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What game are you wasting time on?

Jick Magger

Arcane
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Joined
Dec 7, 2010
Messages
5,667
Location
New Zealand
PC RPG Website of the Year, 2015 Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 Bubbles In Memoria
Still playing through KOTOR 2, a few words on the worlds thus far

Korriban - still pretty spooky and atmospheric, good use of an old location from the first game unlike Dantoine. Only big complaint is its length; you can easily complete the entire thing in thirty minutes, an hour if you count the content of the nearby cave.

Dxun - fairly generic environment, with an arbitrary reason to complete all of its quests given by Mandalore. Do like the character of Mandalore a lot, as he's cast as being a sort of tragic character, desperate to try and bring his people back to glory and completely in denial of the fact that their defeat at Malachor V has set them on the road to extinction and irrelevance. Not much else to say on it, really.

Onderon (1st half) - Pretty by-the-books civil war plot. Not much to do here other than swoop racing, with a pretty linear murder mystery being the only main mission you're given.

I also decided to give the M4-78 droid planet restoration mod a try, and I'm not particularly impressed. The designers, unfortunately, are of the mentality that environments are automatically great if you make them huge, but a majority of the areas are just giant corridors full of NPCs who give you generic 'fuck off' one sentence replies. The missions are boring fetch quests that force you to run from side of the map to the other, are incredibly boring, and often just feel like padding. There are a lot of attempts at humor that fall flat at best, and are cringe-worthy at worst. The story is pretty dull and uninteresting, and kinda goes against the tone of the Sith being this ultra-secretive threat that the game conveys throughout, and worst of all

Master Vash winds up dying here anyway in the most contrived way possible, making the entire venture a gigantic waste of time.

By the middle of Dantoine, I'd pretty much become a god of death, and combat became a pretty standard routine of cutting everyone to pieces in a few seconds, or just spamming force storm if I wanted to get through it quickly. Still, it's functional, don't really have an issue with it other than the AI pathfinding, which can be pretty horrific at times, so it's the kind of bad combat that I can tolerate.

Also find it humorous about how stingy the game is in the first half about giving you lightsabers, but by the time you've completed two worlds it practically starts throwing them at you, even in situations where it made no sense. After completing Nar Shadda and Dantoine, I found two of them (plus the one I made). By the time I completed Korriban and Onderon I'd found four of them from completing generic quests. One of them I got as a reward from the doctor for completing the murder mystery, despite the fact that there is no logical reason for him to even have one.
 

MicoSelva

backlog digger
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Sep 10, 2010
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The Oldest House
Codex 2012 Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Divinity: Original Sin 2 Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I helped put crap in Monomyth
I started A Story About My Uncle. Interesting title aside, the game is a first-person platformer in which you use your power jump and energy grappling hook to traverse an underground world of huge caves with bottomless pits (loads and loads of bottomless pits). It has a nice aesthetic (based on the contrast between dark environments and glowing symbols/plants/mushrooms), and an ok narrative in the form of bedtime story told to the PC's daughter.

The gameplay is extremely one-note, and I do not expect that to change in tha later parts - if you want to play it, you have to accept that this is a game about using your hyper-jumping powers to jump over bottomless pits.

It is a good game for someone who wants to earn their achievements, because they aren not just handed out - I have none so far (played for two hours), because I suck.
 

Ivan

Arcane
Joined
Jun 22, 2013
Messages
7,756
Location
California
Broken Sword 5
:3/5:

Better than 2 but I would still just call it "pretty good." It looks nice, but at the cost of very choppy dialogue, skipping through the dialogue is a chore b/c there's is a notable delay when the next line is triggered. The story is p. shit, too much fan-service with the recurring cameos. Also, you can't ever go any faster than a slow walk. UGH

I definitely want them to make a new entry in the series with a more daring narrative featuring a completely new cast. Puzzles were good for the first 2/3s then it got more "decipher this alphabutt" for my liking.

when the game went full retard; awful villain
B44F0E7856E321B2587AC86B08466DB132F185B9

A true gangster's last words; shit reminded of Wasteland 2's "YOU SUCK!"

