Currently Playing
Re: Currently Playing
I started playing No More Heroes on Switch last night. Not played it before and it seems pretty fun so far. I also started Sifu on Xbox which seems cool too, only beaten the first boss so far though. I hardly get much time to play these days, it used to be after the kids had gone to bed but now they're getting a little older and going to bed a little later, and I'm getting a little older and a lot tireder I seem less inclined to stay up late playing games, which sucks to be quite honest!
Re: Currently Playing
A couple of games that came from the current Humble Sci Fi Shooter Bundle which is well worth picking up for £15: https://www.humblebundle.com/games/scif ... ers_bundle
System Shock - I've never played this before myself, but I was young enough when it came out that I watched my brother play it much of the way through. Despite it being one of the very earliest PC shooters (1994!), the recent remake still has that sense of unease and, on occasion, terror. The game threw a new enemy at me, which was a hulking cyborg thing with glowing red bits and I just panicked and charged back down the steam-filled maintenance corridor, Aliens-style. The level design is extremely tight and claustrophobic, I don't think they've been expanded at all so they're still working within the limitations of a 486DX and 8mb of RAM, just with a lot of the graphical effects we're used to today. The art style's going to be a bit marmite I think, I personally really like it. It plays really well and I'm looking forward to more of it. I wish they'd remake System Shock 2, which was probably the better game, with this level of effort, rather than just sticking a few slightly nicer 3D models in the original.
Dark Forces - And the second of Nightdive's remasters from this bundle, this is, for me, a stone-cold classic. They've not done anywhere near as much with it as they did System Shock, but it looks fantastic; there's not a single piece of original art in there I don't think, but they've retained every bit of charm the original had by redrawing it all and sticking with the same sprite-based items and characters. The new cutscenes look fantastic, although some of the human characters in them do have a hint of AI upscale rather than full redraw. But it plays just as well as it always did.
System Shock - I've never played this before myself, but I was young enough when it came out that I watched my brother play it much of the way through. Despite it being one of the very earliest PC shooters (1994!), the recent remake still has that sense of unease and, on occasion, terror. The game threw a new enemy at me, which was a hulking cyborg thing with glowing red bits and I just panicked and charged back down the steam-filled maintenance corridor, Aliens-style. The level design is extremely tight and claustrophobic, I don't think they've been expanded at all so they're still working within the limitations of a 486DX and 8mb of RAM, just with a lot of the graphical effects we're used to today. The art style's going to be a bit marmite I think, I personally really like it. It plays really well and I'm looking forward to more of it. I wish they'd remake System Shock 2, which was probably the better game, with this level of effort, rather than just sticking a few slightly nicer 3D models in the original.
Dark Forces - And the second of Nightdive's remasters from this bundle, this is, for me, a stone-cold classic. They've not done anywhere near as much with it as they did System Shock, but it looks fantastic; there's not a single piece of original art in there I don't think, but they've retained every bit of charm the original had by redrawing it all and sticking with the same sprite-based items and characters. The new cutscenes look fantastic, although some of the human characters in them do have a hint of AI upscale rather than full redraw. But it plays just as well as it always did.
Re: Currently Playing
Couldn't agree more - thoroughly enjoyed both of them and they're perfect examples of how to do a remaster.
What I'd really like is a similar remaster of Ultima Underworld 1 and 2, which were two of my favourite RPGs of the 90s. There was a project to make them work in Unity I think, but last time I checked it was a bit of a mess. Might be worth another look, but what those games need from any kind of remaster is a modern controls option.
What I'd really like is a similar remaster of Ultima Underworld 1 and 2, which were two of my favourite RPGs of the 90s. There was a project to make them work in Unity I think, but last time I checked it was a bit of a mess. Might be worth another look, but what those games need from any kind of remaster is a modern controls option.
Re: Currently Playing
I was wracking my brain trying to think of other games from that era that I'd gladly buy a remake/remaster of, but frankly I think most of the ones I'd pick already have one. I think a really good remaster replicates the feel of the original in terms of gameplay *and* aesthetics, but without feeling like it's an obviously new game. The sort where they looked and played like that in your memory, but when you try to replay you realise just how rose-tinted those glasses are. Dark Forces has to be one of the most accurate depictions of this I can think of, but the Command & Conquer remaster from a few years back nailed it too.
