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The narrative of Euro Truck Simulator 2 or why Spec Ops: The Line isn’t the only best single-player campaign of 2012

Too long, won’t read: I see stories and moral choices in a game that has neither. Obligatory sorry for my English.
For this whole post to make sense (to me at least), I want to preface that I am the kind of casual/hardcore gamer that plays casually only a few games that do not fit any “perceived” genre. Put it simply, the list of games I have played for more than 200 hours each includes League of Legends (mostly with bots nowadays but still), Monster Hunter World, World of Warships, Skyrim, Witcher 3, Spec Ops: The Lines (yes the 2012 depressing single-player game for over 200 hours), Call of Duty 1 and 2 (only the single-player campaign, yes again for more than 200 hours), Civilization 5 and 6, Shogun 2 Total War, Islanders, Cities Skylines, Banished, Valkyria Chronicles 1 and 4, and Guild Wars 2 (MMORPG, I was a raider). From this list, I tend to think of myself as a “young” gamer that wants a lot of stimulation and excitement from gameplays and can perform quick reaction or demanding mechanics. It also shows my interest in storytelling (within games and in general), watching Yatzhee’s Zero Punctuation and Raycevick in addition to, for example, Lessons from the Screenplay (screenplay, duh), Lindsay Ellis (academic theory on films and musicals), and Sideways (academic theory on music).
So if you know Euro Truck Simulator 2 (ETS2), you’ll be wondering what the hell am I writing here. For those that don’t know, ETS2 is a purely mechanical game with no narratives or moral choice. The primary gameplay loop is you are a trucker, you pick a job and drive the cargo across Europe. The secondary gameplay loops contain configuring the truck so it can run faster and smoother. And with each job, you earn money to buy garages, hire drivers and expand your fleet of trucks. But the intended value of the game is in the driving and modding the truck. In the word of Yatzhee of ZP, this is a “dad’s game”, games that aim for realism to the point of grindy and boring that reminds “dad” of his boring accountant job before he retired. Yeah, it goes well in my game list.
I came to ETS2 completely coincidental. Last week, I was looking for a new game when I see Bus Simulator is free on iOS (yes, I play gacha on mobile too, thankfully never cross the 50 hours mark). After ramming my bus into the first car I see, I remembered “hey there’s this game called ETS2” and Steam was having a discount. So I played the demo, bought the base game, and nearly 24 in-game hours and 3 interesting insights later, here we are.
1/Mechanic
I don’t even know how to drive in real life. But I can braindead driving 900km from Poland to France in half an hour and it’s relaxing.
2/Stories
This is the main reason why the game captivates me. The first “revelation” when I boarded a ferry to go from France to the UK. I instantly ran into a car as soon as I drove out of port, not realizing that the UK is this backward country that drives on the left side instead of on the right side like every other civilization. Then it made me question how truckers deal with this issue when they have to make frequent delivery across the English Channel. And then the floodgate opened.
Perhaps this is more me being nostalgic than the game “having a story”, but the game did well putting me in the shoes of the trucker and reminded me of all of the stories I heard about the trucker life. In my home country, truckers drove from north to south in mere days, driving at night with a co-driver to make sure they deliver on time or stopping quickly at a rest stop for a bite or a nap. The game doesn’t have a co-driver, doesn’t have a “hunger” mechanic, only tells you to stop at a gas station and hit buttons to imagine “sleeping”. But in the routine stops for gas and sleep, I subconsciously roleplayed those stories I heard, imagined the real lives of people having to run at night to avoid traffic or speeding on the highway to make deadline. I remembered the truckers sharing knowledge of which roads to take to avoid toll or take detours, which roads have cameras or polices, or even which rest stop has nice food. I even remembered horror stories of truckers having a family in one city and flirting and impregnating waitresses or innocent local girls. The game doesn’t have any of these. It just has driving.
I guess I appreciate how the game doesn’t try to force a story. It just mimics lives to an extent and let me fill in the blank. In a weird way, it plays like a Grand Theft Auto sandbox where following the traffic rules and imagining the complex life of the person whose car I just take is as fun as actually running over that person.
3/Moral choice
I hope I am a good in-game person. I pondered my choices while playing the Witcher to make the NPCs happy. I imagined the nonexistent lives of citizens in all the city-builder or empire-building games I play to motivate me to become a benign ruler. I try to do the same in ETS2, following the traffic rules, trying to deliver the cargo in time so a kid will have a computer for a birthday, or a farmer gets the much-needed tractor for work.
And then I discover “Option”, which can remove the speed limit and traffic offense.
The moment I ram my truck headfirst into a sedan in a roundabout in downtown Amsterdam at 20:32 then laughed maniacally as I drove away onto the highway was when I kissed my Reddit lurker life goodbye.
It was a trivial yet paradoxically fantastic moment for me when I realized how I was “making a choice” in a game that doesn’t have this bucket of choice. The car I just rammed into does not have a person inside, does not have a life, isn’t running home for dinner after a long day of work. It was just a game mechanic designed to take 400 Euros away from me. Yet, I kept thinking about that moment for the rest of the drive to Paris. While ramming into the firefighters trying to clean up a traffic accident on the highway.
I remembered the discourse on binary choice mechanic back in the day when games force players to choose between “good” and “bad” as if life is as straight forward as that. Or games like Frostpunk or This War is Mine that forces a consequence on your decision, hinting that what you did was morally wrong, even if you agree with it or not. Euro Truck Simulator 2 does not have this mechanic. It isn’t even designed to take part in this discussion. All it has is driving.
So either I am deranged enough to be a novelist or Euro Truck Simulator 2 tells a greater horror than a First Person Shooter military shooter does. Thank you for coming to my Ted Talk.
submitted by GreenceW to patientgamers [link] [comments]

Some minor, but really neat secrets of the Game Gear Micro.

https://game.watch.impress.co.jp/docs/interview/1277947.html
This comes from an interview with Yousuke Okunari from Sega and M2 staff members in a Game Watch article. The interview's in Japanese, but the really interesting stuff can be easily read via Google Translate. The most interesting stuff:
Other random details:
For what's essentially a novelty toy that isn't leaving Japan, M2 sure did go above and beyond here, as far as emulation and features are concerned.
submitted by LookAReauBoat to SEGA [link] [comments]

