• What Have You Been Playing... IN JANUARY 2023?

    From Spalls Hurgenson@21:1/5 to All on Wed Feb 1 12:22:33 2023
    Well, I guess we're officially in 2023 now. Somehow I thought - when I
    was younger - the future would be shinier. But at least we got cool
    video games.

    Anyway, let's do this thing.


    My Five-Second Long Summary
    ---------------------------------------
    * Quake Enhanced (new?)
    * Doom Eternal - Ancient Gods pt 1 & 2 (new)
    * Comanche (2021) (new)
    * The Hunter: Call of the Wild - New England Mountains (newish)
    * Mechwarrior 5 Mercenaries (replay)
    * Crusader: No Remorse (replay)


    My Hours-Long Summaries
    ---------------------------------------


    * Quake Enhanced (new)
    Lipstick on a pig. That was the phrase that kept circling my brain as
    I played "Quake Enhanced", the updated version of the venerable
    shooter released a year ago (but only finally available on GOG). A
    phrase which is, I admit, rather unfair to Quake. I may not be the
    biggest fan of the game - I was on Team Nukem in the mid 90s,
    preferring games with a bit more context and character - but I
    admired Quake for its technology and influence on the industry. A
    'pig' Quake certainly was not.

    But Quake Enhanced certainly is unnecessary lipstick. Largely a visual
    upgrade, it all feels rather pointless. While the lighting, textures
    and models have been improved, it's still very obviously a game of the
    '90s; it isn't a complete revamp. If the 30-year old visuals were what
    kept you from playing this game, I doubt an upgrade to 25-year old
    graphics are going to bring you back. I can't even admire the update
    for its technical prowess -- "Ooh, lookit what they made the idTech-1
    engine do!" -- since "Quake Enhanced" isn't using /any/ idTech engine,
    instead having been translated to the proprietary Kex Engine developed
    by Nightdive Studios.

    The gameplay remains largely the same, though. Well, the movement does
    feel a lot more 'slippery' than I remember, which made some of the
    platforming a lot more tricky than it should have been. But it's still
    the fast-paced arena-shooter of yore we all remember. That's good if
    you like that sort of thing (I'm lukewarm on it), but did we really
    need a half-assed enhancement just to revisit it? QE also features an
    entirely new episode ("The Dimension of the Machine") which adds some
    much needed new textures to the game and has some impressive (for
    Quake) architecture, but its pacing and hub-based level design feel
    more akin to slower FPS games than the archetypical Id shooter.

    So in the end, the whole thing felt gratuitous. "Quake Enhanced"
    wasn't really bringing anything new to the table - certainly not when
    compared to what the various sourceports and modders had been offering
    for free for decades. It wasn't even using a Carmack-designed engine.
    It felt more like an opportunity for Bethesda/Microsoft to line their
    wallets by reissuing a 30 year old game. Lipstick on a pig.


    * Doom Eternal Ancient Gods pt 1 & 2 (new)
    Like the original "Doom 2", "Doom Eternal" took the ideas of its
    predecessor and played around with it. The core gameplay mechanics
    remained the same in both games, but both "Doom 2" and "Doom Eternal"
    felt a lot more experimental with their level designs and monsters.
    With "Doom 2", the technology just wasn't up to some of the ideas the developers wanted to implement, leading to a lot of levels that felt
    gimmicky, and with way too much platforming. "Doom Eternal" felt
    better balanced, and was overall a much better sequel.

    "The Ancient Gods" DLC, on the other hand, feels like "Doom 2" to
    "Doom Eternal"; a continuation of an idea implemented with poorly
    polished levels. None of the levels are bad (with one notable
    exception at the end) but neither are they particularly good. The maps
    are often retreads of ideas already explored in the main game, and in
    fact the overwhelming feeling I had while playing was that the maps
    were the rejects that were culled out while finalizing "Doom Eternal".

    Overall the new maps tended to be smaller, with less intense combat
    and an increased emphasis on between-battle platforming. There were
    fewer areas to explore, and the maps were almost (but not entirely)
    devoid of secrets. The fights themselves felt less reliant on the
    'push forward' mechanic that made "Doom (2016)" and "Doom Eternal" so
    novel; too often the winning strategy seemed to be to fall back and
    circle strafe the fight, picking off the stragglers and only rushing
    forward for quick rearms. There was much less emphasis on 3D
    maneuvering during fights too.

    The storyline - which, amusingly, was always the part that interested
    me most in these new games - was less enthralling too. Doomguy, having
    blunted the demon invasion, goes off to kill the 'king demon' and end
    the threat of Hell once and for all. Unfortunately, the Biggest Bad
    turns out to be (ROT13 minor spoiler) n zveebe-Rnegu irefvba bs
    Qbbzthl uvzfrys, which greatly negates the feeling of threat. After
    facing off (and winning!) against a thousand-foot tall Titan at the
    end of "Doom Eternal", this new foe feels almost inconsequential.

    The big end-game boss-fight is also possibly one of the most annoying
    I've played in a long time. Because the big evil is invulnerable
    /except/ when he makes one specific attack, and because you can only
    stun him with a very specific - and randomly dropped - type of ammo, a
    good deal of time is spent dodging attacks and waiting for your foe to
    leave himself vulnerable. The fact that any damage he inflicts on
    /you/ automatically heals /him/ doesn't help, nor does the fact that
    you need to 'kill' him in six nearly-identical fights. It's an
    extremely drawn out and tedious battle that probably accounted for a
    quarter of the run-time of the second DLC. The reward for your victory
    is - despite a very late plot-twist at the end - very unfulfilling
    too. If I ever play "Ancient Gods" again, it will only be until I
    reach that final fight. It's just not worth doing it a second time.

    Overall, the experience was fairly disappointing; the whole package
    felt lackluster and without the refined gameplay that made "Eternal"
    so memorable.


    * Comanche (2021) (new)
    The 2010 "Medal of Honor" (that's the Modern Warfare clone, not the
    original set in World War 2) was an utterly forgettable game, except
    for one part. That bit was when you got to fly around the Pamir
    mountains in an Apache helicopter and 'blow shit up'. Between the
    impressive (for the time) graphics and the easy flight model, it was surprisingly fun, and - on playing that section of the game - I
    wondered why nobody had made a helicopter sim with comparative visuals
    and arcade action; it couldn't help but be great, right? But the 2021
    reboot of "Comanche" is proof that combination doesn't necessarily
    result in a good game.

    The original Comanche, released way back in '92, was a groundbreaking
    game. Not only did it introduce the gaming world to voxels (allowing
    realistic - if blocky - rolling terrain to flight sims for the first
    time ever), but it was a fun mix of arcade action and realistic
    simulation. It really was all in a class to itself, and it almost single-handedly elevated Novalogic, the game's developer, into
    becoming a top-tier publisher.

    Ashborne Games, the new developers of the license, are nowhere near as
    skilled. The graphics engine offers some acceptable visuals (although
    not as groundbreakingly advanced as the original) but that's about the
    extent of the game's positives. Everything else about this game is disappointing: from its flight model, its arcade-action, its map
    layout, its story, its voice-acting... everything.

    Its missions are aggravating; the game can't seem to decide if it
    wants to be a run-n-gun game like an FPS, or a more serious simulator.
    On the one hand, your helo can take an outrageous amount of damage
    (and there are magical "nano-pads" which heal you up if you land on
    them), as well as ridiculous amounts of enemies to gun down. On the
    other hand, the floaty movement is more reminiscent of actual (if
    greatly simplified) helicopter flight, you have a very limited amount
    of ordnance with which to complete your missions, and your chances of
    hitting your target is pretty low compared to a regular FPS. But the
    end result is that whether you want an arcade shooter or a simulation,
    you're going to be disappointed by what "Comanche" provides.

    But even if the flying were acceptable, too much of the game is
    interrupted by having to navigate a tiny drone through building
    interiors. In this regard the game resembles "Descent" somewhat -
    minus the intense action - but it feels greatly out of place compared
    to the rest of the game. It's as if the developers worried that the
    game wasn't /enough/ like an FPS so they forced in some (poorly
    designed) corridor-shooter mechanics.

    It's rare that I say this - I always try to see the good side of any
    game - but "Comanche" is just awful. It's not fun to play, it's not
    exciting to look at, it has an awful story and setting... it's bad.
    Primitive as the older games may be, I can still eke some enjoyment
    out of them. This game, though? It's crap.



    * The Hunter: Call of the Wild - New England Mountains (newish)
    At this point I only have myself to blame. The quality of the DLC
    packs for this game has been steadily decreasing, almost in equal
    measure to the rate at which my disappointment has been increasing.
    Every time I buy a new map pack, I conclude that - while the
    fundamentals of the game remain strong - there's little gained by
    adding new territory because it's all too similar to the maps I
    already own. There's just no /value/ in the DLC; I'd be better off
    saving my money and exploring already purchased regions. But I
    couldn't resist getting the "New England Mountains" DLC.

