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    1. Some highlights from the Warcraft Direct broadcast (the Blizzcon replacement)

      Live broadcast just ended, but it's available to watch in full here. And here is the full article about the Warcraft Direct broadcast - I have not read it though as it is very long and in depth....

      Live broadcast just ended, but it's available to watch in full here. And here is the full article about the Warcraft Direct broadcast - I have not read it though as it is very long and in depth.

      So here are the highlights and headlines:

      Warcraft RTS games news

      Warcraft III Reforged to be updated with a patch 2.0

      • Updates including new models, environment, and more - but players can choose whether or not to use the original or new ones.

      Warcraft II: Reforged announced

      • Similar to III, will be updated graphically and UI

      Warcraft I: Reforged announced

        • Same type of updates as above.

      Warcraft Battle Chest available right now.


      World of Warcraft news

      WoW: Classic to receive fresh start servers

      • These servers will follow the same release pattern as the 2019 WoW: Classic release, including expansions. Burning Crusade expansion will also follow.

      • WoW: Classic Hardcore fresh start servers will launch at the same time as the above

      • WoW: Cataclysm Classic to continue its releases with Firelands and Dragon Soul raids.

      • WoW: Mists of Pandaria Classic announced.

      WoW: The War Within

      • Patch 11.0.7 "The Siren Isle" now available on PTR.

      • Features a small island zone with the mysterious Harranir race.

      • Adds some main campaign quests/storyline content.

      • Patch 11.1 "Undermined" revealed, to launch in early 2025.

        • Season 2.
        • Undermine is the new zone which will visit an Goblin area - an underground zone similar to most of the other ones in TWW.
        • Car mounts (lol) called "D.R.I.V.E." (loln't) revealed, but only available in this zone.
        • New dungeon called "Operation: Floodgate".
        • Two new delves, and more versions added to the existing eight delves.
        • New eight-boss raid called "Liberation of Undermine".
      • At the end was a small teaser about the upcoming Midnight expansion about player housing but more news will come next year.

      Here is the full roadmap for WoW: Classic.

      Here is the full roadmap for retail WoW.


      Most of this was going by memory from the broadcast so I'd recommend the links above for more details and whatever I forgot. Also, there was a ton of corporate nonsense fluff but I think nobody here really care about that.

      There was also news about Hearthstone but I hope someone in the comments can expand on this as I don't know enough about it and also didn't really listen lol, so I can't properly write anything about it - same goes for news about Warcraft Rumble.

      7 votes
    2. D&D session report, 24-11-09

      The game is AD&D 1e. The party: Jurgen, human Ranger 6 Aeliana, elf Fighter 3 / Magic-User 2 / Thief 4 DeBeaux, half-orc Cleric 1 / Fighter 1 / Assassin 1 Iskandar, human Magic-User 7 Henchman...

      The game is AD&D 1e. The party:

      • Jurgen, human Ranger 6
      • Aeliana, elf Fighter 3 / Magic-User 2 / Thief 4
      • DeBeaux, half-orc Cleric 1 / Fighter 1 / Assassin 1
      • Iskandar, human Magic-User 7
        • Henchman Thorgisl, Fighter 1
      • Vortigern, dwarf Fighter 6 / Thief 6
        • Henchman Runa, human Magic-User 4
        • Henchman Ingrid, human Ranger 4
      • 6 crossbowmen and 2 infantrymen

      The location: an underwater facility inhabited by aquatic elves who are currently suffering from a wasting disease of the mind that's been spreading amongst them. Those affected have been forcibly sent to the lower levels. A faerie elf (C6/F6/MU9) named Alfred has enlisted the party's assistance.

      This is not their first foray into the dungeon, but they have their first encounter with the affected elves here. The ten elves are immediately suspicious and eventually attack once they learn the party was sent here by Alfred. One successful sleep and a decent set of rolls later, the remaining three elves flee. The sleeping ones were tied up, and the party attempted an inquiry, but the elves decided a forever-sleep was preferable, though their movements prior to that were oddly jerky.

      They wander the halls of this facility, eventually encountering a gelatinous cube, which two magic missiles from Iskandar & Runa took care of.

      In one chamber, they solved a puzzle and activated a Shrine (from the TSR Diablo supplement for 2e) that opened town portals back to the safe floor. Through trial, they discovered what these do, but only two (Aeliana's and Iskandar's portals) remained.

