MAX MCGEE'S PROFILE
I CAN'T NOT MAKE GAMES.
I have enough lockerspace to hold an episode of Friends.
"We'll make a toast to absent friends and better days,
To remembering and being remembered as brave
And not as a bunch of whining jerks!
Don't lose your nerve.
Do not go straight
You must testify
(or I'm going to come to your house and punch you in the mouth)
cause CLOWNS MUST STAND."
- TW/IFS, "All The World Is A Stage Dive"
I have enough lockerspace to hold an episode of Friends.
"We'll make a toast to absent friends and better days,
To remembering and being remembered as brave
And not as a bunch of whining jerks!
Don't lose your nerve.
Do not go straight
You must testify
(or I'm going to come to your house and punch you in the mouth)
cause CLOWNS MUST STAND."
- TW/IFS, "All The World Is A Stage Dive"
Iron Gaia
As the only human awake on board a space station controlled by an insane AI with delusions of deification, you must unravel the mystery of your own identity and discover: "What is the Iron Gaia?"
As the only human awake on board a space station controlled by an insane AI with delusions of deification, you must unravel the mystery of your own identity and discover: "What is the Iron Gaia?"
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Divinity Fatum
So firstly, I am enjoying this game's aesthetics. I find myself wondering why it is that highly abstract "art" games like this so often come from developers that are not native English speakers. (I am assuming from a few telltale idiosyncrasies in GreyInvidia's posts and the game's text that English is not GreyInvidia's first language. Correct me if I'm wrong!) Anyway I can't think of many games like this one coming from developers that were native English speakers.
I'd like to submit a review at some point because it's strange that this game doesn't have one but right now I fear it wouldn't have a very high score for the same reason that I found fault with this game of all things.
Now at a glance it's hard to see a lot of similarities between Divinity Fatum and Fantasy Gold but what they both do that is kind of an unforgivable sin in game design, which is to drop the player into the game world with no kind of goal or hook, no instruction on where to go or what to do. At least Divinity Fatum is interesting to look at but that doesn't change the fact that it does very little at the outset to engage the player. There is little that I can do at the outset but wander cluelessly through city streets that look very samey and connect to each other via intersections in a way that is obnoxiously counter-intuitive and in the end just plain annoying. There is a walkthrough available which is a good thing but an external guide text is no substitute for a game's responsibility to point the player in the right direction.
Let me take a moment to say that I understand--I absolutely understand--that feeling lost, that wandering the rainy streets in confusion, alone, is part of the emotional and artistic experience the game is trying to convey. I totally get that. But there has to be a way--while retaining this sense of "wandering, lost and alone, in a strange place"--for the game itself to organically and intuitively provide guidance for the player, to hint at where to go to try and experience more of the art, the story, and ultimately the gameplay. Because right now it seems like a player could really quickly become disillusioned and quit before experiencing much of the game, and the player shouldn't need to access an external walkthrough to avoid that.
For one thing, the game says it has an Intuition Mode Feature. As far as I can tell, this feature is flawed in multiple ways:
1) I don't know how I'm supposed to be able to tell at a glance on the screen whether Intuition "mode" is on or off.
2) Assuming that I have successfully toggled Intuition Mode "on"--and I really have no idea--I have never seen any visual hints of any kind appear on the screen guiding me towards the next or nearby events.
I feel like if Intuition Mode was actually working as intended, it would give this game what it needs: an organic means of guiding the player to the next nodal points of story and art. But right now it seems not to be functioning at all.
Edit: I just got now what the Intuition Mode does...just noticed that when it was on a stylized number 7 was jumping around the screen in an overlay. My fault for missing that, it's actually pretty obvious. Sorry, but to be blunt that's "not good enough". All it really does is take the walkthrough input and stick it in the game "go to number 7"...there needs to be something that is holistically part of the game--the maps or the in game map or something--that guides you in that direction.
I'd like to submit a review at some point because it's strange that this game doesn't have one but right now I fear it wouldn't have a very high score for the same reason that I found fault with this game of all things.
Now at a glance it's hard to see a lot of similarities between Divinity Fatum and Fantasy Gold but what they both do that is kind of an unforgivable sin in game design, which is to drop the player into the game world with no kind of goal or hook, no instruction on where to go or what to do. At least Divinity Fatum is interesting to look at but that doesn't change the fact that it does very little at the outset to engage the player. There is little that I can do at the outset but wander cluelessly through city streets that look very samey and connect to each other via intersections in a way that is obnoxiously counter-intuitive and in the end just plain annoying. There is a walkthrough available which is a good thing but an external guide text is no substitute for a game's responsibility to point the player in the right direction.
Let me take a moment to say that I understand--I absolutely understand--that feeling lost, that wandering the rainy streets in confusion, alone, is part of the emotional and artistic experience the game is trying to convey. I totally get that. But there has to be a way--while retaining this sense of "wandering, lost and alone, in a strange place"--for the game itself to organically and intuitively provide guidance for the player, to hint at where to go to try and experience more of the art, the story, and ultimately the gameplay. Because right now it seems like a player could really quickly become disillusioned and quit before experiencing much of the game, and the player shouldn't need to access an external walkthrough to avoid that.
