I like having nice, well balanced takes on things, sometimes getting lost in nuance in ways that muddle my point. But anyone who follows me knows that some days I just to give in. I just have to be a hater.
Anyone who follows me knows I have a deep seated hatred of Achievements. Not so much the vague concept of little extrinsic goals, which have been in gaming for decades. No, what I hate is the institution of Achievements. That these are a standardized thing that must exist, on the s...
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It feels slightly challenging talking about a game from someone you've worked with. Doric, creator of Dungeon Gals, was also the FM Synth wielding musician for Moonlight Duelists. She did an incredible job for me, which might make me a bit biased, but I would argue if she can make incredible things for me, she can surely make incredible things out of the feelings in her heart for herself.
Dungeon Gals is a Polycule Puzzler Platformer, of the intensely sapphic and queer vari...
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I didn't expect to play Deadly Shadows, but I also didn't expect to play hours of Thief mods and fan missions, so here we are. I want to start, for clarity, by saying I really like this game. I really enjoyed playing it. I liked the tone of this game, which rests somewhere between Thief 1 and 2. I liked the ideas to mix up the formula that went into this game.
So with that all abundantly clear, let me also say that Thief: Deadly Shadows is such a piece of shit. It's a huge piece of shit...
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I was ready to be done, or maybe jump to the divisive Thief 3, but the more I played, the more people tried to tempt me to try stuff in the FM or 'Fan mission' community. Thief has a series falls in the same place as Doom, with a little bit of Bethesda Game energy. These are games that are kept alive by their communities. The history of these games is inseparable from the history of the people who keep them alive, not only with new content, but even working at all. Like Doom, the Thief...
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At the end of my Perfect Dark revisit, I mused about the difference between US/European and Japanese game design in regards to realism in the 80s and 90s. To summarize, the trend I noticed is that Western games often tried to simulate reality. Fall damage, ledge grabbing, a particular fondness for momentum, and the much hated limited ammo. Strategy games tend to be military tactics simulators. You see the stealth game born in the wonderfully archaic Castle Wolfenstein for the Apple II...
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