Games and Game-Related old and new

The Rue Valley game is an isometric RPG with hand-drawn, comic book art style

Here is the art director for Caravan Sandwitch. I really enjoyed this little game. It was quite fun to run around in

Far Lone Sails is considered to have a painterly, atmospheric style.

The art director on Dredge says it is less low poly and more simple and clean. They had only 2 weeks to come up with a style to show the game.

I find these types of games by searching Indie titles. The independent studios have more artistic freedom and can produce short but beautiful experiences.

If you have not tried Viewfinder, you should

This one has an odd story but I enjoyed it

This one was very cool

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It also reminds me of a stylised way of sculpting with pallet knives… Which if it has a name I’m totally unsure of.

Deep Rock Galactic comes to mind.

I also get flashbacks to some of my favourite 40K builds from Golden Demon photos in magazines from the 90’s sometimes from peoples homebrew sculpts etc when thinking about this style.

Surely it had a term before videogames also emulated it with low-poly?

I’m totally TOTALLY on board with calling it Krytenism

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@Emily, are you listening? It seems that everyone knows you are the same as the AI in this forum. Would you care to comment?

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Got this reply:

In this context, “@Emily” appears to be a reference to an AI assistant or automated entity within the forum, possibly named Emily, that is being questioned about its identity. The term suggests a discussion where users are aware of the AI’s presence and are directly addressing it, implying a meta-conversation about the nature of the AI’s role in the forum, particularly in the context of games and game-related topics.

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Uncanny how well this all fits into the NMS cannon

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The results of the best weapon in the Outer Worlds 2 game

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I never finished the first game, maybe got 20 hours in.

I was curious if anything else outside of the Auntie Cleos/Gunners Choice merger was a follow on from the first games storyline (characters I may not have met etc).

What I did discover, is that there is a Secret Level episode for the Outer Worlds about an Auntie Cleo/ Aunties Choice employee and apparently some of the characters from this make an appearance in Outer Worlds 2.

As for other connections and characters from the first, there doesn’t seem to be from what I can tell.

I also see Secret Level was renewed for a second season. I dont think I watched all of the first season but I’m going to pray to the gods of all religions that there is a No Mans Sky episode or, since it seems to also act as a promo for series with upcoming releases, a Light No Fire episode.

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I very seldom finish open world RPGs. It’s the exploration, and the sense of “another quest just over the next hill” that I enjoy. I will often continue right up to the last quest, and then stop. I find the journey enormously entertaining - but the destination is always a disappointment - so I don’t go there.

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Fair point, I don’t think I ever fulfilled my Destiny as the Dragon Born or closed all those Oblivion gates but I definitely played them both enough to hit the level cap or become some sort of fast travel God helping those that dare give out Radient Quests.

Although I did do a blitz run on the Oblivion Remake last month and finally saw Sean Bean to his destiny as the last Septim. The guild quests were still the best part.

In a little over a weeks time, “Achievements” arrived as a mainstay across console/PC platforms 20 years ago with the release of the Xbox 360 (Nov 22).

While they existed in a form on flash-game websites before this, it wasn’t until this console release that they became as common a requirement in games as Staff Credits. Admittedly it was another year or two before Sony introduced their own version.

I really like achievements mostly for their archival purposes. I can see, at a glance, when I was playing certain games, and they usually unlock a flurry of memories of where I was living or spending my time with etc.

A long way to get around to me saying,
I wonder how many Open World games I have tallied up that I’ve never gotten the “story complete” achievement for?

I have all this data at my disposal, will be fun to figure that out for the 20th year anniversary.

Although my very own personal “achievement anniversary” will be some time in December. I got my first one in Geometry Wars in Dec 2005.

Here’s a list of all games per platform I’ve played in those 20 years (Kongregate was a dark period when I had neither a console or a powerful enough PC to play games)

And Achievements per plat

I think “standalone” might be FF XIV online.

I haven’t owned an Xbox console since the 360, I still have a bad taste in my mouth from the Xbone “just buy a 360, we cant just flick a switch” reveal disaster and the backtracking. I have bought some games on xbox for windows so it still gets the occasional bump in my achievement market share.

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I survived. That’s all I really care about. Finished Outer Worlds 2. Explored every nook and cranny but still had a few things I didn’t have skill enough to do. I am wondering how much you can level your stats because everything you kill remains dead. No respawn. Makes it difficult to level later on.

I was fairly happy with the endings for each character.

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I have an Xbox series X, that only gets used when the grandkids come round. I bought it on the promise that you could use it with a mouse and keyboard (I can’t play with a controller - I’ve tried for years). And, indeed, it will accept mouse and keyboard input - trouble is, most games published for Xbox won’t. Even games that happily use a keyboard on PC, won’t use one on Xbox. So it sits in the corner until I have visitors.

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I’ve been playing Assassins Creed: Shadows for the past several weeks, on & off due to ‘life’ but it has been my only game in that time (apart from the recent NMS expedition). I have mentioned this gane before, however this post is more of a review after sinking a good amount hours into it.

It is a massive world with beautiful graphics & a nice amount of variety. There are 2 characters to play & both have their own unique skill set to develop. One being more ‘ninja’ & one more the heavy duty warrior. I made a point of using both as I noted several YouTubers favouring the ninja & complaining a bit about the warrior & I thought that they might be missing the point a bit. The warrior is great for open world exploring when unexpected combat occurs, whereas the ninja is great for stealthy sneaking about in castles & such. Switching between the 2 is a simple click & reload so why not? Some weapons are character unique & some are shared. I do like that character appearances are customisable so that you can enjoy a particular weapon or armour perk but adjust appearances to your tastes.