The one glaring omission I can think of is the X-Wing and TIE Fighter series, but then there's a really dedicated fan recreation of those available already and it's difficult to imagine anything official being vastly better. Perhaps the Descent series?
The one glaring omission I can think of is the X-Wing and TIE Fighter series, but then there's a really dedicated fan recreation of those available already and it's difficult to imagine anything official being vastly better. Perhaps the Descent series?
Re: Currently Playing
The first three Rainbow Six games, perhaps, but I expect they wouldn't really hold up these days beyond nostalgia.
Ooh, on similar lines though, Hidden & Dangerous 1 and 2. With some better controls I reckon they'd still be great.
Ooh, on similar lines though, Hidden & Dangerous 1 and 2. With some better controls I reckon they'd still be great.
- Animalmother
- Local
- Posts: 3230
- Joined: Fri Aug 10, 2018 3:44 pm
Re: Currently Playing
Hidden & Dangerous 1 and 2 really needs a modern remaster. The original game is janky as hell but I think 2 still holds up pretty well. I'd love to see a new game set in an open world like Ghost Recon Wildlands except it's WW2.
I got Aliens Fireteam Elite a few weeks ago on sale with all the dlc. 3rd person co-op shooter that I'm playing with 2 bots. It's perfectly serviceable if a bit repetitive with missions that can go on for 40 minutes or more. As it's a "live service" you can't pause it or save mid mission, once you start that's it until you die or finish the level. Several different load out types available but only 2 are any use when playing alone as the bots are only ever armed with pulse rifles and can't be customized. The aliens themselves are only a threat when you get swarmed and arrive in predictable waves. Lots of weapons but you do end up sticking to the same few to level them up.
Looks nice and has lots of bits from all the films woven in. Not bad but it won't be staying long on the hard drive once I finish the campaign.
I got Aliens Fireteam Elite a few weeks ago on sale with all the dlc. 3rd person co-op shooter that I'm playing with 2 bots. It's perfectly serviceable if a bit repetitive with missions that can go on for 40 minutes or more. As it's a "live service" you can't pause it or save mid mission, once you start that's it until you die or finish the level. Several different load out types available but only 2 are any use when playing alone as the bots are only ever armed with pulse rifles and can't be customized. The aliens themselves are only a threat when you get swarmed and arrive in predictable waves. Lots of weapons but you do end up sticking to the same few to level them up.
Looks nice and has lots of bits from all the films woven in. Not bad but it won't be staying long on the hard drive once I finish the campaign.
Re: Currently Playing
Crimson Skies desperately needs a remake/remaster. God I loved that game, even if it did get indescribably hard in the later missions, one in particular where you had to fly a stunt course.
08/10/2003 - 17/08/2018RCHD wrote:Snowy is my favourite. He's a metal God.
10501
- Animalmother
- Local
- Posts: 3230
- Joined: Fri Aug 10, 2018 3:44 pm
Re: Currently Playing
Anyone ever try a Crimson Skies mod for DCS I wonder?
- Lenny Solidus
- Posts: 913
- Joined: Sun Dec 26, 2021 10:31 am
- Location: RTB
Re: Currently Playing
Atlas Fallen: Reign of Sand Edition (new free update)
What if a game took many of your favourite aspects from titles that included the likes of Darksiders, Kingdoms of Amalur: Reckoning, Mad Max and even a slight pinch of DS/Elden Ring just for good measure - then served it all up as a somewhat familiar eurojank offering ie Gothic, Technomancer, Elex, Vampyr, The Surge etc. Atlas while providing some extent of expected jank in areas still feels pretty polished overall, mostly thanks to being published by Focus Interactive who continue to go from strength to strength in the general gaming publishing space. For some quick context then, Reign of Sand is very much a soft re-release for this game that didn't exactly do gang busters upon its original release. Deck 13 instead decided to rework much of the game with a new progression system, new enemies weapons areas encounters and more. And all for the princely sum of zero pence.