    See, a lot of the map packs are representations of places I've never
    gone. The rolling hills of southern New Zealand, the deep savannah of
    Africa, the forests of Patagonia; I've no idea how accurate to reality
    the game is. But in the past I'd hiked many trails in New England, and
    I was excited to revisit them, even digitally. And since some of the
    areas in the game that I had visited in real life - the forests of
    Germany, the mountains of the US West - weren't completely inaccurate,
    I had hopes that the "New England Mountains" DLC would resemble the
    real thing too.

    It didn't of course. Not in the least.

    The thing about New England forests is that they're positively
    jungle-like at times. Between the mess of fallen trees and branches,
    the clinging vines, the high underbrush, and the constant boulders and
    rocks, it's often all but impossible to push your way through the
    woods unless you're on a track. The soil is thin, creeks and crevasses
    are everywhere, and beaver swamps dot the lowlands. It's a beautiful
    place, but it can be a real pain to traverse.

    There's none of that in this DLC. The woods are on smoothly rolling
    hills and the forests are cleared of any obstacles. The designers
    obviously knew only one thing about the region - the famous red and
    orange foliage that briefly appears in Autumn - and that seems to be
    the only indicator that the area is supposed to be New England (even
    that is poorly done, with every tree in the low lands a garish red
    regardless of species, and not one deciduous tree outside of the
    valleys). It's such an obvious paint job using the AutoTree tool, done
    with no care for realism or even artistry. Other oddities include a
    weirdly stunted white pine tree (of a sort I've never seen in real
    life), used too often and with so little variety that it can't help
    but stand out, and some weird animal sounds (years I've spent
    wandering New England, and I never heard a white tail deer hiss like a
    bobcat so loudly it can be heard across a valley).

    Beyond the poor map design, there's a lack of novelty to the DLC.
    There aren't any animals we haven't seen in other maps, and the new
    guns fail to stand out. While I haven't explored the entire map, I
    haven't seen any new map assets - it's the same cabins and structures
    we've seen before - and the biggest 'gimmick' of the map is a
    returning character from the base game (who's naught more than a voice
    on the radio anyway). The usual problems - floating plants and rocks, brain-dead animals, boring quests, static water, buggy scripting, etc.
    - remain unimproved. The whole thing comes across as a lazily done
    project foisted off onto the newest intern. While it isn't any worse
    than any of the other maps, it certainly isn't any better. It
    definitely isn't worth paying money for it.

    Maybe I'm just extra sensitive because I miss my time in New England
    and this disappointing representation just reminds me that I can't
    sneak off into its wild woods for a weekend hike anymore, not even
    digitally. But I think it's more than just its inaccuracy, although
    that bothers me a lot, since now it calls into question the realism of
    all the game's other maps. But more, I worry that the developers see
    me - and people like me - as 'whales' who'll unquestioningly buy any
    map they shit out... and seeing as (so far) that is the case with me,
    it depresses me a lot. Thanks game.



    * Mechwarrior 5 Mercenaries (replay)
    Whenever this game starts, it presents you with a still-image, using
    in-game assets, of its war-machines placed in thrilling set-pieces.
    These vignettes are cunningly lit in a way that all the units look as
    if they're the tiny pewter miniatures from the table-top game upon
    which the Mechwarrior franchise is based. I can't help but feel that
    these images are indicative of all the problems with this game;
    everything seems great, and true to its source material... so long as
    it is all frozen in time. But once all those parts start moving, you
    can't help but see the problems.

    Just for a start, lets take those visuals. They make for great stills,
    but in action? You start to wonder why everything looks so glossy.
    There's a visible sheen to everything that seems out of place on the
    giant gritty battlemechs, especially after they've been pummeled with
    artillery and crashed through buildings. It's not that the mechs look
    bad... just out of place. Animations feel sort of janky, and the
    lighting unsophisticated. Even though - thanks to the game's
    procedural generation - there are nearly an infinite number of maps,
    most feel very similar thanks to a lack of variety in level assets.

    The gameplay suffers too. Worst is the AI, which is completely
    brain-dead and does little more than charge at you and - maybe -
    circle-strafe. If you're lucky, that is; more than once I've found
    enemy units hung up behind rocks they should have been able to
    maneuver around. There's no strategy to the enemy; units with
    long-range weaponry don't hang back and pummel you from afar, and
    damaged mechs stay in the fight long after they should retreat
    (especially given how, according to the setting's lore, battlemechs
    are expensive and rare). The developers were obviously aware of these deficiencies, but rather than improve the AI, instead resorted to
    sending endless waves against the player, using numbers rather than
    skill to increase difficulty.

    Or take the lack of meaningful options for the player as commander of
    his unit. You can't, for instance, send your soldiers off to defend a
    ridge across the map (you can only send them - rather inaccurately -
    to points you can actually see. Send out light mechs for scouting? No
    go. Route a couple mechs around a hill to capture the enemy in a
    pincer maneuver? Nope. The AI has no tactics, but - because of the
    deficiencies in unit control - neither does the player. Ultimately,
    the best you can do is load up your squad with the heaviest weapons
    you can bear, keep them close to you, and concentrate firepower on the brain-dead enemies until, eventually, you get a mission-complete
    signal.

    "Mechwarrior 5 Mercenaries" is such an aggravating game, not because
    of its faults (of which there are many) but because how this game
    could easily have been so much better. The core of the game is solid;
    the underlying tech and mechanics are impressive and fun to play with.
    The mechs have feel massive, the weapons have punch. Razing a forest
    with your lasers or popping a VTOL from a far with a flight of LRMs is extremely satisfying, and leaving a city smashed flat behind you after
    an epic firefight is simply awesome. But then you run into so many
    niggling problems - like that unskippable cutscene every time you
    travel between solar systems - and can't help but grind your teeth.
    Worse, the game has seen very little in the way of meaningful updates
    in the two year's it has been on market. Oh sure, several DLC have
    been released, but the content therein has been fairly weak and fixed
    none of the underlying issues. Actually, in some ways the DLC made
    things worse, since they broke a lot of mods that DID fix some of the
    problems.

    In many ways, I love "Mechwarrior 5", because it does a great job of
    immersing me in the fantasy of riding around in one of my beloved
    'rompin', stompin' robots' from the Battletech franchise. But it could
    have been so much better than it ultimately ended up.



    * Crusader: No Remorse (replay)
    It's been a long, long time since I have played this game start to
    finish. Oh, I've fiddled about with it over the years; I've watched
    the intro, played enough of the first level to remind myself of what
    sort of game this was, enjoyed the soundtrack. But navigate the entire
    game until its climatic end? We're talking decades since I've done
    that.

    And while I enjoyed the game, I'm not sure it was worth the investment
    of time. Back when it was release - in the long-ago year of 1995 -
    "Crusader: No Regret" felt really special; it had SVGA graphics (a
    full 640x480!!!), a rocking digital soundtrack (no more MIDI!),
    full-motion video, speech, destructible terrain and multiple ways of
    getting past obstacles (both within limits, of course; this was still
    the era of the 486 after all). Compared to the games released only a
    year or two prior, "Crusader" felt almost like something from the
    future; few games had so many impressive technological features packed
    into it like Crusader managed. Because of this, we tended to ignore -
    or at least forgive - it's less impressive features.

    Things like the amazingly clunky controls, for instance. Its
    tank-controls were sluggish and limited to moving in only one of eight directions at a time. This made maneuvering around the cluttered maps
    a challenge, and getting a bead on an enemy was far more challenging
    than it needed to be. There was - fortunately - only a limited amount
    of platforming, but when it was required that the Silencer - your
    on-screen protagonist - needed to jump or roll, it was always a
    struggle to get him lined up /just right/... and even then it often
    took several attempts. The instant death by falling into the various
    pools of water (or toxic ooze) didn't make things anymore enjoyable.

    The maps were annoyingly mazelike and - being a game of the mid 90s -
    required a lot of searching for keycards. Too often those hunts seemed make-work, put in for the sake of lengthening the game (sometimes
    you'd find a key to open a door, only to find another key just beyond
    for some other door... why not just have the first key open the second
    door?). At least later on - once you started acquiring some heavier
    ordinance - you could just blow the doors open with some explosive
    weaponry, skipping the hunt altogether... if you didn't mind setting
    off the alarms and spawning new enemies.

    The AI was unsurprisingly deficient; camping behind a corner and
    letting them walk into your fire - one after another - was a valid
    tactic. Or just blasting them from afar; if you couldn't see them,
    they couldn't see you and randomly shooting across a room to
    (hopefully) kill some unseen foe worked Even when they did see you
    incredibly well. The AI was often slow to react; a blessing actually,
    since the controls made it a challenge to spin about and get a bead on
    them. Difficulty was largely a matter of the AI receiving more
    powerful weapons.

    Although its full-motion-video was panned by most critics of the time,
    I personally enjoyed it. The acting is so incredibly hammy and
    over-the-top that I couldn't help but smile as the actors chewed the
    scenery (extra special props to Marco Perella as the slimy weapon's
    dealer Weasel; its obvious he was taking great joy in his role). The
    story itself is incredibly 90s in tone (evil businessmen ruin the
    world!) but is almost inconsequential to the overall action.

