February 24, 2017, 06:16:05 AM *
Welcome, Guest. Please login or register.

Login with username, password and session length
  Home Help Search Calendar Login Register  
  Show Posts
Pages: 1 2 3 [4] 5 6 ... 289
121  Non-Gaming / Off-Topic / Re: RIP: Arnold Palmer on: September 30, 2016, 08:03:36 PM

Quote from: EngineNo9 on September 26, 2016, 02:45:00 PM

I will always remember him with my summer ice tea and lemonade drinks.
This was one of my favorite ESPN commercials both because it's So Subtle and Because It's Also Not, at the same time  icon_smile

Arnold Palmer makes an Arnold Palmer...

My late father earned a little "I Beat Arnold Palmer" wooden plaque at an army base in Seoul, Korea, in the early 1960s. I think Palmer played a tourney at the base course during a visit with troops (probably USO event).  icon_smile I need to see if I can find it somewhere at my mom's house.
122  Non-Gaming / Off-Topic / Re: [netflix] Luke Cage on: September 30, 2016, 08:00:12 PM
All episodes debut today.  icon_cool

Reviews generally good though of course we'll all make up our own minds.
123  Non-Gaming / Off-Topic / Re: [Netflix] Stranger Things on: September 30, 2016, 07:58:31 PM
I thoroughly enjoyed it, finally binge watched it this week in a couple days. To me it's the kind of show you're better off seeing months later after the hype has faded away. Then you judge on its own merits. I'd say the same for a lot of summer movie blockbusters and Oscar winning movies too.

Think it also helps to watch the whole thing and and get caught up in its momentum. I think if I just watched an episode or two, I might've moved on.

I did feel like certain characters' sudden change in behavior (including the kids), or going from "this is unbelievable" to "I believe all this!" happened in too much a blink of an eye. Maybe that just comes with the 8-episode territory.

I guess my concern about the confirmed Season 2 is where to go without repeating itself. Also that the kids are at that age where they start changing drastically physically, and in voice. Perhaps that'll play into the story.  icon_smile I mean, I didn't change much from age 12-13, but I did sprout up about 10 inches from 14-15.
124  Gaming / Console / PC Gaming / Re: [Kickstarter] Hyper Light Drifter on: September 30, 2016, 05:51:22 PM
On the Newcomer mode, people trying that so far report that they get one more health bubble maximum, and that enemies and traps in general seem to do a little less damage to you. Not sure yet how/if it affects the boss battles.
125  Gaming / Console / PC Gaming / Re: Tiny Metal [PC] - Advance Wars spiritual successor on: September 29, 2016, 09:33:42 PM
Cool. I posted brief blather about it in my Steam activity feed.  icon_cool

This is also up for Project Greenlight voting at Steam fwiw:
126  Gaming / Console / PC Gaming / Re: Wasteland 3 [PC/Mac/Linux/PS4/XBOne] on: September 29, 2016, 04:06:50 PM

Quote from: Lordnine on September 28, 2016, 08:08:16 PM

Wasteland 2 was my game of the year when it came out so I am all for another one.  What is the deal with using Fig though?
Great question imho.  icon_smile

Eurogamer piece speaks a bit more to financials and reason for the change (Brian Fargo being on Fig's board is probably the big gorilla in the room reason).

Also maybe I should've played up the new co-op multiplayer option though it sounds a bit dangerous to me in the wrong ways (your teammate can purposefully screw up your savegame/progress etc.)

inXile announces Wasteland 3 - and it's got multiplayer
As with previous inXile games, Wasteland 3 will be crowdfunded.

But it's ditching Kickstarter in favour of Fig, the program set up by video game developers including Double Fine's Tim Schafer that lets people not just back projects, but invest in them. (inXile's Brian Fargo is on the Fig advisory board.)

The Wasteland 3 Fig campaign launches next week, 5th October, with a funding target of $2.75m. Of that, $2.25m is the maximum inXile will take for equity. The minimum investment is $1000, but if you want to simply back the project you can do so at a much smaller amount.
I'm doing OK but I'd say about one less digit ($100) is about the tops I'm comfortable backing a game.  icon_smile

My educated guess on "investor" is that if you invest $1,000+, you get some tiny cut of game profits perhaps? Whereas backer, you just get at best some doodad backer rewards (poster, game on discs in a box etc.). I wouldn't think they would want investors to get too much power per se. I mean, if everyone with a $1,000+ investment gets some say in how the development goes, then you'd probably have a hornet's nest of opinions.

I had a great time with the Arizona part of Wasteland 2, though for sure the early access builds were often buggy as heck if not broken, and by the time they cleaned up everything up with the late director's cut type release, I just wasn't much into playing anymore. As far my being hopeless in California, I suspect maybe I should've "grinded" further in the Arizona area to try to keep improving gear and weapons etc. But I was tired of the area and really wanted to move on to the next part of the campaign.
127  Gaming / Console / PC Gaming / Wasteland 3 [PC/Mac/Linux/PS4/XBOne] on: September 28, 2016, 05:47:39 PM
*Now with co-op multiplayer...

*Crowd-funding launches on Fig Oct. 5.

Press release pablum:
What is Wasteland 3?

  • A party-based role-playing game, with a renewed focus on our trademark complex story reactivity and strategic combat.
    By including vehicles, environmental dangers, and a revamped, more fluid action system, we are evolving on Wasteland 2's deep tactical turn-based combat and unique encounter design.
  • Play by yourself or with a friend in story-driven synchronous or asynchronous multiplayer. Choices open up (or close off) mission opportunities, areas to explore, story arcs, and tons of other content.
  • Your Ranger Base is a core part of the experience. As you help the local people and improve your Ranger Base, quests and narrative will force you to make decisions on how to lead.
  • The game will be set in the savage lands of frozen Colorado, where survival is difficult and a happy ending is never guaranteed. Players will face difficult moral choices and make sacrifices that will change the game world.
  • Wasteland 3 will feature a deep and engaging story utilizing a newly-revamped dialog tree system from the celebrated writers of Torment: Tides of Numenera

Simultaneously releasing to Windows, Mac, Linux, PlayStation 4 and Xbox One

Explore a New Frozen Wasteland

You start the game as the sole survivor of Team November, a Ranger squad dispatched to the icy Colorado wastes. This is a land of buried secrets, lost technology, fearsome lunatics, and deadly factions. No one here has ever heard of the Desert Rangers. Your reputation is yours to build from scratch, and your choices may save this land or doom it. With a renewed focus on macro-reactivity, you’ll be picking between warring factions, deciding whether locations are destroyed or saved, and other far reaching decisions that have a marked impact on the shape of your world.

