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ENDLESS™ Legend is a 4X turn-based fantasy strategy game by the creators of ENDLESS™ Space and Dungeon of the ENDLESS™. Control every aspect of your civilization as you struggle to save your homeworld Auriga. Create your own Legend!

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23
VCMI 1.5.0 released

VCMI is an attempt to recreate engine for Heroes of Might and Magic 3 with fixes, new features and support for more platforms (Windows, Linux, MacOS, iOS and Android).

What's new in 1.5.0 release?

  • Online multiplayer support
  • Better random maps
  • AI optimizations
  • Most remaining campaign issues fixed
  • Basic game controllers support added
  • Easier installation of game files from gog.com
  • Artifact improvements
  • Configurable keyboard shortcuts
  • Many other features and fixes

Full changelog can be found here

0
Have win7 laptop. What to play on it?
  • In case you're not aware, there's a project called VCMI which rewrites the Heroes 3 engine to add lots of modern improvements, fixes and easier access to mods. Thought it might be of interest since you like the game.

    As for other games, how about XCOM? These games are turn based so you should be fine with touchpad + there's plenty of time to think. Don't know what specs we're talking about but in case of modern revival, XCOM: Enemy Unknown should work without issues. XCOM 2 is slightly heavier but might also work.

    You could also go for 4X titles like Star Ruler or Total War series.

    Finally, there are turn-based RPGs like Knights of Pen and Paper - it's light and pretty fun (as far as I remember anyway). A bit simple but might be enough to spend some time on.

  • What's your favourite era for video games?
  • Yeah, Metal Wolf is a cheesy action movie filtered through Japanese lens. It's crazy, stupid and unintentionally hilarious.

    As for Gothics, I think they hold up really well as long as you can overcome a few things:

    • get used to the controls - they really aren't bad but they were created when standards weren't as established as they are now.
    • treat them as worlds you are a part of rather than games - it helps figure out alternative solutions to quests and avoid some unpleasant surprises (in universe, not bugs).
    • game world does not revolve around you - early on even basic wildlife will be a challenge, treat enemies with respect.
    • there's no level scaling - some areas will be unavailable to you until you're strong (or crafty) enough.
    • don't play Gothic II with Night of the Raven expansion installed from the start - it adds a bunch of difficult enemies available from the get go and will make the game way harder if you don't know how to avoid them.

    I think some of those points might sound more serious than they really are but should make for a good primer anyway. There's a lot to like about those games (even compared to another titan of that time, Morrowind) so I hope you have fun!

  • What's your favourite era for video games?
  • Couple of disclaimers to start with: I'm primarily a PC player, even most of the console games I played happened via emulation so I'll drop stuff from both. I'm also really fond of games willing to try something different, even if they end up mediocre or bad - these ain't GOTY material.

    With that out of the way, here's a short list of titles I really enjoyed:

    • Croc: Legend of the Gobbos (PC, PSX, Sega Saturn) - 3D platformer with relatively slow and clunky gameplay (kind of similar to classic Tomb Raider games). Colorful, cute and simple.
    • Kao the Kangaroo (Dreamcast, PC) - series very similar to Croc though might feel a bit less polished at times. Don't really care about the sequel even though it's not a bad game.
    • Parasite Eve (PSX) - JRPG set in 1990's New York. Interesting combat system focused on guns and positioning, great art and fun story.
    • Gothic I & II (PC) - German RPGs with a unique atmosphere and world. Surprisingly open-ended with some of its quests. Has an unusual keyboard-centric control scheme.
    • Sheep (Mac OS, PC) - game about herding sheep through various wacky levels. Lots of humor.
    • Metal Wolf Chaos (Xbox) - crazy story about an American president fighting FOR DEMOCRACY in a mech suit, created by From Soft. Has modern ports for PC, PS4 and Xbox One.
    • Oni (Mac OS, PC, PS2) - the best Ghost in the Shell game without actually being one*. Third person action with a great melee combat, big empty levels and rough difficulty spikes. Has a community made "Anniversary Edition" with fixes and access to mods.

    * I haven't played all of the GitS games to back that up.

  • What's your favourite era for video games?
  • Nothing wrong with that.