    Despite all the fun I had with it, "Crusader" doesn't really measure
    up for modern gamers. A lot of what it did became de rigueur for
    action games, but it suffers from a lot of rough spots because it was
    such an early attempt at the formula. Even with the rosiest of tinted
    glasses, the shallow often repetitive gameplay and aggravating
    controls required a lot of willpower on my part to keep playing the
    game to the end. It's certainly not an old-timey game I'd recommend to
    others, except maybe in short doses to see what some of the 'best of
    1995' had to offer PC gamers of the time. But beyond its historical
    curiosity? It's better left on the shelf.


    ---------------------------------------

    Six games in one month; while that's a shadow of what I've played in
    my heyday, it's a good deal more than I've been playing recently, so I
    think that's a great start to the year.

    How 'bout you? What have you been playing... IN JANUARY 2023?

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Justisaur@21:1/5 to Ant on Wed Feb 1 11:56:58 2023
    On Wednesday, February 1, 2023 at 11:45:37 AM UTC-8, Ant wrote:
    I briefly played SCARLET NEXUS' free weekend. Too many cutscenes and not
    a fan of animes. Otherwise, not bad. No time to play again. :(
    Spalls Hurgenson <spallsh...@gmail.com> wrote:

    That was tempting, but I was in the throws of my Dark Souls addiction, and the reviews were not real good... cutscenes were on of the issues mentioned.
    The other was the game takes a left turn into garbage in the 2nd half.

    I can't seem to get into the anime games either, so that lowers it a bit in
    my mind too. I like watching most anime, so I'm not sure what it is about
    the games?

    - Justisaur

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Justisaur@21:1/5 to Spalls Hurgenson on Wed Feb 1 11:39:50 2023
    On Wednesday, February 1, 2023 at 9:22:49 AM UTC-8, Spalls Hurgenson wrote:

    * Comanche (2021) (new)

    I keep having nostalgia for Gunship 2000, but I'm 90% sure if I tried
    to play it now, I'd get frustrated and quickly drop it. I feel like I'd
    love a more modern arcady helicopter game, but my brain says,
    no, it's probably be too annoying. There are helicopters in EDF,
    but the controls are horrid and they have no health, there is one
    rather difficult mission for one of the characters I did finally get
    past by using one, but that's 1 out of 120.

    * Crusader: No Remorse (replay)

    I can't remember if I actually played the whole thing, or just the demo,
    but I do remember it fondly. I had almost bought it on GoG recently,
    but the reviews mentioning the same issues you do of clunky controls
    and pixel perfect platforming were red flags that helped me decide
    not to.

    Six games in one month; while that's a shadow of what I've played in
    my heyday, it's a good deal more than I've been playing recently, so I
    think that's a great start to the year.

    I've only got 2. I've been in a bit of a funk last month. The constant
    rain and flood worries, and winter doldrums hit hard. I seem to
    be feeling a bit better today at least.


    How 'bout you? What have you been playing... IN JANUARY 2023?

    The short:
    1. Witcher III
    2. Dark Souls Remastered

    * Witcher III - It didn't really click with me immediately, and I just quit when I got to the first tavern. It seemed fine though, and I need to give
    it another try when I'm more in the mood.

    * Dark Souls Remastered - I decided to give it a go since there's a
    'return to lordan' (dark souls remastered) community event from
    Jan 6-20th. I joined a week late so didn't really have enough time to
    finish it, it was glorious helping tons of others people defeat harder
    bosses, but it was still slow compared to when I played Prepare
    to Die edition ages ago, and it's been dropping off much more as
    I continued to play after.

    I managed to get myself banned too. I was using cheat engine
    because I didn't want to farm humanity (a resource in the game)
    and the anti-cheat picked that up. I was able to create a new
    account and use that and obviously not cheat with that, but the
    achievements don't show up on my account of course. I was
    thinking of trying to go for 100% again, but I'd prefer to do it on my
    main account.

    When I tried it last it felt really janky and ugly, but probably because
    I had some distance from Elden Ring it felt fine. It's improved from
    PtD edition with full directional control (8 way in PtD,) and has
    the ability to use a number of items all at once if you want. Visuals
    looked fine this time too. Obviously the anti-cheat is much improved.

    I still don't like the excessive amount of drops and third person
    platforming, but even that's been improved quite a bit. I don't like
    the farming either, but it doesn't feel as bad as I remember after
    actually getting into it. I don't like that the majority of bosses
    have some gimmick to them, and all the having to cut tails
    off to get weapons. But even with all that I still enjoy the game.

    I'm currently torn if I want to play through with my current sorcerer
    on my account without other players to get achievements or wait
    until the next event for it on my 2nd account, which I assume is
    going to be a year from now. The next event is Feb 27th - March
    13th for Dark Souls 2, which I plan on joining to try to get to and
    through the DLCs at long last, and I could get a jump on that.


    PS Dungeon Robber/Javascript. I'm still running my PbP
    game, but I had some issues with my wrist/finger hurting
    I think from using the scroll wheel a lot, and had to slow
    way down. Still, the game has 4k posts on it, which is
    outrageous for a PbP game in this short a time in my experience.

    The Javascript I haven't done anything with since early on
    as I was just trying to make a random table to spit out some
    results instead of using a spreadsheet*, but ran into issues
    getting that to work with nested tables, and didn't find a
    fix, and gave up on it for the moment. I'm starting to think
    it's just an utterly garbage mish-mash of a language, and
    may go back to trying Python, but JavaScript is a lot more
    accessible since it runs directly in a browser. Either that
    or try one of the game making frameworks, but that
    probably won't teach me anything useful for the possibility
    of employment.

    * I'd never done nested random tables in a spreadsheet, but
    after the attempt at programming I figured out how to do them
    in the spreadsheet, and it was pretty easy, so I did at least
    learn something from my attempts, even if it wasn't in
    programming.

    - Justisaur

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Ant@21:1/5 to Spalls Hurgenson on Wed Feb 1 19:45:29 2023
    I briefly played SCARLET NEXUS' free weekend. Too many cutscenes and not
    a fan of animes. Otherwise, not bad. No time to play again. :(


    Spalls Hurgenson <spallshurgenson@gmail.com> wrote:

    Well, I guess we're officially in 2023 now. Somehow I thought - when I
    was younger - the future would be shinier. But at least we got cool
    video games.

    Anyway, let's do this thing.


    My Five-Second Long Summary
    ---------------------------------------
    * Quake Enhanced (new?)
    * Doom Eternal - Ancient Gods pt 1 & 2 (new)
    * Comanche (2021) (new)
    * The Hunter: Call of the Wild - New England Mountains (newish)
    * Mechwarrior 5 Mercenaries (replay)
    * Crusader: No Remorse (replay)


    My Hours-Long Summaries
    ---------------------------------------


    * Quake Enhanced (new)
    Lipstick on a pig. That was the phrase that kept circling my brain as
    I played "Quake Enhanced", the updated version of the venerable
    shooter released a year ago (but only finally available on GOG). A
    phrase which is, I admit, rather unfair to Quake. I may not be the
    biggest fan of the game - I was on Team Nukem in the mid 90s,
    preferring games with a bit more context and character - but I
    admired Quake for its technology and influence on the industry. A
    'pig' Quake certainly was not.

    But Quake Enhanced certainly is unnecessary lipstick. Largely a visual upgrade, it all feels rather pointless. While the lighting, textures
    and models have been improved, it's still very obviously a game of the
    '90s; it isn't a complete revamp. If the 30-year old visuals were what
    kept you from playing this game, I doubt an upgrade to 25-year old
    graphics are going to bring you back. I can't even admire the update
    for its technical prowess -- "Ooh, lookit what they made the idTech-1
    engine do!" -- since "Quake Enhanced" isn't using /any/ idTech engine, instead having been translated to the proprietary Kex Engine developed
    by Nightdive Studios.

    The gameplay remains largely the same, though. Well, the movement does
    feel a lot more 'slippery' than I remember, which made some of the platforming a lot more tricky than it should have been. But it's still
    the fast-paced arena-shooter of yore we all remember. That's good if
    you like that sort of thing (I'm lukewarm on it), but did we really
    need a half-assed enhancement just to revisit it? QE also features an entirely new episode ("The Dimension of the Machine") which adds some
    much needed new textures to the game and has some impressive (for
    Quake) architecture, but its pacing and hub-based level design feel
    more akin to slower FPS games than the archetypical Id shooter.

    So in the end, the whole thing felt gratuitous. "Quake Enhanced"
    wasn't really bringing anything new to the table - certainly not when compared to what the various sourceports and modders had been offering
    for free for decades. It wasn't even using a Carmack-designed engine.
    It felt more like an opportunity for Bethesda/Microsoft to line their
    wallets by reissuing a 30 year old game. Lipstick on a pig.


