the PSAs, and a foid protag instead - you have Selaco.
It's also *****-coded. Too many purples, too many teddy bears. I'll stick with Cultic as my go-to boomer shooter.
The enemies hit quite hard on normal difficulty, and it takes a while to put them down, so often you wind up playing peekaboo from behind cover. On the starting stage you have gurneys that can be flipped over to provide temporary relief from gunfire, so it was a conscious decision to design it this way. The environments themselves are hectic - crates, furniture, medical equipment etc. are everywhere, and they prevent you from approaching the game like an old school shooter where movement can win fights. There doesn't appear to be a consistent way to disrupt an enemy's attack with your own, so on the harder difficulties the combat can become ponderous. You peek, take a few shots, dive back into cover, repeat. I didn't find the kills at all satisfying.
The art direction is a mixed bag. There is a lot of garish lighting everywhere - giant projections, computer screens, interactive touch pads near doors. There are incongruities in some of the art assets - some of them are faux voxels, others are just low poly. Some of the textures, especially in the crawl tunnels, appear to be more pixelated than what you find in the main hallways. Your weapons look like 3d renders for a concept art collage. The enemies are of higher fidelity that their surroundings, but their animations don't have too many frames, or at least the skips in the frames feel too 'distant' to resonate with the sprites. If they were more pixelated I think it could work better. They start blasting as soon as they see you as well, so mostly they turn into red glare after making an appearance. Enemy variety was almost zero of the little I played.
The game feels like an homage to Fear but without the time manipulation mechanics, which was half of that game's appeal. They did make most of the environmental props destructible, which is nice, but without the time manipulation you dont get the same rush. The foodstuffs scattered across the levels serve as mini health-packs, but with the welter of interactive items crammed into every room you might accidentally turn off a PC, or interact with the keyboard, or pick up a notepad instead of just downing the can of soda. A lot of inspiration has also been drawn from SS2, but in that game you had actual build variety and much greater enemy variety. There's something of a proto stealth mechanic implemented - enemies will spot you if your flashlight is on - but I never saw the need to use it. So imagine Fear on Von Braun without the time mechanics or stats, but with pozzed portraits in the logs, irony in the delivery of the PSAs, and a foid protag instead - you have Selaco.
It's also *****-coded. Too many purples, too many teddy bears. I'll stick with Cultic as my go-to boomer shooter.
Last edited by Element on June 27th, 2024, 08:47, edited 1 time in total.
Even without all that ***** stuff everything about it looks at best painfully average. Doubt I'll even try it at some point.Element wrote: β June 26th, 2024, 12:42Tried Selaco and beat a couple of the starting levels. I am not entirely sure why youtube and steam consider it a 9 or 10.
The enemies hit quite hard on normal difficulty, and it takes a while to put them down, so often you wind up playing peekaboo from behind cover. On the starting stage you have gurneys that can be flipped over to provide temporary relief from gunfire, so it was a conscious decision to design it this way. The environments themselves are hectic - crates, furniture, medical equipment etc. are everywhere, and they prevent you from approaching the game like an old school shooter where movement can win fights. There doesn't appear to be a consistent way to disrupt an enemy's attack with your own, so on the harder difficulties the combat can become ponderous. You peek, take a few shots, dive back into cover, repeat. I didn't find the kills at all satisfying.
The art direction is a mixed bag. There is a lot of garish lighting everywhere - giant projections, computer screens, interactive touch pads near doors. There are incongruities in some of the art assets - some of them are faux voxels, others are just low poly. Some of the textures, especially in the crawl tunnels, appear to be more pixelated than what you find in the main hallways. Your weapons look like 3d renders for a concept art collage. The enemies are of higher fidelity that their surroundings, but their animations don't have too many frames, or at least the skips in the frames feel too 'distant' to resonate with the sprites. If they were more pixelated I think it could work better. They start blasting as soon as they see you as well, so mostly they turn into red glare after making an appearance. Enemy variety was almost zero of the little I played.
The game feels like an homage to Fear but without the time manipulation mechanics, which was half of that game's appeal. They did make most of the environmental props destructible, which is nice, but without the time manipulation you dont get the same rush. The foodstuffs scattered across the levels serve as mini health-packs, but with the welter of interactive items crammed into every room you might accidentally turn off a PC, or interact with the keyboard, or pick up a notepad instead of just downing the can of soda. A lot of inspiration has also been drawn from SS2, but in that game you had actual build variety and much greater enemy variety. There's something of a proto stealth mechanic implemented - enemies will spot you if your flashlight is on - but I never saw the need to use it. So imagine Fear on Von Braun minus without time mechanics or stats, but with pozzed portraits in the logs, irony in the delivery of the PSAs, and a foid protag instead - you have Selaco.
