Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Assepoester
Jul 18, 2004
Probation
Can't post for 10 years!
Melman v2

pentyne posted:

Amnesia The Dark Descent

The game plays kind of like an older point and click adventure game, where you need to be grabbing all the puzzle pieces and combining them sometimes in order to solve puzzles. The added stress of having to search around the castle for whatever you need doesn't really wear off but can get pretty confusing as the mid 2000s Source Engine graphics all look pretty same-y and without any kind of map or navigation you have to rely on memory for all the rooms and hallways.
Amnesia doesn't use the Source engine, it uses their own engine they developed for Penumbra, which is more advanced than Source was at the time, and it's open source too.

Adbot
ADBOT LOVES YOU

RPATDO_LAMD
Mar 22, 2013

🐘🪠🍆

Orv posted:

Alright, Fatal Frame and Clock Tower are definitely not as widely known but Silent Hill is something everyone is at least aware of. You make these broad, sweeping claims about poo poo that are hilariously off base constantly.

Hi it's me the person who has never heard of clock tower or eternal darkness.

The 7th Guest
Dec 17, 2003

a couple of release date updates:

Christine Love's next game Get in the Car Loser (a lesbian road-trip RPG) releases in September
F.I.S.T. releases September 7th
Garden Story and Arietta of Spirits will be announcing specific release dates soon

they also put up a cute little video for garden story showing hats because all pc games are required to have them

https://www.youtube.com/watch?v=mXamfn3KtU0

Orv
May 4, 2011

RPATDO_LAMD posted:

Hi it's me the person who has never heard of clock tower or eternal darkness.

Eternal Darkness was not an actual answer and you are better off. Clock Tower is a game series where you're avoiding murderous people by hiding and running and has a lot in common with both Amnesia and later on Alien Isolation, though the gameplay is fairly dissimilar due to age.

Not that any of that is really the point of what I was saying.

Orv fucked around with this message at 02:09 on Aug 4, 2021

pentyne
Nov 7, 2012

Orv posted:

Alright, Fatal Frame and Clock Tower are definitely not as widely known but Silent Hill is something everyone is at least aware of. You make these broad, sweeping claims about poo poo that are hilariously off base constantly.

What do you think constitutes a niche game?

Because as far as making broad sweeping claims you're including really obscure titles in with popular ones and acting like they are the same.

Orv
May 4, 2011
Okay. Fatal Frame and Clock Tower were bad examples, that's my fault for thinking you'd not try to move the goal posts yet again.

pentyne
Nov 7, 2012

Orv posted:

Okay. Fatal Frame and Clock Tower were bad examples, that's my fault for thinking you'd not try to move the goal posts yet again.

Moved to where? You can use all the deflection language you want but you curiously ignored my actual question being "what do you consider niche games"

The 7th Guest
Dec 17, 2003

it's disingenuous to say horror as a genre didn't exist prior to amnesia (i mean, penumbra existed before amnesia already!!) because of titles' nicheness or whatever

alone in the dark was a hugely influential game even if it plays like rear end now. there was also the game sweet home on NES that kickstarted the whole survival horror genre. adventure games like the colonel's bequest, sanitarium and dark seed, horror themed shooters like realms of the haunting

The 7th Guest fucked around with this message at 02:25 on Aug 4, 2021

Oxxidation
Jul 22, 2007
yeah pentyne that was a really loving stupid mission statement, take the L and move on

Orv
May 4, 2011

pentyne posted:

Moved to where? You can use all the deflection language you want but you curiously ignored my actual question being "what do you consider niche games"

I would consider, with some caveats, niche games to be ones that do not have broad awareness throughout the gaming sphere or games that do not have much in the way of appeal to the broad gaming sphere.

Silent Hill did not sell spectacularly but it sold better than a great many games and almost everyone knows that it at least exists and is a horror series now. Resident Evil is the same and people are often more aware of its plot or quirkiness than simply "it's a horror game." Neither of these are niche titles, by these definitions Clock Tower and Fatal Frame are and as I said were bad examples.