    * Doom Eternal Ancient Gods pt 1 & 2 (new)
    Like the original "Doom 2", "Doom Eternal" took the ideas of its
    predecessor and played around with it. The core gameplay mechanics
    remained the same in both games, but both "Doom 2" and "Doom Eternal"
    felt a lot more experimental with their level designs and monsters.
    With "Doom 2", the technology just wasn't up to some of the ideas the developers wanted to implement, leading to a lot of levels that felt gimmicky, and with way too much platforming. "Doom Eternal" felt
    better balanced, and was overall a much better sequel.

    "The Ancient Gods" DLC, on the other hand, feels like "Doom 2" to
    "Doom Eternal"; a continuation of an idea implemented with poorly
    polished levels. None of the levels are bad (with one notable
    exception at the end) but neither are they particularly good. The maps
    are often retreads of ideas already explored in the main game, and in
    fact the overwhelming feeling I had while playing was that the maps
    were the rejects that were culled out while finalizing "Doom Eternal".

    Overall the new maps tended to be smaller, with less intense combat
    and an increased emphasis on between-battle platforming. There were
    fewer areas to explore, and the maps were almost (but not entirely)
    devoid of secrets. The fights themselves felt less reliant on the
    'push forward' mechanic that made "Doom (2016)" and "Doom Eternal" so
    novel; too often the winning strategy seemed to be to fall back and
    circle strafe the fight, picking off the stragglers and only rushing
    forward for quick rearms. There was much less emphasis on 3D
    maneuvering during fights too.

    The storyline - which, amusingly, was always the part that interested
    me most in these new games - was less enthralling too. Doomguy, having blunted the demon invasion, goes off to kill the 'king demon' and end
    the threat of Hell once and for all. Unfortunately, the Biggest Bad
    turns out to be (ROT13 minor spoiler) n zveebe-Rnegu irefvba bs
    Qbbzthl uvzfrys, which greatly negates the feeling of threat. After
    facing off (and winning!) against a thousand-foot tall Titan at the
    end of "Doom Eternal", this new foe feels almost inconsequential.

    The big end-game boss-fight is also possibly one of the most annoying
    I've played in a long time. Because the big evil is invulnerable
    /except/ when he makes one specific attack, and because you can only
    stun him with a very specific - and randomly dropped - type of ammo, a
    good deal of time is spent dodging attacks and waiting for your foe to
    leave himself vulnerable. The fact that any damage he inflicts on
    /you/ automatically heals /him/ doesn't help, nor does the fact that
    you need to 'kill' him in six nearly-identical fights. It's an
    extremely drawn out and tedious battle that probably accounted for a
    quarter of the run-time of the second DLC. The reward for your victory
    is - despite a very late plot-twist at the end - very unfulfilling
    too. If I ever play "Ancient Gods" again, it will only be until I
    reach that final fight. It's just not worth doing it a second time.

    Overall, the experience was fairly disappointing; the whole package
    felt lackluster and without the refined gameplay that made "Eternal"
    so memorable.


    * Comanche (2021) (new)
    The 2010 "Medal of Honor" (that's the Modern Warfare clone, not the
    original set in World War 2) was an utterly forgettable game, except
    for one part. That bit was when you got to fly around the Pamir
    mountains in an Apache helicopter and 'blow shit up'. Between the
    impressive (for the time) graphics and the easy flight model, it was surprisingly fun, and - on playing that section of the game - I
    wondered why nobody had made a helicopter sim with comparative visuals
    and arcade action; it couldn't help but be great, right? But the 2021
    reboot of "Comanche" is proof that combination doesn't necessarily
    result in a good game.

    The original Comanche, released way back in '92, was a groundbreaking
    game. Not only did it introduce the gaming world to voxels (allowing realistic - if blocky - rolling terrain to flight sims for the first
    time ever), but it was a fun mix of arcade action and realistic
    simulation. It really was all in a class to itself, and it almost single-handedly elevated Novalogic, the game's developer, into
    becoming a top-tier publisher.

    Ashborne Games, the new developers of the license, are nowhere near as skilled. The graphics engine offers some acceptable visuals (although
    not as groundbreakingly advanced as the original) but that's about the
    extent of the game's positives. Everything else about this game is disappointing: from its flight model, its arcade-action, its map
    layout, its story, its voice-acting... everything.

    Its missions are aggravating; the game can't seem to decide if it
    wants to be a run-n-gun game like an FPS, or a more serious simulator.
    On the one hand, your helo can take an outrageous amount of damage
    (and there are magical "nano-pads" which heal you up if you land on
    them), as well as ridiculous amounts of enemies to gun down. On the
    other hand, the floaty movement is more reminiscent of actual (if
    greatly simplified) helicopter flight, you have a very limited amount
    of ordnance with which to complete your missions, and your chances of
    hitting your target is pretty low compared to a regular FPS. But the
    end result is that whether you want an arcade shooter or a simulation,
    you're going to be disappointed by what "Comanche" provides.

    But even if the flying were acceptable, too much of the game is
    interrupted by having to navigate a tiny drone through building
    interiors. In this regard the game resembles "Descent" somewhat -
    minus the intense action - but it feels greatly out of place compared
    to the rest of the game. It's as if the developers worried that the
    game wasn't /enough/ like an FPS so they forced in some (poorly
    designed) corridor-shooter mechanics.

    It's rare that I say this - I always try to see the good side of any
    game - but "Comanche" is just awful. It's not fun to play, it's not
    exciting to look at, it has an awful story and setting... it's bad.
    Primitive as the older games may be, I can still eke some enjoyment
    out of them. This game, though? It's crap.



    * The Hunter: Call of the Wild - New England Mountains (newish)
    At this point I only have myself to blame. The quality of the DLC
    packs for this game has been steadily decreasing, almost in equal
    measure to the rate at which my disappointment has been increasing.
    Every time I buy a new map pack, I conclude that - while the
    fundamentals of the game remain strong - there's little gained by
    adding new territory because it's all too similar to the maps I
    already own. There's just no /value/ in the DLC; I'd be better off
    saving my money and exploring already purchased regions. But I
    couldn't resist getting the "New England Mountains" DLC.

    See, a lot of the map packs are representations of places I've never
    gone. The rolling hills of southern New Zealand, the deep savannah of
    Africa, the forests of Patagonia; I've no idea how accurate to reality
    the game is. But in the past I'd hiked many trails in New England, and
    I was excited to revisit them, even digitally. And since some of the
    areas in the game that I had visited in real life - the forests of
    Germany, the mountains of the US West - weren't completely inaccurate,
    I had hopes that the "New England Mountains" DLC would resemble the
    real thing too.

    It didn't of course. Not in the least.

    The thing about New England forests is that they're positively
    jungle-like at times. Between the mess of fallen trees and branches,
    the clinging vines, the high underbrush, and the constant boulders and
    rocks, it's often all but impossible to push your way through the
    woods unless you're on a track. The soil is thin, creeks and crevasses
    are everywhere, and beaver swamps dot the lowlands. It's a beautiful
    place, but it can be a real pain to traverse.

    There's none of that in this DLC. The woods are on smoothly rolling
    hills and the forests are cleared of any obstacles. The designers
    obviously knew only one thing about the region - the famous red and
    orange foliage that briefly appears in Autumn - and that seems to be
    the only indicator that the area is supposed to be New England (even
    that is poorly done, with every tree in the low lands a garish red
    regardless of species, and not one deciduous tree outside of the
    valleys). It's such an obvious paint job using the AutoTree tool, done
    with no care for realism or even artistry. Other oddities include a
    weirdly stunted white pine tree (of a sort I've never seen in real
    life), used too often and with so little variety that it can't help
    but stand out, and some weird animal sounds (years I've spent
    wandering New England, and I never heard a white tail deer hiss like a
    bobcat so loudly it can be heard across a valley).

    Beyond the poor map design, there's a lack of novelty to the DLC.
    There aren't any animals we haven't seen in other maps, and the new
    guns fail to stand out. While I haven't explored the entire map, I
    haven't seen any new map assets - it's the same cabins and structures
    we've seen before - and the biggest 'gimmick' of the map is a
    returning character from the base game (who's naught more than a voice
    on the radio anyway). The usual problems - floating plants and rocks, brain-dead animals, boring quests, static water, buggy scripting, etc.
    - remain unimproved. The whole thing comes across as a lazily done
    project foisted off onto the newest intern. While it isn't any worse
    than any of the other maps, it certainly isn't any better. It
    definitely isn't worth paying money for it.

    Maybe I'm just extra sensitive because I miss my time in New England
    and this disappointing representation just reminds me that I can't
    sneak off into its wild woods for a weekend hike anymore, not even
    digitally. But I think it's more than just its inaccuracy, although
    that bothers me a lot, since now it calls into question the realism of
    all the game's other maps. But more, I worry that the developers see
    me - and people like me - as 'whales' who'll unquestioningly buy any
    map they shit out... and seeing as (so far) that is the case with me,
    it depresses me a lot. Thanks game.