    The ability to play all that old stuff is a thing of beauty and seems to be getting stronger, both in practice and as a general concept within the industry, with each passing year. It's great!

  • What's your favourite era for video games?
  • Probably fifth and sixth gens (PSX-PS2 era), for three reasons:

    • graphics - there's something about art styles used at the time that aged surprisingly well and is just pleasant to look at, even compared to later games.
    • variety - both gens were filled with mid budget titles trying out new, often weird ideas that didn't always work but can be really interesting even to this day (as long as you can overcome jank usually present there).
    • (least important point) there's a lower chance I'll find games from this era to be too old-school for me. I have a high tolerance to old game design but I'm not immune to it. Sometimes there is such thing as "too old" and that's alright.
  • Microsoft Closes Redfall Developer Arkane Austin, Hi-Fi Rush Developer Tango Gameworks, and More in Devastating Cuts at Bethesda
    www.ign.com Microsoft Closes Redfall Developer Arkane Austin, Hi-Fi Rush Developer Tango Gameworks, and More in Devastating Cuts at Bethesda - IGN

    Microsoft has closed a number of Bethesda studios, including Redfall maker Arkane Austin, Hi-Fi Rush developer Tango Gameworks, and more in devastating cuts at Bethesda, IGN can confirm.

    Microsoft Closes Redfall Developer Arkane Austin, Hi-Fi Rush Developer Tango Gameworks, and More in Devastating Cuts at Bethesda - IGN

    Affected devs:

    • Arkane Austin (closed)
    • Tango Gameworks (closed)
    • Alpha Dog Studios (closed)
    • Roundhouse Games (absorbed into ZeniMax Online Studios)

    > These changes are grounded in prioritizing high-impact titles and further investing in Bethesda’s portfolio of blockbuster games and beloved worlds which you have nurtured over many decades.

    83
    UK Government Response to the Stop Killing Games Petition
  • Because that's what it is. I think some of it might have to do with the limited content of the petition itself (a pretty short description about "customers being robbed" without any broader ideas suggested by the campaign) and some with the fact they get plenty of petitions so the first reaction is to stick with what's already there. That's my guess at least.

    I hope that if this petition reached 100k signatures and went to a parliamentary hearing there could be a chance for a more nuanced presentation of the topic but who knows, maybe I'm just being naive.

  • UK Government Response to the Stop Killing Games Petition
    petition.parliament.uk Petition: Require videogame publishers to keep games they have sold in a working state

    Require publishers to leave videogames (and related game assets / features) they have sold to customers in a reasonably working state when support ends, so that no further intervention whatsoever is necessary for the game to function, as a statutory consumer right.

    Petition: Require videogame publishers to keep games they have sold in a working state

