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Video Games General

From the looks of things Duskbloods is continuing the experiment of applying the Souls-born playstyle to multi-player formats outside of summons/invasions started with Nightreign.


Well even if I was going to get Switch 2 Switch Harder that makes it a DOA for me then.

Thankfully Miyazaki-sensei confirmed that From Software is not following other, smoother brained companies in focusing only in multi-player only games.


Thankfully they're not completely insane.
 
Aw man, I was hoping it wasn't multiplayer only but I had a feeling it was.
Still from the interview it sounds less like Tarkov and more like Monster Hunter with PvP.

And if you want a funny ha-ha, the chat in the Nintendo Treehouse yesterday and today has been screams of Drop the Price.

Edit: And because we truly can't have nice things: Pre-orders for the Switch 2 have been delayed in the US while Nintendo of America assesses the impact of Trump's Tarrifs.
 
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It looks neat but I'm not going to hold my breath. Not only is there no release date but this is also the developer's first game it looks like. For an RTS? That has me leery.
 

View: https://www.youtube.com/watch?v=rTrPyMYdjJM
I'm kind of disappointing about the state of recent god-games.

Most tend to overemphasis on city management, rather than being a power-fantasy you have to earn from the worship of your followers. With the best example I can think of being VR exclusive.
 
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I was talking to someone on another forum about morality systems in games and it prompted a... I guess a premise for a video-game storyline?
This one is kind of a rant I guess, but not in a bad way. Talking about Fable specifically.

Fable 3 had a line about all the old heroes being wiped out by villagers rising up against them after the invention of firearms.

Make a scene like that playable. have a hero at the hero's college turn villain and burn a village or something and while the heroes college is talking about what to do about it 9and clearly signalling that they want to track him down and bring him to justice) the local townspeople decide that they're fed up with the local superhumans lording it over them and occasionally turning Dark Side and going on massacrers.

have them show up with pitchforks and rifles to burn the college down and drive your guys out, and you have to choose between fleeing nonviolently or just butchering them all.
Toss in a scene where an NPC you like. Maybe a young-girl hero that is a friend/love interest to the MC comes under fire and you can choose to cover her and give her an escape route... or just kill the people attacking her.

And you know... they came here to kill you guy. This is justified, right?
Sure, thye have legitimate greivence with your faction from your people occasionally just going psycho and taking it out on them, but that doens't justify them trying to wipe you out and probably successfully killing the guild-master or a handful of the veteran heroes who teach here, or maybe shooting down the loser-friend of your group. (think Neville Longbottom or something)

So it was right for you to defend yourselves, right?

Except the game forks here with the 'good route' having your hero flee the school with a handful of friends and become a wandering nomad hero who has to save the world and win back the good will of the populis and maybe become king or something.
Win over leaders of men like you did in fable 3, with the city rebels, or the mountain-folk or the foreign kingdom.

And the 'bad' route has you living out of the half-burned blood-soaked remains of the school, which has become your own personal domain now that all the elder heroes either died or fled and you rallied all of the scattered panicking students into butchering the attacking force, leaving all of the villages surrounding your school barren and lifeless.
You're now regarded as a villain, or at least an especially merciless hero.
The whole kingdom fears you. You can still meet up with the leaders of men from the previous route to try to solve the overarching problem... but the tone is diffrent. Even if your goals are aligned, each one of them is fully aware that you've slaughtered three or four villagers worth of people.

Hell, have the city faction leader tell you to your face that maybe your actions were justified, she doesn't know, she wasn't there. But at the end of the day she still can't help you because all of her resources are taken up caring for the refugees who fled to the city from the villages that were destroyed, after all of their menfolk were slaughtered in the attack on the hero college.

The divide isn't 'good or bad' it's whether you were merciful or merciless. How much stock you put in the idea that the commoners had a legitimate reason to want to destroy the hero institution and whether they were right or not, combined with public perception of you as a wandering hero/blood soaked warlord.