Bring a Friend

For the first time in the history of the Wasteland franchise, you will be able to take a friend with you on your journey into the post-apocalyptic wastes! Wasteland 3 opens up the possibility to play through the campaign with a friend; both of you controlling your own squad of Rangers.

The core of Wasteland 3 will still be a rich single-player experience. If you play with a friend while both online together, you’ll be able to share many missions, and join up to hit key story beats, but you can also split up and cover more ground. Once a game is started, you can play Wasteland 3 while your friend is offline, and do a lot of missions without them. Be aware, however, that the actions you take while your friend is off-line are not without consequence!

By making the decision to include multiplayer early on in the process, we will be able to design a game that is true to the core principles of the Wasteland franchise and our studio. Wasteland 3 can be played as an offline, single-player game, and is built from the ground up with a focus on story and reactivity that makes no sacrifices to the multiplayer experience. At the same time, co-op players will enjoy working together to change Wasteland 3’s highly reactive world… or finding ways to destroy what their friend has worked to accomplish.

Expanding on Wasteland 2 Designs

Our strategic turn-based combat is core to the Wasteland experience. Wasteland 2’s rangers could use cover, flank their enemies, and attack from rooftops with deadly precision and horrific status effects. Wasteland 3 will build and polish this existing system while adding a new feature: team-focused abilities. Your rangers will have an arsenal of combat skills with special tactical effects, usually focused around weakening the enemy while protecting their squads.

Another big change this time around will be the addition of vehicles. Your ranger will use your upgradeable vehicle for travel, storing essential goods, exploration, and survival. Gear up your vehicle well enough, and you’ll be able to use it for moveable cover in combat, or – if you’ve installed a turret – deal with fools crazy enough to tangle with the Desert Rangers.

Finally, the Ranger base is a key location in all the Wasteland games, and Wasteland 3 will be no different. This time the experience will be much more involved, as you are setting up and reinforcing a brand new Ranger base to survive and even thrive in the hostile snowscapes of Colorado. Rather than the base being primarily a place to pick up new missions and replacement squad mates, we’re expanding it so that it is a full base of operations, allowing you to gather materials, do research, reach out to factions over the radio, try to set up supply lines and trade routes, and more!

A Brand New Atmospheric Experience

Looking around at the rich possibilities of our setting, it struck us how often we do return to the desolate dry desert and ruined cities. We still think that’s a great core setting, but it is also more limiting when in reality the world after mankind can encompass many different settings, from overgrown wilderness thriving on former cities (something we explored more in Wasteland 2) to the remnants of mankind trying to survive in a hostile, frozen landscape. More than anything, a solitary building or town amidst an unblemished field of snow emphasizes an overwhelming sense of isolation that is key to the post-apocalyptic story. It is this rarely found setting and aesthetic that we want to explore in Wasteland 3.

As part of our improved presentation, we’re updating the way dialog is built and presented. Wasteland 3 will feature a complex dialogue based on the ideology behind Torment: Tides of Numenera’s branching system. Players will choose lines of dialogue that lead them through branching conversations. Choosing certain skills for your character may spell the different between success or catastrophe. And last but not least, in key conversations the camera will pan in to show a closer shot of person you’re talking to.

We’re very fortunate to have concept artist, Andrée Wallin of Wasteland 2 and Star Wars: The Force Awakens once again on hand to help us establish the look of this game, providing key art pieces that we’ll be used for inspiration and reference throughout the game’s development.

Additionally, we’ve been working closely with Christopher and Nic Bischoff of Brotherhood Games, the team behind the widely celebrated STASIS and Cayne isometric adventure games. In fact, they’re responsible for the beautiful prototype screenshots and video you’ve seen so far![/size]

This is where a cynic would warn you to wait for the inevitable Director's Cut release.  Roll Eyes

I had something of a great time with Wasteland 2, but my character builds that were effective in Arizona were ill-suited to the 2nd half of the campaign in Los Angeles. My guys were constantly eviscerated there, and I never got it figured out. So to this day I feel like I played half of a good game.  disgust icon_redface
128  Gaming / Console / PC Gaming / Re: [Kickstarter] Hyper Light Drifter on: September 28, 2016, 05:22:17 PM
Engine No 9 pointed out to me yesterday that a new update in public beta on Steam now both adds 60 frames per second (original release was locked to 30fps as I understand it, which was a deal breaker for some); and a new "Newcomer" mode with limited achievements for new players or, ah, sucky players like me who want a "less intense" experience.  icon_smile

You do have to start a new game in order to choose Newcomer difficulty. Other difficulties are Standard, and a tougher difficulty that unlocks if you complete the game on Standard.
Many moons ago, shortly after launch, we stated that a 60 fps conversion of the game was no small task; it would take a large pile of months and much effort to implement, if it was even achievable at all.

Now we can proudly present our latest update and say it has absolutely been worth the work.

It's still in our BETA branch and Windows only at the moment; we want to test a bit further before pushing to our main branch and other platforms.

To opt in right now:
1) Right click on Hyper Light Drifter in your Steam Library
2) Click on "Properties"
3) Click on the "BETAS" tab
4) Click the drop down menu and select "next_update"
5) Click the "close" button and your game should start updating immediately

*Note: There is a toggle in the options menu that allows you to switch between 60 and 30 fps in case it causes performance issues on your system. You can also revert back to the default branch.

This conversion was indeed a massive task to undertake: we worked through over 115 thousand lines of code the past several months in order to make this happen, manually changing timings of each object and enemy, fixing the dozens upon dozens of little problems that arose when changing frame timing, optimizing the game and testing the bits out of it internally.

Boss Rush + Newcomer
As no small aside, in addition to the frame rate boost, we have a Boss Rush mode with new achievements! It can be unlocked after you beat the game in the standard mode.

We also have a "Newcomer" mode for folks looking for a less intense challenge. It will have a limited set of achievements in it, so players will have to beat the game on the standard mode in order to get everything.
You do have to opt into the public beta build on Steam, it's not been added to the "main" release yet. Guess the sucky thing is I'd have to replay huge portions of the game to get back to the two bosses (North and West) I'm stuck on, and I really have no way of knowing if this Newcomer mode will help me finally complete those or not.

