Video Game Chat Thread - Pre-Alpha Experimental Version

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Are videogames for children?


  • Total voters
    8
  • Poll closed .
I'm getting nostalgic for a bit of SimTower but it's always a pain to play it (loading up a Mac emulator) and I tend to get bored after a while. My issue is there's really nothing like it. Project Highrise looks terrible, doesn't really seem to do anything with the concept, and locks stuff behind DLC. (I really should've bought it last weekend when it was $4 instead of $20).

I think part of the problem with the genre is that even for elevator simulators like SimTower and Yoot Tower the best part is building out the underground mall area with shops, restaurants, and movie theaters, and the reason why things like mall simulators don't work is that they don't really "get" way why traditional malls struggle. Sometimes all the people with money move out and there's nothing much to do before it gets abandoned, sometimes it's better competition with better access, the impossible-to-simulate nature of trendy stores and restaurants (department stores aren't what they used to be, restaurant chains are trendy and then they aren't, etc.), and the whole aspect of crime, including the city around it.

A city with lower crime could really benefit from an attached metro system to bring in office workers and tourists alike, whereas higher crime means that's just an easy way for criminals to escape with stolen goods and merchandise.
 
Finished UFO ROBOT GRENDIZER - The Feast of the Wolves and quite enjoyed it. The game came out of nowhere and it's always cool to see mecha stuff from the 80s appear in games that aren't Super Robot Wars. It did end very abruptly and made my PC run really hot for some reason, but I don't regret playing it.

Started up Battletech and am not really enjoying it as much as I thought I would. I loved MechWarrior 5 and typically enjoy strategy games but it's just not clicking yet.
 
The original System Shock 2 will be delisted from Steam.

Screenshot - Steam News.webp

Official announcement.
 
God I am so fucking bored. I got games to play but they're all of the same genre and I'd rather not taste the same 5 kinds of ice creams on repeat.
Somebody needs to explain to me how these shitty AI upscaled "remasters" need a 3080 and 32 gigs of RAM when even with the upscaling they don't even look that good.
There is literally no correlation between game visuals and performance anymore. Corridor runner game: 59 fps. Open-world indie, 200 fps. Single-room indie, 30 fps. All the while Randy "Tricks" Pitchford tells you 30 fps is enough for fps games.

I could upgrade my entire rig right now and I have no interest in doing so because it won't guarantee good performance. Retail WoW: 120 fps. Classic WoW: 80 fps.
 
God I am so fucking bored. I got games to play but they're all of the same genre and I'd rather not taste the same 5 kinds of ice creams on repeat.
I'm limiting myself to spooky games only for the month and I'm still overwhelmed by choice. Then again, I refuse to eat any ice cream that isn't some kind of chocolate.
 
I was watching the latest video from Level 1 Techs and Intel was the new Painkiller game in their tech demo. I didn't know the game was coming out this month.
I don't know why it's co-op and the characters are peak current year.
 
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Started No More Heroes. I plan to play the trilogy in its entirety. Still figuring out controls because I last played it a few years ago. Just beat the baseball field boss. Interesting stuff. The thing about having to raise money every time is annoying but I assume it is something in all three games.

It seems like a mixture of kill bill meets bayonetta meets dmc meets a very very stripped down gta meets madworld. Its fun though. I keep forgetting the actor playing Travis is a brit.
 
I had an idea for a game if any aspiring game dev Kiwis want to use it.

Suicide Hotline Simulator

On it's face you're working for a suicide hotline, the interface is a typical office desk with a computer and a phone. You field calls, texts, and instant messages to convince people not to kill themselves.

However that is just the surface level gameplay loop. The player might notice that a lot of the clients are trannies, and navigating the dialogue options correctly convinces the tranny to go through with it.

The levels can be stuff like day shift, night shift, holiday shift, and convincing trannies to kill themselves unlocks hidden achievements with names like "41%," "ACK," and "TTD." Also scenarios presented can allude to specific, famous, tranny suicides like the "its a long way down" bridge jumper.

