• 152 Posts
  • 2.57K Comments
Joined 2 years ago
cake
Cake day: March 18th, 2024

help-circle










  • I’m currently only hosting Jellyfin (movies and TV) and Komga (books and comics) on a LAN, but I already bought a domain, and I’ll be exposing them via reverse proxy within the next few weeks; maybe even this weekend if everything goes well. After that, Nextcloud is a must for sharing large files, as Google Drive’s limits are coming up on me fast, and I’ll start test driving Fluxer as a replacement for Discord.


  • The zombies and monsters don’t fit the fantasy of being a thief. I didn’t try to fight them off, but mostly I just ran from them. It didn’t feel like I was sneaking around them or that it was something the game encouraged me to do when I encountered them, unlike with the human NPCs.

    Getting lost is part of the point with the labyrinth levels.

    If mine was the intended experience, it’s the part I would call dated, and avoiding that feeling is probably why we have so much white/yellow paint and so many objective markers. I’m inclined to believe, based on the presence of the in-game maps, that they expected me to find my way around by landmarks that weren’t as visually distinctive as they wanted them to be if they were unrestrained by development time or technology.


  • Movies are mostly settled science at this point, right? From the invention of the camera, there were decades of experimenting with what could be done on film, and eventually we arrived at feature length and a toolbox of techniques to use within it. Now and then some other innovation comes along and blows people away, but it’s not every year. Most of the time, it’s adhering mostly to a formula and tweaking it, or just telling a different story in the same constraints. Likewise, I don’t think games will ever advance as fast as they did in most of our lifetimes, but we’ll still get new stuff here and there.

    As far as “AAA” goes, the AAA of Thief 1’s day is barely bigger than most indie teams today. Shareholders or not, you can’t experiment with $100M (or as high as a few billion if you’re making Grand Theft Auto VI) like you can with $1M or even $10M. As much as the author puts Thief on a pedestal, I bounced off of it for not strictly adhering to stealth, like when it takes a detour into the undead and other monsters; and for the constraints of its own technology at the time, like geometry being so simple and textures being so reused that I found the levels tedious to navigate by way of lacking identifiable landmarks. Thief 1 loaded the entire level at once because there was no asset streaming. Thief 2014 had load-bearing walls demoed in the video because they couldn’t keep up the fidelity they targeted without dynamically unloading one part of the level and loading another from a hard drive.

    Anyway, Project Shadowglass looks awesome. Hopefully there are no zombies.




  • ampersandrew@lemmy.worldtoGames@lemmy.world*Permanently Deleted*
    link
    fedilink
    English
    arrow-up
    3
    arrow-down
    1
    ·
    4 days ago

    Oh, you’ve never seen the throwaway bonus missions on a game SKU before? Truthfully, no one knows but Rockstar how substantive that extra stuff is. But my gut and past experience tells me that if it was actually worth seeing, they wouldn’t have padded out the list with a bunch of variations on guns and cars, of which there will be many even in the base game, because it’s Grand Theft Auto. The missions that we know about, which you have to read on one or two select pages but they’re not present on others, is some kind of mission around collecting cars for some fence; I’m not losing sleep over not having that and keeping an extra $20 in my pocket.




  • ampersandrew@lemmy.worldtoGames@lemmy.world*Permanently Deleted*
    link
    fedilink
    English
    arrow-up
    5
    arrow-down
    3
    ·
    4 days ago

    It’s worth what someone is willing to pay. I have paid north of $100 USD for new video games before. For what’s different between those two versions of GTA6, I probably would have been just fine on the $80 version and felt it was worth the money, as the $20 more expensive version doesn’t seem to offer much of value to me, but that’s if it came out on PC in the same calendar year. By December, all of the cultural zeitgeist around the game will be discussed to death on end-of-year gaming podcasts, and by the time it comes to PC, it will be long past spoiler discussions and that cultural moment. So by then, I don’t know what I’ll be willing to pay, but it will be far less than $80.