    * Mechwarrior 5 Mercenaries (replay)
    Whenever this game starts, it presents you with a still-image, using
    in-game assets, of its war-machines placed in thrilling set-pieces.
    These vignettes are cunningly lit in a way that all the units look as
    if they're the tiny pewter miniatures from the table-top game upon
    which the Mechwarrior franchise is based. I can't help but feel that
    these images are indicative of all the problems with this game;
    everything seems great, and true to its source material... so long as
    it is all frozen in time. But once all those parts start moving, you
    can't help but see the problems.

    Just for a start, lets take those visuals. They make for great stills,
    but in action? You start to wonder why everything looks so glossy.
    There's a visible sheen to everything that seems out of place on the
    giant gritty battlemechs, especially after they've been pummeled with artillery and crashed through buildings. It's not that the mechs look
    bad... just out of place. Animations feel sort of janky, and the
    lighting unsophisticated. Even though - thanks to the game's
    procedural generation - there are nearly an infinite number of maps,
    most feel very similar thanks to a lack of variety in level assets.

    The gameplay suffers too. Worst is the AI, which is completely
    brain-dead and does little more than charge at you and - maybe - circle-strafe. If you're lucky, that is; more than once I've found
    enemy units hung up behind rocks they should have been able to
    maneuver around. There's no strategy to the enemy; units with
    long-range weaponry don't hang back and pummel you from afar, and
    damaged mechs stay in the fight long after they should retreat
    (especially given how, according to the setting's lore, battlemechs
    are expensive and rare). The developers were obviously aware of these deficiencies, but rather than improve the AI, instead resorted to
    sending endless waves against the player, using numbers rather than
    skill to increase difficulty.

    Or take the lack of meaningful options for the player as commander of
    his unit. You can't, for instance, send your soldiers off to defend a
    ridge across the map (you can only send them - rather inaccurately -
    to points you can actually see. Send out light mechs for scouting? No
    go. Route a couple mechs around a hill to capture the enemy in a
    pincer maneuver? Nope. The AI has no tactics, but - because of the deficiencies in unit control - neither does the player. Ultimately,
    the best you can do is load up your squad with the heaviest weapons
    you can bear, keep them close to you, and concentrate firepower on the brain-dead enemies until, eventually, you get a mission-complete
    signal.

    "Mechwarrior 5 Mercenaries" is such an aggravating game, not because
    of its faults (of which there are many) but because how this game
    could easily have been so much better. The core of the game is solid;
    the underlying tech and mechanics are impressive and fun to play with.
    The mechs have feel massive, the weapons have punch. Razing a forest
    with your lasers or popping a VTOL from a far with a flight of LRMs is extremely satisfying, and leaving a city smashed flat behind you after
    an epic firefight is simply awesome. But then you run into so many
    niggling problems - like that unskippable cutscene every time you
    travel between solar systems - and can't help but grind your teeth.
    Worse, the game has seen very little in the way of meaningful updates
    in the two year's it has been on market. Oh sure, several DLC have
    been released, but the content therein has been fairly weak and fixed
    none of the underlying issues. Actually, in some ways the DLC made
    things worse, since they broke a lot of mods that DID fix some of the problems.

    In many ways, I love "Mechwarrior 5", because it does a great job of immersing me in the fantasy of riding around in one of my beloved
    'rompin', stompin' robots' from the Battletech franchise. But it could
    have been so much better than it ultimately ended up.



    * Crusader: No Remorse (replay)
    It's been a long, long time since I have played this game start to
    finish. Oh, I've fiddled about with it over the years; I've watched
    the intro, played enough of the first level to remind myself of what
    sort of game this was, enjoyed the soundtrack. But navigate the entire
    game until its climatic end? We're talking decades since I've done
    that.

    And while I enjoyed the game, I'm not sure it was worth the investment
    of time. Back when it was release - in the long-ago year of 1995 -
    "Crusader: No Regret" felt really special; it had SVGA graphics (a
    full 640x480!!!), a rocking digital soundtrack (no more MIDI!),
    full-motion video, speech, destructible terrain and multiple ways of
    getting past obstacles (both within limits, of course; this was still
    the era of the 486 after all). Compared to the games released only a
    year or two prior, "Crusader" felt almost like something from the
    future; few games had so many impressive technological features packed
    into it like Crusader managed. Because of this, we tended to ignore -
    or at least forgive - it's less impressive features.

    Things like the amazingly clunky controls, for instance. Its
    tank-controls were sluggish and limited to moving in only one of eight directions at a time. This made maneuvering around the cluttered maps
    a challenge, and getting a bead on an enemy was far more challenging
    than it needed to be. There was - fortunately - only a limited amount
    of platforming, but when it was required that the Silencer - your
    on-screen protagonist - needed to jump or roll, it was always a
    struggle to get him lined up /just right/... and even then it often
    took several attempts. The instant death by falling into the various
    pools of water (or toxic ooze) didn't make things anymore enjoyable.

    The maps were annoyingly mazelike and - being a game of the mid 90s - required a lot of searching for keycards. Too often those hunts seemed make-work, put in for the sake of lengthening the game (sometimes
    you'd find a key to open a door, only to find another key just beyond
    for some other door... why not just have the first key open the second door?). At least later on - once you started acquiring some heavier
    ordinance - you could just blow the doors open with some explosive
    weaponry, skipping the hunt altogether... if you didn't mind setting
    off the alarms and spawning new enemies.

    The AI was unsurprisingly deficient; camping behind a corner and
    letting them walk into your fire - one after another - was a valid
    tactic. Or just blasting them from afar; if you couldn't see them,
    they couldn't see you and randomly shooting across a room to
    (hopefully) kill some unseen foe worked Even when they did see you incredibly well. The AI was often slow to react; a blessing actually,
    since the controls made it a challenge to spin about and get a bead on
    them. Difficulty was largely a matter of the AI receiving more
    powerful weapons.

    Although its full-motion-video was panned by most critics of the time,
    I personally enjoyed it. The acting is so incredibly hammy and
    over-the-top that I couldn't help but smile as the actors chewed the
    scenery (extra special props to Marco Perella as the slimy weapon's
    dealer Weasel; its obvious he was taking great joy in his role). The
    story itself is incredibly 90s in tone (evil businessmen ruin the
    world!) but is almost inconsequential to the overall action.

    Despite all the fun I had with it, "Crusader" doesn't really measure
    up for modern gamers. A lot of what it did became de rigueur for
    action games, but it suffers from a lot of rough spots because it was
    such an early attempt at the formula. Even with the rosiest of tinted glasses, the shallow often repetitive gameplay and aggravating
    controls required a lot of willpower on my part to keep playing the
    game to the end. It's certainly not an old-timey game I'd recommend to others, except maybe in short doses to see what some of the 'best of
    1995' had to offer PC gamers of the time. But beyond its historical curiosity? It's better left on the shelf.


    ---------------------------------------

    Six games in one month; while that's a shadow of what I've played in
    my heyday, it's a good deal more than I've been playing recently, so I
    think that's a great start to the year.

    How 'bout you? What have you been playing... IN JANUARY 2023?



    --
    "O Lord, let your ear be attentive to the prayer of this your servant and to the prayer of your servants who delight in revering your name. Give your servant success today by granting him favor in the presence of this man." --Nehemiah 1:11. Slammy wk. so
    far. Will Feb.'s 1st hump day B da same? :) (L/C)NY 4721 [h2o black ????/(\_/)]! Let's hope 2023 will be better, but so far it isn't. :(
    Note: A fixed width font (Courier, Monospace, etc.) is required to see this signature correctly.
    /\___/\ Ant(Dude) @ http://aqfl.net & http://antfarm.home.dhs.org.
    / /\ /\ \ Please nuke ANT if replying by e-mail.
    | |o o| |
    \ _ /
    ( )

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Spalls Hurgenson@21:1/5 to justisaur@gmail.com on Wed Feb 1 16:03:04 2023
    On Wed, 1 Feb 2023 11:56:58 -0800 (PST), Justisaur
    <justisaur@gmail.com> wrote:

    I can't seem to get into the anime games either, so that lowers it a bit in >my mind too. I like watching most anime, so I'm not sure what it is about >the games?

    Perhaps you are like me and have a problem with the odd conflux of hyper-detailed realistic art and worlds with the often surreal
    characters and situations (what I somewhat prejudiciously refer to as
    'Japanese Weird', because it occurs most often in games from Japan)?
    Its one thing to watch it on TV or film, but I have a hard time
    engaging with it if I'm personally immersed in the world.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Spalls Hurgenson@21:1/5 to justisaur@gmail.com on Wed Feb 1 15:59:34 2023
    On Wed, 1 Feb 2023 11:39:50 -0800 (PST), Justisaur
    <justisaur@gmail.com> wrote:

    On Wednesday, February 1, 2023 at 9:22:49 AM UTC-8, Spalls Hurgenson wrote:

    * Comanche (2021) (new)

    I keep having nostalgia for Gunship 2000, but I'm 90% sure if I tried
    to play it now, I'd get frustrated and quickly drop it. I feel like I'd
    love a more modern arcady helicopter game, but my brain says,
    no, it's probably be too annoying. There are helicopters in EDF,
    but the controls are horrid and they have no health, there is one
    rather difficult mission for one of the characters I did finally get
    past by using one, but that's 1 out of 120.

