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    1. Churchil Solitaire - The game that turned me off from buying mobile games

      Churchill Solitaire is a mobile game that you can play on Apple or Android devices. It came out in 2016. I found out about it in 2018. It had some very good reviews. It was mentioned that the game...

      Churchill Solitaire is a mobile game that you can play on Apple or Android devices. It came out in 2016. I found out about it in 2018. It had some very good reviews. It was mentioned that the game is difficult to beat. At the time I was playing some different solitaire games on mobile so I decided to try another. I paid $4.99 to unlock "all deals and free play".

      The game is pretty good. $5 was a little expensive to pay for a game that only had one variation of solitaire. For example, I had the game Solebon Pro which has 160 variations. That game cost $10.

      So Churchill Solitaire is not a great value. Not all games have the same value of course. But the reason I stopped playing it is because it charges you to get hints and undo moves. A game that is this hard just wastes your time if you can't undo. You can get quite near the end of a session and need to completely restart because you had several choices earlier and picked the wrong one.

      Here is the In-App purchase list that is currently on the App Store in 2024. I don't remember if these prices were the same in 2018, but they are the current prices if you want to unlock any of the features:

      • Undos - 15 Pack $0.99
      • Hints - 15 Pack $0.99
      • Undos - 100 Pack $5.99
      • Hints - 100 Pack $5.99
      • Unlock All Deals & Freeplay $4.99
      • Game Pack 1 $0.99
      • Daily Game (Monthly) $4.99
      • Game Pack 2 $0.99
      • Game Pack 3 $0.99
      • Undos - 50 Pack $4.99

      I understand that the developer should get paid money for unlocking the basic game. I understand that making additional winnable deals may take developer time (most deals are unwinnable in this game, but there is a "campaign" that has winnable deals). I understand that having a daily game may cost the developer to maintain servers and create winnable deals.

      But I don't understand charging for hints or undos. I mean, I understand it from a greed perspective. But not from an "I respect the people who paid money for my game" perspective. Yes, I know about Candy Crush and all the other super addictive mobile games that are pay to win and farm money from whales. But this one just pissed me off in particular. This is the mobile game equivalent of heated seats in a BMW.

      Since 2018 I've only bought 2 mobile games. So sorry other game devs, I don't even check the app store for games anymore.

      Edit: It has been rightfully pointed out that this is a bit of a cranky post. I didn't make clear my intention. Maybe someone can recommend some recent small mobile games, like card or sudoku or something, that aren't pay to win. I am aware of one: Good Sudoku.

      12 votes
    2. Homeworld 3 review from someone who treasures HW as perhaps the best game in 25 years (w/ minor spoilers)

      Warning: this post may contain spoilers

      I almost need a "thumb sideways" button but I can't give this game a thumbs up.

      Why should you listen to me?

      For background, I beta tested Homeworld for Relic back in '98-99. I've played every single PC Homeworld game. I've sunk hundreds of hours into playing vanilla Homeworld, Complex, and Every. Single. Star Trek mod that anyone has ever made for Homeworld and Homeworld: Remastered.

      That's to say: I adore love Homeworld/Homeworld 2. Over 25 years of PC gaming, they may be my all-time favorite games period!

      Of course, I bought the "Fleet Command" edition. In truth, I did it to encourage the developers to keep pumping out more Homeworld.

      Alas, the only thing I want right now is a complete and amazing mod toolkit so that this game can quickly become the substitute and successor for the original.

      A little history: Homeworld (and Remastered) thrived with its mod community. The original game was not designed for modding. Yet so many intrepid individuals out there struggled their way through cracking the binary format(s?) of the game. And, at least, as I understand it, some of the game behavior is scripted in Lua, a less common but publicly available programming language. Just go look at the Workshop for Homeworld: Remastered. The number of different total conversion mods out there is staggering. The love put into so many of those mods is utterly mind-blowing!

      In a nutshell, HW:3 plays a lot like Homeworld (the original) but, if anything, dumbed-down
      significantly from the original but with 2024 visuals--except for the cut-scenes that oddly look rendered using vintage 2000 technology. The game mechanics lack the depth of any of the HW sequels. The campaign is linear and, at times, glitchy (I'm looking at you, asteroid mission and you, the one cut-scene where some of the lines repeat causing me to wonder if I'm suffering auditory hallucinations or if their QA missed something like that).

      The gameplay is not particularly innovative or deep. The default pace of combat itself tends to be faster than previous Homeworlds. Though, in single player, you can change the game speed. However, the default speed can be overwhelming compared to previous Homeworld games, which can make multiplayer frustrating.

      For fans, while it should not be surprising It's not Homeworld: Complex (or EVO), I expected to see more of the depth, introduced by HW:C and HW:2, For instance, there are no subsystems on ships; you can't target engines or weapons. Ships either blow up or they don't. There's no defense field frigates and no cloak generators.

      My hope is that the mods (Star Trek or The Expanse, anyone?) will make this game shine. But right now? Unless you're a true super-hardcore Homeworld fan, who needs their Homeworld story fix, you should hold off.

      On the plus side: it doesn't crash as often as a NASCAR driver like Helldivers 2 or the original Homeworld, for that matter.

      Ultimately, I'm disappointed that Homeworld 3 plays like a dumbed-down version of Homeworld 1. I suppose this shouldn't be surprising, what with game studios increasingly desperate to get that larger market share which means appealing to a broader audience. But that means that if you long for the depth of Homeworld 2 or Complex, you're waiting for mods.

      The modding tools aren't out yet.

      And, so, thumbs down.

