massive_bereavement

joined 1 year ago

That's Star Trek levels of optimism right there.

[–] massive_bereavement@kbin.social 6 points 4 months ago (2 children)

CCS is right now as feasible as fusion.

[–] massive_bereavement@kbin.social 2 points 4 months ago* (last edited 4 months ago)

Living the dream ~

Which is 5TB of movies I think I should watch, 1.5TB of stuff I already watched and think I would watch again and the rest of stuff I actually want to watch.

[–] massive_bereavement@kbin.social 19 points 4 months ago (2 children)

Jellfyfin is the reason why I do this. I went from spending 30 minutes dumpster diving through terrible movies in one of the streaming platforms to now spending 30 minutes trying to choose from a selection of movies that I actually want to watch.

There were shenanigans then as well, remember Ecco the dolphin? Well it was made extra difficult so you couldn't beat it in a weekend (as it was usual for rentals).

[–] massive_bereavement@kbin.social 13 points 4 months ago

It's gotta be a joke, I mean, c'mon, the delivery is right there.

Nature is so wise..

New conspiracy! Jenny was actually working for the feds.

[–] massive_bereavement@kbin.social 18 points 4 months ago

This is a game that has an amazingly over-developed lore and some truly crazy, House of Leaves-style level design.

Would somebody think of the regimes!

[–] massive_bereavement@kbin.social 21 points 4 months ago

Telegram's that kid in school that often says "hey you can tell me anything, c'mon trust me with your secret". An hour later, everyone knows it.

 

After playing some Starfield, I wish it was less like Fallout with a dash of No Man's Sky and more like Starflight.

starflight

Starflight did three things right:

  1. Made space travel meaningful and dangerous: Running into baddies, dangers or simply out of fuel was always possible, but the further you went it was possible to gain better resources.
    Flying was also challenging (but fun) when you had to consider gravity and the fact that the ship won't break unless something stops it. So fuel conservation was juggling between all these things.

In fact, landing in a high-gravity planet was not only hard, but in some cases gave one ticket to Pancake'd town.

navigation

In Starfield, ships are only there as fast travel vehicles. In No Man's Sky, they are more meaningful, though it still feels like a magic plane in a vacuum.

  1. Resource gathering felt like an adventure: In most of these games resource gathering is a chore, something I need to do to build X or buy Y. Starfield had resource-rich planets that were actively dangerous, be it by creatures or by natural phenomena, the buggy would start to take damage and it was a gamble with knowing when to pack up and leave.
    NMS gets close but if I spent more time inventory sorting, pressing X for mining a resource and scanning for further resources, I'm not enjoying my time with it.

resources

  1. Alien encounters were tense: The first time I met an alien in Starflight, it was as nerve wrecking, as I could "raise shields" and start combat, but also try figuring out if I could understand them. The crew may (or not) speak partially their language, so they may seem helpful but actually be plotting to shoot you down while your shields are down.

The crew could help these cases when simpathetic aliens were found, or the oposite when they scanned the ship and found their foes.

encounters

But most importantly, all three were part of discovering clues by conversation or exploration, and figure out the mystery before space went boom.

ship

The problem I have with new games is the lack of urgency, I can't believe the main quest if the game invites me to play looter simulator or yet spend another hour mining iron.

It is also 30 years old.

#PCGaming

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