      The highlight of the evening was the party coming across a set-up they'd seen in another room; two ceremonial masks kept inside a glass case, framed with iron, and watched by nearby metal torches that would loose blasts of arcane energy at any that got too close. Aeliana and Vortigern attempt to disarm the trap. Vortigern succeeds, but Aeliana fails significantly enough to accidentally trigger the trap, forcing a save vs. breath for 15 damage. She fails, and with her maximum HP of 8, she is incinerated on the spot. Luckily, her gear remains. They travel back to the portals activated earlier and send a hobilar in with Aeliana's corpse while the rest of them found their way back up. They petition Alfred for a revival, and he does have a scroll with a couple castings of raise dead on them, and the party can certainly afford the price for it, but he gently reminds them that elves are soulless, requiring more powerful magic to revive than he has access to.

      After some discussion, Runa rests a while before casting invisibility on herself and her horse so that she might make a trip to a town some 35 miles out to grab:

      • Rowan, a human MU 6
        • Henchman Rikka & Freya, both human Fighter 4

      Rowan uses invisibility, 10' radius on everyone relevant and they travel back to the elven city to continue exploring. In doing so, they encounter another set of 15 elves, but dispatch them quickly and decisively due to surprise, though Ingrid took a heavy amount of damage (10 damage to her maximum of 22 HP).

      We stop shortly after the group finds the lift to the lower level, whereupon their crossbowmen and hobilars refuse to go any deeper, indicating a dungeon floor of at least DL 4 difficulty.

      11 votes
    3. Looking for adventure(-ish) games to play alongside my 8 years old

      I'm looking for games that I can play and enjoy with my 8 years old son. It doesn't need to be a 2-players game, or even a game that he can play (though if he can take the controller and get...

      I'm looking for games that I can play and enjoy with my 8 years old son. It doesn't need to be a 2-players game, or even a game that he can play (though if he can take the controller and get actively involved, that's better), but just something that he can enjoy as a "backseat player". We have a Switch, a PC, and a PS4.

      tl;dr: "backseatable" adventure-ish games with exploration and a clear direction (different sights to see, and a sense of progression), puzzles (so he feels involved when exchanging ideas), ok with light horror. Low stakes, low stress.

      Here are some games that we played together and both liked:

      • Outer Wilds: loved it so much we did 2 playthroughs in 2 years. He liked the sights, the exploration/treasure hunt aspect, the puzzles, and he asked me questions about our universe and solar system. He was mostly passive as a player both times we played, but we were sharing ideas and he was making suggestions on what to do/where to go next.
      • Link's Awakening remake: we played this one when he was 6 years old, with me taking the lead for the bosses or more complicated puzzles. We finished it together.
      • Stanley Parable: I intended to play it alone, but unexpectedly he really liked watching me play.
      • Strange Horticulture, Grim Fandango, Day of the Tentacle: he liked solving the puzzles with me, and me explaining/narrating what was happening and why.
      • Portal 1 & 2: he was able to play on his own with some help, and the coop levels in Portal 2 were great.
      • Deep Rock Galactic: he's making his own story and narrating along while I (and sometimes random players) play normally.
      • Human Fall Flat: he loves the slapstick humor and finds better (and more creative) solutions than I do
      • Mario Odyssey: probably his GOAT game, the accessibility features helped him a lot to play and enjoy it alone.

      He's also taking an interest in light horror (specifically mascot horror) games:

      • Garten of Banban series: objectively bad games but he really enjoyed the progression, light puzzles, and the liminal level design.
      • Indigo Park: much better production value, mostly a walking sim, but very short.
      • The Complex: a free "Backrooms" game. He didn't play it since he wasn't yet comfortable with mouse and keyboard controls, but liked watching me explore around
      • Crow Country (demo): he backseated and enjoyed it. There's an "exploration mode" that removes enemies. Will probably buy the full game later.

      And some "failed" tentatives:

      • Tunic: since he liked Link's Awakening, I thought he might like Tunic, but no. Probably because of a lack of NPCs or clear indications, and the game is too difficult for him. Not fun to backseat.
      • Zelda BOTW: he tried to play it when he was a bit too young, and had a hard time with it. I'll probably try again soon.
      • Minecraft Dungeons: we played 2-3 games but he got bored of it very quickly.
      • Diablo 3: he saw me playing and wanted to try it. He liked it much more than Minecraft Dungeons but hated seeing villagers getting turned into zombies, so we stopped here.
      • Sandboxes: not his thing (Minecraft, Terraria, No Man's Sky, Animal Crossing)

      So in summary, I highlighted the best experiences we had (with Outer Wilds being the best), and I'm looking for something equivalent.

