No it isn’t.
I am woke, and that is a good thing, and anyone complaining about that is an idiot.
Picking a game that was already bad for 700 reasons doesn’t make the idiotic “woke = bad” label okay. The writing in a live service game was never going to be great.
Delightfully devilish, Seymour.
I’ve always had one issue with these stats, that it only counts Steam players and not other platforms/launchers. On some occasions like with Game Pass, you’d expect many people to use those instead.
He was likely using controversy on broad topics. For Dark Souls it would be difficulty and lack of an easy mode.
I can probably find dozens of games in my library that had mediocre, unremarkable stories. If we change their white male protagonists to someone black or gay, suddenly it’s “bad because it’s woke”. Doesn’t that make perfect sense???10&@?
If that’s the case, then they’re just criticizing bad writing, like all of us are.
But it’s not necessarily the case. There was an adult animation that came out endorsed by Ben Shapiro that was meant to be all about conservative values. To show they’re not backwards, the protagonist has one gay friend. And, from that alone, the target base complained about the show being “woke”.
So the term is both wrapping a long way around towards the simple term “bad writing” and instantly called upon anytime demographics include minorities. I’d go for the Occam’s Razor explanation. It’s just hate.
I imagine Steam might have a power/messaging problem if they make a successor to the Deck. “Does this run” becomes more confusing.
I mean, you’re not everyone. I like my Deck, but emulation is generally too janky, unwieldy, and exposes bad old game design for me.
Heck, I bought mine after all the death bells, and still enjoyed all the old exclusives plus the new indie titles coming out.
The only reason I’m considering a PSVR2 right now is the option to connect it to PC. But it’s apparently not the best experience, and needs a dedicated adapter.
I was just thinking about the blue shell. It’s given to someone in 7th place, but it doesn’t help them get ahead. It just shuffles the order of the first 3 players.
Sonic &AS Racing had a much better blue shell: A player that’s behind gets the “Hornet Swarm”, which places a network of traps at the front of the pack, slowing down ALL players by a bit. You can navigate it if you’re skillful, and if the first player hits one, the others have fewer to deal with. And of course, when the thrower reaches it, they lift up for them.
If it was “reasonably” priced at your metric, it’s possible they would’ve only broken even selling it to you, unless you also planned to buy a lot of games to go along with it.
I’m not supporting the model, just that if it was going to exist in any form, it wasn’t going to be much cheaper than this.
If anything, this seems targeted to the less avid gaming enthusiasts who would be interested in playing some games, but couldn’t see themselves buying a console.
I used to find XCloud’s portability a nice thing, until they increased the subscription fees. To my knowledge, you can’t even get cloud access unless you get GP Ultimate.
Oh, and let’s not forget these are the people that fired the developers of GOTY Hi-Fi Rush.
This sounds cool. They could maybe come up with a new snazzy name to differentiate it from the large home console.
Something to evoke going out and living life, rather than sitting at home in the dark. PS Vitality? Or, they could shorten it.
The PlayStation Lity!
That's basically what Another Crab's Treasure does too, as with a few other hard games. Their accessibility modes let you basically become god, and skip the combat if the way it's set up isn't working - and that could just be something you do for a single particular encounter if needed. I've never used them, and don't mind them being there, because a good hard game is satisfying to play without such things.
Sometime, I want to make a VR vs Action "Proof of Concept" game that shows how much modern game combat is memorization. The VR player can do as much extensive windup as he wants, essentially creating a new "attack animation" on each go, and the action player must desperately try to work out when to dodge for iframes or parry.
See, there are many soulslike games that have attempted this; make the base game play normally, but also add invincibility options or low-difficulty modes for those who prefer it. BUT, those games don't work, and utterly fail, because --TODO: INSERT BULLSHIT MADE UP REASON BEFORE POSTING--
I just started playing Stellar Blade.
It's really nice to go through the checklist of which soulslike attributes games are now inheriting, and which they decide to throw away. SB happens to have a set that I really jive with. No "lose currency on death", clean and clear tutorials, but still has lots of secrets hidden around the world. And, it has an easy mode - which I'm not using, because as much as the bosses challenge and frustrate me, they're very satisfying to learn.
