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vidya

Roadmap: file restoration script within a few days, Final Solution alpha in a couple weeks.

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Welcome to /kong/ Anonymous 08/03/2020 (Mon) 16:57:08 No.1 [Reply]
RULES 1. Keep it vidya related 2. Spoiler NSFW content (i.e. porn, gore, etc.) 3. Post archive/invidious links in threads 4. Keep spam and namefagging to a minimum
Edited last time by nandandor on 08/04/2020 (Tue) 00:19:07.

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Overlooked games Anonymous 08/03/2020 (Mon) 20:14:33 No.6 [Reply]
Here you can discuss about games that you think were overlooked or does not get the recognition it deserves back then. I'll start with a game that I have recently played: Barnyard: The Video Game Developed by bluetongue Published by THQ Release Date: August 1st, 2006 Platforms: Windows, PS2, GameCube, Wii Barnyard is an interesting game, especially given the context of how licensed games were treated. To me, the fifth and sixth generation of gaming saw developers taking a property and challenging themselves on making a game that is fun yet stays true to its source material. I have played the game to see how well it stacked up today, and I am quite impressed with its artistry and its atmosphere it gives to the player. Originally, I played the GameCube version, but I revisited the game on Windows.
16 posts and 21 images omitted.
de Blob (2008) Fast forward two years, and Blue Tongue finally got their hands on an original IP. The last time they got to create an original game was back in 1998, so it was a nice change of pace from all of the license games and have creative freedom. The game takes a couple of elements from the demo like the Inkies, the color system, title, etc. It was originally exclusive for the Nintendo Wii, but it got remastered on modern systems and PC. I can’t say much on the Wii version since I played it when it came out back in 2008, but I do remember the controls being fine with the exception of the motion controls. Blue Tongue’s take on this is pretty interesting since they were trying to be faithful with the source material while putting their own spin to it. Plot The plot has received an overhaul since the scope has widen a bit. The INKT Corporation, an authoritative faction commanded by Comrade Black, takes over Chroma City and converts the citizens into Graydians. This results in the color energy of the city being drained and the citizens going through boring day-to-day activities in their gray shells. It’s up to the Color Underground (CU) and Blob to save the city from the tyranny of Comrade Black and restore color to the city. Before each level, there are cutscenes showing the progress of coloring each sector, Comrade Black trying to thwart the team in comedic fashion, and comic style panels as the levels are loading showing the current status of Comrade and the CU. The story ends with Blob stopping Comrade from taking over the planet of Raydia and being blasted onto an island. Obviously, the political commentary is present here, but I consider the plot overall being akin to a Saturday morning cartoon especially with how it presents itself more comedic rather than taking itself seriously while sending a message about standing up for yourself and to always embrace your creative side. Graphics The graphics are a bit dated since the game was made for the Wii, but I think they made up for it by sticking to a style that doesn’t make it look too bad. My only gripe is that the colors seemed a bit bleak, they were not vibrant. Although, they tried to have some variety with the environments like a shipyard, a huge garden, a busy downtown area, and more. The animations for the enemies were hilarious, I like how they act frantic and try to take you down. Additionally, Blob and the Color Underground have their personalities complimented well with certain animations. For example, Bif(the brawn of the crew)is shown cracking his knuckles or saluting you and Arty(the artist of the crew) is usually air painting with her paintbrush and is more expressive with her face than Bif. It’s those little touches that make the characters stand out more. The artists did a great job creating desolate environments that the player will ultimately liven up with their color powers. Also, I get a chuckle from watching the cutscenes after you select a level. Music John Guscott, the composer for this series, was pretty ambitious for his scope with the soundtrack and how it intertwines with the gameplay, story, and art style. He did a presentation breaking down the logistics behind the soundtrack. The soundtrack consists of bossa nova, upbeat jazz, samba, funk, and disco. It is neat since those genres were dominant during the 60s and 70s which were known for their usage of vibrant colors which fit the theme. The soundtrack is extremely dynamic, increasing its intensity as you paint the world more, and certain colors are tied to certain instruments