Game's also on sale for about $6 off or so, but this is the wrong thread to discuss that, right?   icon_smile
129  Gaming / Console / PC Gaming / Re: [PS4, XB1, PC] Battlefield 1 (Alt-history WW1) on: September 21, 2016, 01:27:28 AM
Modes spelled out:

Maps spelled out:

All sounds great but my beta echoes will be getting shot in the face by circle-strafing bunny hoppers and shot in the face by snipers 1,000 yards away I can't even see, people running in random directions from spawn points trying desperately not to get slaughtered etc. etc. etc. I'm unconvinced anyone actually wants to play BF1 as a tight knit team or squad. Why should they when they can just snipe and bunny hop and run people over and spam grenades etc.? I guess it was the same when BF1942 came out way back when. Maybe a bit late to complain about humanity now.  icon_razz
130  Non-Gaming / Off-Topic / Re: Let's talk Iphone on: September 17, 2016, 01:35:43 PM
Did I mention the solid-state capacitative home button is way more annoying than the absent earphone jack? imho, it'll be the biggest stumbling block to customers moving to 7. It's really more of a vibrating home button than a click now.

Also, you won't be able to use regular gloves with it.  disgust I thought the fingerprint sensor stuff was great -- this so far just strikes me as weird and difficult to get used to, and "gizmo-ing for the sake of gizmo-ing."

I wonder how they marketed it in meetings. "Now, you don't have to deal with that annoying home button click you've been so comfortable using for 9 years! We'll also remove that pesky 'finger swipe to unlock your iPhone' feature, because you didn't want that feature anymore!"

I'm not planning to return it or anything. Just I think the non-physical home button may prove to be a bigger "get used to it" stumbling block than other aspects of the iPhone  7 or iOS10. fwiw. Maybe I'll feel differently in a week.  icon_smile

131  Non-Gaming / Off-Topic / Re: Let's talk Iphone on: September 17, 2016, 05:37:34 AM
I promised some stupid unboxing, so here ya go! With cameo appearances by JJ the cat.  icon_smile Works better if you hum the 2001: A Space Odyssey theme while viewing these...

iPhone 6 black had a silver back. The new flat black has a sort of matte black back. I like it, and I bet it's pretty much fingerprint smudge proof.  icon_smile

Oh crap, I already got cat hair on it!  icon_razz

I already thought 6 had a beautiful screen, so I can't really say whether the hype of 7 having a snazzier screen jumps out at me by comparison. But hey, Gaming Trend never looked better on an iPhone, fwiw.  icon_smile
132  Non-Gaming / Off-Topic / Re: Let's talk Iphone on: September 17, 2016, 05:09:05 AM
I kinda miss the days you could tell what model it was by the wording on the box, but for years now it just says "iPhone"  icon_razz

Only the tiny, teeny back box print gives it away. It doesn't thankfully say you pledge your soul to Apple.  retard

The famous (infamous) dongle is really quite tiny. Though I would've thought by 2016 wireless charging without needing a special case would be doable, but it seems not. Or like a magnetic headphone/earphone connector that didn't require an open jack port. But I guess not. The 21st century is just one disappointment after another.  Roll Eyes

I had some high comedy activating, as I hadn't updated my iPad to iOS10. The Cloud verification code gets sent to your other iOS or OSX product. Or in a pinch they use an automated calling system of some sort. Finally sorted all that out.

While the earphone/headphone jack removal doesn't bother me (earbuds don't work w/ my ears well, and I've used Bluetooth headsets for years), getting used to this "taptic" or whatever home button in place of the distinctive physical click may take me some getting used to. Not sure how to describe it -- sort of a mini vibration behind the button (you get 3 choices of I guess how strong a feedback it is) instead of a physical click. Hopefully it'll become 2nd nature with time.

I'd like to get Cygnett's clear iPhone 7 case but right now it's only available in Australia/New Zealand where Cygnett's based ( I love my clear Cygnett iPhone 6 case in part because of its "knurled" edges that made it easier to grip, and kinda bummer the 7 version doesn't have that. Also loved it because it added no discernible weight -- I tried two other brand clear cases later but both added just enough weight to be annoying.
133  Non-Gaming / Off-Topic / Re: [Movie] Rogue One - A Star Wars Story on: September 16, 2016, 06:13:09 PM
'Star Wars: Rogue One' Replaces Its Composer
Alexandre Desplat was originally slated to compose the music for the new movie. Then the reshoots happened.
Rogue One: A Star Wars Story, the first stand-alone movie in the Star Wars franchise, will be whistling a new tune.

Michael Giacchino, the composer behind such films as the Star Trek reboot and Pixar movies ranging from The Incredibles to Inside Out, will score the upcoming pic, stepping in for Alexandre Desplat, who was originally slated to work on the movie.

The recent reshoots are behind the switch, according to sources.

Rogue One underwent extensive reshoots this summer that saw writer Tony Gilroy take on a filmmaker role during the shoot and the postproduction process as Disney and Lucasfilm sought to clarify story and tonal issues for the pic that is set to open Dec. 16.
I still get this feeling it's like Marvel yanking Edgar Wright off of the Ant-Man movie. That Disney suddenly decided with the whole movie, "Oh WAIT, we didn't REALLY want to be 'different.'"

Of course I'll always know Giacchino as the Medal of Honor: Allied Assault game music composer.  icon_cool
134  Gaming / Console / PC Gaming / Re: [PC/XBone] Everspace (roguelike space shooter w/ persistent progression) on: September 16, 2016, 05:01:33 PM
I wrote an extensive review late last night, albeit in a bleary, fugue state (OK maybe I didn't have reverse amnesia  icon_razz):

BJ's Bloated Everspace early access review

Dev's pretty up front about what's missing, that they want to have implemented by the time of full release, including:

-Ballyhooed non-linear story with characters, voice work etc. Really is not in this build aside from some text logs you can pick up here and there.
-Getting VR support fully working (it's really sort of a wonky, not quite implemented properly feature right now)
-The other two player ships (which you can see in outline in the hangar now)
-Maybe not so critical, but making the HUD dials/readouts working and useful (they're static "flair" atm).
-Joystick support (site mentions it and gamepads as a feature "once stretch goals are met" -- so I'm a little uncertain of the joystick status, as gamepad support is in)

From what I read, am unsure what kind of content there might be. They don't seem interested in traditional campaigns or mission objectives per se. I'd like a little carrot beyond gathering loot/resources, pew pew pew, and whoosh to the next sub-sector. For now (only really 4 hours of play so far), I'm just maybe still goo goo eyed at how good it looks and runs, and the basic fun factor of whooshing around, to be really critical about wanting more interesting things To Do. If it's going to be something that pulls me into 50-60-70 hour territory, there'll need to be more There There, I think.