MAME 0.223

MAME 0.223

MAME 0.223 has finally arrived, and what a release it is – there’s definitely something for everyone! Starting with some of the more esoteric additions, Linus Åkesson’s AVR-based hardware chiptune project and Power Ninja Action Challenge demos are now supported. These demos use minimal hardware to generate sound and/or video, relying on precise CPU timings to work. With this release, every hand-held LCD game from Nintendo’s Game & Watch and related lines is supported in MAME, with Donkey Kong Hockey bringing up the rear. Also of note is the Bassmate Computer fishing aid, made by Nintendo and marketed by Telko and other companies, which is clearly based on the dual-screen Game & Watch design. The steady stream of TV games hasn’t stopped, with a number of French releases from Conny/VideoJet among this month’s batch.
For the first time ever, games running on the Barcrest MPU4 video system are emulated well enough to be playable. Titles that are now working include several games based on the popular British TV game show The Crystal Maze, Adders and Ladders, The Mating Game, and Prize Tetris. In a clear win for MAME’s modular architecture, the breakthrough came through the discovery of a significant flaw in our Motorola MC6840 Programmable Timer Module emulation that was causing issues for the Fairlight CMI IIx synthesiser. In the same manner, the Busicom 141-PF desk calculator is now working, thanks to improvements made to Intel 4004 CPU emulation that came out of emulating the INTELLEC 4 development system and the prototype 4004-based controller board for Flicker pinball. The Busicom 141-PF is historically significant, being the first application of Intel’s first microprocessor.
Fans of classic vector arcade games are in for a treat this month. Former project coordinator Aaron Giles has contributed netlist-based sound emulation for thirteen Cinematronics vector games: Space War, Barrier, Star Hawk, Speed Freak, Star Castle, War of the Worlds, Sundance, Tail Gunner, Rip Off, Armor Attack, Warrior, Solar Quest and Boxing Bugs. This resolves long-standing issues with the previous simulation based on playing recorded samples. Colin Howell has also refined the sound emulation for Midway’s 280-ZZZAP and Gun Fight.
V.Smile joystick inputs are now working for all dumped cartridges, and with fixes for ROM bank selection the V.Smile Motion software is also usable. The accelerometer-based V.Smile Motion controller is not emulated, but the software can all be used with the standard V.Smile joystick controller. Another pair of systems with inputs that now work is the original Macintosh (128K/512K/512Ke) and Macintosh Plus. These systems’ keyboards are now fully emulated, including the separate numeric keypad available for the original Macintosh, the Macintosh Plus keyboard with integrated numeric keypad, and a few European ISO layout keyboards for the original Macintosh. There are still some emulation issues, but you can play Beyond Dark Castle with MAME’s Macintosh Plus emulation again.
In other home computer emulation news, MAME’s SAM Coupé driver now supports a number of peripherals that connect to the rear expansion port, a software list containing IRIX hard disk installations for SGI MIPS workstations has been added, and tape loading now works for the Specialist system (a DIY computer designed in the USSR).
Of course, there’s far more to enjoy, and you can read all about it in the whatsnew.txt file, or get the source and 64-bit Windows binary packages from the download page. (For brevity, promoted V.Smile software list entries and new Barcrest MPU4 clones made up from existing dumps have been omitted here.)

MAME Testers Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Merged pull requests

submitted by cuavas to emulation [link] [comments]

Just Natsuki 4.3 (Halloween the Third)

Yes, I know this is late. I had less time to make it and had other responsibilities too. I'm a busy gal what can I say? I still got it out, and have some exciting news! ADDED: Added Halloween Event (This will run until November 4th rather than just the 31st. Tho it only really does anything at night.) Added custom pronoun options for non-binary players or neopronoun users. (These can be changed anytime and will provide a sentence with the pronoun so you can see if it works properly.) Added proper support for other types of third person pronouns. (Mainly so the game can call the player "her" "him" or "their" in cases where it's needed.) Added two Halloween stories starring the player. FIXED Fixed issue with the same dialogue appearing twice in Talk Menu 6 and 7. In other news, a playable demo for Just Natsuki's art overhaul is ready! It just needs testing and bugfixing. This demo simply replaces all the old assets, so some of the expression are lame, and the outfits don't all look perfectly edited. Also, some features are disabled are disabled as they don't work yet in the demo. The full version will have a whole new system for expression that allow for WAY more expression on Natsuki's part. I just kinda need to learn how to even do that. This demo isn't part of this update. It will likely be in the next update as a side version. But I will likely not be putting it in the main game yet. Everyone, give a big thanks to JMO for this. Welp, that's all for now! Have fun! -Daisy!

The link to download this version is here: http://www.mediafire.com/file/7k7eauzeu7t1mqw/JustNatsuki-4.3.0-Mod.zip/file
BUT! To make sure you are getting the newest version please visit my website/blog! Unfortunately I cannot link it due to Reddit auto deleting links. But if you google "Just Natsuki dev" it should be the first result. Sorry for the inconvenience!
submitted by Edgarmods to DDLCMods [link] [comments]

./play.it 2.12: API, GUI and video games

./play.it 2.12: API, GUI and video games

./play.it is a free/libre software that builds native packages for several Linux distributions from DRM-free installers for a collection of commercial games. These packages can then be installed using the standard distribution-provided tools (APT, pacman, emerge, etc.).
A more complete description of ./play.it has already been posted in linux_gaming a couple months ago: ./play.it, an easy way to install commercial games on GNU/Linux
It's already been one year since version 2.11 was released, in January 2019. We will only briefly review the changelog of version 2.12 and focus on the different points of ./play.it that kept us busy during all this time, and of which coding was only a small part.

What’s new with 2.12?

Though not the focus of this article, it would be a pity not to present all the added features of this brand new version. ;)
Compared to the usual updates, 2.12 is a major one, especially since for two years, we slowed down the addition of new features. Some patches took dust since the end of 2018 before finally be integrated in this update!
The list of changes for this 2.12 release can be found on our forge. Here is a full copy for convenience:

Development migration

History

As many free/libre projects, ./play.it development started on some random sector of a creaking hard drive, and unsurprisingly, a whole part of its history (everything predating version 1.13.15 released on Mars 30th, 2016) disappeared into the limbs because some unwise operation destroyed the only copy of the repository… Lesson learned, what's not shared don't stay long, and so was born the first public Git repository of the project. The easing of collaborative work was only accidentally achieved by this quest for eternity, but wasn't the original motivation for making the repository publicly available.
Following this decision, ./play.it source code has been hosted successively by many shared forge platforms:

Dedicated forge

As development progressed, ./play.it began to increase its need for resources, dividing its code into several repositories to improve the workflow of the different aspects of the projects, adding continuous integration tests and their constraints, etc. A furious desire to understand the nooks and crannies behind a forge platform was the last deciding factor towards hosting a dedicated forge.
So it happened, we deployed a forge platform on a dedicated server, hugely benefiting from the tremendous work achieved by the GitLab's package Debian Maintainers team. In return, we tried to contribute our findings in improving this software packaging.
That was not expected, but this migration happened just a little time before the announcement “Déframasoftisons Internet !” (French article) about the planned end of Framagit.
This dedicated instance used to be hosted on a VPS rented from Digital Ocean until the second half of July 2020, and since then has been moved to another VPS, rented from Hetzner. The specifications are similar, as well as the service, but thanks to this migration our hosting costs have been cut in half. Keeping in mind that this is paid by a single person, so any little donation helps a lot on this front. ;)
To the surprise of our system administrator, this last migration took only a couple hours with no service interruption reported by our users.

Forge access

This new forge can be found at forge.dotslashplay.it. Registrations are open to the public, but we ask you to not abuse this, the main restriction being that we do not wish to host projects unrelated to ./play.it. Of course exceptions are made for our active contributors, who are allowed to host some personal projects there.
So, if you wish to use this forge to host your own work, you first need to make some significant contributions to ./play.it.