which will play licks in sync to the main track. On the first stage, the first color you will pick up is red so as you are painting the buildings red you will get snippets of bebop in sync to the mood, Blissful. That’s right, the soundtrack is not tied to stages but rather moods, so the player has full freedom to picking out songs to groove to while painting the landscapes. When you get inked, the music reverts into a “inked” version until you clean yourself with water. From there, you have to build up back from the bottom. I like that, despite the change is kind of a whiplash yet natural if you are playing. In this game, there’s no music at the start so it is pretty neat to bring actual life to the levels. Overall, I don’t think any composer would come as close to infusing the music into the game mechanics, with the exception of music and rhythm games, as this series. I strongly recommend that you check out Guscott’s presentation on doing the soundtrack: https://www.youtube.com/playlist?list=PL38C90714063819C4 Just in case the videos are not playable in your region or the videos become lost, you can download/view them here: https://mega.nz/folder/yfhl3K6B#M-BWqgFs6NZfcHmR4Vb2nQ
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Gameplay The gameplay is relatively similar to the PC game, but it is more fleshed out. Each character has objectives tied to them: 1. Bif usually gives you objectives to clear out hordes of Inkies. 2. Arty gives you objectives on painting certain places with certain colors. 3. Zip gives you objectives to navigate through a path within a time limit. 4. Prof gives you objectives to paint landmarks which is done via QTE. In the meantime, you have your score and time limit; You build your score based on painting everything, doing the objectives, finding style tokens, defeating enemies, and saving civilians. You can get extra time by exploring the level and finding time bonuses, doing objectives, and saving civilians. If you reach certain milestones with your score, the level starts to open up by unlocking gates. At certain intervals, you will unlock a transformation engine which would transform an area in the stage and net you a lot of points. Certain levels have design gimmicks like verticality, abundance of water/ink, traversing skyscrapers, or avoiding obstacles. Blob’s health is his color meter, and you can use primary colors or mix them together to get the secondary colors (including brown). The lower his health is, the smaller and more agile he is. When you are maxed out, he is bigger with more weight making platforming a bit more difficult. The only power-up in the game is going Rainbow which makes you invincible for a certain period of time and lets you paint buildings in random colors. Blob can slam enemies, ride off buildings, and use the Z-targets to traverse through areas. At the end of each level, you are graded based on percentage of the level painted total, time it took to complete the level, number of landmarks, buildings, billboards, trees, a blimp painted, number of style tokens collected, and number of side objectives completed. Replay-ability is highly encouraged. After you complete the level the first time, you unlock free paint for that level and a challenge level. As you complete challenge levels, you unlock gallery items. If you beat the game, then you have the cutscenes and moods unlocked. There is also Blob Party, a local multiplayer mode, but the mileage on that is extremely limited. If you have friends around, then you can have fun with that. Conclusion Blue Tongue really outdid themselves with this title, and it was a commercial and financial success. THQ would give them the greenlight to work on a sequel while doing more licensed games in the middle. While the levels are really long, going for completion can be tedious, and the controls are a bit janky; the amount of care put into the cutscenes, the music, and world design really shows the potential of a simple concept. Compared to the sequel, I feel like Blue Tongue was trying to be faithful to the original PC game since it is more arcade-y with less emphasis on using the environment to truly change up the movement or gameplay a bit. Nonetheless, there is a good reason why people back then called it a “third party Nintendo game” in some regards. I give de Blob 1: 7.85/10 Interlude I should note that after this, de Blob was supposed to get a DS port but that was cancelled. However, an iOS port was released before the Wii to build hype. There was a Flash game, but it is probably lost in time unless it gets recovered again. de Blob 2 did get a DS port and it is a prequel to the console version of the same name. The main difference is that the game is a 2D platformer akin to Sonic Rush and New Super Mario Brothers, and it introduces Pinky, Prof’s new invention and soon to be co-op partner. There was going to be a cartoon show on Syfy for kids, but that fell through. All of this leads up to possibly Blue Tongue’s magnum opus, de Blob 2.
