[-] CleoTheWizard@lemmy.world 5 points 15 hours ago

I think the best thing I’ve heard for long term solutions is to fix a lot of the cheating using server side solutions. In a game like CoD, that means the server doesn’t send you player positions unless you absolutely need to know them.

The other thing honestly is just increasing the investment required to cheat. That could mean that in order to play competitive game modes, you need to have signed in at least once for 4 weeks straight and played the game. Or you need to be a certain level. Issue hardware bans and IP bans to people. Require phone number verification.

What those things do as barriers is actually increase the potency of current detection methods. This should also carry over to accounts. I’m not sure why steams VAC ban system isn’t more popular. As in accounts need to be flagged as a whole when cheating in just one game is found.

There are many solutions but it’s just not a big deal for companies as the prior person said. Plenty could be done to at least make cheating harder and cost more time/money. But that won’t happen

[-] CleoTheWizard@lemmy.world 11 points 2 days ago

I mean let’s just do numbers, that’s damn near 50% of women that didn’t vote for Trump and we know that 50% is majority younger women below 40. If even just half of that crowd, 25% of total younger women, join this movement, it becomes a disaster for men.

I mean if 100% of your dating pool are women and 50% of them decide they won’t date or have sex with you, that halves your chances of getting a date. Could even be worse for certain demographics like Latino men. That’s really rough. Even if half of what I estimate participate, that would still be a quarter of your dating pool gone and for men it’s already pretty dire as people are meeting/dating less and staying single longer.

[-] CleoTheWizard@lemmy.world 2 points 3 days ago

That’s what makes it so great lol

[-] CleoTheWizard@lemmy.world 5 points 4 days ago

Sly cooper 1, crash twinsanity, Witcher 3, Banjo-Kazooie, Hi-Fi Rush, Nier Automata

[-] CleoTheWizard@lemmy.world 0 points 5 days ago

And that’s exactly what makes it not the “real you”. Read my edit but someone without inhibitions isn’t telling you who they are, they’re telling you who they choose not to be using inhibitions.

[-] CleoTheWizard@lemmy.world -1 points 6 days ago

I don’t think that’s true. If YouTube were ever freed up, it would likely survive. YouTube actually generates a significant profit for its parent company so even if it did have to pay for resources, it would be okay. TikTok would also survive if sold in the US and held independently. As would most of the major social medias which are essentially stand alone companies.

That’s also borne out by companies like Nebula existing as well as Patreon. The problem with serving videos is live video specifically which takes a lot more infrastructure than normal VOD. That at the moment is not profitable for anyone as far as I know.

[-] CleoTheWizard@lemmy.world 25 points 6 days ago

Id pay special attention to Study 4 which seems to really hit my key points of criticism as a layman. Study 4 controlled for census region but I’d really like to see this controlled for rural vs urban populations at a finer scale. Without that adjustment I question the validity of other studies included.

That said study 4, if I’m reading it right, still found a correlation with happiness in conservatives but that correlation did not survive when religion was accounted for. Which tells you everything you need to know.

The conservatism isn’t the primary ideology, this is just a roundabout way of asking if religious people report being happier and having more meaning and of course they do. The religious aspect almost overrules the political angle entirely.

[-] CleoTheWizard@lemmy.world 1 points 6 days ago

It depends what you mean. If you’re saying any live streaming service like Twitch, yes I agree. If you’re just saying video streaming services in general I’d disagree.

[-] CleoTheWizard@lemmy.world 1 points 6 days ago

Im not sure why people are disagreeing or downvoting me while also making my point. I said they’re lucky to be alive and I highlighted why. They cannot survive without Amazon or AWS. That was the whole point. Yes they serve some alternate purpose to Amazon surely, but again that’s also a threat.

If for whatever reason they stop serving that purpose (whatever it is) or someone high up stops seeing their value, they’re done for as a business altogether. Because they can’t justify themselves internally much at all and their financials are probably awful. That was my point. And if Amazon decides they’re done with them for whatever reason, they cannot survive without AWS being so cheap for them. Not sure how that point got lost in the sauce.

[-] CleoTheWizard@lemmy.world 5 points 6 days ago

Seems I’m being misinterpreted badly. I’m saying that Amazon has no monetary interest in Twitch. So yes they’re dependent on an Amazon vision to be able to have that internal access to AWS.

The problem with that is if somehow that vision doesn’t pan out or Twitch steps in the way of it. That was my reason for remarking they’re lucky to be alive. They’re lucky Amazon thinks they have value because the moment they don’t think it, they’re dead without internal AWS support.

[-] CleoTheWizard@lemmy.world 24 points 6 days ago

Let me be the first to say that it is amazing that Twitch is even still alive and honestly if they got kicked off of Amazon Web Services, they’d be done for.

Their moderation is historically the worst of almost any platform I’ve ever seen. It seems like every six months or so I hear about something heinous that their moderation teams have done.

Off the top of my head I remember the hot tub controversy, the female nipple thing, the tasteful or artistic nudity thing, the extremely inconsistent ban times for large vs small creators, the awful VOD mute controversies, the VOD deleting, forced ads being mishandled, covering for Dr Disrespect, and general sexism that isn’t even consistent.

Twitch is a dumpster fire on their mod team. All the dang time. One week someone will accidentally show porn on stream and get a 3 day ban, the next week my favorite streamer will show a glimpse of a bare ass from a mod in a game for 0.5 seconds and receive the same 3 day ban. That actually happened. How is it that you have soft core porn on your website and yet you’re banning people for showing too much cheek for a handful of frames?

28

I just wrapped up on playing the iOS version of Professor Layton: The Curious Village (HD) and let me just say, it was an experience I wasn’t expecting. I’m curious how other people think about these games.

My overall impression was that the game is really well animated and stylized, the music is really well done and relaxing, and the story is (in my opinion) mostly just fine until the end where things close out on a very sweet and touching note. The controls are also surprisingly good for being a DS touchscreen port.

As for the puzzles, there’s really good variety here and the hint system makes sure that you never get stuck unless you want to be. They’re basic puzzles for the most part but I’d say your average adult is still going to take 5-10 minutes on harder puzzles and 15-20 minutes on just a few of them. Some of them are looking for obscure solutions or are worded wrong, not a big deal but noticeable.