The early access reviews are certainly enthusiastic (whether by players like me, or people given free keys, per the new reviews system), and it seems neck and neck with the big Divinity Original Sin II release on the Early Access sales charts. So hopefully this will help the dev keep it going and keep improving the game. Like they've put tremendous bread around Everspace, now it's time for the meats. Oh there I go with the food metaphors again...

While I've had fun with many EA titles, I've been burned by games where the dev team is so tiny that one person leaving or becoming ill, and *poof* the game is derailed. This one seems to have a decent size team, and did pretty well with Kickstarter to start off, so here's hoping they follow through on everything.
135  Gaming / Console / PC Gaming / Re: [PC/XBone] Everspace (roguelike space shooter w/ persistent progression) on: September 16, 2016, 04:08:07 AM
Ok, another eye candy batch, more dogfighting-focused.  icon_smile The basic trick with these early pirate fighters is to take their shields down (using laser or missiles) and then finish them off with your gatling cannon. There are other goodies (shield buster missiles, mines you can drop, much more powerful weapons later on), or you can choose to upgrade the starter weapons to give them more punch and more ability to impact shields. Exploded enemies drop various types of loot/resources you pick up via tractor beam.

Took on this friendly mining ship after some goof I did turned it and its escorts against me, so I figured, let's just salvo it with missiles and see what happens.
136  Gaming / Console / PC Gaming / Re: [PC/XBone] Everspace (roguelike space shooter w/ persistent progression) on: September 16, 2016, 03:55:46 AM
Sorry, guys, no specific joystick support yet (devs suggest they do plan to add it). Some testers experimented using keyboard mapping software as a workaround but I didn't see anyone terribly happy with that solution.

Freelancer (which has great kb/mouse controls) is really their control inspiration. So their explanation is getting crisp kb/mouse controls done right was their first priority, gamepad 2nd since the game was planned for XBox One. The game's web site mentions, "Gamepads and joysticks will be supported once the respective stretch goals are met, as it takes a lot of work." Just haven't seen dev posts giving an eta.

Also keep in mind this is billed as an arcade space combat game, not a "space simulation." Currently it doesn't have a throttle system per se -- you keep pressing one button for regular thrust, another for temporarily boosted thrust. I'm not precisely sure how that would work on joystick (the throttle wheel on most joysticks would have no function, nor would a fancy throttle probably). A dev posted yesterday that they would likely test offering an optional throttle control system -- I'd think that'd be necessary for joysticks to work with this well.

A big part of the game is making precise, hovering-type maneuvers (ala Descent, or even a Helicopter game) close in to asteroids and spacecraft ruins and the like. I think a hat switch could be useful for that.

Also, the reticule on the game's HUD is one that moves all over your HUD (your moving it around with your mouse; or with a thumbstick) -- it's not a fixed reticule in the center of the cockpit windshield. That could be a challenge using a joystick, unless they just make a fixed center reticule as an option for joystick users.

*To maybe better explain, with kb/mouse in Everspace, essentially your ship's primary weapon is almost like a ball turret on a B-17 -- you can swing the targeting reticule all over your visible windshield to fire at a target. So it's not like, say, piloting a WWII fighter where the guns are fixed in place on the wings and fire at a fixed crosshair you're using to aim with.

If you visit the Steam community hub for the game, the videos tab, you can watch the game in action and understand maybe what I"m trying to say here more. smile
*Click the VIDEOS tab there, I can't seem to direct link to that section.
137  Gaming / Console / PC Gaming / Re: Steam Reviews update Sept 2016 on: September 15, 2016, 09:05:11 PM
Jab -- a YouTuber I befriended on Steam back when he was playing a press key copy of Helldivers last December -- posted a column about the issue with his thoughts on some possible solutions, from a press reviews standpoint:

How Steam Review Changes Perpetuate a Vicious Cycle

The problem in a nutshell is that Valve, and by extension Steam, have no way of controlling keys outside of the platform. Bot accounts can easily be setup and it’s easy to generate keys.  It’s sadly naive to think that every developer is on the up and up and no one abuses the system. The current solution is essentially amputating a foot when only a toe is infected.

We can’t do anything with the keys outside of Steam, as there doesn’t appear to be a way of effectively authenticating them and users. Sort of telling the system, “This key was bought on humble bundle as a legitimate purchase.” Unfortunately, for games bought outside of Steam, if Valve wants to block those reviews, there’s not much we can do unless they change their minds.

In my opinion, a workaround would be with the users themselves. Let’s face facts: Valve has analytics on everyone who uses Steam. It shouldn’t be that hard to determine what accounts are legitimate and which ones aren’t.

For professional reviewers, a vetting system could be used to figure out who is legitimate. Similar to other platforms, it should be easy to cross check someone’s public information with their steam account to determine if they are who they say they are.

Once someone has been verified, there could be a new rating for critics on the store pages.  Many sites will show both professional and consumer reviews, so why not Steam?
138  Gaming / Console / PC Gaming / Re: Steam Reviews update Sept 2016 on: September 15, 2016, 08:31:55 PM
Kinda useful Eurogamer coverage of this:

Valve finally takes on Steam user review score manipulation
Valve said customers who received a game from a source outside of Steam can still write a review of the game on Steam, and it will be visible on the store page, but it will no longer contribute to the score.

And that's the sticking point for a number of developers who have reacted to the change with concern.

Maia developer Simon Roth, who successfully crowdfunded his colony building game on Kickstarter, took to Twitter to say the Steam user review change could put him out of business.
I was chatting with that Steam pal El Kemosabe (who generally does reviews on Steam based on playing "press key" copies provided by devs -- including Arrowhead's Helldivers).

He's upset, and feels like the change means his reviews will be essentially worthless on Steam. So he's considering not doing them on Steam anymore, and perhaps joining some friends who want to do a web site with reviews on it instead. His point was a lot of people who buy the games don't bother doing a professional or constructive type review -- much of it is is ranting about a game not running, or fanboil babbling without saying anything specific about a game.