    >The Government recognises recent concerns raised by video games users regarding the long-term operability of purchased products. > >Consumers should be aware that there is no requirement in UK law compelling software companies and providers to support older versions of their operating systems, software or connected products. There may be occasions where companies make commercial decisions based on the high running costs of maintaining older servers for video games that have declining user bases. However, video games sellers must comply with existing consumer law, including the Consumer Rights Act 2015 (CRA) and the Consumer Protection from Unfair Trading Regulations 2008 (CPRs). > >The CPRs require information to consumers to be clear and correct, and prohibit commercial practices which through false information or misleading omissions cause the average consumer to make a different choice, for example, to purchase goods or services they would not otherwise have purchased. The regulations prohibit commercial practices which omit or hide information which the average consumer needs to make an informed choice, and prohibits traders from providing material information in an unclear, unintelligible, ambiguous or untimely manner. If consumers are led to believe that a game will remain playable indefinitely for certain systems, despite the end of physical support, the CPRs may require that the game remains technically feasible (for example, available offline) to play under those circumstances. > >The CPRs are enforced by Trading Standards and the Competition and Markets Authority. If consumers believe that there has been a breach of these regulations, they should report the matter in the first instance to the Citizens Advice consumer helpline on 0808 223 1133 (www.citizensadvice.org.uk). People living in Scotland should contact Advice Direct Scotland on 0808 164 6000 (www.consumeradvice.scot). Both helplines offer a free service advising consumers on their rights and how best to take their case forward. The helplines will refer complaints to Trading Standards services where appropriate. Consumers can also pursue private redress through the courts where a trader has provided misleading information on a product. > >The CRA gives consumers important rights when they make a contract with a trader for the supply of digital content. This includes requiring digital content to be of satisfactory quality, fit for a particular purpose and as described by the seller. It can be difficult and expensive for businesses to maintain dedicated support for old software, particularly if it needs to interact with modern hardware, apps and websites, but if software is being offered for sale that is not supported by the provider, then this should be made clear. > >If the digital content does not meet these quality rights, the consumer has the right to a repair or replacement of the digital content. If a repair or replacement is not possible, or does not fix the problem, then the consumer will be entitled to some money back or a price reduction which can be up to 100% of the cost of the digital content. These rights apply to intangible digital content like computer software or a PC game, as well as digital content in a tangible form like a physical copy of a video game. The CRA has a time limit of up to six years after a breach of contract during which a consumer can take legal action. > >The standards outlined above apply to digital content where there is a contractual right of the trader or a third party to modify or update the digital content. In practice, this means that a trader or third party can upgrade, fix, enhance and improve the features of digital content so long as it continues to match any description given by the trader and continues to conform with any pre-contract information including main characteristics, functionality and compatibility provided by the trader, unless varied by express agreement. > >Consumers should also be aware that while there is a statutory right for goods (including intangible digital content) to be of a satisfactory quality, that will only be breached if they are not of the standard which a reasonable person would consider to be satisfactory, taking into account circumstances including the price and any description given. For example, a manufacturer’s support for a mobile phone is likely to be withdrawn as they launch new models. It will remain usable but without, for example, security updates, and over time some app developers may decide to withdraw support. > >Department Culture, Media & Sport

    16
    [Depressed Nousagi] The VTuber Who Saved Hololive - The Story of Shirakami Fubuki
  • People give him shit for talking about people’s past personas.

    Sounds pretty reasonable considering most talents try to keep this stuff separated, dude should know better for being a "vtuber historian"... I'm just glad it wasn't as bad as what was reported early on.

  • [Depressed Nousagi] The VTuber Who Saved Hololive - The Story of Shirakami Fubuki
  • Isn't this the guy making videos talking about vtubers' real lives/previous activities and linking them to their current personas (something many of them specifically don't want)? Didn't he also have a Patreon exclusive content with some pretty specific (and gross) stuff?

    I thought he quit?

  • Skywind 2024: The Road So Far

    TL;DW: | Category | Progress | |-|-| | 2D art | 98% | | 3D Art | 85% | | Asset Implementation | 71% | | Level Design | 70% | | Navmesh | 60% (Exteriors), 44% (Interiors) | | Animation | 25% | | VFX | 70% | | SFX | 48% | | Music | 73% | | Voice Acting | 85% | | Filecutting | 83% | | VA Mastering | 5% | | Writing | 92% | | Quest Implementation | 72% | | QA | 30% |

    Plenty of interesting info in the video, with dive into each category on what's done and what's needed to finish them. Worth a watch.

    4
    How do you like to approach writing about games?
  • I'm one of those posting walls of text so I guess I'll throw in my thoughts on this.

    I tend to write down bullet points about stuff that pops out the most while playing - I jump between many different games all the times so it's a useful habit to avoid mixing my thoughts about them. I note these points shortly after play session (if I'm on my PC) or the next day (if I was playing on handheld in bed) and then expand on them after I'm done with the game.

    Since I don't really have anyone to talk about older titles my write ups tend to be on the longer side and read more like a draft than a thought out summary. My desire to include as much info as I can also doesn't help with this issue. Lots of thoughts + no way to filter them through a third party + limited time do not make for a sensible process.

    In the end, I just want to let people know about the weird jank I play. Bad and mediocre games need love too!

  • Ghost in the Shell: Stand Alone Complex - Cavia's Magic at Full Display
  • You're absolutely right about the dialog and I'm not sure why I forgot to include it in my post - that's a pretty stupid decision on dev's part, especially since there's enough downtime that could be used for that purpose instead.