In theory its important that all of these are well hidden under the surface level of gameplay, such that if the game is released on a mainstream platform like Steam or Itch.io real trannies and tranny sympathizers would get tricked into playing it and liking it before discovering them.
 
I have been slowly learning how to make games.

Here is a little project I have been working on in parallel to the course I am taking.

I find just doing the course to be a drag so to spice things up I update this project with the new things I learn from the course. I even learn things working on this that makes the course easier.

learning to make games sucks. making games is fun.

 
Some of you niggas be like this, seriously. No liking girls is not cringe or problematic, liking to look at boobs doesn't make you a rapist.
While true you're probably talking about cartoons which is by no means normal functional behavior, stuff like Lara Croft is for children and young adults going through puberty. That's not to say Tomb Raider is bad just that aspect of it is clearly a marketing element and not much else.
And nothing of value was lost:

View attachment 8017471
Its a little bit of a shame, it showed promise but didn't execute well. There's a couple games trying to be a sort of open world roguelite right now which seems like a difficult task since the rogue style of game is designed around being difficult to make randomization and adaptation a core mechanic. So if your game lacks the restriction of traditional dungeon design then grinding is on the table as a viable option leading to all sorts of balance issues and ultimately removing a lot of whatever impact that randomization will introduce. Streets of Rogue 2 is also trying this and I'm not sure it'll be able to answer that problem. Of course the other issue is how it turns these games into long term investments which goes against the standard of short burst replayability.

Of course Roguelikes always had this anyway, games like AngBand and ToME exist in an open world where taking your time and exploiting the systems lets you get above the power curve it's just harder to balance in more skill based roguelites.
 
I'm limiting myself to spooky games only for the month and I'm still overwhelmed by choice. Then again, I refuse to eat any ice cream that isn't some kind of chocolate.
I've been trying to hype myself up to play REmake to at least experience horror games for once, but whenever I see people play them they're just resource management games and I hate that. Alien Isolation is too on the nose about its "here's a square room/maze, get through it without getting insta gibbed". The new silent hill is literally a souls game, removing any of the actual horror because you can skill your way out of it.

I don't actually know what kind of horror I'd play. 7 days to die when I was younger was actually great. I got to build and create but had to struggle to survive every other night. Green Hell got close to horror for me, avoiding both completely silent predators and chanting natives, the complete opposite. And being able to wake up with a native in your face.. Man, Green Hell was fucking great, it just ran like shit. The main game is the amazon post-exploitation, then the dlc takes place in the exact same area but pre-exploitation, where there's friendly natives. Like a dark souls area before it got desolate I guess.
 
I've been trying to hype myself up to play REmake to at least experience horror games for once, but whenever I see people play them they're just resource management games and I hate that. Alien Isolation is too on the nose about its "here's a square room/maze, get through it without getting insta gibbed". The new silent hill is literally a souls game, removing any of the actual horror because you can skill your way out of it.

I don't actually know what kind of horror I'd play. 7 days to die when I was younger was actually great. I got to build and create but had to struggle to survive every other night. Green Hell got close to horror for me, avoiding both completely silent predators and chanting natives, the complete opposite. And being able to wake up with a native in your face.. Man, Green Hell was fucking great, it just ran like shit. The main game is the amazon post-exploitation, then the dlc takes place in the exact same area but pre-exploitation, where there's friendly natives. Like a dark souls area before it got desolate I guess.
Resident Evil lets you stockpile resources so you should always have enough resources to deal with threats as long as you plan accordingly. I would say that REmake is not a very good start to the series though as it adds some elements that usually result in a restart for a first playthrough going in blind. RE1 og or RE2 might be a better start. Or even Silent Hill 1 or 2.
 
Didn't really know what to play this weekend, started playing Dying Light 2. I was pleasantly surprised by the first one, number two seems to be more of the same, which is fine.
 
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