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Path: ...!Xl.tags.giganews.com!local-2.nntp.ord.giganews.com!nntp.earthlink.com!news.earthlink.com.POSTED!not-for-mail NNTP-Posting-Date: Wed, 01 May 2024 19:57:23 +0000 From: ant@zimage.comANT (Ant) Subject: Re: What Have You Been Playing... IN APRIL 2024? Newsgroups: comp.sys.ibm.pc.games.action References: <53n43jdcsngilhu1oir20pnufiokk2cj73@4ax.com> User-Agent: tin/2.6.2-20221225 ("Pittyvaich") (Linux/6.6.14-200.fc39.x86_64 (x86_64)) Message-ID: <wUidnRijcqI-A6_7nZ2dnZfqnPSdnZ2d@earthlink.com> Date: Wed, 01 May 2024 19:57:23 +0000 Lines: 409 X-Usenet-Provider: http://www.giganews.com NNTP-Posting-Host: 47.180.143.226 X-Trace: sv3-jpP/1Uo/PmNtvSLwifOhL9WOvb5Fg9dFArVAaoe5QOsAX8HNuIrO8znkmFIkn5UhT34BZVO8TwQ7vhX!GCQ7LwChSYq9IDfVlRLM/gHL8T8mX385hZAO7PlMx/VnI7W+J6Q2OY+nfiOn4G31umFilr5U8+BX!CF7qp7EyA6NwtuectojKA7VKpp85gBvZ 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 Bytes: 22536 Diablo 4 in WIndows and Doo Lingo in my iPhone. :P Spalls Hurgenson <spallshurgenson@gmail.com> wrote: > It's that moment you've all been waiting for, kids. No, not the > opening of the bar (that comes later). It's our monthly thread where > we all share what video games have occupied our time for the past > thirty days! Yaaaaay! > Me first, me first!!! > Quite Short > --------------------------------------- > * Dead Space 3 > * BeamNG.drive > * Hitman: Codename 47 > * Crysis Remastered > * Ghostrunner > * Industria > Very, very, very, very, very, very, very, very, very, very, very, > very, very, very, very, very, very, very, very, very, very Long > --------------------------------------- > * Dead Space 3 > "Dead Space 3" is not a bad game. > I just felt I had to get that out there first, because it might be > easy, given my following comments, for you to assume that I think it's > terrible. I'll admit, I don't really /enjoy/ playing "Dead Space 3"; > it is often more chore than pleasure. There's a variety of reasons for > that, but my dislike doesn't mean the game is all bad. It has its > moments, after all. > It's combat is fun. It's much more relaxed than earlier games in the > franchise; although the enemies seem a bit spongier, their placement > and the level design makes it easier to mow them down, Call of Duty > style. Your overpowered weapons and powers make this game more > power-fantasy than survival horror, but that's fine, if you're into > that thing. While the game lacks some really impressive set-pieces > -those moments in the game where you just gaze about going 'wow, that > looks really cool!"- there's a lot of incidental detail that gives the > game's maps a verisimilitude that still holds up after all these > years. The sequences when you're floating around in orbit look quite > nice, and the ice and snow made me feel cold just looking at it. > I'd forgotten how generous the game was with health and ammo pickups. > Unlike earlier "Dead Space" games, I was never running short, and even > if I were, tech-benches (which doubles as your stash and crafting > location) are so frequent that you can easily restock. And if you ever > started running low on supplies, the optional side-missions filled > your coffers with so many crafting materials that I had to leave some > behind because my inventory couldn't hold it all. Sure, all these > beneficence take away a good deal of the game's challenge, but that's > okay. > Some of the gameplay was iffy, though. Because it was designed also as > a co-op game, your AI companion appears and disappears in a way that > breaks immersion; in fact, I sometimes suspected he was entirely a > figment of the main protagonist's imagination (nobody else seems to > notice he's even there, although the game's canon insists he's a real > person). It always made me feel that I was missing out, that my AI > companion was off having more exciting adventures than I was whenever > he was out of sight. > The various mini-games (the mountain climbing bits, the electronic > locks) weren't much fun either; they weren't difficult but felt clunky > and tacked on. Even the optional missions quickly lost their charm; > while each featured its own map - most with unique textures - the > mission structure was simplistic and repetitive. The craftable weapons > - as noted - also were poorly balanced, and it was quite easy to end > up so overpowered as to make combat a breeze (once I got my machine > gun with underslung rocket-launcher (which, as a bonus, slowed down > time), even the biggest bad guys crumbled beneath my firepower. > As for the story and characters... well, they were never the strongest > points of the "Dead Space" franchise, and this third game doesn't > reverse the trend. In fact, it pretty much ignores any growth the > protagonist had in the second game, forcing him to once again go from > selfish, wounded jerk back into hero-willing-to-sacrifice- > himself-to-save-the-world. It was very much a sense of deja vu; > haven't I played this before? > But still, despite all those issues, I don't think "Dead Space 3" is a > bad game. It's not a great one, but it's passable popcorn-movie action > fun. It has a stupid plot, shallow characters, big guns, and lots of > aliens that explode in cartoony violence. It's fine. It's not a bad > game at all. But it's a terrible "Dead Space". > * BeamNG.drive > "BeamNG.drive" is a great game. It's also one that didn't really > entertain me for long. > In some ways, "BeamNG" is a gimmick game. It's extremely robust > physics model -including full soft-body physics for all the cars - is > the game's primary hook, and exploring how those physics affect the > gameplay is really what the game is all about. The cars roll and drive > very convincingly, and the crashes are probably unmatched outside of > dedicated test suites used by automobile manufacturers or researchers. > Driving 90 miles an hour down a highway and then plowing into a wall > result in some extremely realistic results, and "BeamNG" gets a lot of > longevity from that feature alone. > But beyond that there's not much to the game. There's very little in > the way of progression, partially because it's a 'sandbox' game, and > partly because the game is still in open access. There are a variety > of modes - races and whatnot - to play around with, but none of them > are very satisfying. There's a reason the "Need for Speed" and "Forza" > games eschew extremely realistic physics, and that's because the > fantasy of high-speed racing doesn't work all that well in a universe > where your car crumples into pancaked steel and plastic even at 'low > speed' impacts. > "BeamNG" does have a huge variety of game-mods made by fans that can > keep the fun going (the "Flood" mod in particular is fun) but these > aren't always the easiest to get running. The interface on the whole > isn't particularly clean or intuitive, for that matter (again, likely > a result of that whole 'early access' thing). And the playing the game > with digital controls is pure misery; a keyboard is right out, and > even a gamepad is pretty disappointing. If you don't have a wheel, you > won't get half of what the game has to offer. > "BeamNG.drive" is a fascinating project, and what it does well - its > physics model - it does very, very well. I also have full confidence > that eventually this game will evolve into a well-rounded, polished > experience. Even now, its physics engine make it something I think > anyone even marginally interested should experience. I just don't > think that - at this point - it has the longevity to entertain any but > the most hardcore players, and outside of that group, isn't really > worth the price the developers are asking. > But I eagerly await the day when it does. > * Hitman: Codename 47 > The forgotten first game of the "Hitman" franchise is often seen as > the weakest of the series, and I can totally understand that. Compared > to the sophistication of the newer games, it is an extremely > simplistic and clunky game. Nonetheless, for years I've also held it > up as my favorite of all the Hitman games. But, not having played the > original in over a decade, I wondered if that was still true. So there > was nothing to do but give the game another try. > Just getting the game to run on modern hardware was a chore. Or > rather, I could get it to run but not without glitches and graphical > flaws. In the end, rather than struggle with various config files and > patches, I chose a simpler path; I pulled out the original CD-ROM, > stuck it into WindowsXP computer, and played it on era-appropriate > hardware. > Visually, the game wasn't going to win me over its more advanced > sequels. Still, for a game released in 2000, it had some impressive > tricks up its sleeve: vegetation that reacted to my passage, an > impressive roiling river, and banners fluttering in the breeze. The > levels themselves were notably large and detailed for a game released > twenty-plus years ago too. The models and animations were less > remarkable, but got the job done well enough. > The game-play was... stiff. This first Hitman was more puzzle game > than shooter, and its sandbox was relatively limited. There really was > only one way to get through the level properly; sure, you could just > start shooting your way to your victim, but clunky controls (and - on > later missions - scripted AI that made the target flee off the map at > the first sign of trouble) made this method of limited utility. No, > the game expected the player to engage in a lot of trial-and-error > play-throughs to figure out what needed to be done, and when. > Sometimes it wasn't even obvious what options were available (for > instance, there was no clue that I needed to talk to the bartender > twice in the third mission), which often meant that the only solution > was to look for guidance from a walkthrough. Fortunately, even after > all these years I /mostly/ remembered what steps were needed to finish > each level, which made the whole thing far less frustrating. But for ========== REMAINDER OF ARTICLE TRUNCATED ==========