      EDIT - I'll try to keep this post up-to-date with the suggestions we liked:

      • Superliminal: Excellent, I wasn't expecting such a good game. He's managing most of it alone, and there's even a (harmless) "scary" section
      • Untitled Goose Game: Great suggestion. We actually already played it (not to completion), and he loves honking and absolutely not helping me complete the objectives šŸ˜…
      • Layton series: I think he tried the first one on my DS for an hour or two. I'll suggest it again and be the backseat player myself.
      • Luigi's Mansion 3: GOTY
      • Poppy Playtime: mascot horror games, but actually good. Each game is longer and (as of the 3rd one) better than the previous one. The 3rd game is a legit horror game, with a clear inspiration from Silent Hill PT (and others like Bioshock).
      • Kirby Forgotten Land: did not enjoy by himself, kinda liked it in coop. I think the cute pink ball is no longer aligned with his current tastes.
      28 votes
    4. WoW Classic Hardcore is the first time I've had fun with WoW in a long time

      I've been out of the game for years. I left midway through Legion, early into BfA, and then finally SLs burnt out any lingering love I had for the world and its lore. Apparently DF is better, but...

      I've been out of the game for years. I left midway through Legion, early into BfA, and then finally SLs burnt out any lingering love I had for the world and its lore. Apparently DF is better, but it's not a world that interests me anymore. Alternatively, Classic was neat, but it's a solved game and mostly a time capsule.

      So I'm surprised how much I look forward to playing classic hardcore when my daughter goes to sleep and I have a bit of time to myself. I'm never bored; even boring walks might have stealthed panthers or stuff, so I have to pay my full attention. Whenever a bag drops, or I get an upgrade, it's the best feeling in the world. Leaving a kobold cave alive is such a rush. Watching your hearthstone finish casting in the middle of an enemy camp and letting out that breath that you're holding is incredible.

      It absolutely sucks when you die, but then it also makes me more likely to try out classes and races that I usually steered away from, because why not?

      Is anyone else on the same boat, or looking forward to the official servers?

      14 votes
    5. FFXVI review

      Hey everyone. I just beat FFXVI and wanted to share my thoughts in case anyone was thinking of getting the game, or if anyone wants to have a good discussion about the game. I tried to make it as...

      Hey everyone. I just beat FFXVI and wanted to share my thoughts in case anyone was thinking of getting the game, or if anyone wants to have a good discussion about the game. I tried to make it as spoiler-free as possible, but please do be advised that this could end up accidentally spoiling certain story elements.

      Please note, these are just my opinions. I haven't really played any other FF games, so I'm only comparing this one on it's own merits. Please, if you disagree with something, don't lash out at me. I'm just a dude posting this for good fun and have 0 accolades on why I'm qualified to review anything lol

      Also, if you're reading this and have a gaming recommendation for me, I am 100% open to it. I've been looking for some new games to play, so if you think of one I might enjoy while reading this, please let me know.

      Pros:

      • Graphics: This game looks amazing. There were times where I would just walk through locations and really appreciate how everything looked. I donā€™t do this often in video games, so itā€™s nice to see a world that felt genuinely awesome to appreciate and admire. You can tell a lot of work went into building these towns/locations, aside from some of the later areas.ā€Ø

      • Combat: The combat in this game is great, addicting fun. I know this is a point of contention for fans of previous FF games and how this is a definite departure from the turn-based style, but some of the best moments I had were chaining combos and getting staggers quick. Towards the end of the game, I was able to bring down some of the mini-bosses extremely quickly and it never got old to pull off. I see people saying things like ā€œYou just press square the entire time and winā€ which I donā€™t agree with at all. If thatā€™s how one chooses to play the game, then youā€™re actively not engaging with the combat mechanics and thatā€™s on you. The combat can be complex with different abilities interacting with each other to obtain massive damage, that's what I like in a game.

      • Story: The story of this game is phenomenal and I was engaged most of the way through. Iā€™ll have some of my thoughts on story-beats below because there were times where this game dragged on, but the overall concept of a nation at war with each other and essentially starting your own faction from the ground-up is a lot of fun. About 50% of the way through, youā€™ll unlock a mechanic that allows you to see how all the factions have been interacting with each other, what wars were started and why those wars were happening throughout the entirety of timeline of the game. I spent a solid hour reading everything in these menus because I was intrigued by the complexity of everything and how it all tied into other events, and how sometimes your main characters crew were beyond detached from what was going on in the main world to achieve an ultimate goal. Itā€™s really awesome to see what other antagonist are doing despite your current story beat being involved with something else at that moment, and I wish more games would incorporate this because it really works to make it feel like the game doesnā€™t revolve around you but that you are apart of an overall story.