Stories and Mechanics around punishing over-aggression
For game designers, encouraging aggression is often a good thing. Too many players of StarCraft or even regular combat games end up "turtling", dropping initiative wherever possible to make their games slow and boring while playing as safe as possible.
But in other games, often of multiplayer variety, hyper-aggression can sometimes ruin pacing in the other direction. Imagine spawning into a game with dozens of mechanics to learn, but finding that the prevailing strategy of enemy players is to arrive directly into your base and overwhelm you with a large set of abilities, using either their just-large-enough HP pool, or some mitigation ability, while you were still curiously investigating mechanics and working on defenses.
Some players find this approach fun, and this may even be the appropriate situation for games of a competitive variety, where the ability to react to unexpectedly aggressive plays is an exciting element for both players and spectators.
Plus, this is a very necessary setup for speedrunners, who often optimize to find the best way of trivializing singleplayer encounters.
But other games have something of a more casual focus, which can give a sour feeling when trying to bring people into the experience without having to reflexively react to players that are abandoning caution. Even when a game isn't casual, aggression metas can trivialize the "ebb and flow, attack and defense" mechanics that the game traditionally tries to teach. This can also lead to speedruns becoming less interesting because one mechanic allows a player to skip much of what makes a game enjoyable (which can sometimes be solved by "No XGlitch%" run categories)
So, the prompt branches into a few questions:
- What are fun occasions you've seen where players got absolutely destroyed for relying on various "rush metas" in certain kinds of games, because witty players knew just how to react?
- What are some interesting game mechanics you've seen that don't ruin the fun of the game, but force players to consider other mechanics they'd otherwise just forget about in order to have a "zero HP, max-damage" build?
- What are some games you know of that are currently ruined by "Aggression metas", and what ideas do you have for either players or designers to correct for them?
Switched to Mint with a rocky setup (DAY 3 update)
For those who want a summary; it's been going okay, but could've gone better. I decided to space out my tinkering and keep going with life, since these days my life is not so bound to my desktop. (It's also possible some details weren't recorded quite right. Many search tabs were closed)
I've been aware of the impending death of W10 in October 2025, with fears that hackers will start taking over the OS at that time. My main reason for avoiding Linux was game support, but Valve has been handling that well.
I decided to set up a Linux Mint 21 drive, which at first was difficult because my first USB stick had corrupted sectors (took some time to determine that was the issue). Then, when I booted in...it didn't support my wi-fi (it claimed it did, then couldn't connect, even when pairing with my phone). My first plan was to set up a nice, isolated 500GB partition on my nvme SSD (a drive I'd mostly used to store games) for Linux, and have it refer to the NTFS partition for games. (I would later learn this doesn't work well, and Linux is optimized for ext4).
Then, I learned this NVME had an "MBR" partition table, and I still had to convert it to GPT. While there's several tools for this, they complained due to the placement of my partitions, not leaving enough space for the table. I tried moving the entire gaming partition 1MB to the right...and got the same error.
After deleting the (backed up) partition to finish GPT conversion, I learned two things. One, that it was actually complaining because when giving the converter the target Device, I had given it the "Device:" labeled in the Disk management, which was "/dev/nvmen0p1". Guess what the P stands for at the end? So, gentle tip: The "Device" is not the "device", it's the partition - and diskpart does not present the resulting error well. Second thing I learned was that Windows had somehow put some of its boot setup on the NVME back when I had installed it on my computer; so now Windows wouldn't boot. (I'll see if I can fix this later. Windows' fault, not Linux's)
The good news is, I had downloaded a copy of Mint 22 (1 up), and THIS got full wi-fi and audio support. A little strange I had to go so recent for basic old-hardware support, but it could've been something else odd going on. I installed Steam, got a cryptic error about 32-bit NVidia drivers I ignored, and with my library moved back (and fixing ownership through chown, something Steam thankfully provided a relatively clear error message on) it's been able to run a few test games!
Having my browser and some basics up, I can kick back on YouTube and tackle whichever pressing things I think of first. I don't have replacements for 2 or 3 Windows products I like, but overall the setup has gone well, and a few of my annoyances actually go to my USB drive store, and Windows. Overall, much better than a decade past when I last tried Linux.