de Blob 2 (2011) The sequel seems to be Blue Tongue’s response to the original since it is more linear, having a fleshed-out story, and some changes to the gameplay loop. This was also the first multiplatform game in the series, being released on the Wii, Xbox 360, and PlayStation 3. The PlayStation 3 version has de Blob 1’s soundtrack on disc which was a nice bonus. Sadly, this was the studio’s last game they worked on until the studio closed, but they gave their all in this title. Plot Comrade Black is back, and he has taken over Paradise Island after being defeated by Blob and the Color Underground. he disguised himself as a priest with the moniker “Papa Blanc” and brainwashed some of the citizens in Prisma City into Blancs and robbed the election to rule over the city. Blob and his new companion, Pinky, have to play catch-up and save the city restore the color energy in the world. Along the way you’ll meet the Color Underground, but they take a backseat here compared to the previous title. The plot hits the same beats with the same message and political references like Tank Man in one of the stages. As you progress, you realize you were aiding Comrade Black on harnessing the color energy for his own but then you save the town again. Comrade Black even throws in the Trolley problem at the last stage with you saving the scientists but losing time to beat him or save them yet lose a lot of precious time. Graphics The graphics are the same, I could only say how the artists were really able to show scope with a lot of verticality done through skyscrapers, train systems, and more. There’s even a stage that plays on that concept of verticality. Overall, the quality looks the same, but the world looks more alive compared to the original. Music The music follows the same dynamic system put in place in the original. In this game, Guscott created a more desolate, synthy stem when you begin the level rather than silence. The soundtrack itself is quite debatable since it hits the same genres that the previous title has, so it’s up to preference. My favorite track in this game has to be Prisman Holiday, I must be a sucker for bossa nova. If you really want to check out all the tracks for both games, here are the links: https://downloads.khinsider.com/game-soundtracks/album/de-blob https://downloads.khinsider.com/game-soundtracks/album/de-blob-2
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Gameplay The sequel departs the sandbox, arcade style of the previous title and takes on a more linear approach. In fact, you have to complete the story side of the stage before you can even do the extra challenges. Most of the time, you already completed some of them which is nice and it helps that this time your rank is letter based with S being the highest. To get the grade, you need to have a high score which you can easily achieve with three awards for each stage: 1. How many citizens you freed. (Liberation) 2. How many trees were painted. (Environment) 3. How much INKT objects were destroyed. (Clean-up) Style tokens are back to collect to boost up your score. However, there are two new collectibles in this game, Inspiration and Gallery tokens. As you collect more Inspiration points, you can spend them to upgrade Blob’s live count, paint capacity(health), Pinky’s paint count, armor (extra hits), and less paint points spent to charge through enemies and obstacles. There are Gallery tokens hidden throughout each level, every 10 you collect you unlock a gallery. Both collectibles boost your score. This game also fleshes out the power-up system compared to the previous title. The rainbow power-up returns, and there are additional power-ups like a bubble shield to protect you from hazards, regenerating health, unlimited charges, and a power-up that turns you into a metallic ball that rolls over enemies, but you can’t jump and you’ll sink underwater. Another addition to the gameplay is how you take back landmarks. Rather than just having the color and locking on a target to paint it, you actually have to infiltrate the landmark, clear out enemies, rescue hostages, and restore the landmarks. These sections are done in 2D similar to Donkey Kong Country Returns, and they break up the pace fine and have some fun puzzles to solve and challenging platforming to do. These sections are guaranteed to have secrets, so explore to your heart’s content. My only gripe with this game is that it starts really slow with the first three stages acting like tutorials to get acquainted with the changes and Blob’s movement. After that, it picks up with stages having interesting gimmicks like icy environments, verticality, or exploring tiny planets as a few examples. I felt the movement in this game was better than the previous title, it was kind of satisfying to pull some of the moves to find hidden collectibles or painting hard-to-reach areas. I should note that the co-op system with Blob and Pinky is similar to Super Mario Galaxy, so if you want some assistance there’s that.
