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Taka-Haradin puolipeikko

Filthy Kalinite
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21,332
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
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Dreed

Bremsstrahlunged
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Joined
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Messages
1,865,035
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Austrasie
Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. My team has the sexiest and deadliest waifus you can recruit. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
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Death Rally, the first game from Remedy, I remember playing the shareware version back then, and it's still fun for a few hours:

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Choosing the best pilot :cool:

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In between races you can improve the engine, tires and armor of the car, and buy a few bonuses, like sabotaging an opponent's car.

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That's what you get for shooting up my ride :cool:

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The goal of the game is to gain points in each race, in order to become first on the rankings, and then challenging the final boss, who cheats by using a more powerful car than anything you can get :argh:

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Sigourn

uooh afficionado
Joined
Feb 6, 2016
Messages
5,799
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Koudelka, 1999 JRPG with a horror setting. Things I like:
  1. The voice acting is really nice.
  2. Fixed camera angles, like in Resident Evil.
  3. The writing so far is interesting and non-animu. It would appear "dark" or "edgy" is apparently the one setting where JRPGs throw their animu tropes out of the window, a big positive.
  4. You can distribute points upon leveling up.
  5. Equipment appears to make a big difference.
  6. Koudelka (main character, the chick) is really hot.
  7. The game is really nicely animated during conversations. For instance, if a character gives something to the player, you will actually see the character giving it to the player (as opposed to a random "here, have this" -> "Potion received").
Things I don't like:
  1. Battles are slow.
  2. The battle music gets repetitive. No "victory fanfare" upon winning.
  3. You don't even get to see your EXP gain upon winning. This is basic game design: you show EXP gains so that the player feels good, even if it is ultimately pointless.
  4. No tank controls. I got too used to them with Resident Evil.
  5. Fade out/fade in transitions as opposed to seamless transitions from Resident Evil when going from one background to another in the same scene.
  6. The map interface is interesting in presentation but it is a mess which makes it hard to understand where you are standing at.
  7. Not enough panty shots of Koudelka.
  8. Though cinematic in nature it doesn't make use of camera angles at all during conversations.
 
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Joined
Dec 19, 2012
Messages
1,838
MRVAQzf.jpg


Death Rally, the first game from Remedy, I remember playing the shareware version back then, and it's still fun for a few hours:

37BNvzA.jpg

Choosing the best pilot :cool:

ar0ZvWf.jpg

2J11cx3.jpg


ukjsIIK.jpg

In between races you can improve the engine, tires and armor of the car, and buy a few bonuses, like sabotaging an opponent's car.

Xe5xqMg.jpg


OeJz3VW.jpg

That's what you get for shooting up my ride :cool:

Z5oPd2f.jpg

The goal of the game is to gain points in each race, in order to become first on the rankings, and then challenging the final boss, who cheats by using a more powerful car than anything you can get :argh:

2sDSJht.jpg

TTaMk2z.jpg

One of my favorite games from childhood. I never played the full version until it became abandonware, though.

Last time I took Death Rally for a spin I was a bit disappointed in how much worse the rubberbanding was than I remembered.
 

agentorange

Arcane
Patron
Joined
Aug 14, 2012
Messages
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rpghq (cant read codex pms cuz of fag 2fa)
Codex 2012
Won as Jews against Romans in an online match

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Was a hard fought victory. We were neck and neck until about 40% when I started to pull ahead.

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The front of the battle shifted about 90 degrees throughout the course of the match, since my Jews managed to punch through the center of the Roman line, but my right flank fell apart as it was mostly Rebel Spearmen who are easily outmatched by the Roman troops. Luckily I had kept some Jew fanatics in reserve so I sent them to reinforce that flank, and their superior morale meant they could keep 2 or even 3 roman units at bay for quite a while, as the bulk of my forces continued to tear up his middle. I put almost all of my archers on my left flank, on a hill, and that successfully kept most of his cavalry at bay so I never had to worry about an attack from the rear.

