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Post by Tangerine »

Roguey wrote: November 20th, 2025, 18:12
Noticed just now that a few weeks ago Interplay increased the price of their Dark Alliance I and II ports from $30 to $40

https://www.gog.com/en/game/baldurs_gate_dark_alliance https://www.gog.com/en/game/baldurs_gat ... lliance_ii

The typical thing to do would be to discount it heavily so a bunch of casuals will say "Sure, why not" but we have some real galaxy-brained thinking here.
You increase the price first so the discount % is bigger, making it seem like a better deal.
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Post by logincrash »

So, now that I've finished both Bloodlines 2 and Avowed, what other sloppiest of slop should I subject myself to next?
@Finarfin, you're the resident connoisseur. Any recommendations?
Can't believe I ****** up "your/you're."
Last edited by logincrash on November 22nd, 2025, 00:14, edited 1 time in total.
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Post by wndrbr »

logincrash wrote: November 20th, 2025, 23:08
So, now that I've finished both Bloodlines 2 and Avowed, what other sloppiest of slop should I subject myself to next?
@Finarfin, your the resident connoisseur. Any recommendations?
AC Yasuke.
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Post by Finarfin »

logincrash wrote: November 20th, 2025, 23:08
So, now that I've finished both Bloodlines 2 and Avowed, what other sloppiest of slop should I subject myself to next?
@Finarfin, your the resident connoisseur. Any recommendations?
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Post by Val the Moofia Boss »

Too often in space games (and shows/movies), the backdrop you see the vast majority of the time is just boring black. I really liked how EVE Online had colorful nebula skyboxes almost everywhere, and the first Gundam show often had a fantastical blue coloring to space juxtaposed against pink cloud-like explosions. It made them much more visually appealing.
► EVE nebula skyboxes, not my screenshots
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Post by Oyster Sauce »

Val the Moofia Boss wrote: November 21st, 2025, 01:52
Too often in space games (and shows/movies), the backdrop you see the vast majority of the time is just boring black. I really liked how EVE Online had colorful nebula skyboxes almost everywhere, and the first Gundam show often had a fantastical blue coloring to space juxtaposed against pink cloud-like explosions. It made them much more visually appealing.
► EVE nebula skyboxes, not my screenshots
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Post by aimlesshealer »

Val the Moofia Boss wrote: November 21st, 2025, 01:52
Too often in space games (and shows/movies), the backdrop you see the vast majority of the time is just boring black. I really liked how EVE Online had colorful nebula skyboxes almost everywhere, and the first Gundam show often had a fantastical blue coloring to space juxtaposed against pink cloud-like explosions. It made them much more visually appealing.
► EVE nebula skyboxes, not my screenshots
How am I going to get a good case of Space Madness brewing if I'm not staring into the void?
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Post by rusty_shackleford »

Val the Moofia Boss wrote: November 21st, 2025, 01:52
Too often in space games (and shows/movies), the backdrop you see the vast majority of the time is just boring black. I really liked how EVE Online had colorful nebula skyboxes almost everywhere, and the first Gundam show often had a fantastical blue coloring to space juxtaposed against pink cloud-like explosions. It made them much more visually appealing.
My God, it's full of stars!
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Post by logincrash »

Already tried it. It's quite buggy at the moment.
Now there's a scary thought.
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Post by rusty_shackleford »

logincrash wrote: November 21st, 2025, 08:22
It's quite buggy at the moment.
I quit playing when doing a part of a quest caused my entire automap fog to be reset :mad:
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Post by logincrash »

Oh, thank God, AC Shadows has only been cracked on Mac. I'm not gonna ******* pay to play that ****, are you kidding me?
Honestly, I'm relieved.
rusty_shackleford wrote: November 21st, 2025, 08:24
logincrash wrote: November 21st, 2025, 08:22
It's quite buggy at the moment.
I quit playing when doing a part of a quest caused my entire automap fog to be reset :mad:
Yep. All of my companion conversations reset after I got to the second planet.
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Post by Finarfin »

logincrash wrote: November 21st, 2025, 08:22
Already tried it. It's quite buggy at the moment.
Now there's a scary thought.
Weird, very weird. Finished it two days ago and had no bugs other than maybe being stuck somewhere which I fixed by quick travel.
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Post by logincrash »

It's crazy how modern Rockstar make these amazingly detailed sandboxes full of different gameplay systems that facilitate emergent gameplay, yet all of their story missions are scripted dogshit on rails so narrow that you get an instant "MISSION FAILED - You tried to have fun" for stepping 10 feet off the scripted path.
******* ******* with their moviebrain "hurr durr vidya should be cinematic" ******** make my blood boil.
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Post by Jordy »

logincrash wrote: November 22nd, 2025, 10:00
It's crazy how modern Rockstar make these amazingly detailed sandboxes full of different gameplay systems that facilitate emergent gameplay, yet all of their story missions are scripted dogshit on rails so narrow that you get an instant "MISSION FAILED - You tried to have fun" for stepping 10 feet off the scripted path.
******* ******* with their moviebrain "hurr durr vidya should be cinematic" ******** make my blood boil.
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Post by rusty_shackleford »

