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  #481  
12-26-2014, 12:44 AM
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Ive been playing watch dogs and shadow of the collosus/ico and sunset overdrive
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  #482  
12-27-2014, 10:33 AM
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I've been playing Shovel Knight almost exclusively. Beaten is 2 and a half times so far with no end in sight. Best 2D platformer I've ever played probably. It's fucking perfect.
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  #483  
12-27-2014, 10:37 AM
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I've been thinking about trying Shovel Knight but for the fact I had a similar idea for a game when I was 15 and cannot forgive the coincidence. I'll pick it up after a price drop probably, 17$ feels steep for what it looks like.

I picked up Steamworld Dig for the 2/3DS. It's very similar to another game I've played called Miner Dig Deep, OANST played that one too I believe. It's a simple platformer where you dig tunnels and mine for ores, trade them in, buy better equipment so you can dig deeper/longer, etc... It's simple and zen, one of my favourite sorts of games. If it sounds a lot like Minecraft there are basic similarities, but whereas I think Minecraft is a hideous mess, Steamworld is cute and easy on the eye. Seriously though, Notch and his 15,000,000,000$ Malibu dream home can suck it. Just because you pay for whores with minecraft money doesn't change the fact that they're whores.

I've also been playing MEGAMAN XTREME 2 which is a terrific Gameboy Color game from my childhood. It's a weird in-between sequel of the X series without the incomprehensible, melodramatic plot. Just X and Zero murderin' Mavericks and patting each others robot asses. Seriously, this game is so roboerotic is makes my kidneys seize.

Of course, who could forget about Team Fortress 2? Despite that fact that a crack team of scientists established that my laptop should not be able to play it, it runs rather well and I've been getting back into it. I think what really drove me away from TF2 was the community, which seems to have settled itself into a hardy content generating machine. If anyone feels like gifting me a bunch of Mann Up tickets that would be awesome.

I've also been playing a bit of Multiwinia and the original BOI on behalf of/with Meechmunchie. I much prefer the blobby, inked-out style of the original BOI, and I think the music hits the mark a bit better being somewhat despondent yet plucky, but Rebirth really feels like an improvement on the mechanics and gameplay, especially with item synergies.
Multiwinia is like nothing else. Pretty simple once you grasp the concepts but demanding of your attention like nothing else. I lose because I can't look at the big picture without being drawn into the little skirmishes happening all around. I recommend everyone give it a try.
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  #484  
12-27-2014, 02:47 PM
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Multiwinia is like nothing else. Pretty simple once you grasp the concepts but demanding of your attention like nothing else. I lose because I can't look at the big picture without being drawn into the little skirmishes happening all around. I recommend everyone give it a try.
Conveniently enough, I've seen to it that pretty much everyone on Earth owns a copy.

Speaking of which: Bungle, you still haven't claimed yours.

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  #485  
12-27-2014, 08:31 PM
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I wish someone would have told me to play this game sooner.
I'm so sorry! Nate and I must have been screaming at everyone who hasn't played it except you for all this time! Seriously, though. There's just nothing else that's like Psychonauts that can in any way compete with what they did in that game. I will support them as much as I can in the hopes that one day they will have the opportunity to make something that amazing again.
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  #486  
12-28-2014, 12:58 AM
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I'm playing The Vanishing of Ethan Carter and The Master Chief Collection. The MCC is bringing back nice nostalgic feelings of playing Halo 3 with my friends 6 years ago. I've had some problems getting into the same matches as my buddy but, otherwise, the game seems to be running alright. And I'm enjoying Halo CE Anniversary which I never had a chance to play on the 360.

