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Cake day: March 18th, 2024

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  • ampersandrewtoGamesWhat is on your next-to-buy list?
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    10 hours ago

    I think I’m going to be picking up Screamer when it has its proper launch on Thursday. I’ve waited so long for a racing game like this to come out again. The only one I’ve had in the past 20 years was Trail Out. The Steam forums for this one are full of people asking who’s going to pay $60 for this when they can buy Forza Horizon, and the answer is me; I have no interest in Forza Horizon, but this is a racing game that speaks to people who don’t care at all about real world racing. Let me check people off the road. Make it over the top. Don’t bother with an open world. Screamer seems to be checking all of the boxes of what’s important for me in a racing game.





  • lol, well, I think a business would look at those small potatoes and say that it isn’t worth burning your reputation on. Now Star Wars on the other hand…

    Owlcat has worked on Pathfinder and Warhammer 40k lately, and fans of those properties seem to be fond of Owlcat’s work on those CRPGs. I’m playing Pathfinder: Kingmaker now, and it’s quality stuff, but I don’t have any existing familiarity with Pathfinder. I expect they’re doing an Expanse game because A) they believe they can make “the next Mass Effect” now that they’ve got smaller projects under their belt, and B) they’re probably fans of The Expanse.

    Rue Valley is a game they published, not developed.




  • Well, this is fascinating. I don’t think anyone’s done anything like this before with an MMO, have they? The thing is, in MMO form, the incentive is to keep you grinding so you keep paying a subscription. Without that incentive, I’d want to have a knob I can turn to adjust the grind, like I can in V Rising server settings. It’s cool that this retains some amount of multiplayer, too.

    EDIT: Seemingly still via a subscription, so that makes this far less interesting.


  • ampersandrewOPtoGamesToday’s layoffs (Epic Games official post)
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    21 hours ago

    There weren’t all that many more off-the-shelf engines back then, and as that eroded, it all quite visibly gave way to Unreal. Making your own engine during the 7th gen (over 13 years ago now) was very clearly a way to avoid paying Epic for Unreal, because there already wasn’t much competition at that time.







  • Walking sideways through a bookcase, crack in the wall, crevasse, is often to mask a load screen, as you suspect. I forget who coined it, but someone online observed that these are literally “load-bearing walls”, and I’ve been calling them that ever since. In the case of Assassin’s Creed, there used to be sort of a puzzle of “how do I get from here to there with only those observable handholds?” Perhaps that eroded over time as the series went on. The last one I finished was Unity, and I sampled Odyssey, but that wasn’t a very vertical climbing game. Assassin’s Creed came from Prince of Persia and Splinter Cell roots, one of which retains that traversal puzzle, and the other is a stealth game, where you have to get from one place to other either without touching the ground or without being in the light. I would argue Hitman’s ledge-climbing fits the same bill that stealth games always have, so it’s not out of place there. I can’t speak to Sekiro or Jedi.



  • I had to slow mo the video to see what was happening here (which is a good thing; only nerds like me are trying to figure out how this new stuff actually works). Counter Blitz is activated during the slow mo effect of counter hits, and it sort of acts like a nerfed Red Wild Assault. I’m curious about how this affects characters who rely on White or Blue Wild Assault.


  • To make video games for people, be authentic. Children and people early in their careers usually don’t have a lot of money, so it should come as no surprise that they’re primarily playing games that cost nothing or under $10. We can talk ourselves out of a lot of logical decisions by insisting on grouping people into these arbitrary generational buckets.