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Martyr

Arcane
Joined
Jan 28, 2018
Messages
1,208
Location
Bavaria
first time playing Daggerfall Unity. it's so beautiful *_* I can see the landscape in the distance!

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but I don't think all those blue areas are supposed to be water, because there are so many of them and I can just walk straight across most of them without having to swim.
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JDR13

Arcane
Joined
Nov 2, 2006
Messages
4,004
Location
The Swamp
but I don't think all those blue areas are supposed to be water, because there are so many of them and I can just walk straight across most of them without having to swim.

Stuff like that is why I'll wait until it's completely finished before trying it.
 

Martyr

Arcane
Joined
Jan 28, 2018
Messages
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Location
Bavaria
but I don't think all those blue areas are supposed to be water, because there are so many of them and I can just walk straight across most of them without having to swim.

Stuff like that is why I'll wait until it's completely finished before trying it.

yeah, I've been waiting for DU to be finished too. but right now I have to use my girlfriends laptop because my computer needs repairing and I thought this would be a nice chance to finally check out DU.
being able to see the landscape is such a small change but it puts an entirely new perspective to this game and really shows you how vast the gameworld is.
 

JDR13

Arcane
Joined
Nov 2, 2006
Messages
4,004
Location
The Swamp
yeah, I've been waiting for DU to be finished too. but right now I have to use my girlfriends laptop because my computer needs repairing and I thought this would be a nice chance to finally check out DU.
being able to see the landscape is such a small change but it puts an entirely new perspective to this game and really shows you how vast the gameworld is.

Did they really increase the view distance that much? To me, it doesn't look much different from the original game from a visual standpoint.
 

Martyr

Arcane
Joined
Jan 28, 2018
Messages
1,208
Location
Bavaria
yeah, I've been waiting for DU to be finished too. but right now I have to use my girlfriends laptop because my computer needs repairing and I thought this would be a nice chance to finally check out DU.
being able to see the landscape is such a small change but it puts an entirely new perspective to this game and really shows you how vast the gameworld is.

Did they really increase the view distance that much? To me, it doesn't look much different from the original game from a visual standpoint.
yup, compare this
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to this
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or this
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see that tree in the first picture? it's maybe 20m away from my character and it's already fading into some non-existant fog. in the second pic you can even see the trees on the other side of the lake.

and when I was walking up a hill there was this small village
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I could actually spot that village at the bottom of the hill. not like in the original game, when you walk in the wilderness, suddenly the game freezes for 5 seconds and a town pops up right in front of you.

and the view distance in towns is also better.
two more pics of vanilla Daggerfall, with houses fading into fog:
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Zed Duke of Banville

Dungeon Master
Patron
Joined
Oct 3, 2015
Messages
13,695
but I don't think all those blue areas are supposed to be water, because there are so many of them and I can just walk straight across most of them without having to swim.

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Stuff like that is why I'll wait until it's completely finished before trying it.
Non-swimmable puddles were present in original Daggerfall. :M At least, I always assumed they were meant to be puddles.
 

Martyr

Arcane
Joined
Jan 28, 2018
Messages
1,208
Location
Bavaria
but I don't think all those blue areas are supposed to be water, because there are so many of them and I can just walk straight across most of them without having to swim.

A5oGzFQ.png
Stuff like that is why I'll wait until it's completely finished before trying it.
Non-swimmable puddles were present in original Daggerfall. :M At least, I always assumed they were meant to be puddles.

but iirc the non-swimmable water in vanilla Daggerfall was restricted to small streams? I may be wrong, but I think you always had to swim in water areas of this size?!


That looks pretty amazing, actually.