Basically, the coversation was that 'evil' options in videogames always give worse rewards than good ones.
Being selfless and generous and giving gets you free prizes and rewards from everywhere, whereas being selfish and guarded somehow ends up costing you in the long run. It's moral signalling from games.

I'd like to see a Fable-type game with a bit more depth to their morality. Where not just the rewards but messaging itself is fairer towards 'bad guys'

Something else we brought up was that in The Force Unleashed, doing the objectively right thing and trying to kill Dark Vander and The Emperor ends up being taken as a sign that you've decided to become irredeemably evil. That's silly.
That's silly. I don't want a story where choosing to do something because I believe it's neccessery is taken to mean that I'm decided i'm going to start eating babies now.

So, basical order of events.

  • Young boy/girl has their village attacked by a monster or bandits or whatever and is rescued by a hero and taken to the heroes college.
  • Young boy/girl trains at the heroes college to become a hero, meets and befriends other young aspiring heroes. (Best friend/love interest girl, and dorky trying-his-best redshirt boy)
  • These three young heroes grow up into teenagers, do training, do some basic missions, hunt an ex-hero bandit or some giant animals or whatever and get rewarded by the happy townsfolk.
  • Meanwhile, the Dark Hero, Darkblade is roaming around the heroes' college, being rude and a dick to everyone, publicly arguing with the guildmaster.
  • So some more bounties, get more accolades. Dark Hero Darkblade apparantly married a commoner woman?
  • Darkhero darkblade beheaded his wife and the people of her village are furious. They're riling up the other two nearby villages while the guildmaster is talking about excommunicating Dark Hero Darkblade from the guild, and maybe putting a bounty on his head. Darkblade however, isn't present. He seems to have fled.
  • An angry mob of villagers show up at the college, demanding the murderer. The guildmaster goes out to meet them and tell them that he isn't here and that we'll take care of him ourselves, since it's too dangerous for regular people to confront him.
  • The angry mob have torches and pitchforks, but also rifles. A fairly recent invention.
  • 'let us police our own' doesn't go over particularly well with the mob. 'You're too weak and puny to be of any help' doesn't either.
  • One of the loudest voices in the mob is a guy screaming that Heroes have been lording their power over normal people for too long.
  • The guildmaster is shot, nobody sees who fired but it catches him (and the mob) completely off-guard. As he collapses to the ground, the mob slowly realizes that these once-untouchable heroes aren't actually invincible, and that guns might be an equalizer.
  • Angry man screams to storm the college and bring Darkblade to justice themselves. The mob begin to advance.
  • Some of the adult heroes step forward to the guildmaster's defence, but are met with not one or two shots, but a hail of lead. Some die, some are wounded.
  • The mob storms the college and the playable hero has to choose how to respond.

Route 1: 'light route' flee into the secret tunnels, meet up with their two friends on the way, under attack by the mob. They're trying not to hurt the villagers, who are out for blood. Dorky boy-hero gets got somehow. Shot, blown up. Fails a dodge somehow.
Player uses a smoke bomb or a dropped chandilere or some kind of environmental thing to separate the surviving girl hero/love interest from the mob and leads her to the escape tunnels, wounded, and flees.

Cue wandering hero arc, living with gypsy-coded travellers in wagons, recovering from injuries, finding a way to handle whatever the actual main plot/threat is while hiding their status as a hero as muc has they can, meeting up with faction leaders, gaining reputation, eventually clearing away the distrust against heroes and becoming lauded as some kind of hero-king.
White hair, halo, chorus of angels, ect ect.
The Heroes' college is eventually rebuilt almost exactly as it was.