      Cons:ā€Ø

      • Eikon battles: For those not in the know, youā€™ll occasionally transform into a giant beast (Eikon) named Ifrit and take on other giant beasts (Eikons) throughout the story. At first, these were really fun to play and were truly spectacular to watch but as the story goes on, the fights get less and less engaging. In these parts of the game, you really can just press square and win. Aside from dodging, there is practically no complexity or strategy to these fights. There really isnā€™t strategy with the main combat either but at least with the main combat, you can pull off insane combos. As Ifrit though? Forget about it. The best combo you can do is ā€˜Square, Square, Square, Square, Triangleā€™. You do get 2 abilities as the story goes on, but theyā€™re really nothing special. I actually started to play these section how I play Diablo; outheal the damage. I just used the one combo and healed 2-3 times per fight, while closing the distance as much as possible. I guess this is a valid strategy but I canā€™t imagine this is how the devs wanted these parts to play out.ā€Ø

      • Quicktime events: I think QTEā€™s should stay in the 360/PS3 generation. I havenā€™t seen a current Gen game utilize QTEā€™s, let alone utilize them as many times as FFXVI did and itā€™s these dated mechanics that are definitely contributing to others saying the game feels outdated. There are multiple times where youā€™ll go up to a door click ā€˜Xā€™ and it will be like ā€˜Now hold R2ā€™. This happens a lot in the game. It happens so often that Iā€™m not convinced at all that it has anything to do with enhancing the gameplay and was made simply to show off the Dualsense controls because, whilst I donā€™t like the QTE, the Dualsense will give this haptic feedback during these parts. I canā€™t really explain it, but it does occasionally work well enough to be immersive. The other QTE events are during Eikon battles, and theyā€™re literally just ā€˜Press Xā€™ and ā€˜Press R2ā€™ in an extremely generous amount of time. Thereā€™s also another QTE even where you just mash square endlessly until you win, which reminds me of mini games in Mario Party 1ā€¦ on the Nintendo 64 nearly 30 years ago. Itā€™s just an outdated design IMO and I would have rather just watched cutscenes than occasionally press a button. I will say though, there was one QTE which I laughed at. Thereā€™s a scene where the MC is coming to grips with an important story-beat and the QTE literally says ā€œPress L3 & R3 to accept the truthā€. This gave me giant ā€œPress F for respectsā€ vibes, and I donā€™t know whether they meant for this to be hilarious but it was. This is the only QTE event I thought was good.ā€Ø

      • 70% fun, 30% drag: I found the first 70% of this game to be an insanely good experience. Truly next-gen and one of the best action games I have played. The story was engaging, the combat was really fun and the character/world building peaks about here. Afterwards though, not so much. It goes from being a story about conflict between nations but once that resolves, itā€™s a story about killing God. From here, I really couldnā€™t care less about the happenings. The people youā€™re built to dislike from the beginning have resolved story arcs, they introduce new antagonists that arenā€™t super interesting and itā€™s just an overall slog the last 30%. Also, thatā€™s a specific percentage, but when I found myself wanting the story to wrap up, it was right at the 70% mark. From what Iā€™ve read/watched about the FF series, it seems like a few of the games have this inevitable drop-off and can get pretty convoluted, but what I can say isā€¦ that first 70% was some of the best gaming Iā€™ve had in a while. The last 30%, not so much.ā€Ø The ending of the game was great though and I hope that we get a continuance of this story later on.

      Random Thoughts:ā€Ø

      • Side-quests: Iā€™ve seen people saying the side-quests are generic MMO like side-quests and I flat out disagree. First off, I think the only reason anyone is making the MMO comparison is because the same team that made FFXIV (an MMO) created this game, so itā€™s low hanging fruit and easy to criticize without putting in any effort. The side quests are not any different from any other RPG game Iā€™ve played. Most side quests in most RPGS boil down to ā€œTalk to this person, go kill this thing, come back and get a rewardā€. I have played very few RPGā€™s that didnā€™t have these as a majority of their side quests. Even something as recently as Diablo 4 has primarily only these types of side quests. I donā€™t understand why people give FFXVI so much flack, but I just donā€™t agree. The side quests are more about world-building and getting to know what your average person existing in this world deals with. Youā€™ll learn backstory about your companions you wouldnā€™t know otherwise, get various upgrades/mementos and really get to know the world you are playing the game in. Iā€™m not saying that some of these side quests arenā€™t just ā€œGo talk to this person, then talk to this person and winā€, because there are some that are really that simple, and if thatā€™s not your thing then thatā€™s okay, but I seriously donā€™t understand why people are giving this game flack for doing the same things that every RPG has done before. Just seems unfair IMO.ā€Ø