E2161B6CE1BB307AFE0CD756ECD64F0F84CF496D
 

Nomad_Blizz

Arcane
Joined
Dec 18, 2014
Messages
336
Recently finished the first Homeworld's singleplayer campaign. There were a lot of variations between missions and I liked that you could move your units in a 3D space rather than 2D in most strategy games. Getting to keep my units after a mission is also a plus. It's one of those games that you wish had gone on longer. I've seen many people call it a space opera- given the music and general feel I can agree with that.


My favourite mission: Guiding my frigates and capital ships through space dust to avoid a supernova.

Lost all my frigates :M
 

Dayyālu

Arcane
Joined
Jul 1, 2012
Messages
4,633
Location
Shaper Crypt
Recently finished the first Homeworld's singleplayer campaign. There were a lot of variations between missions and I liked that you could move your units in a 3D space rather than 2D in most strategy games. Getting to keep my units after a mission is also a plus. It's one of those games that you wish had gone on longer. I've seen many people call it a space opera- given the music and general feel I can agree with that.



:negative:

Go for Cataclysm. It's a different experience, smaller and more "B-movie" space opera than the high epic of HW1, but take it as "another story" in the universe.

HW2 is adequate in MP, has shit mechanics, and the SP was mangled beyond logic and recognition.
 

Baron Dupek

Arcane
Joined
Jul 23, 2013
Messages
1,871,365
Finished Sacred Gold (with Underworld addon). Notes copied from my notepad, made while loading the map.

Technically, on paper, it should be good game.
Spend 3 Sundays + some time in the other days. I did that by running past most of the enemies.
Otherwise I could dig in with 50-60h by exploring most areas and doing all side quests + dragon slaying all of them.

Decreased dragon population by half (around 20?).

Before that I tried Sacred few times (in past decade and half) dropped after dozen side quests. Absolute chore fetchquest garbage.
But some of them were cool, like the one where you escort lost girl to the grandma, and aforementioned old hag turn into
gargoyle and eat her alive. Nasty.
Best way to play the game is to avoid side quests and run past enemies, then burn them down when they surround you.
Don't have splash damage attacks? Too bad for you.

I found that melee skills are useless, just like normal melee attacks they often miss. Skills related to Dwarf's cannon on his back? They are the best.
It work as a flame thrower, mortar and just canon. Neat.
Dwarf can't use bows&crossbows, so they introduced rifles (muskets etc.) they are good for moonwalking enemies
Get the picture - they chase you for minutes, you go melee, and then they just moonwalk from close contact with you. How rude.

And yes there is level scaling, but it doesn't happen until you reach addon areas. In vanilia running around low level
goblins is safe due significantly lowered aggro field. I mean (who don't use MMO terms) - you need to actually touch them to start the assault (tsk).
And then high level undead enemies spread over the map. Better that than boost lvl of the goblins so you don'tbother with this filth.
Devs have Old Virgins...I mean, Star Wars fetish - lightsabre as easter egg and tarantulas in last act of the
game shooting laser beams like blasters.

Playing with Dwarf for full pow(d)er gameplay. Can't ride the horse and can't use bow&crossbow, but he can wield
two-handed swords and axes, swinging them like a pickaxe. Looks pity tbh.
Then, after few levels and improving melee skill, he swing small axes like a rabbit in breeding session.
For some reason Hammers and Clubs count as a Axes.
After few level-ups money are not a problem. You only spend them on buying new weapons and potions, p.rare to buy armors.
I remember old version of the game was hilarious, when you could buy Mentor Potion that boost XP income.
I should note that experience income is already p.high.

