We both know it wasn’t even Che Guevara T-Shirt socialism. It was definitely “I think the nordic model is pretty cool” socialism.
Japan-based ML. Interests in privacy, tech, cybersecurity.
We both know it wasn’t even Che Guevara T-Shirt socialism. It was definitely “I think the nordic model is pretty cool” socialism.
the only viable left leaning political party in the US?
I might be misunderstanding you, so I apologize if that is the case, but if you are referring to the Democrats they are far from left leaning. They aren’t even center leaning.
You can’t even say they have a better track record than the Republicans. They bomb countries as much (or in recent years even more) than the Republicans. They advocate for wars. They fund ICE even more than the Republicans. They stand up just as much for reproductive rights (read: not at all). They just do all of it while waving a rainbow flag.
I really hope you meant the Greens or the CPUSA; which have their own issues but are certainly more left than either the Democrats or Republicans.
We never had blockbusters here, but our local equivalent is actually still doing quite well. I think streaming movies is more popular, but a lot of people go there to rent music CDs. Actually buying physical music albums is really expensive.
We still have Toys R Us too actually, I think it does pretty well here for the most part.
So I guess my answer defaults to Radioshack.
I’ve said before, but we need to stop making dystopian films/tv because it just gives them ideas.
Cancelling the US subscription is really hard, they actually charge you a premium for the cancellation service. I have been working on it for a while, but the customer service is just atrocious.
Totally fair. Particularly in survival horror where saves are explicitly limited to highten tension, that makes sense.
I am not the expert on the genre by any means, but would limiting invasions to “only other people on the same difficulty” just segregate the player base too much?
I have definitely heard that argument, and I understand it, but at the same time there are a good number of us who would just simply not play the game then.
I realise it is up to the devs who they want to make their game for, and I am probably not their target audience, but banging my head against a wall until I get through something doesn’t give me any kind of feeling of triumph when I manage it. I just feel frustrated. Whereas the soulslike games I have played where I could turn the difficulty down, I enjoyed way more.
I probably would group those into the Manamement/Tycoon genre. More economic than colony builders, but smaller scale than city builders.
The Two Point games are pretty good versions of those, if you light the more light-hearted atmosphere.
Should try Industrial Revolution 3. Electricitiy is like the third “tier” you get. You have to do burners for a while and then steam power where you are directly feeding steam into every machine.
I have a IR3 game going now, I am sitting around 20 hours with the first two science packs automated and just retooled my whole base around electricity.
Krastorio is probably still my favourite Factorio mod. It hits that sweet spot of complexity and new stuff for me. It’s the only mod I have finished to date. I loved the concept of Nullius, but the byproducts made my brain hurt.
K2 really does feel like Vanilla+, which is a good thing.
I would consider them a few different genres, but they are easily my favourite types of games these days. I cateogrize them in my steam list as below.
-Colony Builders: Games about building well, a colony, often from little to nothing. Often lots of You vs Environment friction, with the natural world. Tends to have a bit more focus on the individuals that comprise the colony. Examples: Rimworld (my favourite game of all time), Dwarf Fortress, Oxygen Not Included, Stranded Alien Dawn, Space Haven.
-City Builders: A bit broader in scope than a colony builder, working more on the macro level. Friction is often economic, sometimes adjusted with the natural world. Cities Skylines is kind of the prime exampe of this, but also games like Timberborn or Anno.
-Automation: Games about building a factory that…builds things automatically. Challenge tends to be logistical complexity but some games do feature combat as well. Factorio, Dyson Sphere Program (my personal favourite), Satisfactory, and Captain of Industry are the Four Horsemen of this genre to me. Techtonica is very early still but seems to have some promise as well.
For many of these games, there is a whole world of content to explore if you are interested in mods. Rimworld players regularly run hundreds of mods, my current game has about 350. Factorio has extensive overhaul mods that can take literally thousands of hours to finish in some cases (Py’s). Satisfactory has a surprisingly robust mod scene for an early access game too.
