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Halo Comrade 07/29/2020 (Wed) 19:30:04 No. 3347 [Reply] [Last]
What are your thoughts on the halo franchise, bungie-era to 343-era
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>>3391 At the tactical level, health regen pours more emphasis onto the least interesting behavior, camping behind cover and popping out to take potshots, versus more aggressive tactics. As well as providing a cushion that lessens incentives for players to improve. At the strategic level, health regen acts as a crutch for map designers, by eliminating the need to balance entire-level resources and challenges, as well as eliminating the incentive for players to perform well in each individual fight, as your resources reset between encounters. This is similar to (and even worse when combined with) reliable death drops from enemies of health/ammo/etc. Both the strategic and tactical drawbacks together create something even worse, allowing level designers to create rooms in an extremely lazy: <make empty box <poke entrance in one side <scribble chest-high walls on the floor <plop d00dz in the room <poke entrance in other side or unlock door that autolocks when player enters like a fucking zelda dungeon fashion, and then build an entire level out of these strung together. This 6-minute video provides a good explanation: https://invidio.us/cLPEdsweQGs While it's about CoD:MW, most of its analysis applies to Halo as too, and to console shooters in general.
>>3394 huh, I actually to some extent wonder how to make a good map in an FPS
>>3387 wut's wrong with weapon limits
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>>3402 While they give more meaning to weapon choices, because this is the result of giving the mapper more control over the player, they also represent a crutch for weak designers, by shrinking the mapper's "possibility space", and giving players less tactical flexibility. Especially when combined with other "streamlining", they contribute to the linearity and triviality of a game. >>3399 Er... That's a subject for either years of hard labor in the GtkRadiant mines, or a non-Hollywood-ized college course. But if I were to spitball an answer, I'd say maybe: <replayability >nonlinear, player can choose numerous paths through both map as a whole and channels through constituent areas/rooms >interconnected, reuses space not just for backtracking but for entrance and exit through different means >different approaches rely on mutually exclusive tools/resources in-game and different skills on the player's part >fights and individual enemies should have multiple sets of intended weaknesses and strengths of varying obviousness and convenience to the player >prescripting, triggers, spawns, etc., should have conditionally branching responses when possible >secrets, including skill-challenge alternate paths, caches of items, story nuggets, and secrets just for secret-hunting' sake >locations of secrets should neither be blatantly obvious, not degenerate into pixelhunting/wallhumping. though taunting the player with "there is a really cool secret somewhere" hints is okay for some but not all secrets <theme >strong thematic aesthetic, neither flavorless generic mundanity, nor thoughtless clashing mishmash >across all scales everything should communicate some sort of story or tableau, even without words; from the entire game, whole maps, groups of rooms, individual rooms, and individual fights and puzzles, that interlock with each other >narrative story, if any, is transmitted wholly or primarily in-game, prioritizing texts found in the map, audio or video recordings, npc chatter and "barks", item descriptions in the inventory ui, environmental vignettes as above, etc.; over more direct methods like cutscenes and radio/speaker transmissions