And holy shit, the amount of enemies in addon - Underworld - is more ridiculous the closer you come to the finale.
You know how hard is to control the dwarf then you fight with the crowd of the giants?
Nice detail - character have animation, that play when you pick up items.
But not dwarf.
He just stare at the items for two seconds, then it land in the backpack. It feels like a lag in multiplayer or something.
Muh imershun is in ruin...
 

sser

Arcane
Developer
Joined
Mar 10, 2011
Messages
1,866,881
Anyone know that sight that had the Steam dollars/hr data? I thought it was 'gauge powered' but that site appears to be down.
 

Venser

Magister
Joined
Aug 8, 2015
Messages
1,896
Location
dm6
Just finished the Zerg campaign of the original Starcraft. Now onto the Protoss.
I had this game for over 15 years but never touched the single player past the Terran campaign until now. I only played multiplayer and skirmish vs AI.
 
Joined
Mar 3, 2010
Messages
9,268
Location
Italy
still warframe. after two months i have seen most of the thing the game has to offer, except for the pvp and the extreme tweaking with ultra-rare mods which require tons of resources to be improved. it's been an awesome ride which is going to continue, but not as intense as before.

wasteland 2 director's cut: almost the same, the perks don't differentiate much the characters and dialogues are sparse and rarely offer branching conversations. melee enemies still move too fast and random encounters are nowhere random enough. fallout 2 was much, much, way much better.
 

Unkillable Cat

LEST WE FORGET
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Joined
May 13, 2009
Messages
28,570
Codex 2014 Make the Codex Great Again! Grab the Codex by the pussy
I recently did a retrospective of the Deadly Rooms of Death series. For those that don't know, DROD is one of the few "indie" games that not only pre-dates the "Indie scene", but can trace its origins all the way back to the mid-1990s. You play Beethro Budkin, a Smitemaster (sword-armed vermin exterminator) who's hired to clean out King Dugan's Dungeon. However, the King's official plans only show the dungeon to have 2 floors - so how come the dungeon goes much deeper than that?

DROD is a turn-based puzzle game played on a grid where moving around is just as important as which way you're facing, as Beethro can only kill things with his sword which he always points straight forward. The game is stupidly easy to learn the basics of, and feels incredibly fun during its first steps. But it takes very little time for the game to crank the difficulty up to 11. In fact, the DROD games are some of the toughest games out there, with the first game being a notorious example. It only saved the game between room switches, and if you hadn't cleared the room when you left it, it would reset and all the monsters would return - and DROD was a game that had a very strict "no backsies" rule. What's worse, many game design elements were dependant upon counting the numbers of turns elapsed - and yet DROD provided no means to help the player keep track. I only got to the 7th floor when I first played it sometime around 2003 or so.

But in 2005 I heard that a sequel had been released, and checked it out. DROD 2: Journey to Rooted Hold added some badly-needed things to the game. There was now an "undo" command, savepoints within each room, a turn clock, improved graphics and voice-overs and last but not least, a plot. To help sell the game, Caravel Games revamped the original game and updated it to use the new "2.0" engine they had made for DROD2. I was so impressed that I bought the game (and the prequel) and still have the jewel case.

DROD 1's story ended that Beethro discovered that King Dugan's Dungeon had been expanded (and populated by vermin) to a whopping 25 floors by someone calling himself The Neather, and realizing that there was no other way to clear the dungeon of vermin, Beethro slew him and returned back to the surface. DROD 2 has Beethro taking his nephew along to investigate a mysterious door he found in the dungeon and discovers that there's a literal underground organization expanding dungeons all over the world for some nefarious purpose. DROD 2 mostly refines and expands upon the gameplay of DROD 1, adding new monsters and puzzle elements of which the primary antagonist known as The Slayer is the best example. Most monsters in DROD are dumb as bricks and have predictable behavior patterns. Not this guy. The puzzles involving him are by far the most memorable ones in all of DROD, as he's a real threat and wants Beethro very very dead, and probably the only time the games have anything resembling boss fights. DROD 2 ends with Beethro discovering that the mysterious underground organization is aptly called the Underground Empire, complete with cities, transit systems, archives and a logistic system that the surface countries could only dream of.