Route 2: Dark Route.
Young hero makes to flee, sees his girlfriend and dorky friend under attack. Dorkboy dies, girlfriend is wounded, hero leaps in and slaughters their attackers, before continuing on that route clearing out all the invading mob from the college. Rescuing several more young heroes. (some kids even younger than him?) and maybe a wounded adult or two. Butchering near-helpless villagers as he goes.
(Maybe he picks up Dorkboy's fallen shield and uses that to become near-immune to bullets?)
It quickly becomes clear that the attack against the veteran heroes worked because it was unexpected, not because guns actually make normal people equal to heroes. (Several heroes use guns anyway)

Young hero rallies the survivors, driving away/killing the bloodthirsty mob, and ends up being stepping into a leadership role.
Taking the half-ruin as his new base.
There are older/more experienced heroes, but several of them just retire on the spot, deciding that times have turned and they can't call themselves heroes anymore.
Young Hero becomes known as a warlord, stations his people as guards around the college and orders things not rebuilt, but fortified.
it was already basically a castle in it's own right, but now the watchtowers are manned and the gate is barred. Old places where the walls had fallen into disrepair over the years are patched with whatever is to hand and the thing is brought up to military readiness.
The Young hero/Warlord/leader makes clear that attacks on his people will not be tolerated, not by packs of monsters, mobs of angry villagers or by the king's men.
The tone changes, people stop calling them heroes. Not villains, but... they're not a fortress of heavily armed superhumans who have stopped deciding to be so nice.

Quests/jobs start to dry up, so the leader has to assign some of his own. Raiding bandit lairs for loot/supplies, clearing out abandoned mines/dungeons full of monsters for the gold within, dredging up shipwrecks and fighting sea monsters.
They have to become self-sufficient, without the local townsfolk paying them for missions.

The survivors from the local villages (the mob was mostly the menfolk, so there's a lot a women and children left) flee their villages fearing retaliation and become refugees.
You can choose to scavenge the abandoned village after they're gone for supplies (resulting in one of your new underlings getting overzealous and burning it down in retaliation for them trying to burn his home down. Do you punish him for it or not?) As a result, rumours begin to spread that the ex-heroes have resorted to banditry.
Or you can leave the villages standing so that the common folk can one day return (resulting in them being raided and taken over by real bandits?)

In between assigning missions to get resources for the keep, he can also assign people to pro-bono work like clearing out monster infestations near towns, keeping roads safe, ect.
Maybe some merchants come to visit and put in missions for escorts. Maybe an old merchant and his young sons that you met earlier in the game. "I've been commissioning quests from the heroes' guild for forty years! I'm not about to stop now."
Not everybody hates or fears them.

The Dark Hero Darkblade returns. He's trying to get all buddy-buddy with you.
"See? The commoners are ungrateful wretches, always quick to turn on their saviours." blah blah. He's making it out like he was being unfairly persecuted, like you.
You can accept him back into the guild, he's a powerful hero and you'll be rewarded (bribed) with gold. Or you can sentence him to execution, triggering a bossfight and getting his sword as a reward after you kill him.

After a small timeskip, you start getting reoccurring battles with an unknown girl-hero. A ranger-type that comes out of the trees armed with daggers and seems to be targeting you specifically. After fighting her three times, (each battle ending with her fleeing when beaten) she finally reveals who she is and what she wants.
She's the daughter of one of the men in the mob that tried to kill you, here for revenge.
To her, you are the villain. After her aunt was murdered by a hero, her father along with some of the other villages men all got their rifes and went to demand the heroes hand him over for a trial, and were all murdered by the heroes.

You can kill her out of hand, or try to explain things to her. She doesn't even know that she's A Hero herself. (skill type)
She doesn't take "Your father tried to burn my home down and kill my friends and family, he got self-defenced by a literal child." very well.
If Darkblade is alive on and your team, he ruins things just by being present and she gets turned against you permanently, leaving you no choice but to kill her. If he's dead, you can show her his bloodied armour and make clear that you doled out justice for his evil actions with your own hands.
She leaves one final time, only to return later having been kicked out of wherever her and her mother were taking refuge, after the other refugees figure out that she's awakened as A Hero.
They chased her into the woods with torches and rifles, and now she can kind of understand your own perspective. She shows up at the fort as a recruit. (maybe with her normie mother in tow, looking for a job as a cook or something)

