setsneedtofeed
@setsneedtofeed@lemmy.world
Go away.
- Submitted 1 day ago to games@lemmy.world | 3 comments
- Comment on [deleted] 4 days ago:
Hyundai is doing some relevant things.
- Submitted 4 days ago to greentext@sh.itjust.works | 11 comments
- Submitted 4 days ago to greentext@sh.itjust.works | 0 comments
- Comment on Favorite retro games? 1 week ago:
Fallout 1, which I’ve probably replayed about ten times more than the sequel. It’s concise, with this depressing and dark world that gives a feeling never fully replicated in sequels.
Lords Of The Realm 2, a great little strategy game with an effortlessly charming aesthetic.
Civil War Generals 2, when I feel like really grinding out a strategy game. It has the bright colors and charming graphics which create a clear and readable battlefield that can be brutally difficult as units get ground down into ragged bands.
- Comment on Are there any games like Starfield? 1 week ago:
Really it just means the sorts of bugs you find with minimal QA testing combined with stilted voice acting, potentially untranslated audio or text, cultural beats that don’t quite cross over, and some game design choices that are different than how a game developed alongside western games might do things.
If you can stand this lack of polish, these sorts of games can at least give amusement for their price point.
- Star Wars: Outlaws Reportedly Sold Less in 2024 than Star Wars Jedi: Survivor Did – WGBwolfsgamingblog.com ↗Submitted 1 week ago to games@lemmy.world | 8 comments
- Comment on Are there any games like Starfield? 1 week ago:
I’m commenting late, but there is The Precursors which does require Slavjank tolerance, but if you have it, it provides an interesting flavor on a space opera adventure.
I also haven’t tried The Tomorrow War which seemingly requires even higher Slavjank tolerance, and probably isn’t a top of all time game, but seems interesting if you like peering into strange forgotten games. Warlockracy did a video of this one.
- Comment on Why So Many Video Games Cost So Much to Make 1 week ago:
TLDR Bloated staff sizes and poor workflow management means salary costs skyrocket while a lot of people on staff are left waiting for things to do. The article keeps saying the costs aren’t just about better graphical fidelity, but I think this issue is somewhat related because a big chunk of staff are going to be artists of some variety, and the reason there are so many is to pump up the fidelity.
Not that it much matters to me personally. I said before that games have long ago hit diminishing returns when it comes to presentation and fidelity. I’d rather have a solid game with a vision, and preferably a good visual style rather than overproduced megastudio visuals. Those kinds of games are still coming out from solo developers and small studios, so it doesn’t affect me one bit if big studios want to pour half a billion into every new assemblyline FPS they make.
- Submitted 1 week ago to videos@lemmy.world | 0 comments
- Submitted 1 week ago to games@lemmy.world | 0 comments
- Submitted 1 week ago to [deleted] | 0 comments
- Comment on I just played a game of Rogue Regiment, a co-op stealth action boardgame. Here's how it went. 2 weeks ago:
In the stealth section there are static guards and patrolling guards. At the bottom of every turn the players pull from a deck of cards which says which of the patrolling guards will move and also a special event- this can be the meter towards the alarm ticking down, some of the guards reversing direction of their patrol, or reinforcements prestaging just off board.
During stealth if a dead guard or a player character is spotted by a specific guard, it will shout alerting other guards inside a certain radius and act according to the combat logic. At this point the stealth section will likely shortly end because of all the negative stealth modifiers.
In the combat section, enemies will move towards and fire at whatever spotted player character is nearest.
- Comment on I just played a game of Rogue Regiment, a co-op stealth action boardgame. Here's how it went. 2 weeks ago:
Mechanically I don’t think anything changes with the number of players, since you always have 4 player characters no matter how many players.
I personally don’t think it would be as fun solo. You would have more control and precision which might appeal to certain people, but for me the chaos of having other people doing things and having to negotiate a plan where everyone is constantly inputting was part of the fun.
- Comment on I just played a game of Rogue Regiment, a co-op stealth action boardgame. Here's how it went. 2 weeks ago:
The box comes with 9 different missions, and there are expansions with more missions and player characters. I’ve only played just this once so far though.