DROD 3: The City Beneath continued the story in 2008, where Beethro tries to figure out what this Underground Empire is all about, and what all the hubbub is concerning a place called "Lowest Point". It was while playing this game that I started to notice problems with the series...the biggest one being that the devs kept adding new elements to the game. The first game had one type of snake enemy and one type of tar enemy, for example, but the second game added another of each, but since they acted differentely and called for different tactics they felt fresh and offered new challenges. The third game added yet another enemy of teach type, but this time they didn't feel right, they felt rushed. The previous games devoted plenty of time (sometimes entire floors) to allow players to learn and familiarize with new threats. DROD 3 not only tried to hasten this process, but threw too many new things at the player. When I beat DROD 1 and 2 I felt awesome for beating such tough games. When I beat DROD 3 I was merely pleased that I got it over with. The magic was no longer there.

DROD 4: Gunthro and the Epic Blunder was released in 2011 and even though I did my best, I couldn't even finish the game - it just sat there and lingered on my hard drive for years until I finally uninstalled it in disgust. The story of DROD 4 is actually a prequel story that mostly fleshes out the lore of the surface lands and tells of Beethro's ancestor (also a Smitemaster) and how he accidentally gets tangled in upper-level politics. In terms of content (both plot and gameplay-wise) this game offers next to nothing of value - it only makes locations in DROD 5 seem more familiar.

And then finally, last year, DROD 5: The Second Sky was released. The game's title reveals what lay at the bottom of Lowest Point - turns out that the world of DROD is disc-shaped, and that every 10.000 years the world turns so that down becomes up and up becomes down, which is Bad News for anyone living on the surface. The worst news, however, is that there are only 5 months until the next Turning is due, so Beethro is now racing against time to try to stop the Turning. DROD 5 continues the tradition of adding new elements while still being bursting at the seams with content from the previous games - meaning that some monsters and puzzle elements only make a brief appearance (I only recount seeing Gel in one room, for example) while others are done-to-death and overstay their welcome. The worst thing about DROD 5, however, is the sense of padding in the game - there's a section from about 1/3rd into the game and well past the half-way point that could have been cut out completely without detracting from the game at all. Puzzle elements are pulled in from everywhere - weapons are now not only removed, but switched out with others that require different tactics to be used, and then the game goes full Braid by introducting time-travel related puzzles. Ugh. Don't get me started on the multiple endings and the requirements to reach them, and not to mention that this is the hardest-rated game in the series. You want to know how the story ends, you have to work HARD for it.

As a game series, DROD most definitely had outstayed its welcome. The first game is fresh and challenging, and the second one carefully crafted so that it's highly enjoyable while still upping the ante. But the ones after that are rush-jobs cobbled together by people that don't seem to have the same enthusiasm for the game anymore, so it's really hard to recommend them to anyone. But one great news is that DROD has a level editor and a surprisingly active community churning out pretty decent new dungeons, so in the unlikely event that you're a die-hard DROD fan that knows what a Fegundo is (without needing to look it up) you're not gonna run out of DROD holds to play for the next decade or so.

As for me and DROD? I'm done. It's been a long journey and I've probably killed a million roaches by now.
 
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Ivan

Arcane
Joined
Jun 22, 2013
Messages
7,756
Location
California
The Inner World

fucking fantastic point n click adv game compact with a cool setting, characters, music, art. Definitely up there with Machinarium + Monkey Island in terms of quality and charm.
stealth
69DB76A64F4044FB267C55DD1CDB35D034DFB569

great "final" puzzle
91CFAE5E621E5A22F6F548B401BE76CE081BCED6

monkey island-esque ending
247BB6D804D40F25A09E4204934B4BD43CBEF3A0
:5/5:

botanicula is next


OH!