Ethan Carter is a very interesting game. It's a 1st person open world narrative driven game in which you play this paranormal detective investigating the case of Ethan Carter at an empty small American town built next to a dam. Anyway at first I thought it was in the same vein as Dear Esther but each area of the game has to piecing together clues and solving small puzzles. Visually it's great and although the puzzles aren't overtly complicated (so far) the game doesn't hold your hand through it creating a greater sense of accomplishment I think. Anyway, I hear it only clocks around 4 or 5 hours, some of the voice acting doesn't feel natural but it's successful for the most part. If you like these narrative driven games I'd recommend giving it a look.
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  #487  
12-28-2014, 11:02 AM
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I will support them as much as I can in the hopes that one day they will have the opportunity to make something that amazing again.
Notch has billions now. What the fuck else is he going to spend that on?
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  #488  
12-28-2014, 11:08 AM
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Got myself MGS Ground Zeroes recently. It's short but the challenges are cool and I love the engine and the game engine in general. Played some Planetside 2 and Chivalry with a mate and had a really fun time actually. I've been checking out some games on my Samsung Galaxy Tab 4, there are some really awesome games on mobile devices (and a few bad ones... well ok then a lot of bad ones)
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  #489  
12-29-2014, 06:39 AM
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Notch has billions now. What the fuck else is he going to spend that on?
I know! That stingy, bearded fuck had better cough up some goddamn Psychonauts 2, and fast.
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  #490  
12-29-2014, 07:14 AM
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I think it's established that Tim Schafer wants so much money for Psychonauts that Notch does not find it profitable anymore. Also, where's Broken Age The Second Half, eh?
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  #491  
12-29-2014, 03:37 PM
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I think it's established that Tim Schafer wants so much money for Psychonauts that Notch does not find it profitable anymore. Also, where's Broken Age The Second Half, eh?
(a) That was when Notch was only worth tens of millions. Now he's worth BILLIONS. With a 'B'!

(b) Coming in the next few months, apparently.
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  #492  
12-30-2014, 01:37 AM
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(b) which is still seriously way past the original schedule. Don't get me wrong, they still make great games, but looking at how badly they manage their money (Spacebase DF-9), while still asking for more and more, I can see why they hardly have any big company's support nowadays

Also, Notch has bought an ultra expensive villa. I think his wallet got smaller after this.

Last edited by Varrok; 12-30-2014 at 01:44 AM..
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  #493  
12-30-2014, 08:40 AM
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Yeah, I wouldn't say Tim Schafer is stupid, but he's clearly deluded, or at best, naive. He's managed to convince himself that he'll always have a bottomless pit pull of money to fund his projects with, and that people will keep dumping their money into it out of goodwill, regardless of what his company actually produces... and he's always surprised when he runs out of funding halfway through. Every time.

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  #494  
12-30-2014, 09:26 AM
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That seems..... I don't know, like an over simplified opinion based on one year's worth of trying a new business model. The whole relying on Early Access thing didn't work out for them. I mean, they only have one game that is a failure, and they went into it knowing that it was a risk, but a calculated one, that has seen other games, Dwarf Fortress, succeed very well. I wouldn't call the man naive. They successfully changed their business model back in 2009, and they tried a few tweaks recently that didn't work. But again, one failed game does not make any of them fools, or out of their mind wacky.
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  #495  
12-30-2014, 01:16 PM
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Gaming industry is not really forgiving, and while Broken Age being broken into two pieces may not be considered a failure, it's still not one of their brightest moments. That's not just one mistake, now there's at least two.
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  #496  
12-30-2014, 01:17 PM
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(b) which is still seriously way past the original schedule. Don't get me wrong, they still make great games, but looking at how badly they manage their money (Spacebase DF-9), while still asking for more and more, I can see why they hardly have any big company's support nowadays
Spacebase was a PR failure rather than a financial one. They only ever said that they'd implement as much functionality as they could afford based on its popularity. People just didn't hear that message.

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Also, Notch has bought an ultra expensive villa. I think his wallet got smaller after this.
70 million out of the billions he's worth. BILLIONS. With a 'B'!
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  #497  
12-30-2014, 01:51 PM
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I don't know much about the Broken Age situation. Why was it a mistake to split it into two parts?
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  #498  
12-30-2014, 02:05 PM
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Because they ran out of money during half of its development. They decided to sell the first part and fund the second one of the profits. Which is not a bad idea to solve a problem, but the problem was to even have the problem in the first place. Especially when the game was supposed to be made even with $400K budget (they got 3,3 millions. MILLIONS. Technically without a 'B', but it has 'LIONS'! so I guess it'll pass)

