![](https://lemmy.sdf.org/pictrs/image/383a0960-a6b3-46d5-9fa8-ca78323115fb.png)
![](https://lemmy.ml/pictrs/image/8nN0qtLEOJ.png)
It lists several subsidiary offices, including Russian, Armenian, Swedish, British, Belorussian, and Portuguese branches. It’s still headquartered in the United States.
It lists several subsidiary offices, including Russian, Armenian, Swedish, British, Belorussian, and Portuguese branches. It’s still headquartered in the United States.
Source? According to Wikipedia they’re American.
Not sure how they’re planning to compete with the price of the lower end Steam Decks with those specs…
Nice to see ULWGL pick up steam so quickly, figuring out the right version of Proton to run outside Steam has always been kinda weird and fiddly. Name really sucks ass though.
JC’s story was finished, Jensen’s wasn’t.
I don’t play AAA games (and haven’t played an ND game since Jak 3) so I don’t have a horse in the Naughty Dog race, but Druckmann’s take on “fun” was a valid one. A work of art can be engaging and emotionally impactful even if it isn’t “fun”, and sometimes evaluating a game based on whether testers are, in their own opinion, “having fun” is counterproductive. Is Papers, Please fun? Is Kentucky Route Zero? Is To The Moon? Hell, what would a tester say if you asked them if they were having fun after spending an hour with Disco Elysium?
Either way, you can hate the game and its plot, but to call TLOU2 shovelware is genuinely deranged. When’s the last time you played an actual shovelware release?
I’ve heard TLOU called many things, but shovelware is a new one.
I suppose I’d prefer if short games weren’t overly expensive, but I never liked the hours per dollar thing. I don’t like replaying games. I’d rather buy six two-hour indie games for ten dollars each and have each one be at least somewhat unique and engaging, than spend 60 on a sprawling hundred hour AAA game filled mostly with repetition and busywork. Life’s too short for that, you know?
The article actually addresses this, but I feel “indie games bubble” is simply too broad a term. Is there a medium-high budget indie game bubble? Maybe. But can indie games in general even have a bubble? Fuckloads of indie games are passion projects, or made from crowdfunding money, or otherwise not based around the idea that they have to be the “product” of a sustainable business, making the whole idea of a “bubble” pointless. If the bubble pops, will itch indies stop making games? Will passionate solo devs languishing at double digit Steam review numbers stop releasing games? I don’t think they will.
I believe Apex Legends and Call of Duty do, but I’m not sure. There are probably lists of them online somewhere.
Weak/no auto aim? Depends on the game you’re playing, but I imagine CSGO doesn’t have any. Maybe you could find a different shooter that accommodates joystick use?
I feel like I’ve heard this “it’s different this time guys, we swear” spiel about every Ubisoft game in the past five years. Hard to believe or care at this point.
A person said they’re looking for a podcast that’s not right wing, you told them that what they want is bad, and then you were surprised to see people react negatively? I’m not going to trawl through your comments to find the exchange, but based on your own description it’s pretty clear why they felt antagonised…
I love when games use as few invisible walls as possible, and don’t stop you from exploring weird places or even out of bounds. There doesn’t even have to be a reward, just the feeling of getting somewhere where you’re not supposed to be is enough. Ultrakill and Anodyne 2 both do this really well.
I also love rich, responsive, low-restriction movement mechanics, which kinda ties in with the first point. I love when games let me chain all sorts of moves together for wild bullshit midair acrobatics, zipping and bouncing and flinging myself all over the place constantly. Good examples are Ultrakill, Pseudoregalia, Sally Can’t Sleep, and Cruelty Squad. On the flipside, Demon Turf is a game I hated and dropped quickly because of how artificially and pointlessly limited the movement felt.
Hot take, but I actually love well implemented radial menus on PC. When games bother to reset your cursor to the centre of the circle you can just quickly flick the mouse in a certain direction to make your selection, which is faster than most other mouse menus and a lot more comfortable than trying to reach for the 9 key.
Out of interest, what platformers are you referencing here? I can’t think of any that are that punishing.
This might sound weird, but are you actually engaged with what you’re playing? Maybe you need to find some higher intensity games to keep your attention.
I don’t really get the obsession with backlogs. Are you actually enjoying the games at that point? Are you playing this game because you want to play it, or because it’s on your backlog and you want to be able to check it off the list and move on to the next thing - presumably, since your backlog is so big it warrants a guide - as quickly as possible? Just pick out a game you want to play and play it. Why spoil your own fun?
It’s quite common with Phoronix. Larabel’s running a committed and consistent open source news aggregator, but his English isn’t the best.