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A horror game released two months after Resident Evil 4 and inevitably in its shadow.
If RE4 is often credited for the modernization of third-person shooters (independently of horror), in many ways Cold Fear is a glimpse of what fixed-camera horror could have evolved into.
The game often uses fixed cameras for tension and atmosphere, but you can aim in an over-the-shoulder perspective at any time and contrary to RE4 you can move while aiming. It's a solid concept though still experimental and broken enough that you will probably keep making stupid mistakes until the very end: I can count on one hand the number of times I took damage and legitimately deserved it.
The game is extremely easy and mouse controls further trivialise the whole thing. It's also very short even by horror standards, so even though I can see someone preferring PCSX2 over PC for savestates, the checkpoint system didn't bother me as much as it could have.
The very sharp dynamic shadows of the PC version sometimes look off but visually the game is extremely pleasant, and with a few exceptions it handles its mood and atmosphere about as well as the material allows. Sure the ending leaves some questions unanswered but the plot is so unremarkable that I didn't really care anymore. It gets the job done and gives you a sense of purpose, that's enough.
The plot's worst enemies are the pacing and navigation: the game is way too short to build familiarity, yet it decided that you shouldn't get a map and still takes for granted that it can throw random names at you and you will know what it's talking about. Expect needless backtracking and crossing your fingers while checking random areas.
It's not terrible but it's still painfully mediocre.
LOL the dude who posted the image of skeletons with blacked.com logo deleted his post while I was editing a picture, so now it's not funny, but I'm still going to post it
EDITED: Yldriel or YldriE come back I now it was you
I don't get how come nobody now tries to do same level of destructive env that SS had. That game is now 17 years old. It was designed to run on a Pentium 3 with 128 MB of memory - there are fucking watches with comparable processing power now. And no devs are attempting to replicate the feature that just screams emergent gameplay. I am sad and disappointed.
I don't get how come nobody now tries to do same level of destructive env that SS had. That game is now 17 years old. It was designed to run on a Pentium 3 with 128 MB of memory - there are fucking watches with comparable processing power now. And no devs are attempting to replicate the feature that just screams emergent gameplay. I am sad and disappointed.
I don't get how come nobody now tries to do same level of destructive env that SS had. That game is now 17 years old. It was designed to run on a Pentium 3 with 128 MB of memory - there are fucking watches with comparable processing power now. And no devs are attempting to replicate the feature that just screams emergent gameplay. I am sad and disappointed.
Have you ever heard of a obscure shooter called Battlefield? Or Far Cry? Or Crysis? Or Rainbow 6 Siege? Or Red Faction? Or Control? Or Just Cause? Or Breach? Or ARMA?
What about Hulk: Ultimate Destruction? Or Noita? Or Minecraft? Or Force Unleashed?
Anyway, fully destructible enviroments are really fucking hard to make. That's why nowadays devs that want those sorts of physics are experimenting more and more with voxels instead of pixels.
Darth Roxor you're playing via DOSBox? I've tried with it recently, the game worked fine for some time, then randomly crashed, after few more times I postponed resolving that.
This is a mod I have been working on called Project Genesis. Taking inspiration from the Sega Genesis Shadowrun. However, expect to see maps from the Snes game, as well as missions and encounters taken directly from the Sourcebook. I have also gotten permission to absorb the old UGC Life on a Limb which will have selected portions integrated into the game.
Story wise it will be an original story, where you will take control of the protagonist who is terminally ill, and the price of the cure turns his/her world upside down.
On the Shadowrunning side of things, there will be small scaled random milk runs, one time runs, and story driven missions. I've also tried my best to make the matrix more interesting and mimic the Genesis version more closely. As well as allowing it to give the player the ability to use to matrix to make life easier, say you enter the public matrix, hack into the Coffin Motel to get free boarding.
I have also included almost every custom item, ability made by other modders that aren't overpowered, added a custom soundtrack as HK is eastern themed, and I've modified the AI scripts so the enemies use all of their AP.
Due to real life, as well as a full-time job, I didn't really want to post screenshots yet. But it's only a matter of time before my company forces it's employees into isolation, so I thought this is the time to post it as I'll finally have some ample time to get things done.