API

The collection of supported games growing endlessly, we have started the development of a public API allowing access to lots of information related to ./play.it.
This API, which is not yet stabilized, is simply an interface to a versioned database containing all the ./play.it scripts, handled archives, games installable through the project. Relations are, of course, handled between those items, enabling its use for requests like : « What packages are required on my system to install Cæsar Ⅲ ? » or « What are the free (as in beer) games handled via DOSBox ? ».
Originally developed as support for the new, in-development, Web site (we'll talk about it later on), this API should facilitate the development of tools around ./play.it. For example, it'll be useful for whomever would like to build a complete video game handling software (downloading, installation, starting, etc.) using ./play.it as one of its building bricks.
For those curious about the technical side, it's an API based on Lumeneffectuant that makes requests on a MariaDB database, all self-hosted on a Debian Sid. Not only is the code of the API versioned on our forge, but also the structure and content of the databases, which will allow those who desired it to install a local version easily.

New website

Based on the aforementioned API, a new website is under development and will replace our current website based on DokuWiki.
Indeed, if the lack of database and the plain text files structure of DokuWiki seemed at first attractive, as ./play.it supported only a handful of games (link in French), this feature became more inconvenient as the library of ./play.it supported games grew.
We shall make an in-depth presentation of this website for the 2.13 release of ./play.it, but a public demo of the development version from our forge is already available.
If you feel like providing an helping hand on this task, some priority tasks have been identified to allow opening a new Web site able to replace the current one. And for those interested in technical details, this web Site was developed in PHP using the framework Laravel. The current in-development version is hosted for now on the same Debian Sid than the API.

GUI

A regular comment that is done about the project is that, if the purpose is to make installing games accessible to everyone without technical skills, having to run scripts in the terminal remains somewhat intimidating. Our answer until now has been that while the project itself doesn't aim to providing a graphical interface (KISS principle "Keep it simple, stupid"), still and always), but that it would be relatively easy to, later on, develop a graphical front-end to it.
Well, it happens that is now reality. Around the time of our latest publication, one of our contributors, using the API we just talked about, developed a small prototype that is usable enough to warrant a little shout out. :-)
In practice, it is some small Python 3 code (an HCI completely in POSIX shell is for a later date :-°), using GTK 3 (and still a VTE terminal to display the commands issued, but the user shouldn't have to input anything in it, except perhaps the root password to install some packages). This allowed to verify that, as we used to say, it would be relatively easy, since a script of less than 500 lines of code (written quickly over a week-end) was enough to do the job !
Of course, this graphical interface project stays independent from the main project, and is maintained in a specific repository. It seems interesting to us to promote it in order to ease the use of ./play.it, but this doesn't prevent any other similar projects to be born, for example using a different language or graphical toolkit (we, globally, don't have any particular affinity towards Python or GTK).
The use of this HCI needs three steps : first, a list of available games is displayed, coming directly from our API. You just need to select in the list (optionally using the search bar) the game you want to install. Then it switches to a second display, which list the required files. If several alternatives are available, the user can select the one he wants to use. All those files must be in the same directory, the address bar on the top enabling to select which one to use (click on the open button on the top opens a filesystem navigation window). Once all those files available (if they can be downloaded, the software will do it automatically), you can move ahead to the third step, which is just watching ./play.it do its job :-) Once done, a simple click on the button on the bottom will run the game (even if, from this step, the game is fully integrated on your system as usual, you no longer need this tool to run it).
To download potentially missing files, the HCI will use, depending on what's available on the system, either wget, curl or aria2c (this last one also handling torrents), of which the output will be displayed in the terminal of the third phase, just before running the scripts. For privilege escalation to install packages, sudo will be used preferentially if available (with the option to use a third-party application for password input, if the corresponding environment variable is set, which is more user-friendly), else su will be used.
Of course, any suggestion for an improvement will be received with pleasure.

New games

Of course, such an announcement would not be complete without a list of the games that got added to our collection since the 2.11 release… So here you go:
If your favourite game is not supported by ./play.it yet, you should ask for it in the dedicated tracker on our forge. The only requirement to be a valid request is that there exists a version of the game that is not burdened by DRM.

What’s next?

Our team being inexhaustible, work on the future 2.13 version has already begun…
A few major objectives of this next version are :
If your desired features aren't on this list, don't hesitate to signal it us, in the comments of this news release. ;)

Links

submitted by vv224 to linux_gaming [link] [comments]

unable to start a new game in quakespasm-spiked

Hi everyone, I'll go straight to the point.

I usually rely on quakespasm 0.93.2 for my sporadic Quake fix. Recently I've wanted to try AD 1.8 using the recommended QSS and so I've updated my Quake setup.
Now everytime I select the "new game" option from the game menu, QSS does not seem to be able to load the game and I'm back at the menu again. There are no messages in console that could help me identifying the issue.

I should point out that my setup (which works with no issues when using QuakeSpasm "vanilla") goes like this:

I even tried unzipping the QSS release directly into the DATA directory (resulting in the executable bieng alongside the ID1 subdirectory) and launch the engine from there, by simply double clicking on the .exe...
The result is that the menu and the demos are loaded just fine, but the "new game" option still does not work.
I'm only able to launch each map using the console commands.
submitted by liPillON to quake [link] [comments]

