UFO 50 might already be my game of the year because it redefines certain conceits of the modern genre and packaging of video games.
like not in a pretentious way but it reminds me of a short story collection in a medium that has already abandoned trying to sell this form and has instead gone all-in on novels and it’s sort of… important to me as an artist to remember a well-tended and complete minimalism is okay? in game design. it’s perfect. it is beautiful. it is a love letter to game design and to video games. it is the realization of a hundred doodles that are no longer commercially viable. i feel like someone sold me their notebook, or their childhood dreams.
I've seen a couple of complaints online about the games with "confusing control schemes," and maaaan I can't relate.
This isn't Warioware, these games aren't supposed to be parsed and discarded within seconds. Learning a new control scheme, paying attention to what (and why) the game demands of that scheme, that's... Part of the play.
Game controls, the ways we interact with our controllers, have become largely standardized. Left trigger to aim, right trigger to shoot, jump with the A button, off you pop. It eases access, it lets people engage faster and more easily, but it's also just... Fully ceding an entire mode of play.
If Mooncat let you move with the arrows and jump with the A button, it would be a deeply boring platformer. Instead, any button on the left side of your controller moves your guy left. Any button on the right moves him right. Wanna jump? Get a head of steam going in one direction, tap a button from the OTHER direction, and watch your guy painfully hurl himself through the air. it's a slapstick exercise in momentum and timing. It's a two-input control scheme that somehow still feels like you have to rub your head and pat your belly to play it.
It has me once again thinking about accessible/inaccessible art, about what and why and how we are "accessing," about how maybe our imaginations are kind of limited in how we approach these things.
But also I keep thinking, "Man, what else are they hiding in this pile of treasures?"
StraightziHere we may reign secure, and in my choice,To reign is worth ambition though in HellRegistered Userregular
I'm very interested in UFO 50 but I'm worried I might bounce off it because my own history with video games doesn't really include much of the era of games that it's in conversation with
Started playing The Lamplighter's League, and gosh, this is extremely my shit isn't it?
I really enjoyed the game. There are parts that feel underbaked, especially in the last third of the game, mechanics wise. It definitely needed more time in the oven (and for Paradox to not have completely fucked over the dev team and fired over half of them months before the game was set to come out).
+1
StraightziHere we may reign secure, and in my choice,To reign is worth ambition though in HellRegistered Userregular
I think a friend of a friend was part of that unceremoniously laid off dev team, and I'm hoping to run into her again at a party now
I'm very interested in UFO 50 but I'm worried I might bounce off it because my own history with video games doesn't really include much of the era of games that it's in conversation with
For my part, I never owned an NES, never really engaged with it. I was playing exclusively PC adventure games until, like, middle or high school.
So part of the fun here, for me, is developing an appreciation for the languages of the era - both ones that were spoken then and ones developers are finding now. The collection of games can be arranged/sorted in a variety of ways, but the default is my favorite - chronological. You get to see the way a concept can be roughed out in one game and then spun out into something else, you get to see the ways tech evolves and the ways ideas do (or don't) evolve with the tech. By being fictional, by being deeply curated, all of these games get to speak DIRECTLY to each other in a way not really possible in messy, spread out real history.
To use Immortality as a reference point - having appreciation and foreknowledge of the kinds of movies that game references? Helpful! Adds a little something. But even if you don't have those reference points, the text of the game teaches you what IT thinks about those eras of film and how they speak to each other. Similar deal here. I'm sure I'd appreciate it more if I'd spent more time in the 8-bit mines, but the text articulates its various theses just fine
+9
Ubikoh pete, that's later. maybe we'll be dead by thenRegistered Userregular
edited September 22
beat the campaign on space marine 2, the game is absolutely gorgeous. the sense of scale is awesome and the world looks so detailed. i'm not even a wh40k head but it was very cool to experience
i absolutely hated the combat. it never clicked, i don't understand what the game wants me to do. i did not feel like a badass or even competent, i felt like a punching bag, barely getting to executions by the skin of my teeth. i tried 2 of the co-op missions but i will be putting the game down now. i wish i had waited for a sale, or for it to go onto a monthly service, so i could have just played the campaign for cheap
I'm on the Fifth of presumably Nine Sols and it is kicking my ass, I think I've spent more than 2 hours on it today
I've learnt all it's attacks but it gets to the point where it's using all of them so rapidly that I my fingers get all muddled
Still, it seems solvable without luck so I'll keep going
I do love Lady Ethereal's backstory though, honestly heartbreaking. And the reveal that they are just a brain in a jar, perpetually trapped between a dream and a nightmare
And the reveal that a room you've passed through a few times at this point was actually hiding her and the rest of the brains behind an illusion
Man this game rules
That one stumped me for a while also. If you're as dumb as me, you might want to look up how the fight goes on YT, there's this one section where you can get a tonne of almost free damage on her that I didn't even consider, making it much more difficult on myself.
