I had a lot of fun playing Dead Space 3 in co-op. The team designed a decent shooter and the co-op element can instantly elevate a game from okay to great with a good partner. Some of the things they *tried* to do were interesting, with the second player experiencing slightly different scenes because that character had yet to be exposed to the Marker. Good idea! Unfortunately they don't do a whole lot with it and the game's core combat loop of "fight these humanoid dudes with guns and now fight these necromorphed humanoid dudes with different guns" feels creatively bankrupt.
Also I think the DLC continued the story and served as the game's new ending, but it didn't come out on PC (on Origin) until much later? Something like that. I remember being kinda miffed and we didn't go back to play it.
The DLC is, without exaggeration, the best part of the game. If you enjoyed the co-op campaign, you should definitely give it a shot.
+1
PiptheFairFrequently not in boats.Registered Userregular
I had a lot of fun playing Dead Space 3 in co-op. The team designed a decent shooter and the co-op element can instantly elevate a game from okay to great with a good partner. Some of the things they *tried* to do were interesting, with the second player experiencing slightly different scenes because that character had yet to be exposed to the Marker. Good idea! Unfortunately they don't do a whole lot with it and the game's core combat loop of "fight these humanoid dudes with guns and now fight these necromorphed humanoid dudes with different guns" feels creatively bankrupt.
Also I think the DLC continued the story and served as the game's new ending, but it didn't come out on PC (on Origin) until much later? Something like that. I remember being kinda miffed and we didn't go back to play it.
The DLC is, without exaggeration, the best part of the game. If you enjoyed the co-op campaign, you should definitely give it a shot.
the villain is the moon, which rules
it does not make up for everything else bad about the game though
+1
minor incidentexpert in a dying fieldnjRegistered Userregular
More games definitely need to use the moon as the primary antagonist.
if you're gonna try to walk on water make sure you wear your comfortable shoes
I had a lot of fun playing Dead Space 3 in co-op. The team designed a decent shooter and the co-op element can instantly elevate a game from okay to great with a good partner. Some of the things they *tried* to do were interesting, with the second player experiencing slightly different scenes because that character had yet to be exposed to the Marker. Good idea! Unfortunately they don't do a whole lot with it and the game's core combat loop of "fight these humanoid dudes with guns and now fight these necromorphed humanoid dudes with different guns" feels creatively bankrupt.
Also I think the DLC continued the story and served as the game's new ending, but it didn't come out on PC (on Origin) until much later? Something like that. I remember being kinda miffed and we didn't go back to play it.
The DLC is, without exaggeration, the best part of the game. If you enjoyed the co-op campaign, you should definitely give it a shot.
the villain is the moon, which rules
it does not make up for everything else bad about the game though
That's actually the end of the main game. The DLC creates the situation where
you can honestly believe your co-op partner has turned on you and you'll have to kill them to survive.
0
minor incidentexpert in a dying fieldnjRegistered Userregular
I had a lot of fun playing Dead Space 3 in co-op. The team designed a decent shooter and the co-op element can instantly elevate a game from okay to great with a good partner. Some of the things they *tried* to do were interesting, with the second player experiencing slightly different scenes because that character had yet to be exposed to the Marker. Good idea! Unfortunately they don't do a whole lot with it and the game's core combat loop of "fight these humanoid dudes with guns and now fight these necromorphed humanoid dudes with different guns" feels creatively bankrupt.
Also I think the DLC continued the story and served as the game's new ending, but it didn't come out on PC (on Origin) until much later? Something like that. I remember being kinda miffed and we didn't go back to play it.
The DLC is, without exaggeration, the best part of the game. If you enjoyed the co-op campaign, you should definitely give it a shot.
the villain is the moon, which rules
it does not make up for everything else bad about the game though
That's actually the end of the main game. The DLC creates the situation where
you can honestly believe your co-op partner has turned on you and you'll have to kill them to survive.
So what you’re saying is that man is the real moon.
if you're gonna try to walk on water make sure you wear your comfortable shoes
So last month I forced myself to take a break from Project Zomboid, and started playing a seldom-discussed game called Elden Ring. I'm surprised at how little hype it got, it seems pretty wild!