Traversal takes on a very different role - our character swaps from a flat to a sloped incline surface, they automatically adopt a snow surfing style stance and lovingly glide across the surface. It's not perfect by any means and can at times even feel a little cumbersome and underdeveloped, but it does allow for some cool circling around of your enemies, as the combat lends itself so well to continued movement you do though need to keep making active strikes as every new strike builds up your momentum meter toward a flashy looking ultimate final strike that freezes an enemy and more often than not shatters them whole giving you a lovely upgrade shard to collect right with it.
However, bosses do have multiple weak points you must selectively take care of and if not done enough a final shatter will not delete them outright. Combat manages to raise itself above simply deleting enemy health bars as every single enemy type big or small needs to be dealt with in a somewhat specific manner - their telegraphs are not always so easy to read their reach is extremely vast for this form of game meaning even if you climb say high atop a tower to momentarily evade for a slow regenerating heal - they can still cause you significant amounts of damage from afar and bring everything to a rather abrupt halt.
I'll be the first to admit I've already cheesed a fair amount of enemy encounters as the dance of death in this game relies so much on close combat removing yourself from a battle to heal or for brief respite actually works against you in the form of losing all of your gained damage momentum. You have to be pretty battle smart to survive any fight albeit big or small, and I very much like that approach as most typical rewards are gainful and everything feels much more rewarding as enemies turn to sand and it then rushes towards you, absorbed by your character. The games excellent photo mode too has had me hooked from the start.
The main character's Gauntlet mechanic is obviously the star of the show here at all times, its multiple ever growing additions that include raising bridges to access new areas to tracking and opening hidden chests, lifting massive heavy gates, linking spots on the map via a timed reliance and opening doors all build up their own uses, though it can take a lot of in depth journeying to collect all the required shards to power it up to that eventual degree. Add in the vast amount of collectables, upgrades, shop items and dyes you can use on your character that while the map may look quite barren to start there's more than enough to keep you busy working out just how to reach something calling you off in the far distance. Atlas quite easily serves up the all embracing power fantasy and once you do gain a few powers/upgrades/levels/idols/outfits it truly does come to shine more and more as you progress further, the jank remains naturally so - but it's no distraction for the obvious love the developers pour into all and any proceedings. I had somehow convinced myself that the initial map was actually the entire game only to realise it was just the starting area and three more large and intricate maps awaited me, I'm now in the 2nd.
I need to give props to developers Deck 13 for not only producing a game that is keeping me coming back when my expectations were somewhat low but that they did not go the oh so typical UE5 path to power their game, instead opting for an in house proprietary engine of their very own named the Fledge engine. What the engine itself lacks in many regards visually (most specifically with the Gothic defined look npc's) it's more than serviceable for the style of game and runs very well so yes it does what it says on the tin and can even be pretty flashy looking at times somewhat resembling many aspects of UE5 without the horrendous hardware overhead and stutter issues.
To reiterate, Atlas Fallen even after a significant rework still wears its AA origins proudly on its sleeve. Yet I've been having more fun with general exploration combat and progression than I ever would have expected after spotting it as a package in the latest Humble - which of course means it was very quickly on key sites for just a few pounds in an instant not long after. Deck 13 really have something here and yes sure I enjoyed their Surge series of games enough I can certainly see Atlas Fallen succeeding in a space where games such as Forspoken failed so miserably as both as a similar style title and far more significantly as a AAA release. Atlas itself is not genre defining or anything nor did it really need to be but it is certainly both different and enjoyable enough with some nice genre features not typically seen before and definitly keeps you coming back for more quite easily once you begin to understand all of the fun mechanics on offer. I do still believe that a somewhat larger budgeted follow-up continued on from the newer RoS template could be something that could even more blur the ever altering lines between what we typically expect from AA games and truly become something far more considerable than in its current form.