There's this new captcha on Epic that I honestly can't pass. It gives me 3 pictures of ducks next to toasters and tells me to select the pictured object in a fourth image, which also contains a picture of a duck you can click
I have spent minutes clicking ducks to no avail. Am I a robot? My life is a lie
0
MaddocI'm Bobbin Threadbare, are you my mother?Registered Userregular
There's this new captcha on Epic that I honestly can't pass. It gives me 3 pictures of ducks next to toasters and tells me to select the pictured object in a fourth image, which also contains a picture of a duck you can click
I have spent minutes clicking ducks to no avail. Am I a robot? My life is a lie
There's this new captcha on Epic that I honestly can't pass. It gives me 3 pictures of ducks next to toasters and tells me to select the pictured object in a fourth image, which also contains a picture of a duck you can click
I have spent minutes clicking ducks to no avail. Am I a robot? My life is a lie
Finished Tactical Breach Wizards! I was worried it was going to wind up too short but nope, this is a very generous game that stays interesting both plot-wise and mechanically all the way through. Really solid writing, interesting challenges, a full-on classic if you have any love at all for things described as "tactical". Also maybe the most plausible like series of plot progressions I've seen in a game in a while. Felt grounded despite all of the magic defenestrations.
Now I gotta get all the achievements, they seem fun. And I really like the Confidence goals system a ton.
Do what you can to elect Harris/Walz and downticket Dem candidates in your area by doorknocking, phonebanking, or postcarding: https://www.mobilize.us/
beat the campaign on space marine 2, the game is absolutely gorgeous. the sense of scale is awesome and the world looks so detailed. i'm not even a wh40k head but it was very cool to experience
i absolutely hated the combat. it never clicked, i don't understand what the game wants me to do. i did not feel like a badass or even competent, i felt like a punching bag, barely getting to executions by the skin of my teeth. i tried 2 of the co-op missions but i will be putting the game down now. i wish i had waited for a sale, or for it to go onto a monthly service, so i could have just played the campaign for cheap
What difficulty are you playing on? I found the combat phenomenal and definitely felt like a badass but also challenged. Did you have problems with parries or when to melee v when to shoot?
0
Ubikoh pete, that's later. maybe we'll be dead by thenRegistered Userregular
beat the campaign on space marine 2, the game is absolutely gorgeous. the sense of scale is awesome and the world looks so detailed. i'm not even a wh40k head but it was very cool to experience
i absolutely hated the combat. it never clicked, i don't understand what the game wants me to do. i did not feel like a badass or even competent, i felt like a punching bag, barely getting to executions by the skin of my teeth. i tried 2 of the co-op missions but i will be putting the game down now. i wish i had waited for a sale, or for it to go onto a monthly service, so i could have just played the campaign for cheap
What difficulty are you playing on? I found the combat phenomenal and definitely felt like a badass but also challenged. Did you have problems with parries or when to melee v when to shoot?
I played on normal. I had problems with everything. If I'm shooting, I'm getting hit from range. If I'm parrying 1 guy, the 3 other guys swinging are hitting me. If I'm dodging, there's another guys attack timed to hit me as soon as I stop. If I'm doing a melee combo, I'm getting staggered by ranged shots. If I'm trying to execute, I'm locking on instead. If there's 3 big guys, I'm getting stun locked because all their hits stagger and they know how to space their attacks perfectly. If I do get a parry, half the time it's the guy I'm trying for and the other half I'm catching something that jumped from off screen. The gun shot mechanic felt like it just straight up didn't work half the time. On bosses it would be wasted because I'd trigger it and they'd go into an animation and it wouldn't do any damage
I tried a bunch of different weapons and it just felt like every encounter it didn't matter what choice I made, the enemies were countering it because there were always tons of every enemy type, if I take one swing, there's 5 hitting me at the same time
I'm sure it's just not my style because I see people saying they like it
i once tried to log into PSN on my desktop and it had threw one of that was serious work. you had to tell it which mazes were impossible (or possible i don't remember) but they were complicated enough that you had to really, work em all out
and then i saw that there were supposed to be like 17 more coming
what i going on with these things
edit: now i remember it, was the counting dice one i got. where there were like, five or six dice
Speaking of the grimdarkness of space, I finished Warhammer 40K: Rogue Trader. It was by far the best of the Owlcat games, now that the major bugs are fixed. I had a blast!