To keep Windows as an option, I'm planning to run a Windows installer repair boot to my original drive; but am admittedly worried whatever caused it to install boot info to the NVME against my instructions last time will, once again, screw up Linux. I may also try seeing if GRUB can locate Windows and boot it successfully. I feel somewhat blind on the topic of setting up / fixing the OS bootup.
I can tell this process is much simpler if someone has only one drive, backs things up to an external device, and then installs cleanly. Only on that vein, I wouldn't mind recommending it to others. Still, that's only in part because Microsoft has steadily made things worse and worse on the Windows front. (And, of course, I'll still be using it for work)
EDIT on day 3:
It's still been rocky. I became a bit pinpoint-focused on Hitman 3/"WoA" as my testbed to verify gaming was working; as it was more demanding and had proton dependencies ready. I selected a mission, got into the loading screen, and...got a black screen on the level, before a crash to desktop. Interestingly, the system was pretty unresponsive during the crash. Checked ProtonDB, nothing familiar about the issues. Failing so early felt like a dead end for Linux Mint as a gaming system, especially as it was one of my favorite games.
I had mentioned in prior comments I had skipped Bazzite worrying it would be the equivalent of RGB lighting and mostly unnecessary for gaming. But, if it's their claim to fame, I may as well try it. I had partitioned the OS away from the /home folder where I had copied my backup Steam games, so I went ahead with the reinstall. The Fedora-based partition selector was not so clear about its errors/required fields, or good at suggesting defaults for /home, /boot, and /boot/efit mounting; I ended up looking up recommendations (200MB boot? etc) on another laptop. To be fair, it's probably a less common use case, but still worth highlighting this part could've been clearer.
Bazzite worked! It was quick to put up a working Steam install, and Hitman levels loaded great. It took some time getting used to the new OS layout, but I'm not strongly opposed to it - it's a bit tablet-like, which makes sense since the OS targets ROGAlly users as well. That, in itself, is something I can live with. Of note, I wasn't terribly offended by Windows 8's largely hated tile layout and lived with it for years. I did not even need to compile the Xbox One dongle controller driver from source, as I had from Mint - worked out of the box!
Some things that stood out to me as annoying: The distro obviously makes efforts to cut down on options/buttons to simplify the experience and avoid overwhelming people. The biggest place I saw this is the file explorer, which insists on keeping you out of "/" and hopes 90% of your interactions will be with Documents / Pictures / Music. Given how many drives I had to interact with, this felt pretty crippling. Even after auto-mounting old drives I'd like to fetch things from, it still didn't show them in Open File dialogs within apps.
Bazzite tries to rise above the package managers of other distros by running any other necessary OS in containers. I'm no container pro, I've used docker for my job at times, but I tried going ahead with documentation. Treating it as an Ubuntu or a Fedora install, I had an extremely hard time getting VeraCrypt (a familiar app from Windows) working; using official .deb downloads on the website, or the package managers that had it listed. When I did finally get it installed off COPR, the "distrobox-export" command documented to add the app to my "Applications" did no such thing, nor did it explain what kind of filesystem entry it was trying to create.
As of yet, I still don't actually know where Bazzite's list of Applications is physically located, even after running some "find -iname" / locate commands. This might be nice to get to because the right-click menu on each one is sparse (again, simplified for users), and doesn't let me customize a few .desktop files not launching how I want them to. (A long time ago, something that really bothered me was Windows calling Steam's taskbar entry "Steam Runtime Helper" with no known way for me to fix it. But for Linux to also seemingly lock me out of solutions feels frustrating)
Some other things became worse. I set certain preferred keyboard shortcuts for window management, and Bazzite overwrote them to defaults - MULTIPLE times. That really set me off. When in the Activity View, many of the GUI apps did not have close buttons. I'm practiced with using tapping WIN+1 multiple times to go to the "third open Firefox window" - this is something apparently not supported on Linux, and I can't understand why. The OS takes a long time to recover from sleep mode, and needs ~10 seconds to re-discover my mouse. A few times, I came back to find the visuals garbled from some sort of display driver failure.