      16 votes
    3. Revisiting the GBA Castlevania Games (Circle of the Moon, Harmony of Dissonance, and Aria of Sorrow)

      click here for mood music for this post Sometime recently I got it into my head that I wanted to go back and replay all of the so-called "Igavania" games in the Castlevania series - the three on...

      click here for mood music for this post

      Sometime recently I got it into my head that I wanted to go back and replay all of the so-called "Igavania" games in the Castlevania series - the three on Gameboy Advance, the three on Nintendo DS, and, of course, Castlevania: Symphony of the Night on PSX. I played through most of these back when I was a teenager and liked them, but haven't touched them since. Metroidvania games are a dime-a-dozen these days but I haven't found anything else that scratches the itch of exploration-meets-RPG-elements-meets-gothic-aesthetics.

      Well except Bloodstained: Ritual of the Night, I guess. That game was pretty good.

      I decided to begin with the GBA trilogy since Circle of the Moon is the first Igavania I ever played and the one I have not played in the longest. I pieced through the whole trilogy in release order over a few weeks; here are some stray thoughts from the experience:

      Castlevania: Circle of the Moon

      • The graphics in this game have aged beautifully. It's the only of the GBA & DS games that - to my knowledge - doesn't heavily re-use sprites from Symphony of the Nights, and as a result it has an aesthetic cohesion a step above any of the following games. Circle of the Moon is infamous for being way too dark on the original, non-backlit GBA screen (I had to use a wormlight back in the day to be able to see it), but with that limitation irrelevant on modern hardware it has a clean, moody aesthetic that's just solid.
      • Overall, the game feels very much like "classic Castlevania stuff, remixed." That's certainly true of the music, which is primarily (very good) remixes of classic Castlevania tunes with just a few (very good) original compositions. This applies to the gameplay too, which is classic (you only get a whip, the upgrades are very standard stuff) but with a big new twist thrown in:
      • The DSS system. Throughout the game you can collect 20 cards, divided into two categories, and by equpiping two at once you can utilize your magic meter to activate one of 100 DSS effects. Some are straightforward stat boosts, some offer reprieve like healing or invulnerability, and others offer really fun magic, weapon, and transformation effects. It's a joy to try out the combinations every time you get a new card, and they help give the game a lot of space for exploring your personal play style.
      • Did I mention that the whip feels really good? The whip feels really good. The sound effect and animation are really satisfying.
      • Circle of the Moon has some rough quirks that keep it from being a 10 out of 10, though. DSS cards, for instance, are locked behind random drops by enemies, some with absurdly low drop rates. If you just play through the game normally, without consulting a guide on specific drops or farming cards, there's a decent chance you'll pick up <50% of the cards before you finish the game. I get that you don't want to give the keys of the kingdom to the player right away, but why on earth would you build an awesome, fun game mechanic, and then set it up so players won't see most of it without extremely un-fun farming and grinding? Thankfully a "Magician" mode that gives you access to all of them straight away opens up after you finish the game once, but not everyone will make it that far or want to go back for a second playthrough.
      • The difficulty is also allllll over the place. As a teen I got stuck forever at the twin-headed dragons, and going back as an adult ... yeah, I got stuck again. I had to look up strategies, go hunt down a specific sub-weapon (the cross, which is very overpowered in this game), grind a few more levels, and steal away to an alcove of the battle arena to a specific spot where the dragons can't touch you to abuse the DSS healing power. The dragons are the most egregious example but they're far from the only one; there are several points where the game switches from hard-but-fair to ha-ha-eat-shit-stupid. It seems like the designers fully expected the players to use and abuse DSS, especially the healing abilities, because there's no way someone played through this and thought "yeah that's a smooth difficulty curve."
      • Special shout out to the optional battle arena. Yes, it's optional, but the difficulty of this 17 room gauntlet is truly hilarious. I was only able to beat it - near the end of the game, at a high level, with the best equipment available - by abusing save states and playing the last half of it in slow motion (the wonders of emulation). And it still took me over an hour!
      • There are also some design decisions that are just strange. Your character, Nathan Graves, begins with an excruciatingly slow walk speed and a unwieldy jump that's almost vertical. Within the first 15 minutes of the game you pick up a character upgrade to be able to run - i.e. move at a normal speed - but you have to double tap a direction on the d-pad to activate it. So now you have to spend the next 6-8 hours of your playthrough double-tapping a direction any time you want to move just to move at a normal speed. Why? Very strange.
      • There's also a whole area of block pushing puzzles. They're not too difficult, but is this really what Castlevania needed? 20 minutes of slowly pushing boxes?
      • I've read that Circle of the Moon was made by a different team, with a different director, than the rest of the "Igavanias." You definitely get that sense when playing it, that it's just a bit different, and it really endeared me to the game. It has its issues, but most of those can be smoothed out with modern backlit screens, save states, and online wiki guides. Overall it was a joy to revisit, probably an 8 or 9 out of 10 in my book.
      • I also highly recommend Jeremy Parish's retrospective look at Circle of the Moon

