Don’t Think, Just Jam

I started a screenshot album for my virtual adventures. Check it out if you’d like.

  • 19 Posts
  • 22 Comments
Joined 2 years ago
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Cake day: November 25th, 2023

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  • Rocketbirds: Hardboiled Chicken

    It’s a side-scroller about (kinda sorta) American chicken fighting against Russian/North Korean/Nazi penguins and cloned chickens.

    First impressions? It does not handle ultrawide resolution well. Even switching to 1920x1080 left me with a slightly cut off image because it just zoomed everything in to fill the screen. I had to play in windowed mode if I wanted to see the UI elements (inconsistent button selection when using mouse didn’t change even then unfortunately). Not a great start.

    While cutscenes and music are pretty good, the in-game presentation is… unique? I was initially rather mixed on it because the game combines 2 slightly different art style (simple for characters and items, more detailed for backgrounds) but I got used to it eventually.

    Gameplay is also alright. It has jumpy-shooty sections, with bullet spongy enemies who like to surprise you on screen change and can juggle you with shots to death. The worst example of this is the final boss who has huge health bar, surprise attacks on screen change, directional shield and lesser mobs showing up throughout the fight. It also has no music for some reason.
    Besides that there are also neat flying sections with not so neat camera. They serve as a nice palette cleanser between longer on-foot sections while being short enough to not get annoying.

    Going back to music for a moment, it has an unfortunate problem - combat tracks reset every time you start an encounter, regardless of how brief pause was since the last one. You can move between screens, combat music still fading out, and the moment enemies show up the track will start from scratch instead of picking up again. Heck, during one of the last flying segments it can even reset between waves of enemies!

    It’s a decent game and I warmed up to it as I played but the minor annoyances did prevent it from ever feeling great. It’s also pretty short, with story taking about 3 hours to complete so it’s hard for it to outstay its welcome anyway.

    DiRT Rally

    I’m back at the state where I’m not really in a mood to play anything. I thought about starting Neverwinter Nights but I’m not sure about playing such a long game at the moment so I’ve been faffing around with couple different titles.

    After spending hours in Colin McRae Rally 04, getting used to driving in this game is a little tricky. I’m sure I’ll be able to do it if my mind goblins let me stick with the game for a while but the transition is a little rough. Good thing there’s a bunch of gameplay settings to make it smoother.

    I don’t have much to write about yet since I just started playing. I hope it goes well and keeps me occupied for a bit.




  • Gothic

    First clear of 2026! Gothic is a game I played many times in the past but never really finished - until now. It still plays and feels really good and I’m pretty happy with it for the most part, I did however completely forgot how unfinished it is. Very limited side content which doesn’t really expand past chapter 2, a bunch of partially implemented or just empty areas, characters that seem like they should have something going on with them. There’s a lot but it didn’t really affect my enjoyment.

    I played the game using OpenGothic, project technically focused on Gothic 2 Night of the Raven but it does support the first game as a bonus. Having the ability to play natively on Linux is pretty cool and the whole thing was rather promising early on but the longer I played the more issues cropped up. Some of the problems I’ve encountered include:

    • Missing visual effects (barrier) and minor rendering issues (mostly water, especially waterfalls).
    • Forests feel less threatening due to longer draw distance and lighter ambiance inside.
    • Static rivers - when swimming in rivers in the original water current moves player appropriately, this isn’t the case in OpenGothic.
    • Some quests end without removing brought quest items.
    • Rare quest trigger/advancement issues, ability to trigger things out of order.
    • Various NPC problems, including:
      • Enemies wouldn’t loot player if won in combat (fixed with the latest release).
      • Enemy combat AI can be really wonky.
      • Two-handed weapons are stowed sideways on NPC’s backs (introduced in the latest release).
      • Female characters keep spinning in place.
    • Not really a problem but I don’t really care for the updated visuals and feel they take away from the art style at times.

    I’m not sure how many of these have to do with OpenGothic in general and what’s the fault of me playing G1 rather than 2 (as I said, support for the first games is just a bonus). I’m sure some of them were also present in the original but I don’t remember enough from G1 to pick them out. Thankfully, none of these problems were game breaking but I think I’ll play Gothic 2 the normal way (whenever that happens).