And, while Bazzite was very very good with games, as we all know falling just short of what we're used to niggles at our senses. Helldivers 2 worked - but a white-bar border at the edge only went away after tweaking launch options from ProtonDB. I launched Dead by Daylight, and while everything was visually fine, there was notable input lag, most visible on the game's reflex-based "Skill checks". I play a lot of games, and had gotten VERY used to "Install > Play > Done", so thinking about being so unsure on every game purchase worried me.
I have a number of small indie games that don't receive Steam's attention - often coming in from the web browser as .zip files with an EXE somewhere at their root. It's common for me to only spend less than 30 minutes downloading, trying it out, and maybe commenting on the creator's page. This is not a good workflow for Linux, given that launchers like Lutris make you fill out a long form with the position and title of the app before you can launch it - and give no immediate feedback or log output towards its launch failures.
I did research some of the many things annoying me, but of course Bazzite is still a niche offering and I was unsure at times whether to expand my searches to, eg "fedora disable screen anchors" or "gnome disable screen anchors". Often, I guessed I was the first person getting an issue.
When browsing the web, handling basic communications, even some games, I'm kind of comfortable with Bazzite. It's very very possible that a number of these issues would go away with some time and practice. But, I'm at an age where time is at a premium and it's VERY valuable to get a number of things "just working" without much concern. For those reasons, I'm definitely strongly considering going back to Windows.
I really hesitate to blame the strong array of choice for linux distros here - it's highly possible some comment will shout "Try XXXdistro!" and that would be the one where I'd magically run into zero problems, and all UI annoyances are things I could configure. But, getting that right so quickly seems unlikely. I may have shot myself in the foot with Bazzite, but I knew I wanted gaming as a focus, while as a consequence I got a lot of things locked down - to the point I couldn't even find configuration to tweak the things most breaking my workflow.
Steam now has a new warning whenever you buy a game, notifying that consumers are purchasing a license, not the actual game itself.
Warhammer 40,000: Space Marine 2 Dev Says Big Budget Games Are Failing in Part Because Teams Are Over-Scoping Their Projects
Warhammer 40,000: Space Marine 2 dev Tim Willits explains why the game was able to achieve massive success when so many big budget games have failed lately.
Paper Perjury - Indie Pixel Art AA-styled game
It all started with a simple robbery. When that thread was pulled, a tapestry of mysteries was revealed. Solve cases and outsmart criminals in a detective story full of lies, confessions, and maybe even a murder or two.
Another game with a unique pixel art look to it that runs its gameplay using interviews and finding contradictions. A demo is out, which is basically only a set of 3-4 testimonies and moves pretty quickly.
Recommendation engine: Downvote any game you've heard of before
This might be a slightly unusual attempt at a prompt, but might draw some appealing unusual options.
The way it goes: Suggest games, ideally the kind that you believe would have relatively broad appeal. Don't feel bad about downvotes, but do downvote any game that's suggested if you have heard of it before (Perhaps, give some special treatment if it was literally your game of the year). This rule is meant to encourage people to post the indie darlings that took some unusual attention and discovery to be aware of and appreciate.
If possible, link to the Steam pages for the games in question, so that anyone interested can quickly take a look at screenshots and reviews. And, as a general tip, anything with over 1000 steam reviews probably doesn't belong here. While I'd recommend that you only suggest one game per post, at the very most limit it to three.
If I am incorrect about downvotes being inconsequential account-wide, say so and it might be possible to work out a different system.
Apollo Justice: Ace Attorney Trilogy released
Join rookie attorney Apollo Justice and his mentor, the legendary Phoenix Wright, in this collection of 3 games! This title features 16 episodes (including previously DLC-only episodes) and supports English, French, German, Japanese Korean, and Traditional and Simplified Chinese.
An HD re-release of Apollo Justice: Ace Attorney, Dual Destinies, and Spirit of Justice, for Steam, Nintendo Switch, Xbox, and PS4.
Many players have become "patient gamers". What are games people might miss out on by waiting for sales?
Sales follow the tradition of supply and demand. Products come out at their highest price because of expectations and hype. Then, as interest wanes, the publisher continues to make some sales by reducing price to tempt the less interested parties.