His point is most folks who get actual "press keys" are trying to do professional-type reviews, offer constructive criticism, etc. And the new rule essentially marks anyone who got a key without paying it as someone whose opinion doesn't matter. I suspect they'll fine tune things, but it does seem like they used a scattergun approach rather than a precise beam.  icon_neutral
139  Gaming / Console / PC Gaming / Re: [PC/XBone] Everspace (roguelike space shooter w/ persistent progression) on: September 15, 2016, 07:35:06 PM
I should say that for the full version, "a captivating, non-linear story featuring interesting and thoughtfully designed characters" through cutscenes, voiceovers, narrative, lore, etc. is promised, but talk is cheap during early access, right?  icon_smile

This post from official forums suggested a few upcoming adjustments:

Hi! Thanks for your feedback. Glad you like the game so far.
About the bad:

-I have put an *alternate throttle control* to our list of things to test because I heard that more than once. I'm not convinced that it really fits the fast pace of the game but maybe if it's ok we could make it an option.

-There is a bug with the Tractor Beam and with loot in general: If loot is spawned INSIDE the pickup radius of your ship then it won't get attracted. This gets worse the larger the pickup radius is (with a Tractor Beam). Currently, the Tractor Beam only works as intended if you approach pickups from afar. We will fix that soon.

-We think the Fuel balancing is quite good at the moment. Yes, there can be areas where there is no fuel but if you perk your fuel capacity, shoot down enemies, find fuel asteroids and destroy fuel containers then it should not be that hard. In the beginning, it is intended that you run out of fuel in higher sectors if you don't use all tricks.

-Yes, some (voice lines) are a bit cringe worthy. I think there will be more changes to that in the future.
I'll post a Perks screenshot later. That's what you can continue upgrading from run-to-run. Essentially when you go kaput, you restart in your hangar -- you have whatever credits you had, and your Perks screen upgrades are retained from run-to-run. However, all your resources go away, and any cool equipment you'd gotten on the prior run.

As far as these battlecruiser things that keep hyperspacing in and obliterating, I'm told that's essentially punishment for lingering too long in a zone, rather than Jumping to the next sector. I think what's tricky is there's no ticking timer telling you that you need to jet or somebody's going to get upset.
140  Gaming / Console / PC Gaming / Re: [PC/XBone] Everspace (roguelike space shooter w/ persistent progression) on: September 15, 2016, 04:18:03 PM
Let's try some initial Pros and Cons (will upate this later). As always just imho, you can find vastly different ones at official forums and Steam forums.

-Controls crisply with kb/mouse (controls inspired by Freelancer, dev has said)
-Looks fabulous (explosions, missile controls, laser blasts, etc. all very snazzy imho; asteroids, gas fields, derelect ships, etc. all snazzy too)
-Sounds fabulous (more voice work is promised; you do hear some chatter from enemy pilots)
-Space combat very playable from both cockpit view and "chase cam" view
-Descent-style precise maneuvering available - hover, stop, strafe, turn on a dime. Meaning you can precisely weave through asteroids, derelect space ships etc. If you're getting pounded, you might slow to a stop behind a big asteroid and try to take cover, etc.
-Lot of ship ability customizing through weapons, devices and consumables.
-After dying, you keep the credits and can spend them at the start of next run through (if I'm understanding it, you then lose any unspent credits upon starting the new run)

CONS (some of this is due to my personal preferences; and some of this is "Early Access build" syndrome, maybe):
-It's a roguelike (this would be a Pro to some people  icon_smile)
-To me, it could use maybe a smattering of specific objectives beyond harvesting, battling, and a handful of hackable objects.
-Not much story in current build, aside from some recently added text-logs.
-No "throttle presets," so you constantly need to adjust thrust and boost during space combat (I just miss having like 1/3, 2/3, full speed throttle toggles; such that I don't have to press a thrust button constantly).
-If you liked balancing shields in other space combat games, doesn't have that; instead you can choose different types of shield generators, and shield generator perks for customizing.
-No inventory per se for weapons, devices, consumables. You can unlock more slots, but for better or worse often need to make tough decisions on swapping two items, or salvaging one of them.
141  Non-Gaming / Off-Topic / Re: Let's talk Iphone on: September 15, 2016, 03:57:08 PM
fwiw, I ordered black 128GB iPhone 7 over the weekend. Just got a text this morning it is supposed to reach my office tomorrow (Friday).  icon_smile My 128GB (really 114GB usable) iPhone 6 has seemed the right capacity for me (still nearly 40GB free).

fwiw, I've only used Bluetooth headsets for years. My weird ear shapes don't work well with earbuds (Apple's or a couple other brands I've tried). I really can't stand earphone/headphone cords as I constantly get 'em tangled, or step over them. When I used corded headphones with my PC, i constantly forgot they were on, and had numerous dumb accidents yanking my speakers off my desk.

I do understand the furor. I wasn't real happy with the lightning port switch rendering my various 40-pin power connectors useless. And there's something to be said for a simple technology (headphone jacks) lasting 60 some odd years because it's simple and it works, not because it's a bad idea. I mean, I figure if anyone could concoct an improved headphone jack that wouldn't let water in, wouldn't it be Apple?

I'm keen on the screen improvements, camera improvements, modestly larger 7 battery, in particular. Hopefully tomorrow I'll get to see whether any of that lives up to the billing.  icon_smile
142  Gaming / Console / PC Gaming / Re: What are you buying this week? (9/11/16) on: September 15, 2016, 01:59:19 PM
-Everspace (top-selling early access title on Steam already - who said space combat is dead? It was just resting.  icon_smile)
-Company of Heroes franchise edition [10th anniversary, 75% off everything sale] (while COH was maybe my favorite 2006 game, I didn't enlist for COH2 at all)
143  Gaming / Console / PC Gaming / Re: [PC/XBone] Everspace (roguelike space shooter w/ persistent progression) on: September 15, 2016, 04:21:46 AM
Some chase cam view stuff:

Hacking happens automatically once you get into close proximity to a hackable object. I think maybe it - the hackable object - could be more obviously labeled in the game world.

144  Gaming / Console / PC Gaming / Re: [PC/XBone] Everspace (roguelike space shooter w/ persistent progression) on: September 15, 2016, 04:16:05 AM
Some cockpit shots (I've found it really playable from both cockpit and chase cam views; I bounce between both). Currently the HUD dials/readouts are just static "flair" -- devs claim near term goal is to make them functioning/useful.

Point Blank Kaboom...