Dark route ends with you dealing with whatever the 'main' problem was. (Evil shadow monster possessing the king, whatever) and going back to your keep.
You don't become the hero-king of the kingdom, but you basically forge your own micro-kingdom within-a-kingdom. A fortress full of almost untouchable superhumans.
The fear of heroes doesn't seem like to go away any time soon, but that just means that every time a new hero awakens, they come to seek you out.
And... most heroes come from established heroic bloodlines anyway, and most of the heroes in the kingdom are already your subjects, which means any kids they have will be in your faction by default.



I obviously put more effort into the darkroute, and into the 'subplot' rather than the actual whatever-the-main-plot is supposed to be, but eh.
End result is supposed to be that the light route has you be a beloved hero-king who rules the whole kingdom benevolently and everybody loves you, but your character is privately still wounded by how easily the people turned on him and how his dorky friend died and was never avenged or sought justice for.
Hero-Girl might be your queen, or lover, or maybe she left the kingdom on a ship to distant shores.

"Blessed are the peacemakers."

Dark route has a more jaded hero be a lot more guarded against outsiders, 'warlord' of a much smaller faction with a much denser level of power.
You don't have armies of normal people and hundreds of miles of territory, but you do have almost every superhuman in the country under your command, representing a bloc of strength that nobody can dislodge.
You don't have to be cruel or wicked or laughably evil, but you've set yourself up as someone who will kill people that threaten his home or his people, even if they're 'weak' commoners.
Under your leadership, [The Heroes Guild] ceased to exist and was supplanted by a much more militant and centralized faction loyal to you and to each-other.

Like any militarized faction, you'll cut down anybody who dares to attack you without hesitation.
"Even mercy requires moderation."
 
Something else we brought up was that in The Force Unleashed, doing the objectively right thing and trying to kill Dark Vander and The Emperor ends up being taken as a sign that you've decided to become irredeemably evil. That's silly.
Correction, pursuing your vengeance against Vader over saving Kota and the rest of the Rebels from the Emperor is what gives you the dark side ending.
 
Anyone buy and play anything from itch.io lately? Perhaps you followed an itch.io project that made the jump to steam, like Due in the Dungeon?

Would you recommend it? Are you gonna continue playing it or complete the story again someday if you completed it?
 
it's been three days already, but i thought i post it here incase some of you didn't know.



Commandos Origins is out, time to go and kill some Nazis.
 
Saw this earlier - should be hilarious.


I hope they keep the FMV/real video cutscenes, that's not something I've seen in a game in years.
I mean kek they could even market it as "the most realistic graphics ever" and style all over the AAAs spending millions to badly try for photorealism. :V
 
Really scratching my head at Marathon's art assets; I think the characters and the environment clash. The characters look like Cyberpunk 2007 models as designed by Playmobil. It's frustrating, because there are elements that could work with more coherent art direction.

The lack of a campaign also killed any interest for me.
 

Another example of a potentially intriguing story being kneecapped by the fact that it's in an Extraction Shooter. And I can't even see the connection to the original Marathon. Where's Durandal? Where's the aliens? Where's the time travel?

It would have potential about questions of continuity of the mind (or even soul), but they are apparently only using personality and memory templates to justify why the same dudes and dudettes are running around despite getting killed over and over again. Meh, at least there's an explanation unlike in Apex Legends Titanfall.
 
So apparently the Oblivion remake is for real. It will be interesting to see what changes they will make. Hopefully one of them will be the dogshit levelling system.

Metro 2033 Redux is given out for free right now on steam. Seems like really good pickup.
It is, IMO adding some of the improvements from Last Light really improved the game. Especially the stealth.
 
So apparently the Oblivion remake is for real. It will be interesting to see what changes they will make. Hopefully one of them will be the dogshit levelling system.
Pretty surprised here. Like, I thought this was memeing on /v/ or some aprils fool thing. It's really true?
 
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