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    1. 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
    2. 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
    3. 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
    4. 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
    5. 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
    6. 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 don’t do this often in video games, so it’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.


      • 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 “You just press square the entire time and win” which I don’t agree with at all. If that’s how one chooses to play the game, then you’re actively not engaging with the combat mechanics and that’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. I’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, you’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. It’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 doesn’t revolve around you but that you are apart of an overall story.

      Cons:


      • Eikon battles: For those not in the know, you’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 isn’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 ‘Square, Square, Square, Square, Triangle’. You do get 2 abilities as the story goes on, but they’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 can’t imagine this is how the devs wanted these parts to play out.


      • Quicktime events: I think QTE’s should stay in the 360/PS3 generation. I haven’t seen a current Gen game utilize QTE’s, let alone utilize them as many times as FFXVI did and it’s these dated mechanics that are definitely contributing to others saying the game feels outdated. There are multiple times where you’ll go up to a door click ‘X’ and it will be like ‘Now hold R2’. This happens a lot in the game. It happens so often that I’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 don’t like the QTE, the Dualsense will give this haptic feedback during these parts. I can’t really explain it, but it does occasionally work well enough to be immersive. The other QTE events are during Eikon battles, and they’re literally just ‘Press X’ and ‘Press R2’ in an extremely generous amount of time. There’s also another QTE even where you just mash square endlessly until you win, which reminds me of mini games in Mario Party 1… on the Nintendo 64 nearly 30 years ago. It’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. There’s a scene where the MC is coming to grips with an important story-beat and the QTE literally says “Press L3 & R3 to accept the truth”. This gave me giant “Press F for respects” vibes, and I don’t know whether they meant for this to be hilarious but it was. This is the only QTE event I thought was good.


      • 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, it’s a story about killing God. From here, I really couldn’t care less about the happenings. The people you’re built to dislike from the beginning have resolved story arcs, they introduce new antagonists that aren’t super interesting and it’s just an overall slog the last 30%. Also, that’s a specific percentage, but when I found myself wanting the story to wrap up, it was right at the 70% mark. From what I’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 is… that first 70% was some of the best gaming I’ve had in a while. The last 30%, not so much.
 The ending of the game was great though and I hope that we get a continuance of this story later on.

      Random Thoughts:


      • Side-quests: I’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 it’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 I’ve played. Most side quests in most RPGS boil down to “Talk to this person, go kill this thing, come back and get a reward”. I have played very few RPG’s that didn’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 don’t understand why people give FFXVI so much flack, but I just don’t agree. The side quests are more about world-building and getting to know what your average person existing in this world deals with. You’ll learn backstory about your companions you wouldn’t know otherwise, get various upgrades/mementos and really get to know the world you are playing the game in. I’m not saying that some of these side quests aren’t just “Go talk to this person, then talk to this person and win”, because there are some that are really that simple, and if that’s not your thing then that’s okay, but I seriously don’t understand why people are giving this game flack for doing the same things that every RPG has done before. Just seems unfair IMO.


      • 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 don’t get rewarded for leveling up. It happens automatically and you don’t get to distribute any skill-points or anything like that. You literally don’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? I’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 I’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