      Castlevania: Harmony of Dissonance

      • Castlevania: Harmony of Dissonance is what you get when you learn mostly the wrong lessons from the feedback the previous game received. I played this one back in the day and but lost interest and never finished it. I now see why.
      • I'll start with the good. The character movement feels better; we finally have a normal run speed and the shoulder buttons can be used for left and right dashes that are very satisfying to use. Together they give this game a much faster pace than Circle of the Moon. The jump is weirdly floaty but you get used to it.
      • The graphics have also seen a big improvement in a technical sense. The sprites are larger and more impressive - especially on bosses - though this is also the beginning of heavily re-using sprites from Symphony of the Night. You'll definitely recognize some old favorites if you played that game.
      • Honestly, though, that's where the improvements end.
      • The art direction has taken a big step back. Konami heard that Circle of the Moon was too dark and now as a result we've got Harmony of Dissonance, a game so insanely bright and chock full of garish psychedelic color choices that not only did it completely remove the moodiness of the first game, it led me, for the first time in my life, to download and install a romhack. Maybe on the original, unlit GBA screen these choices looked good, but on modern displays it feels like Castlevania by way of a Big Top Circus. And then if that wasn't enough the game adds an extra bright outline around your character at all times. Good grief.
      • The music has also taken a humongous step back. Supposedly more of the GBA's processing power was used up by the graphics so the sound had to be deprioritized. But even putting aside the big step down in fidelity most of these compositions - save the main theme and one or two others - are not memorable, hummable, or fun to listen to. They're just ... there. There, with bad sound quality.
      • All of this would be excusable if the gameplay were tremendous, but again we've learned the wrong lessons and gone backwards.
      • DSS has been removed, and there's nothing nearly as interesting to take its place.
      • ...but they decided to leave in block pushing. WHY?!
      • The rocky difficulty of Circle of the Moon is gone, and now the game is far too easy. I beat almost every boss in this game on my first try, which is definitely not true of either of the other two GBA Castlevania games. The fun movement options have a side effect of making the game even easier, since you can quickly dart around the screen dodging things.
      • The level design is poor, with endless, unmemorable hallways and generally boring layouts. Plus the entire first half of the game is basically linear
      • Then the cherry on top is that halfway through the game reveals that there are two parallel castles, and it sends you on an excruciating fetch quest across both of them. So you get two identical castles of boring level design, middling music, recycled bosses, and the most tedious backtracking I've done in years.
      • There are so many aspects of the game design that just feel sort of busted. Once you're 10 levels above an enemy they only grant you 1 EXP for each kill, so there is truly no upside to all of the tedious backtracking you're forced to do. There are shops in the game, but they all have weird requirements you have to meet to spawn them, and even once you do there's barely anything interesting to buy.
      • This game is a chore, and is the only one I would not recommend. It's not "bad," necessarily - I'd give it a 5/10 - but I had to consult guides so many times to figure out where in which castle I needed to go, and I was downright relieved when it was over.

      Castlevania: Aria of Sorrow

      • It feels like this is where the team at Konami finally found their groove. Aria of Sorrow is a very good game.
      • The graphics are still brighter than Circle of the Moon's moody look, but the color choices are dialed back to a sensible, tasteful level. No more wild acid circus backgrounds, and no more bright outlines around characters!
      • The music has taken a big step up, with tons of memorable tunes.
      • The character control has finally found a nice middle ground between Circle of the Moon's stiffness and Harmony of Dissonance's hyperfast floatiness. Instead of left and right dashes letting you zip around the map there's just a backdash, which is a sensible compromise that allows for lots of maneuverability in combat.
      • The level design is a huge, huge step up from Harmony of Dissonance, and is probably better than Circle of the Moon's. Aria of Sorrow does a great job at giving compelling reasons to backtrack with interesting ability unlocks and thoughtfully placed warp zones and area connections.
      • The difficulty curve is pretty smooth throughout, except maybe the boss fight with Death - but I found that one an interesting challenge, rather than a brick wall. This is still an easier game than Circle of the Moon, but not a total pushover.
      • We've finally got a system to rival DSS: souls that you can gather from enemies and then equip for all sorts of passive and active effects. It's still luck based, but you'll get enough of a variety of souls through normal play for it to not be too bothersome. There are lots of interesting souls, but I missed the "combination" aspect of DSS, of experimenting between combining different cards and seeing what they do together. Here we've just got basically three slots for three types of souls - passives, abilities, and attacks. This is a totally fine way to do it, but it means that one or two of those slots are always just going to be the same one or two souls that give you whatever stat boost you need and whatever ability you rely on the most.
      • There are a few more interesting abilities that tie into the exploration as well. When you start the game you can't sink into water and explore, you merely float at the top. Before you even get that ability, though, you get the ability to walk on top of water as if it's a hard surface, opening up interesting level design gimmicks. Later on you can both sink or stand on top depending on what you have equipped.
      • The downside is this does mean too much time in menus switching between the same 3 or 4 souls over and over again - at least until you get flight abilities that let you skip a lot of the navigational tedium. One wonders why they couldn't have made things like on top of water / in water contextual abilities (maybe you land on the water, but then press down to sink into it?) instead of requiring players to unequip the ability they want to use 95% of the time, equip a water navigation soul for one room, then open the menu again to switch back.
      • At least we don't have any huge block puzzle rooms any more! The environmental puzzles that do exist are far more interesting.
      • Instead of the whip of the previous two games there are several classes of weapons the main character, Soma, can equip, including swords, axes, and even a handgun (which seemed pretty useless in my time with it). The variety is neat, but I have to say none of the weapons felt as good to use as the satisfying whip of Circle of the Moon, with its supremely meaty sound effects. I didn't expect to, but I found myself missing the straightforward, satisfyng combat of Circle of the Moon.
      • And that's sort of my feeling on the game as a whole. It is a very good game, at least as good as Circle of the Moon, and it doesn't have nearly as many strange friction points as CoTM. It's an 8 or 9 out of 10, for sure. But for me, specifically, something about Aria of Sorrow sort of came and went for me, like it was much smoother than CoTM but didn't leave me with as many memorable moments. I'm not sure how to describe it, so I'll chalk it up to personal insanity.

      Oh also all three of these games have a story. Does anyone care about the stories in Castlevania games? I skim the character dialogue while quickly clicking through it and that's pretty much it.

