like, definitely play the original fallout, it stands head and shoulders above the rest, but there’s a lot of broken design there otherwise and the writing is generally not as good as it’s taken to be to make up for that
way more modern classics imo
like, definitely play the original fallout, it stands head and shoulders above the rest, but there’s a lot of broken design there otherwise and the writing is generally not as good as it’s taken to be to make up for that
way more modern classics imo
So I beat this dude’s gorilla-ass Honda and he couldn’t come to terms with needing to actually Try for once. This dude mad as fuck
tried to go back to pillars 1 so I could play 2 and can’t remember what the hell was going on in this game or how to play it. I’m in some keep and it feels like I got a party full of nothing but status effect spell casters that just keep getting steamrolled every encounter with 4 or more enemies.
I’ve been playing Them’s Fightin’ Herds recently, and the game is pretty great so far. The animations are nice and it feels nice to play. My main issue is how low the damage generally is. Like, a two-meter one-stock combo for Arizona only does about 1900 damage which is barely 40% health. Individual hits are near worthless and the combo system feels kind of cryptic. Other than that though, the netplay is fantastic and the lobbies are generally pretty full. I’m excited to see this game’s full release.
Props to the game for having the cutest character in any fighting game ever: A Cow™
Did they do much to resolve the “cutesy characters with stubby limbs” issue which presents itself within about 3 seconds of looking at the character designs?
(That old MLP game this grew out of was also very big on Long Combos To Do Anything, and now it’s built on the Skullgirls engine. And that game sure has a combo system.)
I personally think Arizona animates very well for an ungulate, like a lot of headbutting and rear kicking and such. Can’t really comment on the others since they use magical powers which–fair enough.
The game is definitely Long Combos To Do Anything, which is super disappointing. Though once I got used to the combo system I like it a lot better than Skullgirls. TFH has the same Marvel “two OTG per combo” rule except it replaces Skullgirls’ infinite-breaker with a juggle decay meter. Each move has a juggle decay value that adds to the meter when it hits, and when the juggled opponent’s juggle meter gets filled then their gravity is significantly increased and they can’t be OTGd regardless of whether you already scooped them or not. I think it makes a lot more sense and lets the combos be a lot more free-form than in Skullgirls, which basically has a single optimized combo route per character because all the interesting combos are locked out by giving your opponent a burst.
Another interesting design decision: tech rolls can be thrown? I’m not sure how to feel about this. Like I’m always open to new okizeme ideas in a fighting game but idk dude the game is already pretty VSAV enough with how crazy the corner oki gets and how granular player movement and air mobility is
Like, the recovery animation for air techs? I’m pretty sure you could throw someone out of a ground roll in Blazblue, but that was also by definition a call-out (I knew you were gonna tech this way and moved to intercept). I’m kind of iffy on “you have to know NOT to tech in this specific situation” but that’s also because I’m lazy and I don’t wanna think a lot.
Like you can be thrown out of your wakeup. I had no idea that was also a thing in BB because I avoid anime fighters, generally. I do like the “you have to know when not to tech” but I don’t think an untechable throw is the answer. Sorry to keep making the Darkstalkers analogy but something like pursuit would be much better
Or DELAYED wakeup would be nice. I don’t like bending to my opponents will after a knockdown.
like “take a little damage for guessing wrong” is better than “guess wrong and get sent straight back to knockdown”
(i’m too lazy to find the fighting game thread)
Speaking of not thinking a lot, instead of practicing a good fighting game I’ve been playing the Blazblue X Mugen Tag Battle beta. That is a bizarre game – I like “simple” anime fighters, so it’s actually kind of my thing, but if you have touched a character in any other game they’re featured in, it’s intensely disorienting because of the far fewer (and more specialized) attack buttons. And some of the spots where they’re “simplified” things are weird. You still have to manually tech out of air combos (holding the button like in BB) but there’s no BB-style ground delay/roll tech: you automatically do the “brief invincible flip” animation as soon as it is possible for you to do so, though you can steer it. So while there’s not as many “hard knockdown” situations, you also will know what the wakeup timing is whenever you get it.