    I felt the same as you, which is why I thought I'd enjoy "Comanche";
    the series has always tilted more towards arcade action than
    simulation (the original let you carry dozens of missiles and endure
    multiple missile strikes); it was only a 'simulation' in the most
    vague interpretations of the word. The early games are still
    surprisingly fun to play, if only in short bursts (they're fairly
    shallow, and the missions differ largely only in how many enemies they
    throw at you).

    It's modern incarnation is similar in mechanics, but its flight model
    is extremely unsatisfying and its drone side-missions feel incredibly
    out of place; they're dull slogs through unexciting, repetitive grey
    corridors. The original at least had fast paced arcade action; the AI
    was idiotic but it was fun to pop tanks and Hokums from afar in what
    was - for its time - rather spectacular graphical pyrotechnics. This
    reboot lacks all the fun and excitement; it's a third-tier FPS with
    floaty 'helicopter' movement.

    TL;DR: You might still get a kick out of helicopter action/sim... but
    Comanche 2021 isn't going to be the game to do it for yo.


    * Crusader: No Remorse (replay)
    I can't remember if I actually played the whole thing, or just the demo,
    but I do remember it fondly. I had almost bought it on GoG recently,
    but the reviews mentioning the same issues you do of clunky controls
    and pixel perfect platforming were red flags that helped me decide
    not to.

    There's actually only a limited amount of platforming; I think the
    number of times I /had/ to jump to finish a level could be counted on
    the fingers of one hand. Rolling was a bit more necessary - either to
    dodge enemy fire or get beneath low obstacles - but for most of the
    game that feature could be ignored too (especially on lesser
    difficulty levels). Even aiming wasn't that bad; you can only move in
    the 8 cardinal directions, but you can spin about 360 degrees. A lack
    of a clarity as to which direction you were facing often resulted in
    some wasted ammo, but resupplies were so frequent that was rarely a
    problem.

    But movement? That was a pain. Obstacles meant you could often only
    move past them in one direction (let's say "east" in this example").
    If you faced 'east" and moved forward, no problem. But face any other direction, and your character simply won't move. He wouldn't slowly
    glide eastward, rubbing his backside against the obstacles until he
    clear them; he'd just lock in place. And because the level design was
    so cluttered - a result of putting the appearance of the place above
    its actual playability - this sort of thing happened a lot.

    It was more an aggravating annoyance than a game-killer, but it spoke
    to the lack of polish - this time caused by how ahead-of-the-curve the
    game was rather than a lack of skill or care - but it makes the game
    harder to recommend to modern audiences. Back in '95, that sort of
    thing was forgivable because so much about the rest of the game was extraordinary. But now that the industry has caught up (and surpassed) "Crusader: No Regret", it's really hard for modern gamers to see its
    appeal.


    1. Witcher III

    * Witcher III - It didn't really click with me immediately, and I just quit >when I got to the first tavern. It seemed fine though, and I need to give
    it another try when I'm more in the mood.

    I love "Witcher 3" but totally get that feeling. It doesn't help that
    it's introduction - the initial tutorial in the castle and the starter
    map - is probably the least enticing part of the game.

    (Hint for if you ever give the game another chance: you can come back
    to the starter map later on, so don't feel obligated to try and finish
    all the quests in the beginning).

    That first part lacks a lot of the entertaining characters and more
    meaningful subquests that make people remember "Witcher 3" so fondly.

    But even besides all that, "The Witcher 3" is such an immense game
    that it can feel overwhelming, especially at the start. It rewards the
    effort of perservering but it can be a difficult game to get into (I
    played the game en toto about a year ago, but I'd made numerous
    attempts to replay it prior to that, having gotten about as far as you
    did before fleeing in desperation at the size of the task ahead of
    me).

    So, yeah; don't feel bad about leaving the "Witcher 3" behind. Once
    you get into it, it probably will consume your life for a while, and
    its understandable if you want to delay that until your ready for that
    sort of commitment. Just don't give up on it altogether, because -
    assuming you enjoy that sort of game - I think you'll really like it
    once you make that plunge.

    (although it can be a bit dark and dour at times, so if you are - as
    you said - caught up in the winter doldrums, maybe wait until your
    heart is a bit lighter before starting. ;-)

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Dimensional Traveler@21:1/5 to Spalls Hurgenson on Wed Feb 1 13:29:12 2023
    On 2/1/2023 9:22 AM, Spalls Hurgenson wrote:

    Well, I guess we're officially in 2023 now. Somehow I thought - when I
    was younger - the future would be shinier. But at least we got cool
    video games.

    Anyway, let's do this thing.


    My Five-Second Long Summary
    ---------------------------------------
    Stardew Valley.

    --
    I've done good in this world. Now I'm tired and just want to be a cranky
    dirty old man.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From rms@21:1/5 to All on Thu Feb 2 07:52:22 2023
    How 'bout you? What have you been playing... IN JANUARY 2023?

    The Witcher 3
    I have umpteen hours in this already, just wandering the countryside to all
    the '?' marks, fighting monstars & collecting herbs. No doubt I could've finished the game already, but as is am not even 20%. It's just so pretty,
    and the sidequests are well-written, with unique voiced cutscenes and
    dialogue -- how can I skip them?

    rms

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Spalls Hurgenson@21:1/5 to dtravel@sonic.net on Thu Feb 2 10:35:34 2023
    On Wed, 1 Feb 2023 13:29:12 -0800, Dimensional Traveler
    <dtravel@sonic.net> wrote:



    Stardew Valley.

    Wow. How do you manage to squeeze an entire month's worth of
    video-games into just two words? I've never been able to do that. ;-)

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Dimensional Traveler@21:1/5 to Spalls Hurgenson on Thu Feb 2 08:37:49 2023
    On 2/2/2023 7:35 AM, Spalls Hurgenson wrote:
    On Wed, 1 Feb 2023 13:29:12 -0800, Dimensional Traveler
    <dtravel@sonic.net> wrote:



    Stardew Valley.

    Wow. How do you manage to squeeze an entire month's worth of
    video-games into just two words? I've never been able to do that. ;-)

    Knowing no one will read or comment on it helps.

    --
    I've done good in this world. Now I'm tired and just want to be a cranky
    dirty old man.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From rms@21:1/5 to All on Thu Feb 2 10:34:04 2023
    Stardew Valley.

    Games like this or I guess minecraft? that have you create your own environment I just look at and think I could never do that. I've always enjoyed being given a gameworld others have created and being surprised by
    what is presented, basically interactive movies.

    rms

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From JAB@21:1/5 to rms on Fri Feb 3 10:27:55 2023
    On 02/02/2023 14:52, rms wrote:
    How 'bout you? What have you been playing... IN JANUARY 2023?

      The Witcher 3
    I have umpteen hours in this already, just wandering the countryside to
    all the '?' marks, fighting monstars & collecting herbs.  No doubt I could've finished the game already, but as is am not even 20%.  It's
    just so pretty, and the sidequests are well-written, with unique voiced cutscenes and dialogue -- how can I skip them?


    Did you play the original as I did like that but the second one I just
    didn't get into although I was never sure entirely why even taking into
    account it was no longer a new IP to me?

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Anssi Saari@21:1/5 to Spalls Hurgenson on Fri Feb 3 13:42:05 2023
    Spalls Hurgenson <spallshurgenson@gmail.com> writes:

    * Crusader: No Remorse (replay)

    Oh, I do remember this fondly. MOD-style soundtrack too. I even tried
    the GoG version at some point but not really willing to subject myself
    to this level of clunkiness. Or I don't know, maybe I should give it a
    try.

    I remember at least some reviewer back when made a big deal out of the
    gruesome deaths you inflict on the enemies and civilians alike. Blood
    pools under corpses riddled with bullets. Plasma vaporizes them
    outright. Rockets set them on fire so they run around screaming and
    would then fall down and burn into a pile of ash. Over the top and very comic-booky or Spy-vs-Spy like gore in other words. Were you completely
    unmoved by this silliness? I remember you could even remote control
    little spider bombs right into your enemies.

    In fact, as I recall, the more powerful weapons in the game weren't that
    good since you needed money to buy supplies between missions and lots
    (some?) of that came from enemy corpses. But if you vaporized your
    enemies, the money disappeared too.

    I think the sequel No Regret did something about the money and the
    civvies, maybe it was seen as a little offensive that you could murder
    armed enemies and unarmed civilians as much as you liked... This was a
    little before GTA and Carmageddon, after all.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From rms@21:1/5 to All on Fri Feb 3 08:42:32 2023
    Did you play the original as I did like that but the second one I just
    didn't get into although I was never sure entirely why even taking into >account it was no longer a new IP to me?