It's also *****-coded. Too many purples, too many teddy bears. I'll stick with Cultic as my go-to boomer shooter.
My Reviews
Somnus [Not Recommended]
New Arc Line [Early Access] [Informational]
Passageway of the Ancients [Not Recommended]
Beyond Galaxyland [Recommended]
Old School RPG [Informational]
SKALD: The Black Priory [Recommended]
My Steam
38123774
Somnus [Not Recommended]
New Arc Line [Early Access] [Informational]
Passageway of the Ancients [Not Recommended]
Beyond Galaxyland [Recommended]
Old School RPG [Informational]
SKALD: The Black Priory [Recommended]
My Steam
38123774
Cultic is the ****. I recommend Blood: Fresh Supply if you haven't already played that, too.Element wrote: β June 26th, 2024, 12:42Tried Selaco and beat a couple of the starting levels. I am not entirely sure why youtube and steam consider it a 9 or 10.
The enemies hit quite hard on normal difficulty, and it takes a while to put them down, so often you wind up playing peekaboo from behind cover. On the starting stage you have gurneys that can be flipped over to provide temporary relief from gunfire, so it was a conscious decision to design it this way. The environments themselves are hectic - crates, furniture, medical equipment etc. are everywhere, and they prevent you from approaching the game like an old school shooter where movement can win fights. There doesn't appear to be a consistent way to disrupt an enemy's attack with your own, so on the harder difficulties the combat can become ponderous. You peek, take a few shots, dive back into cover, repeat. I didn't find the kills at all satisfying.
The art direction is a mixed bag. There is a lot of garish lighting everywhere - giant projections, computer screens, interactive touch pads near doors. There are incongruities in some of the art assets - some of them are faux voxels, others are just low poly. Some of the textures, especially in the crawl tunnels, appear to be more pixelated than what you find in the main hallways. Your weapons look like 3d renders for a concept art collage. The enemies are of higher fidelity that their surroundings, but their animations don't have too many frames, or at least the skips in the frames feel too 'distant' to resonate with the sprites. If they were more pixelated I think it could work better. They start blasting as soon as they see you as well, so mostly they turn into red glare after making an appearance. Enemy variety was almost zero of the little I played.
The game feels like an homage to Fear but without the time manipulation mechanics, which was half of that game's appeal. They did make most of the environmental props destructible, which is nice, but without the time manipulation you dont get the same rush. The foodstuffs scattered across the levels serve as mini health-packs, but with the welter of interactive items crammed into every room you might accidentally turn off a PC, or interact with the keyboard, or pick up a notepad instead of just downing the can of soda. A lot of inspiration has also been drawn from SS2, but in that game you had actual build variety and much greater enemy variety. There's something of a proto stealth mechanic implemented - enemies will spot you if your flashlight is on - but I never saw the need to use it. So imagine Fear on Von Braun minus without time mechanics or stats, but with pozzed portraits in the logs, irony in the delivery of the PSAs, and a foid protag instead - you have Selaco.
It's also *****-coded. Too many purples, too many teddy bears. I'll stick with Cultic as my go-to boomer shooter.
I'm a meat and potatoes kind of guy.
I saw the trailer for Fallen Aces and was quite excited to try it out. Saw the ****** at the end of map 1 and I noped the **** out. I'm honestly surprised there weren't any ******* on the in-game advertisements. 1 hour of gameplay and it's been 10 days since my purchase, I hope steam gives me the refund. Also, the game is easy as sin.
I really can't do that with a game that is going with the 1920's ascetic. Did Bioshock 1 have *******? Having a quick look through the audiologs I found no *******, though I'm surprised that there is one korean guy.
I'd like to give Selaco the benefit of the doubt. There's the obvious bathroom signs that show the male and female symbol. They could have gone the egregious route a la Dead Space remake or even had a unisex bathroom that just says "restroom" but they didn't. There are in game emails that celebrate the of a birth of a child. There is relatively few ******* in emails and advertisements. I can't say anything about the use of singular "they" or gay love stories, I skimmed through emails and eventually just stopped reading. The overall visuals looks better than the other nu-boomer shooters imo, Hedon comes to mind. Also the design of the female mc doesn't scream that lefties or ****** were behind it because she's kinda cute. I refuse to give in and associate ****** with the colors of their "flag", they purposely chose the colors baby blue and soft pink because of it association with babies.
Oh yeah, what I'm playing. Just finished Dead Rising up to OTR, ****'s pretty ******* cash.
I really can't do that with a game that is going with the 1920's ascetic. Did Bioshock 1 have *******? Having a quick look through the audiologs I found no *******, though I'm surprised that there is one korean guy.