Scrounging resources sometimes requires fairly delicate maneuvers inside derelict ships, large asteroids, etc. (the kb/mouse controls, which dev said are very much inspired by Freelancer, are up to making really delicate/precise maneuvers in these situations, imho).
145  Gaming / Console / PC Gaming / Re: [PC/XBone] Everspace (roguelike space shooter w/ persistent progression) on: September 15, 2016, 04:08:58 AM
It's time for a Blackjack screenshot vomit comet!  Cabbage Patch

Let's throw eye candy for now, boring interface/inventory stuff later. The game's drop dead gorgeous -- also, when you pause (ESC) you have an option for a very cool freeze frame view and can rotate the camera as you like. Most of these screenshots are from that (and it looks fine from your cockpit or chase view too).

*Yeah, basically the one fighter available right now is an Avengers/S.H.I.E.L.D. Quinjet apparently.  icon_cool Two more are promised, but right now are just black outline placeholders in the hangar.

Butt shot...

Damage is modeled in detail, and you have to scrounge up Nanobot resources to make repairs on the fly.

Some action camera shots from further away...

146  Gaming / Console / PC Gaming / Re: [PC/XBone] Everspace (roguelike space shooter w/ persistent progression) on: September 14, 2016, 08:36:42 PM
And here's some interesting babble on how Everspace creates its sectors. And no it's not attempting to be No Man's Sky in volume, but the idea is you do move through fresh environments each run through:
The universe is entirely different every time you start again (so you won't go through the "same" sectors after you died)

We start with a single seed and generate world maps for each sector with increasing amount of locations per sector.
Every location receives a unique seed and we roll the dice on a number of location parameters like asteroid type, threat level, natural hazards etc (according to certain rules).

When entering a location the actual orbit will be generated randomly according to the given location parameters. E.g. number of asteroids, random amount, positions. We also have a pool of so called "points of interest" (POIS) that get randomly picked. These are for example outlaw bases, enemy patrols, mining outposts or loot areas. Each of them can have random variations that are also determined by the location's seed.

We also have a system that makes sure that certain types of POIs will only appear in certain sectors so that in each sector some new elements are introduced and the difficulty is rising. For the background each sector has their own color palette and all background elements are also generated randomly from the location seed. I hope that gives you a little insight without going into too much detail here.
147  Gaming / Console / PC Gaming / Re: [PC/XBone] Everspace (roguelike space shooter w/ persistent progression) on: September 14, 2016, 08:22:38 PM
Official forums have a lot more helpful info than the Steam forums at this point (which is understandable, the dev reps only just started posting on Steam other day).

Found this helpful tips list from a moderator at official forums. By all accounts, the game's tough on your initial runs (per how many roguelikes work):
Some tips:
  • Never enter a fight with low energy.
  • Use the laser to bring down enemy shields, then quickly change to the gatling to easily destroy the hull.
  • Always lock your target so you know where it is and can chase it more easily.
  • Jump away if outnumbered or if there is nothing more to do.
  • If you have a scanning probe, use it right after entering a location or look for a Comm Hub.
  • Be sure to examine large asteroids for crystals and station wrecks for containers.
  • Upgrade your weapons when you have the chance.
  • Always keep an eye on your fuel gauge. Use service stations, fight and as a last resort: blow up fuel tanks to fill up your jumpdrive.
  • If in a location with a jump suppressor, be sure to find and hack it immediately so you are always ready to jump away when the Interceptors arrive.
  • Always try to pick up everything. Collecting resources, credits and other items is the key to your success.
  • Check your ship's condition and use nanobots and resources to repair critical systems first, then your hull.
  • Don't be afraid to use missiles. When their shields are down, you only need one Light Missile to bring down an Okkar Fighter.
  • Invest in the Energy Regneration Perk early.
  • Strafe and roll to dodge enemy fire[/size]
Now... just don't ask me what an Okkar Fighter is.  icon_smile

The veteran players insist you just need patience during initial runs and that eventually you're pretty near omnipotent on later ones when properly equippped/upgraded. Though that might lead to the "is it eventually too easy, or does it 'end' too quickly" questions.

Game's loot/blueprints side reminds me of an ARPG in some aspects. Just about everything you can shoot or blow up leaves something in space for you to pick up -- you just motor nearby for auto-pickup, no incessant clicking involved.

I'm a bit surprised in that the game's been out for hours, folks on Steam yakking about it, nobody's even posted a brief review yet. I'm probably still at least around 4 hours out from getting to try it.
148  Gaming / Console / PC Gaming / Re: [PC/XBone] Everspace (roguelike space shooter w/ persistent progression) on: September 14, 2016, 05:22:59 PM
If you're wondering about the kb/mouse controls, this guy's video on Steam shows the kb/mouse bindings and a keyboard diagram (everything is rebindable):
*Kb/mouse controls at about the 4 min 55 sec to 5 min mark in the video

Basic movement controls (default & rebindable):
W-forward thrust
S-brake/reverse thrust
A-Strafe left
F-Strafe right

Q-Roll Left
E-Roll Right

SHIFT-Boost (if I read it right, temporary increase in ship speed)

I believe Ctrl raises your ship "up", and Spacebar lowers it "down" -- I KNOW there's no up or down in space. smile But let's say you're hovering over an asteroid surface. So Ctrl would raise you "up" away from the asteroid; spacebar lowers you down.

Mouse buttons are used for firing. I assume mouse movement essentially is keeping your aim on target and ship pointed in precise directions etc. I'll know more once I get my hands on it.

The EA build has gamepad support. From dev posts I read, joystick support is something they'd like to offer eventually but they really (a la Freelancer) wanted to focus on making kb/mouse controls work as well as possible.
149  Gaming / Console / PC Gaming / [PC/XBone] Everspace (roguelike space shooter w/ persistent progression) on: September 14, 2016, 05:18:31 PM
Just entered Steam Early Access (crowd-funded, so many players have been playing it in beta for months now) at $29.99 a few minutes ago.

Official Everspace site:
Early Access / Xbox Preview Program Features
Single player roguelike space shooter with persistent progression
Vibrant art style with top-notch visuals featuring ultra-hires textures
Rock solid 6DOF controls optimized for fast-paced space combat
In-depth crafting and damage system

Upcoming Features of the Full Version
Two additional player ships with different capabilities and starting gear
Dynamic cockpit displays for all player ships
Captivating non-linear story featuring interesting and thoughtfully designed characters
Hardcore Mode with permadeath for die-hard roguelike fans
VR support for oculus Rift and HTC Vive
When you start a run, a new course to your destination will be plotted so that it is very unlikely that you will encounter the same scenario twice. To survive you will have may choices to make:

-Use different tactics when dealing with enemies – cloak your ship and sneak past or attack with all guns blazing?
-Gather resources for much needed repairs in the local asteroid belt or hunt down well-guarded traders for their precious supplies?
-Explore the mysterious nebula visible in the distance with unknown consequences or stay safe and head straight to the space station for refueling?
-Investigate cosmic anomalies and stellar bodies (wormholes, comets, derelict ship wrecks) or try your luck in the next system?