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Replaying the Bungie Halo games semi-recently, I came to the conclusion that: Halo CE is alright but kinda falls apart in the later half as the difficulty outpaces the options the game generally gives you to resolve the situation, which I think is the main drive as to why Bungie tried to find a "fourth pillar" to the main gameplay elements (shooting, moving ,and melee) as a tactical element to remedy this and make there be more choices and individuality in playstytle. For its time though it was a good shooter which was playing with a new format of shooters from the old PC era shooters which isn't really better or worse imho, its more of a turn to some regard to limiting the player in regards to weapon loadouts but expanding the player's interaction with the environment as compensation to that loss, and unlike later games it amounts to more than "duck behind cover": since you have moon jump on at all times, you can easily outflank and surprise enemies with good use of the environment, use your AI teammates and create a field of overwhelming fire to suppress enemies and force them into cover, ect. Not really a move to "realism" really but more a turn to a more active battlefield and making the player less a dominating force in the battlefield but rather a facet (albeit a large one) of the larger whole, even in the final levels where most of your UNSC buddies are gone, the battle arenas have more than one faction at a time so you can play your enemies against each other. Looking back it's evident why it exploded in popularity for presenting something pretty new in an accessible format, but now it mostly seems antiquated. Halo 2 was, as one of the devs put it, their cathedral that assembled itself out of the storm. Not really pushing the bounds in a lot of ways compared to the original but rather refining a lot of the elements of CE, making squadmates smarter and more competent in things like piloting vehicles, flanking, defending positions, ect. Granted this is partly done by scripting rather than truly intelligent AI but in the framework of what Halo 2 presents it works fairly well, the only moments when you worry about if your AI teammates are going to get killed is in situations where you feel equally worried about getting killed (that or when they dodge-roll off a cliff when they see a grenade). Of course this is also the game which introduced duel-wielding into Halo which would become the biggest weapon-related meme for the longest time after it became big via Halo, and would only be a feature in Halo 2 and Halo 3 because of the difficulties of balancing that with the gunplay. Despite all this though, its easy to feel where things they wanted to do was cut, and at the end of the day there is little else to say about Halo 2 except "Halo CE but better" and then make a meme about the cliffhanger ending. Halo 3 was the first real attempt to build that 4th pillar that Bungie had been wanting to do but was denied from doing in Halo 2 because of the disastrous dev cycle for that game, and it came in as... the mostly underwhelming equipment system. There are neat things you can do with it, like using the turbo-lift thing to rocket yourself around the arena like you are an angel of dakka, or use the bubble shield to advance under heavy fire, but for the most part its inconsequential to gameplay. Halo 3 came with the expected improvement to both friend and foe AI and opened up the levels a lot more, since Halo 2 had more enclosed levels so the AI scripting wouldn't go mad, and even in these situations the AI can generally not fuck itself over doing something stupid. the AI uses a system of rally points to get around the map in regards to player progression part of the time and the other part of the time they will just follow the player around whenever they are accomplishing an objective. The AI can also tell when you've boned yourself somehow, like when you end up on foot during a mission where you are supposed to be in a vehicle, at which point your AI buddies will drive up in whatever multi-passenger vehicle they can find to offer you a ride. The AI also has decent threat-assessment, and they know when to sally out from a defensive position to mop up enemies and when they are overwhelmed and chose to flee into more defensible positions (the mid-part of Tsavo Highway is a good example of this, where a bunch of soldiers have a hillfort made out of traffic barriers and other stuff they have found and are under attack by a covie armored group and jetpack brigade, they retreat to their bunkers when they are getting pressed hard but when you arrive and take out large chunks of the covenant forces they sally out to help your attack). Halo 3 also loved to show off their setpiece battles in the Scarabs, which were neat at the time in having an AI vehicle with multiple modes of attack that it is using to fight off multiple parts of your own forces at the same time, and if you don't know what you are doing the scarabs can be pretty nasty, but at this point most everyone knows the trick to killing them so its more a neat concept than anything else. Sidenote on Halo 3 ODST: Mostly just a moodier version of Halo 3 which focuses more on survival in a hostile environment without aid than big setpiece battles, but it can be pretty fun if you like both jazz and halo 3. Halo Reach was the sendoff to Bungie's halo as they parted ways with Microsoft, and its pretty much what you'd expect from such a sendoff, it didn't focus on innovation as much as Halo 3 did but worked on polishing up what was already there to give the experience people knew in the best way they could. They did take another crack at the 4th pillar thing with Reach as well, now with their new equipment system which was less useless by virtue of the fact that the equipment wasn't single use and included useful things like a sprint which not only increased movespeed but modified your jumping angles and heights so you could play with terrain more, jetpacks to zip from place to place and rain down lead from above, stealth cloaks for if you want to dick around and ambush your enemies, and things like the lockdown ability which made you immune to explosives and vehicles running you over at the cost of making you immobile. While it wasn't quite as ubiquitous as any of the 3 existing pillars, they were all situationally useful and did a lot more to vary things than Halo 3 did. The campaign took on some of the slightly darker thematics laid out in Halo ODST for their main campaign, setting up the game as the losing battle to save the planet reach (the UNSC's biggest planet besides Earth) from the largest covenant force ever encountered. The plot also acts as a good ramp for the game's difficulty, so new players can still smoothly get into the game at the early levels and be prepared for the large difficulty spike towards the late game. Levels became a bit more linear from Halo 3, but that was likely more due to the fact that the battles were denser with more enemies and allies than ever before in larger spaces, with more vehicles, air support, and troop movements between locations on the map as the battles unfold. I didn't really miss the more freeform levels as much, I tend to find the more concentrated linear experiences where most of the creativity comes out of how you interact with the things around you are more fun than the games where its just a bunch of stuff lying around in a sandbox for you to interact with from place to place. Halo 2 and Halo Reach probably stand for having the biggest difficulty spikes in Halo though, and that is probably why they both stand as my personal favorites.

