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Unkillable Cat

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[Comic about dueling wizard frogs]
This reminded me of the old 8-bit game Feud, where two wizard brothers are battling each other using a selection of spells.



It has been argued that this game is the first take on modern deathmatch-games: Run around the level to grab the weapons, then hunt down your opponent.
 

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
What if Astartes but about NCR's capture of HELIOS One?

(okay, it's nowhere near Astartes but still cool)

The action begins:
Is it over for the NCR bros?

Second wave:

When all else fails:

Getting tactical :obviously:

I'm not sure those jetpacks are canon.

NCR BERSERKERS. Yeah that's definitely not canon. :lol:
Entire series is just nonsense.

The nonsense continues:

The Brotherhood reaches its breaking point:

 

Alienman

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Would be smarter to start the assault with those rocket units, instead of wasting half the company on suicidal melee attacks.
 

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Would be smarter to start the assault with those rocket units, instead of wasting half the company on suicidal melee attacks.
I think it was in the first episode where NCR attack "tactic" of charging over open field was the moment that dismissed this as garbage.
 

Unkillable Cat

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# I'm still trying to figure out the location and architecture style. Babylon?

# Sam can mantle now, leading to more vertical goodness.

# In-game objectives have more depth, though they reek of MMO gameplay.

# Enemy models are more complex, for example the bombs carried by the screaming kamikazes are now separate entities which can roll away and blow up on their own.

# Dashes. Not just to the sides, but forward as well.

# Several new enemies, of which a few are possibly upgrades to prior enemies.

# Bombers with jetpacks are an interesting mix.

# The green bio-mechanoid is ripped straight out of a mod pack which featured gigantic black bio-mechanoids.

# The Sirian cannon fodder with the homing bomb at least presents some kind of threat.

# Smelly brain creatures seem to fall into cannon fodder-territory.

# Most of the new weapons seem to be the fallen weapons of the enemies you've been fighting throughout the game series.

# Kleers are still in the game (sigh) and they can also mantle buildings!

# Many of the ideas introduced here but were scrapped, were later re-used for Serious Sam 3.

# Some weapons have new alt-fire modes. The Rocket launcher can load and fire all four barrels at once! The grenade launcher can launch self-replicating cluster grenades, as demonstrated quite hilariously at the 13-minute mark.

# Some weapon upgrades are pickups for the Revolver, allowing for things like laser sights, fast firing and homing bullets.

# The Gnarrs seen in this game are more akin to the ones seen in SSam 3.

Personally? If I could pick between the Third Encounter and Serious Sam 2, I would always pick the Third Encounter.
 
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GIn2qIvWAAAQ_-d

PS5 HAS NO GAMES
 

Morgoth

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Not sure where to put this...

'You will not enjoy videogames anymore if you work in a big game studio:' New Blood's boss weighs in on what sets it apart amid an industry crisis


By Ted Litchfield
published 2 hours ago

"The games we make, we make for ourselves. It just so happens other people also want these types of games."

In a recent interview with members of indie collective/developer New Blood, I asked them how they attribute their current success in the face of so much misery, layoffs, and studio closures in the industry. "We're not beholden to shareholders or investors or anything like that," said studio boss Dave Oshry. "We get to make what we want⁠—that's our whole motto: 'we hate money.'

"We don't actually hate money, money's great, but if we wanted money we'd make a Dusk survival horror crafting game. An open world survival horror crafting deck builder roguelike Dusk."

Don't expect to see that version of Dusk anytime soon⁠—Oshry credits the studio's continued health in the face of the games industry's current contraction to its developers sticking to their guns on what they want to create: "The games we make, we make for ourselves. It just so happens other people also want these types of games."

Oshry contrasted this with the growth at all costs mindset he sees on the corporate side of the industry, which he argues is detrimental to making good games and enjoying yourself while doing so. At around 30 people, Oshry's content with the size of the fully remote developer: "I care personally about our developers and everybody working at New Blood, making sure everybody's happy and having a good time, and making sure that everybody's voice is heard."

Growth is something to be considered and contained at New Blood, versus an attitude of "More people, more game, more stuff, more features, more loot box, more transaction, more money, more line go up," as Oshry characterizes it, arguing that people who love games should avoid getting sucked into that trap.

"People ask me a lot: 'Dave, if I want to get into games now, how do I start?' And I say don't. Quit. You should have started five to 10 years ago. Go to trade school, get a real job. Become a plumber. People need those.

"You don't want to be employee number 356772 that reports to somebody that reports to somebody that reports to somebody that makes the decisions. It sucks. The magic is gone. You will not enjoy videogames anymore if you work in a big game studio."

While the indie scene doesn't share that particular structural issue, Oshry notes that it's "rough out there," and is the first to admit that New Blood's success doesn't exactly offer an easy rubric to follow: "I can't give a GDC talk about how to make a good videogame company because we're barely a company. But one thing I can say is work with your friends and treat them like they're your friends."

Clarifying further via email, Oshry added that, "Since everyone seems to be asking how we continue to do so well amidst the whole industry apparently falling apart⁠—there's actually a lot of companies doing well, you just don't hear about them in the news amid all the doom and gloom."

Recently hired New Blood dev Dave "Garumin" Bonin, who spearheaded Dusk HD, added that he effectively stayed out of professional game development for over a decade waiting for an opportunity like New Blood. Garumin observed a "rotating door, conveyor belt, kill your employees for a profit policy" in the industry. "I was like, 'Well, nevermind,' and I went into pharmacy stuff and wasted my life there."

But the future looks bright for Garumin and New Blood, with Ultrakill and Gloomwood continuing to bake in early access, while projects like Fallen Aces and a Fallout-style throwback CRPG are waiting in the wings. Meanwhile, I've still got my eye on Metroid Prime homage Effigy and the Thief-like Serpens from member devs Nate Berens and Thomas Porta.
 

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