Anyway, I needed to take a break from being repeatedly punched in the junk, so to take a breather from Elden Ring, I starred playing....Project Zomboid. Well, that didn't last long. Anyway I crammed in a ton of town mods, vehicles, and other QoL mods and have been having a good go at it. One problem: I cannot for the life of me find a friggin sewing needle! I've got 4 sledgehammers, antique ovens, generators, a ton of ammo (haven't even hit the big armories yet), but nobody in Grapeseed, Rosewood, or Ekron has ever needed to replace a button apparently. I've gotten a ton of skill ups and raw materials just tearing up old clothes, but none of that is worth a damn without a needle.
I've even gotten trolled by finding empty sewing kits, or the time I found one with knitting needles. You cant even knit in the game, what the hell. Absolutely insane.
Also one of the mods added motorcycles, which are extremely agile, insanely fast, and guaranteed will be how I die.
Edit:. Hooray for complaining, finally found a needle!
I had a lot of fun playing Dead Space 3 in co-op. The team designed a decent shooter and the co-op element can instantly elevate a game from okay to great with a good partner. Some of the things they *tried* to do were interesting, with the second player experiencing slightly different scenes because that character had yet to be exposed to the Marker. Good idea! Unfortunately they don't do a whole lot with it and the game's core combat loop of "fight these humanoid dudes with guns and now fight these necromorphed humanoid dudes with different guns" feels creatively bankrupt.
Also I think the DLC continued the story and served as the game's new ending, but it didn't come out on PC (on Origin) until much later? Something like that. I remember being kinda miffed and we didn't go back to play it.
The DLC is, without exaggeration, the best part of the game. If you enjoyed the co-op campaign, you should definitely give it a shot.
the villain is the moon, which rules
it does not make up for everything else bad about the game though
That's actually the end of the main game. The DLC creates the situation where
you can honestly believe your co-op partner has turned on you and you'll have to kill them to survive.
So what you’re saying is that man is the real moon.
+21
minor incidentexpert in a dying fieldnjRegistered Userregular
That moon fucked around and found out
if you're gonna try to walk on water make sure you wear your comfortable shoes
More games definitely need to use the moon as the primary antagonist.
In that case you should definitely try the critically acclaimed MMORPG Final Fantasy XIV, which has a free trial, and includes the entirety of A Realm Reborn AND the award-winning Heavensward expansion up to level 60 with no restrictions on playtime. Sign up, and enjoy Eorzea today!
+13
Johnny ChopsockyScootaloo! We have to cook!Grillin' HaysenburgersRegistered Userregular
also, ds3 turned ellie from a competent hardened survivor, into an air-headed prize for isaac and New Male Ellie Boyfriend to compete over and it is extremely bad
it's even worse than pip is saying
just open mouth what in the actual horribad
0
BroloBroseidonLord of the BroceanRegistered Userregular
https://www.youtube.com/watch?v=rVllvJn1_Kk
Fraymakers is the ultimate customizable platform fighting game, featuring a cast of some of indie gaming's biggest icons. Duke it out with up to 4 players and call on assists to help out in the heat of battle. Create and play custom characters, stages, modes, and more for infinite fun! 20230118 Fraymakers (Indie Fighting 2D Fighter Multiplayer Action)
https://www.youtube.com/watch?v=LtyTN_Ma9xE
A refreshing and highly re-playable bullet hell style shooter that WANTS you to play dangerously! Ride the razor's edge of life and death in this high-risk high-reward danger oriented arcade style shooting game. 20230118 Graze Counter GM (Action Shoot 'Em Up Bullet Hell Anime Casual)
https://www.youtube.com/watch?v=gL2Q4-4NxrQ
Definitely Not Fried Chicken is a business management sim with a Twist! Grow your drugs trade through legitimate fronts by managing both sides of the business. Acquire new businesses, meet new clientele, Develop more potent narcotics, make lots of money and leave a city in ruin! 20230118 Definitely Not Fried Chicken (Early Access Simulation Management Sandbox )
https://www.youtube.com/watch?v=bLyqfwAS_uU
As an adaptation of the popular suspecse TV series, Cat's Cradle, this game combines investigation, solving puzzles and reasoning with original stories, which can build a more Immersive experience. Game will build new stories based on original setting and focus on the inner world of the character. 20230118 The Bad Kids (Adventure Indie Puzzle Psychological Horror )
【The Bad Kids】is trending on iQiyi with multiple subtitles. Watch more episodes for FREE & ONLY on iQiyi App or Website: www.iq.com!