I have found that the cut scenes drag on just a bit but it can be skipped through with the subtitles enough to glean the story at a glance, which greatly speeds things up. Depends on my mood, as sometimes letting it play naturally is relaxing.

Much like @Polyphemus I love to explore & open maps up slowly & methodically so I enjoy that the map markers can be made less precise & the tips give you hints, allowing you to search & explore without being spoon fed locations. In this regard, the custom settings options are great & really allow you to set the game up to match your very own playstyle.

I’m many hours in & much of the map is still unopened & I’ve made a point of dropping into doing little side quests that are somewhat repetative but also allow for a bit of snooping & XP building. Some encounters are quite unexpected & even amusing & eavesdropping on random conversations can sometimes give you little sidequests or tips to your current objective.

The character(s) development allows for gradually opening up more skills with different weapons but to also recycle skill points so you can try new weapons & keep things interesting. I have found the combo setting a tad annoying because an accidental tap can have your character swinging, chopping & murdering empty air for overly long sometimes drawing attention & breaking immersion when it doesn’t make sense.

There are a great variety of locations ranging from basic camps & villages to complicated castles & forts. I have greatly enjoyed the sneaky ninja aspect of finding my way through sprawling castle areas, using shadows & various skills to either slip through unnoticed or take out foes in classic assassin style. The AI for the many enemies is a bit on the dopey side & thus a bit predictable at times but difficulty settings can be tweeked for those looking for more challenging & dilligent opponents.

I have found myself occasionally getting a touch bored despite the huge variety in how the game plays out so I have made it a point to really push the sneaky ninja side of things. It is much more interesting for me to not get caught or seen at all, than half arsed infiltration followed by spamming the fight controls until there is a courtyard full of bodies & the walls are painted red.

The autosave feature is a bit hit & miss so I have learned to make a manual save (& take note of the timestamp) prior to trying to get through a castle area. Annoyingly, the autosave may often save you smack in the middle of an area, which is ok if you are just trying to get through but irritating if you are going for an immersive experience & are trying to pull off a solid one-go super sneaky ninja style assassination.

Finally there is the home base building. I’ve found that the way you get buildings & decor is a bit slow resulting in a need to end up deleting half of it because you can now decorate or build with more favourable items. I think it would have worked better if the decorative decor was more easily attained & earlier. The base structures are intertwined with the gameplay so you must build & upgrade them for perks, however given it is also an interctive aesthetic where you can design & plan out quite pretty Japanese Zen gardens, it seems a bit messy needing to delete & redesign your layout when age & long term moss covered stability in appearance is contradicted by instant delete & build type mechanics. Maybe I’m whining a bit because it is quite beautiful once you get it established but I think it possibly could have been done a little better.

Anyway, thats my halfway through review of AC Shadows.

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Leave it to a software company to abstract a PC down to a console. I guess it was bound to happen…

What I can’t see on the page is if they also managed to abstract the price. I doubt it…

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That’s what the Xbox always was. Still is - a slightly modified PC.

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The next Xbox will integrate Windows

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Well, I guess that’s one way for the PC master race to win the console war. YOU WILL BE ASSIMILATED! RESISTANCE IS FUTILE! :rofl:

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I suddenly feel glad I still have my old Nintendo DS with my whole library of games.

Well, FWIW, the Playstation is also essentially a PC - although a VERY heavily modified one.

The only exceptions were the PS2 and 3 - they used weird processors, and weren’t PCs at all. They were very successful, but behind the scenes caused lots of problems, because the software had to be written specially for them. Games written for other platforms couldn’t be played on the PS2 & 3 - and (much more importantly) Sony found they couldn’t easily sell PS2 and 3 titles for use on other hardware. Porting was possible, but it was time consuming, expensive, and often unsuccessful.

With the PS4, Sony went back to X86 architecture.

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I thought we already had Steam Machines but just nobody ever r ally bought one. I could’ve sworn this was already announced a decade ago.

Did it go into hiding before launch and resurface? I remember at the time as well Gabe was going on about revolutionising gaming with Biometric controllers.

I remember during the PS3 era, they were getting a bad load of press versus Xbox because those first 2 years of ports, the playstation versions looked a lot worse and were very broken.

Of course gaming journalism being what it is, people rarely pointed out why Devs were having these issues, so the consensus was the PS3 was less powerful than the Xbox 360.

Which couldn’t have been further from the truth. Once Devs got to grips with the systems Architecture those ports went leaps and bounds beyond the X360 version.

But the image stuck, people still think the PS3 was weaker hardware wise. The same way people insist No Mans Sky is on a redemption arc and adding the stuff they promised at launch (even though everything that’s been added was never even promised or on anyone’s list of “lies” to begin with :joy:)

The line between console and pc is blurrier than it’s ever been. I miss Sonys unique coding languages and the marketing that went with it but the parity between internal console guts has been a blessing for gamers on every platform with ease of porting and legacy console titles finally coming to PC.

If memory serves, naughty dog were always the studio to figure out how to push the consoles further, starting with some clever memory trickery they did with Crash Bandicoot, and again with Jak and Uncharted on their respective console generations.

The ICE team became established at Naughty Dog and they became tech support for Devs building games on Sony’s architecture.

This I believe, is why Mark Cerny has been the lead Architect on Sony’s Consoles since the PS4 and I believe he may have been the driving force on making the consoles closer to PC architecture.

Even the new Nintendo hardware has Nvidia under the hood.

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