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Without Colonel Soll, there would be no New Sordland!
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They made constitutional reform even harder? It already seemed impossible to pass le ebin Stalin constitution without cheating



You basically need to go 50% Stalin and focus the anti corruption or secret state police on the old guard, as well as carefully word what you say to the moderate judges.

My main want going the Stalin route is the expanded presidential decrees tbh (To purge the military & control the central bank). The rest can be negotiated.


You can, but you have to use every opportunity to swing votes.


>Control the central bank
So dumb that they don't allow you to do this on a pacifist reformist run. Central bank independence is a neolib meme that DIDN'T EVEN EXIST UNTIL FRIEDMAN THOUGHT IT UP holy shit just nuke U of Chicago nothing good ever came from that place.



Definitely agree that the intensity rating of the decrees available is not proportionate. Like desollinization and media control should be much harder to do compared to taking back central bank control for example.

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What do you make of it? Do you always go with the presets or do you spend your Time in game to get the best Combinations possible.
I mean for games like RDR2, GTA, Ghost of Tsushima, etc.
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Damn, I'm lookin good.


Hello, 911 Emergency? There's a handsome guy in my bathroom!


Yeah I suppose you can, but so disappointing. When I heard that Cyberpunk had customisable genitals, I was hoping you could get a monster cyber dragon cock or something or a tentacle. What a let down.


i hate it. if the game doesn't give me a choice i don't worry about it and just focus on gameplay. if the game does give me a choice i become irritated that none of the choices are what i want. it's better to have no customization than limited customization, which all customization necessarily is.

but what i really hate is the western rpg skill tree nonsense. they all use the same three categories: defense, offense, and stealth/support, depending on whether the game is single or multiplayer. nine out of ten skills are utterly useless but you need at least five points per rank to unlock the next rank which has the skill you actually want. ninety percent of skill points are wasted and every character build ends up exactly the same in the end anyway. it's a completely uninspired boring system and yet every game made in the last decade insists on using it to the point that they're now cramming it into action games and watering down many popular rpg series with it.


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i like to spend time messing about in character customization, i try and stay lore-friendly

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Does anyone here work in the gaming industry? Be a programmer, artist or related
Is it bad as people says it is?


Nobody works here actually.


>Is it bad as people says it is?
There's always news about gaming studios crunching and other shitty practices, so yeah.


the worst part isn't the sketchy employment practices, it's the egos. i worked at a studio split between macho bro types who "practiced" kickboxing during lunch (mostly posing and flexing in front of a mirror to "perfect their form") and textbook PMC liberal women with massive savior complexes. the few normal people i worked with often volunteered to work overtime on salary just to get done with our part so we could be laid off and free of the social black hole that the studio really was. we convinced the director that the greatest "experience" (the favorite buzzword of the lead designer that got slathered on everything like hot sauce in a university dormitory) would be achieved by using a 16 year old RPG engine for an MMO/action hybrid. We fucked that game up so bad just so we could be done with it and out of there. I've been working at an animal shelter ever since. Programming is a fun hobby but doing it for a company is masochistic just because of the nightmare personalities it attracts.


Sounds nasty, glad your new job really gives back to the world


he didn't ask you dr. expert news article reader. this addressee of OP is abundantly clear.

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What in the fuck is this shit?
Looks like i won't be trying to afford a PS5 after all:

>In an interview with Axios Gaming included in its latest newsletter, Kanda said Village’s development team didn’t want to frighten off players, after some feedback suggested the game’s predecessor was too scary.

>When we develop a new Resident Evil game, our goal is not always to make it scarier than the previous title, but find a balance to deliver a scary but fun experience for players, he said.

>Some of the feedback we received regarding [RE7 was] that it was too scary to play,” Kanda added. “In one regard, that’s exactly what we were striving for, so it’s a huge compliment for us.

>But at the same time, it’s always our goal to create something that anybody can feel comfortable jumping in and playing, so we eased up on the tension curve [in RE Village] relative to Resident Evil 7: Biohazard, so that players aren’t in constant fear.

I'll just keep spending my money on cheap booze then, no thanks.
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Jump scares aren't scary


there aren't any of those in this game though


literally only people that are scared by jumpscares feel the need to constantly remind everyone that jumpscares aren't scary and that they're cheap no-good bad bad not scary i don't need mommy to hold my hand


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You wanna know what fear looks like?