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Spacebase was a PR failure rather than a financial one. They only ever said that they'd implement as much functionality as they could afford based on its popularity. People just didn't hear that message.
It's steam store page listed this features as features that will be implemented instead of features that might be implemented. As far as I know people have the right to be upset about it

Last edited by Varrok; 12-30-2014 at 02:07 PM..
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  #499  
12-30-2014, 02:45 PM
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Hmm. But surely a bigger budget just means they'll build upon what they had originally? Rather than having more money to accomplish the same original design? Do people think they should have cut things from the game in order to release it in one package? I mean it's certainly not unheard of that creative projects can go over budget.
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  #500  
12-30-2014, 03:01 PM
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It's steam store page listed this features as features that will be implemented instead of features that might be implemented. As far as I know people have the right to be upset about it
Which is probably part of the reason it was a PR disaster?

Also games aren't allowed to do that on Early Access any more.
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  #501  
12-30-2014, 04:04 PM
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I wasn't convinced Shovel Knight would be worth the price tag but I played it on my brother's 3DS for a bit and got instantly hooked. There are so goddamn many approaches to every situation and obstacle that the replay value is through the roof, and it's incredibly cathartic to complete some of the more difficult challenges/feats.

That aside, the dialogue is charming and witty, the graphics are colorful and fun, and the music is just a joy to listen to. While it's definitely not too hearty of a game in terms of length, the replayability and fact that there's free DLC currently in the works makes it well worth the purchase. If you're into 2D platformers, obviously. If not... Well, maybe it'll win you over.

10/10 game of the year every year. I CAN'T GET ENOUGH.
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  #502  
12-30-2014, 06:06 PM
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I’ve been bouncing between playing Hitman: Blood Money and the alpha of The Forest. Both are tough games but for different reasons.

Hitman: Blood Money is the first Hitman game I’ve actually made any progress in – I tried the first game and couldn’t make it past the second mission. Blood Money seems easier to figure out what’s going on around you, but is still unforgiving.

It’s an interesting game in that the focus isn’t on just rushing through a level, but rather taking your time with each one, probing the map, working out your strategy, trying things out and reloading saves when things go awry. Your final successful play through might only take 15 minutes, but the development of your approach can eat up a whole hour. Sometimes it can feel very trial-and-error and not all that fun, but when things click and you figure out another step in your plan it’s great.


The Forest… I want to like it, I really do. The premise feels a lot more intriguing than other open world survival games, the enemies are menacing and threatening and legitimately dangerous, and despite being a buggy alpha the graphics and the aesthetic are solid. Unfortunately at this stage in development two things stand out to me as issues. One is the lack of an endgame – the developers have yet to implement the game’s plot so as to keep it under wraps, which means there’s nothing to do right now other than build a base, survive and explore the small portion of the island that’s been built.

The second thing is much more frustrating to me: right now the game feels completely unbalanced to the point of being impossible to make any meaningful progress. The aim is to survive on the island by avoiding and/or fending off the cannibals on the island for long enough to build a base to protect yourself and live in. Both of these aims are near-impossible.

The cannibals are too numerous to avoid, as they constantly patrol the island in large groups and seem to be scouring every nook and cranny, making it impossible to avoid being found before you have a safe camp to sleep in. Their AI is meant to be intelligent, which I appreciate, but they also have the advantage in being psychic as they always end up homing in on wherever the player is active. Once they discover the player they will continually send in progressively larger groups to attack you, which is impossible to fend off as a single cannibal can down you in two hits, while your attacks will take around 6-8 solid hits with an axe to kill an enemy.

If it were possible to build a safe camp in order to take shelter from cannibal attacks I wouldn’t mind so much. The game has a building system which allows you to set up walls, traps, and other useful structures that in theory would keep you safe and healthy. In practice though you can never get yourself established in time, as right now nearly every structure in the game takes an unreasonable amount of resources to build.