    While mission design is pretty linear I never really found it to be a huge issue. It might be because I never expected any openness to begin with so anytime there was an option to avoid full-on combat seemed like a nice surprise. It doesn't help that there isn't much room for experimentation since enemies can be really deadly at times.

    It's definitely not a game for everyone and I can understand why you bounced off of it. I've been molded by jank so my tolerance to many of game's issues is rather high. Or maybe I just have a soft spot for mediocre titles - I seem to drift towards them more than to polished, high-budget games.

  • Ghost in the Shell: Stand Alone Complex - Cavia's Magic at Full Display

    TL;DR: Mediocre and flawed game, still had fun. ***

    Ghost in the Shell: Stand Alone Complex is a PS2 action game developed by Cavia. Those familiar with that name might already know what to expect and those who don't... let's just say this studio isn't known for their masterpieces.

    Post doesn't contain spoilers.

    Story

    Story was written with the help of staff from Production I.G, studio responsible for Ghost in the Shell anime (and many other series), and feels like an alright secondary arc from the SAC show - not an original one mind you, but still floating around some of the themes tackled there.

    Beyond the lack of originality it also suffers from how it is presented: each stage starts with an audio briefing, followed by a short cutscene and another call after loading into the stage proper. It's not a great system and it feels like a budgetary restriction rather than anything else however it still a part of the game and affects how it's received.

    All in all, it's nothing mind blowing but decent enough.

    Gameplay

    As mentioned before, GitS: SAC is an action game - it has shooting, melee combat and platforming, with most of the play time focused on the first one.

    Control scheme is weird and unintuitive for anyone used to playing modern action games with homogenized button layouts but it's not unplayable or even a huge problem once you get used to it.

    Movement feels rather stiff but not painfully so. It suffers from janky and limited animations that not only look dated but also unpolished at times.

    Jumping is a bit floaty which might make the platforming sections a bit more challenging than they should be. I didn't have too many issues with that (except in like two places focused on wall jumping) but I've seen people struggle with those parts so I guess it's worth a mention.

    There's a dodge move but it's kind of useless - Major does cool acrobatic jumps that look good (the only good animations in the game) but also makes the camera focus on her and follow her movement which can lead to losing track of an enemy you're trying to avoid. Batou does a slow dive that neither protects him from damage nor moves you far enough to scatter away from danger.

    Shooting doesn't provide a lot of "oomph" and can feel a bit bullet spongy depending on where you aim (there is a damage multiplier depending on body parts, even for mechanical units).

    You have access to two weapons and up to three gadgets at once - gadgets use melee button to throw so you have to switch between them and unarmed attacks. It's easy to blow yourself up if you're not careful.

    One big issue here is bad camera control - it's slow and feels sticky in a way that makes smooth aiming almost impossible. I'm not sure if it's just a screw up or an attempt at some kind of auto-aim/target-snapping but it's not great.

    Melee is pretty limited, with just a few basic attacks flowing into a simple combo. It's also pretty situational as running head first into a group of enemies can be extremely deadly.

    There's also a simple hacking minigame which allows you to take over an enemy for 20-30 seconds. It's not particularly useful but can help with killing few enemies if you're fast enough.

    All those elements are pretty basic in a way familiar to anyone experienced with budget titles from that era. They work well enough to not be a chore or make the game unplayable. Not only that, I had a decent amount of fun throughout.

    Graphics

    Surprisingly decent. While some of the interior locations can feel samey at times there's also a decent amount of nice looking vistas and backgrounds

    Two playable characters, Major and Batou, look good. I wasn't entirely sold on Major's design initially but ended up liking it quite a lot (especially when equipped with a "stun unit" which gives her big Shadow the Hedgehog shoes). Batou looks pretty close to his anime version.

    Enemies have distinct designs that let you know what's you're going to deal with - as long as you can see them that is. The big problem with enemies is a stupidly short draw distance which can lead to situations where you end up shooting into an empty space because the reticle turned red.

    As mentioned before, animations are very limited. Most of them look like placeholders rather than an intended end result. The only exception for this is Major's air ballet when dodging - these moves feel like the only set animators spent some actual time on.

    Finally, there are prerendered cutscenes. They appear at the beginning of every stage and are quite good - both from graphical and composition standpoints. They're also pretty short so we don't get to watch much of them.