For one thing, the game says it has an Intuition Mode Feature. As far as I can tell, this feature is flawed in multiple ways:
1) I don't know how I'm supposed to be able to tell at a glance on the screen whether Intuition "mode" is on or off.
2) Assuming that I have successfully toggled Intuition Mode "on"--and I really have no idea--I have never seen any visual hints of any kind appear on the screen guiding me towards the next or nearby events.
I feel like if Intuition Mode was actually working as intended, it would give this game what it needs: an organic means of guiding the player to the next nodal points of story and art. But right now it seems not to be functioning at all.
Edit: I just got now what the Intuition Mode does...just noticed that when it was on a stylized number 7 was jumping around the screen in an overlay. My fault for missing that, it's actually pretty obvious. Sorry, but to be blunt that's "not good enough". All it really does is take the walkthrough input and stick it in the game "go to number 7"...there needs to be something that is holistically part of the game--the maps or the in game map or something--that guides you in that direction.
Fantasy Gold
author=nhubi
Sorry but didn't the dev warn that was the case in the description? There is no real plot or goal is stated explicitly above, so expecting there to be a reason behind the combat and stating the lack of a goal as a reason not to play seems a little counter-intuitive.
I didn't even think about downloading this one for just those reasons, since a narrative is important for me in my enjoyment of a game, but I find the fact you point that out as a fault to be puzzling since the dev made a point of highlighting that aspect.
My review will explain the distinction between "no plot/goal" and "no point/hook" to you when it's accepted, nhubi.
okay suckahs give me yo games
Hey, just an update. I have played most (not quite all) of the games people have requested I play in this thread that I actually feel like playing.
While I will still consider future requests, there are also many games that have not gotten requested and probably won't be that I want to try before the remaining "7 Days of Games-Mas" are up and the letters, achivements, and prizes have faded into the ether.
So basically this is just a friendly notice that "games requested in this thread" won't be taking automatic special precedence over "random games I see on RMN and feel like playing" from now on.
While I will still consider future requests, there are also many games that have not gotten requested and probably won't be that I want to try before the remaining "7 Days of Games-Mas" are up and the letters, achivements, and prizes have faded into the ether.
So basically this is just a friendly notice that "games requested in this thread" won't be taking automatic special precedence over "random games I see on RMN and feel like playing" from now on.
Dead State
The most intersting thing about the battle system is the "sound system". Every weapon has a sound and if you make to much noise the zombies will come after you. I've used this to lure zombies into a firefight with regular people and then run away and let the living people fight the rest of the dead while I deal with stragglers. (of course every living person killed by a zombie will then return as a zombie. But at least they won't fire guns at you)
Wow, so it really is taking a lot of its cues from The Walking Dead.
I have heard some not-so-great things about Wasteland 2.
I suppose now would be a pretty good time to mention the deepest, most addictive and best open world/zombie game I have ever played (although I acknowledge that true roguelikes aren't for everyone), Cataclysm: Dark Days Ahead. Beware: it's free and insanely deep and addictive if you can get past a clunky roguelike interface. I know some of you kids want your games to have *graphics* and *music* and *sound* and stuff, and that's fine if that's what you like lol.
Square-Enix Decides To Give All Of Its Fans The Middle Finger By Re-Releasing The PC Port Of FF7 For The PS4
author=Solitayre
That's the day you know they're well and truly out of ideas and on the verge of going under. An FF7 remake is their last ditch desperation move.
If this is true....WHY?
Accelerated World
Whatchu Workin' On? Tell us!
Ree I have no idea why but your images took like well over five minutes to try to load on my screen...before turning into a broken image link. The video didn't show up either.
Fuck.
Fuck.
The Screenshot Topic Returns
Why does this ostensibly medieval society have the concept of "terrorists"? The word terrorist is a fairly modern linguistic contraption for the purposes of "demonizing whatever faction we don't like". Terrorist didn't see any use until the second half of the 20th century and honestly didn't see heavy use until the start of the 21st for obvious reasons. During most of pre-Renaissance history using tactics that harmed non-combatants designed to terrify your foes was the rule, not a special exception, and didn't warrant any special label. I mean obviously in general terms "realism" is not important I wouldn't ask that they be speaking Middle English or anything it's just that using "terrorists" doesn't feel right.
Edit: If this seems like I have thought about this lot, well this is not the only quasi-medieval fantasy game I've seen the word "terrorist" used in lately.
Edit2: I have stared at it a lot, and I cannot quite tell if that face portrait is supposed to be wearing a monocle on her left eye or not.
Edit: If this seems like I have thought about this lot, well this is not the only quasi-medieval fantasy game I've seen the word "terrorist" used in lately.
Edit2: I have stared at it a lot, and I cannot quite tell if that face portrait is supposed to be wearing a monocle on her left eye or not.














