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Screenshot thread

Mark Richard

Arcane
Joined
Mar 14, 2016
Messages
1,213
My first Battlestar ship 'Djinn' was sent to reinforce the system most in need, and was ambushed en route. (The game is Battlestar Galactica: Deadlock for those wondering)

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There was nothing clean about this one. My fleet had no edge in munitions or support units. Serves me right for providing a dirt basic escort.

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Like a mighty war elephant, the Djinn barely felt a thing.

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octavius

Arcane
Patron
Joined
Aug 4, 2007
Messages
19,687
Location
Bjørgvin
Age of Wonders

It's sad to say farewell to an old friend who has been my champion since the second mission of the campaign.
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That little Troll and I have been through a lot together.
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Vatnik Wumao
Joined
Oct 2, 2018
Messages
19,495
How good or bad is the game?
It's quite gimmicky, but I love the setting and aesthetic. From the tutorial trial, as to get an idea on how you develop your questions for the accused (and witnesses later on):
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How it plays out is basically that you must identify as many valid questions as possible and then try being as thorough as possible with your investigation. That on the other hand you have to balance with the issue of the factions and of the court - different factions want different verdicts reached (execution/prison/acquittal) and (some) questions influence the verdict which the court supports. Annoy a faction enough with your verdicts and you might even get killed, but also keep in mind that asking too few questions and/or going against the court's opinion will hurt your reputation as a judge.

You also have combat later on, though it isn't anything remarkable:


And besides the court, you also have your free time each day which you (usually) spend either with your family or preparing for tomorrow's trial while neglecting them. And depending on the activities chosen, some family members will like you more and some less. And a few of the family members are also tied to certain factions.

Worth it for 10 euros (50% discount) as far as I'm concerned.
 

octavius

Arcane
Patron
Joined
Aug 4, 2007
Messages
19,687
Location
Bjørgvin
Off to a good start in the Facing a Legend map of the Cult of Storms campaign in Age of Wonders.
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Not much sign of the other factions, though. I will pop my head up and get my bearings.
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Uh oh! Not only a friggin' welcoming committee, but an allied welcoming comittee.
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This map is gonna be hard.
The enemy rules the waves, I have no 4 tier cities, very little mana, and I suspect the enemy leaders (at least the Dwarf) are too tough to assassinate.
 
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A horse of course

Guest
Ghostbusters: The Video Game Remastered (minor spoilers)

After almost two decades of failed attempts to kickstart Ghostbusters III, Dan Aykroyd and Harold Ramis finally saw the next best thing come to fruition in the form of 2009's Ghostbusters: The Video Game. Mostly written and storyboarded by Aykroyd and Ramis themselves and based loosely off the abandoned script for "Ghostbusters III: Hellbent", the game was the last notable title released by the struggling Terminal Reality. The player jumps into the shoes of an unnamed trainee who joins much of the principle cast of the classic movies in a light-hearted action-adventure across, beneath and beyond Manhattan to save the city from cross-dimensional catastrophe.

Great pains have been taken to bring the weapons and equipment from the movies to life, so naturally the highlight of the experience is hunting down paranormal perfidy with your PKE meter, then blasting ghosts with proton streams and wrangling them into ghost traps, or hosing down possessed civilians with positively-charged slime. Of course, allowances were made for the videogame format, so there are hundreds of throwaway monsters like animated bookshelves or elemental spirits to mow down, and a variety of experimental proton streams that effectively act as freeze rays or homing missiles. There's also some inventive mixing of the Infernal engine with Ghostbusters lore, such as the use of sentient goo as a tether to pull at environmental obstacles or strap objects together.

Terminal Reality stated that their motto for Ghostbusters was that "the game should always be either fun, funny, or scary", though it doesn't really live up to that. The general combat experience is adequate enough for a third-person shooter, though AI companions can be frustratingly dense and trying to dodge some of the most pernicious flying foes as their friends shoot you in the back isn't an easy task. There's very little motivation to use the PKE beyond deviating slightly from the very linear path you're forced onto and go looking for hidden objects for upgrades to your weapons. Otherwise, you're only pulling it out because the game demands you do so. Movement can feel leaden due to the proton packs, and the player is only able to make use of the unwieldly sprint function for about five seconds. As for "scary", the game does its best impression of the movies with some moody environments and occasionally stranding the player in hostile waters, but this is nothing compared to Gozer's hounds in Ghostbusters or the scenes of the river of slime beneath New York in Ghostbusters II. The tone is mostly action or humour, lacking that critical counterweight of horror and tension.