In-depth Review of Yandere Simulator Part 2: All the elimination methods

Hello Osana once more. A while ago I made a review of my first impressions on the Osana demo, which you can read over here: https://www.reddit.com/Osana/comments/ikcxc4/first_impressions_indepth_review_of_yandere/?utm_source=share&utm_medium=web2x&context=3
As you can see, my first time playing the game… wasn't that positive. I found many bugs and a lot of glaring issues about the game's design, and at the end I came to the conclusion that Yandere Simulator is far from being 91% complete. A lot of its current features need to be reworked, rebalanced, and improved, a lot of new features are needed, and if we add to this all the rival-specific elimination methods and the multiple endings planned, it's hard to see this game being anywhere close to finished. It is still a very amateurish product, and I hope those working on it can see that and making the necessary adjustments.
Some bugs have already been fixed, but for that I'd have to redownload the game (pro tip: bug fixes should be a patch, never force players to redownload the entire thing).
Because my previous attempt at eliminating Osana failed, mostly due to me not knowing the game's most hidden mechanics and failing, I've decided I would test out every elimination method but this time using guides. In this review I'll be analyzing each method, trying to be as brief as possible. This will be a long review but hopefully I can make it bearable for you.
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Matchmaking Osana
Because Matchmaking doesn't require me to eliminate Raibaru, I've decided this would be the first method I'll use. However I wasn't very eager to try it out, as it seems quite repetitive. First off: stalking Osana to see her likes and dislikes is a good idea, in theory. Unfortunately, if the player is caught off doing other stuff, they can miss the opportunity. The conversations should not happen at such specific times, as the player has no way of knowing when these interactions will take place. And, indeed, because I missed the Monday interactions, I had to buy info from Info-chan which is much less entertaining.
The "follow me" mechanic is confusing. It's easy to get lost in the school, so most of my time was spent trying to find the library, then running back to the suitor to make him follow me again. Why is there a timer to count down when the guy is following you? I understand realism and avoiding exploits, but when it's so easy to just run back and talk to him again it only seems like a waste of time.
Most of the lunchtime was spent on me trying to talk to Osana and do her task. However, she gave me a line of how she's busy right now and can't talk, forcing me to skip ahead time without me really knowing why Osana refused to talk. But, once the task was done, there was nothing else I could do, other than just go home.
The following days were spent in a repetitive cycle. Talk to the suitor, talk to Osana, select good answers, skip to the next day. Having to constantly wait for slow animations makes it even worse. Nothing about this particular method was noteworthy, fun, or memorable. At times, it felt like filler gameplay; no more than something to keep the game going.
At the end, because I didn't wait for the ending sequence and instead skipped ahead, the game glitched out. My fault perhaps, for refusing to download the latest build… but considering it wasn't a simple bug to miss, I have my doubts.
In summary: Matchmaking is a boring, repetitive elimination method that offers no real or fun challenge.
How would I improve it?: In a way, the repetitiveness could be tolerable if there were more in-between events for the player to do. Basically it stems from what I mentioned in the previous review, there's nothing to do at school once you've completed your objective. If, instead, I had to fix this method as it is, I would make it more like a visual novel. Add more of a conversation. Allow the player to think through their answers based on where the conversation is going. Perhaps make Osana take the initiative at some point and have the suitor respond accordingly, instead of it being the other way around. And more importantly, don't make the bar at the top raise or decrease with each "good" answer; instead, I would make it so it raises a specific amount at the end of the date, allowing for more of a challenge but also a margin of error. Easy should not equal boring.
I decided to download the September 22nd build (the time I'm typing this review). Fun fact: my browser recognizes it as a virus LOL.
--------------------------------------------------------------------
Attacking Osana
Before I said I couldn't eliminate Osana because the game didn't allow me to eliminate Raibaru first. Well, guess what, I managed to kill Osana… Using exploits. After successfully matchmaking her with her suitor, Raibaru goes away. Eliminating the suitor is easy, and a friday event makes it so Musume separates them. With this, I could use the same trick to steal a phone: drop water onto Osana and killing her in the baths. Later it was only a matter of getting a clean uniform and dispose of the evidence.
Admittedly, this was slightly more entertaining than the previous methods. When I saw Musume asking Osana to follow her, I saw the opportunity. It was something made with exploits, but at least it was interesting. If the game was made like that, with more opportunities and freedom to the player, it would be much more fun.
However it was still an exploit so I did it the "intended" way. The first step was to get rid of Raibaru, but the only way to get rid of her permanently was to lower her reputation. The first two days were quite a tedious grind, of improving my own reputation and gossiping about Raibaru. This mechanic has the same issue as matchmaking: it's just grind, there is nothing to spice up the gameplay. Either way, I did that and next day Raibaru was gone, so that was cool.
The rest was simple enough. I made Osana follow me to a hidden place near the furnace (inside that garden, hint hint) so no students would see her corpse, then I fought all the delinquents to make them go away (something I wouldn't have known, hadn't I been following development of the game). Unfortunately, as I was carrying Osana's corpse, a student council girl saw me, getting me an instant game over with no way for me to defend myself. Next try, a regular student saw me and because he ran away to fight against me I had to kill him. Sure it was a sloppy murder but at least it worked.
For some reason, though, after everything was done, a teacher called the police because of a "mysterious bloodstain," despite the fact that I'm certain I cleaned everything, even made sure to double-check with yandere vision.
The end was a bit anticlimactic. Not sure what else was I expecting, but considering it's just the demo I'll let it slide.
In summary: The gameplay here was decent. Nothing to write home about, but nothing too terrible either. Raibaru is still a pretty boring/tedious obstacle, and I would argue it would be better if she wasn't there.
How would I improve it?: First, remove the instant game over when a student council member sees Ayano. Players should have a way to defend themselves, even if it's a bit more difficult than a regular student. Also, the consequences can be much bigger when they are killed, so the player would want to avoid being seen by them. Second, make bloodstains more visible in yandere vision, either that or make small bloodstains unnoticeable. Third, the "follow me" mechanic is a bit broken. It's easy to find a concealed spot and kill Osana there. Working around her schedule might be a solution, but make sure the player has access to this information. Fourth, less time to murder your rival would be a good idea. Before school there's two in-game hours to do whatever you want, more than enough to complete this elimination method. And fifth, add more ways to decrease reputation, because the current method is no more than "select option A then option B" over and over.
Bear in mind 3rd and 4th suggestions would not work well for Osana as the tutorial rival, but rather, for future ones. That being said, some systems can be reworked so even the easy rival is fun, even for veteran players.
--------------------------------------------------------------------
Befriend Osana
Some people called this the "best elimination method" so we'll see. Restart the week my boys.
I found a bug with the topic not unlocking even after eavesdropping on the second Monday conversation, which is a bit annoying. After restarting the day, I kept going with the scheme as planned. It was strange how I couldn't put a note in Osana's locker, instead I had to find it first using the menu, then put the note, but details.
As I was waiting I pushed a student off the rooftop, just for the giggles, and the police came just in time for my meeting with Osana. Thought that was funny and decided to share.
The rest of the gameplay is basically an interactive cutscene. Unlike murder, where you have to be prepared for unexpected circumstances, this follows a very detailed plan. The idea of visiting the stalker's house is quite interesting, but again, no more than a cutscene. If this could be reworked I can see it being quite fun, but as I was playing I never felt the sort of adrenaline expected from a stealthy side-mission like this one.
By the way, the voice acting of the stalker's mom and sister is on point.
There's no real reason to avoid the stalker seeing you, as the game progresses the exact same way regardless. Hopefully this is because something is planned for future weeks.
That being said I have to wonder why the final cutscene doesn't have animations. When this method was used with Kokona, it was fully animated; it was all a matter of replacing the models and rewriting the dialogue, so I have to admit I was a bit confused.
In summary: It's good. Not as good as I was expecting, but good. It's just lore at this point rather than gameplay.
How would I improve it?: Definitely by making the stalker's house section more varied, perhaps more challenging, so that they can feel some sort of adrenaline. We are at a stranger's home, and someone who's potentially dangerous, so the gameplay should reflect that. Aside from that, the scheme feels too specific; multiple ways to reach the same end result would be much better for this kind of elimination method.
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Betray Osana
This won't be long. It's the exact same method as Befriend, with only a minor change at the end. Simple summary: there's no real reason to choose one or the other, other than to feel more like a yandere I guess. Betraying Osana has no benefit and only downsides, since I think this method will have more of an impact in Senpai's sanity.
How would I improve it?: There's multiple ways to do so. Because I explained previously how the scheme is so specific, I would consider making it less specific, and depending on how the player decides to help Osana, the game would automatically determine which cutscene would play out. The second option is to simply make Befriend have some sort of negative outcome; perhaps, simply Osana being the one to betray the player by confessing to Senpai anyway, making Betray the safer option but also the one that mostly affects Senpai.
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Expelling Osana
The first part of my playthrough was spent testing out different hairstyles and accessories. Considering we already have all those models available I wonder why Ayano doesn't have some sort of character creation screen as this was probably the most fun I had in the entire game lol (don't blame me, I love creating characters).