      • RPG Mechanics: This game should have either added more RPG mechanics, or leaned into the action style and got rid of them entirely. There is no point in leveling up in this game. You donā€™t get rewarded for leveling up. It happens automatically and you donā€™t get to distribute any skill-points or anything like that. You literally donā€™t get anything but new weapon unlocks and an increasing number. I have never played a more shallow RPG. You get Ability Points which can increase your Eikon powers, but somewhere down the line, you just start stockpiling these because you have nowhere to spend them. Sure, you can unlock more abilities and increase those powers, but why would you do that? This game has obvious skills that are significantly stronger than other skills, so why would you use those other skills? Iā€™m sure if I experimented around, I can find some great ways the skills I never used can interact with each other, but why would I when the ones I use now are already doing massive damage? IMO, they should have just leaned into the action gameplay and did away with the RPG mechanics. I know this is FF and FF is an RPG series, but the RPG mechanics are insultingly bad in this game and I can see why FF take offense to it. I do, and Iā€™ve never extensively played any of the others. They could have at least added damage modifiers, resistances, etc that you can spend Ability Points on. By the end of the game, I had 8000 unspent Ability Points because there was just nowhere to spend them once you've got your play style.

      Overall, I'd give the first 70% a 9/10 and the last 30% a 7.5/10.

      14 votes
    6. I played and reviewed eleven demos from the Steam Next Fest in 24 hours. Which ones impressed you the most?

      In general, I found a lot of real gems this year! The indie scene is thriving like never before, and smaller teams are being enabled by the likes of Unreal Engine to create really beautiful games...

      In general, I found a lot of real gems this year! The indie scene is thriving like never before, and smaller teams are being enabled by the likes of Unreal Engine to create really beautiful games on a budget. So I had a lot of free time today and yesterday, and decided to go through my discovery queue and check out a few demos. That quickly ballooned into sitting down and playing right through over a dozen demos, two of which (The Lies of P and Wizard with a Gun) I didn't get far enough into to give any coherent thoughts on. How many demos did you check out? Are there any games you're looking forward to on that basis?

      The Cosmic Wheel Sisterhood: 5/5
      From Deconstructeam, a Valencian studio with a strong emphasis on narrative, choice, and empowering the player to create their own art, this demo was one of the big winners for me. Gameplay revolves around conversations, VN style, but those conversations often happen in the context of you performing, essentially, tarot readings where the cards are all designed by you. I had a lovely, relaxing time making my own cards, and the challenge of interpreting them to the people around me in a way that feltā€¦ true, I guess, was memorable. There is an impressive level of responsiveness to your choices on display here, both on a micro level and, it seems, on a macro level, so I have to think that the game will be pretty replayable. My one gripe was that the dialogue felt a bit stiff and unnatural at times. The game isnā€™t voice-acted, and the lack of rhythm or cadence in a lot of conversations kept them from flowing well. But that said, even if individual lines of dialogue fell a bit short, placed in context, the conversations felt meaningful, engrossing, and interesting. I will be buying this on release.

      Death Must Die: 4/5
      Iā€™m a sucker for the ā€œSurvivorsā€ genre. My first experience with it preceded Vampire Survivors, the little $3 game that swept the world last year and popularized the new gameplay style; I started with the mobile game that inspired VS: Magic Survival. I had tens of hours in that game. And each subsequent entry into the genre; VS, HoloCure, 20 Minutes Til Dawn, etc., etc. have only worn me out more. These games are all the same: more enemies fill the screen; you get more autofire weapons to deal with them and dodge around to avoid contact damage. Fun for half an hour, but donā€™t really leave you wanting more. Death Must Die is different. Isometric rather than top-down, the combat here is all manual. You click to fire off an attack that needs to be well aimed; enemies donā€™t deal contact damage but instead have telegraphed attacks that you have to dodge. It feels very ARPG, actually; a bit Diablo. And the level-up system, which sees you selecting boons from different gods, is clearly inspired by Hades and offers considerably more interesting choices (so far, at least) than the usual Survivors game. Feels a lot more skill based, and a bit more build-craft-y, than usual. And I even caught a whiff of a story, though how well itā€™ll be executed remains to be seen. I look forward to the full release. Just wish there were more defensive options ā€“ maybe a parry?