Steam store page

While designed around kb/mouse and a 6-degrees of freedom model (while it looks like X-Wing et al combat wise, it seems like movement flexibility is more akin to Descent or a "space helicopter."

While I plan to get it tonight and report on it here, I am not always fond of the roguelike concept, so we'll see if it works for me here.  icon_biggrin

My understanding is the game almost constantly saves progress, so you can exit and pick back up at any time -- you just can't reload savegames willy nilly because it is a roguelike at heart, though it seems to be trying to do some interesting things with the concept.

Given that games that people are forcing a comparison with launched at $59.99, I find it bizarre people are complaining about a $29.99 price point. My understanding is the game has a fairly large budget and dev team and is not one of the 2-people dev team Early Access titles I've bought at lower price points.
150  Gaming / Console / PC Gaming / Re: [PC/PS4/XB1] Livelock on: September 14, 2016, 04:15:25 PM
fwiw, I successfully requested a refund to my Steam wallet for this (which I've mostly used for cosmetics for Killing Floor 2).

I still fee like the devs missed the point -- it's the map layout (procedurally generated and/or expansive enough with enough different optional routes for variety) and unpredictable enemy spawns and spawn points, and randomizing objectives, that makes games like this replayable.

If the maps never change, if they're just A>B corridors with no alternate routes or side areas, and if the enemies just spawn in at predetermined locations seemingly the same way and same place every time -- I just couldn't see any replayability in this game and moved on.

I would've ditched the voiceover work and cutscenes and invested it in more interesting maps and map-generator tech, but hey, I'm not a dev, what do I know? I just know I have probably close to 300 hours combined in Helldivers on PC and Vita and I'm still not tired of it. I knew after 2 hours of Livelock it was not going to provide a fraction of that replayability.

So for anyone asking, imho, "No, this is no Helldivers."  disgust It does have A-list production quality, I'll give it that.

I'll just have to wait and see if Arrowhead (Helldivers) ever gets to announce the Secret New Project its Gauntlet reboot and Helldivers dev teams together are working on. Arrowhead's recent blog post indicated it still doesn't have the "OK" to discuss it yet.
151  Gaming / Console / PC Gaming / Re: Steam Reviews update Sept 2016 on: September 14, 2016, 04:06:50 PM
I have some Steam pals (El Kemosabe is one) who do very professional Steam reviews. He's not paid for it afik, but he has a good enough reputation with developers that he's often provided a pre-release version for press review as if he worked for a gaming news site. If you do thorough, fair (including constructive criticism) Steam reviews, and format them a bit (subheads, breaking up paragraphs instead of walls of text, do some proofreading of what you wrote) you can make a good name for yourself if you want to.  icon_smile

I would certainly agree that many Steam reviews are useless, or ranty, or enthusiastic without explaining at least why one is beside oneself about a game.  icon_smile

Also, if you make a review public, especially for a high profile release, then you may have to deal with commenters one way or another.

I try to be thorough when I do Steam reviews, and include at least some screenshots and gameplay videos if I've made them. For some reason, a Steam user review has a limit on the number of screenshots/vids you can include (I think 3 or 4 at last count).

With some exceptions -- for example a really underhyped, under the radar release like, say, twin-stick Neonchrome -- I'll only make my reviews visible to Steam friends. I mean, if you're on my Steam friends list, then hopefully my opinion on a game means something to you, and I'd like to share it and try to be helpful.  icon_smile

I'm pouring lots of time into Killing Floor 2 (nearing 80 hours), and hope to get a review together on that some time soon. It's still in Early Access though I have to say it's crazy fun and polished and blows the doors off many non-early access action games I've played. But I'll try not to sound like a besotted fanboi in my Steam review.  icon_smile
152  Non-Gaming / Off-Topic / Re: Let's talk Iphone on: September 07, 2016, 10:16:48 PM
iPhone 7, etc.:

The cue to engage in the usual mix of enthusiasm and snarky cynicism.  icon_biggrin I think this is the thread we usually put this in?

Nice they decided to include an earphone jack adapter with each iPhone 7 to help alleviate all the OMG angst over its removal.

Capacities are now (in theory, it's never actual right?  Roll Eyes) 32GB, 128GB, 256GB.

fwiw, if anyone likes using Gazelle for trade-ins, they'll lock in cash value for earlier iPhone models through the end of today, and allow until Oct. 14 to send the old phone in (they provide a free mailing box/label, I've been happy with them the three times I've used them). After that it'll probably drop pretty steeply.
153  Gaming / Console / PC Gaming / Re: [PS4, XB1, PC] Battlefield 1 (Alt-history WW1) on: September 07, 2016, 02:58:57 AM
This Eurogamer take reflects some of my experience - good/bad/buggy bizarre.  icon_smile I realize that it's "just in beta," so bizarre bugs are expected, but I've played enough betas that to think they'll actually stamp everything out by October seems, well... let's say "hopeful."  icon_smile

Battlefield 1's beta is broken and brilliant in equal measure
Horses really can be amazing things and Battlefield 1's steeds are up there with Agro and Epona as some of this medium's very best. And then, just as you're admiring the way your soldier's pouch bounces up and down by his side and every strap on his perfectly recreated uniform looks and moves like real leather, that's when you get snared on an innocuous looking pile of rubble while some preening edgelord with a sniper rifle kills you for the 16th time.
I probably got killed by snipers a couple dozen times, blown up by tanks a few, gunned down by "circle strafing" grunt soldiers a few times who managed to miss my LMG fire at close range.

I love much of what the game tries to do. Just really have no idea if I could ever pull my weight enough with experienced players to contribute. For sure I felt the same way in SW Battlefront, but on some maps, some modes, I could consistently do reasonably well. Although clearly that's a game more meant to bring in more than the hardcore base.
154  Gaming / Console / PC Gaming / Re: [PS4, XB1, PC] Battlefield 1 (Alt-history WW1) on: September 05, 2016, 12:48:44 PM

Quote from: Punisher on September 05, 2016, 01:31:14 AM

Had some big issues today. Tried playing afew times earlier and on about 6 different servers and every time I spawned, I had no weapons or items. The only time I was able to get a weapon was when I paid for one with my war bonds..
Were you invisible? My issue was like yours but couldn't see the arms/hands and weapon like usual. Couldn't fire. I COULD interact with vehicles and get in them, but when I got out, was invisible again. So bizarre.

