Don’t Think, Just Jam

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Joined 1 year ago
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Cake day: November 25th, 2023

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  • That’s what happens when you leave the public facing part of the project with a skeleton crew and force everyone else to work on big boss’ darling behind closed doors. Not that I’m defending this approach but it is what it is. ╮( ˘ 、 ˘ )╭

    It might interest you that Evocati is suppose to test a potential 4.0 release candidate for wave 1. Chance to test SM on live servers within the next quarter is more and more probable.






  • I came back to Cyberpunk 2077 recently. First time touching the game since the 2.0 update and I have to say I’m a bit mixed on the changes (I actually reinstalled the legacy version to make sure I’m not just misremembering things).

    I’ll probably post a longer write up once I’m done with my playthrough (or at least do more testing and comparison between both version) but for now my main takeaway is this: I like the new content and all the technical improvements, gameplay, while better from a design and balance perspective, lost some of the fun for me in the process. It’s still a great title and I enjoy it quite a bit but yeah… I miss some of the old unbalanced jank of a game we had before.




  • I currently doing a playthrough funnily enough, didn’t realize it was so close to an anniversary.

    I’ve been spending more time exploring and doing side activities this time around, just driving around and taking photos. It ended up being quite a surprising experience. I was surprised with how easy the game is, how fast the story moves or how empty some parts of the world are (makes sense considering when it released). Taking the world in a more touristy way was an interesting change compared to how I experienced those games before. It’s also a way of playing I’ve been trying to move towards more and more recently (doing the same with Cyberpunk as well).

    I still think it’s a great game but IV and, to lesser extent, Vice City are probably my favorites as far as mainline games are concerned. IV especially as it had a nice grounded approach to gameplay with weighty movement, interactions and driving, as well as the story - it sucks most people hated this as GTAV ended up being a rather mid experience for me.


  • New update from John.

    Hey everyone,

    I realise my previous comments may have given the wrong impression, and I spoke too soon on this topic. I’ve since regrouped with the larger team(s) to ensure we’re all fully aligned on the Galaxy’s future. To clarify: while there’s no base-building module currently in active development for the Galaxy, we’re fully committed to enabling a large base-building drone module for it down the line. The Galaxy won’t be the first ship for building large-scale structures when base building launches, but will come soon-after, and its potential for that role is very much intact.

    My earlier comment about when things are “speculative” was incorrect. We want to make sure that when we walk on stage, during ISC, or in any presentation, you can walk away feeling confident in the information we share.

    We’ll share more information on this module as it becomes available. Thanks for all of the feedback, and I’ll be monitoring threads closely if you have any more questions.


  • I mean, it’s yet another case of CIG saying something to sell people on a specific idea then changing their mind without informing those who spent money on that thing. People wouldn’t even know ship they bought lost one of its gameplay features without randoms on Spectrum asking about it.

    Things change, sure, but removing functionality just to sell it again with another ship AND without openly informing about said change of plans (remember “open development”?) kinda stinks.




  • I mean… fair or not, a lot of it is CIG’s own doing. They were the ones who over promised and under delivered time and time again. Add their monetization scheme, scummy marketing and open development (but mostly when it suits them) and suddenly there’s A LOT of ammo to criticize them.

    Don’t take me wrong, there’s plenty of bad faith and uninformed discussions and reporting as well but this is not just a case of “poor CIG did nothing wrong and everyone hates them for shits and giggles”.

    Maybe things will improve as the game gets closer to what it was promised as but until then general public has no reason to give them the benefit of a doubt anymore. CIG made sure of that themselves.


  • Well, my thoughts were always “I’m here for SC, don’t really care about Squadron” and this showcase did nothing to change my mind. Sucks we’ll have to wait even longer for PU to become the important part…

    Some random notes from my watch:

    • Camera work (mostly cuts) is… it looks really rough and kind of random at times. These guys aren’t Kojima or Santa Monica Studio, that’s for sure.
    • Player character not replying or reacting to anything during gameplay segments feels weird, especially so when background/secondary NPC dialog works pretty well.
    • NPC camera popping in and out whenever they utter a sound is distracting.
    • Why are there still no flak guns on those ships?!
    • Turret section looks incredibly dull, don’t know if it’s the result of the new flight mechanics and tuning or devs decided to script enemy ships this way but this duck gallery ain’t it.
    • I haven’t played since the gun model update came in but boy do those iron sights look comical.
    • So… how does open helmet work in space?
    • Those Vanduul fights look rough.
    • Sneak peek into piloting capital ships?
    • At least it looks pretty, I guess.
    • Ahh… 2026 - 2 years away, every year.

    I didn’t mind the cutscene to gameplay ratio since it’s the tutorial/prologue sequence, I just wish both parts were better. I hope Wing Commander fans will be happy with the final release, whenever that happens.

    Didn’t have time to check out the rest of the day yet, hopefully there will be something interesting for me there.



  • While I’m happy with this outcome, even if it’s only temporary, I disagree with calling it “Hungary’s push”. There are multiple countries supporting this initiative and phrases like this make it easy for them to wash their hands and push the whole responsibility on a country everyone is pissed at anyway.

    We shouldn’t hide the fact there’s a growing interest in limiting human rights among EU countries but rather expose and scrutinize the bad actors instead. I don’t think that will stop any future attempts but it could hopefully slow them down.

    Still, win is a win and every attempt that fails is a reason to celebrate.



  • I only properly played 1, 2 and a bit of Black Flag but based on that and what I’ve seen from all the other games I’m gonna stick with the first one.

    Investigations were… well actual investigation, gameplay mechanics while simple and satisfying weren’t overly automated and the game wasn’t burdened with all the bloat that came afterwards. Simplified movement system from later games, one that’s fighting you whenever you try to do something even a little out of game’s comfort zone, is probably my major sticking point with the series.

    That said, I’m not sure if that would be the best choice for you. If you want to try the classic approach I’d suggest going with the Ezio trilogy (II, Brotherhood, Revelations) as these games are more polished, if a little bloated, compared to the first game. They should still hold up well enough to have fun.








  • I think an important step would be to not be afraid of creating characters with actual… well, character. It was somewhat mentioned in the video but it seems like devs are unwilling to make NPCs with their own likes and dislikes, ones that might disagree with players instead of being all over them no matter what. This might be a slight exaggeration but boy do I wish we had more “real” feeling NPCs in games. I’m sure I’m not the only one who couldn’t care less about being the most important being in the universe and would rather be treated as an equal part of the world.

    From a mechanical standpoint, relationship system in Scarlet Hollow feels like a good step into making interactions more natural (here is a detailed look by one of the devs) but I realize it’s a lot of work for something a good chunk of players won’t care about. I understand why this isn’t something many (especially bigger) devs would be interested in using but it’s still a disappointment.

    Maybe AI will be able to help somewhat with this problem in the future but I’m not going to hold my breath on that.