    All in all, it was a fun ride but it also reminded me why I spent waaaay more time with the second game in the past.

    Short follow-up to last week's recap

    After writing my end of the year recap I thought it could be fun to try and come up with the first completion date for as many games in my library as I can. I have a spreadsheet with all of them already so all that was left is to try and figure out the dates. It was easy with some and harder with others but I managed to come up with results for 151 games, with the oldest completion date going as far back as 2003.

    Why bother? It’ll make another recap easier to write, simple as that. I also like organising things so the process was fun in its own way and gave me a chance to look back at my gaming habits throughout the years.







  • I think posting can wait when set against real life (still, nice to have the thread), hope things went well.

    Shadowrun: Dragonfall

    I finished the game. As a whole it’s a better experience than the previous title, with slightly more interesting writing (both are great), better balance and an expanded format of acting as a shadowrunner. There’s only one issue that really affected my enjoyment throughout and that’s the amount of large combat scenarios (waves or rooms with 10+ enemies attacking at the same time). They weren’t a majority thankfully, but they were common enough to get a little tiring, to say the least.

    I like Shadowrun in its small scale and more personal form, anything big (important jobs with tons of enemies, epic stakes) and I lose interest pretty quickly. I don’t know why games feel the need to end with saving the world or equally important scenarios but it’s the most boring direction a story can go for me at this point. Dragonfall did manage to put a reasonably interesting spin on that at least and I think it did it slightly better than Returns so kudos for that at least.

    I loved the side character story arcs - small, personal, some more tragic, other ending happily. Advancing them after every run was one of my favourite parts of the game. I wish such mundane and unimportant story beats played a bigger part in RPGs in general.

    After finishing two games I think I’m ready to say I really like this series, WAY MORE than I ever expected to. I had some reservations initially, both due to the setting (not because the idea is bad, I just wasn’t feeling it) and jumping in after a long break from isometric RPGs but these games managed to win me over.
    I just wish they had more unofficial content. All I have left is Hong-Kong (with its DLC campaign) and 2 user campaigns for Dragonfall (one of them being a remake of the SNES Shadowrun) - once that’s done I’m out of modules. Cant’s say I’m looking forward to that moment.

    A.W.O.L.

    It’s an indie tactical(ish) FPS made in EDuke32 engine. It has decently feeling and sounding weapons with really nice sprite work, nine levels (of varying quality) and unique hand drawn cutscenes.

    Game aims for a more grounded approach, with relatively low health, reloading, aim-down-sights mechanic and 4 weapon limit. Oh, there’s also localised damage system for enemies (well… head shots), simple squad mechanic (with voice acting for combat barks!) and a stealth system.

    Enemies are rather brain dead and have trouble aiming when approached from slightly elevated position - they can still tear through your health if you’re not careful though. Levels are a mixed bag, some parts look pretty good, some are a bit undercooked (simple design, broken lighting on certain models, occasional lack of skybox etc). Heck, one of them might cause some Max Payne’s nightmare level related PTSD flare ups due to its design and pixel perfect platforming. On a more positive note, various map elements have pretty cool damage effects, you can really see the your handiwork after more chaotic encounters.

    Outside cutscenes some story segments are displayed as dialogue boxes at the bottom of the screen. Unfortunately, these disappear pretty quickly which paired with their tendency to show up in the middle of the action make them easy to miss. It might not be the best story ever but it would be nice to have a chance to enjoy it.

    It’s a neat if amateurish project but it’s fun enough way to spend 3-4 hours with. If anyone’s curious about the game it’s free on Steam.

    2025 Recap

    It’s the final thread of the year so I thought I’d write a short recap. I managed to finish 16 games (that I properly remember) last year, 9 of which were bought this year - I was thinking this kinda puts a dent in the idea of backlog clearing but regardless of their tenure on my “to play” list, the end result is still better than the last few years combined. Backlog is shrinking, if only a little.