Later on I tried stealing Sakyu's ring as the scheme instructed. She saw me however, said "please don't touch that," then continued eating. Even though I had the ring, the game wouldn't let me put it inside Osana's bag. Also, restarting the day doesn't solve the issue as the scheme becomes unavailable.
The problem I have with this is that at no point did the game tell me that this was some sort of "fail state," on the contrary, the scheme kept on going. Even if it did tell me, how is this little interaction an instant fail on the elimination method? Especially when the solution is nothing special: just stand closer to the wall and take the ring; you can't even send a student to distract the sisters, something that would make much more sense mechanically. This little scheme was strange.
Next day, I had to place cigarettes on Osana's bag. Side note, I found it strange that the guidance counselor said possession of cigarettes is illegal, but that's just a nitpick. This scheme is a bit uneventful and there are ways to improve it but let's move on for now.
Next day on the scheme asked me to "wait" until a certain time of day. And tell me, what kind of game would ask the player to "wait"? It can suggest you to wait until a certain time when doing the scheme is more convenient, but there's an issue when the only option available is do nothing.
Next step was to steal the answer sheet and I failed this twice, having to go to the guidance counselor twice. The timing is way too tight here, becoming more frustrating than anything. Then, when I went to report Osana to the guidance counselor, she made no mention of how it was me the one that was trying to steal the answers. It would have been interesting if Ayano had to convince her through a series of answers/manipulation.
In summary: This elimination method feels too specific for no reason. Osana's phone, realistically, could be stolen on the last day; instead, the game requires you to steal it on Monday.
How would I improve it?: I still have serious issues with stealing Sakyu's ring; the way it's done feels more like an exploit or a glitch, not stealthy gameplay, so I would improve it in a way that the sisters have to go away before the ring can be stolen. As for placing cigarettes in Osana's bag, purchasing them from Info-chan is a bit boring. It would be much more interesting if the player was allowed to steal them from another student (say, Musume), then report Osana for both theft and smoking. With this in mind, the effectiveness of this method could be increased or decreased based on the player's actions, allowing for a more fluid gameplay instead of a binary outcome. Also, someone on this sub a while ago pointed out how it would be suspicious for Ayano to be reporting the same students for five days, and that instead it would be better if she could manipulate students into reporting Osana for her. I think this is a great idea and ties well with my previous suggestions: you could threaten Musume with reporting her to the guidance counselor for cigarettes, unless she reports Osana for the same. Finally, make all methods available at all times, and even add more, for more variety and less strict schemes.
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Burn Osana
The only way to kill Raibaru is to get a mind-broken slave, send her to Raibaru, and stab her at the same time. Because the topic of torture is kind of a trigger (and eff movies that constantly show it), I simply made use of debug commands. Apparently, though, the game wasn't made to have a mind-broken slave on Monday, meaning that as soon as I attempted it, everything kind of broke apart at the same time. I couldn't attend class because "a murder was taking place," but Raibaru just froze in place, so I basically softlocked the game.
A few attempts later I could do it… somewhat. The animations still didn't work but as long as the game recognized Raibaru as "dead" I was satisfied.
Anyhow, the rest of the scheme proceeded as usual. The only problem I had with it is how the player has no way of knowing which path Osana will take to the showers (as I put the candle in the school plaza), but that can be avoided by just putting the candle in a more obvious place.
In summary: This elimination method is decent enough. Raibaru is the only annoying thing about it.
How would I improve it?: As I said this one is decent and even easy enough, but it doesn't require much stealth from the player. Perhaps, because this method is more brutal than stabbing Osana, it could have a much more negative effect on Senpai. With other rivals though I expect this method to be a bit more challenging/fun.
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Framing Osana for Murder
This elimination method was actually more fun than the others. It allowed me to go into a killing spree without being caught and without having to dispose of corpses; after all, Osana was to be made responsible for them and Raibaru was not even an issue. I found it a bit annoying that the teachers could always see me trying to dispose of the bloody uniform, as there is no way to distract them or anything, and because of that this method took way too many attempts from me. However, it was fun enough; I think the game is at its most fun in this kind-of-sandbox state.
In summary: Perhaps the best elimination method so far, even though it requires no interaction with Osana.
How would I improve it?: As I've said, the amount of freedom it gives you is great. I think the player should not have so many instant game overs and instead be allowed to get through everything with enough skill. Just like with other methods though, more ways to get Osana's fingerprints would be good. More ways to remove your own fingerprints without the need of being in the drama club, and more ways even to make Osana look suspicious. It is kind of a plot hole how the police arrests her, seeing as she has an alibi (Raibaru) and both know it was Ayano the one who asked her to touch the box cutter. That might need more work.
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Rejecting Osana
If the previous was the best elimination method, this one is easily the second-best. I think this is one example of a well-designed method, even though it needs tweaking. Personally, I've been relying on schemes this entire time, as a new player. However, in this particular case, schemes take away much of the fun with it.
When I say this elimination method is well designed, it's because the player can get all the information they need right from the start. Osana speaks with Senpai right when the day begins, saying what they will do later, meaning the player can now use that information to their advantage.
The problem I have is with certain days. For example, throwing Senpai's book inside the fountain is a simple enough solution. However, recording Osana's conversation with Musume with a directional mic then going into the computer lab to edit said conversation and save it into Osana's phone seems like way too convoluted for the player to guess without the use of the scheme.
In summary: It's well designed and more elimination methods should follow this formula, but making it in a way that the player can do it without the need of a guide. This method also suffers from the same issue as expelling Osana in being too specific at times and not allowing a lot of choices.
How would I improve it?: Changing Osana's interactions with Senpai completely. Sabotaging their events doesn't have to be easy, but I guess… realistic? Also, it might be a good idea to sabotage them in a way that reinforces a negative aspect of Osana. For example, her being a tsundere makes Musume's conversation kind of believable, but her having a girl's panty shot is a bit strange for her. Definitely the biggest change though is to remove or rework Info-chan's scheme in a way that makes the player think through more.
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A few other elimination methods
Because the rest is more of the same, I just got them here in a little list.
Crushing Osana: This one is pretty easy, just like the burn Osana scheme. There's not much skill required and it's easy to get away with murder using this method.
Decapitating Osana: Decent again, although there's no way to cover up your crime. It seems there's finally a little use for the sanity meter, but because it's so easy to restore it, it kind of seems like a cosmetic effect in this case.
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Miscellaneous
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Final Thoughts on the Demo (Too Long, Didn't Read)
As I said in my previous review, the demo needs a lot of work still. It clearly has something going for it, but gameplay-wise it needs more work.
Mainly, the game is lacking in things to do. Waiting for something to happen is awful for any game, and the solutions are to include more content or rework how time works in the game. One of my suggestions is to include more side-quests and follow side-storylines. Again, Yandere Simulator has a lot of lore going for it, so why not take advantage of that? Each student's profile has a good amount of information and backstory about them, why not, instead of just doing a task for them, make the player follow a side story to gain certain advantages?
Example: Sakyu Basu and Inkyu Basu are said to be demons. Simply make the player follow a storyline where they try to uncover their real identity, and if they beat it, they could gain a simple perk such as… being more respected with the Occult Club, a reputation increase, or any other stat increase. This system is a bit similar to Persona 5, and seeing that game is already an inspiration, it would be a good idea. Sure, that means more work ahead, but also it means the game could be more fun and interesting to play.
That being said we should be aware of limitations. While this solution might be more fun, in the long run it'll take a lot of time to implement. Instead, reworking in-game time is perhaps the most sensible solution in this case. Knowing when to stop adding features is as important as knowing what to add, though that's a question that anyone in a development team has to ask themselves.
A side note before moving on: The game clearly doesn't know what it wants to be, so even though some of my previous suggestions might work well in their respective methods, they might not work completely as a cohesive idea and need more brainstorming than just an afternoon. Example the matchmaking suggestion; YanSim is not a visual novel, so more stealthy/manipulative methods might be more effective for this type of game.
As for what the game is at the moment, this might be a hard pill to swallow, but I think it's time to go back to the drawing board. The game isn't fun, it isn't terribly boring either but for the six years it took to get to this point it isn't anything impressive. Again the fact that this is "91% complete" is extremely worrying because a lot of its elements just don't work well together. So it might be a good idea to step back, think about what the game really needs, and work on that.
The problem is that YandereDev clearly can't see that as a viable option and I can understand that. Hate and disappointment would be the words of the day and the game would lack support because of it.
So instead, I'd say keep going with the crowdfunding campaign, but after a team is assembled, go back to the basics and start from scratch. Some of the current elements can be reused; as I said, the game does have something going for it, but trying to fix everything that went wrong would be much more expensive than just starting over, and I think that's the best solution at this point.
It's nothing I see happening soon, but I am aware that a lot of people are trying to make their own Yandere Simulator games. Hopefully this overly-long review can help any of them.
See you all around!
submitted by Tagerii to Osana [link] [comments]