App: http://bit.ly/iqapp6
Website: http://bit.ly/iqweb6
Written at the end
This is our first time to challenge a game adapted from TV series. In fact, up to now, our hearts are still full of anxiety. Our experience and strength will be seriously challenged, because "Cat's Cradle" has a high popularity and influence in China. Worry and anxiety constantly haunt our team.
We spent nearly a year to watch novels and TV series intensively, investigated all the analysis and comments on the network, and finally determined our ction after countless iterations of the scheme. We will divide the game into 5 chapters: The preface, Chapter 1-mom, Chapter 2-dad, Chapter 3-friends and Final chapter. Through these 5 chapters, we want to express the family relations, family affection, education and friendship of teenagers in reality, which may make a realistic resonance with players. We hope to offer players not only the story atmosphere an entertainment of gameplay, but also some deep thoughts about the harm of original family during the growth of teenagers.
Hope you can like and support our game. Also hope to get your suggestions and feedback in the community.
Huh, the next adventure from the Tales Of The Neon Sea devs is... very furry. And a quantifiable level of hornt (smoldering, give or take) in the promo screenshots.
In a mansion surrounded by mist, as the curse made by the Alchemist and Fairy reappears, the danger is quietly lurking in the darkness, awaiting its visitors.Follow Harrod and Willie to unravel an incredible story in Mercury Abbey, and go on an adventure that you would only find in mystery novels
Soon, you can experience the lives of Howard, Clarissa, Renee and Eli. Tails: The Backbone Preludes, is available on February 2nd 2023.
this looks neat, but
well
it's probably not going to answer any of the questions i had about the end of backbone, huh
The swerves that game took in how it presented narrative, and how it switched up the player's means of interacting with it, were SO interesting. They didn't FULLY work for me, but I appreciated the swings.
I guess I'm most curious what the structure of a prequel would be, what it will look like to interact with. Backbone was one of those, "I don't care as much about plot as about how the story was delivered" games for me. Is this gonna continue their experiments with interactive storytelling using some familiar faces? Or is it going to be a standard point-and-click adventure like how Backbone was before it got weird?
I'm curious, at any rate.
Poorochondriac on
0
BroloBroseidonLord of the BroceanRegistered Userregular
I had a lot of fun playing Dead Space 3 in co-op. The team designed a decent shooter and the co-op element can instantly elevate a game from okay to great with a good partner. Some of the things they *tried* to do were interesting, with the second player experiencing slightly different scenes because that character had yet to be exposed to the Marker. Good idea! Unfortunately they don't do a whole lot with it and the game's core combat loop of "fight these humanoid dudes with guns and now fight these necromorphed humanoid dudes with different guns" feels creatively bankrupt.
Also I think the DLC continued the story and served as the game's new ending, but it didn't come out on PC (on Origin) until much later? Something like that. I remember being kinda miffed and we didn't go back to play it.
The DLC is, without exaggeration, the best part of the game. If you enjoyed the co-op campaign, you should definitely give it a shot.
the villain is the moon, which rules
it does not make up for everything else bad about the game though
That's actually the end of the main game. The DLC creates the situation where
you can honestly believe your co-op partner has turned on you and you'll have to kill them to survive.
So what you’re saying is that man is the real moon.
Soon, you can experience the lives of Howard, Clarissa, Renee and Eli. Tails: The Backbone Preludes, is available on February 2nd 2023.
this looks neat, but
well
it's probably not going to answer any of the questions i had about the end of backbone, huh
The swerves that game took in how it presented narrative, and how it switched up the player's means of interacting with it, were SO interesting. They didn't FULLY work for me, but I appreciated the swings.
I guess I'm most curious what the structure of a prequel would be, what it will look like to interact with. Backbone was one of those, "I don't care as much about plot as about how the story was delivered" games for me. Is this gonna continue their experiments with interactive storytelling using some familiar faces? Or is it going to be a standard point-and-click adventure like how Backbone was before it got weird?
I'm curious, at any rate.
I don't know that for sure, but it's a solid "I reckon" based on playing Backbone and hearing from the press release that Tails is a "narrative adventure with branching choices, focused on an intertwined series of vignettes about change, circumstance, and consequence". Of course, the choices can't be that branching, since Backbone already exists - but there's always a chance that Eggnut go all wild card and let you create a separate timeline, like what they did for the new Star Trek movies. Tails is going to have some puzzles and different interactions, so it's not just a philosophy lecture. It also comes with a "branching tree interface" tracking the choices you make, which is the sort of concession to conventional playability I didn't think Eggnut would be bothered with.
