[-] OmegaMouse@feddit.uk 26 points 1 year ago

LOOOK AЃ ͱANDS

12
submitted 1 year ago* (last edited 1 year ago) by OmegaMouse@feddit.uk to c/patientgamers@sh.itjust.works

After several months I've eventually finished this game. I've played other 'mixed-genre' visual novels before (Danganronpa, Persona and Ace Attorney for example) and generally enjoyed them. And yes, I did find 13 Sentinels interesting and fun to play for the most part. I'd definitely recommend trying it.

However I think the way the story was presented made an already complex story unnecessarily confusing at points. For context, the story is told from the perspectives of 13 separate protagonists, in short chunks. Because of the way you unlock different sections of the story (either by getting to a certain part with one character, or making progress in the battle mode), you'll be shifting through each of the individual stories constantly.

In some ways this is a neat way to tell the story and keep things mysterious, but when there are so many characters with branching storylines it becomes a lot! Granted, it probably didn't help that it took me several months to get through it - that was mainly the result of the battle mode feeling like a chore to play at points.

Despite all this I did really like where the story went, and it mostly makes sense after one playthrough.

Some aspects of the story that I'm still unclear on:

spoilerThe whole deal with the multiple versions of Morimura/Iora/Chihiro. Morimura was a previous version of Iora from a previous loop? And she wanted to implant her memories onto Iota?

spoilerSimilarly, Ida's story. Amiguchi is another version of him?

spoilerWhy was Chihiro trying to force another loop? She wanted to be the one in control somehow? And similarly, why was this the final possible loop?

If you like visual novels, confusing anime storylines and science fiction you'll probably enjoy this game. Visually it's very impressive with some beautiful animation on the characters and painterly backgrounds. The voice acting and music is excellent, perfecting fitting with the tone of the game. It's likely not for everyone, but if you're willing to accept its shortcomings it is worth playing for the fascinating story alone.

26

So this isn't a major thing, but I've blocked some bots (e.g. ones that provide an alternative video link on every YouTube post), and whenever I see a post like this, it still shows 1 comment. So I go in, and there's nothing there. Obviously it's still counting the blocked account commenting within this total.

In order to see what people are actually commenting on, is it possible to have the option to adjust this total to ignore blocked accounts?

[-] OmegaMouse@feddit.uk 46 points 1 year ago

Wait I'm confused... You're asking for a fan-made mod to be added to the Switch version of Stardew? 🤔

[-] OmegaMouse@feddit.uk 19 points 1 year ago

I like the sound of this! The Starfield coffee article was funny. $7 a month miiiight be a little bit much for me - but I'll keep an eye on this and if the journalism is decent and they put out a fair number of articles I'll definitely consider it. I guess I used to spend around that amount on gaming magazines...

28
submitted 1 year ago* (last edited 1 year ago) by OmegaMouse@feddit.uk to c/steamdeck@sopuli.xyz

So this is a very niche tool, but I thought I'd post about it in case it has uses elsewhere.

Recently I heard about Moonring, a free RPG based on the Ultima games. It's really fun, and it seemed like a nice fit for the Deck. And for the most part it is - there are plenty of custom control layouts already that work well.

The one thing that annoyed me however is speaking to NPCs. You need to listen out for keywords and then type those in to advance the conversation. The game auto suggests what you may wish to say - for example 'treasure' may be mentioned and when you type 't' it suggests the full word. You then press tab to confirm. So a lot of the time I'd need to type a+tab, b+tab etc. This should work fine in theory but the steam keyboard is extremely temperamental! Bringing it up every time I wanted to quickly type was annoying me...

So I wanted to know if virtual menus could help, and yes!

To set this up, you want to create 8 Action Sets, labelled ABC, DEF and so on (PQRS and WXYZ are grouped, like on an old phone keypad). Personally I'd set ABC up first and then you can copy that action set when creating the others.

Whilst in the controller settings, press R1 to move across to the ABC action set, and then create a radial menu on the left trackpad. Within those settings, set the center button as changing the action set to default. Then add new buttons to trigger A, B and C. Under general settings, change button type to 'release', otherwise it can be quite easy to misinput when using the menus. Create the remaining action sets by copying ABC and change the buttons for the remaining letters.