      El Paso, Elsewhere: 4/5
      This is cute. A Max Payne-style third person shooter thatā€™s well written in a surreal, noir sort of way; corny enough to be delightful; dark enough to maintain the tension. Visually, itā€™s a low res, low poly callback to the PS1 era. The gameplay is pretty tough; I didnā€™t finish the demo, but I imagine it would be a lot of fun to master. Iā€™m keeping my eye on this one, even if itā€™s not my usual type of game. A special callout: there are biblically accurate angel enemies in this game, which makes me a very happy woman.

      Escape from Mystwood Mansion: 3/5
      I like escape rooms, and this demo is just a well-constructed escape room ā€“ actually, it skews very closely to the types of puzzles and mechanics Iā€™ve come to expect from physical escape rooms. Iā€™m not sure if thatā€™s a good thing or a bad thing; I do wish the game used its medium to get a little more wild with it. But the puzzles were generally pretty well constructed and offered a few fun ā€œaha!ā€ moments when I solved them, and I didnā€™t need to look at a walkthrough or lean on hints to get through. That said, the hints that I did use were pretty lackluster, and in one case, actually wrong, so that system needs some revision. Some of the sound design got a bit grating, too. I donā€™t know. Were this a co-op experience Iā€™d probably like it a bit more. The appeal of an escape room is the excitement of solving it with a friend, and there are certainly enough self-contained puzzle sequences here to support that. But no; Mystwood Mansion is a solo experience, and Iā€™m not sure if itā€™ll be that fun to solve multiple predictable escape rooms alone, staring at a computer screen.

      The Invincible: 3/5
      I am of two minds about The Invincible. This game is an atompunk sci-fi walking sim adapted from a novel (my roommate tells me) by Stanislaw Lem, and so, suitably, what we have in this demo is a slice of high-concept sci-fi steeped in personal stakes. I have a hard time thinking of anything bad to say about this game. It looks good, runs well, has an interesting story that left me wanting more. And yet, one day after playing it, I just do not want to pick the game up again. I suppose part of it was the pace. Some of the best walking sims ā€“ What Remains of Edith Finch ā€“ tell incredible stories in the space of two hours. Meanwhile this demo was 40 minutes long and felt like only a small piece of some grand, sprawling story. Environments are huge and your walking speed is pretty slow, so thereā€™s a lot of time between set pieces where your character is just having headaches or struggling to breathe, which really wore me down. I canā€™t imagine playing this game for 10 hours; 5 might be pushing it. Itā€™s not super tempting when I could just read the book.

      Loodlenaut: 2/5
      Oh boy, Loodlenaut. Where to begin. Okay, so, I actually like this game. Itā€™s pretty, and relaxing; an ocean exploration game where your job is to clean up trash, rescue wildlife, and climb the tech tree. I have played through the entire demo, done everything there is to do, which took about an hour. And I will absolutely not be playing the full game. If youā€™ve played Powerwash Simulator, you know how satisfying it can be to get rid of muck and watch a meter climb up to 100% clean, and Loodlenaut scratches a similar itch. The problem here is that the game feels so clunky and limited that the frustration often outweighs the satisfaction. For example, you have a cleaning gun that picks up trash, destroys goop, and breaks boxes. But you donā€™t aim the gun, the game does, and itā€™s not really based on where you're facing or what you're closest to so much as it is on the gameā€™s capricious moods. Say youā€™re trying to pick up a glass bottle, but thereā€™s a crate nearby that you canā€™t break yet because you donā€™t have the right upgrade. Well, Loodlenaut will snap the gun to the crate and repeatedly try to break it, until you wiggle around enough to get it to change its mind and pick up the bottle. Wielding the gun is a constant frustration, as is sluggishly moving through the ocean. Your swim speed is slow, and your boost recharges slowly, so going back and forth between central base and the area youā€™re cleaning ā€“ something you have to do pretty frequently ā€“ takes what feels like an eternity until you sink lots of resources into infrastructure. None of this is a bad idea ā€“ incentivising players to craft boost rings to improve traversal is a good idea; auto-targeting is more comfortable than aiming on a controller ā€“ itā€™s just these systems are poorly implemented, which leads to frustration.