Conclusion It is debatable whether this or its predecessor is better, even one of the original programmers of the demo said that he preferred the freedom the first game provided. Speaking of which, I was able to get in contact with the programmer and he was able to open up a bit about the demo itself. He said how the demo got THQ’s attention was the fact that they spread the demo to multiple game development forums, also it was commissioned by the city of Utrecht so imagine THQ trying to get the rights from an entity like that; An absolute mess that’s what it was. This is ultimately why Blue Tongue had to start from scratch when it came to character and level design, this is explained more on a presentation from Creative Director, Nick Hagger, and Art Director, Terry Lane. Anyways, the demo was meant to be played on a trackball, which makes sense since the Blob felt more like a marble rather than a blob of paint. The programmer was one of the founding members of Romino Games, and the company has been successful with hits like Swords and Soldiers and Awesomenauts. Now, they are working on Blightbound which is in Early Access and being published by Devolver Digital. The studio is still relatively small, so it’s one of those /agdg/ success stories you occasionally hear about. de Blob 2 is a really great game if you push through the beginning levels and embrace the additions they brought to the game. It shows that Blue Tongue were listening to their fans and was trying to fix some of the problems that the original had, while bringing in new ideas which I think helped made the game stand out. It’s a shame, because around this time 3D platformers from third parties were mostly overlooked. With the games getting ported recently, some people started to appreciate the freeform gameplay the titles bring, the music that infectiously makes you groove, and the personality of Blob and the Color Underground (and even Comrade Black). I skipped this title since at this point, I was mostly playing mature games on the Xbox 360, but I am glad that I played this little gem and I hope that others will try it, too. Here’s the link to the presentation I mentioned earlier: https://www.youtube.com/playlist?list=PL5A7AD011DF219D80 Archive: https://mega.nz/folder/qbh3RSbR#-c6-KMyx_3eB-_bQYbt4kQ I give de Blob 2: 8.25/10

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/kong/ for the Infinity Cup 2020! Anonymous 02/16/2021 (Tue) 20:40:16 No.121 [Reply]
Hey there, /kong/ We're in the process of organizing a new edition of The Infinity Cup or /icup/ for short, a virtual soccer tournament pitching various boards and imageboards against each other, and we're trying to find out if you guys wanted to reserve a spot in the final tournament. For an example of what the tournament looks like, refer to http://infinitycup.shoutwiki.com/wiki/Infinity_Cup_6 If you are interested, since your team has never played in previous iterations, we don't have either your roster, your kits or logos, so the only thing we ask of you if you want to join is the following: 1) Create a roster of 16 to 23 players, which can be named as you see fit; 2) Create a suitable logo for your board, it can be in any shape you want; 3) Create at the very least one kit for your team, which can be done by using this flat one as a template; There's no maximum on allowed kits, but the norm is to give a Home kit, an Away kit and a Goalkeeper kit at minimum; 4) Making sure your team has the correct number of medals (1 Gold, 1 Silver and 2 Bronze), which you can see from the wiki page; 5) Making a thread over at https://anon.cafe/icup/ with your team's pledge, you just need to make a new thread telling us that your board wants in on the cup. Optionally) Assign player cards, roles and special strategies to your players, which can be referenced from the following wiki articles: http://infinitycup.shoutwiki.com/wiki/Player_Cards http://infinitycup.shoutwiki.com/wiki/Rules http://infinitycup.shoutwiki.com/wiki/Team_Strategies Optionally2) Change roster names and/or give us 3D models to use for your team, or new kits or whatever contribution you'd like. I hope to see you guys on the pitch!
>>121 ok Spike HE Donkey Kong (Captain) gold Tactical Board Nuke silver Specter bronze New Funky Mode! bronze /vgmg/ de Blob DEEPEST LORE muh PPH Three-Headed Monkey Emperor Orthopox Robi's Revenge WOKEcore

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>>121 Fuck's sake at least let's do something for once in this dead ass board
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How bout somethin like this
>>124 fine by me
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here's our kits lads

/vgmg/ - Vidya Game Music General #5 Anonymous 08/05/2020 (Wed) 11:44:18 No.50 [Reply]
As long as the platform have games, you can post demos, remixes, vgms, and original music. Rips and Trivia are highly appreciated. Archive of the previous thread: https://web.archive.org/web/20200514004525/https://spqrchan.xyz/mu/res/297.html Since this is /kong/, I will be talking about the Original Donkey Kong game's music. While the music is quite short, it is memorable. With the arcade version, the sound is ran through a low-pass filter which gives the music a booming presence. The iconic intro theme is not from the arcade version, but the NES version. DK and DK Jr. for the NES have a similar sound since they were composed by Yukio Kaneoka, with the in-game music being monophonic. DK3 was an evolution for the series since Hirokazu "Hip" Tanaka composed it and it is a bit more complex by having multiple voices playing in-game and using Flight of the Bumblebee as a motif since you are fighting against bugs and DK.