I'd like to give Selaco the benefit of the doubt. There's the obvious bathroom signs that show the male and female symbol. They could have gone the egregious route a la Dead Space remake or even had a unisex bathroom that just says "restroom" but they didn't. There are in game emails that celebrate the of a birth of a child. There is relatively few ******* in emails and advertisements. I can't say anything about the use of singular "they" or gay love stories, I skimmed through emails and eventually just stopped reading. The overall visuals looks better than the other nu-boomer shooters imo, Hedon comes to mind. Also the design of the female mc doesn't scream that lefties or ****** were behind it because she's kinda cute. I refuse to give in and associate ****** with the colors of their "flag", they purposely chose the colors baby blue and soft pink because of it association with babies.
Oh yeah, what I'm playing. Just finished Dead Rising up to OTR, ****'s pretty ******* cash.
Last edited by UnfairTradeCoffee on June 27th, 2024, 06:17, edited 1 time in total.
It had worse, ****.
Most of the people in charge of Rapture were **** - Ryan, Tenenbaum, Cohen. The whole plot of Bioshock is the evil gentile (Fontaine) coming to the Jewish paradise and destroying it from within. Tenenbaum is the embodiment of the superior Jewish intelligence, humiliating the evil Nazis with her acumen.
The game even features a bonafide shiksa.
I think that fits the setting. Think of Bioshock as Israel.gerey wrote: β June 27th, 2024, 06:31It had worse, ****.
Most of the people in charge of Rapture were **** - Ryan, Tenenbaum, Cohen. The whole plot of Bioshock is the evil gentile (Fontaine) coming to the Jewish paradise and destroying it from within. Tenenbaum is the embodiment of the superior Jewish intelligence, humiliating the evil Nazis with her acumen.
The game even features a bonafide shiksa.
Iren's Play-by-post: General Discussion
Upcoming: Karatasian Kings - A CK2 Random World LP
Winner of RPGHQ4 - The Search For Vengeance
Upcoming: Karatasian Kings - A CK2 Random World LP
Winner of RPGHQ4 - The Search For Vengeance
Soooo..finally managed to finish LiS2. Stopped after E2 around release. I really believe this is one of those games being studied 100 years from now when people look back in disgust at the current propagandized ideology. In this game, I steal, assault, harvest drugs, and literally murder defenseless people, and yet everyone calling me out is supposed to be a racist.
It's also impressive how they managed to cramp every single woke topic into such a short game. Evil white people, evil Christians, evil sovereign citizens, evil homophobes...
It's also impressive how they managed to cramp every single woke topic into such a short game. Evil white people, evil Christians, evil sovereign citizens, evil homophobes...
My Reviews
Somnus [Not Recommended]
New Arc Line [Early Access] [Informational]
Passageway of the Ancients [Not Recommended]
Beyond Galaxyland [Recommended]
Old School RPG [Informational]
SKALD: The Black Priory [Recommended]
My Steam
38123774
Somnus [Not Recommended]
New Arc Line [Early Access] [Informational]
Passageway of the Ancients [Not Recommended]
Beyond Galaxyland [Recommended]
Old School RPG [Informational]
SKALD: The Black Priory [Recommended]
My Steam
38123774
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Finarfin
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Adventurer's Guild
True Colors seems to be a tad better in that regard.1998 wrote: β June 30th, 2024, 14:14Soooo..finally managed to finish LiS2. Stopped after E2 around release. I really believe this is one of those games being studied 100 years from now when people look back in disgust at the current propagandized ideology. In this game, I steal, assault, harvest drugs, and literally murder defenseless people, and yet everyone calling me out is supposed to be a racist.
It's also impressive how they managed to cramp every single woke topic into such a short game. Evil white people, evil Christians, evil sovereign citizens, evil homophobes...
Steam code: 10514930
My Reviews:
El Matador RECOMMENDED
Dungeons of Sundaria NOT RECOMMENDED
VLADiK BRUTAL RECOMMENDED
Ultimate Zombie Defense 2 INFORMATIONAL
Deathless: The Hero Quest RECOMMENDED
Door Kickers 2 RECOMMENDED
Folklands INFORMATIONAL
My Reviews:
El Matador RECOMMENDED
Dungeons of Sundaria NOT RECOMMENDED
VLADiK BRUTAL RECOMMENDED
Ultimate Zombie Defense 2 INFORMATIONAL
Deathless: The Hero Quest RECOMMENDED
Door Kickers 2 RECOMMENDED
Folklands INFORMATIONAL
I'm just wondering how you managed to finish it.1998 wrote: β June 30th, 2024, 14:14Soooo..finally managed to finish LiS2. Stopped after E2 around release. I really believe this is one of those games being studied 100 years from now when people look back in disgust at the current propagandized ideology. In this game, I steal, assault, harvest drugs, and literally murder defenseless people, and yet everyone calling me out is supposed to be a racist.
It's also impressive how they managed to cramp every single woke topic into such a short game. Evil white people, evil Christians, evil sovereign citizens, evil homophobes...