      Luna Abyss: 5/5
      Luna Abyss is a fucking wild demo. I downloaded it because the gameā€™s description used they/them pronouns for its protagonist. I had no idea what I was getting into. So, okay, the best comparison I have for this game is to Returnal. Like that game, Luna Abyss is a high-production value 3D shooter where hitting your shots is easy, and the difficulty comes from avoiding the attacks of bullet-hell style enemies. And like Returnal, it has a strange, unsettling atmosphere, tight movement, and punchy, satisfying guns. Of course, Luna Abyss isnā€™t a roguelike, and it appears much more straightforward with its story beats so far. I donā€™t know, Iā€™m having a hard time capturing what makes this game so great. Letā€™s start with the world, which is bleak and dark and oppressive. You run through cavernous metal structures, all black and grey, lit in harsh red. Enormous metal pipes twist and curl and embrace each other like enormous, mechanical intestines, and you run across them to get to your next objective. This place was not designed for you, and you feel that so clearly as you traverse it. You jump off the pipes and enter into combat, where a generous aim assist ensures that all your shots will hit. But there are a couple of enemy types to prioritize. You fire your shieldbreaker at a flying enemy, killing it, and time slows to a crawl, increasing the impact of the shot and giving you a tiny moment of respite to see what bullets youā€™ll have to dodge and decide what enemy you should prioritize next. A miniboss spawns in, grinning facelessly, and releases a flower of projectiles. You sprint and jump and dodge and you keep firing until sheā€™s dead. The room is clear, and the demo is over, and your screen is awash with the bright, striking red of the UI. ā€œThanks for playing,ā€ it says. I felt like I should be thanking it, instead.
      Itā€™s impossible to say, at this juncture, whether the game will be good. The crumbs of story were certainly engrossing; the combat fun; the world, striking. At the very least, Luna Abyss looks like it will be one of the most interesting and unique games of the year, whenever it comes out. I canā€™t wait.

      Sea of Stars: 3/5
      This one is alright. The world is beautiful, the music peppy, the character designs good. I just honestly have not played enough turn-based isometric RPGs to compare it to anything. I did have two big disappointments: I thought the writing was a littleā€¦ on-the-nose, I guess? Characters just stated their objectives and everything was pretty surface-level. Dialogue wasnā€™t attacking or defending, only conveying information. And while the combat was fun and had a challenging timing element, it ended with a boss who I spent like ten minutes fighting for a single attempt, used all my items, did everything I could, and still lost to in dramatic fashion with no indication I had done any real damage. My suspicion is that the boss is simply meant to be an organic end to the demo, a scripted loss, but I donā€™t know; if not, it probably indicates that this type of game isnā€™t for me, since I found it to be quite a slog.

      Stray Gods: 2/5
      I really wanted to like Stray Gods: The Roleplaying Musical. It is, essentially, a choice-based VN in the style of a broadway musical about ancient Greek gods struggling to live in modern society. A tantalizing premise, if a bit theatre-kid-y. But my degree is literally in theatre criticism, so I have a lot of tolerance for the genreā€™s usual excesses. I canā€™t think of another musical video game, but Stray Godsā€™ demo did not convince me that the idea could work. The performances arenā€™t the problem here; Laura Bailey is a charismatic lead with pipes good enough to carry the show, and the supporting cast of big names (Troy Baker, Felicia Day, Khary Paton) are no slouches either. But so much about this game is just not working for me. Letā€™s start with the sound design. This is one of those games where it feels like all the actors are recording in totally separate rooms. Thereā€™s a lot of dead air, not a lot of dynamism or one person bouncing off the other during conversation. It robs scenes of a lot of momentum and impact. And when I say ā€œdead air,ā€ I mean dead air. Bafflingly, the game seemingly has no room noise, no background audio, so when people arenā€™t talking, or music isnā€™t playing, everything is completely, uncannily silent. Itā€™s genuinely weird.
      The musical numbers alleviate this weirdness by filling the soundscape but do little else to pull me in. We get to see four songs in the demo; two from the opening act, two picked from later in the game. All of these songs are very similar ā€“ fugues or duets, where one character has one perspective and another character (or chorus) has another perspective, and their conflict is expressed and then resolved through song. Which is a fine structure for a song in a musical, donā€™t get me wrong, but it is not a fine structure for every song. Even our main character Graceā€™s ā€œI Wantā€ song, the song that establishes her, her desires, and internal landscape and should absolutely be a solo, is a duet with a woman sheā€™s just met. It does not work. And when the game has you making dialog choices during songs, it robs them of a natural arc; thereā€™s no organic progression from the charactersā€™ starting points to their ending points. Some part of me hopes that this game will be good, but Iā€™m not optimistic. Stray Gods is no Hadestown.

      Vampire Hunters: 3/5
      In the Death Must Die blurb, I praised that game for refining the ā€œSurvivorsā€ genre by making tweaks that allow for more skill and expression. But fuck that. Vampire Hunters is a braver game than Death Must Die will ever be, because it dares to ask, ā€œWhat if Vampire Survivors was a boomer shooter where all your guns were on screen at the same time?ā€ The result is absolutely wild; by the end of a run, more screen space is devoted to your guns than the entire rest of the game. It feels pretty weird to play, too; all of your guns have different ammo counts and may or may not be automatic, but all fire with the same button, so it can be tough to manage all of their separate ammo pools. And XP drops have a tiny pickup radius, so you really have to move to get them all. The neatest trick the game pulls is that it increases enemy spawn rate when you sprint, so moving at a high speed carries a lot of risk. But apart from that, this game is maybe too audacious to be enjoyable.