German pal said when he could find a weapon on the ground to pick up, boom, then he was finally visible/normal again.

I know "it's beta" but I can't really provide feedback when I'm "inviso man."  icon_razz
155  Gaming / Console / PC Gaming / Re: [PS4, XB1, PC] Battlefield 1 (Alt-history WW1) on: September 04, 2016, 07:46:23 PM

Quote from: Punisher on September 04, 2016, 06:30:37 PM

Blackjack... You can use warbonds to purchase new weapons. It seems you can only do this while connected to a game. Before you deploy, you select your common loadout/play style at the bottom, then to the left of that is a customize option that you can use to go buy other things.
Ah, OK, thanks!  icon_smile I thought maybe it was some out-of-battle thing like the Cards in SW Battlefront.

A tutorial pop-up at some point briefly explained what to do with bonds, but it faded fast and I wasn't sure how to bring it back to re-read.
156  Gaming / Console / PC Gaming / Re: [PS4, XB1, PC] Battlefield 1 (Alt-history WW1) on: September 04, 2016, 11:53:10 AM
Dune buggy do!

Near full destructibility, is gud -- can run tanks through walls, and pulverize most structures...

Cavalry takes on Mega Gunnery Train Thing... Train Wins!  retard

157  Gaming / Console / PC Gaming / Re: [PS4, XB1, PC] Battlefield 1 (Alt-history WW1) on: September 04, 2016, 11:49:44 AM

Quote from: leo8877 on September 04, 2016, 04:44:24 AM

I think this is the best Battlefield game ever.
]If you - or anyone here - is maybe playing PC version, wanna throw me an Origin friend invite (corporalgeo), I can be your squadmate who gets shot in the back while you accomplish things.  icon_smile I realize maybe I'm the only PC BF1 player here, but worth a try.  icon_smile

Unfortunately, all morning long, I'm spawning invisible unless I spawn on a horse. Otherwise, I can't see me, weapon or anything and can't fire any thing. Such a bizarre bug, others on servers had same issue. Doesn't happen on empty servers so I assume it's some sort of data packets issue or something on crowded servers?

So DUUUUUUHHHH on my Left movement "bug" -- either I or the game somehow assigned Mouse X axis to TEAM CHAT...

I'm so awesome on empty servers! Seems a bit ridiculous you can rank up doing this...  icon_razz

158  Gaming / Console / PC Gaming / Re: [PS4, XB1, PC] Battlefield 1 (Alt-history WW1) on: September 03, 2016, 09:42:55 PM
So Saturday was really less fun for me, and I suspect when the game's out I would just get ground up like so much mincemeat no matter if the matchmaking is supposed to match you up with similar rank players. In spite of my usual military FPS ineptitude, I did reach Rank Level 2 and earned 90 "war bonds." I'm not sure in beta if we can do anything with it. The main menu has a "Soldier" entry but is greyed out.

otoh, I do think if I could squad up (game has 5 player squads; you get your own chat channel/color) with a few folks from here or wherever, and we actually worked together like you're in theory supposed to, that would be neat.  icon_smile Or we'd just get blown up by a grenade.... misery loves company!  Fabulous

One Helldivers bud I made recently on Steam is a BF4 veteran and I just clued him into the BF1 beta. So maybe if I could squad up with him and maybe he has friends more competent than I.  icon_smile

BUGS: I did run into one really annoying bug that I can't figure out -- if I try to turn a vehicle OR aim a turret by mouse (Mouse X axis I think is how it's listed in keybindings) TO THE LEFT, then the "cursor focus" inexplicably switches into the chat window. I can't steer or fire or do anything until "switch cursor focus" back to the vehicle. Makes no sense. The keybinding is correct under options. Really makes it all but impossible for me to do anything vehicular other than planes and horses.

I can steer vehicle/aim turret to the RIGHT just fine; but to the LEFT, then this cursor switch to text chat happens and is maddening.
159  Gaming / Console / PC Gaming / Re: [PS4, XB1, PC] Battlefield 1 (Alt-history WW1) on: September 03, 2016, 04:35:10 AM
I would LOVE to play this with a small group of people who really want to work together.

My first full game tonight may as well have been Star Wars Battlefront. Just everybody's running around randomly like a chicken with its head cut off.

I was about to say that I remain hopeless because sure enough my 1st death was a sniper I couldn't see head shotting me. Second was some nut circle strafing me. Third was a bunch of enemy players eviscerating me off my horse. Think I started 0-8 and envisioned my GT forum post about how hopeless I am at this genre.

Finally i slowed down, I tried not to rush ahead so much. Tried to work alongside other players even if they had no interest in communicating. Also resorted to some deviousness -- see gunfire coming out of a structure, sneak around, pew pew pew. There's no "honor" in warfare, right?  icon_razz And got some cheap kill helping man guns in a tank.

Can't say I suddenly "Got Gud," but  went about 14-6 the rest of the game, people learned to fear my support's LMG. Think that's the right class for me so far. Just spray and pray with a huge clip.  icon_smile

UPDATE: Well, no, I still suck. icon_razz  I AM hopeless at this genre. I died lie 10 times in Conquest mode. Couldn't appear to hit the broadside of a barn even at point blank range.

I'm excited I don't get motion sick playing it but I think in the end it would just be a "die, respawn, get shot in the face/back/head" lather rinse repeat. The matchmaking doesn't seem to be matching me with rookie players but maybe that's cause everyone's a rookie now. Maybe it'd be more meaningful after release.
160  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Guild Wars 2 (official review on pp 21) on: September 02, 2016, 04:57:52 PM
I need to revisit this some day. I was hooked on it when I finally played but ran into some motion sickness issues inexplicably, in some higher level environments in the game. I feel stupid because I paid for the game plus the ballyhooed expansion but essentially never touched the expansion stuff at all.  retard
Pages: 1 2 3 [4] 5 6 ... 289
Powered by MySQL Powered by PHP Powered by SMF 1.1.20 | SMF © 2013, Simple Machines
Valid XHTML 1.0! Valid CSS!
Page created in 0.321 seconds with 20 queries. (Pretty URLs adds 0.143s, 1q)