Otoh... why the hell would you ever walk on foot through the wilderness in Daggerfall? :neveraskedforthis:

walking in video games is better than walking in real life.
in Daggerfall you have no shortage of breath, no allergies, no sunburn, you can't trip and fall, no wasps hunting you for miles. and the landscape is more varied, plus you can stumble upon ruins, graveyards, dungeons, wereboars, orcs and harpys. :obviously:
 

Martyr

Arcane
Joined
Jan 28, 2018
Messages
1,208
Location
Bavaria
it was not unusual to spot water areas in vanilla Daggerfall that looked like this:
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but I really don't think that areas like this are supposed to be water, right in front of the city gate with trees growing inside of it:
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city of Daggerfall:
the castle of Daggerfall; POV from atop a roof
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castle Daggerfall
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Daggerfall as seen from afar
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beautiful rainy day in the city of Wayrest:
Wayrest seen from afar
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the landscape surrounding Wayrest; POV from atop the city wall
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normal houses
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castle Wayrest
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the royal garden
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A horse of course

Guest
Resident Evil 2 2019: Fitgirl Digital Deluxe Edition

I played through Claire A and about half of Leon B (quit and uninstalled at the shitty Alligator QTE sequence, which is only a brief hiccup but tested my patience after doing the same shit as the first run for several hours), which is basically the whole game (you miss Ada or Sherry's sequences if you only do one of the campaigns, plus some of the bosses being different). Assuming you play Claire's route and don't ragequit on Leon's like I did, you'll have a pretty good experience overall. Whilst the game is lacking much of the atmosphere and charm of the original, the first 30 or 40 percent of the campaign is far more faithful to the broad mechanics of the classics than anything released from Resident Evil 4 onwards. In terms of visuals, the game straddles that not-quite-AAA line where some of the character and creature models look absolutely fantastic whilst others have a doughy, 360-era look, some objects are very poorly textured, or rely on gloss maps to cover up low resolutions, the zombie models are too obviously copy pasted (the female cop in particular) and so forth. In general it's pretty good, but it does make you question the 60+ dollar pricetag. I should note I was running with FXAA+TAA which is motion-driven, so the aliasing looks worse in my screenshots than it does in-game.

There are three basic difficulty levels - Normal, which in my opinion seemed more difficult than the original game, in which ammo is relatively limited and it doesn't take much to hit critical, Hardcore - more dangerous, consumes more ammo, somewhat limited saves that encourages metagaming/reloading for optimal runs between saves, and Assisted, which allows you to down enemies and bosses with ease and I'd only recommend for people who prefer clearing out entire rooms and exploring at a more leisurely pace (the Nemesis-esque Mr. X mechanic will complicate this eventually, however). Your choice of character will also make a difference - aside from some different bosses, Leon's shotgun is generally far less effective than Claire's grenade launcher in the early and mid game. The major difference from the classics is of course that there is a greater emphasis on skill-based action gameplay (targeting the right body part to stun foes, reacting to RNG and scripted "fuck you" moments, some traditional QTE fiddling) and basic stealth mechanics, and you are of course losing the fantastic tension-building choreography and scene composition of fixed camera angles and the original's far superior OST, but there is also a return to logical item and ammo management (somewhat undermined by the awful dynamic difficulty system which gimps your damage, among other things), careful planning of your route through the police station, environmental awareness (where is the closest exit?) and the ability to evaluate risk/reward (is it worth popping back into this dangerous room to grab that herb?).

Unfortunately nothing after the police station is anywhere near as carefully crafted, and is, at best, more akin to the Revelations series, but at least the station (which they obviously felt was the game's strongest point in their marketing) is a much better sign of the direction Capcom could take the series than anything else they've made in the past decade. If you're looking for something to terrify you, I can't say RE2 will do the trick - it can make you panic, and certainly promotes caution at times, but even the most fearsome enemies will probably just start to annoy rather than scare you. Still, if you want a blend of tension, action, and a faint, faded taste of the classics after a decade of waiting, it's worth 10-20 dollars in a sale and gives me cautious hope for a remake of Jill's game.

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