Backbone was a real weird case where I don't know how much was intentionally messing with player interaction vs. how much was running out of ideas and ways to polish the ideas they had together.
Like, even before the big stuff that obviously changed how the game played, it felt more like they just couldn't come up with anything interesting to add in as a puzzle like they had in the first area than that you were being shuffled towards a less free, lower interaction situation.
Loved Hades, saw end credits, had a blast running the same areas over and over
Returnal, though. Felt to me too intense, like I had to maintain too sharp a focus for too long a stretch, and the permanent unlocks felt too underpowered and too spread out, and I couldn't jive with the gameplay loop for any more than, like, three days. It was too demoralizing to start fresh.
Thinking on it more, I wonder how much of my Hades appreciation was impacted by the downtime also being fun. Like, when I died, the sting was ameliorated by the idea of new conversations with my cool weird friends, or the possibility of a cool new treat back at base. With Returnal, dying meant... Running out of the door in the starting area and getting back to the grind.
Loved Hades, saw end credits, had a blast running the same areas over and over
Returnal, though. Felt to me too intense, like I had to maintain too sharp a focus for too long a stretch, and the permanent unlocks felt too underpowered and too spread out, and I couldn't jive with the gameplay loop for any more than, like, three days. It was too demoralizing to start fresh.
Thinking on it more, I wonder how much of my Hades appreciation was impacted by the downtime also being fun. Like, when I died, the sting was ameliorated by the idea of new conversations with my cool weird friends, or the possibility of a cool new treat back at base. With Returnal, dying meant... Running out of the door in the starting area and getting back to the grind.
Yeah, I've heard a lot about Returnal's difficulty and it's made me hesitant to try it out
But everything I've heard about Returnal's story is so cool and I want to see it!
Didn't they add a lower difficulty mode or the ability to save in an update or something?
Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
Loved Hades, saw end credits, had a blast running the same areas over and over
Returnal, though. Felt to me too intense, like I had to maintain too sharp a focus for too long a stretch, and the permanent unlocks felt too underpowered and too spread out, and I couldn't jive with the gameplay loop for any more than, like, three days. It was too demoralizing to start fresh.
Thinking on it more, I wonder how much of my Hades appreciation was impacted by the downtime also being fun. Like, when I died, the sting was ameliorated by the idea of new conversations with my cool weird friends, or the possibility of a cool new treat back at base. With Returnal, dying meant... Running out of the door in the starting area and getting back to the grind.
A thing that hades does that other roguelikes need to pick the fuck up on is weaving a narrative into the experience. A rewarding narrative. Not just window dressing like into the breach. Because you hit the nail on the head: the downtime is fun. Trying to decide which person to drop your gifts on is rewarding. Seeing Zagreus being a catty little dick to all of the bosses is great. The continued development based on winning and losing the fights is amazing!
Hades did so much right and whenever I see a new roguelike and it like, obfuscates what the items do or just has zero plot or interesting character interactions, I feel like I'm going from an SNES to an ATARI 2600 in terms of design philosophy.
Humor can be dissected as a frog can, but dies in the process.
Posts
The DLC is, without exaggeration, the best part of the game. If you enjoyed the co-op campaign, you should definitely give it a shot.
the villain is the moon, which rules
it does not make up for everything else bad about the game though
I could beat up a fuckin moon
That's what Chewbacca thought, too
Sadly the Twitter account was suspended.
Steam: YOU FACE JARAXXUS| Twitch.tv: CainLoveless
It drewww first bluuud
That's actually the end of the main game. The DLC creates the situation where
So what you’re saying is that man is the real moon.
Anyway, I needed to take a break from being repeatedly punched in the junk, so to take a breather from Elden Ring, I starred playing....Project Zomboid. Well, that didn't last long. Anyway I crammed in a ton of town mods, vehicles, and other QoL mods and have been having a good go at it. One problem: I cannot for the life of me find a friggin sewing needle! I've got 4 sledgehammers, antique ovens, generators, a ton of ammo (haven't even hit the big armories yet), but nobody in Grapeseed, Rosewood, or Ekron has ever needed to replace a button apparently. I've gotten a ton of skill ups and raw materials just tearing up old clothes, but none of that is worth a damn without a needle.