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Persona 5 Anonymous Comrade 10/27/2019 (Sun) 05:45:03 No. 2399 [Reply] [Last]
I've seen some people who claim this game has very revolutionary messages and even promotes anarchism but it just seems like a really half baked and generic "rebel against authority" message. Thoughts?
[spoiler]Also, Haru best girl
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If you really like the turn based Pokémon style of gameplay than what that other anon said. Else maybe try out Q or Arena.
Should you play the previous personas and SMTs, this goes back forever and it's so much work.
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Persona/SMT games aren't really connected to one another so you can play the recent titles or whatever one sounds interesting to you. A lot of people suggest Persona 3-5, SMT4, and Nocturne as starting off points from what I've seen.
Persona belongs on >>>/anime/, not on /games/
Persona 5? More like Persona Pie am I right?

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LISA general Comrade 08/08/2020 (Sat) 13:06:31 No. 3596 [Reply] [Last]
What did you think of this game? Are the other worth it? What analysis can we make out of it? I just beat it because I forgot I had it and it was great
What's so great about it exactly? Every time I hear about this game that discussion is always about the story and nothing else.
>>3597 Gameplay isn't that incredible, in the end it's still just a RPG Maker game, but the way it's used is interesting. In Painful you don't have any good or bad choices, the game will just try to be cruel with you (by removing your arm thus decreasting you attack permanently for example, in the scenario you have the choice between this and killing your ally). I didn't find it as hard as people claim it to be though, the endgame is surprisingly easy (again I think it was intentional).
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>>3599 some fanart I made

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HOI4 general: "Who even plays unmoded?" edition Anonymous Gamer 04/02/2020 (Thu) 13:16:37 No. 258 [Reply] [Last]
Since /v/ is now open, I guess it is time to relocate here from /hobby/.
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>>3539 Another annoying part is that the dev team still consistently pain Kaganovich’s ML fanboyism of Stalin under a bad light. It’s like they willfully ignore that Stalin was instrumental in mobilizing the USSR into beating the Nazis in OTL. Also they somehow forgot about Tukhachevsky’s pagan obsession which was one of the big reason he got purged in real life.
>>3570 I never got the impression that anyone in the post-soviet hellscape was ever put in a good light - they were either ruthlessly pragmatic from their situation or idealistic and unlikely to succeed (and the game mechanics try to make it so you don't speaking as someone who played Sablin). Especially mind because this is an era where Stalin got sidelined out of power and assassinated, so his fanboyism for like a low-level bureaucrat can easily be seen as questionable.
>>3583 He probably wrote just as much about the economics of the USSR as in our world. I can see that he would have fans. Still wondering whatever happened to Trotsky though.
>>3587 I think it was said he was assassinated with a sledgehammer by the Bukharinites
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>>3583 >I never got the impression that anyone in the post-soviet hellscape was ever put in a good light ackshually Yeltsin is kinda gigabased in this timeline. Or at least he does all the same stuff as real, but given the circumstances it works out well instead