RE7 was filled with jumpscares
really pissed me off, I turned it off and played re4 again

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This game is absolutely brutal and I'm playing all the levels on easy.
It almost seems like every stage has different timings for each button. Considering also you're not allowed to press buttons late.

Is the trick FPS or something? How do you fix it on linux? All builds that do only work on windows and wont work with wine.

Also general thread I guess


Unmodded Friday Night Funkin has inconsistent tracks that do get better in the later weeks. Also mods give better feedback and even remove the penalty for early button press where it simply won't count.



When I played Stepmania I would always set the speed to constant across all tracks.


the game is a buggy mess but it's still easy as fuck. no idea how you can have trouble with it at all, let alone on fuckin easy


I'm op, I figured it out, stare at the buttons and use peripheral vision to check for new inputs.

Because I didn't think of skipping week 2, didn't know it was the final boss.


newgrounds propaganda

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What qualities make an FPS game good? I'm doing this so others can reference, and out of my own curiosity, here's what I know so far: Make the weapons unique and serve different functions, make enemies aggresive and varied, levels shouldn't be corridors, anything else?
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I made a large autistic post about this in the Halo thread: >>3331
But if there's one single piece of advice I can emphasize, it's that the game should have an automap function, so levels can be fearlessly designed with complexity and freedom justifying that.

Unless, of course, the player journeys to some kind of gimmicky madness, like the descent into hell in Doom, or inside the protag's nightmares in Marathon Infinity. Even then, somewhere more "normal" to compare it with is helpful in accentuating the weirdness of weird levels.

Your design's varied weapons and foes seem like the best area to add depth to its combat would be special interactions between enemies/weapons, and different damage types.

Have some enemies be bullet resistant, fireproof/flammable, electrically insulated/vulnerable, etc.

Have different "phases"/"modes" for tougher enemies to encourage weapon combos, like electrocuting an enemy to disable their shields, or using bullets to crack heavy sealed armor then ignite their ammo with flames, or the old standby of regenerating enemies that need to be hit with high explosives to be permakilled. Maybe add group dynamics so some enemies could blow out fires or supercharge each other.

And maybe environmental features, so electricity would be more effective against foes in water, flame would ignite some scenery, etc.


the idea behind the taser was that it would ignore armor and auto stun, unless you charged it, then it's subject to the same rules as anything else, each shot would do 10 (adjust later) "damage" which doesn't mean anything, a stunned enemy isn't anymore easier to kill than others, but if say, you shot an enemy with 100 health 10 time with the taser in quick succesion, they would explode. Your ideas on the more interactions are interesting and I will write some shit down, I had a feeling shields would stop tasers, maybe the taser and flamer (energy weapons) strip that shit down pretty quick like in halo. your comment on igniting ammo and enemies is a good idea, maybe armored grunts need to have their armor breached to prompt the use of a flamer on them, making big booms, I'd always envisioned them as slow shock troops that would march at you with flamers and plasma cannons and have no regard for personal space, so that would be a good counter. Regnerating enemies doesn't gel with the setting, but maybe it would be good to hear other ways explosives could distinguish themselves aside from splash damage. srsly, thanks man, those are good ideas I hadn't thought of


I think that's too general. I have my own likes and dislikes which may not be everyone's.

Things I hate:
>Bullet sponginess
If I shoot you in the head with any caliber and you don't die it kind of breaks my immersion.
>No way to aim accurately
Makes a weapon ridiculous when you can't get a reasonable grouping from across a small room

>Weapons too accurate, no bullet drop(hitcheck)
Half Life 2 The magnum is just a hitcheck from any distance with pixel accuracy. It's ridiculous.

I also probably would lean towards limiting healing to make it harder, but you probably wouldn't want to go for full realism when it comes to gunshot wounds. Can you imagine a game where you get shot in the spine and you're just permanently crippled. I can't think of any besides ARMA.

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>Can you imagine a game where you get shot in the spine and you're just permanently crippled. I can't think of any besides ARMA
I know a game named DEUS where you can lose all your limbs and eyes (which actually change the gameplay,and can't be replaced)
you can also suffer from basic illness etc,it's at a point where it's unplayable and just a meme DOS game,especially since it's hard by itself,but you have to deal with survival elements on top of it. (you can have hiccups and even funnier,the screen where you see your stats is a real ingame element that you have to get batteries to power it up or else you can't see them)


If this is only single player, then:
>give up since single player shooters are naturally boring since with any skill you master the game in seconds.