Which I think I would need to have had to finish a 100 hour rpg.
It fixes my main problem with the Pathfinder games. , which was that as you got to the mid to late game combat became a slog. Which I know is partially just the way Pathfinder 1e works, but their way of making things challenging was to make every miniboss and boss have essentially no weaknesses and you had terrible chances to hit/enemies saved against most of your spells and abilities. I did not finish either of them just because the games became frustrating and the story stopped compelling me forward.
Not so much in Rogue Trader. The system is pretty easy to understand (at its most basic, you have a skill on a scale of 1-100, and to see if you succeed you take the difficulty of the task you are trying to do, subtract it from your skill score, and if you roll a d100 equal to or lower than your skill, you succeed) and is fun. Some enemies and bosses are strong against specific tactics and weaker to others. This lets you really build a cool team that can tackle different problems, and encourages you to not overly rely on one combat style.
The story was engaging from beginning to end, with plenty of twists, turns, political intrigue, and fun arcs between each chapter. I even enjoyed the Owlcat games mandatory big ass dungeon section that takes you away from the main hook of the game! And the companions were compelling, and quite varied in their outlook. From the heretical psyker who was very much out for herself, to the loyal seneschal, the righteous sister of battle, and so on, they all had hidden depth and stories that I found myself interested in.
If you are interested in a good crpg, and/or a good 40K game, I suggest trying it out.
Edit: Oh, the game also does a good job of easing you into the whole manage a trade empire of planets and a ship. And ship combat. And settlement management.
I also loved the storybook segments, which take on direct skill challenges, space battles, records of sieges, and many more framing devices to keep them fresh and interesting.
My favorite came near the very end of the game:
when the Viking space marine and I fought his given to his dark urges battle brother, a Wulfen, during a blizzard on a snow planet. The illustrations were beautiful and the entire framing was as a saga, written in the style of a Norse saga. It was super cool.
beat the campaign on space marine 2, the game is absolutely gorgeous. the sense of scale is awesome and the world looks so detailed. i'm not even a wh40k head but it was very cool to experience
i absolutely hated the combat. it never clicked, i don't understand what the game wants me to do. i did not feel like a badass or even competent, i felt like a punching bag, barely getting to executions by the skin of my teeth. i tried 2 of the co-op missions but i will be putting the game down now. i wish i had waited for a sale, or for it to go onto a monthly service, so i could have just played the campaign for cheap
What difficulty are you playing on? I found the combat phenomenal and definitely felt like a badass but also challenged. Did you have problems with parries or when to melee v when to shoot?
I played on normal. I had problems with everything. If I'm shooting, I'm getting hit from range. If I'm parrying 1 guy, the 3 other guys swinging are hitting me. If I'm dodging, there's another guys attack timed to hit me as soon as I stop. If I'm doing a melee combo, I'm getting staggered by ranged shots. If I'm trying to execute, I'm locking on instead. If there's 3 big guys, I'm getting stun locked because all their hits stagger and they know how to space their attacks perfectly. If I do get a parry, half the time it's the guy I'm trying for and the other half I'm catching something that jumped from off screen. The gun shot mechanic felt like it just straight up didn't work half the time. On bosses it would be wasted because I'd trigger it and they'd go into an animation and it wouldn't do any damage
I tried a bunch of different weapons and it just felt like every encounter it didn't matter what choice I made, the enemies were countering it because there were always tons of every enemy type, if I take one swing, there's 5 hitting me at the same time
I'm sure it's just not my style because I see people saying they like it
Damn that sucks, I just didn’t really have the same experience, it clicked with me and I almost always felt pressed but in control. The game doesn’t do a great job of explaining some things, like being able to parry anything not just blue attacks, but I largely just didn’t have that experience. I did notice sometimes bosses not getting the health damage from pistol shots, but you’d still get the armour buff from the attack. Bosses were my least favourite aspect tho, but they do become a lot easier if you get really good at parries and dodges.