      I've now moved on to the DS games, and am loving revisiting Dawn of Sorrow so far - my favorite from back in my teenage years. I'm very interested to revisit Portrait of Ruin and Order of Ecclesia, which I don't remember as clearly, and Symphony of the Night, which I remember loving...and then loathing the inverted castle. Still, it's been >10 years, so who knows how things will hit these days.

      Has anyone else played (or replayed) these Castlevania games recently? What were your thoughts?

      18 votes
    4. Some thoughts about Starfield's world

      Warning: this post may contain spoilers

      I wrote a blog post for basically my first time ever. It's a first draft, but whatever. I never share my thoughts because I lack confidence, but I want to work on that. I welcome criticism of the way I've presented my thoughts, but my main priority is just discussing Starfield here! I want to hear what y'all think, mainly about the world of Starfield.

      I was starry eyed when I first launched Starfield, but it ultimately left me feeling spaced out. After spending around 25 hours with the game I've realized that I wanted something different from Starfield, and that the game just doesn't keep my mind engaged and imagination running. I feel some guilt saying that. It took a buttload of human working hours to bring Starfield to fruition after all, and I don't want to dismiss that work. It's a very pretty game, with a lot of mechanics, characters, and stories. On paper, it's an ideal game for me. It's a first person adventure through the stars meeting strangers and ogling at alien planets packed in with loot and rpg elements. That's my kind of treadmill to be running on. The type of game loop I enjoy. Ultimately though, it did not fill the space in my head that I wanted it to.

      Starting with the core game play, it's what I had the least expectations for. I am no Bethesda mega fan, but I've dabbled in their games. Their combat, stealth, traversal and so on have always registered as just serviceable to me. That's not really even a criticism as I've never gotten the impression that Bethesda's intention was to draw fans on those elements. They want to provide a simple set of tools to interact with their worlds. The tools they've provided here in Starfield feel fine. They all work. Gun play feels fine, traversal feels fine, stealth feels fine. It's the way those tools interact with their environments, characters, and narration that typically attract me, but don't here. Even their newest game play addition in space ship combat echoes their standard approach. It feels simple but solid. No extravagance like a Star Fox 64 barrel roll, but there's enough going on to feel good. Like the rest of the tool set, it's serviceable enough to let the player interact with their world. The world is what has left me cold.

      Bethesda introduces us to Starfield's world in a baffling place, a place almost opposite to space, a mine. Sure, they planet isn't Earth, but it might as well be Earth. It's dark, dirty, rocky and far from a feast for the eyes. It's no surprise that mines are in the game as Bethesda has always included similar spaces in their games. Such environments are perfect for stuffing loot and combat encounters into, but imagine if Skyrim had began in a cave instead of out in its beautiful landscape. Starfield could've opened in space on a ship or on a number of visually alien worlds, and I think it's a misstep to begin the player in the most unappealing of its environments. Unfortunately, I think it's telling of a large part of the way you will be seeing Starfield's world. From a lot of interior spaces. It's often easy to forget that I'm playing a sci-fi game set in an open world space setting.

      Starfield's world looks like what I imagine it would look like if human space colonization were to actually happen. In that regard, I think they were incredibly successful. It's the realization of this image that I think held Starfield back. Just like a lot of our own real universe, it is often empty and dull. Many landscapes of the planets and moons of Starfield, while sometimes pretty, are more often unremarkable. Procedural generation is an incredible tool that can easily lead to unimaginative results. I'm never able to escape the thought that what I'm looking at was probably computer generated. After visiting around 15 planets, I began to feel as though I'd seen it all before, just in different colors. Often fauna and foliage looked strange but lacked a certain spark of hand crafted creativity. I was never struck by their beauty nor their horror but only their only seemingly random assortment of attributes. On planets with human inhabitants their lacked personality in their work and living spaces with exceptions being the hand crafted major settlements. Buildings and structures felt modular and mass produced by the same manufacturer. All of this is probably an accurate depiction of a real future where we branched out into space, but it doesn't make for a fun video game to see and soak in. Major cities like New Atlantis and Akira City lent much more life to Starfield's world with obvious heart put into their creation. You can see their influences from the sci-fi genre in their construction. Instead of aiming for a large and marketable open world, it's a smaller handcrafted galaxy I wish we would have gotten. Somewhere with its own politics and drama taking place on landscapes with intent and personality. A larger existing universe could be hinted at with follow ups in sequels. Bethesda is bursting at the seems with creative talent, but there was simply too much space to make aesthetically daring from every angle. Instead that talent was stretched an inch thin and a mile wild.

      The inhabitants of Starfield are offensively inoffensive and so dry they'll leave you parched. They're boring, full stop. They lack nuance and detail in their personalities. They begin and end at their core archetypes. The meaning of their existence is only to facilitate the player and be impressed by you. In my 25 hours of play, I didn't find my self endeared to any character except for a sweet old grandma exploring space, but I only liked her because I like that trope. Characters are very formal and professional which I believe was Bethesda's intent. After all, the context of most every interaction has you acting in an official capacity for one of the factions. You're a representative for the professional work these factions are doing, like being a volunteer cop for the United Colonies or Freestar Collective's Rangers or an explorer-researcher for the stuffy Constellation. It makes sense that conversations would be formal, professional, and often to the point. Ultimately that just doesn't make for compelling conversation. I engage with fiction, especially genre fiction, for its strong sense of personality. The characters I found in Starfield feel like they're just going through the motions of their 9 to 5 job. Their framing as a talking head when having conversations with them only highlights their stiffness.