    Sound

    Music is a mixed bag. Some tracks sound a bit GitS-like (without reaching the quality of anime unfortunately), some (mainly combat ones) can be a bit repetitive and dull. None of them got on my nerves so at least there's that.

    Characters are voiced by their anime VAs which is neat. Their performances are alright if a little flat - that might be because of the direction or due to the fact I'm more familiar with the JP cast of GitS, not sure about that one. They're good enough for the most part.

    What's not good enough? Tachikomas. I like those muppets both in English and Japanese versions of the anime, here on the other hand they went a little too far into the annoying and silly aspects of their characterization.

    There's not much to write about the sound effects - they're about what you'd expect from a mediocre shooter from that era. They neither break nor enhance the experience in any significant way.

    Summary

    I didn't have high expectations starting this game. I've seen plenty of opinions about it being "not great" to say the least and knowing the devs behind the project didn't do much to alleviate my worries.

    Despite all the jank, mediocrity and a couple of frustrating sections (mainly focused on wall jumping) I had a surprising amount of fun. It wasn't a fantastic experience I'll remember for the rest of my life but it was enjoyable enough I managed to stick with it to the end - that's more than I can say about some of the critically acclaimed classics in my library.

    2
    Idol Showdown Next Fes: Ninomae Ina'Nis Debut Trailer

    Bonus trailer showing off new mechanics, moves and bosses coming with the Next Fes update.

    0
    The "Stop Killing Games" Australian Petition is Live
  • It's the question of both though - sure, game preservation aspect is important but it would also be nice for the law to catch up to technology and decide whether companies should have the right to remove your ability to use the product you bought.

    If the law would go through in the way envisioned by the campaign, games should be designed and developed in a way that releasing a patch/server software should be possible even for a company at the verge of closing. We're not talking about creating these releases at the last moment but baking their creation into the development process from the start.

    At the end of the day all the possible solutions proposed by the campaign are just ideas to give lawmakers some kind of starting point. If this goes anywhere it'll be debated and decided upon by people with far more law and customer protection knowledge than anyone involved in the campaign itself. The important part right now is to bring the issue to someone willing to look into it.

  • The "Stop Killing Games" Australian Petition is Live
  • Fair enough. My experience is mostly tied to companies where even shutting down would be run through a process of sunsetting all projects and tying up as many loose ends as possible before that so my perspective might be a bit skewed.

    I can see this being an issue for a small or indie developer but something like Embracer Group shouldn't have any leeway in that regard - they could absolutely afford keeping a studio (at least a skeleton crew) long enough to release a single server package/patch.

  • The "Stop Killing Games" Australian Petition is Live

    Just like the UK variant, this is an official government petition to look into the issue. Unlike the UK variant, the only signature threshold is 50 signatures - that said, more is better in this case.

    Deadline: 20 May 2024

    Here’s the Stop Killing Games campaign site for those unaware or not from Australia.

    31
    Palestinian Relief Bundle by ghosthunter and 358 others
    itch.io Palestinian Relief Bundle by ghosthunter and 358 others

    Palestinian Relief Bundle: 373 items for $8.00

    > All proceeds from the Palestinian Relief indie bundle will be donated to the PCRF (Palestine Children's Relief Fund).

    Not sure if we're allowed to post special bundles like this so feel free to bonk me mods.

    6
    Drakengard 3 - It's Trash, I Love It

    I've been trying to finish this write-up for a while now but due to the combination of limited time and constantly changing thoughts about the game it was a rather difficult process. It should be good enough to communicate my feelings about D3 but get ready for a wall of text, lots of rambling and rough edges - sorry about that.

    Post doesn't contain any spoilers.

    Intro

    Drakengard is a difficult series to write about. None of the entries is objectively good as actual game and yet they can provide a type of experience that's still rare to this day.

    I finished replaying Drakengard 3 some time ago, years after I engaged with it in any form beyond listening to the OST. It has been long enough I managed to forget A LOT (pretty much all of routes B & C as well as some other parts of the game). To some extent this playthrough felt like I was going through this story for the first time and that was probably the best case scenario I could think of before doing it.

