Games You Played Today: 358 Threads Over 2

All 4 of those games fucking own.

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I would like to second that they all rule.

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Actually I feel the implication in the game is the previous director didn’t need the music because the maze was attuned to him and only him, instead it’s just the janitor’s backdoor for overriding it.

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Ah yeah, I think you’re right.

Anti’s playlist choice maybe?

Oh, I mean the diegetic reason the track works (irrespective of whether that’s the only method) is because the Old Gods of Asgard, the band, are implied to be actual old gods like Ahti, or at least paranatural entities patterned after them. So their song is basically a counterspell.

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I picked Horizon Zero Dawn back up to finish up the Frozen Wilds DLC, which I never did back in the day. I don’t remember all the details of the game’s plot so I’ve been googling here and there, and (spoilers for what I think were late game revelations):

I can’t stop thinking about how, after realizing all life was going to be eaten by robots within a little over a year and devising a plan to re-seed the Earth with life hundreds of years after extinction, they really spent time developing logos for each of the key AI programs they developed.

Can you imagine being a graphic designer and being told “all life is about to end but could you make us some sick logos for our post-mankind science project?” And then having periodic meetings to get them reviewed? I wanna know that person’s story.

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This would be the absolute worst design by committee effort, goddamn. Just like “No, Dave, we aren’t going to change it to a slightly brighter green. We have OTHER PRIORITIES.”

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we’d played a demo previously, but yesterday myself and three friends got to play the full version of ConnecTank

we played on Switch as it was the easiest thing to get four controllers hooked up to, but it’s also on PC, PS4 and Xbox - the Switch version has some notable hitches in what were instant loading screens in the PC demo we played, but otherwise works just fine

the game is a pretty fun little cross between pipe mania, scissors-paper-rock, and an action game. you’re sent on missions across these brief segments of overworld which link together a series of battles or other events, all in the name of completing your mission on the other side. you fight your opponents by throwing or dropping fragments of the right ammunition type into the tank, which turns it into pieces of ammunition (or garbage if you get the recipe wrong), which are then conveyed along a conveyor belt you build (and later have to maintain if it takes damage) to be fired at the enemy, at which point th enemy can shoot their own ammo to counter, and vice versa

it starts out fairly simply, with each battle being fairly difficult to lose, if anything, but quickly picks up some more mechanics (like conveyor repair and little enemies fired at you which need beating up to avoid them doing damage or slowing you down) and turns into a little more of a challenge

it could do with some minor quality of life tweaks, in my opinion, the biggest of which being showing your player characters before starting the round - you spawn in a seemingly random location, which means while you get to pause and observe the location of the pieces you need to build your conveyor, you can’t really decide where you’ll start moving until a few seconds in when you’ve identified which of them you are and where you are relative to your goals - this isn’t much of an issue, but it feels like completely unnecessary friction

overall it’s quite fun, I really appreciate how much vocalisation of what you’re doing is needed, you have to co-operate on the colour-coded ammunition recipes, which are fairly easy to follow and displayed at the top, and you also have control of which of two lanes your shots are fired in, which you need to swap in order to counter the enemy’s own shots, so many a “hitting the switch” or “firing up” are enunciated on the couch

I also get the sense that, while a good couch co-op game, the designs are built around being somewhat closer to the screen, with the colour-coded player indicators feeling very small from a few feet away, and the characters occasionally ending up easy to mistake for each other in the heat of battle

all that said I’m really enjoying the experience overall, and curious to see what further depth it may reveal as we play more!

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also want to know the story of the person reviewing and critiquing the designs. “We love your plan for saving humanity… And the mythological angle is a nice touch. Very clear branding. But right now the logo doesn’t really ‘pop.’ We’re going to send this over to marketing so they can workshop it a bit”

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The logo thing seems realistic to me actually. Managers of big programs use them as motivational tools, it gives something concrete for esprit de corps to form around, it makes not-yet-existent project feel more “real”. Remember the fantastic proliferation of logos on the Snowden Powerpoints?


Actually the unrealistic thing is that the HZD logos aren’t ugly

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Makes sense! I guess it also gives some staff something to do rather than twiddle their fingers as the world burns around them.

I like how by the time they got to Hades at the end of the list, whose job is to scorch the Earth if the new life initiatives don’t work out so the AI can start over and try again, they got cheeky and just made it a power button.

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Oh my god, that Xkeyscore logo is amazing. I guess in real life you don’t give graphic designers the requisite security clearance to work on these projects.

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Sol Survivor is a tower defense game from 2009… and I kinda feel like that describes it succinctly? It’s not bad. It just feels a little plain, playing it for the first time in 2021. Maybe it’s more interesting when the difficulty ramps up a bit but like, eh. I don’t feel like spending the time playing it until it gets good, ya know?