Battlefield Hardline and 1 - Good Minus the bugs

Hello Everyone. I recently got both Battlefield Hardline and 1 and played through most of their campaigns. I won't be discussing the Multiplayer.
With Hardline, I really enjoyed the campaign. The gameplay was often open ended and I could use whatever combination of weapons and stealth to make my way through levels and they were often wide enough to give me lots of avenues of attack. I had played MW2 Remasted before this and this was a breath of fresh air after how overly linear and restrictive that was. Add in some nice set pieces and this is a pretty solid campaign.
The big new gimmick Hardline has is that you play as a cop and can takedown and arrest people. You have a move with L1 that makes you go "hands up" to up to 3 people and as long as you keep your gun trained on all of them they won't retaliate allowing you to go up to them and arrest them by throwing them to the floor and cuffing them. I've seen people complain about this feature, especially as it some point your character is no longer a cop yet can still do it. I'd argue that's not a flaw. Since that's Hardline's new gameplay feature it would be odd if you could only do it for half the game. Especially as it's an alternative to just shooting everyone, it provides a decent playstyle to add variation. Imagine if in Splinter Cell Blacklist, the latter half of the game were all Brigg's missions (i.e FPS only) instead of the stealth and combat approach of Sam's missions. It wouldn't feel fun that this game was no longer a stealth game. It would be the same case for Hardline. You could say "rewrite the story so you're always the cop and therefore can always arrest people" but that limits the story and I did enjoy that part of the story.
One issue with this is progression. You earn about 200 xp for completing objectives, 100 xp for knocking out enemies and 250 xp for arresting enemies and 0 xp for killing enemies. As you gain xp, you level up and unlock more equipment (mostly guns). I believe you see the issue. If you play non-lethally, you unlock all the deadly guns you won't be using because of your playstyle. And if you play loud, you unlock stuff at a snail's pace. While this does encourage multiple runs through levels, I feel there are other solutions.
I've seen many people suggest a "Splinter Cell Blacklist" style progression system where there's a seperate track for lethal and non-lethal paths and you level up each by playing each individually. But the issue with that is 95% of the unlocks are more guns and attachments. The stuff for non-lethal plays are unlocked almost immeditaly with the tazer and shell casings you can throw for distractions. I'd also love a Killzone Mercenary style system where your actions reward you with cash you can spend instead but most unlocks are interchangable guns so less applicable.

Another approach for progression could just be to have regular kills give 25xp and headshots give 75 or something so lethal players get something. As an aside, all this wasn't an issue for me since I arrested or knocked out litterally everyone I came across and hit max level before Chapter 7.

Another thing I like was how collectibles were integrated into the game. You have evidence scattered throughout levels you can scan (you have a half useful collectible finder) that reveal more of the lore and background towards plot points which is quite nice. I also wish there was a MW2 cheat code system for finding them as well. Another collectible are select enemies that have a warrant and must be knocked out and arrested if you want it completed. I like these as they're a nice challenge even for lethal players who must show some restraint in a firefight, and for stealthy players who must find a way to get to a target.

The story and characters were quite engaging. After playing MW2 where most player characters were silent and swapped around, it's nice to have a more persistent cast and one that talks a fair bit which helps with characterization and getting invested. The characters ended up being quite nice and the overall story was decent for the first 7 chapters.
Unlike COD, Hard difficulty isn't an immediate death sentence due to enemy gunfire not being as dangerous and the stealth mechanics. Which makes trophy hunting in the campaign less tedious.
One cool mechanic I liked was that you can tilt the controller to make your character lean left and right which can make shooting out of cover and peeking much easier. As you can control how much they lean, it can add more options to combat. I'd love to see more games trying this. I know some other games have L2 or the D-pad used for leaning but those are binary and have the character lean the maximum amount.
My biggest fault is that cutscenes aren't skippable which can get grating if you're replaying a mission over and over again to get a trophy.
Ok, now for the biggest secret. I didn't actually finish the game. I got hit with a major and common bug where the game freezes during a turrent section in chapter 8 and can't progress from there. It was sad because I was enjoying the game.
Still, if you can find it at a decent cost, the first 7 chapters were quite fun and I'd recommend the game based on that. And if you're lucky you might be able to play the remaining chapters as well.
As an aside, while Hardline's campaign may be decent, it doesn't really reflect the appeal of Battlefield's multiplayer which is this large sandbox full of vehicles, squads and dynamic shifts in a match. Hardline plays like, well, a standard FPS campaign with a decent story and somewhat open-ended approach to objects with the odd driving segment. Like, Hardline could have been its own seperate game sold as a new IP and I doubt many would tell it was supposed to be a BF game. Still, it's better than BF3 and 4's campaigns which felt like discount COD campaigns.

