@Echigo The only problem with public domain is how little creativity the majority of people have nowadays. People swarm to making horror since it's easy and historically "horror featuring thing you remember" has always been profitable. Most people when seeing public domain only think profit and "we don't have to pay for a license." Still better than eternally being stuck in copyright hell, but I just sometimes wish that people weren't so dry for ideas when it comes to new things to do.
@MoeBritannica Very cute game, just wish I had anything more to say about it. It's just an around 30-60 minute long walking sim. Once you see all the dialogue in that short time, there's very little to do and 0 simulation aspects. :flan_tired: All I came out with is a desire to not just view this ideal girl through a screen. Alright for $3, was a little much for $11.99
@hellhammer666 >Games I want to play on it are incompatible I promise you this guy's library on PC consists entirely of messy anti-cheat live service games like Fortnite and modern Call of Duty, or AAA(A) titles that have such demanding requirements just to look like utter dogshit rendering every pore of a black woman's face.
@MoeBritannica I think it's interesting how different the stress is between games. A super ball busting singleplayer game is stressful, but I feel accomplished and satisfied coming out of it, like it was a fun pain. Meanwhile multiplayer games nowadays only really feel fun or satisfying when the community and developers both aren't allowed to touch them. The most fun I've had in recent years playing just a few multiplayer games were when everything hit the wall in such a strange, unpredictable way. Powering through a situation that's utterly bizarre, or dying to something you'd never expect can be fun. But instead, most games enter this horrible place of "balancing" to make objective strategies for each situation and skill based match making hellholes to create a "competitive scene."
In honor of Clownpiece's new theme, I finally went back and did a no damage clear of her challenge stage. She's the first boss, so it wasn't too difficult once getting into the swing of it, but it was still a challenging battle. Stage 4's spell card in particular got me a lot because of the precise timing on dodging lasers.
On a roll, went over to clearing Marisa's challenge stage no damage. Quite a bit more difficult, and I definitely ended up relying on the spell cards to save my ass more. Probably would've remembered how to dodge her attacks if I hadn't gotten a clear by spamming so fast.
Dunkag (iffine@varishangout.net)'s status on Saturday, 29-Jun-2024 00:08:42 JST
DunkagFairies, while not quite lacking conscious thoughts when performing their actions like a certain girl, still don't quite think before they act. If something interests a fairy, she will often go and see what it is, and possibly interact with it before even thinking about why it's interesting or if it's safe. The same applies to how the fairies perform pranks, though strangely they seem to always prank more human men than any women or other races. https://invidious.varis.social/watch?v=xC7zekNq5gU
@Ronnie21093 :flan_laugh: How did they fuck it up so bad anyways? Still no EN launch (after promise it would launch this year), and the JP launch was scuffed in terms of overall content and generally disliked by most players. Apparently a KR launch was planned and has been indefinitely delayed too. Over-reliance on gacha for cosmetics too, which for a game like blue protocol is the majority of reason you'd want to keep playing. I'm honestly amazed it's still running in Japan, but then it's clear from the state of Bandai Namco Online there that it's not doing good at all.
Dunkag (iffine@varishangout.net)'s status on Sunday, 23-Jun-2024 02:44:31 JST
DunkagSorta a pet peeve of mine over time, the overuse of comparisons to mobile games. Instead of using the comparison where it's apt, games clearly made only for moneymaking that are overly simplistic in nature, people throw the term "looks like a mobile game" around for anything that doesn't look like the newest CoD trailer in terms of budget and graphics. Problem is, phones are getting more powerful day by day. We're already up to the point where, with enough tweaking and optimization, you can get mobile games to look like high quality last gen products, and I'm sure in a few years this current generation of systems will be able to be compared to phones. Hell, with some work, you can even play PC games on a phone not even looking half bad (though often running like shit because of how little work there is on that front). It's likely not too far off in the future that most consumer phones will be able to run a VM for some PC OS, and run games there pretty well. People misunderstand and think a game not being UHD 4K 240fps means that it's clearly made for mobile devices, not the other way around of mobile devices doing their best to become that level of resolution and power. Mobile games just don't work as a comparison point like this because of how far they've gotten. A stylized game can look pretty damn good, but because it's not got enough bloom, god rays, and water reflections, it's a "mobile game." This brings back, there's a place where an apt comparison can be made to mobile games though. Cheap trash thrown to market just to make a quick buck on micro-transactions and the like. All these live service games are clearly inspired not by actual games, but by the mobile market's success. Besides this though, my personal pet peeve with this statement. I hate games that set their goal towards looking perfect on a 3090 card. I hate graphical quality focus in general. All too many people seem to keep thinking that graphical quality is the only tell for quality in a game. This isn't a demand that I want to play indie games that "go back to the good ol' days" by importing clearly way too high poly model into unity/unreal project and add a CRT filter to the options. No, I want games with limitations, games that have lowered graphics. I want to see a game made in the modern day, where the dev used tools from the PS2 to create his game. Give me something proper that doesn't just "vaguely invoke nostalgia" but instead is time period appropriate, with any modern technologies being limited to improvements from porting the game.
@Kyonko802@Tamamo Re:Zero's deaths would be a lot better if most of the deaths meant anything. Most of his Subaru's problems just end up with him whining or being an idiot for 20 deaths, then he finally remembers he should be doing something and kills himself like 3 times to accomplish it. It just felt like he took too long to learn anything in any one scene, and immediately he forgets it in the next.