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Who made this RE7 DLC where you play as this buffed out redneck survivalist who contrasts to his dumpy balding brother and run around beating all the mold zombies to death with your bare hands lol

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So as I noted a while ago back in the before time I made a list of six games I bounced off of ages ago (like at least a decade ago) to give another shot in 2020, a project that got knocked off track for various 2020 reasons. Well I decided to try and finish it off before the end of this year, and there is only one game left on said list and more than any other game it is SB’s fault it is there…

…so I started up Killer 7 again.

Good news is that I completed the first stage for the first time today, much improved from my prior two attempts where it bothered me so much that it manifested in physical discomfort that I suddenly pressed the power button on the Gamecube to escape. Now I get to see whatever the rest of the game contains.

The inability to speed up text or skip individual lines is still utterly maddening, although going “I don’t care what that gimp wants to tell me, I’m sure all those topics in Harman’s room aren’t that important” helped with that a bit. The fact that the game doesn’t save options between sessions so I ended up with my controls un-inverted which caused multiple enemies to dogpile and instantly kill me, only to discover that there doesn’t appear to be a way to adjust that in-game and possibly not even a way to return to the main menu short of hitting the power button… well it doesn’t fill me with hope for the game to not end up being annoying.

Someone I think here years ago gave the advice of “just level up Kaede to level 4s to unlock lock-on and trivialize combat for the rest of the game” so I’m currently trying that, it won’t let me go higher than level 3 on anything which is concerning but hopefully that sorts itself out soon.

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SaGa Scarlet Grace Ambitions or WHATEVER this game is even called kicks monumental ass

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What A Battle System

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Posting in a SaGa Player’s high point waiting for the low point.

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Still kicking around in Star Citizen and had a few fun little experiences. Before I get to them, I just want to add the caveat given my last few posts, that it really is a quarter-assed game with abysmally little to show for 7 years of development and nothing I say should ever lead you to the conclusion that you should buy-or buy into-the game.

Okay, so our first little story begins with me having just recovered from a life-ending oopsie involving a highspeed pass over a well defended mining depot, a misclick of the context menu, and being runover by my very own ship as a ripped though the sky at supersonic speed. I was sitting in my newly recovered ship (a single-seat fighter/courier hybrid) on a pad at the station that I use as my hub getting ready to take off when a player asked in chat if anyone could help them as they’d ejected and needed a hand. I responded that I could and would be there shortly.

Turns out they were over a nearby moon, and not 3 minutes away. However, they neglected to mention they’d been in a dogfight at the time and that the two ships that’d ambushed them were still in the area. I ended up having to shoot down both ships-having almost 0 practice with the game at this point in space combat-and did so with dramatically less difficulty than I expected, and without turning the other player into a new figurehead for my ship. I ended up pulling up a bit over half a kilometer away from them, lowering the rear cargo ramp, and waiting for them to EVA over, after which they got settled in and I ferried them over to where I’d just left. Overall, a neat little diversion, except for that part where I was being shot at.

For the second story, I was making way out of a cave I’d been down doing some morally it’s-not-questionable-it’s-obviously-immoral mercenary work when a different player put out a call for a hand with a problem. I asked 'em how much they were paying, and decided the pay was worth hurrying up. In fact I may have hurried up a bit too much as I ended up stumbling over a rock on my way out of the cave, smashing my knees bad enough that I ended up having to limp my way aboard my little ship.

Once underway, the player filled me in a little more on what they needed, which was, I needed to take them to their ship as it had floated away a bit on the planet they were on (always turn your engines off when you park, folks). Upon arrival, I found their ship-a pretty sizeable do it all sort-floating about 5 meters off the ground and rolled up onto its side. The player explained to me they needed me to lift them up to the side airlock of the ship, at which point they were fairly certain they could make it to the bridge and right the ship.

Plan in mind, I lowered the rear ramp, they came aboard, and I set about gently maneuvering us into position. Unfortunately I had some control oscillations and they kinda jumped the gun by waiting on the ramp and ended up flinging them out the back of the ship. Fortunately the gravity on the moon was fairly low and they didn’t splat when they hit the ground. They got back in and I asked them to stay clear of the ramp until we were lined up and made a second attempt. This time I was able to get us positioned right and they descended the ramp, opened the airlock and after a bit of collision-related fuckery, managed to get inside their ship, at which point I moved to give them plenty of room as their ship weighed about as much as ten of my little courier.

A couple minutes passed, they go their ship upright and away, payed me the agreed upon value-plus a nice little bonus-and we went our separate ways. They went to…wherever…and I went to find a hospital to put my knees back into working condition. I’m just glad I didn’t have to get out of the ship.

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Still, failed

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