    I decided to play the game on my Steam Deck - both to see how well it would run and because it was an a great way to put in a session right before sleep. The good news is, game runs surprisingly well. Outside a few specific situations game held pretty stable 30FPS and felt better than the OG experience. Another benefit came from the small screen as it helped mask some of the less impressive visuals - hell, I was surprised how pretty the game could look in motion at times.

    One caveat however was the batter life - 2-2.5 hours depending on the load. It's understandable and worked out pretty well for me (again, I was doing these sessions right before sleep) but seeing such results is never particularly fun on a portable device.

    Gameplay

    Let's get the easy part out of the way - mediocre gameplay. It's neither revolutionary nor complete trash and works well enough for what it is. The biggest issue I had with it stems from the amount of worthless combat encounters used as pure padding.

    I'm not sure how much of said padding and reuse of assets comes down to the budget or the studio itself but I feel like game would improve a lot just by making a proper balance pass to cut down on some of the tedium. It wouldn't be a masterpiece but it would make the grind less of an issue.

    I initially wrote a paragraph about a limited enemy variety but after going over them again it's not actually that bad. The problem with that however lays with the fact that despite a decent number of enemy types, good chunk of them feels pretty similar during gameplay. It's kind of impressive.

    If you heard about this game before you probably know about the final boss. It's infamous for being unfair and kind of disrespectful towards the player (it's an 8 minute sequence with disorienting camera, 1HP and no checkpoints) but I ended up loving it. Mostly anyway.

    I appreciate the general concept of the fight as well as the gameplay change (it's pretty simple and fun if you know how to deal with purposefully confusing elements) - at the same time, I think the parts specifically intended to make you fail (especially at the very end of the fight) are bullshit and should never make it into the final product.

    It could've been a special moment to wrap up the game but ended up feeling mean spirited towards everyone who dared to stick with it until the finale.

    Story

    Drakengard 3 turned out to be both worse and just as good as expected. While the main story is solid, most of it is dumped right at the end of the game with rest of the playtime focused on side branches that don't really do much beyond showing "well, this timeline is screwed in a new way, oh well". This is a pretty big issue with writing as over all, not much happens in this story compared to other titles.

    There are some pretty neat nods and setups to other games - not important to this game's story but I found them to be interesting additions nonetheless.

    The finale and some of the major moments can hit pretty hard is you're invested however that doesn't excuse the amount of inconsequential stuff happening along the way.

    Another problem lays with humor - it's juvenile and rather one note. If you like or at least can tolerate it that's fine but this will be a big turn off to a lot of people. Even ones interested in Taro's other works. It's not all bad and there are some genuinely funny moments but these were a minority for me.

    Characters

    Main characters, Zero and her sisters, are interesting. They all start pretty archetypal but they do have their own stuff going on beyond this initial impression. Unfortunately, some of that info is locked behind DLC and outside media (which varies in quality apparently).

    Additionally, there's the issue of localization. It's not terrible but it does change some of the characters in pretty significant ways - the most glaring example being Zero, our MC. Her JP persona is more mature and calm with a sense of guilt, EN version on the other hand feels more like an angry asshole (though she does have her moments).

    I also really love Maaya Uchida as Zero - she did a great job with her role and might be one of my favorite performances in Taro-verse. EN voices in general didn't fully hit the mark for me to be honest. Some of that comes down to the script and some to VA direction - not great, not terrible, just like the rest of the game.

    Side characters, the disciples, are pretty one note - mostly focused on a single trait, related to horny stuff. There is some character development along the way but most of it is relegated to later parts of the game and gets partially reset with each branch.

    Mikhail, our dragon, can be hit or miss for people. I get why he is how he is and liked him from the beginning but I can see why others would be annoyed with him. He's a good baby.

    Music

    Not much to say about this, it's good. Good enough that I keep listening to it whenever my mind gets stuck thinking about the series.

    Boss themes are fast and energetic, calm and somber songs carry their atmosphere perfectly and generic combat music is memorable enough I ended up humming alongside it during stages. Some of the songs could easily fit on Nier soundtrack (either game).

    There's also an amazingly haunting version of an ending theme from the original game - now even better than before!