If you like brain teasers or logic puzzles and you want a good mobile game that’s easy to pick up and put down, this is really good and it’s worth the $10 or so. I got about 8 hours out of it (so says my save file), so I’d say that was money well spent.

Let me know if you played these games on the DS and how the other ones in the series are!

11

cross-posted from: https://lemmy.world/post/20867322

This is a long post about the various aspects of Fallout, don't read it all unless you care to. Instead, find a section and comment on that so we can have a focused discussion if you prefer.

Summary

I modded the ever loving crap out of Fallout 4 with minimal effort using the A Story Wealth mod pack . My reasoning was that on my first play through I found the world empty but I mainly enjoy stories and quests, which this modpack seemed to do. Also I didn't have time to spend modding and didn't want to get lost in that hellhole of doing it myself. This play through was long, about 150 hours (yikes) which is probably all the fallout I'll need for many years to come. I also used an addon to the modpack to make the game extremely difficult with healing items. More on that later.

Mods

The mods here are really quite varied and I was surprised at how coherent they are. With Skyrim modding, I always felt that the mods are somewhat disjointed and it takes skilled modders to stitch together. Here in FO4 its impressive how stable the pack was and how well the quests worked together. The most standout mod by far is The Fens Sheriff Department which adds hours of story, actually interesting quests, and in my opinion content miles better than Bethesda's own content. It was worth coming back just for that alone.

Story

spoilerAfter seeing what mods have done, I have no good words to say about FO4 in terms of story. The entire plot revolves around you getting your son back and its all in service of setting up the surprise that he isn't a child anymore. Its predictable, boring, etc. All of the factions are uninteresting. Minutemen are nobodies and their story is minimalist. So is the Railroad. The Brotherhood of Steel are cool in concept but can't back up their grit at all and end up being too friendly with zero depth to them as well. The Institute makes an attempt at depth but geez, its barely deeper than a puddle. I chose to end the game with the Fens Sheriff Department and it ended up being way more interesting despite the muted ending to their plot. If you're playing this game for story, don't.

Graphics

I'll spend little time here, I didn't spend any time beautifying the game at all but it looks surprisingly good at times. But at other times, the engine is terrible. The way it handles LOD stuff is awful and graphical glitches and clipping are extremely common. And yet, I do enjoy the aesthetic. The art is charming as ever and my main and only complaint is that the wasteland itself is very one-note and could've used some changes.

Engine

Take it out back and kill it. I won't blame the vanilla game entirely but mods didn't contribute to the instability of the game much. It has always been rough. In the city, due to a lack of proper culling you will get half your FPS or worse. My rig is very well equipped and still struggled to maintain 30-40fps in the cities. Then add in the few quest bugs that I had (mostly vanilla quests too) and the large amount of physics and items bugs and this really feels barely glued together in ways mods can't fix. This engine needs to be worked on. A lot.

Characters/Followers

I'll be honest, I'm not a huge fan of Fallout 4's followers. Dogmeat is great but the interaction is minimal and Nick Valentine is easily the best in my opinion. He's one of the few with a great set of dialog that actually makes use of the setting and feels grounded. Everyone else could almost belong in a different game. As with the story, a lot of the characters are poorly written and have lackluster dialog. The DLCs fix this but the main game struggles big time to ground everyone properly. I played the entire game with Heather Casdin and that was a real treat. She is what every follower could have been and provides really unique story commentary and relationship moments. It actually feels like you get to know her well instead of her just spouting backstory at you constantly. Bethesda take notes.

Locations

One of the better noted parts of Fallout 4 and Skyrim are the random locations and storytelling within them. Only problem is, FO4 doesn't reward you often enough with location exploration beyond loot and thats not what people play fallout for in the first place. Its a mixed back here, some of the locations are very well done and are 10/10 settings where others are bland as mayo and waste your time.

Settlements

As intrigued as I initially was a long time ago at launch with them, the settlement system really brings the game down. Its impressive, don't get me wrong but it eats up way too much of your time to configure and there isn't any real point in setting them up. Sim Settlements helps with this but it still misses the mark in my opinion. I hope this system returns but very diminished in terms of tedium.

Gameplay

Guns feel good, fights are great. The mods all enhance that by giving the high stakes gunfights I really enjoy. Yet the game still became too easy despite me playing on survival. Needs just became annoying distractions. And being overencombered is just... awful. Especially with scrap being a thing and I hate scrap honestly. The scrap is a cool idea but has you doing the even more annoying part of Bethesda games, looking in every nook and cranny for a desk fan or box car. Its stupid and it takes you out of the game completely. I think this could have been fine if they toned it down, not every item needs to be able to be used like this.

DLC

This was the highlight of my time because I had never played the DLC, I couldn't afford it back when this launched. Far Harbor blew me away with how cool it was and just really showed what parts of the base game were missing. The moral grays presented here were fun to work through and the quests unique. I wish Far Harbor was its own game almost. Nuka world feels more like a lightweight DLC but still shows that Bethesda can write decent stuff and have decent art when they try. I have no idea why the quality of these DLCs is so high when the rest of the game is kind of bland compared to FO3 or New Vegas.

The Takeaways

I hope Bethesda gets their act together because FO4 was a pretty decent game. Not perfect but also very dated. Quests are mostly bland and are often fetch quests or don't reward you with much dialog or story. And the mods just show how easy it would be to get this stuff right the first time. The lack of grit to the story is something that really sucks in my opinion. Its not a game for kids clearly, there is blood and guts and mutants abound. So why don't any of the major characters die? Why don't they meet horrible ends? Why not have your son meet a horrible demise if you make the wrong choices? The only time any of that happens is the end of the game. Far too little far too late. The game just has absolutely no stakes to it, no impact. At least in Skyrim the Civil War shakes things up. Thats what I really wanted from this game is to feel like my actions were doing something and the mods really helped with that.

If you made it through this wall of text, I appreciate it. I spent way too long on this but I felt like telling someone about my experiences. Don't get me wrong, I had a lot of fun with this game but by the end I was exhausted of Fallout 4's short comings. Let me know what you think!