    Anyway, here are the games I finished in 2025:

    • A.W.O.L.
    • Ace Combat 7
    • Ace Combat Zero
    • Ghost in the Shell: Stand Alone Complex
    • Halo 1-4, ODST & Reach
    • Leisure Suit Larry: Reloaded
    • Project Wingman + Frontline 59 DLC
    • Sam & Max Hit the Road
    • Shadowrun Returns
    • Shadowrun: Dragonfall
    • Umurangi Generation + DLC

    There were also other things like visual novels (if you’re interested in those feel free to join us in the !visualnovels@ani.social community) and some smaller indie titles whose names escape me at the moment. All in all a pretty decent number, I’d say.

    Can I beat it next year? Probably not but I’ll give it a shot. There are still a lot of titles waiting for their turn so even this pace means a few years of work just to get through everything. I’ll be happy as long as I can finish the year with a slightly shorter backlog than I started it with.







  • Antichamber

    Decided to give it another shot (third or fourth so far), ended as usual - played through about half of the game and got stuck. I’m obviously missing some logic here but things just aren’t coming together, no matter what I try.

    Oh well, see you again in another year or two.

    Shadowrun: Dragonfall

    I wasn’t really planning on playing it right after Returns (don’t want to burn myself on the series or play style) and mostly installed it to see the difference between the two. Started playing anyway.

    I like it so far. I miss being a solo in a new place and the new hub doesn’t feel as cosy as the Seamstress Union but it isn’t bad. Having a proper story related team does make things different enough to keep things interesting. Tone of the writing is pretty different, more “standoffish” and grey than in the first game.

    I wasn’t full sold on the updated UI initially but it managed to win me over. I do however have way more issues with miss-clicks in this game. I’m not sure exactly why and while I recognise that it’s my own fault it didn’t make the resulting consequences any more painful unfortunately.
    Enemy encounters seem to be a bit more balanced than in the first one and everything feels like an improvement for the most part. That said, there are some scenarios that were… not exactly unfair but definitely weren’t as fun as the rest of the game. It’s fine when there’s an option to scatter and run but that’s not always possible and it did end up affecting my enjoyment at times.

    Besides starting the base campaign I also looked into unofficial modules. I’d be lying if I said I wasn’t a bit disappointed by my research (there’s only handful of them and most are unfinished) but I did find 2 that might tide me over if I want more after finishing the story. I’ll take what I can get at this point.

    So far so good, I’d say. There are some things that turned out better than in Returns and some that don’t really hit the mark but as a whole it’s a pretty good follow up to the first game. I can only hope it sticks the landing as well.



  • Scale doesn’t mean much if it’s not filled with meaningful content - CIG has yet to prove they’re capable of doing that. Same with those monster ships - what we currently have are capitals that should require a crew but can be flown solo while still being a threat and providing area denial. Until that changes, talking about clans running ships is just a fairytale. Besides, Bengal was confirmed as a playable ship in 2013, big ships happening wasn’t unexpected.

    And since you brought up flight… I REALLY don’t like what Yogi and his team are doing with that so that’s not exactly a positive for me. Yes we can fly everywhere, too bad it’s becoming less and less interesting experience with every iteration. The “full physics” is something we already had in the past, only to be thrown out and replaced with more gamified versions as time went by. Was it perfect? No, of course not but it was way more interesting than what we currently have.

    Don’t take me wrong, tech side is cool and I’ll be happy if anything worthwhile comes out of this increase in scale. On the actual game design (and UI, and missions and…) front however CIGs efforts leave a lot to be desired. Tech on its own won’t make the game worth playing - not long term anyway.


  • We have different understanding of the term then. I always saw beta as the whole testing and bug fixing period after reaching content complete - considering Squadron’s campaign is suppose to be over 40 hour long, there’s plenty to test there.

    As for rapid progress… I guess? It’s also vastly scaled down compared to what was announced (not as an end point but the state things were going to release in) and years behind schedule so, you know, congrats on putting some of it in the game.

    Again, I’m just salty about how things are going (both in terms of schedule and direction of the game). If you’re happy with the progress, more power to you - majority of the player base doesn’t seem to mind so I guess they’re doing well enough with that.