Vidya Nostalgia Anonymous Gamer 04/22/2020 (Wed) 01:35:02 No. 243 [Reply] [Last]
Just listened to a bunch of old Sonic soundtracks and felt pretty nostalgic. Thought we could have a thread to sperg out about nostalgia. What old games from your childhood do you feel nostalgic about? https://www.youtube.com/watch?v=GQhYFNqp4nE&t https://www.youtube.com/watch?v=SZXGzki_qww
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>>244 >the best video game menu song of all time You mean?
>>251 it's from a collection of wallpapers released on PC before the redesign was a thing, called "Sonic the Screensaver" https://sonic.fandom.com/wiki/Sonic_the_Hedgehog_The_Screen_Saver/Gallery
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Playing through Metroid Prime Trilogy, currently on 2. https://youtu.be/4YRLIgWnHlo?t=17 https://www.youtube.com/watch?v=XuPJm2XQT0A https://www.youtube.com/watch?v=hwjcq8Vwt24 KB+M support for console exclusive shootan games is a godsend.
>>3589 And totally unnecessary in a game like Metroid Prime.

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Disco Elysium Anonymous Comrade 10/30/2019 (Wed) 01:01:10 No. 2527 [Reply] [Last]
I think this game is on to something lads
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>>2589 even if that anon is right, we know that memories are stored in the body. If you and I swapped bodies, we wouldn't take our memories with us, would we?
>>3455 You'd think it would be more obvious that the themes to this game was more marxist than they thought it was.
>>3529 The music was its weakest aspect tbh.

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Comrade 08/07/2020 (Fri) 22:22:29 No. 3584 [Reply] [Last]
Was it worth the money for a quick nostalgia rush?
?? cant u just play it for free on kongregate lol

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How to make a good FPS Comrade 07/31/2020 (Fri) 00:59:54 No. 3393 [Reply] [Last]
What qualities make an FPS game good? I'm doing this so others can reference, and out of my own curiosity, here's what I know so far: Make the weapons unique and serve different functions, make enemies aggresive and varied, levels shouldn't be corridors, anything else?
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>>3425 >marathon-esque game taking place on a spaess ship What kind? Meme sci-fi ships or the O’Neil cylinder kind? The space setting can be a very good place to create a movement shooter. Remove most hit scan enemies, allow the player to dodge most projectiles. That way you could keep the health system you already got.
>>3428 Meme I guess, basically you're a cyborg fighting against aliens who've killed all of humanity up 'till they got to your asteroid colony ship, most enemies use projectiles if I recall my enemy list, and no one'll do enough damage to kill you in one go (assuming armor and health are at full)
It completely depends on the type of FPS. Arena, tacical, sim, and other variations of FPS all have different needs.
>>3576 K, it is a sci-fi game where you fight aliens, there are 6 weapons, it is meant to control like doom or marathon or something and have sprite artwork, several enemies, big towering beasts that'll either charge you or mount gun turrets, alien bugs with guns, an oversized spider with a continueous laser rifle and the ability to mount passengers, an alien in a pressure suit that explodes when killed (occaisionally exploited, or wears heavy armor, the less armored guys attack from a distance and spread apart, also man weapons, feeble aliens w/ energy shields and exoskeletons, used as skirmishers, and big psionic aliens with cool abilities. your weapons in the order you get them are: an oversized taser with a scope and a charge up function, the normal shots do no damage but will garuntee a stun, and if enough of the land at once, they will blow up an enemy ignoring armor, charging it up will release an arc of electricty; a five shot pistol, accurate, dual-wieldable, it's the magnum from half-life; a plasma flame thrower with a secondary ability to charge up a little ball that acts like a grenade and leaves behind a fire; an assault rifle with an underslung shot gun; a shotgun minigun that winds up before firing and has an underslung rocket launcher, a four round missile launcher that needs to manually lock onto targets, will fire as many rockets as there are locked targets. please criticise and explain how one would theoretically make a good game out of this
>>3393 the gunplay is one of the most important https://www.youtube.com/watch?v=8geGHbWIMXA