    Summary

    All in all I'm a bit on the fence about Drakengard 3. It has really strong concepts as well as fun and enjoyable moments. It also has a lot of problems with writing, gameplay and technical execution. It can be janky. It can be frustrating. It can be straight up embarrassing at times.

    It can be a real gem if you're able to get over its issues. It can be an frustrating mess if you can't.

    This game is trash and yet, for some reason, I still love it.

    14
    SCHiM - Release Date Trailer

    Release date: 2024-07-18

    Available on:

    1
    The "Stop Killing Games" UK Petition is Live
    petition.parliament.uk Petition: Require videogame publishers to keep games they have sold in a working state

    Require publishers to leave videogames (and related game assets / features) they have sold to customers in a reasonably working state when support ends, so that no further intervention whatsoever is necessary for the game to function, as a statutory consumer right.

    Petition: Require videogame publishers to keep games they have sold in a working state

    For those wondering, this is an official government petition with two signature tresholds:

    • 10,000 signatures: government will respond to this petition
    • 100,000 signatures: this petition will be considered for debate in Parliament

    Deadline: 16 October 2024

    Here's the Stop Killing Games campaign site for those unaware or not from UK.

    7
    [Mod] Fallout London - Next-Gen Update Announcement

    Thought some people might be interested and waiting for the mod.

    TL;DW:

    • it was suppose to come out two days before the announced release date of next-gen update for Fallout 4
    • mod release is on hold until all the systems affected by the update can be fixed
    • some of the fixes depend on the mod team, some on other devs (ex. F4SE team)
    • team hoped to put the mod on consoles but won't be able to due to size (around 30-40GB)
    • for the same reason it won't be available on Nexus mods
    • they managed to work out the hosting issues with the help from GOG
    • team hopes to make the mod standalone but that depends on communication with Bethesda
    4
    Widelands 1.2 Released

    Widelands is a Settlers II inspired RTS with single and multiplayer modes. It has Windows, Mac and Linux builds.

    Release highlights:

    • UI Plugins support
    • Naval Warfare preview
    • Soldier garrisons for ports and headquarters
    • Balancing changes to the Amazon economy
    • Fifth scenario for the Frisian campaign
    • More settings in the game setup screen
    • Diplomacy handling for the computer players
    • Stick pinned notes onto map fields to mark important points
    • Hyperlinks let you navigate within the encyclopedia and to the online help
    • Easy maps publishing inside the editor
    • High-resolution images for many more units
    • Accessibility enhancements for many user interface components
    • Expose more functionality to the add-ons and scenario scripting interface
    • Fixed many crashes and hangs and enhanced error handling
    2
    Introducing: NIGHTMARE KART

    Bloodborne Kart is coming back under a new name!

    Relase date: 2024-05-31

    Features:

    • 20 Racers!
    • 16 Maps!
    • Legally distinct!
    • Full campaign mode w boss fights!
    • VS Battle mode!

    Game will be available for free, on Steam and itch.io (no public game pages for now).

    0
    Steam :: Introducing Steam Families
    steamcommunity.com Steam :: Steam News :: Introducing Steam Families

    Hello! We are excited to announce Steam Families, available today in the Steam Beta Client. Steam Families is a collection of new and existing family-related features. It replaces both Steam Family Sharing and Steam Family View, giving you a single location to manage which games your family can acce...

    Steam :: Steam News :: Introducing Steam Families

    Valve announced a replacement feature for both Family Sharing and Family View. Currently in beta.

    Features:

    • up to 5 members
    • game sharing
    • parental controls
      • allow access to appropriate games
      • restrict access to the Steam Store, Community or Friends Chat
      • set playtime limits (hourly/daily)
      • view playtime reports
      • approve or deny requests from child accounts for additional playtime or feature access (temporary or permanent)
      • recover a child's account if they lost their password
    • child purchase requests
    176
    Holo X Break - Full Trailer

    Release date: 2024-03-29

    Steam page

    1
    Phantom Fury - Release Date Announcement Trailer

    Release date: 2024-04-23

    7
    InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)ES
    Essence_of_Meh @lemmy.world

    Don't Think, Just Jam

    Posts 72
    Comments 142