It's a shame because the script itself is strong, and Aykroyd & Ramis' influence is very clearly evident. Listening to the characters talk, you can really believe that this dialogue was ripped straight out of an aborted Ghostbusters sequel. Unfortunately, the stars' excellent delivery doesn't always work so well with the limited expressions of their 3d models and the cartoonish, exaggerated animations they're saddled with. Bill Murray and William Atherton's contentious scenes as Dr. Venkman and Walter Peck would've been picture-perfect in a live-action movie, but not in the form of pre-rendered cutscenes of glassy-eyed avatars jerking about like broken marionettes. An aging Murray making advances on younger women also felt off. There's a similar feeling of something being not quite right with other elements of the Ghostbusters universe, like how the music of the movies sounds poorly sampled and used inappropriately in far too many scenes. Initially, the game felt like a very poor imitation of its source material, regurgitating situations from the first movie in videogame form, but it eventually picks itself up and tries to stand as both an independent experience and a respectful tribute. Still, the conceit of the silent "rookie" as player character never really sits right. They have a schleppy, ordinary joe look to them and make a cursory effort to emote in cutscenes, but beyond this have no personality whatsoever. Terminal Reality stated they wanted to give the audience of the movies the chance to feel like they were part of the action, but in that case I'm not sure why they didn't simply let players choose their own avatar.

Technologically, for a 2009 game Ghostbusters fails to make the impression Nocturne did a decade earlier. Some of the lighting looks alright, and there are one or two levels that make very artistic use of shadow, but a lot of fine detail is obscured by postprocessing and HDR effects. It looks very much as you'd expect for a typical mid-budget game of the era - that is to say, not fantastic. Much of the effort seems to have gone into the physics engine, which can handle an impressive amount of objects bouncing around, slamming into walls or shattering to pieces...then getting stuck under the player's feet and blocking progress until smashed again, or slowing them down during combat. Controls aren't the worst, though the proton wrangler doesn't always pull in the direction you want it to, which can be irritating when struggling with the physics puzzles. I've read that an enormous amount of work went into developing crowd AI that ended up excised from the game entirely - the perils of game development, I guess. On a final note, I found that the game kept wiping my graphics settings every time I booted it.

Ghostbusters: The Video Game isn't much to write home about, then. But it was the last time the team had the opportunity to ride out alongside Harold Ramis before his death in 2014, and likely the last time the original Ghostbusters work together without acting as a cynical ploy to "pass the torch" to a younger generation for the sake of Sony's profit margins. So, if you loved the movies, this is a fair way to say goodbye. Do be aware that the original game was removed from Steam and the Remastered version is only available on the Epic Games Store, so purchasing the title means funding Red China. Comrade Xi already taxes 20% of my income, so it was a moot point for me.

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Speaking of goodbyes, that's the end of my Terminal Reality run. The studio wobbled along doing shovelware and console ports before expiring in 2013, whilst Red Fly Studios had their own ambitious plans but guttered out around 2016. I hope my little writeups have inspired at least one or two people to give one of their titles a try. If not - well, I enjoyed writing them anyway. ;)
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HansDampf

Arcane
Joined
Dec 15, 2015
Messages
1,547
Some Unreal with Unreal Evolution mod.

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Weapon upgrades hidden everywhere + lots of small changes to the weapons.

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Brutes with Flak Cannons... sure. Enemies are also more aggressive.

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Thankfully, these bastards have a lower dodge chance now. In vanilla they would dodge every single projectile you fire at them.

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This is where you'd normally get the ASMD if you haven't found the secret in the mines earlier.

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This cool effect in the Unreal engine.

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I'm liking this mod, so far.
 

A horse of course

Guest
Project Brutality 3.0 (March alpha build)

Not writing anything extensive on this, just wanted to dump some screens whilst I wait for Bannerlord to finish downloading. I usually blow through a few Doom mods whilst waiting for movies to download or just kill time before bed. For the last few months I've been replaying Ultimate Doom with Brutal Doom and more recently Project Brutality, which expands on a lot of the weapon and monster additions from Brutal Doom. As is well known, it completely destroys any notions of balance in the original game, with some vanilla levels on the recommended brutal difficulty becoming comically easy and others painfully frustrating. What I really I liked was the sense of progression through the vanilla episodes, with several fiendish variations for each of the regular enemies and upgrades to your standard arsenal as you advance from Phobos to Hell. By the time you reach Thy Flesh Consumed, most vanilla foes are replaced by cyborg Pinkies, elemental Barons of Hell, centaur Hell Knights, magma Cacodemons, plasma Zombieguys and so on, whilst your trusty pump-action is dumped for riot shotguns, black hole generators and flame cannons. I think The Shores of Hell is the most enjoyable balance of difficulty and fun for Project Brutality. Inferno has some harsh parts but is overall still worth finishing, whereas Thy Flesh Consumed was just endless savescumming. I'm sure purists will absolutely hate it (with good reason), though personally I find it difficult to replay vanilla Doom without at least all the awesome gore and death animations.