13

cross-posted from: https://lemmy.world/post/20867322

This is a long post about the various aspects of Fallout, don't read it all unless you care to. Instead, find a section and comment on that so we can have a focused discussion if you prefer.

Summary

I modded the ever loving crap out of Fallout 4 with minimal effort using the A Story Wealth mod pack . My reasoning was that on my first play through I found the world empty but I mainly enjoy stories and quests, which this modpack seemed to do. Also I didn't have time to spend modding and didn't want to get lost in that hellhole of doing it myself. This play through was long, about 150 hours (yikes) which is probably all the fallout I'll need for many years to come. I also used an addon to the modpack to make the game extremely difficult with healing items. More on that later.

Mods

The mods here are really quite varied and I was surprised at how coherent they are. With Skyrim modding, I always felt that the mods are somewhat disjointed and it takes skilled modders to stitch together. Here in FO4 its impressive how stable the pack was and how well the quests worked together. The most standout mod by far is The Fens Sheriff Department which adds hours of story, actually interesting quests, and in my opinion content miles better than Bethesda's own content. It was worth coming back just for that alone.

Story

spoilerAfter seeing what mods have done, I have no good words to say about FO4 in terms of story. The entire plot revolves around you getting your son back and its all in service of setting up the surprise that he isn't a child anymore. Its predictable, boring, etc. All of the factions are uninteresting. Minutemen are nobodies and their story is minimalist. So is the Railroad. The Brotherhood of Steel are cool in concept but can't back up their grit at all and end up being too friendly with zero depth to them as well. The Institute makes an attempt at depth but geez, its barely deeper than a puddle. I chose to end the game with the Fens Sheriff Department and it ended up being way more interesting despite the muted ending to their plot. If you're playing this game for story, don't.

Graphics

I'll spend little time here, I didn't spend any time beautifying the game at all but it looks surprisingly good at times. But at other times, the engine is terrible. The way it handles LOD stuff is awful and graphical glitches and clipping are extremely common. And yet, I do enjoy the aesthetic. The art is charming as ever and my main and only complaint is that the wasteland itself is very one-note and could've used some changes.

Engine

Take it out back and kill it. I won't blame the vanilla game entirely but mods didn't contribute to the instability of the game much. It has always been rough. In the city, due to a lack of proper culling you will get half your FPS or worse. My rig is very well equipped and still struggled to maintain 30-40fps in the cities. Then add in the few quest bugs that I had (mostly vanilla quests too) and the large amount of physics and items bugs and this really feels barely glued together in ways mods can't fix. This engine needs to be worked on. A lot.

Characters/Followers

I'll be honest, I'm not a huge fan of Fallout 4's followers. Dogmeat is great but the interaction is minimal and Nick Valentine is easily the best in my opinion. He's one of the few with a great set of dialog that actually makes use of the setting and feels grounded. Everyone else could almost belong in a different game. As with the story, a lot of the characters are poorly written and have lackluster dialog. The DLCs fix this but the main game struggles big time to ground everyone properly. I played the entire game with Heather Casdin and that was a real treat. She is what every follower could have been and provides really unique story commentary and relationship moments. It actually feels like you get to know her well instead of her just spouting backstory at you constantly. Bethesda take notes.

Locations

One of the better noted parts of Fallout 4 and Skyrim are the random locations and storytelling within them. Only problem is, FO4 doesn't reward you often enough with location exploration beyond loot and thats not what people play fallout for in the first place. Its a mixed back here, some of the locations are very well done and are 10/10 settings where others are bland as mayo and waste your time.

Settlements

As intrigued as I initially was a long time ago at launch with them, the settlement system really brings the game down. Its impressive, don't get me wrong but it eats up way too much of your time to configure and there isn't any real point in setting them up. Sim Settlements helps with this but it still misses the mark in my opinion. I hope this system returns but very diminished in terms of tedium.

Gameplay

Guns feel good, fights are great. The mods all enhance that by giving the high stakes gunfights I really enjoy. Yet the game still became too easy despite me playing on survival. Needs just became annoying distractions. And being overencombered is just... awful. Especially with scrap being a thing and I hate scrap honestly. The scrap is a cool idea but has you doing the even more annoying part of Bethesda games, looking in every nook and cranny for a desk fan or box car. Its stupid and it takes you out of the game completely. I think this could have been fine if they toned it down, not every item needs to be able to be used like this.

DLC

This was the highlight of my time because I had never played the DLC, I couldn't afford it back when this launched. Far Harbor blew me away with how cool it was and just really showed what parts of the base game were missing. The moral grays presented here were fun to work through and the quests unique. I wish Far Harbor was its own game almost. Nuka world feels more like a lightweight DLC but still shows that Bethesda can write decent stuff and have decent art when they try. I have no idea why the quality of these DLCs is so high when the rest of the game is kind of bland compared to FO3 or New Vegas.

The Takeaways

I hope Bethesda gets their act together because FO4 was a pretty decent game. Not perfect but also very dated. Quests are mostly bland and are often fetch quests or don't reward you with much dialog or story. And the mods just show how easy it would be to get this stuff right the first time. The lack of grit to the story is something that really sucks in my opinion. Its not a game for kids clearly, there is blood and guts and mutants abound. So why don't any of the major characters die? Why don't they meet horrible ends? Why not have your son meet a horrible demise if you make the wrong choices? The only time any of that happens is the end of the game. Far too little far too late. The game just has absolutely no stakes to it, no impact. At least in Skyrim the Civil War shakes things up. Thats what I really wanted from this game is to feel like my actions were doing something and the mods really helped with that.

If you made it through this wall of text, I appreciate it. I spent way too long on this but I felt like telling someone about my experiences. Don't get me wrong, I had a lot of fun with this game but by the end I was exhausted of Fallout 4's short comings. Let me know what you think!

96

This is a long post about the various aspects of Fallout, don't read it all unless you care to. Instead, find a section and comment on that so we can have a focused discussion if you prefer.