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>>60 Linda the snail stage? I can't find where this is from
>>116 Took me a while to find the game, but it is from Namco's risque puzzle game, Dancing Eyes. To be honest, I never seen gameplay of it before until now and I have to share it. Lately, I've been binging on some vgms, so I might share some my current favorites on here soon. Link to the soundtrack: https://downloads.khinsider.com/game-soundtracks/album/dancing-eyes-arcade-soundtrack-013
A teaser for what is to come really soon...
Kinda neat for Konami's in-house sound team to pay homage to Casiopea
A relatively obscure game from Sega, it plays like exactly like G-LOC(Y Board). Music composed by Takenobu Mitsuyoshi and this is his only solo FM-based soundtrack before he would switch to sample-based music starting with Outrunners(Multi System 32) and Virtua Racing (model 1). The soundtrack is more rock-based than his later works, also K-City shares a small riff that could be heard in Virtua Racing's Waiting for Entry. The last track is an arrangement from SST, Sega's in-house band.

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Culture in Game Development Anonymous 08/10/2020 (Mon) 02:23:33 No.57 [Reply]
Here you can talk about how a game made in a certain location had affected a game's development or how outsourcing its development changes the game's fundamentals. Additionally, how developers visited different locales to get a good idea about their setting. The Dichotomy: East vs. West To see the video game industry trying to find its place in the entertainment sector was exhilarating, because you have all of these developers from around the world with different cultural backgrounds showing off their knowledge and trying to create fun experiences for the player to enjoy. However, as the industry started to mature, it would be a bigger challenge for these developers of different backgrounds to create an experience that would appeal to a different culture or widen the appeal. While this notion was controversial and harmed the creative process of game development (in my opinion), it started off well with a culture looking at another through their lens. This could be further discussed in the realm of social psychology, but let me give an example of a video game franchise that was embedded in this philosophy, Dead Rising
Dead Rising Release Date: August 8th, 2006 Platforms: Xbox 360, Windows, Xbox One, and PlayStation 4 Developed by Capcom Production Studio 1 Published by Capcom Director: Yoshinori Kawano (noted for the Mega Man Zero and Mega Man Legends Series) Producer: Keiji Inafune (noted for the Mega Man X Series) The development cycle for this game is interesting. To appeal to the Western market, Capcom decided to develop games where the setting takes place in the West. Also, the company was working on a brand-new engine for the seventh generation called MT Framework. This gave the company the chance to make create new IPs for the upcoming console, the Xbox 360. The biggest influence on Dead Rising was Capcom’s Shadow of Rome, which was melting pot of different genres while having a dramatic story in Ancient Rome. Dead Rising was originally going to be a launch title for the console, but it got delayed to August 8th, 2006. The game has elements of survival horror, open-world, RPG, and beat’em up in a mall in the remote town of Williamette, Colorado. You play as photojournalist Frank West who has three days to uncover the mystery behind the zombie outbreak in the town. The main mechanic in this game is time. It is constant, and you cannot control it which is where the horror of the game comes from. The comedy of the game comes from the gameplay itself since you can pick up anything in the mall and kill zombies with them and dress up in goofy outfits. The story takes itself seriously, and it does provide some commentary on American culture in a form of the psychopaths, the main story, and some of the survivors. There are psychopaths that are based on gun culture, having a psychopath who is a foil of the player itself, and a lesbian cop that abuses her authority to harass and harm female survivors to name a few. The bonus content is unlocked via getting achievements and some of them are difficult or tedious, but the rewards range from bonus costumes to the Real Mega Buster and Laser Sword. The game is the only one where unconventional items are powerful by themselves (i.e Mannequin Torso, King Salmon, etc.), so you are rewarded for thinking outside the box. You can create mixed drinks by combining certain food items that would heal you and give you a temporary buff; My favorites are Spitfire and Zombait since I could use the former to get an efficient and infinite range attack in the form of spit and the latter to distract the zombies from attacking the survivors. The inventory system is unique in which that you have hold food for health, weapons, and books that give you perks only if you have them in your inventory. As you save survivors, do certain actions, and take photos, you gain Prestige Points (PP) which randomly upgrades a stat or unlock a special move for Frank. CPS 1 did a great job of trying to recreate the Americana atmosphere despite the fact that the development studio was 100% Japanese, especially with the ambient mall music (which is more iconic than the actual OST) and use of colors for certain areas like Wonderland Plaza, Al Fresca Plaza, and the Food Court to