- Comment on I just played a game of Rogue Regiment, a co-op stealth action boardgame. Here's how it went. 2 weeks ago:
The tiles are double sided and I don’t believe we even used all the provided ones for this scenario.
- Comment on Day 170 of posting a Daily Screenshot from the games I’ve been playing until I forget to post Screenshots 2 weeks ago:
Took me about 7 hours but I was poking around and going back for screenshots. It should probably take about 6 normally.
- I just played a game of Rogue Regiment, a co-op stealth action boardgame. Here's how it went.lemmy.world ↗Submitted 2 weeks ago to games@lemmy.world | 11 comments
- Comment on It insists upon itself 2 weeks ago:
Keep it simple, stupid.
- Comment on They're waiting for you Pioneer. In the test, chamber. 2 weeks ago:
Why did that scientist say it like that? What was his problem?
- Submitted 2 weeks ago to games@lemmy.world | 5 comments
- Submitted 2 weeks ago to [deleted] | 0 comments
- Comment on What is the origin of aliens looking like humans? Why and when did it become the norm? 2 weeks ago:
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It has been difficult, time consuming, and expensive to depict aliens as other than people in costumes. Aliens in scifi novels of the even of the past were often much more non-human appearing than the on screen counterparts.
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Many stories featuring aliens have elements of morality plays or other abstractions of human interactions which are ported to a scifi setting for the purposes of abstracting them.
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Some stories with humanoid aliens are wholly unconcerned in exploring the aliens as something truly alien, so aliens are simply different people more or less.
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- Submitted 2 weeks ago to games@lemmy.world | 1 comment
- Comment on what was the last game you played in 2024? 2 weeks ago:
I’ve been working my way through Half-Life Opposing Force. It is harder than the base game, but I do enjoy it. It has a lot of ideas like the squad mechanics that would be great to see reworked.
- Is Half-Life Opposing Force still known to current gamers, or is this a side game that's fallen through the cracks.lemmy.world ↗Submitted 3 weeks ago to games@lemmy.world | 49 comments
- Submitted 3 weeks ago to games@lemmy.world | 3 comments
- Comment on Video Games Can’t Afford to Look This Good 3 weeks ago:
This is a good example. The cartoony graphics work well for Nintendo because it fits their hardware better as well.
For my personal example I can still play Starfox64 easily, but Goldeneye (one of my favorite childhood games) literally gives me a headache to look at. Goldeneye was going for a more realistic look on the engine of the time and aged terribly. Starfox is all big bright cartoon designs.
- Comment on Video Games Can’t Afford to Look This Good 3 weeks ago:
I can think of many older games in dire need of facelifts, but the thing is they don’t need a facelift into photo-realistic territory. Just enough to bring the vision out from developers reaching just a little further than their old tech could support.
The AAA gaming industry has gone off the rails trying to wow us with graphics and the novelty has long worn off.
- Comment on Video Games Can’t Afford to Look This Good 3 weeks ago:
A lot of comments in this thread are really talking about visual design rather than graphics, strictly speaking, although the two are related.
Visual design is what gives a game a visual identity. The level of graphical fidelity and realism that’s achievable plays into what the design may be, although it’s not a direct correlation.
I do think there is a trend for higher and high visual fidelity to result in games with more bland visual design. That’s probably because realism comes with artistic restrictions, and development time is going to be sucked away from doing creative art to supporting realism.
My subjective opinion is that for first person games, we long ago hit the point of diminishing returns with something like the Source engine. Sure there was plenty to improve on from there (even games on Source like HL2 have gotten updates so they don’t look like they did back in the day), but the engine was realistic enough. Faces moved like faces and communicated emotion. Objects looked like objects.
Things should have and have improved since then, but really graphical improvements should have been the sideshow to gameplay and good visual design.
I don’t need a game where I can see the individual follicles on a character’s face. I don’t need subsurface light diffusion on skin. I won’t notice any of that in the heat of gameplay, but only in cutscenes. With such high fidelity game developers are more and more forcing me to watch cutscenes or “play” sections that may as well be cutscenes.
I don’t want all that. I want good visual design. I want creatively made worlds in games. I want interesting looking characters. I want gameplay where I can read at a glance what is happening. None of that requires high fidelity.