I've even gotten trolled by finding empty sewing kits, or the time I found one with knitting needles. You cant even knit in the game, what the hell. Absolutely insane.
Also one of the mods added motorcycles, which are extremely agile, insanely fast, and guaranteed will be how I die.
Edit:. Hooray for complaining, finally found a needle!
I fucked that up the first time.
Put the controller down. Took a walk.
Fucking hell.
In that case you should definitely try the critically acclaimed MMORPG Final Fantasy XIV, which has a free trial, and includes the entirety of A Realm Reborn AND the award-winning Heavensward expansion up to level 60 with no restrictions on playtime. Sign up, and enjoy Eorzea today!
I have vivid memories of that and the fucking school.
I spend minutes outside that school before even going in, thinking "fuck me I'm going to hate what's in there so much".
Also The Return. What a masterclass of tension that chapter was.
In fact fuck it, gonna let someone better with words handle speaking my thoughts about Dead Space 2.
Steam ID XBL: JohnnyChopsocky PSN:Stud_Beefpile WiiU:JohnnyChopsocky
it's even worse than pip is saying
just open mouth what in the actual horribad
it's based off of a chinese horror movie/streaming series
https://store.steampowered.com/app/2071200/The_Bad_Kids/
the title of the series seems to fluctuate between "the bad kids" and "cats cradle", probably based on how directly you're translating
might be something there for asian horror fans? but it's probably a better experience if you can speak/read mandarin
this looks neat, but
well
it's probably not going to answer any of the questions i had about the end of backbone, huh
The swerves that game took in how it presented narrative, and how it switched up the player's means of interacting with it, were SO interesting. They didn't FULLY work for me, but I appreciated the swings.
I guess I'm most curious what the structure of a prequel would be, what it will look like to interact with. Backbone was one of those, "I don't care as much about plot as about how the story was delivered" games for me. Is this gonna continue their experiments with interactive storytelling using some familiar faces? Or is it going to be a standard point-and-click adventure like how Backbone was before it got weird?
I'm curious, at any rate.
https://www.rockpapershotgun.com/weirdo-raccoon-detective-game-backbone-is-getting-a-prequel
yeah they've given a few little details away about it so far, but I'll probably just play through it on release to see where they're taking it
Returnal drops on Steam next month, it has a bunch of doodads and bells and whistles too:
DLSS, FSR, ray-traced shadows and reflections, full DualSense haptics and adaptive trigger support as well which is nice
[edit] This is assuming the KBAM controls are half decent, which is a toss up these days.
Like, even before the big stuff that obviously changed how the game played, it felt more like they just couldn't come up with anything interesting to add in as a puzzle like they had in the first area than that you were being shuffled towards a less free, lower interaction situation.
As someone that's pretty bad at shooters with controller, I think it'll benefit from mouse and keyboard controls.
Although it does have very generous auto-aim (on PS5, at least).
need
Fucks
Loved Hades, saw end credits, had a blast running the same areas over and over
Returnal, though. Felt to me too intense, like I had to maintain too sharp a focus for too long a stretch, and the permanent unlocks felt too underpowered and too spread out, and I couldn't jive with the gameplay loop for any more than, like, three days. It was too demoralizing to start fresh.
Thinking on it more, I wonder how much of my Hades appreciation was impacted by the downtime also being fun. Like, when I died, the sting was ameliorated by the idea of new conversations with my cool weird friends, or the possibility of a cool new treat back at base. With Returnal, dying meant... Running out of the door in the starting area and getting back to the grind.
http://www.audioentropy.com/
Yeah, I've heard a lot about Returnal's difficulty and it's made me hesitant to try it out
But everything I've heard about Returnal's story is so cool and I want to see it!
Didn't they add a lower difficulty mode or the ability to save in an update or something?
PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET
A thing that hades does that other roguelikes need to pick the fuck up on is weaving a narrative into the experience. A rewarding narrative. Not just window dressing like into the breach. Because you hit the nail on the head: the downtime is fun. Trying to decide which person to drop your gifts on is rewarding. Seeing Zagreus being a catty little dick to all of the bosses is great. The continued development based on winning and losing the fights is amazing!
Hades did so much right and whenever I see a new roguelike and it like, obfuscates what the items do or just has zero plot or interesting character interactions, I feel like I'm going from an SNES to an ATARI 2600 in terms of design philosophy.