I never really found myself getting stun locked by multiples of the big dudes, except maybe later with the second enemy faction I’d have trouble with the heavy range guys with chain guns , but not to an annoying degree, I died maybe 10 times on normal throughout the campaign, which for me is pretty good, I’m definitely not normally fantastic at these types of games, so I think I just got lucky and it gelled with me perfectly
It sucks but I’ve definitely had games where I’m like “this is right up my alley, everyone loves it, but something major is wrong/I dislike lots of little things” and end up not liking it
Prohass on
+2
Zonugal(He/Him) The Holiday ArmadilloI'm Santa's representative for all the southern states. And Mexico!Registered Userregular
In Mass Effect news I have recruited Liara T'Soni to the team.
I have also told the Citadel Council to not question my decisions and then hung up on them when they pushed back on that.
Fuck them, I'm a Spectre now.
This is how Janeway rolls.
+12
MaddocI'm Bobbin Threadbare, are you my mother?Registered Userregular
Rogue Trader rules and I'm just itching to play again, but I'm waiting for Tuesday for the first DLC and likely a new big patch before I start up again
I am hoping they don’t mess with the balance too much and just fix stuff that’s broken, I remember hearing rumbles that after 1.2 they were going to rebalance everything, and I’d just like to finish my current run before that.
i have played some of my first Thorson Petter game in UFO 50 -- after opening six other games first out of contrarianism, i decided to finally open Barbuta, the very first on the list. i feel personally attacked by this brutal, obtuse mystery and by the fictional artist who created it, and that's amazing.
Barbuta is intentionally plodding and ambient. you're tricked into thinking you're a hero of some kind, but honestly your sword doesn't kill most of the enemies you find, you're slow, your jump sucks, and there are deathtraps everywhere. reading the manual, it all clicked - the first threshold is simply "see 25 rooms."
deciding to list Barbuta first by default is absolutely a stroke of genius.
Apparently the budget for space marine 2 was less than half of doom eternal, which is pretty nuts. The environments and scale led me to believe it would at least be on par with something like eternal, if not more.
i once tried to log into PSN on my desktop and it had threw one of that was serious work. you had to tell it which mazes were impossible (or possible i don't remember) but they were complicated enough that you had to really, work em all out
and then i saw that there were supposed to be like 17 more coming
what i going on with these things
edit: now i remember it, was the counting dice one i got. where there were like, five or six dice
I have literally never solved a "one big photo, click squares with crossing/bike/etc" type captcha. Every time I get those I'm forced to go through like 5+ before it takes mercy on me and gives me one where each square is its own picture.
A friend was making fun of me for complaining about that, until earlier this year I had to solve one in front of him on my phone once and he saw it in action.
"You tell me which ones to select. Okay, aaand... oh look, it didn't work, shocker."
+1
StraightziHere we may reign secure, and in my choice,To reign is worth ambition though in HellRegistered Userregular
It depends on the object for me. Traffic lights are fine, buses are pretty good, but captchas and I have some fundamental disagreements about what a bicycle is.
+11
PaperLuigi44My amazement is at maximum capacity.Registered Userregular
There's something deeply upsetting about how distorted some captchas are now, I feel like I'm in a Creepypasta clicking on crunchy jpegs that feel generated.
The spoiled one is super easy to read, but I do a lot of 3D stuff in blender. The captcha ones makes me check out inmediately, I dont even want to solve it, Id rather be a robot.
Yes, with a quick verbal "boom." You take a man's peko, you deny him his dab, all that is left is to rise up and tear down the walls of Jericho with a ".....not!" -TexiKen
It depends on the object for me. Traffic lights are fine, buses are pretty good, but captchas and I have some fundamental disagreements about what a bicycle is.
I had one yesterday that was just a big picture of a guy on a bike. I carefully selected every square with a piece of bike in it, which ended up being almost all of them except for the ones of his head and torso and the sky at the top. Still failed.
+1
StraightziHere we may reign secure, and in my choice,To reign is worth ambition though in HellRegistered Userregular
See my belief is that for the purpose that those are designed (improving self driving cars) the person riding the bicycle should also count as a component of the bicycle, which I assume is why I keep getting dinged.
The spoiled one is super easy to read, but I do a lot of 3D stuff in blender. The captcha ones makes me check out inmediately, I dont even want to solve it, Id rather be a robot.
It's the invasive program that the enterprise d crew came up with the send back with Hugh to kill the collective in the episode I, Borg.