But this isn't the formula for all games. While we might agree that games from 2000 or even 2010 are "showing their age", at this point 5 to 8-year-old games are less and less likely to be seen as 'too old' by comparison to hot releases. Some publishers have picked up on that theme, and doubled down on the commitment to the idea that their games have high longevity and appeal; making the most of their capitalistic venture for better or worse.
I recently was reminded of an indie game I had put on my wishlist several years back, but never ended up buying because it simply had never gone on sale - but looking at it now, not only did it maintain extremely positive user reviews, I also saw that its lowest all-time price was barely a few dollars off of its original price.
In the AAA space, the easiest place to see this happening is with Nintendo. Anyone hoping to buy an old Legend of Zelda game for cheap will often be disappointed - the company is so insistent on its quality, they pretty much never give price reductions. And, with some occasional exceptions, their claims tend to be proven right.
In the indie space, the most prominent example of this practice is Factorio, a popular factory-building game that has continued receiving updates, and has even had its base price increased from its original (complete with a warning announcement, encouraging people to purchase at its lower price while it's still available).
Developers deserve to make a buck, and personally I can't say I've ever seen this practice negatively. Continuing to charge $25 for a good game, years after it came out, speaks to confidence in a product (even if most of us are annoyed at AAA games now costing $70). I sort of came to this realization from doing some accounting to find that I'd likely spent over $100 a year on game "bundles" that usually contain trashy games I'm liable to spend less than a few hours in.
For those without any discussion comments, what games on Steam or elsewhere have you enjoyed that you've never seen get the free advertising of a "40% off sale"?
Game genres where "It's just more X content" is more than enough
We get a lot of sequels in the gaming world, and a common criticism is when a series isn't really innovating enough. We're given an open world game that takes 40 hours, with DLC stretching it out 20 more, and see a sequel releasing that cut out it's late 30 hours because players were already getting bored.
Meanwhile, there's some other types of games where any addition in the form of "It's just more levels in the series" is perfectly satisfying. Often, this is a hard measure to replicate since these types of series often demand the creators are very inventive and detailed with their content - this likely wouldn't be a matter of rearranging tiles in a level editor to present a very slightly different situation.
What I've often seen is that such games will add incredibly small, insignificant "New Gameplay Features" just so they have something to put on the back of the box, but that tend to be easily forgotten in standard play (yet, the game as a whole still ends up being fun).
The specific series that come to mind for me with "Level-driven games" are:
Hitman - the way the levels are made naturally necessitates some creativity both from the level makers to come up with unique foibles and weaknesses to each target, and from the players to discover both the intended and unintended methods of elimination. Ace Attorney - While they series has come up with various magical/unusual methods for pointing out contradictions in court, the appeal is still in the mysteries themselves, and it's never needed much beyond the basic gameplay, and the incredibly detailed and well-animated characters to hook people in. Half-Life - For its time, anyway. While its Episodes certainly made efforts to present new features, quite often the star of Half-Life games isn't really in any core features or gameplay mechanics, but in the inventive designs of its levels, tied in with a penchant for environmental storytelling; making you feel the world was more than an arrangement of blocks and paths. For a long time, the wait for Valve-made episodes was alleviated with modder-made levels hoping to approach the inventive qualities of the original games. Yakuza - While the series has undergone a major overhaul moving to JRPG combat mode, for 6+ games it satisfied a simple formula: Dramatic stories driven by cutscenes, as well as a huge variety of mini quests, of boundless variety and very low logic. For many of their games, they weren't doing a whole lot to re-contextualize their core gameplay, being fisticuffs combat, and it still worked out well (plus, they're continuing to go that route for games like Kiryu's last game)
To open up discussion, and put the question as simply as I can: Which games do you follow, that you wish could be eternally supported by their devs, by simply continuing to release new "level packs" or their functional equivalent, with no need to revamp gameplay formulas?
Occult Crime Police Case 2: Medium at Large
Occult Crime Police is an indie-made, Ace Attorney-inspired mystery game about a local town sheriff investigating crazy occurrences in her small, four-figure population hometown of Boomtown, USA.
The game is CRAZY-detailed with its animations, humor, tons of "Present Evidence" conversations, and it's available for FREE (or whatever donation price you'd like to offer). You don't go to any courtrooms, but it's the same idea, similar to the Edgeworth games; winning arguments to accuse the murder through contradictions and collected evidence.