Summary

I modded the ever loving crap out of Fallout 4 with minimal effort using the A Story Wealth mod pack . My reasoning was that on my first play through I found the world empty but I mainly enjoy stories and quests, which this modpack seemed to do. Also I didn't have time to spend modding and didn't want to get lost in that hellhole of doing it myself. This play through was long, about 150 hours (yikes) which is probably all the fallout I'll need for many years to come. I also used an addon to the modpack to make the game extremely difficult with healing items. More on that later.

Mods

The mods here are really quite varied and I was surprised at how coherent they are. With Skyrim modding, I always felt that the mods are somewhat disjointed and it takes skilled modders to stitch together. Here in FO4 its impressive how stable the pack was and how well the quests worked together. The most standout mod by far is The Fens Sheriff Department which adds hours of story, actually interesting quests, and in my opinion content miles better than Bethesda's own content. It was worth coming back just for that alone.

Story

spoilerAfter seeing what mods have done, I have no good words to say about FO4 in terms of story. The entire plot revolves around you getting your son back and its all in service of setting up the surprise that he isn't a child anymore. Its predictable, boring, etc. All of the factions are uninteresting. Minutemen are nobodies and their story is minimalist. So is the Railroad. The Brotherhood of Steel are cool in concept but can't back up their grit at all and end up being too friendly with zero depth to them as well. The Institute makes an attempt at depth but geez, its barely deeper than a puddle. I chose to end the game with the Fens Sheriff Department and it ended up being way more interesting despite the muted ending to their plot. If you're playing this game for story, don't.

Graphics

I'll spend little time here, I didn't spend any time beautifying the game at all but it looks surprisingly good at times. But at other times, the engine is terrible. The way it handles LOD stuff is awful and graphical glitches and clipping are extremely common. And yet, I do enjoy the aesthetic. The art is charming as ever and my main and only complaint is that the wasteland itself is very one-note and could've used some changes.

Engine

Take it out back and kill it. I won't blame the vanilla game entirely but mods didn't contribute to the instability of the game much. It has always been rough. In the city, due to a lack of proper culling you will get half your FPS or worse. My rig is very well equipped and still struggled to maintain 30-40fps in the cities. Then add in the few quest bugs that I had (mostly vanilla quests too) and the large amount of physics and items bugs and this really feels barely glued together in ways mods can't fix. This engine needs to be worked on. A lot.

Characters/Followers

I'll be honest, I'm not a huge fan of Fallout 4's followers. Dogmeat is great but the interaction is minimal and Nick Valentine is easily the best in my opinion. He's one of the few with a great set of dialog that actually makes use of the setting and feels grounded. Everyone else could almost belong in a different game. As with the story, a lot of the characters are poorly written and have lackluster dialog. The DLCs fix this but the main game struggles big time to ground everyone properly. I played the entire game with Heather Casdin and that was a real treat. She is what every follower could have been and provides really unique story commentary and relationship moments. It actually feels like you get to know her well instead of her just spouting backstory at you constantly. Bethesda take notes.

Locations

One of the better noted parts of Fallout 4 and Skyrim are the random locations and storytelling within them. Only problem is, FO4 doesn't reward you often enough with location exploration beyond loot and thats not what people play fallout for in the first place. Its a mixed back here, some of the locations are very well done and are 10/10 settings where others are bland as mayo and waste your time.

Settlements

As intrigued as I initially was a long time ago at launch with them, the settlement system really brings the game down. Its impressive, don't get me wrong but it eats up way too much of your time to configure and there isn't any real point in setting them up. Sim Settlements helps with this but it still misses the mark in my opinion. I hope this system returns but very diminished in terms of tedium.

Gameplay

Guns feel good, fights are great. The mods all enhance that by giving the high stakes gunfights I really enjoy. Yet the game still became too easy despite me playing on survival. Needs just became annoying distractions. And being overencombered is just... awful. Especially with scrap being a thing and I hate scrap honestly. The scrap is a cool idea but has you doing the even more annoying part of Bethesda games, looking in every nook and cranny for a desk fan or box car. Its stupid and it takes you out of the game completely. I think this could have been fine if they toned it down, not every item needs to be able to be used like this.

DLC

This was the highlight of my time because I had never played the DLC, I couldn't afford it back when this launched. Far Harbor blew me away with how cool it was and just really showed what parts of the base game were missing. The moral grays presented here were fun to work through and the quests unique. I wish Far Harbor was its own game almost. Nuka world feels more like a lightweight DLC but still shows that Bethesda can write decent stuff and have decent art when they try. I have no idea why the quality of these DLCs is so high when the rest of the game is kind of bland compared to FO3 or New Vegas.

The Takeaways

I hope Bethesda gets their act together because FO4 was a pretty decent game. Not perfect but also very dated. Quests are mostly bland and are often fetch quests or don't reward you with much dialog or story. And the mods just show how easy it would be to get this stuff right the first time. The lack of grit to the story is something that really sucks in my opinion. Its not a game for kids clearly, there is blood and guts and mutants abound. So why don't any of the major characters die? Why don't they meet horrible ends? Why not have your son meet a horrible demise if you make the wrong choices? The only time any of that happens is the end of the game. Far too little far too late. The game just has absolutely no stakes to it, no impact. At least in Skyrim the Civil War shakes things up. Thats what I really wanted from this game is to feel like my actions were doing something and the mods really helped with that.

If you made it through this wall of text, I appreciate it. I spent way too long on this but I felt like telling someone about my experiences. Don't get me wrong, I had a lot of fun with this game but by the end I was exhausted of Fallout 4's short comings. Let me know what you think!

65
submitted 1 month ago* (last edited 1 month ago) by CleoTheWizard@lemmy.world to c/gaming@lemmy.world

Noticed this just moments ago and got this email. At first seeing this I thought that were forcing users into arbitration like many other companies have trended towards. That and the denial of class action suits included in many ToS agreements take away the users rights.

This is a promising move from Steam from a layman’s perspective. I’m surprised this has happened considering Valve did not need to do this and it protects them legally from their users.

Edit: Seems like this is being done because of ongoing lawsuits with Valve so they did in fact need to do this, still possibly a win for consumers.