Now onto Battlefield 1.
Jumping back a 100 years and a whole continent to the War that Wikipedia tells me was the "6th worst Modern War in human history by Death Toll", Battlefield 1 takes place during WW1. As an aside, I was quite skeptical of the WW1 setting for a BF game. BF games depend on large scale maps and lots of veichles and trenches and war of attrition didn't sound like it found fit their MO. It appears that BF1 circimvented this potential issue by not being set in trenches and having its trademark unrealistic gameplay. That's not a criticism. BF isn't Arma and is more fun because of that.
Unlike Hardline. BF1 has 6 mini-campaigns that take place in different locations. From a quick Wikipedia Glance and one Youtube Video, it appears while the background of these campaigns is sorta based on fact while most of the events that happened in them were ficticious. But while their historical accuracy is sketchy, they do a good job at capturing different aspects of the war and depiciting them in ways that are educational and interesting. Stuff like the lives of Tank Crews and Runners during the War and the destruction caused by the war was harrowing and depicted well. I quite enjoyed completing the in-game challenges to unlcock little codexes to read more about what was going on. I won't go too in-depth into the stories since I don't have a lot of knowledge on the war. There are probably tons of Videos and posts that cover them in more detail. However, it does appear that Chapters 1 and 2 got the bulk of development as they have the most individual missions and levels.
In terms of gameplay, the different missions tend to be quite varied with some missions offering a good bit of level design for different approaches on foot like the one where you have to sneak to collect Sparkplugs for a tank or that one in a desert where you have to kill 3 commanders and it felt like a demo of a First Person MGSV at times. And the many veichle missions offer a nice change of pace. It's good. Missions often have challenges like "kill x enemies with grenades, complete x objective without being seen or having y number of allies survive, or find collectibles" which unlock codex for reading which can be quite nice. Some of these challenges can be quite tough and require multiple playthroughs. There are some bugs which can prevent some trophies from popping so keep that in mind.
The game removes the leaning feature from Hardline which is a shame.
I recommend the game for its campaign. It's good.
As an aside, I wonder how people from the time would react if we brought back this game to the past? Aside from being stunned at the tech, I wonder if people would find it disrespectful that people 100 years later turned one of the most destructive wars in human history into a virtual playground where people kill each other for kicks in what are some pretty traumatizing scenarios?
submitted by coolwali to patientgamers [link] [comments]

[NO SPOILERS] Is Life Is Strange 2 good? Should I play it if I liked the first one? Direct your questions here!

In an effort to curb the same topic showing up over and over, please localize all similar questions/queries/etc to here.
Full disclosure: I enjoyed LIS 2 and I would definitely consider myself a fan of it. I also much enjoyed LIS 1 and Before The Storm. In writing this I tried to keep it as unbiased as possible, but I also wanted to start potential players off on a neutral-to-positive note for LIS 2, so I trended towards the positive when I could.
IS LIFE IS STRANGE 2 GOOD?
I LIKED THE FIRST GAME (AND MAYBE ALSO BEFORE THE STORM), WILL I LIKE LIFE IS STRANGE 2?
SHOULD I PLAY LIFE IS STRANGE 2?
The answer to all of these questions is "well, maybe."

IS LIFE IS STRANGE 2 GOOD?

Critically, Life Is Strange 2 is sitting at a little bit under the first game (85 for LIS 1 vs ~80 for LIS 2 on Metacritic). The game has been nominated for many and won a few awards, and it's rated Very Positive on Steam. Going by a critical perspective, the answer is a very clear "yes".
From a fan perspective, however, the game is significantly more divisive. "Good" is subjective.
Technically, the game performs fine, with graphical and interface improvements over the first game. The choice system is also more nuanced and complex, especially with regard to Daniel, and there's a greater diversity of endings (4, with additional minor variations, vs the original's static 2). The choices you make through the game have a greater effect on the ending vs a simple binary option.
Subjectively, it depends. Life Is Strange 2 deals heavily with themes of racism in America, the morality of one's actions, a loss of control over one's life and livelihood, loss of family, what one will do to survive in a dire situation, and what one does with power. Some of these themes weren't present at all in LIS 1, or weren't present in the same way. How you feel about LIS 2 boils down to how you feel about these themes and how they're presented.
The writing is a different style from LIS 1, with the focus being on the relationship that Sean and Daniel have throughout the game. Their brotherhood is key to the story and development of both characters, versus the friendship-slash-romance of Max and Chloe
Proponents of the game call it matured, realistic, and sincere, with a lack of the cringey lingo that so defined LIS 1 in many people's eyes. The endings are better, the characters are realistic and deep, and the central aspect of the family element is an active contributor to the story. It presents hard topics with no shying away from them, showing the kind of trials Mexican Americans face in the US, even in the more liberal-leaning parts of the country. Daniel is a realistically-portrayed child who hammers in the loss of control theme of the game, and if guided well, he develops into a good kid who learns to trust his brother. It is a worthy sophomore effort by DONTNOD's LIS team, portraying a very different but equally compelling tale.
Detractors of the game call it corny, over the top, and boring. The characters are static and don't have enough time to develop, the lack of two girl protagonists means that the central dynamic isn't as interesting, and Sean and Daniel are at best boring and at worse actively annoying to watch. Daniel especially is a brat who doesn't ever listen or really change throughout the game, and is mostly there to drive the plot in needed directions while merely giving the player the illusion of choice and the inability to salvage certain situations. The road trip element makes it impossible to get attached to other characters or places, and Sean and Daniel just aren't appealing or relatable enough, missing the interesting relationship that made the first game so great.

I LIKED THE FIRST GAME (AND MAYBE ALSO BEFORE THE STORM), WILL I LIKE LIFE IS STRANGE 2?

That depends on what you liked about LIS 1.
LIS 2 is a road trip story. Characters pop into and out of Sean and Daniel's lives at the whims of the story, sometimes showing up for multiple episodes and sometimes showing up for less than half of one. The scenery changes multiple times per episode, and locations are never revisited at any point from episode to episode. There is no central mystery to solve, and the driving force of the plot is not trying to find someone, but trying to get somewhere and dealing with the trials that brings.
The central relationship has changed from friends-to-maybe-lovers to two brothers and the bond of family they share. It's a dynamic filled with love, as the first game, but a different kind of love, and it revolves around the troubles that such a bond must weather. Sean is a teenager himself and Daniel is 10 years old, and Sean is now responsible for the health and life of his younger brother. It's not fully a game about baby-sitting, as Daniel often proactively makes his own decisions (and there are segments and nearly a full episode where Sean and Daniel are separated for reasons), but the interactions between them focus on this kind of core identity of one brother who now has to also be a father.
If what you liked about the first game was the setting, the recurring cast of characters, the central mystery, the gameplay twists due to the time traveling aspect, or the feminist themes, LIS 2 has none of those (though I will point out that LIS 2 is certainly not anti-feminist - it's just not a focus). It has its identity and its own unique feel, and it is a different kind of game compared to LIS 1.
If what you liked about the first game was the integration of power and narrative, the tackling of serious topics, the nontraditional setting and style for an adventure game, and the strong characterization and story, then LIS 2 might be the game for you.

SHOULD I PLAY LIFE IS STRANGE 2?

Well, there's a demo now, so it doesn't cost you anything to try on PC. For other consoles, you may want to watch a Let's Play or borrow it from somebody who has it.
It's not like LIS 1 in a lot of ways, and if you go into it expecting it to be, you're gonna have a bad time. LIS 2 must be approached on its own terms, with its own ideas. The player does not control the power, as it is in the hands of a traumatized 10 year old child. Control, and the loss of it, is a major theme of the game. If you can take the game for its own merits, and the themes appeal to you, you'll probably like it.
Ultimately, nobody can tell you whether or not you'll like it. You have to approach the game on your own, with as few preconceptions as possible.
submitted by ThreadOfFate to lifeisstrange [link] [comments]

Instead of dual wielding, what about paired weapons?

