[-] DdCno1@beehaw.org 3 points 2 days ago

But what about...

[-] DdCno1@beehaw.org 3 points 3 days ago

Thanks for the recommendation!

[-] DdCno1@beehaw.org 5 points 3 days ago

And once the game has become a breeze, with 100% of your runs being a success, install the Captain's Edition mod and suddenly, it's a pleasantly challenging title again. The add-on that turns it into an endless game in particular is so good, I spent dozens of hours playing it.

[-] DdCno1@beehaw.org 4 points 3 days ago

Does the writing ever get good? I played it for probably six or eight hours, which isn't a lot in a game like this, but it and the world building felt painfully generic and bland, to the point of being increasingly off-putting the longer I played the game.

[-] DdCno1@beehaw.org 5 points 3 days ago

Let's be real: I doubt many people are playing the Uncharted games for the gameplay. These titles are doing the bare minimum to meet AAA action-adventure standards with some technical flourishes here and there, but that's about it. You get by the numbers cover shooting, by the numbers occasional easy stealth, by the numbers climbing, by the numbers (and by that I mean really small numbers) puzzle solving, etc. The appeal lies in the spectacle, the artistry, the technical excellence by the standards of the platforms they are on, experiencing what are essentially slightly interactive Hollywood adventure movies that manage to keep the player hooked with expert pacing and characters that are straddling the line between psychopathy and charm just right.

One might also argue that it's more fun watching footage of these games than actually playing them. The best example of this is the car chase sequence in Uncharted 4, which looked amazing when I first watched it years before being able to play it, but once I got to actually experience it first hand, this was the moment when I dropped the difficulty down, because it was remarkably (and surprisingly) frustrating and irritating to play. Don't get me wrong, it's an astonishing technical achievement, but not one second of playing it was fun, at least in my opinion.

[-] DdCno1@beehaw.org 5 points 3 days ago

The player experience of running into invisible walls every five meters?

[-] DdCno1@beehaw.org 5 points 4 days ago

The 1060 is an eight year old mid-range card, lacking almost all of the features that are setting nvidia apart from AMD these days. It has CUDA, but on its own, that's mostly useful only for non-gaming applications. AMD is lagging behind, but they are not lagging that far behind. AMD has trouble keeping up with 20xx cards and newer, especially when it comes to ray-tracing and upscaling. FSR, while supporting older cards and being manufacturer-agnostic (that's why even your old Nvidia card is supported), is a crutch that comes with serious visual downgrades, whereas DLSS improves both performance and visuals. This matters in all market segments. Ray-tracing meanwhile is mostly a mid-range and up thing - and while newer AMD cards support it, their performance relative to otherwise equivalent Nvidia cards is lagging far behind.

[-] DdCno1@beehaw.org 7 points 4 days ago

Just like Chinese wages are pretty small compared to Western wages. Nonexistent in many cases.

[-] DdCno1@beehaw.org 6 points 4 days ago

I hope you are merely trolling.

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submitted 5 months ago by DdCno1@beehaw.org to c/gaming@beehaw.org

The cat is out of the bag and despite many years of warning before this and similar technology became widely available, nobody was really prepared for it - and everyone is solely acting in their own best interests (or what they think their best interests to be). I think the biggest failure is that despite there being warnings signs long before, every single country failed to enact legislation that could actually meaningfully protect people, their identity and their work(s) while still leaving enough room for research and the beneficial use of generative AI (or at least finding beneficial use cases).

In a way, this is the flip side of the coin of providing such easy access to cutting edge tech like machine learning to everyone. I don't want technology itself to become the target of censorship, but where it's being used in a way that harms people, like the examples used in the article and many more, there should be mechanisms, legal and otherwise, for victims to effectively fight back.

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submitted 5 months ago by DdCno1@beehaw.org to c/gaming@beehaw.org

I would normally not link to a tweet, but it's from the YouTuber who is behind the global campaign that aims to prevent games companies from killing games people paid for:

https://www.stopkillinggames.com/

It seems that Ubisoft is either doubling down on deleting this game in order to throw a wrench into preservation efforts and activism (even though it'll achieve the polar opposite) - or that this was the plan all along and it's just blindly being carried out, bad optics be damned.

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submitted 7 months ago by DdCno1@beehaw.org to c/gaming@beehaw.org
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submitted 9 months ago by DdCno1@beehaw.org to c/news@beehaw.org
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submitted 9 months ago by DdCno1@beehaw.org to c/gaming@beehaw.org

I think these two deserve more love. The sidescrolling presentation and gameplay makes them stand out, but they also boast a competent combat system, interesting narratives, colorful and detailed visuals and soundtracks so memorable, I ended up whistling some of the tunes for years.

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submitted 9 months ago by DdCno1@beehaw.org to c/gaming@beehaw.org

I can't be the only one who loves these in-depth analyses from Digital Foundry, can I?

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submitted 9 months ago* (last edited 9 months ago) by DdCno1@beehaw.org to c/gaming@beehaw.org

Personally, I really don't like most of these games due to the tedium and frustration that comes with hunger/thirst mechanics. Most of the exceptions that I do actually like either make up for it through something else that elevates the experience enough - or they either don't have these mechanics or allow for players to disable them.

Subnautica is an example of the latter. There's already a lot to like here: A gorgeous, hand-crafted world that skillfully strides the balance between being alien and familiar, a cool sci-fi aesthetic for everything that isn't natural, purposeful progression, fantastic atmosphere, swimming that feels great. The fact that I can play this game having only to worry about my breath and health is the cherry on top.

The Long Dark still has hunger and thirst, but I'm willing to overlook this just so that I can soak in the atmosphere of this frozen post-apocalypse. With relatively simple tech and straightforward mechanics, this game effortlessly manages to engross the player. I will admit though that when I found a nice deserted cabin at one point, I decided to end the game there, deciding that this was a suitable end point. I'll definitely pick it up again in the future, but not during this time of the year.

NEO Scavenger: It's kind of ironic that one of the most "hardcore" examples of this genre is also one of my favorites. Like with the other two, it's the atmosphere and the world that drew me in, but it's also that all of the intricate, unforgiving survival mechanics this game has, down to getting sick due to exposure, feel realistic and purposeful, instead of merely existing to tick a standard survival game checkbox. It's hard, not unfair, it's punishing and random without feeling uncontrollable.

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submitted 9 months ago by DdCno1@beehaw.org to c/news@beehaw.org
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DdCno1

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