Literally none of this changes "There were no well-known/non-niche horror games before Amnesia" to be less of take.

pentyne
Nov 7, 2012

pentyne posted:

Amnesia The Dark Descent

I'm not a fan of horror games in general but I played this for 2 hours maybe 8 years ago and always wondered if it really was as good as people say. I mean, I can't really think of horror as a game genre beyond a few niche titles prior to it's release

It's not a genre I'm particularly fond of or interested in playing often

Since literacy seems to be a problem I'll remind everyone I point out its something i barely know about or follow and that I personally couldnt think of too many examples.

I didn't try to erase the entire history of horror games prior to 2011 or anything.

The 7th Guest
Dec 17, 2003

it's fine to say you personally didn't think of it that way, it's just weird to gatekeep and go "well that one doesn't count because X"

SkyeAuroline
Nov 12, 2020

Hub Cat posted:

https://twitter.com/GhostrunnerGame/status/1422635765029384929?s=20
Ghostrunner free to play for 2 days and half off. Basically Hotline Mirror's Edge. Fun game if anybody had it on their wish list

I personally can't keep up with games like these at all, just a bit too demanding for my slowing body, but from watching speedruns alone I know some folks to definitely tell about this. 50% is a solid deal and two days of straight up free demo play even more so.

Orv
May 4, 2011

pentyne posted:

Since literacy seems to be a problem I'll remind everyone I point out its something i barely know about or follow and that I personally couldnt think of too many examples.

I didn't try to erase the entire history of horror games prior to 2011 or anything.

The only reason I'm on you about this is because you did this four days ago (a sweeping generalization rear end-covered by "IMO/AFAIK")

pentyne posted:

I cant think of a single early access game thats been EA for 2+ years that wasn't a pile of poo poo or completely abandoned.

and then when a bunch of people said "No that's not right" your response was to "Well actually" and shift goal posts repeatedly.



Which to be completely fair, I have almost certainly done this in a Steam or Games thread at some point. You've done it a lot.

Light Gun Man
Oct 17, 2009

toEjaM iS oN
vaCatioN




Lipstick Apathy
anyone know a good full LP for superliminal, or should i actually look at getting it for myself?

Orv
May 4, 2011

Light Gun Man posted:

anyone know a good full LP for superliminal, or should i actually look at getting it for myself?

As someone who is not terribly fond of puzzle games, it's one of the funnest - and funniest, almost entirely through interactions and not dialogue - I've ever played and I'd really recommend playing it for yourself.

NObodyNOWHERE
Apr 24, 2007

Now we are all sons of bitches.
Hell Gem
Anybody interested in Cepheus Protocol? PM if you want it.

EDIT - Gone!

NObodyNOWHERE fucked around with this message at 02:56 on Aug 4, 2021

Light Gun Man
Oct 17, 2009

toEjaM iS oN
vaCatioN




Lipstick Apathy

Orv posted:

As someone who is not terribly fond of puzzle games, it's one of the funnest - and funniest, almost entirely through interactions and not dialogue - I've ever played and I'd really recommend playing it for yourself.

yeah i watched a couple vids last night and poo poo looks wild, i'm definitely thinking about it

Ghostlight
Sep 25, 2009

maybe for one second you can pause; try to step into another person's perspective, and understand that a watermelon is cursing me



i can't think of a single good pentyne post.

Kibayasu
Mar 28, 2010

I think Superliminal kind of runs out of steam by the end but it isn’t terribly long either so those first couple hours remain pretty good.

Boba Pearl
Dec 27, 2019

by Athanatos

Boba Pearl posted:

I'm crossposting this with the steam thread, but I've been using the Azeron for the longest time (https://www.amazon.com/Azeron-Classic-Programmable-Customized-Thumbstick/dp/B08GKX569F) and I really like it, but I've been thinking that I don't really use the joystick, and I could probably go a lot further with a more rounded out controller.