It's still well worth a punt and only proves its worth ever more as you sink your toes in the sand - whether you choose the Humble option or simply pick it up from a key site or even Steam I certainly do recommend it if you are in the mood for something both a little familiar and a bit more out there at the same time.
https://imgur.com/XmR74s5
https://imgur.com/2tyV6I5
https://imgur.com/itNnGZn
https://imgur.com/4hF2Lxj
What if a game took many of your favourite aspects from titles that included the likes of Darksiders, Kingdoms of Amalur: Reckoning, Mad Max and even a slight pinch of DS/Elden Ring just for good measure - then served it all up as a somewhat familiar eurojank offering ie Gothic, Technomancer, Elex, Vampyr, The Surge etc. Atlas while providing some extent of expected jank in areas still feels pretty polished overall, mostly thanks to being published by Focus Interactive who continue to go from strength to strength in the general gaming publishing space. For some quick context then, Reign of Sand is very much a soft re-release for this game that didn't exactly do gang busters upon its original release. Deck 13 instead decided to rework much of the game with a new progression system, new enemies weapons areas encounters and more. And all for the princely sum of zero pence.
Traversal takes on a very different role - our character swaps from a flat to a sloped incline surface, they automatically adopt a snow surfing style stance and lovingly glide across the surface. It's not perfect by any means and can at times even feel a little cumbersome and underdeveloped, but it does allow for some cool circling around of your enemies, as the combat lends itself so well to continued movement you do though need to keep making active strikes as every new strike builds up your momentum meter toward a flashy looking ultimate final strike that freezes an enemy and more often than not shatters them whole giving you a lovely upgrade shard to collect right with it.
However, bosses do have multiple weak points you must selectively take care of and if not done enough a final shatter will not delete them outright. Combat manages to raise itself above simply deleting enemy health bars as every single enemy type big or small needs to be dealt with in a somewhat specific manner - their telegraphs are not always so easy to read their reach is extremely vast for this form of game meaning even if you climb say high atop a tower to momentarily evade for a slow regenerating heal - they can still cause you significant amounts of damage from afar and bring everything to a rather abrupt halt.
I'll be the first to admit I've already cheesed a fair amount of enemy encounters as the dance of death in this game relies so much on close combat removing yourself from a battle to heal or for brief respite actually works against you in the form of losing all of your gained damage momentum. You have to be pretty battle smart to survive any fight albeit big or small, and I very much like that approach as most typical rewards are gainful and everything feels much more rewarding as enemies turn to sand and it then rushes towards you, absorbed by your character. The games excellent photo mode too has had me hooked from the start.
The main character's Gauntlet mechanic is obviously the star of the show here at all times, its multiple ever growing additions that include raising bridges to access new areas to tracking and opening hidden chests, lifting massive heavy gates, linking spots on the map via a timed reliance and opening doors all build up their own uses, though it can take a lot of in depth journeying to collect all the required shards to power it up to that eventual degree. Add in the vast amount of collectables, upgrades, shop items and dyes you can use on your character that while the map may look quite barren to start there's more than enough to keep you busy working out just how to reach something calling you off in the far distance. Atlas quite easily serves up the all embracing power fantasy and once you do gain a few powers/upgrades/levels/idols/outfits it truly does come to shine more and more as you progress further, the jank remains naturally so - but it's no distraction for the obvious love the developers pour into all and any proceedings. I had somehow convinced myself that the initial map was actually the entire game only to realise it was just the starting area and three more large and intricate maps awaited me, I'm now in the 2nd.
I need to give props to developers Deck 13 for not only producing a game that is keeping me coming back when my expectations were somewhat low but that they did not go the oh so typical UE5 path to power their game, instead opting for an in house proprietary engine of their very own named the Fledge engine. What the engine itself lacks in many regards visually (most specifically with the Gothic defined look npc's) it's more than serviceable for the style of game and runs very well so yes it does what it says on the tin and can even be pretty flashy looking at times somewhat resembling many aspects of UE5 without the horrendous hardware overhead and stutter issues.
To reiterate, Atlas Fallen even after a significant rework still wears its AA origins proudly on its sleeve. Yet I've been having more fun with general exploration combat and progression than I ever would have expected after spotting it as a package in the latest Humble - which of course means it was very quickly on key sites for just a few pounds in an instant not long after. Deck 13 really have something here and yes sure I enjoyed their Surge series of games enough I can certainly see Atlas Fallen succeeding in a space where games such as Forspoken failed so miserably as both as a similar style title and far more significantly as a AAA release. Atlas itself is not genre defining or anything nor did it really need to be but it is certainly both different and enjoyable enough with some nice genre features not typically seen before and definitly keeps you coming back for more quite easily once you begin to understand all of the fun mechanics on offer. I do still believe that a somewhat larger budgeted follow-up continued on from the newer RoS template could be something that could even more blur the ever altering lines between what we typically expect from AA games and truly become something far more considerable than in its current form.
