I can't wait to play a final version of this game.I started playing Elite: Dangerous again. I kitted out a ship for deep space exploration and decided to head out on an expedition. It was a relatively short journey, taking me only two (real life) days and taking me 500 lightyears away from the 'bubble' of civilized space around Sol. I decided to end my journey at Betelgeuse.
Here's a nice shot of my planetary rover, taking in the milky way as Betelgeuse rises in the distance (it really is very far away... thing's just huge)
Dark Souls 3 basically doesn't have poise, which super makes it twitchier than older Souls and more like Bloodborne.Having devoured Dark Souls 3 pretty quickly, I started wondering if it was too easy. I decided to go back to Dark Souls 1 and find out if it's the game or me that's changed. The answer is probably somewhere in the middle. Dark Souls 3 is much more "twichy" than the other souls games, borrowing pretty heavily from the Bloodborne style of play. DS1 feels much more slow, deliberate and precise. That being said, I found that bosses that used to be ball achingly difficult (I'm looking at you Capra Demon) seemed much easier than the first time I made my way through the game (Havel is still making my dex character his bitch, though). So, I think the fact that I'm a veteran of the series kind of colored my view of how easy DS3 was, but I'm pretty sure it is slightly easier than the first two games.
I'm looking forward to see what they do with the expansions to hopefully wrap up some of the lore introduced.
I played shieldless dex through both my runs through DS3, so I looked at it as having to be twitchy anyway. That said, I thought DS2 was easier, DS1 still harder, but in the end it's really tough to figure out since once the games are understood, player perception changes.Having devoured Dark Souls 3 pretty quickly, I started wondering if it was too easy. I decided to go back to Dark Souls 1 and find out if it's the game or me that's changed. The answer is probably somewhere in the middle. Dark Souls 3 is much more "twichy" than the other souls games, borrowing pretty heavily from the Bloodborne style of play. DS1 feels much more slow, deliberate and precise. That being said, I found that bosses that used to be ball achingly difficult (I'm looking at you Capra Demon) seemed much easier than the first time I made my way through the game (Havel is still making my dex character his bitch, though). So, I think the fact that I'm a veteran of the series kind of colored my view of how easy DS3 was, but I'm pretty sure it is slightly easier than the first two games.
I'm looking forward to see what they do with the expansions to hopefully wrap up some of the lore introduced.
At first glance I thought you meant Dungeon Siege, not Dark Souls. I was confused.I played shieldless dex through both my runs through DS3, so I looked at it as having to be twitchy anyway. That said, I thought DS2 was easier, DS1 still harder, but in the end it's really tough to figure out since once the games are understood, player perception changes.
Bloodborne DLC is still fucking rough. I'm curious how DS3 DLC will compare.
I can't decide if this is better or worse than Space Engineers' "All water is in Ice Form, even on planets with alien monsters and trees".I thought I took a screenshot of it, but I guess I didn't. Found a major shortcoming in Empyrion: Water doesn't flow. At all. If you dig a canal to a hole well below sea level, the water will sit there steadfastly refusing to flow into the trench.
Furthermore, since the "you are underwater so your vision is murky and distorted" visual effect doesn't even happen if you aren't physically in the water... so, to hunt down those elusive blue crystals for warp fuel, just dig the sand out of the shoreline, and stand below the water line but back away from the self-supporting wall of water! You can see everything on the sea bed clear as day, and at maximum range.
/doh
This game is super cool, but not done yet. It still needs to cook.Dead By Daylight
As much as I like this game, there are a few key issues that keep popping up.
- There is little incentive to try and rescue a friend from a hook. Yes, you get blood points, but it's always a safe bet to assume the killer is nearby, watching, which means trying to save your friends isn't a worthwhile gamble.
- This is because killers almost always watch their victims die. There is simply too much to lose by letting someone get away and killing SOME of the kids is better than killing NONE of the kids. This means that trying to manually escape (already low odds) is pointless and the chances of rescue by your friends is slim. People have sent me messages complaining that I didn't sit through the struggle the full length of my timer because it's "better for the team" if I do. Fuck you, you're supposed to save me, not let me die every time.
- The Wraith is OP. Yes, his invisibility isn't long lasting or that effective visually, but that doesn't matter. The only thing that matters is that it stops your heart from beating faster as the killer approaches, allowing him to sneak up from anywhere that isn't directly in your sight. This needs to slow him down or something because he can chase you down, while invisible, and you'd never know it until he pops up right next to you... far too late to get away.
- Flashlight needs a buff. Wide Lens should be the default setting, as using a basic flashlight to stun a killer is virtually impossible.
- Trapper's bear traps are too visually noticeable. Makes it hard to actually place them anywhere you'd actually want them, as survivors will walk around every time.
Suggested fixes?
- Add a multiplier for saving friends near the end of a match. Saving someone near the start is just good form but doing it when you can lose everything should be worthwhile.
- Performing a full struggle should be worth damn near all the survival points you can get a round, especially if the game knows the killer is watching you. You're doing your part for the team, so you should be rewarded thusly.
Sounds like your fortune's in deep shit.If the pirates want my haul, they're gonna have to dig for it
Yarr!If the pirates want my haul, they're gonna have to dig for it
I think Mr. Director from Animaniacs has taken over Yoshi's account.Broken Age
Damn good game, great character designs, nice lore and story, good jokes here and there, and a nice duality theme.