Finally, create a touch menu on the default action set with buttons to change between the action sets. I also added buttons for tab, backspace and enter. As before, make sure it's set to 'release' activation rather than click.

I'm not sure how useful this will be to (if you want to type anything substantial, the regular keyboard does a good job) but it's cool to know that it's possible!

I might edit a few bits in my controller layout, then I'll export it in case anyone else wants to try this out.

Edit: Now uploaded to the community as 'Omega's layout' :)

126

Something I've never been that great at is spontaneous conversation. I'm more than capable of public speaking if I've prepared something in advance. But if someone asks me something out of the blue, I really struggle to engage in deep conversation. Afterwards I'll think to myself damn, why didn't I bring up X or Y?

Half the time I don't know what to add and I struggle to think of what to say. Sometimes words feel like they're on the tip of my tongue and I can't get them out, especially when I'm under pressure. And in group conversations, I find it hard to interject when I do think of a point. By the time a natural break comes along, the conversation has moved on.

I'd love to get better at this. What can I do to improve?

29
submitted 1 year ago* (last edited 1 year ago) by OmegaMouse@feddit.uk to c/patientgamers@sh.itjust.works

A few years back I tried to play this on PS4 (it was a free PS+ game at one point). I didn't give it much of a chance, and my subscription ended before I got round to finishing it. But boy am I glad I gave it another go! What a great game.

To be clear, I played the HD version on Steam, which is a glammed up port of the 2002 Gamecube remaster. The pre-rendered backgrounds look great, with some nice reflections and lighting effects on top. Having fixed camera angles did take some getting used to, but actually added some additional tension because you didn't always know what would be coming up around the corner. I've previously played RE2 Remake and RE4 (original), and I reckon RE1 is the spookiest of these. The macabre notes you find, the eerily quiet mansion, and the constant fear of death when you have limited saves all contribute to an underlying dread. By the end of the game I knew the mansion layout pretty well (there was a LOT of backtracking required. Especially as I was playing as Chris, who only has 6 inventory slots).

Mercifully the HD version has a new control scheme so I didn't have to worry about tank controls. The gun aiming controls were fine, although I'm not sure how headshots work. I think if you aim upwards at the last minute, you have a % chance to get a critical hit. One thing I'd recommend to new players - if you don't decapitate a regular zombie, make sure you burn the body. Otherwise they'll come back as stronger, faster ones later on which can be very dangerous.

Throughout my playthrough I felt like I was playing an escape room (or, escape house) more than a third person shooter. The zombies are there to build the tension, but the puzzle of the mansion is the actual gameplay for the most part. Most of the puzzles were pretty standard fare, but a few stuck out in my mind:

spoiler-Using the fireplace to get the 2F map

-Unlocking the chemist's room using the eye symbols from the lounge area. The colours related to the pool balls, which give you the required numbers.

-The second password in the lab involving x-ray images and the afflicted body parts


Surprisingly I felt like this was a good fit for the Steam Deck. Playing it handheld in short bursts was perfect, and it also runs smoothly at 1080p when docked.

If you haven't played this one before it's well worth it! Quite a different experience from the later RE games but you can clearly see how this one set the seed for the rest of the series. Despite my initial aversion to the camera angles and controls, once it clicked I couldn't stop playing. It goes on sale really cheap on Steam so definitely give it a go :)

[-] OmegaMouse@feddit.uk 220 points 1 year ago

I think that's the bug they put in Neo in the first Matrix film

30

The other week I played through the original Dead Space, and I've now followed that up with the well-regarded sequel.

Wow - this game really improves on all aspects of the original! Graphically it's a huge step up, with some incredible lighting effects and texture detail. It honestly still looks amazing to this day.

The guns feel a lot tighter to use, and that's coupled with some nice new animations (seeing the used ammo vent on the plasma cutter when you reload is always satisfying) and punchy sound effects. Little things like the ability to reload without having to aim down sight make the game a lot less frustrating than the original. I also found myself using the stasis ability in every fight (unlike the first game); it's now an AOE which is super handy when you don't have much time to react (in particular the enemies that hide behind cover and then rush you when you least expect it). One neat new feature is the ability to rip off enemy arms and use them to skewer others. Extremely satisfying!

