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Path: news.eternal-september.org!eternal-september.org!feeder3.eternal-september.org!border-1.nntp.ord.giganews.com!border-2.nntp.ord.giganews.com!nntp.giganews.com!Xl.tags.giganews.com!local-2.nntp.ord.giganews.com!news.giganews.com.POSTED!not-for-mail NNTP-Posting-Date: Wed, 02 Jul 2025 17:56:05 +0000 From: Spalls Hurgenson <spallshurgenson@gmail.com> Newsgroups: comp.sys.ibm.pc.games.action Subject: Re: What Have You Been Playing... IN JUNE 2025? Date: Wed, 02 Jul 2025 13:55:27 -0400 Summary: Copying or reuse for AI training or data sets not allowed Message-ID: <mlra6k5t6u5b3vn25emtj3nmsashuved8n@4ax.com> References: <obs76k9livdt1i9lal2ao8uvf3c0ed8h83@4ax.com> <sm07c0r81d1.fsf@lakka.kapsi.fi> X-Newsreader: Forte Agent 2.0/32.652 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: 8bit Lines: 127 X-Usenet-Provider: http://www.giganews.com X-Trace: sv3-VlL+G2ULtHh/1gPMvlgipZk4v295uol6RHjjY4NcrU6HWL3zvSfmI8T7GrhhEcFVTKId8IVa+8bNHJ7!UJxZL1IaTFQHHTbPJ4aaNS65gpNTUINkeLop8m32ixF8VnXTJ4zsmZ60LbifE79ukH9jxcry X-Complaints-To: abuse@giganews.com X-DMCA-Notifications: http://www.giganews.com/info/dmca.html X-Abuse-and-DMCA-Info: Please be sure to forward a copy of ALL headers X-Abuse-and-DMCA-Info: Otherwise we will be unable to process your complaint properly X-Postfilter: 1.3.40 On Wed, 02 Jul 2025 11:04:42 +0300, Anssi Saari <anssi.saari@usenet.mail.kapsi.fi> wrote: >Spalls Hurgenson <spallshurgenson@gmail.com> writes: > >> * System Shock 2 25th Anniversary Remaster >> >> There are a few things I didn't like. They took out the hack to >> disable the weapon degradation. I always hated how guns in "System >> Shock 2" broke after firing them a dozen times; originally you could >> edit a config file to minimize this annoyance. That's gone now. The >> developers also added a really annoying head-bob animation too; > >They *added* head-bob? In my recent playthrough I found the game really >looked like you were rolling around on a bent unicycle. I thought it >silly and also that's just how you rolled in the '90s :) But maybe that >was included in the fan patch I used? I noticed some things were changed >that didn't need to be changed which is my usual beef with fan >patches. OTOH, the original's rampant respawning was really low but I >thought it was due to the easy difficulty level I chose. To be honest, I didn't go back to the original to compare, but I don't have any real memories of headbob in the original, and the head-bob in the new version was incredibly jarring and noticable. Whether they just cranked it up, or maybe the smoother gameplay made it more noticable I can't say. But I rushed to the settings to disable it before I vomited all over my keyboard from the effect. > >Or how is it in "vanilla" SS2, is it safe to visit med/sci (surgery) and >hydroponics (convenient charging station right next to the elevator) >when you're working on the upper decks, operations and recreation? Or do >enemies just keep on respawning there? I haven't gotten that far* so I can't say for sure, but it does seem as if the respawning has been dialed down a bit. I remember in the original zombies spawned incredibly fast on the medical deck, and I smashed a nearly endless parade of servo-bots on the engineering/shuttle deck. But in the remake I only saw a handful. (I'm probably not going to finish the game. Not because of any problem with the remake, but because I've replayed "System Shock 2" so often that there are no surprises left for me; I know where the goodies are, I know where the monsters are hiding, I know exactly where to go and what to do to solve the quests. And because the remaster is so tame, it's not like I'm going to see anything new if I persist at it. So if I keep playing, it'll just become a tedious slog through territory I've crossed way too many times. Since that's not the sort of experience I want to associate with "System Shock 2", I'm probably going to stop playing. But in five or ten years, after some of my memories about the game fade, I'll give the game another shot... and odds are I'll be playing the remaster when I do it) >* Outlaws > >Yes, the 1997 Outlaws. Waited for a sale since $6/€6 seemed oh so >steep. Or more realistically, I wanted to finish the other Outlaws, Star >Wars Outlaws, first. > >I didn't play this back in 1997 but for the time it feels surprisingly >advanced. I mean, sure, the graphics are just awful but it has the >rudiments of more modern games. Then again, the naughties was an awful >time for PC gaming, too many games were just badly ported from PS2 or >Xbox0. > >But this has features. Houses have windows you can shoot through, some >of them even have breakable glass, cover is there even if crude, sounds >fade with distance, there are dark areas and you have a lantern to light >them up, with limited oil capacity. There's a remarkably useful map, >even though it's 2D and this is definitely 3D, houses have floors and >stairs go up and down. The engine apparently can't do ladders so >there're some pretty weird looking steep ramps instead. Motion speed and >perspective seem a little odd, you move really fast and go really low >when crouching. Shooting enemies below you seems to work quite poorly >but at least shooting above you works fine and is much more common. > >I tried some mods to increase resolution but unfortunately those didn't >work. As shipped by GoG the game defaults to nglide and a config prog is >included, another way to go is dgvoodoo2 which I understand maps glide >calls to directx. Some old guide from 2017 recommended v2.54 of that >with this game but I didn't find it anywhere and other versions had the >same issue as nglide, my mouse was restricted to top left quarter of the >screen if I tried to increase resolution. Also with the versions of >dgvoodoo2 the in-game graphics were a complete blinking mess. So >plodding on in unenhanced 640x480. > >Gameplay then, it's pretty much straight up shoot everyone, find keys, >open doors, kill boss, rinse and repeat. Sometimes there are civilians >but shooting them or not shooting them doesn't seem to matter. The >game's a little weird like that. There's a sheriff's star pickup too but >picking it up doesn't seem to do anything. > >Some puzzling but I think it's mostly on one level. Enemy motion and >shooting seems pretty random but I still got killed a lot at >first. Restarted with the easiest difficulty and now it feels too easy. > >Restarted one more time as I missed a critical weapon pickup or actually >it's a scope for your rifle which is, if not quite mandatory, a major >pain if you don't have it. Oh well, that's some fairly unforgiving >design right out of the '90s. At least the levels aren't that long. I >think I'm over the halfway point so maybe four levels to go. Kind of >feels like I've had enough but I'll try to finish. Ah, good ol' "Outlaws". 28 years on and it remains one of the best Western FPS games out there. The engine was an updated version of the original "Dark Forces" engine, and its cel-shaded art style hid a lot of its deficincies. The game suffered a bit more from coming out in that awkward period between "Doom" and "Half Life". You can see aspects of both seminal games in its design. On the one hand, you had the more realistic gunplay and level, coupled with a more narratively-pushed mission structure that harkened towards "Half Life". On the other hand, some of the often stupidly mazelike levels, complete with "find the switch to open some door across the level" puzzling, and the placement of the enemies, felt like purest "Doom". It was an odd mix that had problems gelling together, and the game only succeeded because everything else about it was so good. Especially the music. You get a three Internet Points penalty for not mentioning the awesome Sergio Leone inspire soundtrack. ;-)