      I believe Starfield is a well-done realization of Bethesda's intent. It's a very corporate and made by committee vision, but it's well executed. It seems they wanted to create a world that resembles a legitimate future where humans leave Earth and colonize the stars. The result is barren unremarkable planets, sterile labs, boring mining and manufacturing facilities, mass produce modular homes, and plenty of empty space. I think they're right, this is what a settled galaxy looks like, but it just doesn't make for a satisfying video game.

      edit: fixed spelling from "feel" to "fill"

      26 votes
    5. Did anyone else play This War of Mine about the siege of Sarajevo? Are there other games you appreciate about rare experiences?

      A different thread reminded me of this unique for me and frustrating but enlightening experience. This war of mine is a survival game where you have to manage food, building equipment, scavenging,...

      A different thread reminded me of this unique for me and frustrating but enlightening experience.

      This war of mine is a survival game where you have to manage food, building equipment, scavenging, security, stealth, possibly weapons and the morale of your companions for an unknown period of time until the siege is lifted. The art is beautiful but simple. The pace is slow. The emotions are profound. At the end of the game there are different stories for how your companions lives progress depending on how well or poorly you handled the circumstances of the game. It is very easy to die.

      It is the only war game I have seen where you are a civilian.

      18 votes
    6. Steam Deck OLED - A thought and some feelings

      I guess this is just a thing I like to do lol. I got an OLED Steam Deck and have been playing around with it for about a week, so I wanted to share what all I got. TL;DR: OLED is the definitive...

      I guess this is just a thing I like to do lol. I got an OLED Steam Deck and have been playing around with it for about a week, so I wanted to share what all I got.

      TL;DR: OLED is the definitive version of this product. If you're at all interested, whether or not budget is a concern this model is worth looking at, especially if you can actually get your hands on one to try for a bit. Words aren't quite what they need to be to get across how it looks and feels.

      The long of it:

      Valve wasn't kidding about stuff like a little performance improvement and better battery life. It feels like someone took the LCD deck and made a checklist of every single thing that could be improved, and then did it. The result is just about the best refresh of a product I've ever seen.

      The screen is the most obvious upgrade and it really is great to look at. It is a big jump to go from an LCD at 60hz, to OLED at 90hz with HDR available. As great as VibrantDeck is, no amount of color fuckery can really reproduce what is happening when you have these features. For games that support HDR, it can feel like you've actually made an upgrade, because of how differently it can handle things like bright flashes of light and particle effects on top of the color differences. The refresh rate is tied to the frame limiter by default, so when you drop the frame limit the refresh rate tends to stay double whatever that is. 40fps/80hz feels better than 40/40 to me, like stuttering just isn't as bothersome.

      Be aware it's on developers to implement HDR, which means sometimes you run into a game with a shitty implementation. FFVII R comes to mind. Just know that if you run across a game where this feature seems to make the game look terrible, it's not the device doing it.

      The improvements to the battery do mean something like a ~40% increase. Games like Armored Core VI and Elden Ring tended to last about 1.5-2 hours on the LCD model, on OLED it's more like 2.5-3, and this is the sweet spot imo. Rare that I'm gonna sit down and play for that long in the first place, so having this much power available means being able to play here and there with much less concern. Games that already played well in a low power state just get that much more time. One thing to know if you're coming from an LCD - it doesn't save your power profiles. Input profiles yes (if you saved them), but power settings need to be redone game-to-game.

      The device itself is a little lighter, and it feels like it sits in my hands a little better. The difference is minute, but noticeable, and nice. All of the buttons feel good, the sticks have slightly more resistance to them, and the trackpads are much nicer to use. In particular, the way you click the trackpads is more forgiving by default, so while it is a little easier to mis-click it feels more like using a "real" trackpad. The deck in general is the only device I find doesn't really aggravate my carpal tunnel, and the OLED model keeps that up.

      On the software side there isn't really a difference - SteamOS is more or less exactly the same with a few OLED-specific settings. Most of your info gets saved and loaded up when you log in. Cloud saves are one piece of course, but too, any controller profiles you saved will come back, and the SD card can just be freely transferred/there isn't really any setup to it. From boot to play I mostly just waited on the game to download - setting up the device was as simple as waiting for it to do an update, then log in, and that's it. It doesn't pester you to register for anything/no ads.

      Things like sleep/wake and transitioning to desktop mode are faster and more consistent. Pretty regularly, my LCD model would fail to sleep/wake correctly - I'd put it to sleep and upon waking it, it would reboot. Inconsistent but often enough to get annoyed with. With the OLED model, i notice this doesn't happen as often. It still does, but much less frequently. The improvements to the trackpads means I use desktop mode more often, it feels much nicer to navigate. All of the stuff I had before was simple to install and restore - emudeck, decky, cryoutilities all installed without any issues and worked fine after I moved over all my stuff from the first deck. Haven't hit any issues with decky plugins either.

      Even the carrying case got a pass. It's been redesigned a little, with an extra velcro fastener bit and tighter mold inside, black instead of white.

      Transferring my information was about as easy as you could do. There are several options - I mostly used KDE connect, but there's also Warpinator, and a deck plugin called DeckMTP that can let you do a direct USB connection. Literally just copy/paste, once I installed all the stuff I had before I could just drop in the old device's things and be good to go. One thing to be aware of, is that for games which don't support Steam Cloud, you need to copy their save data over. That's gonna mostly be in a folder in /steamapps called CompatData. Takes a little doing but it's not hard to figure out. The hardest thing to set up was STALKER Anomaly, and all that was was about a five step process of clicking things in Wine. By the way, if you make a custom controller profile for a non-steam game, when you add that game to the library make sure it has the same name as before and your controller profile will be saved!