TLDR: what if there were dedicated weapons that came in sets of 2 as a replacement for freeform dual wielding.
More of a thought exercise here than a real hope for the next game, but I had a thought about the weird history of dual wielding in the Halo series and how it could be "fixed."
Dual wielding has always occupied a weird spot of balance versus functionality, where there's supposed to be a tradeoff of not being able to use grenades or melee in favor of doubled firepower. You still could though, just by dropping the lefthanded weapon in the process. Not much of a drawback, really. The idea of pairing two types of weapons together (plasma pistol and SMG, plasma rifle and pistol) works great in theory, but then those weapons on their own have to not do as much as they do together, so in multiplayer the DMR reigned supreme because it just plain did everything. Or maybe it's entirely broken instead, like two needlers, or just unrelentingly "good enough" like two SMGs beating a shotgun up close.
So in Halo 3 things were shuffled around a little, you couldn't pick up two needlers anymore and there's this new spiker thing, but the damage was already done, and the new addition of equipment was yet another reason to not bother with dual wielding because you'd just have to drop it to throw out your bubble shield anyway. The concept was then dropped from most subsequent Halo games.
The feature's a neat one, but we see time and time again in all sorts of shooters that doubling someone's firepower, even with "weaker" weapons, is a pretty binary choice between "way overpowered" or "literally not good enough to bother with." Those of you old enough to remember what the phrase "Dual 1886s" means, raise your hand.
If you'll excuse a quick genre-hop, I'd like to bring up Dark Souls 2. Please don't leave.
Dark Souls 2 introduced something called "powerstancing." It was dual wielding. Any two weapons could be dual wielded if you had a high enough Strength stat, and in theory, it was supposed to reward high-Str builds with this cool option for all their weird weapons. In practice, it did not. See, in Dark Souls, a big draw of using different weapons, even those in the same class (swords, axes, hammers, etc) is that they have different movesets. Dual wielding more or less removed that uniqueness, because while you could have someone powerstancing two swords and maybe make a cool moveset for that, it wouldn't make sense for people powerstancing a sword and a hammer, or an axe and a spear. So, everyone got the same moveset with very minor variations, and as a result, the feature was largely ignored because weapons with cool, useful moves lost all of those and everything played the same.
Except for hammers. Hammers were entirely broken and in PVP would stunlock another player so hard that they would simply die, unable to do anything, before you ran out of the ability to continue attacking. It was miserable. So again, the binary choice.
Dark Souls 3 ditched dual wielding and introduced something called paired weapons. These were weapons built from the ground up to be dual-wieldable. They had their own special movesets that were totally unique to each other, some had cool special abilities that took the twin nature of weapons into account, and ultimately all the balance issues were solved (or at least solved enough for this post). There were twin straightswords, twin hammers, twin spears, twin katanas, and more, all with their own identity and uses.
So my question is, could Halo benefit from the same? Bungie and 343 both have experimented with a heavier version of the plasma rifle with the plasma repeater and the storm rifle, and the idea seemed like you could have this heavier version in place of dual wielding plasma rifles, but then you couldn't actually do that. So what if in some future Halo game, it changes from "Picked up a Plasma Rifle" to "Picked up a pair of Plasma Rifles?" That would let the devs play around with a heavy version while still having the lighter version for faster burst fire. Imagine being able to choose from a single Halo 1 magnum or a pair of Halo 2's Glock-alikes, or each Mauler coming in a set of 2 for the ultimate close-range nightmare, while allowing the poor shotgun to get at least a little bit of range back. And for a bit of fun, each paired weapon could have its own couple unique assassination animations or something.
I feel that with the Infinite demo showing off more new additions to Halo's arsenal than we've seen in over a decade, something like paired weapons could make a lot of sense for the future. It would be a way to bring a series-defining feature back while eliminating basically all of the balance issues the mix-and-match nature of it historically has had.
Give me thoughts and/or condemnations, Halo fans.
submitted by a_gunbird to halo [link] [comments]

MAME 0.223

MAME 0.223

MAME 0.223 has finally arrived, and what a release it is – there’s definitely something for everyone! Starting with some of the more esoteric additions, Linus Åkesson’s AVR-based hardware chiptune project and Power Ninja Action Challenge demos are now supported. These demos use minimal hardware to generate sound and/or video, relying on precise CPU timings to work. With this release, every hand-held LCD game from Nintendo’s Game & Watch and related lines is supported in MAME, with Donkey Kong Hockey bringing up the rear. Also of note is the Bassmate Computer fishing aid, made by Nintendo and marketed by Telko and other companies, which is clearly based on the dual-screen Game & Watch design. The steady stream of TV games hasn’t stopped, with a number of French releases from Conny/VideoJet among this month’s batch.
For the first time ever, games running on the Barcrest MPU4 video system are emulated well enough to be playable. Titles that are now working include several games based on the popular British TV game show The Crystal Maze, Adders and Ladders, The Mating Game, and Prize Tetris. In a clear win for MAME’s modular architecture, the breakthrough came through the discovery of a significant flaw in our Motorola MC6840 Programmable Timer Module emulation that was causing issues for the Fairlight CMI IIx synthesiser. In the same manner, the Busicom 141-PF desk calculator is now working, thanks to improvements made to Intel 4004 CPU emulation that came out of emulating the INTELLEC 4 development system and the prototype 4004-based controller board for Flicker pinball. The Busicom 141-PF is historically significant, being the first application of Intel’s first microprocessor.
Fans of classic vector arcade games are in for a treat this month. Former project coordinator Aaron Giles has contributed netlist-based sound emulation for thirteen Cinematronics vector games: Space War, Barrier, Star Hawk, Speed Freak, Star Castle, War of the Worlds, Sundance, Tail Gunner, Rip Off, Armor Attack, Warrior, Solar Quest and Boxing Bugs. This resolves long-standing issues with the previous simulation based on playing recorded samples. Colin Howell has also refined the sound emulation for Midway’s 280-ZZZAP and Gun Fight.
V.Smile joystick inputs are now working for all dumped cartridges, and with fixes for ROM bank selection the V.Smile Motion software is also usable. The accelerometer-based V.Smile Motion controller is not emulated, but the software can all be used with the standard V.Smile joystick controller. Another pair of systems with inputs that now work is the original Macintosh (128K/512K/512Ke) and Macintosh Plus. These systems’ keyboards are now fully emulated, including the separate numeric keypad available for the original Macintosh, the Macintosh Plus keyboard with integrated numeric keypad, and a few European ISO layout keyboards for the original Macintosh. There are still some emulation issues, but you can play Beyond Dark Castle with MAME’s Macintosh Plus emulation again.
In other home computer emulation news, MAME’s SAM Coupé driver now supports a number of peripherals that connect to the rear expansion port, a software list containing IRIX hard disk installations for SGI MIPS workstations has been added, and tape loading now works for the Specialist system (a DIY computer designed in the USSR).
Of course, there’s far more to enjoy, and you can read all about it in the whatsnew.txt file, or get the source and 64-bit Windows binary packages from the download page. (For brevity, promoted V.Smile software list entries and new Barcrest MPU4 clones made up from existing dumps have been omitted here.)

MAME Testers Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Merged pull requests

submitted by cuavas to MAME [link] [comments]

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