In comes the Excalibur, I like that it has backspace and enter right there, and all of those nifty function buttons and the numpad. https://www.amazon.com/AULA-Progammable-Handed-Merchanical-Keyboard/dp/B0728P6DR5/ It's mechanical too, I really like these half keyboards for art stuff, and also in gaming, like having your enter and backspace close to your hand is always A++

So yeah, anyone used this thing?

Zachack
Jun 1, 2000




Kibayasu posted:

I think Superliminal kind of runs out of steam by the end but it isn’t terribly long either so those first couple hours remain pretty good.

My memory is that the ending was kinda poor but it was definitely fun as a fairly short puzzle game.

FutureCop
Jun 7, 2011

Have you heard of Fermat's principle?
Anyone have any opinions on Daymare 1998? It's on sale and seems like it might be decent, but I'm worried that, having already played and loved the RE2 Remake, I might've spoiled myself and it might not be a good thing to play its inferior clone, so to speak, but I'm curious on whether that is truly the case.

In a similar vein, I played Hellpoint recently and while it was certainly a bit jank, unbalanced and inferior compared to the smooth and polished experience of a Dark Souls game, I did nevertheless find myself getting addicted to it due to its mysterious story and intricate interconnected world with all sorts of wild places and secrets hidden around that were fun to explore and find. I do recommend people give Hellpoint a try if that's what they're looking for from a Dark Souls game (if they are looking for good combat and builds, well, then stay away, haha).

So is Daymare like a Hellpoint where it, despite being a clone, has something solid and unique to it, or does it just lose out completely? I know off-hand that Daymare has the whole magazine reloading system, but I dunno if that's enough to carry it (and whether it actually adds something significant and fun to it).

FutureCop fucked around with this message at 05:33 on Aug 4, 2021

Omi no Kami
Feb 19, 2014


So, how the heck does Ghostrunner want me to handle enemies? I've tried the demo 3 separate times today and had to put it down every time on account of severe frustration. Traversal feels great, but combat just feels awful to me. I can't even get through the tutorial, and having to keep track of multiple enemies and constantly slow-mo strafe their aimbot stuff is so unbelievably unfun to me that I can't tell if I'm genuinely missing an intended mechanic, or if it's just not a good fit for my tastes.

Trickyblackjack
Feb 13, 2012
I got Superliminal in the summer sale and liked it a lot. Short and sweet and worth the 10 dollars or whatever I payed. If you spoiled yourself with gameplay videos beforehand though, you messed up!!!

Ghostlight posted:

i can't think of a single good pentyne post.

I appreciate their reviews.

Palpek
Dec 27, 2008


Do you feel it, Zach?
My coffee warned me about it.


Omi no Kami posted:

So, how the heck does Ghostrunner want me to handle enemies? I've tried the demo 3 separate times today and had to put it down every time on account of severe frustration. Traversal feels great, but combat just feels awful to me. I can't even get through the tutorial, and having to keep track of multiple enemies and constantly slow-mo strafe their aimbot stuff is so unbelievably unfun to me that I can't tell if I'm genuinely missing an intended mechanic, or if it's just not a good fit for my tastes.
It just isn't for you and if you're struggling with the demo then for the love of god don't buy the full version because the game gets way more hardcore, the game's start is nothing. It has extremely well executed combat mechanics and you unlock tons of new moves and attack possibilities pretty fast so you really don't need to strafe poo poo at all if you know what you're doing but it takes a bit effort to get the hang of the combat and requires very good base reflexes to begin with.

Palpek fucked around with this message at 08:23 on Aug 4, 2021

victrix
Oct 30, 2007


Finished The Ascent in 4p coop.

Very fun game, extremely buggy however. We never ran into anything showstopping, but lots of glitches requiring reconnects, items vanishing from inventory (including cyberdecks, lol), and a ton of technical issues including crashes.

Visually absolutely astounding, one of the best looking cyberpunk games out there, maybe ever.