Finished what is available in Techtonica, so went back to Dyson Sphere Program for a bit to work on missing achievements. DSP is definitely my favourite of the Factory-Automation games at this point.
I still have a Factorio (Industrial Revolution 3) game going too, but am feeling DSP more at the moment right now.
I am kind of used to sometimes poking the bear on this one in particular. It’s what I personally dislike though, I don’t necessarily think they are badly designed. I totally get some people absolutely love that kind of thing in games, and I am glad they have games that scratch that itch. It’s just an instant turn-off for me though.
That said, I have never quite understood the people vehemently opposed to having a difficulty slider though; just keep it on hard and it’s literally no different.
Not a game I hear mentioned much, but man Secret World had so many great things going for it. The best quest design in a MMO* I have ever seen, and a really unique setting too. Shame it was managed so badly, in an alternate world where TSW took off and was still getting content updates, I would be thrilled.
*MMO-ish in Legends.
I feel save points themselves are becoming an increasingly archaic design choice. Just let us save anywhere, especially in a single player game. I think most people are just suspending games without expressly saving most of the time.
I am really conflicted on this, and I think there needs to be some balance or cost/reward. I mostly agree though.
An example I often use about this is in MMOs. WoW felt like a huge world, especially back in vanilla. You could fly end to end and never hit a loading screen, it felt awesome. If you gave me a map of Azeroth and asked me to label all the zones, I probably could. It’s moved a bit more to people teleporting place to place, but I still can fly end to end of a continent.
On the other hand, FFXIV is a series of maps with loading zones between all of them (a necessity because of the older console architecture, I understand) and teleports in every town. You never actually go end to end of Eorzea. If you gave me a map of Eorzea and asked me to label only the three majors cities on it, I doubt I could. It is definitely convenient to just be able to warp around place to place for a trivial amount of currency.
It takes a lot out of the feeling of “world” to just have a bunch of arbitrary areas, I admit. It’s a tough balancing act between player convenience and player immersion.
Hate:
-Real Time Timers: Think FF13 Lightning Returns. It doesn’t matter how many mechanics there are to alleviate the pressure, they make me so stressed out that I don’t enjoy playing the actual game.
-Unrepairable Durability Mechanics: I mean things like Breath of the Wild where you can use a weapon X times before it breaks with no way to repair it. I end up never wanting to use “my good weapon” and tryto beat entire games with a 2x4. If I can go to a vendor and repair my gear, I don’t mind as much.
-Superhard Games without difficulty options. Looking at you Soulsborne games; I appreciate that some people like a challenge, but I really think that whole genre would only benefit from giving the player options. I have noticed that seems to be getting more common though.
Love:
-Meaningful Choices: Not two dialogue options with the same end result, but things that shape either story or gameplay. This could be a major branching story choice OR something like a talent tree.
-Base Building: I like build base. It doesn’t have to be a city builder or strategy game (Though I absolutely love those), but I am a sucker for games including any degree of base building. It’s my favourite part of the XCom games as an example. Bonus if I have to make choices about my base, see previous point.
I wasn’t a massive XIV fan at the outset, but there has definitely been a trend in the game design I didn’t like as it moved towards later expansions. They continually moved away from any kind of player agency/customization, so everything is super homogenized now (or at least when I last played). I stopped around the end of Shadowbringers, never actually got into Endwalker content.
They used to have cross-class skills and things like that, so it really felt like a FF job system where you would play different classes to unlock skills for your main. I think any FF player should be pretty comfortable with that. They have since simplified that, which I am sure is great for newer players but I don’t really like it. Now, if I am a level 80 warrior I am exactly the same as every other level 80 warrior, except for the number next to my item level. That kind of customization is a big part of both MMOs and FFs for me, usually.
Killer soundtrack though, Soken does good work.
I am a ML and everything I have seen of Jenkem’s posting here makes me think they are probably a leftist.
We probably don’t agree on everything, but they’re no liberal.