>Punish slow game play styles
>no snipers unless the game has double jumping and/or dashing
>allow deep customization (guns having variants with inherent stat changes + attachments that change the gun radically)
>give players challenges that are rewarding to do (I don't mean "Do 5 headshot get camo" I'm talking a challenge where all damage you output is half but the exchange is you're worth two men in objective game modes).
>Server Browser, etc.
I can go on, but I won't because I'm gay.

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What are some of your biggest disappointments in vidya anon?

Pic related for me, it pretty much ruined my youthful innocence. When I was a child I believed that there was such a thing as "good" and "bad" developers. That good ones existed who would never betray their fans on greedy marketing decisions, developers who were innately pure and reliable. Then I played this abomination and grew up.
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>take a steamy dump all over the series' core mechanics and the way characters play
I don't like YRC either but they're much closer than most Blazblue sequels
>ruin the character aesthetics
>replace beautiful hand-drawn 2D art with ugly cel-shaded 3D garbage
I mean it's definitely different but the way Xrd looks is the last complaint I'd have with the game.
>remove half the playable cast and introduce a bunch of cringe BlazBlue tier characters
Half is a stretch. People don't even like Justice/Kliff in AC. Do you want more +R Zappa swords?
The only character I don't particularly like from Xrd is Leo, who's just kinda bland. If I could play Elphelt in +R, I would in a heartbeat.


Metroid Other M was the biggest piece of shit I ever played, and it's astonishing how much of its problem can be foreshadowed by Metroid Fusion. Sakamoto should never be allowed to touch the series ever again, although at this rate, who knows if the series is even alive at this point.

Another disappointing garbage that happened to destroyed its own series is Final Fantasy XIII. Its new entries now come out every once a decade and it seems we're also going head first into wacky remake territory.


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>and it's astonishing how much of its problem can be foreshadowed by Metroid Fusion

<1UP: What most people love about Metroid is that it offers a huge, open world. It's non-linear, there's so much to explore, and you can move about at your own pace. Is that something you're going to be retaining for this game, or is it going to be more of a linear, level by level progression?
<Sakamoto: If you think about this one as being maybe similar to Metroid Fusion, then I think you'll have an idea of how the story will play out. It's still linear in the sense that there's a progression, but there are side areas that players can go into. It will retain that true, Metroid feel.
I tried to warn people. But they refused to listen.


The positive critical response was clearly down to the guided review event. I remember gamers diaping out about it way more than was warranted when it actually released. In the end it was a well designed sandbox game with great missions that suffered from too much filler and an unfinished story.


Why would you respect your audience when your audience is video game players?

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Tonight We Riot, an explicitly communist beat-em-up game, is free on GOG today. Anyone here played it?

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If anyone drops a link I'll try it.




>communist and not antifa
is commupunk just cyperpunk but no-one was dumb enough to get brain implants?


This game is alright, nothing amazing, but it's cool to play an openly commie game


About to start playing this on stream for a bit tonight

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A thread dedicated for discussing the Pillars of Eternity game series, as well as anything related to the Project Eternity setting.
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I started playing the game again on your recommendation OP and am really enjoying it. My complaints about having a prebuilt party were misplaced because the interactions between characters and the relationship building mechanics are actually very interesting. Normally I'm not too partial to high fantasy but what I'm saying here >>8218 was really cynical, the setting is very cool, I like the marriage of 18th century colonial era inspired politics and tech with the existence of real but not all powerful gods. Also just as a little note I like how the Vailians(?) seem to be almost all black but are also a colonial power, avoids the eurocentrism of most fantasy without shoving in weird liberal idealization of nonwhite people even in an entirely different universe


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come back OP i want to talk about the game now lmao


Sorry for being away. At first I was planning to do it as a bi-daily thing, but a lot of IRL crap came up that meant I had little time to post. I'll try to rectify it, perhaps on Monday.
Anyway, did you finish the first one or both of them? And is there something in particular you wanted to discuss more about? I was planning to do Thaos>Engwith>Gods>PoE2


oh i was just fucking around anon no worries. i didnt play the 1st one and im maybe halfway thru the 2nd, got 60 hours in it so far, party level 11 and doing side quests before doing the He Waits In Fire Quest.