      Overall I'm impressed to the point I intend to hold off buying any more PC hardware until a Deck 2 appears. If that product gets the same kind of attention this one did there's no doubt in my mind it will be fantastic. Considering too, the ability to dock and use peripherals, I think I'd feel safe recommending an OLED steam deck as a replacement for a gaming machine + non-work computer to just about anybody. $399 as a base price for PC Gaming is fucking awesome, and $549 for this improved model, at least I feel is very much worth it. $150 for an OLED screen, more storage, bigger battery is not bad. The deck is a hugely popular product, which means you get the added benefit of folks constantly tinkering and messing with stuff to make it work, on top of the odd developer specifically targeting it (such as in Cyberpunk, or how Bannerlord reworked its control scheme). Those kinds of communities exist around other devices, but not nearly to the same extent, and they'll die fast as those products come and go.

      So that's what I got. I hope this was informative and helpful. If you have any questions I'm happy to answer as best I can. I'm super happy with the deck as a product, it feels a lot like getting to see what it looks like when someone goes the distance and throws their full weight behind this kind of product.

      Edit: I don't know how well this will come through looking on different screens, but here are a few screenshots from AC VI and Morrowind that made use of HDR. Even if it doesn't come through - if you've never owned a deck and were considering one, yeah stuff can look this good on it! It's amazing.

      51 votes
    7. I finished Phantom Liberty and have thoughts

      I remembered that thread asking about the update to Cyberpunk 2077, and figured after finishing the expansion I'd offer what I've got. I played the game once on release prior to playing now. The...

      I remembered that thread asking about the update to Cyberpunk 2077, and figured after finishing the expansion I'd offer what I've got. I played the game once on release prior to playing now.

      The tl;dr - its a hell of a lot better, can totally recommend it, expansion was cool and fun

      The long:

      First, regarding the update. It's excellent. The game does feel significantly better to play, because a whole lot less is bugging the hell out. You do occasionally come across some silliness, like four of the same car all at an intersection, or the same child populating a cafeteria. But these moments are far, far less frequent, I think I can count on one hand after 50 hours, the number of times stuff like that happened.

      Wanted system is functional now. It just works the way you'd expect, and it is pretty easy to escape. More lawless parts of town are appropriately easier to get away with shit in. Driving feels better but still feels weird to me, like everything is slippery/wheels never have good traction.

      The skills/perks/inventory stuff is a thousand times better. It has a few weird things here and there but is easier to follow and use. It's nice not having to really mess around with clothes and just look however I want. Combat is a lot more fun now that stuff behaves appropriately. That's really the theme of it, they did fix what needed fixing, and what we're left with much more closely aligns with folks' original expectations.

      Quests wrap up and sometimes into one another in ways which are genuinely very impressive, and I encountered all of one that had an issue with it. I pretty much constantly went from quest to quest and found there was enough variety that I didn't really care about wandering much. I still did, and that is all much improved too. Npcs behave a lot better and look nicer, and jobs consistently finish up the way they're supposed to.

      I specialized in blades, pistols, and shotguns, and played on Normal, mostly on my steam deck. I mostly raised Reflexes, Technical Ability, and Cool. I got to turn into a Dragonball ninja assassin, occasionally dualing Japanese cyborg women with katanas in the street. I'd get into shit because melee is genuinely pretty fun to mess with.

      The visuals are awesome even on the handheld, the preset for the deck is higher than I expected. Performance was consistently good, on the deck as well as my PC. PC can go maximum and is using a 144hz display, it looks really really good with everything pushed.

      The expansion:

      It fits squarely within the best of what the game offers. The storyline is complex and goes into the rest of the world in an impressive way, it's like it's always been there. The characters are exceptionally well done, as is the voice acting. The whole thing felt like a great season of a good show, it kinda proceeds like that too.

      Dogtown is a really cool area. The detail is wild and sense of place really some of the strongest in the game. I felt uneasy at night in the rain, that's always cool for a game to evoke. It feels both like it's own independent spot and like a part of the city, they really nailed it with how it looks and what's available there.

      Conclusion:

      The complete package I'd say is totally worth it. Compared to release it is a completely different game. Feels like a much more realized vision, that consistently hits some pretty high notes. Panam is still the coolest, but Songbird was a really well done character too. With the game not being a flaming wreck, it's way easier to get into the storytelling, and it is pretty great for this medium. Especially those major characters, they're interestingly complicated and don't always behave how you'd expect. The overall experience is kinda like being a protagonist in a tv show, quests have their own arcs and climaxes and characters appear distinctly changed by the events as they unfold. That was always there, but now I'm comfortable saying you'll actually have that experience playing it.

      23 votes
    8. Starfield and the problem of scale

      Minor Starfield lore spoiler's ahead Originally written for /r/games, but the last discussion thread of Starfield in that place saw many user who said they personally like the game downvoted and...

      Minor Starfield lore spoiler's ahead

      Originally written for /r/games, but the last discussion thread of Starfield in that place saw many user who said they personally like the game downvoted and replied to by mentally-questionable individuals that said not-so-nice things.

      As I pass 170 hours in Bethesda newest, hottest, controversial game. I am happy because it is just as fun as I had hoped it to be.
      Yet as I explore the cities it has to offer there is always a small detail that I keep failing to ignore (whenever I'm not busy thinking of new ship designs that is).

      200,000 units are ready with a million more on the way

      So say the slender being that has been tasked with creating an army to defend a galactic spanning government of countless worlds. At this point Montgomery, Zhukov, MacArthur, Jodl, or any-other-WW2-command-figure-of-your-choosing are rolling on the ground clapping each other's backs laughing their socks off. Because 1.2 million is an absolutely puny and pathetic number of troops for a galactic war.
      I'm no Star Wars deep lore fan, I understand that fans and later authors has since tried to 'fix it' by making the Clone War more that just the clones. And yet those 1.2M clones was all there was when episode 2 released to theatres.
      Most Sci-fi writings has similar a problem with scaling to their subject. It is not news. It even has a tv tropes page (the page is more about distances, but it's in the same ballpark).