19

cross-posted from: https://lemmy.world/post/18115420

TL;DR This is a review of both Turnip Boy indie games. The first is a sort of classic Zelda clone, the second is a rogue-lite twin stick shooter. Both are short to play and I recommend them but especially the second game.

Tax Evasion Persuasion

The last thing I ever want my veggies doing is paying unjust taxes. The good news is that Turnip Boy does not want to. The first game of these two is one that I played months back and I ended up having a really good time with it. This game is obviously based on some of the older adventure games, particularly older Zelda games, and so you should expect that coming in. It mostly consists of doing small quests for people but the game never gets too elaborate and does not have a huge map making it too complex.

What even is a joke game?

I'll bring this up again later but this game is very lighthearted and most of the mechanics here are in service to the comedy and joking nature of the game and its characters. If you've ever played a game that does this, you'll know already that this tends to polarize the game into being either way too focused on the joke to the detriment of the gameplay, or it ends up with the gameplay being passable but the joke falling flat on its face. I'm happy to report that this game does neither of those things and balanced it pretty well, though not to my full satisfaction.

If only the Triforce was cantaloupe

In totality, the first game is a nice and tidy adventure with a decent amount of fun and jokes and with just enough depth to sell the fun of the game without over complicating it or dragging it on for too long. You can beat this in just a couple of sittings and if "Classic Zelda joke game" sounds like a good time to you, go play it!

He's not done squashing yet

To move on to the second game, Turnip Boy Robs a Bank, this is where I had most of my fun. The game becomes a twin stick shooter on just one map where you break into a bank, take as much cash as you can, leave, and repeat until you've found and defeated all of the bosses and done as many quests as you have desire for. Unlike other rogue-lite games, this one is very approachable and not having a procedurally generated levels means that you get to know where you're going over time. The jokes are also better though the story is lighter here. All of that exists in the shadow of the gunplay though, the weapons here are the real highlight. The first game I didn't really find much challenge at all with, the actual gameplay was almost more about questing than its bosses. Here though, you have some decent boss fights and enemies, very fun mechanics.

Theres a few donut sized holes

The main criticisms here are that despite the mechanics being deeper: There is a gun locker that is almost pointless, the upgrades don't feel balanced, the gun trade in system is not worth utilizing, and the different areas do not do money scaling very well.

A good example is that you have items that cost 10k and you're working towards upgrades that cost 25k. You could buy the upgrades, but it is pointless because the progression item at 10k unlocks and area that lets you get a trophy for 100k with almost no effort. I think that the treasures on the pedestals needed to be scaled better, they kind of undermine the whole game.

This summary is a pickle, or just a vinegar cucumber

Both of these games are worth playing for entirely separate reasons and both will take you no more than 5 hours to beat, I'd estimate 3-4 for most people. They're short but in a very good way and a nice refresher from a long RPG playthrough. As good as these games are though, they don't survive without their specific brand of humor. One is a very short and simple adventure game, the other is a short and simple rogue-lite. I really hope that the developer feels they are able to make a longer game if they feel like doing so because I'd like to see how they could make these mechanics work without just using them as a backdrop to cheeky dialog.

But that's it, I hope that you go play one or both of these games if you have time. Both of these are also simple enough that they'd be welcoming to newcomers to their genres.

People who have played these games, feel free to throw in what you like and didn't like below. Thanks for reading and let me know what you think!

69

TL;DR This is a review of both Turnip Boy indie games. The first is a sort of classic Zelda clone, the second is a rogue-lite twin stick shooter. Both are short to play and I recommend them but especially the second game.

Tax Evasion Persuasion

The last thing I ever want my veggies doing is paying unjust taxes. The good news is that Turnip Boy does not want to. The first game of these two is one that I played months back and I ended up having a really good time with it. This game is obviously based on some of the older adventure games, particularly older Zelda games, and so you should expect that coming in. It mostly consists of doing small quests for people but the game never gets too elaborate and does not have a huge map making it too complex.

What even is a joke game?

I'll bring this up again later but this game is very lighthearted and most of the mechanics here are in service to the comedy and joking nature of the game and its characters. If you've ever played a game that does this, you'll know already that this tends to polarize the game into being either way too focused on the joke to the detriment of the gameplay, or it ends up with the gameplay being passable but the joke falling flat on its face. I'm happy to report that this game does neither of those things and balanced it pretty well, though not to my full satisfaction.

If only the Triforce was cantaloupe

In totality, the first game is a nice and tidy adventure with a decent amount of fun and jokes and with just enough depth to sell the fun of the game without over complicating it or dragging it on for too long. You can beat this in just a couple of sittings and if "Classic Zelda joke game" sounds like a good time to you, go play it!

He's not done squashing yet

To move on to the second game, Turnip Boy Robs a Bank, this is where I had most of my fun. The game becomes a twin stick shooter on just one map where you break into a bank, take as much cash as you can, leave, and repeat until you've found and defeated all of the bosses and done as many quests as you have desire for. Unlike other rogue-lite games, this one is very approachable and not having a procedurally generated levels means that you get to know where you're going over time. The jokes are also better though the story is lighter here. All of that exists in the shadow of the gunplay though, the weapons here are the real highlight. The first game I didn't really find much challenge at all with, the actual gameplay was almost more about questing than its bosses. Here though, you have some decent boss fights and enemies, very fun mechanics.

Theres a few donut sized holes

The main criticisms here are that despite the mechanics being deeper: There is a gun locker that is almost pointless, the upgrades don't feel balanced, the gun trade in system is not worth utilizing, and the different areas do not do money scaling very well.

A good example is that you have items that cost 10k and you're working towards upgrades that cost 25k. You could buy the upgrades, but it is pointless because the progression item at 10k unlocks and area that lets you get a trophy for 100k with almost no effort. I think that the treasures on the pedestals needed to be scaled better, they kind of undermine the whole game.

This summary is a pickle, or just a vinegar cucumber

Both of these games are worth playing for entirely separate reasons and both will take you no more than 5 hours to beat, I'd estimate 3-4 for most people. They're short but in a very good way and a nice refresher from a long RPG playthrough. As good as these games are though, they don't survive without their specific brand of humor. One is a very short and simple adventure game, the other is a short and simple rogue-lite. I really hope that the developer feels they are able to make a longer game if they feel like doing so because I'd like to see how they could make these mechanics work without just using them as a backdrop to cheeky dialog.