0
Brovid Hasselsmof[Growling historic on the fury road]Registered Userregular
What I don't get is if captchas are designed to teach AI what a bicycle or whatever looks like, how do they know whether to say what we click is wrong or not?
What I don't get is if captchas are designed to teach AI what a bicycle or whatever looks like, how do they know whether to say what we click is wrong or not?
Statistics and giving the image to thousands of people. How exactly they work isn't super public afaict, but there are images, or parts of the image, that it will know with a very high certainty and images/parts that are less certain. It checks to make sure you are getting the parts it's certain are one way or the other correct and uses your answer, and thousands of other answers, to help train the parts its less certain of.
Like, when there were very old text based captchas out there, you'd get one line of real text from a document and one weird distorted mess. The distorted mess was generated and it "knew" the answer, while the line of real text was what you were teaching it to read.
What I don't get is if captchas are designed to teach AI what a bicycle or whatever looks like, how do they know whether to say what we click is wrong or not?
Statistics and giving the image to thousands of people. How exactly they work isn't super public afaict, but there are images, or parts of the image, that it will know with a very high certainty and images/parts that are less certain. It checks to make sure you are getting the parts it's certain are one way or the other correct and uses your answer, and thousands of other answers, to help train the parts its less certain of.
Like, when there were very old text based captchas out there, you'd get one line of real text from a document and one weird distorted mess. The distorted mess was generated and it "knew" the answer, while the line of real text was what you were teaching it to read.
also somewhere at the end of the line there's a real person in a swelteringly hot data centre room in mumbai who is manually correcting all this shit and being paid $0.05 a day to do so
BroloBroseidonLord of the BroceanRegistered Userregular
https://www.youtube.com/watch?v=NAWCIGH0wXo
A deck-building roguelike game with unique semi-real-time combat system. Step into the shoes of an ancient gladiator and do your best to survive in the coliseum. Combine various skills and equipment, develop your own fighting style, and defeat all the enemies to become the next champion! 20240923 Rune Coliseum (Early Access Deckbuilding Strategy Roguelike )
https://www.youtube.com/watch?v=d5LAX-CpOvI
Project Castaway is a survival crafting title set in the Pacific Ocean. Live the life of a stranded castaway, with only yourself - and the island's inhabitants - for company! Sail the ocean, hunt, explore unique islands and gather resources as you fight for survival. 20240923 Project Castaway (Exploration Sandbox Open World Survival Craft )
https://www.youtube.com/watch?v=E0pNz9H6aRo
Tiny Glade is a small diorama builder where you doodle whimsical castles, cozy cottages & romantic ruins. Explore gridless building chemistry as the game adorns your glades with procedural detail. No management, combat or goals: just kick back and turn forgotten meadows into lovable dioramas. 20240923 tiny Glade (Design & Illustration Sandbox Building Relaxin)
https://www.youtube.com/watch?v=cjthbk_4pVQ
Witchfire is a first-person dark fantasy RPG shooter in which you play as a wicked sinner turned witch hunter on his final mission to reach salvation. 20240923 Witchfire (FPS Roguelite Souls-like RPG Shooter PvE)
https://www.youtube.com/watch?v=ZWFe2MOmRpI
Embark on a dystopian-tinged survival sandbox adventure where the world dynamically responds to your actions. Craft your own narrative through a series of choices, navigating harsh environmental conditions and organized factions, and delving into unsolved mysteries. 20240923 City 20 (Early Access Open World Sandbox Survival )
https://www.youtube.com/watch?v=XxMTrQklMUQ
Far Horizon is an action-adventure RPG set in the far reaches of space where floating islands, beautiful vistas, and alien creatures await. Embark on an epic adventure of exploration, ingenuity, and survival as you loot, shoot, and craft to forge your destiny among the stars. 20240923 Far Horizon (RPG Exploration Action RPG Action-Adventure)
Posts
I've seen a couple of complaints online about the games with "confusing control schemes," and maaaan I can't relate.
This isn't Warioware, these games aren't supposed to be parsed and discarded within seconds. Learning a new control scheme, paying attention to what (and why) the game demands of that scheme, that's... Part of the play.
Game controls, the ways we interact with our controllers, have become largely standardized. Left trigger to aim, right trigger to shoot, jump with the A button, off you pop. It eases access, it lets people engage faster and more easily, but it's also just... Fully ceding an entire mode of play.