      Quest for the Peoplefield

      So where does Starfield go wrong in this? The ships are puny. The wars and the numbers stated are puny.
      Certainty more ways than one, but the one that I wish to focus on is this: where the hell are all the people?
      A brief summary of the lore. Humanity has invented FTL and has seemingly solved all energy problems. They had to evacuate Earth, but this was successful and so the starfield should be absolutely teeming with tens of billions of human souls spreading to all corners of the galaxy and its many already habitable worlds.
      And yet, Starfield feels so barren. I see no grand interstellar civilizations. Only dirt huts on a hill surrounded by walls that support barely a thousand people. Yet this dirt hill is supposed to be a capital or an interstellar superpower. Heck, they are even scared shitless of their own fauna.
      The opposites capital is no dirt hill, yet still smaller than a modern earth country town.
      And it's not like the main population centers are just outside player-accessible areas. All the NPCs ever talk about are Akila, New Atlantis, and Neon. These tiny puny cities.
      It doesn't feel like the evacuation of Earth was a success. It feels like it was a catastrophe, and all that remains are scattered remnants playing civilization.

      And yet... The Starfield is actually lively, just not where it should be. There is a scale imbalance, because spread across nearly every world in the settled systems are countless research stations, outposts, deserted or populated, you name it.
      Yes, those procedually-generated buildings that spawn nearly everywhere you land in the settled systems.
      Where did these come from? Surely the UC couldn't have built them. Manning just the ones that I have come across in my playthrough would empty New Atlantis 10 times over!

      Bethesda built their open-world game style upon Fallout and Elder Scrolls. For both it makes sense that the worlds are sparely populated. One being post-apocalyptic wasteland, and the other a medieval society.
      But now they have built something in a completely different realm. But they way in which Bethesda built the scale at which the game is presented remains the same.
      So why did they go with this approach? I don't know. Maybe they just like making "small" worlds and didn't want to fit the new universe. Maybe the idea of 'climbing any mountain you can see' is a very hard rule and they didn't want to limit player movement in metropolises, that would undoubtedly be unfeasible to make fully traversable.

      But lets pretend they actually tried. And perhaps it can be done without really changing how the game is designed or played.

      So you can do it better huh?

      A Microsoft executive plays the game as it's nearing launch. He feels there is something missing with the scale of the Starfield universe.
      So he does the only rational thing he can think of and storms into the street and picks the first rando he can find, puts the Bethesda crown upon his head, and orders him to fix Starfield's problem of scale.
      The exec is later found to be mentally ill and fired, but it does not matter for I am now king of Bethesda and my words are design directives.

      Tell, don't show

      The simple solution that requires no real work but some change in lore. New Atlantis is no longer a capital, just a administrative and diplomatic outpost. Akila is now just a small border city. The real population centers are now on entirely different worlds. Inaccessible to the player.
      Why can't players go there? Well it shouldn't take much suspension of disbelief to acknowledge that governments might not want any random idiot, in a flying hunk of metal capable of tearing space-time at it seams, to go anywhere near their main population centers without considerable control.
      NPCs should no longer talk of sprawling New Atlantis, Neon, or Akila, but rather these other places that you can see on the map but are not allowed to go to.

      Show enough

      The population planets are now accessible, but restricted in where you can land freely. On the map it should show big cities. And just like how you cannot land in water, you can neither land anywhere in cities or its surroundings.
      Just like with New Atlantis and Akila, you can land at a designated spot. The difference is when you look into the horizon, because rather than a procedurally generated landscape you will instead see a sprawling metropolis that tells you "Yes here! Here are all the people!".
      The other change would be that, unlike the landscape, if you try to go beyond the player-area of the city you will hit a wall. But that is a sacrifice I am willing to make.
      New Atlantis and Akila can stay, but like the other solution they would change status.


      All in all the scale issue is no big problem and the game is fine as it is. This was just something that has been on mind for some time and I wanted to put it to writing. So do you agree that Starfield has a scale problem? If yes, how would you fix it? Or maybe I missed some crucial info-dump and the entire premise of this writing is wrong?

      39 votes
    9. Remnant 2 so far is great. Your thoughts?

      I've been playing through Remnant 2 and having a great time with it. I think they've hit on a great mix of combat and challenge. Plus I was pleasantly surprised to find that the writing,...

      I've been playing through Remnant 2 and having a great time with it. I think they've hit on a great mix of combat and challenge. Plus I was pleasantly surprised to find that the writing, especially for the lore, was quite engaging (the intro doesn't set a high bar tbh). Still in progress for the game, so no spoilers please, but what do you think?

      17 votes
    10. Final Fantasy XVI is driving me nuts (no spoilers)

      I'm a little over halfway through and I really have to force myself to keep playing it. Some of it is really cool and a lot of it drives me crazy. Sorry to rant a bit but a lot of the discourse...

      I'm a little over halfway through and I really have to force myself to keep playing it. Some of it is really cool and a lot of it drives me crazy. Sorry to rant a bit but a lot of the discourse online is extremely positive and I just wanted to let this out.