Highly recommended once they put some polish and patches into it, or now if you have a strong rig and no issue with technical jank.

Omi no Kami
Feb 19, 2014


Palpek posted:

It just isn't for you and if you're struggling with the demo then for the love of god don't buy the full version because the game gets way more hardcore, the game's start is nothing. It has extremely well executed combat mechanics and you unlock tons of new moves and attack possibilities pretty fast so you really don't need to strafe poo poo at all if you know what you're doing but it takes a bit effort to get the hang of the combat and requires very good base reflexes to begin with.

Hmkay cool, good to know- thanks!

The Gripper
Sep 14, 2004
i am winner

Omi no Kami posted:

Hmkay cool, good to know- thanks!
I think "it isn't for you" isn't fair though, probably the best advice I can give is that it's really a trial-and-error game where they're expecting you to go into a room and get completely obliterated by enemies you haven't managed to find a strategy for yet, changing how you approach it until you find a path that works. The first part does really suck rear end though if you're not getting any successes - and it's worse if you're getting some but have no idea what you did differently.

Checkpoints are generous.

I'm sure there are some vocal FPS-savants out there that want people to think you can just one-shot every room and if you can't that you're bad, but it's just not that kind of game.

The Gripper fucked around with this message at 09:07 on Aug 4, 2021

Palpek
Dec 27, 2008


Do you feel it, Zach?
My coffee warned me about it.


Nowhere in my post did I suggest that you shouldn't be dying in the game so no idea where you're getting that from. Doing things over and over is part of the experience but if somebody gave the tutorial levels 3 separate tries and only got extreme frustration out of that and the feeling that the combat is bad and the enemies are aim-botting you then it's a good bet that the game isn't for that person and that's fine. There's no sense in running against the wall of the full experience in that case. The game is difficult and unforgiving for sure and that's its appeal but it shouldn't be about "randomly" dying at every single corner. Every death felt like I've earned it and that's what pushed me to give the level another try, I can't imagine having fun with it if I thought that it's actually the combat that sucks.

Foul Fowl
Sep 12, 2008

Uuuuh! Seek ye me?
ghostrunner is sick but if you don't enjoy dying lots and lots of times to perfect your run through a room full of the nastiest bullshit then it's not gonna be for you. the first boss level killed me 198 times and it took me 30 minutes or so to beat for an average of 9 seconds per death.

Omi no Kami
Feb 19, 2014


To be fair I absolutely don't think Ghostrunner's combat is bad, just not fun for me in particular. I'm almost certain that the enemies are aimbotting though- unless I'm being a total dummy (which is absolutely possible), I'm fairly sure that every enemy shot is perfectly aimed at your current position.

That's not actually bad design, in this case I'm assuming it's a very intentional decision to incentivize strafing and constant maneuvering, but it also throws me off really badly- my intuition is that enemies will lead their shots and take longer to adjust if I come at them from a weird angle or behind, and the fact that they obviously don't makes me feel less like I'm playing Samurai Mirror's Edge and more like it's a very precise platforming puzzle with an FPS veneer. (Which again, isn't bad- it's obviously a deliberate design choice. But it's counterintuitive in a way that really throws me off.)

Foul Fowl
Sep 12, 2008

Uuuuh! Seek ye me?
you need to be constantly moving or you're going to die, yeah, in the beginning you get some leeway but towards the second half of the game it's top speed all the time. one of the things you have to adjust to is to time your strafe so that the enemy has already fired before you dash, you can hang out in the slow motion strafe mode for a surprisingly long time. another thing is that your slash has a longer range than you think, mr. ghostrunner will compensate for a lot of distance when you press the kill button.

once you click with the game you really feel exactly like a mirror's edge samurai though, or at least i did. i wish the game had a replay feature like superhot because some of the poo poo you pull is really cool.

GhostDog
Jul 30, 2003

Always see everything.

deep dish peat moss posted:

It's the New Releases queue in the vanilla Steam client

Having 10,000 "hey look I made my first game in unity, you can walk in 4 directions and shoot! I will add enemies later" shovelware and porn titles available to you isn't what I'd describe as enticing freedom of choice personally but to each their own!