But that's it, I hope that you go play one or both of these games if you have time. Both of these are also simple enough that they'd be welcoming to newcomers to their genres.

People who have played these games, feel free to throw in what you like and didn't like below. Thanks for reading and let me know what you think!

61

I’m not going to do a detailed write up on this but I’ve always heard that The Force Unleashed was a really good set of Star Wars games that are still worth playing today, if not for the game at least for the story. That wasn’t my experience at all.

This is just my opinion and experience but the first game is awful to play in 2024. Most of your abilities miss the target every time. Picking up objects with the force has a 50% chance of picking up the wrong thing, sometimes from way off screen and often missing stuff in the foreground. Throwing them is also incredibly inaccurate, often times you’ll just throw things at walls or the sky. The combat isn’t balanced whatsoever and it’s basically unplayable at higher difficulties.

Your force grab and throw abilities make most enemies pointless and your light saber does surprisingly little damage even with upgrades. Far better to just bounce people off the wall. Then what’s worse is later on they introduce shields that stop you from using the force on some enemies. They do pretty much the same but with the lightsaber getting blocked. Rather than encouraging variety, they just leave a giant hole in the combat. It’s dreadful. The mechs are also ridiculous to engage and can’t be engaged in melee should they stomp you to death. The even worser part is, the story is 6/10 interesting and the boss battles are a mess.

Then the second game, oh boy. On PC it’s almost entirely broken. It crashes and most of the cutscenes don’t play unless you patch the game (I did) and even then, crashes happen often. I had about 10 over just 4-5 hours. Textures also glitch and slowdown is frequent. I played both games with a 60fps patch (necessary imo) and the performance issues exited with or without that patch. Awful.

The good news is the second game has a decent story and surprising visuals. The combat is much improved and a lot more balanced honestly. It’s just that the gameplay is incredibly dated. The whole game is mostly just go to room, door is locked, enemies appear, you kill them, door unlocks, repeat until boss fight. There’s also platforming here which is.. bad. Inaccurate controls and imprecise movement makes that hell. So the second game is much better even with the issues, but I still barely had fun with it.

Seems to me like these games rode by on the gimmick of the dark side and extreme power. In their time, both games were pretty good. All of my friends seemed to like them. But in this year? I don’t think there’s any reason to play the first, and only novelty in the second. Just watch the cutscenes are movies.

I’m sure many people have nostalgia for this though. These games used to be more unique and the story was unusual for the time. Sadly we aren’t likely to see a continuation and finish to this series. Thoughts?

36

cross-posted from: https://lemmy.world/post/16914590

What’s the rush?

Hi-Fi Rush is a rhythm based third-person melee combat game that rewards you by landing your hits on the beat. From a list of flowing combos comes a catchy beat, skilled moves, and rocking visual effects. This is a masterpiece of a game and its stylistic characters banter in hilarious ways, its world comes together to feel alive, and its art style just never stops hitting those notes. If you want to know about the hype, let’s get into it.

Music make you lose control

This is what keeps the game together in a rhythm-based fighter, it’s the peanut butter that glues the bread into a sandwich. The music is phenomenal, I just need you to listen to it.This is what I’m talkin’ about. What’s missing from this though is the kicking beat that you make with your moves as you play. The game rewards you as you hit your combos by adding to the soundtrack, and it all works so so so well.

Never stop fighting, rockstar

Combat is the actual bread that makes our sandwich and this is what you spend most of the game doing. Each time you get locked in an arena, it’s intense and thrilling as you dodge enemy attacks, time your parries, and plan out elaborate combos to maximize your score.

I can’t emphasize this enough though: you can be bad at this and still have an incredible amount of fun. I’ve always stayed away from games like DMC that require you learn combos but the list here is roughly 20 moves long at most and you learn them intuitively as you experiment.

Enemies have legs or wheels or fire or..

One of the highlights of this game is the enemy design. Each enemy is distinct and it’s rare to see a game have this many types without feeling repetitive or copied. We’re talking shields, robo-bikes, owls, fire using boxer robots, samurai, fire owls?!, and many many more. Each feeling unique and requiring a different approach and more importantly, blending fantastically. The enemy variety in each arena gets really creative by the end and you really never stop adapting.

Art so good, it gave me nostalgia

That’s serious by the way, I got nostalgia for this game thinking about how amazing the art is. It feels like it’s from a past era and yet I also can’t think of anything like it. It’s so stylized but also never gets in the way of the gameplay. It will constantly add to your experience and honestly it’s just perfect, I need the merch.

Video game stories are bad, this isn’t

What you’ll notice about this story is that it’s both very simple and very effective. A good mark of storytelling is sometimes how complex a story can be while still having you follow along, this isn’t that. Instead it’s so good that the story is very simple and yet keeps you entertained and gives context and detail to everything you’re doing.

The way they seem to have achieved this is by adding a lot of depth to their characters and giving them real personality. So even though the story is very simple in essence, you enjoy seeing what characters are going to say even in highly predictable moments. You know something is a trap, but the reactions to it are what you’re there for, not the plot point. It’s great.

And the masterpiece award goes to..

I truly believe this game is a masterclass in game design in so many ways. Everything it attempts works really well and the only complaints I can even come up with is that I could’ve used just a couple more combos and the readability in combat suffers due to some of the effects and camera. Other than that this game is perfect in my eyes.

It’s rare that I mark a game down as masterpiece but you absolutely should try this game. If you don’t, you’re missing out on something amazing that doesn’t come around very often. It’s also rare that I ever plan on replaying a game in the future, but I can already imagine rediscovering this game 5 years from now and picking it up for another playthrough.

Addressing the coffin in the room

Last things last, Tango Gameworks was shut down by Microsoft in May. This game is the last thing they produced and it really is a pity. They went out on one of the best games I’ve ever played and I was baffled to hear about their closure Please go play this game in honor of the loss of the studio, maybe then you can be as angry as I am at Microsoft if you aren’t already.