      Viewfinder: 4/5
      I am not a frequent puzzle game player, but I, like most every PC gamer, have a soft spot for the kind of reality-warping sci-fi-y puzzle genre originated by Portal and carried forward by the likes of Superliminal and, now, Viewfinder. First: this game is a technical marvel. You are able to, in essence, carry around entire environments, often with a wildly different art style from the rest of the game, and place them seamlessly and instantaneously in the world. I played this at 1440p, >100 FPS with nary a stutter on my midrange system. The ability to place photos and enter them is genuinely incredible on all levels other than technical, too; it feels magical, like stepping into a painting that you yourself made. My only question, one that the demo did not answer, is whether Viewfinder will be able to construct interesting puzzles out of this mechanic. This was something that I think Superliminal often failed to do, too; when the central mechanic of your puzzles is so unique and novel and powerful, how can you limit it in such a way that players actually have to think and put in effort to solve problems? For me, at least, every puzzle in Viewfinder was solved pretty much instantly, with no ā€œaha!ā€ moments, and that does worry me a bit.

      34 votes
    7. Thoughts on Diablo 4?

      I've been playing ARPGs since Diablo 1 and have over a thousand hours in PoE, was wondering what everyone thought of D4? I think the slower gameplay is a fun change of pace and that the legendary...

      I've been playing ARPGs since Diablo 1 and have over a thousand hours in PoE, was wondering what everyone thought of D4?

      I think the slower gameplay is a fun change of pace and that the legendary affix system is an elegant solution to always making drops interesting.

      Surprisingly, as much as I didn't really care for D3, it's game feel was excellent. D4 has taken an odd step back in that regard. In D3 when you bashed an enemy to death with a barbarian they flew across the stage, or melted into a pile of goo if from poison. D4 everything feels kinda bland visually during combat.

      Excited to see what end game is like, still only level 35 so we'll see how this so scales later on.

      Thoughts?

      7 votes
    8. Diablo IV discussion thread

      What are your initial impressions of the game? What do you like about it? What are your criticisms? How does it compare to previous Diablo games? What are your hopes for future patches, content,...

      What are your initial impressions of the game?

      What do you like about it?

      What are your criticisms?

      How does it compare to previous Diablo games?

      What are your hopes for future patches, content, or adjustments?

      42 votes
    9. Diablo IV works on the Steam Deck

      Just tested it myself. Hereā€™s the process that worked for me, in case anyone else needs a guide. No guarantees, of course, but hopefully it works for others too: From Desktop Mode Download the...

      Just tested it myself. Hereā€™s the process that worked for me, in case anyone else needs a guide. No guarantees, of course, but hopefully it works for others too:


      From Desktop Mode

      Download the Battle.net installer
      Add the installer as a non-Steam game
      Change the installer settings in Steam to run with Proton Experimental
      Run the installer
      (tip: to make it easy to find the launcher in the next step, you can change the install path to be in your downloads folder instead of deep in the Proton path)

      Once installed, exit the installer
      Add the installed Battle.net Launcher.exe as a non-Steam game
      Change the launcher settings in Steam to run it with Proton Experimental
      Run the launcher
      Log in
      Install Diablo IV
      (tip: uncheck the high res textures option which is on by default to save yourself about 40 GB of space)
      Close launcher
      (tip: if D4 is the only Bnet game youā€™re planning on playing, you can rename the launcher in Steam to Diablo IV)

      From Gaming Mode

      Launch the launcher
      Click the Play button on Diablo IV
      Enjoy!


      Other Tips

      During installation or the game, whenever you need a keyboard, press STEAM + X to call it up.

      Occasionally, during installation or in the Launcher in game mode, my trackpad input would get wonky or stop responding. When this happens, hold the STEAM button down while using the trackpads, and they should work again.

      Beyond that, the game automatically worked from me. It loaded low graphics settings (which are perfect for the Deck) and recognized my controller. It even opens with some accessibility settings before you start playing that lets you scale the font size up too, which makes it easier to read on the small screen.

      I canā€™t say much about how the game actually plays as I really just did this to test if it works. Iā€™ll be putting in my first actual time with the game tomorrow.

      34 votes