I actually found DS2 to be a lot scarier than the original. There were a few jump scare moments, really creepy hallucinations appearing on screens and just some great environmental spookiness. If anyone ever played PT, that's the sort of vibe I felt - picture an old radio playing a recording, windows rattling in the wind and something creaking down the hallway... You're on edge and then an enemy drops down from the ceiling! The fact that the game is so visually dark really added to this effect - it was sometimes hard to see without your flashlight.

The setting was much more varied - shopping centres, apartments, churches and maintenance areas. I didn't find myself getting lost as much as I did in the first game. The zero gravity sections were easier to navigate too as the aerial movement system had been reworked.

Somewhat annoyingly, the PC version is loaded with all the DLC so the shop is flooded with free weapons and armour. These DLC items have icons next to them so they're easy enough to ignore, though I wish you could turn them off. I also found the armour unlocks a bit weird - it seems like most of them were locked behind the doors that required a power node? Bit of an odd design choice.

Overall though I really enjoyed Dead Space 2. It holds up extremely well for a game from 13 years ago, so I'd recommend you give it a go if you haven't already. Playing the original first was well worth it for some of the story points of the second.

Keeping with the spooky theme I've just started playing through the HD version of Resident Evil. Let me know if you'd like a write up once I've finished that :)

59
submitted 1 year ago* (last edited 1 year ago) by OmegaMouse@feddit.uk to c/patientgamers@sh.itjust.works

I'm really in the mood for a game like Shovel Knight after listening to some chiptune tracks the other day. Something fair, but challenging would be ideal. Must have a good soundtrack!

Along these lines I've already played:

  • Shovel Knight
  • Celeste
  • The Messenger
  • Hollow Knight (well, in terms of the difficulty not the music)

Does anyone know of any I've missed? They don't necessarily have to be modern indie games - old NES/SNES games for example. SMB3 and SMW are classics.

[-] OmegaMouse@feddit.uk 15 points 1 year ago

An older film I really recommend is Twelve Angry Men. No special effects or camera work. Just twelve jurors in a room discussing a murder case - and I was hooked throughout! Perfectly paced.

[-] OmegaMouse@feddit.uk 28 points 1 year ago

Yes I think you're right. People haven't changed, but the environment has changed - it's continually getting better at manipulating us.

Lemmy does have a limited amount of content, but what it does have seems to be of higher quality. Which is perfect! We don't need constant, cheap content.

273
submitted 1 year ago by OmegaMouse@feddit.uk to c/asklemmy@lemmy.ml

So a view I see a lot nowadays is that attention spans are getting shorter, especially when it comes to younger generations. And the growing success of short form content on Tiktok, Youtube and Twitter for example seems to support this claim. I have a friend in their early 20s who regularly checks their phone (sometimes scrolling Tiktok content) as we're watching a film. And an older colleague recently was pleased to see me reading a book, because he felt that anyone my age and younger was less likely to want to invest the time in reading.

But is this actually true on the whole? Does social media like Tiktok really mould our interests and alter our attention? In some respects I can see how it could change our expectations. If we've come to expect a webpage to load in seconds, it can be frustrating when we have to wait minutes. But to someone that was raised with dial-up, perhaps that wouldn't be as much of an issue. In the same way, if a piece of media doesn't capture someone in the first few minutes they may be more inclined to lose focus because they're so used to quick dopamine hits from short form content. Alternatively, maybe this whole argument is just a 'kids these days' fallacy. Obviously there are plenty of young adults that buck this trend.

26

I eventually got round to playing this! I had the 2008 version on Steam, so I thought I'd give it a go instead of the recent remake. Note: if you're playing on Steam Deck, I'd recommend messing with the joystick deadzones for a smoother experience.