That’s it for me though, I feel like I’ve really experienced something here and if you haven’t played this game, I want you to give it a shot. It’s charming, it’s fun, it’s thrilling, and a good listen always.

If you played this, drop me a comment and share your thoughts. I’d love to hear what your experience is with rhythm games in general too. What else is good in the genre?

Until next time.

101

What’s the rush?

Hi-Fi Rush is a rhythm based third-person melee combat game that rewards you by landing your hits on the beat. From a list of flowing combos comes a catchy beat, skilled moves, and rocking visual effects. This is a masterpiece of a game and its stylistic characters banter in hilarious ways, its world comes together to feel alive, and its art style just never stops hitting those notes. If you want to know about the hype, let’s get into it.

Music make you lose control

This is what keeps the game together in a rhythm-based fighter, it’s the peanut butter that glues the bread into a sandwich. The music is phenomenal, I just need you to listen to it.This is what I’m talkin’ about. What’s missing from this though is the kicking beat that you make with your moves as you play. The game rewards you as you hit your combos by adding to the soundtrack, and it all works so so so well.

Never stop fighting, rockstar

Combat is the actual bread that makes our sandwich and this is what you spend most of the game doing. Each time you get locked in an arena, it’s intense and thrilling as you dodge enemy attacks, time your parries, and plan out elaborate combos to maximize your score.

I can’t emphasize this enough though: you can be bad at this and still have an incredible amount of fun. I’ve always stayed away from games like DMC that require you learn combos but the list here is roughly 20 moves long at most and you learn them intuitively as you experiment.

Enemies have legs or wheels or fire or..

One of the highlights of this game is the enemy design. Each enemy is distinct and it’s rare to see a game have this many types without feeling repetitive or copied. We’re talking shields, robo-bikes, owls, fire using boxer robots, samurai, fire owls?!, and many many more. Each feeling unique and requiring a different approach and more importantly, blending fantastically. The enemy variety in each arena gets really creative by the end and you really never stop adapting.

Art so good, it gave me nostalgia

That’s serious by the way, I got nostalgia for this game thinking about how amazing the art is. It feels like it’s from a past era and yet I also can’t think of anything like it. It’s so stylized but also never gets in the way of the gameplay. It will constantly add to your experience and honestly it’s just perfect, I need the merch.

Video game stories are bad, this isn’t

What you’ll notice about this story is that it’s both very simple and very effective. A good mark of storytelling is sometimes how complex a story can be while still having you follow along, this isn’t that. Instead it’s so good that the story is very simple and yet keeps you entertained and gives context and detail to everything you’re doing.

The way they seem to have achieved this is by adding a lot of depth to their characters and giving them real personality. So even though the story is very simple in essence, you enjoy seeing what characters are going to say even in highly predictable moments. You know something is a trap, but the reactions to it are what you’re there for, not the plot point. It’s great.

And the masterpiece award goes to..

I truly believe this game is a masterclass in game design in so many ways. Everything it attempts works really well and the only complaints I can even come up with is that I could’ve used just a couple more combos and the readability in combat suffers due to some of the effects and camera. Other than that this game is perfect in my eyes.

It’s rare that I mark a game down as masterpiece but you absolutely should try this game. If you don’t, you’re missing out on something amazing that doesn’t come around very often. It’s also rare that I ever plan on replaying a game in the future, but I can already imagine rediscovering this game 5 years from now and picking it up for another playthrough.

Addressing the coffin in the room

Last things last, Tango Gameworks was shut down by Microsoft in May. This game is the last thing they produced and it really is a pity. They went out on one of the best games I’ve ever played and I was baffled to hear about their closure Please go play this game in honor of the loss of the studio, maybe then you can be as angry as I am at Microsoft if you aren’t already.

That’s it for me though, I feel like I’ve really experienced something here and if you haven’t played this game, I want you to give it a shot. It’s charming, it’s fun, it’s thrilling, and a good listen always.

If you played this, drop me a comment and share your thoughts. I’d love to hear what your experience is with rhythm games in general too. What else is good in the genre?

Until next time.

34

cross-posted from: https://lemmy.world/post/16411001

Summary Time

The Impossible Lair is a 2D platformer with low complexity and fun characters than has you exploring levels to build up protection to take on a boss level that is available to you right from the start with all the moves unlocked. If you like a more relaxed platformer with decent explorations and puzzles, give this one a shot. However, if you're a platforming regular you should probably just stay away from this one as it doesn't invent anything new here.

Now lets get in to it.

Putting on the Rose Tinted Glasses

I've grown up on platformers. Since I was young I've had every Crash Bandicoot game in my hands and just recently went back to 100% the first 3 games. I've also been playing them in 2D most of my life, starting out with Sonic on the GameBoy. In other words, I know what it is that makes these games work. So when I hear that this game is going to present the initial challenge to you at the start and make that the premise, I immediately assume that the difficulty will be that you need to unlock moves to progress. That isn't the premise. Instead, your basic moveset is unlocked immediately.

So upon hearing that info you might think that its obvious, the game is going to teach you how to use this limited moveset in new ways to get you further into the lair. With ~20 whole levels to choose from and 2 variants of each level, there's a whole lot of level there to learn from.

We Have Good Bones

The good news here is that graphics are really great. They're much more cohesive than the 3D platformer in the series and they have a solid artstyle now. I can say much the same of the music, it isn't anything iconic but now the themes of visuals, music, and obstacles are all working together here. They really improved to say the least. The story is still as plain as ever and I have nothing to say about it. The characters however are also better. Most only have a few lines to say to you but hey, at least its interesting or funny most of the time.

There was a mark and we missed it here

I want to be clear, this game is very average in its space and that is really hard to achieve with a platformer. So take my criticisms with that in mind. I'll start off light on the devs here but when your main character is hit in this game, the bat flies off their head and starts flying around at random until you recapture it or it flies away. This serves as a 2-hit mechanic to make the game easier but I really hate it. Go ahead and imagine you're playing through a difficult scene and you get hit. Now, your momentum is all off as you halt your progress to recollect the bat. I think I died more times doing this than to an actual challenge or obstacle. Its odd from a gameplay design perspective because it changes the goals of the player and takes their mind completely out of what they're doing.