If Mooncat let you move with the arrows and jump with the A button, it would be a deeply boring platformer. Instead, any button on the left side of your controller moves your guy left. Any button on the right moves him right. Wanna jump? Get a head of steam going in one direction, tap a button from the OTHER direction, and watch your guy painfully hurl himself through the air. it's a slapstick exercise in momentum and timing. It's a two-input control scheme that somehow still feels like you have to rub your head and pat your belly to play it.
It has me once again thinking about accessible/inaccessible art, about what and why and how we are "accessing," about how maybe our imaginations are kind of limited in how we approach these things.
But also I keep thinking, "Man, what else are they hiding in this pile of treasures?"
My Steam
I really enjoyed the game. There are parts that feel underbaked, especially in the last third of the game, mechanics wise. It definitely needed more time in the oven (and for Paradox to not have completely fucked over the dev team and fired over half of them months before the game was set to come out).
For my part, I never owned an NES, never really engaged with it. I was playing exclusively PC adventure games until, like, middle or high school.
So part of the fun here, for me, is developing an appreciation for the languages of the era - both ones that were spoken then and ones developers are finding now. The collection of games can be arranged/sorted in a variety of ways, but the default is my favorite - chronological. You get to see the way a concept can be roughed out in one game and then spun out into something else, you get to see the ways tech evolves and the ways ideas do (or don't) evolve with the tech. By being fictional, by being deeply curated, all of these games get to speak DIRECTLY to each other in a way not really possible in messy, spread out real history.
To use Immortality as a reference point - having appreciation and foreknowledge of the kinds of movies that game references? Helpful! Adds a little something. But even if you don't have those reference points, the text of the game teaches you what IT thinks about those eras of film and how they speak to each other. Similar deal here. I'm sure I'd appreciate it more if I'd spent more time in the 8-bit mines, but the text articulates its various theses just fine
i absolutely hated the combat. it never clicked, i don't understand what the game wants me to do. i did not feel like a badass or even competent, i felt like a punching bag, barely getting to executions by the skin of my teeth. i tried 2 of the co-op missions but i will be putting the game down now. i wish i had waited for a sale, or for it to go onto a monthly service, so i could have just played the campaign for cheap
Humans in the imperial guard are driven and hold the line (mostly) in the face of dark gods and organic nightmares.
Then there are all these units in between humans and the most basic space marines
Then there are the primarchs
Then the hero
Then the god emperor (but dont call him a god)
But its been hard for studios to.....properly....balance the tightrope of post human power fantasy on one side, gameplay challenges on the other.
Also tau fire warrior vs two chaos terminators
https://youtube.com/BgmmGHNhHLY?si=X1mFm9i7BK4jyzlR
I have spent minutes clicking ducks to no avail. Am I a robot? My life is a lie
Hell of a way to find out you're a skinjob
Not even getting activated, tho, that's gotta be a shot to the ego
Nobody can fool the ducks.
https://youtube.com/watch?v=SO1NvBd72L4
Means Testing for Personhood
Now I gotta get all the achievements, they seem fun. And I really like the Confidence goals system a ton.
What difficulty are you playing on? I found the combat phenomenal and definitely felt like a badass but also challenged. Did you have problems with parries or when to melee v when to shoot?
I played on normal. I had problems with everything. If I'm shooting, I'm getting hit from range. If I'm parrying 1 guy, the 3 other guys swinging are hitting me. If I'm dodging, there's another guys attack timed to hit me as soon as I stop. If I'm doing a melee combo, I'm getting staggered by ranged shots. If I'm trying to execute, I'm locking on instead. If there's 3 big guys, I'm getting stun locked because all their hits stagger and they know how to space their attacks perfectly. If I do get a parry, half the time it's the guy I'm trying for and the other half I'm catching something that jumped from off screen. The gun shot mechanic felt like it just straight up didn't work half the time. On bosses it would be wasted because I'd trigger it and they'd go into an animation and it wouldn't do any damage
I tried a bunch of different weapons and it just felt like every encounter it didn't matter what choice I made, the enemies were countering it because there were always tons of every enemy type, if I take one swing, there's 5 hitting me at the same time
I'm sure it's just not my style because I see people saying they like it
i'm pretty sure the answer is
the bottom front and top left face don't have matches
and then i saw that there were supposed to be like 17 more coming
what i going on with these things
edit: now i remember it, was the counting dice one i got. where there were like, five or six dice
Which I think I would need to have had to finish a 100 hour rpg.