logincrash wrote: November 22nd, 2025, 10:00
It's crazy how modern Rockstar make these amazingly detailed sandboxes full of different gameplay systems that facilitate emergent gameplay, yet all of their story missions are scripted dogshit on rails so narrow that you get an instant "MISSION FAILED - You tried to have fun" for stepping 10 feet off the scripted path.
******* ******* with their moviebrain "hurr durr vidya should be cinematic" ******** make my blood boil.
RDR2 felt like a game made by two separate teams that communicated by passing notes under a door.
The missions had almost nothing in common with… everything else.
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logincrash wrote: November 20th, 2025, 23:08
So, now that I've finished both Bloodlines 2 and Avowed, what other sloppiest of slop should I subject myself to next?
@Finarfin, you're the resident connoisseur. Any recommendations?
Can't believe I ****** up "your/you're."
In the next few days the Bannerlord dlc with ship combat comes out. If you havent found any other slop yet.
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Post by KnightoftheWind »

Sony's backlog is so massive, they should be putting Nixxes and Bluepoint to work on just remastering their older titles for PC. A project like OpenGOAL for the Jak games should've been an official endeavour, and similar things should be happening for Ratchet and Sly too. They could subsist almost entirely on continued sales for legacy titles, as a form of passive income. These should be native ports mind you, not cheap PS2 emulation.
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Post by WhiteShark »

I've never had a problem with a small number of iframes on dodges in action games. I thought early Monster Hunter had a good balance: just barely enough iframes that you could dodge through specific, fast attacks with perfect timing. Unfortunately, the trend across gaming has been to make them more and more generous, which ultimately invalidates positioning and makes timing (what little is required) king. I just saw a negative Steam review for a metroidvania the main criticism of which was that the backstep move had zero iframes. Apparently that's the expectation now.
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Post by Oyster Sauce »

Feeling very nostalgic for Rome: Total War warhounds right now
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Post by Irenaeus »

Oyster Sauce wrote: November 27th, 2025, 18:19
Feeling very nostalgic for Rome: Total War warhounds right now
I'm always nostalgic about the speeches whenever the game is mentioned.
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Post by rusty_shackleford »

people laughing at him for this but aren't aware the label is only required if you're a small developer, all the big devs use AI and don't label ****

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Post by Tweed »

rusty_shackleford wrote: November 28th, 2025, 07:49
people laughing at him for this but aren't aware the label is only required if you're a small developer, all the big devs use AI and don't label ****

Bedroom devs benefit the most, that's why they need to crush them or else they might make a runaway hit that reduces the value of triple-gay games even more.

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Post by Faceless_Sentinel »

rusty_shackleford wrote: November 28th, 2025, 07:49
people laughing at him for this but aren't aware the label is only required if you're a small developer, all the big devs use AI and don't label ****

True that. Recent Call of Duty game use alot of ai pictures in its interface, but there is no label on steam page and nobody screaming about it around the internet.

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Post by Vlajdimir Ermenović »

HROT is putting out a plushie :D

https://www.makeship.com/petitions/emk-plushie

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Post by logincrash »

Xenich wrote: November 28th, 2025, 18:31
7 Days to Die:

Image

Image

Image
Is it any good?
I've been looking for a good base-building game. The best part of Fallout 4 was autistically cleaning up the Sanctuary and then rebuilding it into a fortress.
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Post by Oyster Sauce »

logincrash wrote: November 29th, 2025, 09:46
Xenich wrote: November 28th, 2025, 18:31
7 Days to Die:

Image

Image

Image
Is it any good?
I've been looking for a good base-building game. The best part of Fallout 4 was autistically cleaning up the Sanctuary and then rebuilding it into a fortress.
It has the most autismo base building I'm aware of. There are even realistically sized skyscrapers you can finally explore/take over/tear down.
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Post by Xenich »

logincrash wrote: November 29th, 2025, 09:46
Xenich wrote: November 28th, 2025, 18:31
7 Days to Die:

Image

Image

Image
Is it any good?
I've been looking for a good base-building game. The best part of Fallout 4 was autistically cleaning up the Sanctuary and then rebuilding it into a fortress.
I thought so. The base game is fairly good, but there are also complete overhauls of the game that provide even more depth of play and interesting mechanics. I think the best one I tried was "Darkness Falls". The game is very moddable, so you can tweak it in many ways. I have issues with some of the vanilla systems, but most can be adjusted to your own taste and style of play.