I'm a meat and potatoes kind of guy.
But... why?
I was really just curious how an "early" woke title compares to modern-day ones. And it's really bizarre, it's even more clumsy than usual. If someone had told me this was actually some sort of false flag operation, I would almost believe it.Greyborne wrote: β June 30th, 2024, 17:09I'm just wondering how you managed to finish it.1998 wrote: β June 30th, 2024, 14:14Soooo..finally managed to finish LiS2. Stopped after E2 around release. I really believe this is one of those games being studied 100 years from now when people look back in disgust at the current propagandized ideology. In this game, I steal, assault, harvest drugs, and literally murder defenseless people, and yet everyone calling me out is supposed to be a racist.
It's also impressive how they managed to cramp every single woke topic into such a short game. Evil white people, evil Christians, evil sovereign citizens, evil homophobes...
My Reviews
Somnus [Not Recommended]
New Arc Line [Early Access] [Informational]
Passageway of the Ancients [Not Recommended]
Beyond Galaxyland [Recommended]
Old School RPG [Informational]
SKALD: The Black Priory [Recommended]
My Steam
38123774
Somnus [Not Recommended]
New Arc Line [Early Access] [Informational]
Passageway of the Ancients [Not Recommended]
Beyond Galaxyland [Recommended]
Old School RPG [Informational]
SKALD: The Black Priory [Recommended]
My Steam
38123774
Just realized its Life is Strange.. I played the first one back when it first came out. I remember the cringey *** dialogue and the lesbo kiss option it gave you with the blue haired chick. Haven't played a point and click since then. lol1998 wrote: β June 30th, 2024, 17:17I was really just curious how an "early" woke title compares to modern-day ones. And it's really bizarre, it's even more clumsy than usual. If someone had told me this was actually some sort of false flag operation, I would almost believe it.Greyborne wrote: β June 30th, 2024, 17:09I'm just wondering how you managed to finish it.1998 wrote: β June 30th, 2024, 14:14Soooo..finally managed to finish LiS2. Stopped after E2 around release. I really believe this is one of those games being studied 100 years from now when people look back in disgust at the current propagandized ideology. In this game, I steal, assault, harvest drugs, and literally murder defenseless people, and yet everyone calling me out is supposed to be a racist.
It's also impressive how they managed to cramp every single woke topic into such a short game. Evil white people, evil Christians, evil sovereign citizens, evil homophobes...
I'm a meat and potatoes kind of guy.
Oh, then you missed the prequel or sequel idk where you actually get to play that blue-haired ****.Greyborne wrote: β June 30th, 2024, 17:26Just realized its Life is Strange.. I played the first one back when it first came out. I remember the cringey *** dialogue and the lesbo kiss option it gave you with the blue haired chick. Haven't played a point and click since then. lol1998 wrote: β June 30th, 2024, 17:17I was really just curious how an "early" woke title compares to modern-day ones. And it's really bizarre, it's even more clumsy than usual. If someone had told me this was actually some sort of false flag operation, I would almost believe it.
My Reviews
Somnus [Not Recommended]
New Arc Line [Early Access] [Informational]
Passageway of the Ancients [Not Recommended]
Beyond Galaxyland [Recommended]
Old School RPG [Informational]
SKALD: The Black Priory [Recommended]
My Steam
38123774
Somnus [Not Recommended]
New Arc Line [Early Access] [Informational]
Passageway of the Ancients [Not Recommended]
Beyond Galaxyland [Recommended]
Old School RPG [Informational]
SKALD: The Black Priory [Recommended]
My Steam
38123774
It was the first one released back in 2015, where you play as the brunette in school. Someone commits suicide, they go on a typical Scooby Doo chase, later figuring out its the cool headed hipster teacher all along. (Shocker!1998 wrote: β June 30th, 2024, 17:28Oh, then you missed the prequel or sequel idk where you actually get to play that blue-haired ****.Greyborne wrote: β June 30th, 2024, 17:26Just realized its Life is Strange.. I played the first one back when it first came out. I remember the cringey *** dialogue and the lesbo kiss option it gave you with the blue haired chick. Haven't played a point and click since then. lol1998 wrote: β June 30th, 2024, 17:17
I was really just curious how an "early" woke title compares to modern-day ones. And it's really bizarre, it's even more clumsy than usual. If someone had told me this was actually some sort of false flag operation, I would almost believe it.
Edit: My bad, misread your post. Yea, I haven't played any of the others besides that. ^
Last edited by Greyborne on June 30th, 2024, 17:36, edited 1 time in total.
I'm a meat and potatoes kind of guy.
Why Minecraft? Try Valheim.
I'm a meat and potatoes kind of guy.
I don't have a PC to run that ****.
Also **** that game.