BUT...I have a PRETTY major qualm, there was not enough of it. It NEEDED a third act, while I liked what I played I still feel UNFULFILLED, I want to see MORE of this world.
See, I never found Doom 3 scary. And I felt like it's biggest weakness was trying to be a horror game instead of an action shooter. I find it difficult to be frightened when I'm armed to the teeth.After my previous nostalgia-fueled playthrough of Half-Life 2, I decided to fire up another FPS that was released in 2004: Doom 3.
Thank you, Doom 3, for once again reminding me that I'm not really a fan of scary games. I'd forgotten how intense an experience this thing can be. I can only play in, like, 20 minute spurts.
Also, I'd forgotten how the game shakes your camera around whenever you get hit, which means regaining your aim is a huge chore when you're surrounded by enemies.
Hmm, I guess I'm not having as much fun with Doom 3 as I did with HL2. It's a well crafted game, but seriously someone needs to teach the UAC the virtues of indoor lighting.
Yeah, the scares don't come from feeling vulnerable, because as you say Doom 3 gives you a bunch of big guns to shoot enemies with. Doom 3 relies more on jump scares and monster closets.See, I never found Doom 3 scary. And I felt like it's biggest weakness was trying to be a horror game instead of an action shooter. I find it difficult to be frightened when I'm armed to the teeth.
Maybe that was the other factor. I could always tell where monsters would spawn. Oh, a bunch of health pickups and ammo? Yeah, as soon I collect those, there's going to be a spawn.Yeah, the scares don't come from feeling vulnerable, because as you say Doom 3 gives you a bunch of big guns to shoot enemies with. Doom 3 relies more on jump scares and monster closets.
The only scary game I was never able to finish was AmnesiaAfter my previous nostalgia-fueled playthrough of Half-Life 2, I decided to fire up another FPS that was released in 2004: Doom 3.
Thank you, Doom 3, for once again reminding me that I'm not really a fan of scary games. I'd forgotten how intense an experience this thing can be. I can only play in, like, 20 minute spurts.
Also, I'd forgotten how the game shakes your camera around whenever you get hit, which means regaining your aim is a huge chore when you're surrounded by enemies.
Hmm, I guess I'm not having as much fun with Doom 3 as I did with HL2. It's a well crafted game, but seriously someone needs to teach the UAC the virtues of indoor lighting.
Did you ever try Outlast? It started as an amnesia mod, and was a game I really enjoyed (and hated)The only scary game I was never able to finish was Amnesia
I have both Dragonfall and Hong Kong, just haven't gotten to them yet. Really enjoyed the first installment though.Just finish Shadowrun Hong Kong - Director's Cut.
What. A. Game.
Dragonfall was slightly better storyline wise but Hong Kong was a better overall product.
Storyline is good, great runs, lots of options. Music is amazing! Companions are great, really loved the dynamic relationship with my brother Duncan. Gaichu was my bro. Ractor was pure entertainment. Isob0l was OK but if I'd ever replay, I'd be a decker/rigger. Didn't make much use of Gobbet maybe next time.
I recommend picking this game up, if you like Shadowrun, it does the lore justice. Man, what I'd give for a sandbox world of Shadowrun.... a good game.
Off to my next project, Witcher 3, Heart of Stone and while I'm playing it, alternate with some Life is Strange.
The first game was a good, not great. Dragonfall makes it look like amateur hour. Hong Kong is even better as an overall product however the main story in Dragonfall was great.I have both Dragonfall and Hong Kong, just haven't gotten to them yet. Really enjoyed the first installment though.
Same company is doing a new Battletech game, too.
The music too, I mean seriously.The characters in Hong Kong are the best part. They are close to Obsidian quality.
Doesn't Hong Kong let you do custom campaigns? I know Returns and Dragonfall do.All I want now is a sandbox of this game, maybe a coop game with upwards to 5 players, oh that would be insane.
They all do, albeit Dragonfall has the most available.Doesn't Hong Kong let you do custom campaigns? I know Returns and Dragonfall do.
I've tried all the top-voted ones and none of them are very good.They all do, albeit Dragonfall has the most available.
To be fair, King DeDeDe has always been shown to willing to stop being a jerk long enough to do the right thing if people are in actual danger. He's just really selfish otherwise. Same with MetaKnight: yes, he's basically a blood knight that wants to rule the world, but he's also not some bloodthirsty scumbag that wants to hurt a bunch of innocent people to do it. As such, it's not surprising that Kirby's villains are willing to work with him as often as they are against him.Finished Kirby: Planet Robobot. The fact that I started it Friday, finished it Sunday, and played just as much Overwatch in between should tell you this is best as a rental (though there are other modes and things, but it's pretty quick for the story mode). That said, it was a lot of zany fun. The climax gets pretty crazy.
I don't get why Kirby is allowed to have new villains every game, but Mario has to keep fighting Bowser. Legend of Zelda gets a new baddie here and there, but overall it's just Ganon. At this point Kirby's known his villains so long that they end up helping him half the time because even if they're at odds for one reason or another, whenever there's a baddy that threatens all of Dreamland, well, it's their home too.
I'm not saying Link and Zelda should start palling around with Ganondorf, just that Kirby seems to get a steady diet of new bad guys while Mario and Link only seem to get them once every few years.