Steam should pay more human beings to curate what's surfaced on the storefront, sure, but I like that everybody has access to the market. I certainly take the current situation over, for example, Zachtronics having to start a twitter campaign to get the absolute excellent Opus Magnum on to GOG. But then again I never browse the store, I just type what I'm looking for into the search field.

busalover
Sep 12, 2020

Hub Cat posted:

https://twitter.com/GhostrunnerGame/status/1422635765029384929?s=20
Ghostrunner free to play for 2 days and half off. Basically Hotline Mirror's Edge. Fun game if anybody had it on their wish list

Never played the game, but bought the soundtrack. "Infiltrator" is so good https://danieldeluxe.bandcamp.com/track/infiltrator-single

ymgve
Jan 2, 2004


:dukedog:
Offensive Clock
Played through The Forgotten City last night, and had a great time. It's kind of a mix between Outer Worlds (Unreal Engine 4 game with lots of dialog where you zoom in on people's faces) and Outer Wilds (Groundhog day game, most of the gameplay is exploring ancient ruins and chatting) It took me about 8 hours to find all endings according to Steam, though it feels a bit longer (maybe Steam didn't count the time it was down last night).

Ghostlight
Sep 25, 2009

maybe for one second you can pause; try to step into another person's perspective, and understand that a watermelon is cursing me



As Far As The Eye is a very interesting game. It's a time management strategy roguelite with gorgeous art and a really interesting conceit and it's also quite unfair. I bought it on sale last week despite the reviews being very vocal about one thing in particular - how much your survival depends on RNG.

First, to introduce you to the world of the Eye the game offers a five-mission tutorial campaign which serves to introduce both the Pupils - nature spirits of a kind, amorphous black clouds who constantly transform into different animals - and the world they inhabit, which periodically floods forcing them all to gather at a central part of the world which is high enough not to be submerged. They exist rhythmically and nomadically, travelling to the Eye for the flooded period to converse with each other, share knowledge and stories, then dispersing back out into the world to explore and experience it while the waters are gone.
You are a the wind (maybe), not their god but a kind of guardian spirit who works unseen to keep them safe on their return journey to the Eye, and this is the game. Your task is to successfully take a caravan of Pupils from where they were when the floods begun to return across the wilderness and to the Eye. I really liked the lore presented and thought it presented the mechanics of the game really well.

It plays out on two levels - there is the strategy-layer, which is designed very much like what you would expect from a Civilisation-style game.


and the journey map, a now-traditional branching roguelite progress map where you'll determine what challenges you'll face each strategy-layer.


Each step on the journey map you will stop the caravan - a bantha-like creature who carries the Pupils and all their belongings - on the strategy map and the Pupils will disembark to resupply and resume their journey. Here you need to decide where on the journey map you will go next, with each path having a different resource, or even expertise, cost and then quickly get that all together before the oncoming waves catch up to you, and this is where things get complicated.
There's like a dozen different resources, some of them even just being a duplicate resource but needing more skill points to collect. You can only collect two basic resources by default through the caravan - to collect anything more complicated than fruit and twigs you have to start building stuff which comes in two versions - a very cheap wooden version that you leave behind for the waves, or a mobile version that takes multiple types of resources but that you can pack into a bag and carry with you. The caravan also has a tile inventory system that you need to manage and everything you want to take with you comes in a specific tetromino pattern of blocks, including the mobile buildings. There's upgrades for each building too, whether they're mobile or not, and having Pupils working in buildings generates Knowledge points that you can spend on upgrades in the caravan, oh and every single Pupil has special traits that start off really negligible but as you progress more significant ones unlock - also they each have a skill tree that looks like this:


It's a lot to manage, and remember the tutorial campaign I mentioned? I failed in it multiple times, and it's a controlled environment! Narratively it has you follow specific Pupils who have specific skills, so like one really wants to be a cook and it walks you through setting up a bakery to process grain grown on a farm while also making sure to collect enough resources to move on to the next map. Most of these Pupils start with a skilltree that reflects that they're seasoned travellers. When you go to the game proper you will be starting from scratch, and it was rough. Most of my runs seemed to evaporate very quickly once I got within range of the Eye for what felt like unfair reasons - they'd be crowded with so many resources I didn't have room to put buildings down, or they'd have so few pumpkins I'd starve to death trying to set up my mobile farm and bakery for a food source.