    That's exactly what happened. The first game was tense and amazing (that ending cinematic, omg), the second game didn't make much sense (and it still doesn't) so I rushed through it. But in this 3rd Witcher game, the magic is back. Every little sidequest has some unique dialogue or aspect to it, cutscenes fully voice-acted and mocap'd, facial animations are realistic and pleasing, the architecture and surroundings complex and varied, the sounds
    and incidental conversations as you wander around a city believeable, the combat interesting enough if you mix up movement, potions, oils, signs,
    bombs, parrying etc, and with a new videocard it all just looks outstanding.

    rms

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Spalls Hurgenson@21:1/5 to Anssi Saari on Fri Feb 3 11:58:34 2023
    On Fri, 03 Feb 2023 13:42:05 +0200, Anssi Saari <as@sci.fi> wrote:
    Spalls Hurgenson <spallshurgenson@gmail.com> writes:

    * Crusader: No Remorse (replay)

    Oh, I do remember this fondly. MOD-style soundtrack too. I even tried
    the GoG version at some point but not really willing to subject myself
    to this level of clunkiness. Or I don't know, maybe I should give it a
    try.

    I remember at least some reviewer back when made a big deal out of the >gruesome deaths you inflict on the enemies and civilians alike. Blood
    pools under corpses riddled with bullets. Plasma vaporizes them
    outright. Rockets set them on fire so they run around screaming and
    would then fall down and burn into a pile of ash. Over the top and very >comic-booky or Spy-vs-Spy like gore in other words. Were you completely >unmoved by this silliness? I remember you could even remote control
    little spider bombs right into your enemies.

    Oh, no. The combat is delightful. The weapons are so wonderfully over
    the top (there's a rifle that shoots five rockets at once in
    wonderfully arc of destruction) and the effects - from the hideous
    deaths to the props and doors exploding - were delightful eye-candy.
    Like I said, "Crusader" was extremely well-regarded in its time, and
    for good reason. It was a solid, enjoyable game.

    (although the death animations always brought to mind "Syndicate",
    which did that sort of thing first ;-)

    But today, that sort of excess is so common as to be unnotable, and
    the game's flaws - most prominently its clunky controls - diminish a
    lot of the joy you might get from everything else.

    A lot of older games ("Pac-Man", "Loderunner", "Half Life", "Falcon
    3.0",etc.) , you can go back and play them and - if you forgive the
    aging graphics and technology-limited feature-set - still see why
    they were so revered. But "Crusader" is a much harder sell. It sits
    right on the crux of old-school and modern, where its sins can't be
    forgiven because 'that's the best they could do back then' when
    everything else about the game showed off how good it could have been.

    I loved "Crusader: No Remorse" when it was new and I absolutely
    believe it deserved all the praise it received back then. But playing
    it today? It was a struggle.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Spalls Hurgenson@21:1/5 to All on Fri Feb 3 11:44:30 2023
    On Fri, 3 Feb 2023 08:42:32 -0700, "rms" <rsquiresMOO@MOOflashMOO.net>
    wrote:

    Did you play the original as I did like that but the second one I just >>didn't get into although I was never sure entirely why even taking into >>account it was no longer a new IP to me?

    That's exactly what happened. The first game was tense and amazing (that
    ending cinematic, omg), the second game didn't make much sense (and it still >doesn't) so I rushed through it. But in this 3rd Witcher game, the magic is >back. Every little sidequest has some unique dialogue or aspect to it, >cutscenes fully voice-acted and mocap'd, facial animations are realistic and >pleasing, the architecture and surroundings complex and varied, the sounds >and incidental conversations as you wander around a city believeable, the >combat interesting enough if you mix up movement, potions, oils, signs, >bombs, parrying etc, and with a new videocard it all just looks outstanding.

    The second game was much more tied to its narrative, to the point that
    it shoved you from map to map as the story - not the player -
    demanded. Each region was smaller too. Witcher 1 and Witcher 3 felt
    much more open-world in comparison.

    Witcher 2 also had a problem in that it immersed you immediately into
    the politics of the setting, having to make decisions about which
    factions to favor right from the start. And since it had been years
    since I'd played Witcher 1 (or read the books), I had only the barest
    of clues as who everybody was or what they stood for, and almost no
    personal feelings about any of them. Add into that the Witcher
    franchise's usual grey-on-grey morality it was really hard for me to
    get into the game because I had no idea whether my choices were the
    'right' ones.

    Both the Witcher 1 and 3 greatly improved on this. The main plot was
    not focused on the politics. Instead, the politics impacted the
    primary quest. Both games also started a lot slower giving you an
    opportunity to learn who the various factions were before making
    alliances.

    Simply put, Witcher 2 suffered from bad plotting. It had some
    interesting mechanics, situations, characters, writing and set-pieces
    but it on-boarded players very poorly, didn't provide the same freedom
    as the first (and third game) and generally was too involved with its
    own story rather than letting the players create their own.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Zaghadka@21:1/5 to Dimensional Traveler on Fri Feb 3 13:52:08 2023
    On Thu, 2 Feb 2023 08:37:49 -0800, in comp.sys.ibm.pc.games.action,
    Dimensional Traveler wrote:

    On 2/2/2023 7:35 AM, Spalls Hurgenson wrote:
    On Wed, 1 Feb 2023 13:29:12 -0800, Dimensional Traveler
    <dtravel@sonic.net> wrote:



    Stardew Valley.

    Wow. How do you manage to squeeze an entire month's worth of
    video-games into just two words? I've never been able to do that. ;-)

    Knowing no one will read or comment on it helps.

    Well, bad assumption there. Response-wise, that is. You must be new here.

    --
    Zag

    No one ever said on their deathbed, 'Gee, I wish I had
    spent more time alone with my computer.' ~Dan(i) Bunten

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Zaghadka@21:1/5 to Spalls Hurgenson on Fri Feb 3 13:47:58 2023
    On Wed, 01 Feb 2023 12:22:33 -0500, in comp.sys.ibm.pc.games.action,
    Spalls Hurgenson wrote:


    Well, I guess we're officially in 2023 now. Somehow I thought - when I
    was younger - the future would be shinier. But at least we got cool
    video games.

    Anyway, let's do this thing.

    My life is consumed by Return to Monkey Island. At once, I hated the art
    style, but now my eyes have basically gone blind to the affront.

    IOW: It got better. Or less worse. Whatever.

    Game is pretty easy so far, excepting one really obnoxious puzzle for
    getting the eyepatch disguise to work which basically left you hanging
    without a clue and had a pretty dumb, but not entirely irrational,
    solution. Just super obscure. I assume this happened because I chose
    "hard mode."

    On Act IV rn. The story and humor are spot on. There are regularly
    occuring trivia cards and achievements. It's fun.

    +1, would recommend.

    --
    Zag

    No one ever said on their deathbed, 'Gee, I wish I had
    spent more time alone with my computer.' ~Dan(i) Bunten

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Spalls Hurgenson@21:1/5 to All on Fri Feb 3 15:41:04 2023
    On Fri, 03 Feb 2023 13:52:08 -0600, Zaghadka <zaghadka@hotmail.com>
    wrote:

    On Thu, 2 Feb 2023 08:37:49 -0800, in comp.sys.ibm.pc.games.action, >Dimensional Traveler wrote:

    On 2/2/2023 7:35 AM, Spalls Hurgenson wrote:
    On Wed, 1 Feb 2023 13:29:12 -0800, Dimensional Traveler
    <dtravel@sonic.net> wrote:



    Stardew Valley.

    Wow. How do you manage to squeeze an entire month's worth of
    video-games into just two words? I've never been able to do that. ;-)

    Knowing no one will read or comment on it helps.

    Well, bad assumption there. Response-wise, that is. You must be new here.

    I just assume nobody will read my stuff but write it anyway. That way,
    in the odd instances when people DO actually parse my novel-length
    comments, I get a brief moment of joy that I otherwise would miss out
    on ;-)

    (mathematically speaking, lowered expectations are key to life-long
    happiness ;-)

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Spalls Hurgenson@21:1/5 to All on Fri Feb 3 15:50:38 2023
    On Fri, 03 Feb 2023 13:47:58 -0600, Zaghadka <zaghadka@hotmail.com>
    wrote:


    My life is consumed by Return to Monkey Island. At once, I hated the art >style, but now my eyes have basically gone blind to the affront.

    +1, would recommend.

    Huh. That's disappointing. I was hoping for an 'oh god stay away'
    because that would make things so much easier for me. The art style is attrocious, and while - as you point out - eventually you get enured
    to its horribleness, I can't help but imagine how much better it would
    be with visuals that don't make me want to claw out my own eyes.

    But then, I was never the biggest fans of the Monkey Island franchise.
    I enjoyed them, but - at least thematically - preferred Sierra's
    games... although the lack of frequent deaths was a point in favor of
    LucasArts games. Still, I probably enjoyed almost all of the other
    LucasArts adventure games more; "Loom", "Sam and Max", "Day of the
    Tentacle", "Full Throttle", etc. The first "Monkey Island" in
    particular I felt was weak; aside from its premise, it was the least
    humorous of the bunch and with the most nonsensical puzzles (MI3 was
    pretty good though; Murray the Skull steals the show).