The Raven - Master Thiaf
Adv game broken into 3 parts that gets progressively worse/and buggier with each ep. Shame that the first Ep is so good and charming.
387279446B4885CC6C1A25114B9AAF435FB2BDF3

it's "ok"
:3/5:
 
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upwardlymobile

forum posting consultant
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Joined
Nov 11, 2014
Messages
426
PC RPG Website of the Year, 2015
one of the few "indie" games that not only pre-dates the "Indie scene", but can trace its origins all the way back to the mid-1990s
there was a big indie scene back then; it was called shareware. and it wasn't obscure or anything, the first doom was shareware for instance.
 

Unkillable Cat

LEST WE FORGET
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Codex 2014 Make the Codex Great Again! Grab the Codex by the pussy
Except shareware was only a shadow of itself by the time DROD was released, and DROD wasn't a shareware title to begin with. That's why I didn't mention it. DROD has more in common with the indie scene of today than with the shareware scene of 20-25 years ago.

I am, however, realizing that I got some of the dates wrong - DROD 3 was released in 2007 for example (though I played it in 2008) and DROD 4 wasn't released until 2012.
 

Unkillable Cat

LEST WE FORGET
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Joined
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Messages
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Codex 2014 Make the Codex Great Again! Grab the Codex by the pussy
I took a quick look at "Kingdom".

Its biggest point is the minimalistic approach - both as a positive and negative aspect. It feels fine at the start, while things are simple and you're figuring out things, but once you're up and running you need to be kept better aware of what's going on in your kingdom...but you can't. You can be watching the defenses on one side where nothing happens, only to head towards the center at dawn to collect your taxes and find a horde charging at you that stomped the other half of your kingdom without you as much a getting a warning. The same reason makes town upgrade options seem unintuitive - to upgrade to masonry, for example, you need to donate money at an altar/monument of sorts that's out in the woods. Except for the wooden altar turning into a stone altar, there's no other indication of what it does...so you might donate the money and not even realize that it is the reason that you can now upgrade everything.

The game is beautiful, both visually and aurally, but the core gameplay concepts aren't thought out past the mid-game, and the random placement of terrain and events can screw you over. Blood Moon on Day 5? Game Over. No streams to build farms at for miles? Game Over.

Another "Nice try, but try harder next time" indie project.
 
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Trash

Pointing and laughing.
Joined
Dec 12, 2002
Messages
29,683
Location
About 8 meters beneath sea level.
The problem with the game is that it lacks content. What there is is fine but lacks balance. Blood moon on day 5 is easy unless you expand. Farms are not even needed as you'll swim in gold in no-time anyway. Problem with the game is that it is counterintuitive. It's sold as an expand and defend game and even uses something to that effect in the mini tutorial. However, the best way to win the game is simply. Do not expand. Simple. The rest is just going through the works.

Spend first two days getting a builder, a few archers and herding deer to your camp and getting some money. Don't worry about upgrades. Get 2 (and at most 4) builders. Find the monument in the forest asap and build it. No need for anything but the right amount of coins. Build up walls and keep getting every guy you can as an archer. YOU WILL NEVER HAVE ENOUGH ARCHERS. If you do want to expand (for instance for a stream) your realm go left. To the right are usually 2 nearby camps that you can use for extra troops. After ten or so days start to level up your central building till you can build 2 knights on the side with the nearest portal. Send knights off to kill the nearest portal. Wait till their banner cracks on your building to drop coins like crazy right before the wall. Survive the shitstorm and quickly prepare to do the same again a few days later. Go through all portals and win. Voila.

Anyway, I did really enjoy my time with the game. Going to give it another go in 6 months or so. The devs promise to keep working on it. I'd like for there to be some genuine kingdom sim game underneath this by then. We'll see then.
 

Blonsky

Prophet
Joined
Jun 17, 2013
Messages
375
Location
Scratch city
Armello
Turn-based board game with cards. The animal characters look very diverse, all the cards are interesting and simple to use, and it runs pretty well on a crappy PC.
But gameplay is completely random, everything you choose on character creation screen can become useless, unless you get some good cards or the right areas on the map near your starting point or get some good king-events during gameplay.
Hint: always try to increase your Body/HP or armor during gameplay as even a character with 1 HP will still attack you with full damage defore you kill him.
 

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