It fixes my main problem with the Pathfinder games. , which was that as you got to the mid to late game combat became a slog. Which I know is partially just the way Pathfinder 1e works, but their way of making things challenging was to make every miniboss and boss have essentially no weaknesses and you had terrible chances to hit/enemies saved against most of your spells and abilities. I did not finish either of them just because the games became frustrating and the story stopped compelling me forward.
Not so much in Rogue Trader. The system is pretty easy to understand (at its most basic, you have a skill on a scale of 1-100, and to see if you succeed you take the difficulty of the task you are trying to do, subtract it from your skill score, and if you roll a d100 equal to or lower than your skill, you succeed) and is fun. Some enemies and bosses are strong against specific tactics and weaker to others. This lets you really build a cool team that can tackle different problems, and encourages you to not overly rely on one combat style.
The story was engaging from beginning to end, with plenty of twists, turns, political intrigue, and fun arcs between each chapter. I even enjoyed the Owlcat games mandatory big ass dungeon section that takes you away from the main hook of the game! And the companions were compelling, and quite varied in their outlook. From the heretical psyker who was very much out for herself, to the loyal seneschal, the righteous sister of battle, and so on, they all had hidden depth and stories that I found myself interested in.
If you are interested in a good crpg, and/or a good 40K game, I suggest trying it out.
Edit: Oh, the game also does a good job of easing you into the whole manage a trade empire of planets and a ship. And ship combat. And settlement management.
I also loved the storybook segments, which take on direct skill challenges, space battles, records of sieges, and many more framing devices to keep them fresh and interesting.
My favorite came near the very end of the game:
Damn that sucks, I just didn’t really have the same experience, it clicked with me and I almost always felt pressed but in control. The game doesn’t do a great job of explaining some things, like being able to parry anything not just blue attacks, but I largely just didn’t have that experience. I did notice sometimes bosses not getting the health damage from pistol shots, but you’d still get the armour buff from the attack. Bosses were my least favourite aspect tho, but they do become a lot easier if you get really good at parries and dodges.
I never really found myself getting stun locked by multiples of the big dudes, except maybe later with the second enemy faction I’d have trouble with the heavy range guys with chain guns , but not to an annoying degree, I died maybe 10 times on normal throughout the campaign, which for me is pretty good, I’m definitely not normally fantastic at these types of games, so I think I just got lucky and it gelled with me perfectly
It sucks but I’ve definitely had games where I’m like “this is right up my alley, everyone loves it, but something major is wrong/I dislike lots of little things” and end up not liking it
I have also told the Citadel Council to not question my decisions and then hung up on them when they pushed back on that.
Fuck them, I'm a Spectre now.
This is how Janeway rolls.
Barbuta is intentionally plodding and ambient. you're tricked into thinking you're a hero of some kind, but honestly your sword doesn't kill most of the enemies you find, you're slow, your jump sucks, and there are deathtraps everywhere. reading the manual, it all clicked - the first threshold is simply "see 25 rooms."
deciding to list Barbuta first by default is absolutely a stroke of genius.
A friend was making fun of me for complaining about that, until earlier this year I had to solve one in front of him on my phone once and he saw it in action.
"You tell me which ones to select. Okay, aaand... oh look, it didn't work, shocker."
The spoiled one is super easy to read, but I do a lot of 3D stuff in blender. The captcha ones makes me check out inmediately, I dont even want to solve it, Id rather be a robot.
I had one yesterday that was just a big picture of a guy on a bike. I carefully selected every square with a piece of bike in it, which ended up being almost all of them except for the ones of his head and torso and the sky at the top. Still failed.
It's the invasive program that the enterprise d crew came up with the send back with Hugh to kill the collective in the episode I, Borg.
Statistics and giving the image to thousands of people. How exactly they work isn't super public afaict, but there are images, or parts of the image, that it will know with a very high certainty and images/parts that are less certain. It checks to make sure you are getting the parts it's certain are one way or the other correct and uses your answer, and thousands of other answers, to help train the parts its less certain of.
Like, when there were very old text based captchas out there, you'd get one line of real text from a document and one weird distorted mess. The distorted mess was generated and it "knew" the answer, while the line of real text was what you were teaching it to read.
also somewhere at the end of the line there's a real person in a swelteringly hot data centre room in mumbai who is manually correcting all this shit and being paid $0.05 a day to do so