The first case has been out for a while, but recently they've premiered case 2: Medium At Large.
And yes, there is at least one stepladder joke.
Blue Bikes adding E-Bikes to their fleet in Somerville/Cambridge
This marks the first time e-bikes will be available in the state through Bluebikes, with 50 of the fancy new rides arriving Wednesday in the Greater Boston area.
Tyrion Cuthbert: Attorney of the Arcane (AA-inspired game)
In Tyrion Cuthbert: Attorney of the Arcane, you play as a defense attorney who practices law in a world of fantasy and wizards. You must defend clients accused of various crimes committed using magic and use the rules of magic to prove them innocent.
Just happened to come across this one on Steam, and the reviews are generally positive. Not expecting it to reach the best points of the best Ace Attorney games, but certainly seems to be worth a try.
Dead by Daylight x Chucky
YouTube Video
Click to view this content.
Apparently coming to the public test beta on Steam today.
Bill Nye got it right back in 1995
YouTube Video
Click to view this content.
Short segment on the subject, but he was aware of the issue long before many other channels. (If timestamp code does not work, go to 11:00)
Dangeresque: The Roomisode Triungulate
Join Dangeresque, the world's greatest private eye/crooked cop, as he puzzles his way through 3 bite-sized roomisodes in this classic-style point n' click adventure.
Massachusetts tax free weekend starts tomorrow
The sales tax holiday for 2023 will be held on Saturday, August 12 and Sunday, August 13. Most retail items of up to $2,500, purchased in Massachusetts for personal use on these two days, will be exempt from sales tax.
This should apply to internet purchases as well as retail, up to a $2,500 limit on a single item.
The planned Anti-Facecamp Update
Facecamping has pervaded DBD since its release, and this anniversary, Behaviour announced a planned change to the game's core mechanics to disincentivize camping.
The changes are not live, or in any PTB, and there has been no date announced for it; nor has there been any demonstration of its particulars yet. As of yet, we've just had the concept described to us.
The summary, from their website:
----------------- With this update, whenever a Survivor is being face-camped by a Killer, a meter will build over time. This meter is only visible to that Survivor. Once it’s completely full, they will be able to escape from a Hook without need of another Survivor, gaining Endurance and the Haste Status Effect. Note that this system can activate in both the first and second Hook stages.
WHAT IMPACTS THE METER FILL-RATE?
The meter fills when the Killer is nearby, with the rate of fill increasing based on the Killer’s proximity to the Hooked Survivor. Please note that this will not impact instances of proxy-camping, nor the times when a Killer is actively defending a Hook from a group of swarming Survivors. In fact, the presence of other Survivors in the vicinity will reduce the meter fill-rate, though the rate itself will never be negative.
WHAT DISTANCE QUALIFIES AS FACE-CAMPING?
A Killer being fewer than 5 meters away from a Hooked Survivor will significantly increase the system’s fill meter. Between 5 and 10 meters, the rate of fill will still raise, albeit not quite as quickly. If the Killer is more than 16 meters from the Hooked Survivor, the system will not activate. Please note that the presence of additional Survivors will have an impact on the rate-of-fill, slowing it down.
WILL THIS INTERACT WITH PERKS?
If a Survivor can self-unhook as a direct result of being face-camped, they will be able to use any Perk that triggers following an unhook – for example, Dead Hard and Off The Record. Survivors who escape via this system will also be granted the Endurance status as usual.
WHAT ABOUT TWO-STORY MAPS?
As it stands, this system will remain active and function as intended on Maps with multiple floors like The Game or Midwich Elementary School. We’d like to clarify that this may possibly lead to edge cases where a Killer is falsely punished for face-camping, so we will be monitoring this closely following release and adjusting as needed.
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What are your thoughts on this system? Do you think we'll see it hit live? Do you think it can be abused? Crucially, will it fix face-camping? Or do you think tunneling will become the next point of blame for people's fun?
July 2023 Developer Update (Hook grabs removed!)
Summer is upon us, and The Entity’s Realm is heating up. Between an extra special guest making his long-awaited debut and the return of a classic summertime event, our next update is already packed with content. But we’re just getting started: We have loads of exciting features and balance changes i...