It's still well worth a punt and only proves its worth ever more as you sink your toes in the sand - whether you choose the Humble option or simply pick it up from a key site or even Steam I certainly do recommend it if you are in the mood for something both a little familiar and a bit more out there at the same time.
https://imgur.com/XmR74s5
https://imgur.com/2tyV6I5
https://imgur.com/itNnGZn
https://imgur.com/4hF2Lxj
Building the future, and keeping the past alive - are one and the same thing.
- ManBearSquid
- Posts: 280
- Joined: Sun Aug 19, 2018 5:46 pm
Re: Currently Playing
Half Sword: Playtest
I've been having some great fun with this, it's a total riot. Utterly brutal too.
https://www.youtube.com/shorts/UHJW8HqwRTU
https://www.youtube.com/shorts/X-ERQJ8Qe6Q
I mostly show mercy, when they haven't outright died, and you can make opponents give up by holding your weapon at their neck when they are downed.
Edit: Here's what it looks like when you're really good at it...
I've been having some great fun with this, it's a total riot. Utterly brutal too.
https://www.youtube.com/shorts/UHJW8HqwRTU
https://www.youtube.com/shorts/X-ERQJ8Qe6Q
I mostly show mercy, when they haven't outright died, and you can make opponents give up by holding your weapon at their neck when they are downed.
Edit: Here's what it looks like when you're really good at it...
Re: Currently Playing
I'm honestly not sure what I'm watching there. How do you control this? Is it some sort of procedurally animated KWOP-style fighting sim?
And why is nobody wearing a gorget?! I think there are more opened jugulars in that than the entire Blade trilogy.
And why is nobody wearing a gorget?! I think there are more opened jugulars in that than the entire Blade trilogy.
Re: Currently Playing
Mechanically looks like it could be similar to We Who Are About To Die (which is great fun btw)...
I have a Youtube channel now! https://www.youtube.com/channel/UC6kVsr ... Q/featured
- ManBearSquid
- Posts: 280
- Joined: Sun Aug 19, 2018 5:46 pm
Re: Currently Playing
It's controlled using mouse movements and corresponding left or right clicks depending which hand the weapon/shield is in. It's physics based, and absolutely nails! I have had some epic fights, though.
There's a large variety of weapons and each style have different hold types.
I had a fight where I lost my weapon against the first guy in a 4 man free for all, with my right arm being wounded, and I proceeded to beat the 3 of them to death/submission with my buckler shield. It was intense.
There are different armour levels, from clothed peasants all the way up to fully armoured knights.
There's a large variety of weapons and each style have different hold types.
I had a fight where I lost my weapon against the first guy in a 4 man free for all, with my right arm being wounded, and I proceeded to beat the 3 of them to death/submission with my buckler shield. It was intense.
There are different armour levels, from clothed peasants all the way up to fully armoured knights.
Re: Currently Playing
I'm having gaming PTSD flashbacks to the 90s action game Die by the Sword (appropriately named), where your sword swung around freely with mouse movements and was virtually impossible to control with any sort of intent or precision. The camera angle seemed designed to add an extra, unnecessary layer of difficulty too. The only viable method I found was to flail wildly in all directions in the hope that something other than my patience would die.
- ManBearSquid
- Posts: 280
- Joined: Sun Aug 19, 2018 5:46 pm
Re: Currently Playing
Haha that looks torturous!
Thankfully, it's not as frustrating as that. I've definitely improved as I play, not always consistently but then that can also vary from weapon to weapon. Sometimes, luck is just not on your side.
There can often be a lot of grappling and you can kick too, which is often more than just adding insult to injury - although I have kicked a few heads of a downed combatant. I'm in Glasgow, it's just the done thing.
Thankfully, it's not as frustrating as that. I've definitely improved as I play, not always consistently but then that can also vary from weapon to weapon. Sometimes, luck is just not on your side.
There can often be a lot of grappling and you can kick too, which is often more than just adding insult to injury - although I have kicked a few heads of a downed combatant. I'm in Glasgow, it's just the done thing.