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Comrade 08/03/2020 (Mon) 09:23:08 No. 3454 [Reply] [Last]
American Foreign Policy Simulator I play it.
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>>3486 That's better than having a preset spray pattern which just allows you to game it/memorise the pattern
>>3489 Nah all RNG means is that everyone bursts and does spraydowns which is the exact intended opposite of the design. There's no reward for precision just memorize the spray pattern and get as many bullets in the zone as you can.
I play CSGO. I'm MG on matchmaking and I believe I was C on ESEA. I haven't really touched it since Valorant went into beta so I'm sure I'm complete shit at it now. Not that I was very good before. Valorant is kind of bad with shit maps, random recoil on weapons, and a deagle equivalent that doesn't one shot headshot at long range. >>3486 With no randomness it undermines spray patterns and actually messes up the balance in a lot of ways. >>3488 I'm waiting for kpop skins like Crossfire, Sudden Attack, Black Squad, and CS Online. There would be a lot of bitching, but I know at least 2 people on each team would be using them. >>3489 >>3502 There is a lot of mechanical skill involved in learning to spray transfer and making adjustments mid-spray for the kill.
>>3484 Im positive I can still shit on 99.9% of players.
>>3454 the gunplay is one of the worst in any other shooter. the game is stagnant and a glorified skins market. also Commodification of user generated contents. if you want a fun shooter try verdun.

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Piracy Comrade 05/12/2020 (Tue) 05:54:50 No. 581 [Reply] [Last]
Piracy general thread. Share your sources and techniques. Here's a website I found recently which seems ok but as always, use are your own risk and use protection (adblock/script blockers). https://igg-games.com/ Not sure how clean it is but I detected no malware in my downloads (brows with adblock on of course). The website links to repackages of stuff produced by the major cracking scene groups (CODEX etc.) The files are hosted on free file upload sites like mega.nz and rapidgator. I have not used those sites in years so I can't say how safe and reliable they are. One shitty thing about their donwload links is they obscure the link behind some shitty ad infested link protector but I noticed the real URLs to the file are embedded in the URL of the link protector URL allowing you to bypass the ads. Large games are split into multiple parts and are not convenient to DL through these free file upload services due to wait times and download limits. But if you're pirating a small older game or indie game it's pretty easy. Example You want to DL this file, igg-games website has this link using bluemediafiles link protector (do not click link) http://bluemediafiles.com/creatinglinkspVVJ52BobqWRSUq8QydNlxYtPL1syhnl2VLm2FE0h4JMfQa8LP5RIPio92gInvzG57ExsOZK0tvq7oaMk36alzo7dBLnUdmoM3D?xurl=s://mega.nz/%23!1epgEYCK!gv04zz4LZNilKBUKwfG_XlLKOrYgWjg5VjS2djE1rlQ notice the URL for the real download link on mega.nz is inside the url simply use that portion of the url:

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>>2038 Hello /pol/
>>1685 Whats the obsession with Soulsborne games, can someone please explain me the appeal and what you like? I played DS1 and got bored really fast. Maybe I just don't enjoy single player games anymore.
>>1798 https://nblog.org/ Has a lot of games without site ads
Got into city management sims with frostpunk, remembered that there's anno series I wanted to check and was flabbergasted to not find 1800 on torrents. Turns out it still has no crack. What the fuck man. >>3222 They are part collectathon, part zelda-like explorathon with a thick and distinctive grimdark atmosphere with simple but enjoyable combat. In the age of ubishit there are few games like this.
nyaa.si and sukebei.nyaa.si are good for some Japanese shit. Sukebei in particular is by far the best place to find eroge.


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