Despite being released 15 years ago, the graphics still look decent! Having no HUD elements is really neat. The gameplay was initially quite stiff and clunky feeling, but it's something you get used to. You may be aware that a unique mechanic for this game is the ability (and requirement) to cut off enemy limbs. I found this to be a very refreshing take on the standard shooter rule of going for the head. As you progress, you'll come across certain enemies that swing their limbs about wildly and this is where the 'stasis' power comes in very handy. Though more often than not I found myself unloading several bullets in panic, before remembering that stasis is a thing.

Ammo is very limited so you have to be conservative with it. In this respect (and perhaps in the claustrophobic nature of the game in general), I felt that there were a lot of similarities to the Resident Evil games. I was constantly running out of ammo for the plasma cutter (ol' reliable) which encouraged me to use the other weapons on offer, all of which were unique and fun.

I did feel like navigation of the ship was flawed. The layout was extremely confusing and same-y, so I usually depended on the guidance system to show me which way to go. If the game was designed from the ground up, I'd love to see a more open map approach with recognisable landmarks (akin to a Metroid Prime map).

The story is told in a similar manner to the first Bioshock game, with the lore explained through video/audio/text logs, and through the occasional NPC interaction from a distance. It was a straightforward story but it took interesting turns that I wasn't expecting.

I think Dead Space (2008) holds up really well, and is definitely worth playing in 2023. I don't know much about the remake, but assuming it improves the graphics and controls I'm guessing it would be the best option.

On to Dead Space 2!

[-] OmegaMouse@feddit.uk 22 points 1 year ago

I'm not aware of the situation - are the journalists transphobic or the commenters?

19
submitted 1 year ago by OmegaMouse@feddit.uk to c/edc@sopuli.xyz

What lightweight, practical flashlights would people recommend?

I want something that I could use while camping, dog walking, and general day-to-day tasks (finding something under the bed for example). Currently I use my phone torch, which isn't particularly practical. My previous (battery powered) torches have died after too short a space of time - I want something that will last.

One with a clip would be handy, so I could attach it to a cap.

I see lots of ones online with insane lumens. 1000 lumens seems like overkill for my purposes!

Not too worried about price (within reason!)

[-] OmegaMouse@feddit.uk 25 points 1 year ago

Sudden urge to take down.. metal gear

28

As mainly a console gamer over the years, I've become quite used to playing with a controller that has vibration. I feel that this is one thing the Deck is missing out on.

So I'm wondering if it's possible to somehow connect up a small vibration motor (externally) that can be connected to the Deck, and have it recognised as a controller?

Possibly more effort than it's worth but would be interesting to see if anyone has any ideas.

[-] OmegaMouse@feddit.uk 18 points 1 year ago

I like the concept of these phones, but I think it's still a few years off being viable. Half the price and improve the battery, then I'll be interested.

20

I was wondering if anyone has tried upgrading the textures on Skyrim? Is it possible to do this without affecting the performance too much on Steam Deck?

I actually haven't played the game since the original release, so if it's possible to run it now with extra enhancements that would be a great incentive for me to get back into it.

What mods would you recommend, and how hard is it to get them running?

[-] OmegaMouse@feddit.uk 58 points 1 year ago

Big corporation: Whoops, we lost this game so we can't re-release it. Sorry. Even if we found it, it's not worth our time/money porting it.

Meanwhile, random person on the internet: I've updated this emulator so you can play old games at 4k 60fps for free. The weird bug that was never fixed at launch is now gone too.

[-] OmegaMouse@feddit.uk 14 points 1 year ago

It depends on the game. For something like COD, it feels like it goes against the fast-paced nature of the game. However, in squad-based games like Battlefield it's a sensible tactic. You want to observe your surroundings and do some overwatch rather than running in guns blazing. (However if you're just sitting on a hill sniping other snipers for 30 minutes rather than playing the objective it can be annoying).

[-] OmegaMouse@feddit.uk 13 points 1 year ago

Whoa that's awesome. If it's not immediately clear from the title, this is the Science Museum in London. If you've ever in London, I'd highly recommend it - loads to see (including an IMAX). This arcade looks huge and I love how they've split it into different eras and genres.

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OmegaMouse

joined 2 years ago