      • So many cutscenes. They're pretty good cutscenes. The acting is largely very good, most characters are really enjoyable (although maybe one day FF will realize that antagonists can be multifaceted and not just generic evil badman). But so, so many hours of cutscene -- run over there -- cutscene -- go to the one map location that's unlocked -- cutscene.
      • So much time wasting slow running around. Sometimes the maps are designed like a (linear) maze for apparent reason except to make it take longer to get somewhere. I see a quest marker and I just immediately "ugh" at how long it's going to take me to plod over there.
      • And as a corollary to the above, exploration sucks. I learned very early on that there's no reason not to beeline to the next goal, so it makes the slow running that much worse. Dungeons are basically right out of FF XIV, which means one straight line and a very clear pattern of trash mob, trash mob, boss, rinse, repeat.
      • The gear and stats are a non-entity. You go through the story, it more or less hands you periodic levels and gear. It feels like they thought including these things was obligatory, but for what they put in the game, they could have just not bothered.
      • Combat is pretty fun! A little repetitive. A little samey. I wish there were more options for using all the skills you get. I have all these things I could unlock, but the very limited set of slots you get make they basically a non-option once you've picked the ones you like. The system just feels kind of half baked.
      • And in that same vein, the big quick-time-event boss battles are neat too. I don't love them, because it feels a lot like I'm not playing a game anymore, but they do look pretty fantastic. Some of the latter ones go on for way too long. Just like, I was done with punching this fantastic looking beast 10 minutes ago.
      • Maybe I haven't heard enough of it or listened long enough, but the music is disappointing. Which is sad because I love the tracks in XIV from the same composer. So much here is just ambient or otherwise underwhelming. A bunch of critical moments are just remixes on the classic theme, which is nice, but not really selling me on the new score overall.

      I'm probably going to stick through to the end (slowly, with many breaks for Dave the Diver), at the very least because it was so expensive. I just wish it were better.

      31 votes
    11. Lets talk roguelikes!

      Roguelikes have a special place in my heart. When you know that your character is mortal, the stakes feel so much more real, and your progress feel so much more earned. You can’t second-guess the...

      Roguelikes have a special place in my heart. When you know that your character is mortal, the stakes feel so much more real, and your progress feel so much more earned. You can’t second-guess the level design, because random, and sometimes things are simply not unfair, like when you get transformed into a cute mushroom, while your otherwise generic foe get transformed into a god. I consider unfairness, uncertaincy and chaos to be core gameplay components.

      Here’s some roguelikes I liked, in no particular order:

      Inscryption
      Sort of like Slay the Spire with retro aestetics combined with the gritty feel of the SAW franchise. The most atmospheric and foreboding deckbuilder I've ever played. It is sort of a meta-game where you play a retro computer game in which you play a tabletop roleplaying game with a deranged dungeonmaster.

      Noita
      Looks like a rather generic pixelart side-view dungeoncrawl, but beneath the humble surface lurks Finnish folklore, a revolutionary physics engine and an insanely versatile magic system, likely the best in any game. The game is vast, both in sense of game world but also the numbers of monsters, spells, perks and secrets. I consider this the best roguelike, full stop.

      Don't Starve
      Craft to survive in an unforgiving wilderness, battling wildlife, hunger cold and insanity. Having to constantly collect resources makes this game a bit on the grindy side, but the hand-drawn artwork and a rich world to explore and unlock makes this stay fresh.

      Jupiter Hell
      This, the successor to DRL (Doom Roguelike), is the only classic roguelike I could ever get into. The top-notch visuals makes me literally forget that I'm playing a grid-based turn-based rogue-clone. Still, the game is rather lacking in variation, and there's no lore or story choices. While I think this is by design, the DOOM roots and whatnot, I'm missing the sense of exploration and wonder found in other roguelikes. But even with that, the game is cool and ever so dark, and there's quite a lot of depth despite the simple controls.

      FTL
      Simplistic and neat pixelart space exploration game. The meat of the game is space combat in real time with pause, between which you plan your route on a node-based overworld and make various choices. The game, while cozy, is quite intense. You're trying to escape a vastly superior fleet while fighting off incoming attacks and trying to not run out of fuel while hopefully improving your ship to survive as the stakes rises. Every choice you make feels like a life or death decision. The fights offers a lot of different tactics. There's various ships to unlock by completing various missions. The one downside is that you have seen all the different encounters way before you have everything unlocked, but the mod FTL Multiverse adds a lot of new content.

      Into the Breach
      Simple tactical turnbased on 8x8 fields, by the folks behind FTL. The main gimmick is that you can see how the enemies are going to attack in their turn, and try to counter it. This works surprisingly well and offers a lot of depth.

      Depth of Extinction
      Underwater turnbased tactical. The game feels like watching a cheap action movie from the eighties. Sometimes the missions can feel a bit samey, and the underwater setting could be more in forefront but this doesn't stop the game from being quite a lot of fun. I'm hardly an expert here, but I've heard people who prides themselves of their expertice at turn-based tactical gaming giving this one a lot of praise.

      Retromancer
      Arena-shooter with a very stylish retro aestetics which doesn't confuse you in the fast-paced chaos. This, combined with a RPG fantasy theme really make this stand out from the other twin-stick offerings. This is a game I consider a spiritual successor to the original twin stick shooter, Robotron 2084. Of course, you need to play the Hunter, the other characters doesn't have the Robotron-trademark mashine gun fire. There's a dash function which is quite handy when you're about to be cornered. There is not really any character building, although by scoring enough points you can unlock various pickups. I guess it is designed for local multiplayer (there's four characters to choose from) but I haven't tried this. Plays excellent with controller.

      The Wrath's Den
      This is basically Dungeonkeeper, but simplified into a turnbased pixelart game with keyboard controls. You use space to switch between minions, arrow keys to move them, X to do various actions. Besides the random room choices, everything follow simple strict mechanics, which sometimes requires a bit of observation to grasp. The one major downside is that you cannot save your game. Much suck! But other than that, this humble little game is quite easy to fall in love with.

      90 votes