contrast the dire situation that the protagonist is in. The game is filled to the brim with detail since this was a tech demo for the engine with real-time reflections on different surfaces, true day and night cycle where the power is even shut off around midnight, and the zombie count on the screen, intricate hit detection, etc. However, the game has some issues in the form of survivor AI, poor implementation of the special moves, aiming your weapon is awkward, driving physics were terrible, and you manually save your progress(this one was purposely done since the original only had one save file). Of course, you will not succeed on your first playthrough which why the developers encourage you to replay the story with your current stats or even disregarding the story in the first place. The one thing I have to praise this game for is its design, you can tell they went above and beyond to pace missions in similar locales, rewarding players for their knowledge and figuring out unique ways to approach certain battles(I guess you can count this as a puzzle game, but that is a far stretch). It is possible to get everything done in one run, it is nerve-wrecking, but it is such a rewarding experience once you get it. Also, this game took full advantage of its time mechanic by having a mission that spans through the three days, two survivors that are mutually exclusive based on how far you got on the story, and a mission where the amount of people are saved based on when you get to the mission. While the game has its problems, it shines in other areas that the player does not notice since most players would only do a single playthrough. This is a game that is meant to be played multiple times since the game itself is only 6-8 hours.
Edited last time by nandandor on 08/10/2020 (Mon) 02:38:52.
Dead Rising 2 Release Date: September 28th, 2010 Platforms: Xbox 360, PlayStation 3, Windows, Xbox One, and PlayStation 4 Developed by Blue Castle Games (noted for The Bigs Series and MLB Front Office Manager) Published by Capcom Director: Robyn Wallace Producers: Shinsaku Ohara, Josh Bridge, Jason Leigh At this point, Capcom were still trying to appeal to the Western market but they felt like would not be able to accomplish that by themselves due to being a Japanese company so they outsourced Devil May Cry, Resident Evil, Lost Planet, and Dead Rising to Western developers. As you can tell, only one of the four was a success critically and financially. The sequel to Dead Rising was developed by a relatively new studio in the land of the leaf called Blue Castle Games. Before giving the reigns, they mostly did baseball games. The engine they used for this game is unknown, but it was able to render three times more zombies than the previous game and increase the playing field over three times of the Williamette Mall. It introduces a new protagonist, Chuck Greene, who has three days to clear his name after being falsely accused of starting the outbreak at Fortune City. Not only the game fixed many of the flaws in the original, but it introduces combo weapons which can be used to get more PP and an economic system to buy exclusive items. This game introduces online co-op which really makes the game fun to play with a friend. While all of the improvements were nice, it made the game too easy for a first timer since they can make combo weapons to breeze through the psychopath battles and there is no cooldown on how many combo weapons you can make. In fact, you are hindered if you do not combine two items since they take up more space. The game does have a sluggish feel to it compare to the previous game, due to the camera and loading in everything. Another problem with the game is that there is too much downtime, so it kills the pacing of the game compared to constant pressure the previous title brought. Additionally, you must give your daughter, Katey, Zombrex every 24 hours or else she turns which forces you to make a mad dash there or else you get the worst ending. There are secret areas in the game where you can find them for free rather than buying them. There are vehicles you can buy to drive around certain parts of the mall and a trailer so you can combine certain items with a motorcycle. They improved the survivor AI, but they made them too smart and not take damage while they are grappled which gets rid of the challenge in the first game on top of managing your time. The game also has a competitive multiplayer mode that is based on the game show Terror is Reality where you can play games to unlock costumes and transfer your winnings from there to the main campaign. Additionally, there are DLC costumes that give certain buffs which makes the game even easier. Some of the developers from the previous aided on the project with the previous game’s director and producer taking on executive positions. The game had a lot of supplementary material around the story by having a comic that bridges the first game and the Las Vegas outbreak, a prologue chapter that shows Chuck and Katey trying to escape from Las Vegas, and a epilogue that has Chuck and Frank team up to take down the pharmaceutical company Phenotrans. While the game is fun, for someone who played these games back-to-back I can already see the signs of the franchise losing its core philosophy on time and the Western influences not encouraging replayability, trying to focus more on the story, and trying to up the ante rather than making a fun world to play around in.