It also is a lot of fun multiplayer be it coop or PvP. I used to run an online server years ago for friends and it was quite enjoyable, though we only played it coop. I have always wanted to setup a full PvP server for it though as I always thought the game was best suited for teams PvP play.
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Post by logincrash »

Xenich wrote: November 29th, 2025, 13:33
I thought so. The base game is fairly good, but there are also complete overhauls of the game that provide even more depth of play and interesting mechanics. I think the best one I tried was "Darkness Falls". The game is very moddable, so you can tweak it in many ways. I have issues with some of the vanilla systems, but most can be adjusted to your own taste and style of play.
Yeah, I tried it out for an hour or so. The fact that you can't skip through nights even with a bedroll kinda sucks. Zombies climbing ladders is ******** too.
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Post by Xenich »

logincrash wrote: November 29th, 2025, 13:45
Xenich wrote: November 29th, 2025, 13:33
I thought so. The base game is fairly good, but there are also complete overhauls of the game that provide even more depth of play and interesting mechanics. I think the best one I tried was "Darkness Falls". The game is very moddable, so you can tweak it in many ways. I have issues with some of the vanilla systems, but most can be adjusted to your own taste and style of play.
Yeah, I tried it out for an hour or so. The fact that you can't skip through nights even with a bedroll kinda sucks. Zombies climbing ladders is ******** too.
You aren't supposed to skip nights, it defeats the point of the game.

The base concept of the game is that you are to survive and day and night are different in that zombies will act differently between them (ie the move faster at night, are more aware, and different types come out). Climbing exists because there isn't supposed to be a "safe" spot for you, if they couldn't do basic things like climb ladders, 90% of the game would be with little danger. Eventually, some types will even be able to climb walls and move at high speed, some can even destroy tiles.

You have 7 days to find a spot and build a defense for the "blood moon" which comes every 7 days and there is a number of very powerful zombie types on that night (you get to specify how many). When the "blood moon" hits, zombies will know where you are and begin to converge on your location regardless of where you are. They will do everything they can to get to you. That means the dumb ones will beat on walls, climb anything their zombie type is allowed to climb and even dig the earth if you are underground.

This process repeats over and over with each iteration of the 7 days where more and more types of zombies start to come out and are higher level. The use a scaling approach based I think on character level (and I think number of days). Point is, things will get harder over time and the hordes will get bigger, and the nights will get more dangerous.

The basic play idea is to build your skills, get better tools, weapons, abilities to make stronger defenses to deal with the blood moons and be able to explore deeper into the cities which do have more powerful zombies and loot and various locations will be of different difficulty at different stages (some houses may have deep areas in them multiple levels down like a dungeon and things get harder the deeper you go, but the loot gets better as well).

Level scaling plays a pretty big part on things though, so I don't think you can get high end stuff simply by heading to the hardest areas (but it has been a while). Like I said, all of these things can be adjusted be it with the base settings that come with the game, or... through mods. I think that is why I liked Darkness Falls when I used to play as the author diverged from a lot of the concepts Fun Pimps were doing which I thought was a better experience.

Been a long time though and the game has changed quite a bit since I really played it heavily, so things might be much different.
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Post by logincrash »

Xenich wrote: November 29th, 2025, 14:12
logincrash wrote: November 29th, 2025, 13:45
Xenich wrote: November 29th, 2025, 13:33
I thought so. The base game is fairly good, but there are also complete overhauls of the game that provide even more depth of play and interesting mechanics. I think the best one I tried was "Darkness Falls". The game is very moddable, so you can tweak it in many ways. I have issues with some of the vanilla systems, but most can be adjusted to your own taste and style of play.
Yeah, I tried it out for an hour or so. The fact that you can't skip through nights even with a bedroll kinda sucks. Zombies climbing ladders is ******** too.
You aren't supposed to skip nights, it defeats the point of the game.

The base concept of the game is that you are to survive and day and night are different in that zombies will act differently between them (ie the move faster at night, are more aware, and different types come out). Climbing exists because there isn't supposed to be a "safe" spot for you, if they couldn't do basic things like climb ladders, 90% of the game would be with little danger. Eventually, some types will even be able to climb walls and move at high speed, some can even destroy tiles.

You have 7 days to find a spot and build a defense for the "blood moon" which comes every 7 days and there is a number of very powerful zombie types on that night (you get to specify how many). When the "blood moon" hits, zombies will know where you are and begin to converge on your location regardless of where you are. They will do everything they can to get to you. That means the dumb ones will beat on walls, climb anything their zombie type is allowed to climb and even dig the earth if you are underground.

This process repeats over and over with each iteration of the 7 days where more and more types of zombies start to come out and are higher level. The use a scaling approach based I think on character level (and I think number of days). Point is, things will get harder over time and the hordes will get bigger, and the nights will get more dangerous.

The basic play idea is to build your skills, get better tools, weapons, abilities to make stronger defenses to deal with the blood moons and be able to explore deeper into the cities which do have more powerful zombies and loot and various locations will be of different difficulty at different stages (some houses may have deep areas in them multiple levels down like a dungeon and things get harder the deeper you go, but the loot gets better as well).

Level scaling plays a pretty big part on things though, so I don't think you can get high end stuff simply by heading to the hardest areas (but it has been a while). Like I said, all of these things can be adjusted be it with the base settings that come with the game, or... through mods. I think that is why I liked Darkness Falls when I used to play as the author diverged from a lot of the concepts Fun Pimps were doing which I thought was a better experience.

Been a long time though and the game has changed quite a bit since I really played it heavily, so things might be much different.
I've been browsing Nexusmods and somebody's posted a No Fun Allowed Pimps intro replacement.
Are the devs being annoying **** or something?
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