    So I only felt a partial draw towards the new game - mostly due to
    nostalgia - and the art style was a significant drawback. Nonetheless,
    I am still a fan of the gameplay of those classic games, and you seem
    to indicate it nails that pretty well.

    So rather than being able to ignore the game, I actually have to
    consider getting it.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Zaghadka@21:1/5 to Spalls Hurgenson on Fri Feb 3 17:41:30 2023
    On Fri, 03 Feb 2023 15:50:38 -0500, in comp.sys.ibm.pc.games.action,
    Spalls Hurgenson wrote:

    So rather than being able to ignore the game, I actually have to
    consider getting it.

    Is that even a consideration? Now, playing it, that's a consideration.

    --
    Zag

    No one ever said on their deathbed, 'Gee, I wish I had
    spent more time alone with my computer.' ~Dan(i) Bunten

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From JAB@21:1/5 to rms on Sat Feb 4 11:22:08 2023
    On 03/02/2023 15:42, rms wrote:
    Did you play the original as I did like that but the second one I just
    didn't get into although I was never sure entirely why even taking
    into account it was no longer a new IP to me?

      That's exactly what happened.  The first game was tense and amazing (that ending cinematic, omg), the second game didn't make much sense
    (and it still doesn't) so I rushed through it.  But in this 3rd Witcher game, the magic is back.  Every little sidequest has some unique
    dialogue or aspect to it, cutscenes fully voice-acted and mocap'd,
    facial animations are realistic and pleasing, the architecture and surroundings complex and varied, the sounds and incidental conversations
    as you wander around a city believeable, the combat interesting enough
    if you mix up movement, potions, oils, signs, bombs, parrying etc, and
    with a new videocard it all just looks outstanding.


    Good to know and I'll pick it up next time it's on Steam at a good price.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Mike S.@21:1/5 to spallshurgenson@gmail.com on Sat Feb 4 08:59:54 2023
    On Fri, 03 Feb 2023 15:50:38 -0500, Spalls Hurgenson <spallshurgenson@gmail.com> wrote:

    Huh. That's disappointing. I was hoping for an 'oh god stay away'
    because that would make things so much easier for me. The art style is >attrocious,

    I don't get the dislike of this game's graphics. It was the third
    game, with its cartoon graphics, that I thought was bad. I hated the
    way Guybrush looked. That tall skinny look turned me off completely to
    the game.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From PW@21:1/5 to All on Sat Feb 4 21:44:33 2023
    On Fri, 03 Feb 2023 13:47:58 -0600, Zaghadka <zaghadka@hotmail.com>
    wrote:

    On Wed, 01 Feb 2023 12:22:33 -0500, in comp.sys.ibm.pc.games.action,
    Spalls Hurgenson wrote:


    Well, I guess we're officially in 2023 now. Somehow I thought - when I
    was younger - the future would be shinier. But at least we got cool
    video games.

    Anyway, let's do this thing.

    My life is consumed by Return to Monkey Island. At once, I hated the art >style, but now my eyes have basically gone blind to the affront.

    IOW: It got better. Or less worse. Whatever.

    Game is pretty easy so far, excepting one really obnoxious puzzle for
    getting the eyepatch disguise to work which basically left you hanging >without a clue and had a pretty dumb, but not entirely irrational,
    solution. Just super obscure. I assume this happened because I chose
    "hard mode."

    On Act IV rn. The story and humor are spot on. There are regularly
    occuring trivia cards and achievements. It's fun.

    +1, would recommend.

    *---

    I stopped playing it because of the "vector" artwork. Not sure if I
    can get used to it.

    -pw

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Zaghadka@21:1/5 to All on Sun Feb 5 06:10:12 2023
    On Sat, 04 Feb 2023 21:44:33 -0700, in comp.sys.ibm.pc.games.action, PW
    wrote:

    On Fri, 03 Feb 2023 13:47:58 -0600, Zaghadka <zaghadka@hotmail.com>
    wrote:

    On Wed, 01 Feb 2023 12:22:33 -0500, in comp.sys.ibm.pc.games.action,
    Spalls Hurgenson wrote:


    Well, I guess we're officially in 2023 now. Somehow I thought - when I >>>was younger - the future would be shinier. But at least we got cool
    video games.

    Anyway, let's do this thing.

    My life is consumed by Return to Monkey Island. At once, I hated the art >>style, but now my eyes have basically gone blind to the affront.

    IOW: It got better. Or less worse. Whatever.

    Game is pretty easy so far, excepting one really obnoxious puzzle for >>getting the eyepatch disguise to work which basically left you hanging >>without a clue and had a pretty dumb, but not entirely irrational, >>solution. Just super obscure. I assume this happened because I chose
    "hard mode."

    On Act IV rn. The story and humor are spot on. There are regularly
    occuring trivia cards and achievements. It's fun.

    +1, would recommend.

    *---

    I stopped playing it because of the "vector" artwork. Not sure if I
    can get used to it.


    Yeah, it's pretty bad. I'm in it for the humor and story, so I just
    switched that part of my brain off.

    I'm sure there's some nagging, unconscious struggle going on underneath
    the surface that will require therapy. ;^)

    --
    Zag

    No one ever said on their deathbed, 'Gee, I wish I had
    spent more time alone with my computer.' ~Dan(i) Bunten

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Spalls Hurgenson@21:1/5 to All on Sun Feb 5 12:35:38 2023
    On Sun, 05 Feb 2023 06:10:12 -0600, Zaghadka <zaghadka@hotmail.com>
    wrote:

    On Sat, 04 Feb 2023 21:44:33 -0700, in comp.sys.ibm.pc.games.action, PW >wrote:


    I stopped playing it because of the "vector" artwork. Not sure if I
    can get used to it.

    Yeah, it's pretty bad. I'm in it for the humor and story, so I just
    switched that part of my brain off.

    I'm sure there's some nagging, unconscious struggle going on underneath
    the surface that will require therapy. ;^)

    It's almost scientific in its awfulness. "How bad can we make the
    visuals before people will ignore all the good things about game (gameplay/puzzles, story, characters, etc)?"

    On the one hand, I have to wonder at the decision; sales of the game
    definitely have suffered because of the developers' choice of visual
    style. Had they gone with a more traditional appearance they would
    certainly have made more money. On the other hand, I can't help but
    admire their decision to put artistic integrity over money. They knew
    they weren't going to reap the sort of success they had with other MI
    games using those visuals, and went forward anyway.

    It's just a shame it's such UGLY integrity ;-)

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Ross Ridge@21:1/5 to rms on Sun Feb 5 17:42:57 2023
    Stardew Valley.

    rms <rsquiresMOO@MOOflashMOO.net> wrote:
    Games like this or I guess minecraft? that have you create your own
    environment I just look at and think I could never do that.

    Stardew Valley is nothing like Minecraft. Your effect on the environment
    is limited to clearing a field and planting crops in it.

    I've always
    enjoyed being given a gameworld others have created and being surprised by >what is presented, basically interactive movies.

    This would be a better description of Stardew Valley. It's like a
    village in an RPG, with NPCs you can interact with and get to know.

    You can even look at game like Minecraft this way if you wanted.
    The world is randomly created, but it's there for you to explore and be surprised by. You don't need to build elaborate structures, just what
    you need to survive and progress.

    --
    l/ // Ross Ridge -- The Great HTMU
    [oo][oo] rridge@csclub.uwaterloo.ca
    -()-/()/ http://www.csclub.uwaterloo.ca:11068/
    db //

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Anssi Saari@21:1/5 to Spalls Hurgenson on Tue Feb 7 12:15:49 2023
    Spalls Hurgenson <spallshurgenson@gmail.com> writes:

    How 'bout you? What have you been playing... IN JANUARY 2023?

    Deliver us the Moon, mostly. It was on sale or maybe a freebie due to
    the upcoming release of a sequel, Deliver us Mars. I think RPS's
    reviewer like Deliver as Mars so I figured to give the Moon part a try.

    It's mostly a walking sim with light puzzles, some of them time limited and longish which makes things hectic and not much fun if you have to redo
    over and over. Really not too hard though.

    Some things felt rather contrived, like having a space suit with a max
    of 2 mins of air and filler bottles conveniently breadcrumbed around
    that contain 30 s of air each. And of course you die instantly if you
    run out.

    The story isn't much and doesn't seem to make much sense. You just have
    this single goal of fixing this lunar microwave power transmitter but
    it's not clear why that would be important. Basically the Earth is in a catastrophical state and sending a little extra energy doesn't seem like
    it'd help much.

    Visually, in some parts it's pure reflection porn with an RTX card. A
    big part of the game happens on a Lunar station where most surfaces are
    shiny. Too bad some of the reflections are buggy, mostly railings and
    shiny strips on floors have this weird haze around them. Made me think
    of Alan Wake and Control but the railings weren't infested with anything supernatural. Might've made the game more interesting though.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)