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octavius

Arcane
Patron
Joined
Aug 4, 2007
Messages
19,693
Location
Bjørgvin
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RK47

collides like two planets pulled by gravity
Patron
Joined
Feb 23, 2006
Messages
28,396
Location
Not Here
Dead State Divinity: Original Sin
The Gaia Stepdaughters had to accede to most of Miriam's demands for technology and resources. But one can't help this aggressive colony pods expansion is pushing the limits of tolerance, especially when they crossed the Gaian borders...

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Karma struck as two mind worms struck the unescorted colony pods.

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:troll: Poor, poor Miriam.

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Praise the Planet, we got the sweet spot!
 

RK47

collides like two planets pulled by gravity
Patron
Joined
Feb 23, 2006
Messages
28,396
Location
Not Here
Dead State Divinity: Original Sin
"DEUS VULT! DEUS VULT!," the Believers cried, again and again as their army approaches the colony of Blessed Redeemer, seeking to liberate it.

The weather is exceptionally peculiar that day. Communications were jammed...

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:shredder: We can't win a fair fight - but with this...

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:timetoburn: Tempest to HQ, all targets eliminated.
:fuuyeah:
 

RK47

collides like two planets pulled by gravity
Patron
Joined
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Messages
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Dead State Divinity: Original Sin
The Believers are not giving up and counter-attacked with mass recon rovers.

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Heavy casualties sustained on both sides as the speeders dueled in the open, their light armor barely capable of absorbing any hits.
The Believers force of six rovers were destroyed and the Hive Tempests set their sights upon The Coming of the Lord colony.

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'The Tempests are attacking! Evacuate all non-combat personnel!' alarm klaxons blared across the Believers' compound but it was too late, the nerve gas does not discriminate. None survived.

Just to west of the graveyard, news of the massacre brought the colony of New Eden into chaos and despair.

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The Tempests descend once more and left none standing.

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New Eden is no more. And the bulk of the Believers army were slaughtered to the last man.

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'The sunspot activity kept everything under wraps.
The Spartans are none the wiser.
The Believers can pray all they want, but the sun is on our side.
Praise the sun!' - Tempest Commander Steven Lah, The Record of Sunspot Wars
 

A horse of course

Guest
Killing Time PC

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Originally released in 1995 on the 3DO console as a first-party exclusive and then remade for PC, Killing Time is a run-of-the-mill Doom clone with a significant twist - a quasi-open-world setting in the form of an entire island trapped in stasis and filled with monsters from Egyptian mythology and zombified gangsters, flappers and estate staff. Essentially, the player shoots their way across each map searching for Keys and artifacts to unlock the secret of the estate, then re-visits some of the mansion's locations to reveal the final boss. Other than this, it's typical of what you'd expect from shooters of the era, though the Roaring Twenties setting is an refreshing diversion from the usual spaceships and energy guns of the era.

The GoG version is (as typical of their releases) hardly a technical marvel, with video and sound problems even on top of the awkward controls of the Prism Entertainment 2015 update. The most "authentic" way to play is probably with the 4DO emulator, which I tried a few years back, but even the slapdash GoG port was preferable to playing a 3DO game on an Xbox controller or keyboard. Regardless, it's playable from start to finish - which can certainly take some time. Initially I was a bit overwhelmed by the amount of hidden niches and branching pathways and even got a little stressed trying to memorize where I'd been, but it's not as bad as it seems once you revisit areas and realize there are actually very few alternate routes, many of which loop round into other areas you'll end up exploring anyway. You can also glean hints from the live-action FMV sequences that are quite cleverly integrated into regular gameplay, though these relate more to the background lore and core narrative than assisting player exploration.

There's not much of an arsenal - a revolver that can later be dual-wielded, tommy guns, a handful of magic ankhs, and molotovs, though ammo withstanding you'll probably opt for either the shotgun or flamethrower most of the time. Conversely, I was impressed by the amount of monster variety, though the most "supernatural" enemies like floating busts and skulls struck me as the silliest, even on an island of killer clowns and bloodthirsty chefs. At first the monsters seem to be chosen to match the theme of the different areas - young maids inside the mansion who fastidiously dust props until triggered to sprout giant fangs and wings, or oversized frogs in the sewers - but at times they seemed to haphazardly dump hordes of different enemy types wherever they felt like it. Unfortunately the different enemy types don't do anything to change how you approach combat beyond some being more irritating than others, to the extent that the only real strategy for any difficult situation is strafing in and out of cover. The only exception was the penultime boss, who respawns constantly throughout the mansion whilst taunting you with all the menace the game's low bitrate can muster.

Thus for all its visual and aural originality, you'll almost certainly tire of the brainless shooting galleries within a few hours and the odd puzzle or trap won't do much to keep players engaged. For this reason I can't really recommend the game as anything more than a novelty from the retro FPS days. Don't forget to smash that like button and subscr - Oh, nevermind.
 
Joined
Mar 30, 2012
Messages
7,213
Location
Elevator Of Love
Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
The Way

Interesting game, clearly inspired by Another World. Although the puzzles are way more complicated, and feel like something from an adventure genre. Their difficulty level is varied, a one particular in the later segment made me really loose my patience since it was just compiling a sequence for the little flying robot. The problem, is that we don't see the whole labyrinth, which is beneath us. Other than that, I won't complain. The plot is really vague, when it comes to exposition, and we won't be reading kilobytes of mundane stuff during our journey. It's show, don't tell type of game where we can easily fill the gaps ourselves. The fluidity of character's animation isn't as good as in for example Flashback. The checkpoints are placed in a good manner, and with a proper memorization and patience veterans shouldn't have big problems. The presentation is really good considering there was 2 people working on that, plus the musician Panu Talus. Clearly influenced by ambient productions and Vangelis, it helps building the atmosphere for each level. I really wasn't expecting to be such good. I would like to see more indie game like this.



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lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,560
More XCOM2 shots!

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Tactical clipping!

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Bad aim!!!

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EXTREME HACKING!!

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Security programs that come out of the computer to kill you... With tits!

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Mods fucking up/unintentional comedy!

And now, the expansion, which is bigger and better, but even more ridiculous. I like how you can create hilarious monstrosities with absurd ease and showcase them to the world:

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If we're going to kill aliens, we may as well make their eyes bleed!

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Still better than the SJWolfestein 2 crew.

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Most horrifying Skirmisher ever.

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10 million dollar cyber-woman with robotic eyes plus walking fashion blasphemy. Deadly duo?
 

octavius

Arcane
Patron
Joined
Aug 4, 2007
Messages
19,693
Location
Bjørgvin
Wizardry IV Gaiden.
Hisssssa needs 3 more Piety to reach that ultra prestigious Ninja class.
So when I saw the word Piety on the leveling up screen I went :yeah:.

But then I looked closer
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and then I went :rage:.
 

Ivan

Arcane
Joined
Jun 22, 2013
Messages
7,756
Location
California
ah, finally home from work. need to relieve some stress, I know what'll do the trick:
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meh, he's no Path of Pain
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however, fuck this guy:
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