Edited last time by nandandor on 08/11/2020 (Tue) 06:52:03.
>>57 Then came the leftards and the jews, and everything was made to be as dumb as both groups are.
>>105 Yet even they are smart enough to know a dead board when they see one, so what does that say about you?
>>106 Speaks badly of the yids because they keep belittling anons for posting

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Prince of Persia remake Anonymous 08/19/2020 (Wed) 18:08:16 No.67 [Reply]
how badly will ubishit ruin it
which pop? s of t, ww, ..? also shan't be playing as there's def going to be some "woke" shit in there

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3x3 Anonymous 08/12/2020 (Wed) 17:54:18 No.61 [Reply]
Post your favorite 9 games in 3x3 format critique lists and suggest games!
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I love videogames! Oblivion is on there because I like the music, the gameplay, the atmosphere, the lore and all of the mods for it. It's a highly customisable game. PMD is on there because I enjoy the story and the gameplay. The music is pretty good at parts. Crusader Kings II is on there because it has some okay gameplay. I really just enjoy committing genocide against cultures I do not like because I have a really severe form of autism. The game angers me at times because of how historically inaccurate it can be at times, however, there are a number of mods which attempt to remedy this with varying degrees of success. Like Oblivion, it is a highly moddable game which allows for a good amount of customisation. Also like Oblivion, there are a number of absolutely hilarious pornographic mods which can provide a few hours of laughs. Morrowind is on there for much the same reason as Oblivion. It's better with the lore, but I don't enjoy the gameplay as much. Too slow paced in the beginning. Dark Souls is a very fun game, mechanically speaking. I don't really give a shit about the lore, but it's nice that it's there. Beyond good and evil is a game with not a whole bunch of depth to the gameplay. It's pretty much entirely story driven. The story of it is pretty good, so it's on the list. Civ IV is a game with a lot of depth to the mechanics. Very fun, great in multiplayer although by the end of a multiplayer match with your friends, you'll all be about three years older and will hate each other. Had a great modding scene and some modding projects are still active. Nullpomino is just Tetris. It has a lot of game modes and even has multiplayer. Great game. Risk of Rain is a simple, fast paced, 2d action platformer roguelite. Easy to learn, not as easy to master, but it's not very hard. Unlockable characters and items allow for pretty good replayability, as does the artifact system which allows you to change the gameplay for each run. Fun game. Good in multiplayer, although sync issues can occur due to it being made in GameMaker.
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>>61 these are games ive enjoyed some of them aren't the best (fallout 4) but overall i was able to have fun with them which is most important to me anyways
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>>63 JFC what bad games other then sr2 kys lol
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>>64 yeah

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deep lore thread Anonymous 08/03/2020 (Mon) 19:30:56 No.3 [Reply]
any series, just post lore that runs way too deep
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>>3 I appreciate how the lore was handled in the dark souls series, leaving it be somewhat mysterious always added a nice feel of mystery to game and its nice to not have all this lore shoved in your face like lots of new games do

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