The invulnerable period when you pop X-Factor is also kind of weird. I’m pretty sure you’re + coming out of it, but it’s also this very obvious call-out animation and I bet with practice, players will have setups to force someone popping it to chill. Oh, and figuring out ways to dodge the incoming attack from a KO’d character’s partner, which doesn’t seem to be optional. (I saw Tager just do the delayed grab to catch someone out of it for a kill, which is hilarious).
The Under Night characters kept Reverse Beat, which is cool, though they have so many fewer normals compared to that game. The Blazblue characters who had really specific character gimmicks now mostly lack them, which is also probably why the roster picks are Main Characters and Simple Popular Characters. Basically, even the “same character” with mostly “the same moves” from any other game feels very different to use, and the approach I’ve enjoyed the most is picking characters I never touched before and just using them to mash online.
The RWBY characters are drawn at a higher resolution than everyone else and it’s super obvious on a monitor. Ruby Rose is also a pretty strong Main Character Type.

okay i love this game actually
My wife gave birth in Stardew Valley, and I think the baby is some kind of demon. I found him hanging out inside corner of the wall on the day he was born. Within a day he was already crawling around like he was several months old.
Might explain my wife Penny’s erratic behaviour in the lead up to his birth, as I spotted her at work supposedly teaching, only there were no children to be found. Afterwards she was in front of Jodie’s house saying goodbye to the invisible kids and then told me back at home about their misbehaving.
It’s probably that damn wizard’s fault
Sure, blame the magic man for every thing. Not the dwarf who hangs out in the mines and the sole source of the village’s river. Not the shadow who lurks in the sewers doing who knows what sort of incantations with those pots of theirs, selling light and dark essences and void eggs…
it’s never the dwarf’s fault : |
He’s got beef with the shadow because of some 1000 year forgotten slight between their two races and the river eventually flows into the sewers so… 
I finished my first playthrough of Pyre! That was fantastic!
So first off, on the technical side of things: the game played so much smoother once I reduced the screen resolution. I also had two gamebreaking bugs I had to find workarounds for; Steam notifications caused the game visuals to hang while the game continued to run in the background, but that was fixed just by disabling the Steam overlay and preventing notifications from running. Then I discovered that the game changes your process for navigating the map after you complete your first Liberation Rite, and the new method breaks the mouse by constantly resetting its position to the top-left corner of the screen—unless the game is in windowed mode.
I put this in spoiler text last time, but it’s the central conceit of the game (and they even mention it in the trailer), so: you’ve been banished to a purgatorial wilderness, but your society’s central religious figures have documented a sort of ceremonial sport through which a person’s crimes can be forgiven and which carries them back to the Commonwealth from which they were cast down. It’s a team sport, though, played by two opposing groups of three, so you will travel the length of Fantasy Australia gathering your players and meeting your opponents, all so that you can decide which handful of these almost two-dozen characters (friends and foes alike) will ultimately get to return to the civilized society they transgressed against; the rest will remain trapped here. Simple enough.
I didn’t think much of this system at first. As I said before, Liberation may be your ultimate goal, but Liberated characters mostly disappear from the story: you get a little update about what their life is like now that they’ve been redeemed in the eyes of the Commonwealth, and there is a Plan which can only succeed by Liberating enough of your players, but it’s the Exiles you have not yet Liberated whose relationships continue to develop, and who you’ll have more opportunities to learn about. Since you’re required to Liberate one of your three most-experienced players (or allow your opponent to win the match, so that they may be Liberated instead), it seems like you have to balance your players’ stated desires for Liberation, your teams’ abilities to perform in the Rites, and your own preferences for which characters you’ll get to hear more from and more about as the game continues.
It turns out that Pyre hides its seams too well for its own good. Despite my initial reservations, I recommend playing through the entire thing at least once before reading anything more, but: in the ending, you get a custom epilogue for each character which takes into account which side of the divide they wound up on, who else is accessible to them, the outcome of the Plan, whether they put their conflicts to rest during the Rites, etc. And then a fucking song plays detailing those same dynamic outcomes in the lyrics. I was impressed, and I’m really excited to replay it now that I know more about the characters and how they relate to one another.
all i did yesterday wa splay kingdom hearts re coded with cheats. kingdom hearts re coded is not a good video game, and playing it while cheating is even worse
taking Night in the Woods for a spin
my uncle got seriously injured jumping on the end of a log to knock it loose like Mae does
Night in the Woods rules, more socialist videogames plz