The basic sleeping shelter the game recommends you to build takes eight logs (plus other resources), while cutting down a tree will give you a maximum of four logs and you can only carry two at a time. This quickly creates several problems – every tree you cut down and every journey to and from your camping spot takes time, and the more time passes the more likely it is that cannibals will come wandering by and the closer you get to night. You can’t really do anything at night as this is when cannibals become more active, sending out larger patrols that are more actively searching for you. Ideally you can skip night by sleeping, but unless you can build a safe shelter before nightfall you won’t be able to. And a sleeping shelter on its own won’t be enough to keep you safe, as sleeping out in the open means you might wake up in the middle of the night to find a group has discovered you. Building walls to keep you safe requires even more logs, which in turn requires even more tree-cutting and time invested – time that you don’t have.

Every playthrough I’ve attempted has ended in me setting up the beginnings of a camp, being discovered by cannibals while gathering the resources I need to get started, and then being constantly harassed until I’m overwhelmed by enemies stronger and more numerous than me, usually around the first night of the game. It is an early alpha that’s still very early in its development, so I’m confident that the developers will eventually sit down and adjust the game’s difficulty curve to make it fun-challenging instead of fuck-you-challenging. In the meantime I don’t think I’ll be playing it again until more significant things are added or changed.
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  #503  
12-30-2014, 06:59 PM
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I picked Psyconauts back up after a post-surgery gaming break, and I started with the mind of Fred Bonaparte. So much love for this world. The back and forward is a little bit tedious, but it's also just lots of fun finding out what I can interact with. I tried to walk into Napoleon's fort on foot, but apparently that was cheating.

The building on the smallest level that has Fred and Napoleon playing inside totally blew my mind. I wish I could get in there and start the whole loop over.
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  #504  
12-30-2014, 07:38 PM
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Hmm. But surely a bigger budget just means they'll build upon what they had originally? Rather than having more money to accomplish the same original design?
This, pretty much. The original plan was to make a game in flash or some simple free Adventure game engine, with a team of about three people. When the budget went up, the plans went way up.
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  #505  
01-02-2015, 04:38 AM
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It's steam store page listed this features as features that will be implemented instead of features that might be implemented. As far as I know people have the right to be upset about it
I know Totalbiscuit did take them to task for this, it seems as if they don't really have a good grasp on nurturing a product and then being able to release it as intended.

The Spacebase fiasco is a key example of this. People were paying money for the product with the expectation it would receive more updates in the future. Luckily I bought this when it was on sale so I didn't lose out as much as other people did but the game is in no way a 'finished product'. Announcing that they were dropping support for the game was the wrong thing to do as there were so many other options for them (outsource to other party, give development to dedicated fans, put development on hold temporarily). These types of stories do make me more skeptical of other Early Access and Indie titles, particularly ones charging upwards of £15.
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  #506  
01-02-2015, 06:37 AM
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Well, they kind of did hand development over to the dedicated fans. They gave the source code to everyone that has the game, and stated that they would love for the modding community to make the game grow from there.

It's not like they don't know that this was a problem. I mean, people lost their jobs over this. Yes, the layoffs were tied to another game losing its funding (Majesco dropped almost all games it was publishing) but I can't imagine them having laid off the lead, and creator of Spacebase at that time if they were particularly pleased with how he handled development of his game.
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  #507  
01-02-2015, 03:10 PM
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Wings of Vi, a 2D metroidvania-like platformer. It's hard and by hard I mean really hard. It has quite a lot of precise platforming, kinda similar to Super Meat Boy. Really fun game though in the most frustrating way possible.
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  #508  
01-02-2015, 08:25 PM
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Wings of Vi, a 2D metroidvania-like platformer. It's hard and by hard I mean really hard. It has quite a lot of precise platforming, kinda similar to Super Meat Boy. Really fun game though in the most frustrating way possible.
You would expect the next game from the creator of I wanna be the guy to be hard.
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01-05-2015, 08:56 AM
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I bought the FFX remaster edition for Vita YES THAT'S RIGHT WOF IS PLAYING A VIDEO GAME THAT ISN'T POKEMON OR A PORN BOOK

The story is still as obnoxious as it was ten years ago and every line of dubbed dialogue makes me want to bite the head off a virgin daughter but the battle/sphere system is still as satisfyingly slow and solid as ever and tactically minmaxing levels of grinding is by far the most entertaining way to wait for paint to dry.
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01-05-2015, 09:08 AM
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