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agentorange

Arcane
Patron
Joined
Aug 14, 2012
Messages
5,256
Location
rpghq (cant read codex pms cuz of fag 2fa)
Codex 2012
dead space 2

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Snorecore game. Spent most of the time being aggravated by the over the shoulder camera and thinking about how much better the game would be with fixed camera angles and a slower pace with more emphasis on exploring these environments that as it is the player runs through in a matter of seconds. Even a first person view would be preferable. I really despise Resident Evil 4 for what it did to the survival horror genre.
 
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YLD

Novice
Joined
Mar 30, 2020
Messages
24
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Homefront: The Revolution (2016)

I've described Homefront: The Revolution as "S.T.A.L.K.E.R. without the charm" before... and I rest my case. That said, after giving it another go it deserves some credit after all.

Long story short, the open world is not aggressively bad, it's just boring and mediocre. On its own, to someone who has never visited the Zone before it would feel stale already, but hunting for resources and sidequests in ruined environments and rusty industrial settings inevitably invites the comparison with S.T.A.L.K.E.R., a duel it loses badly.

Thankfully the main missions shower you with money for upgrades and unlike other free-roaming shooters, here it doesn't develop the plot or the world in the slightest, i.e. the two main reasons people suffer through open world bloat don't apply here. Just farm the easiest rabble-rousing activities and move on to the next mission as soon as it's available.

When you focus on the main missions you get a pretty standard run-of-the-mill linear shooter: A-to-B objectives, dialogues, setpieces and first-person cutscenes, and like the first Homefront the main selling point is the solid (though awfully underutilized) setting and imagery. The end result is nothing special, but it's effective and I do give it credit for having no qualms about killing characters and having them suffer through serious setbacks for drama.

As usual, the mute protagonist causes awkward moments where characters keep rambling in front of your face and make the answers for you. The DLCs fix it (all player characters participate in conversations) and even make a few in-jokes about it.

---

The DLCs are where the game has its truly good moments. Unlike the base game, they are 100% linear and it's for the better as the amount of care that went into them is an order of magnitude above.

Aftermath is the least daring one, half-justified as it's all about tying a few loose ends, but here already you can see how the same boring assets and environments fare much better when given proper mission design.

The Voice of Freedom was a pleasant surprise. Without spoiling too much, it's basically a Metro 2033 DLC: sneaking around, fighting crazy outcasts, avoiding a few booby traps in a beautiful ruined underground railway setting... it felt a bit too close to be unintentional, and had me unconsciously humming the nazi megaphone song.

In Beyond the Walls, the game tries its hand at pastoral outdoor environments, another welcome change that it pulls off quite well, the only part where I genuinely enjoyed taking my time to look around.

An interesting irony is that the DLCs are completely linear and yet the mission design is much more open: you get many "stealth boxes" where you can move around freely and sneak to thin out enemy numbers until you are forced to go loud.

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The conclusion is much more positive than my awful first impression a few years ago. It's definitely worth a shot if you disregard the open world as much as feasible, and of course for the much superior DLCs.

It looks like the unofficial Metro / S.T.A.L.K.E.R. extended family did get a new member after all. If Singularity is the cool uncle, Homefront: The Revolution is the retarded cousin. It's never great, but it's still solid and if you're in a drought it's worth a go.

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octavius

Arcane
Patron
Joined
Aug 4, 2007
Messages
19,687
Location
Bjørgvin
Age of Wonders, The Skull map of the Cult of Storms campaigns.

There are two prisons, both guarded by a Syron.
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These guys are tough! Only way to defeat them is with a team of Eight Good Men, or come up with a cunning plan. As far as I can see there's only a few units that can easily defeat a Syron, and that must be a flying unit with a ranged attack, either Fire Breath or a missile attack.
Now if there only was a Tier 4 Orc or Human city on the map, but how likely is that?

And then just south of the second prison I see this:
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How convenient...
AFAIK a Human Air Galley is considered a Unit as opposed to a Machine, and will thus suffer morale penalty if serving an Undead master, so I will spend three turns extra to build a Red Dragon instead.

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Alas, before I could unleash the dragon and free the prisoners (which I strongly suspect will be at least one Hero in each prison, since no heroes offered to join and there is a crap load of items to be found), the game was over.

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This is a general problem with most of the campaign. In only one map so far did I build and use level four units.
But then my playing style in turn base games is to finish the missions in as little in game time as possible, to make things more interesting and challenging.
 
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