not sure how long the main eothas quest is or how long the faction quests are, but so far my faction priorities have been Deadfire Huana > Principi > Rautai Hauna Trading Co. > Vailia Trading Co. , with the big exception of freeing the dragon from the Watershapers Guild.

really loving the game so far. ive been playing with the turn based combat beta bc i prefer turn based in iso games, but it does make combat a little tedious because the game was obviously designed for real time combat. not sure if i made a mistake in selecting turn based but ill just play it through like this anyway, nbd.

like i said in my original misguided posts im normally not really into high fantasy or attempts to subvert it but this feels less like a subversion and more like a proper realization of high fantasy, really impressed with the overall balance of tone they accomplished. feels like a sword & sorcery pulpy dungeon crawl and also feels like an unusually compelling contribution to fantasy as a genre

idrk about Thaos at all besides dialogue with Aloth bc i havent played the first one, the Engwithans and their becoming the gods is very interesting to me though.

is there any significant gap between the gameplay of the 1st and 2nd? loving the 2nd enough that ill probably go back and play the 1st anyway but hoping its not much of a downgrade (tho i say this after having just finished a playthru of Temple of Elemental Evil from 2003 lol)


The combat in first one is a bit more annoying. Basically all your good spells are on a per-rest basis and not a per-combat one, but also are more powerful. Also you get a bigger party size than II. This means some companions are more equal than others, especially the chanter who is a builder-spender summoner and the priest who, at least in my experiance, had some of the most useful spells in game.

Base stats matter a lot more for dialogue, so I'd recommend getting more will/perception and some int (although you can Disco Elysium it because some gear gives base stats).

Since you're doing PoEII, guess I'll talk about their factions. Maybe I'll start with Huana. Oh, btw, you should totally explore what lies at the far-east side of the map (specfically the inconspicious floating flotsam). Are you doing the DLCs by any chance?

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Why are like 50% of gamers totally antisocial sociopaths whose only emotions are seething hatred and rage? Why do so many gamers seem completely incapable of empathy or goodwill?
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no, my exposure has been in actually playing multiplayer and PVP oriented games and experiencing how utterly sociopathic gamers are in their habitat.


That's because of the type of games you play, not because all "gamers" are like that. What about people who prefer single player games?


There's plenty of reasons for it, but here are just a few.

A) You're playing multiplayer games, which are over saturated with 'competitive' type players and underrepresented with other types of players, such as story focused or exploration focused or creatively focused players. Those kinds of players tend to be far more easy going, and they are also too busy playing single player games to cool down the atmosphere in multiplayer games.
B) Antisocial parasitic retards are really fucking loud and obnoxious. They are constantly screaming and broadcasting their rage. More chill and relaxed players tend to stay quiet and just play the game. When I play a multiplayer game with a server of, say, 24 people, I generally won't find 50% assholes- what I'll find are 3 players that are public but chill, 3 players that are screeching their raging spergy assholishness, and 18 players that just keep to themselves.
C) Video games are easily accessible to children, and people who have never really emotionally matured past the state of children, for whatever reason. Children aren't really capable of separating themselves from a product, and will invest their ego and self worth into it. If someone is just kind of generally a failure that spends 100% of their available time playing video games instead of growing or maturing, then they'll continue to act like children with an inability to separate themselves from the game they're playing, which leads to seething hate and rage whenever any one of a million things causes dissonance. The server having lots of either manchildren or actual children will lead to a lot of screeching and sperging out.
D) Antisocial, antagonistic and socially parasitic attitudes are actually celebrated by large segments of capitalist society. See all the people who thought that "Greed is good" was meant as an inspirational quote. Cooperation is bad, dominating others is good. Kick and claw and fight your way to the top of the heap, then stomp on the face of everyone below you so that they can't climb up and dethrone you. These are seen as positive behaviours and encouraged, so why wouldn't that translate into video games as well?


play better games lol
I've had games where other players take a few minutes to teach you tips on how to play better.


Its not the games per say but their community, it is why many people do private games where it is only people on their friends list.

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