Then lets talk about tech. For those that don't know, platformers often have a lot of "Tech" which describes how the moves given to you play into each other. They're sort've unstated combos. A typical example is Crash Bandicoot can slide before a jump to get extra distance off the ledge and height. He can also bodyslam at the top of a jump to get boxes barely beyond his reach. Mastering that tech is usually integral to skillful play of these games.

The Impossible Lair has almost no tech. You can roll off of ledges like with crash but that is the only combo I know of in the whole game. The game makes use of that feature only a small handful of times. So you won't be learning very much at all about your moves the entire way through. This makes it more approachable to new platformer players, but entirely boring for everyone else.

So Why Play the Levels?

I wish I had a good answer for this but the real answer is that each level gives you a bee to be used on the boss level to protect from a hit. So to be clear, the Impossible Lair doesn't require you learn much of anything and the sole thing preventing you from completing it at the start is that the Lair is hard. Not the fun type of hard either, the type of hard where you take no hits during the skill section but misjudge a hitbox and take a hit getting too close to a spike.

I identified that pretty early on and so it never felt like a goal for me. I just wanted to experience the levels, which I found were okay in fun, and then just slog my way through the final level. I'm not afraid of a challenge either, but this kind of game doesn't make the challenge interesting enough for me.

Should you buy it?

Again I'm going to say: if you have knowledge of other 2D platformers then this one is entirely unnecessary and will only serve to annoy you. However: This game is really perfect for a younger person. I know that games like Crash Bandicoot can get extremely hard. Its what they are known for. In my eyes though, this is a great game to teach someone how to play games without boring them to death. So it isn't for me at all. For someone who has played a lot of these, I'd say this sits around a 6/10 for me. This game does not compare well to any of the Crash games at all. However, for someone just learning this is probably one of the best games you can pick up to have them play before torturing them in It Takes Two!

As always, if you took the time to read my review, thank you. I encourage you to share your thoughts about similar games you've played, my review, or if you plan on playing this one or have played it.

56

Summary Time

The Impossible Lair is a 2D platformer with low complexity and fun characters than has you exploring levels to build up protection to take on a boss level that is available to you right from the start with all the moves unlocked. If you like a more relaxed platformer with decent explorations and puzzles, give this one a shot. However, if you're a platforming regular you should probably just stay away from this one as it doesn't invent anything new here.

Now lets get in to it.

Putting on the Rose Tinted Glasses

I've grown up on platformers. Since I was young I've had every Crash Bandicoot game in my hands and just recently went back to 100% the first 3 games. I've also been playing them in 2D most of my life, starting out with Sonic on the GameBoy. In other words, I know what it is that makes these games work. So when I hear that this game is going to present the initial challenge to you at the start and make that the premise, I immediately assume that the difficulty will be that you need to unlock moves to progress. That isn't the premise. Instead, your basic moveset is unlocked immediately.

So upon hearing that info you might think that its obvious, the game is going to teach you how to use this limited moveset in new ways to get you further into the lair. With ~20 whole levels to choose from and 2 variants of each level, there's a whole lot of level there to learn from.

We Have Good Bones

The good news here is that graphics are really great. They're much more cohesive than the 3D platformer in the series and they have a solid artstyle now. I can say much the same of the music, it isn't anything iconic but now the themes of visuals, music, and obstacles are all working together here. They really improved to say the least. The story is still as plain as ever and I have nothing to say about it. The characters however are also better. Most only have a few lines to say to you but hey, at least its interesting or funny most of the time.

There was a mark and we missed it here

I want to be clear, this game is very average in its space and that is really hard to achieve with a platformer. So take my criticisms with that in mind. I'll start off light on the devs here but when your main character is hit in this game, the bat flies off their head and starts flying around at random until you recapture it or it flies away. This serves as a 2-hit mechanic to make the game easier but I really hate it. Go ahead and imagine you're playing through a difficult scene and you get hit. Now, your momentum is all off as you halt your progress to recollect the bat. I think I died more times doing this than to an actual challenge or obstacle. Its odd from a gameplay design perspective because it changes the goals of the player and takes their mind completely out of what they're doing.

Then lets talk about tech. For those that don't know, platformers often have a lot of "Tech" which describes how the moves given to you play into each other. They're sort've unstated combos. A typical example is Crash Bandicoot can slide before a jump to get extra distance off the ledge and height. He can also bodyslam at the top of a jump to get boxes barely beyond his reach. Mastering that tech is usually integral to skillful play of these games.

The Impossible Lair has almost no tech. You can roll off of ledges like with crash but that is the only combo I know of in the whole game. The game makes use of that feature only a small handful of times. So you won't be learning very much at all about your moves the entire way through. This makes it more approachable to new platformer players, but entirely boring for everyone else.

So Why Play the Levels?

I wish I had a good answer for this but the real answer is that each level gives you a bee to be used on the boss level to protect from a hit. So to be clear, the Impossible Lair doesn't require you learn much of anything and the sole thing preventing you from completing it at the start is that the Lair is hard. Not the fun type of hard either, the type of hard where you take no hits during the skill section but misjudge a hitbox and take a hit getting too close to a spike.

I identified that pretty early on and so it never felt like a goal for me. I just wanted to experience the levels, which I found were okay in fun, and then just slog my way through the final level. I'm not afraid of a challenge either, but this kind of game doesn't make the challenge interesting enough for me.

Should you buy it?

Again I'm going to say: if you have knowledge of other 2D platformers then this one is entirely unnecessary and will only serve to annoy you. However: This game is really perfect for a younger person. I know that games like Crash Bandicoot can get extremely hard. Its what they are known for. In my eyes though, this is a great game to teach someone how to play games without boring them to death. So it isn't for me at all. For someone who has played a lot of these, I'd say this sits around a 6/10 for me. This game does not compare well to any of the Crash games at all. However, for someone just learning this is probably one of the best games you can pick up to have them play before torturing them in It Takes Two!

As always, if you took the time to read my review, thank you. I encourage you to share your thoughts about similar games you've played, my review, or if you plan on playing this one or have played it.

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CleoTheWizard

joined 1 year ago