Then I got a win and it started to come together for me - what had felt like unfair random chance was really just me incorrectly prioritising what part of the game I was playing. Because of the skilltrees I was picking "to do" farm/bakery as my food source at the start of the game, building the mobile buildings to support that, then collecting the resources to move on. The journey map doesn't just display the cost of the path you're working towards now, but the cost of the paths you have to take next as well, and your absolute number one priority is to always be working towards both of those goals because the game will 'unfairly' dump you in a map that requires 450 Metal to progress but only has 300 available to mine, forcing you to build a costly Marketplace to trade for the extra at a severe penalty. If you have an empty hex next to your caravan to build it, that is. Having already collected a bunch of Metal two maps prior makes it feel much less like being screwed by RNG and much more like successfully planning for the future, and this is helped by not prioritising building expensive mobile buildings because at first they seem like they're a good value proposition - after all, you get to take it with you - but they're not just expensive to build, they're also all the shittiest shaped tetronimo pieces possible and as a result massively decrease the number of resources you can take between maps. Similarly, as you gain Knowledge points you're going to want to spend them on things like a bigger caravan, space for more Pupils in the caravan, a faster caravan, but most of the important caravan stuff is things you want to spend Knowledge points on after you get to a location. Mentally I was like, I've got 800 points I'll buy more space in my caravan because more space is more resources, that makes sense - but I found using them for only what you need was much more effective, and I think the game actually does try to teach you this by warning that the resources you abandon on leaving a map will return as bad karma events on the next.

At its core, it is not a Civilization roguelite and when I played it like one it came off as very hostile. It is a time and resource management game that expects you to plan for the future while finding a balance between meeting the Pupil's immediate needs of food and shelter, the short-term needs of the next path, and the long-term needs of the path after that and the unknown. The graphics and presentation are absolutely fabulous (the music was somewhat forgettable) and I'm glad I stuck with it long enough to 'figure it out' despite feeling like I was always suddenly losing at the last minute. I think the main negative thing I would highlight about the game is that it is fundamentally a worker-placement game - you tell the Pupils what to harvest, what to build, then they act that out until its done or you interrupt them - and on the short journeys you will usually only have three, sometimes four, workers to place and so a lot of your turns end up just being pushing space to have time continue. More than once I idly wished it had instead been real time with pause due to how often you will take a turn without having any decisions to make during it.

I recommend it. It has a really fun world that looks great and if you feel that it's unfair as a roguelite well it kind of is, and I think it's somewhat by design.

Palpek
Dec 27, 2008


Do you feel it, Zach?
My coffee warned me about it.


Very nice list of games coming to Game Pass (ignore Skate ones, console only):



Dodgeball Academia, Katamari Demacy, Hades, Curse of the Dead Gods + Psychonauts 2 (not shown)

but most importantly

Microsoft Solitaire Collection

Kennel
May 1, 2008

BAWWW-UNH!

Palpek posted:

Microsoft Solitaire Collection

Console gamers got screwed.

Adbot
ADBOT LOVES YOU

Orv
May 4, 2011

Kennel posted:

Console gamers got screwed.

Xbox Series S simply can't handle the sheer processing power of a Windows 95 virtual machine.

E: Also in case you have it and never check, Indiana Jones and the Fate of Atlantis in on Twitch Prime games this month and it is a cool game, friends.

Orv fucked around with this message at 11:51 on Aug 4, 2021

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply