OmegaMouse

joined 1 year ago
[–] OmegaMouse@feddit.uk 1 points 10 months ago

That's interesting to know, thanks! Most coffee shops where I live would probably never get busy enough to use a spare shot. Perhaps they change out to a single shot portafilter, but I've never noticed.

[–] OmegaMouse@feddit.uk 5 points 10 months ago (13 children)

Follow-up question - each portafilter is two shots right? So if you end up adding an third shot to a coffee, what do you do with the leftover fourth one?

(Or do you have a smaller, single shot portafilter?)

[–] OmegaMouse@feddit.uk 1 points 10 months ago

Yes that's true! I find that games like that have their own sort of niche, in which players usually know quite a lot about the game (from watching others play it online) before jumping in. And there's an expectation that they'll refer to the wiki regularly. These kind of games can't have a tutorial that covers everything, because there's way too much to cover.

[–] OmegaMouse@feddit.uk 8 points 10 months ago (4 children)

This is a weird one for me because it often depends on whether I paid for the game. I got the first Fallout game for free (from GOG or something), and when I inevitably became confused by the UI and objective I ended up giving up on it. If I'd bought the game (either today or back when it came out) I definitely would have invested a lot more time into it, and got past that initial hump. Back when PC games came on disc with an instruction guide, reading that was part of the experience. There's definitely a awkward period around the early 2000s when games were becoming way more complex, but before in-game tutorials were regularly a thing. I find it hard to go back to a lot of those games.

Likewise I played the first hour of Resident Evil HD on my PS4 (free with PS+) and never had the motivation to get into it. After paying for it in a Humble Bundle, I played through the whole thing on Steam and loved it! The fact that I'd paid for it was able to outweigh the fact that the game was quite outdated. I guess I felt like I wanted to get my money's worth.

Any game from 2005-ish onwards feels 'modern' enough that I don't usually have this problem.

[–] OmegaMouse@feddit.uk 6 points 10 months ago

There is definitely an element of that from the article and I agree it's ridiculous. Some authors and their followers attack those who give poor reviews (because they can't accept criticism, instead arguing that a 'professional' review would give them a much better score) and on the other side you have people reviewing books that aren't even out. In many cases it's no longer a place to find genuine reviews, but an unmoderated wild west with crap at both extremes (a bit like Twitter in that respect). It's a shame because there are plenty of people leaving great reviews, but it's becoming much harder to find them.

[–] OmegaMouse@feddit.uk 1 points 11 months ago

Yeah I agree with all that! Definitely a bit too much school life stuff near the start. The story starts to get properly interesting around the halfway mark, but also branches out so much that it's hard to follow. I'd love to see a similar game in this setting, with an equal complex story but told in a more standard way.

Also yeah Megumi's part kinda sucked. Didn't ever get interesting.

Thanks for the clarification on those bits!

 

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.

[–] OmegaMouse@feddit.uk 1 points 1 year ago

I'm not sure about Vita, but there is a decent 3DS emulator (Citra). I haven't tested MGS3 on it

[–] OmegaMouse@feddit.uk 2 points 1 year ago

Oh I completely misread your earlier comment lol. They sound good though! I've heard great things about ULTRAKILL too

[–] OmegaMouse@feddit.uk 2 points 1 year ago (2 children)

Not heard of that one! I can't seem to find it online - unless is the game called Virtuaverse and Master Boot Record did the music?

[–] OmegaMouse@feddit.uk 6 points 1 year ago

Oh awesome, most of these were on my wishlist. The backlog grows yay!

[–] OmegaMouse@feddit.uk 1 points 1 year ago (1 children)

Thanks, I got it working! Well all except the ragdoll mod because that requires you to have all the DLC :(

[–] OmegaMouse@feddit.uk 8 points 1 year ago (3 children)

This is a difficult one to answer as most RPGs I can think of have some combination of the stuff that puts you off. Have you tried the Witcher 3 (great story, and the RPG elements are fairly simplified) or Deus Ex: Human Revolution? And if you've played Nier Replicant and enjoyed it, I think you'd love Nier Automata.

 

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' :)

 

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?

 

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 :)

 

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 :)

 

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.

 

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!

 

Fascinating exploration of the origin of certain food items and how they came to embed themselves in American culture.

 

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.

 

So I'd heard lots of good things about this game and decided to finally give it a go. I picked up the PS3 HD collection, which includes Ico and SOTC.

From the get go, it felt like a frustrating experience. Very little is explained to you about how the mechanics of the game work. I found myself trying to grab ledges on the colossi that weren't intended.

The game clearly wants you to experiment to find out the different ways in which the colussi will react, but it's often such a slow process that it starts to feel like a chore for half of the battles. And often I was so close to a solution but some small thing would be off, so I'd try something else instead. Then it would turn out that I had it right the first time, I just needed to be standing a metre to the right. So many times the solution felt illogical.

And whilst holding on to the head of a colossus and getting that final hit in is extremely satisfying, on some occasions the window would be so small that I'd get shaken off and have to repeat the whole process to slowly chip away at its health. Knowing exactly what I needed to do, but having to do it multiple times soon became quite dull.

About half of the colossi were genuinely fun to fight. The bird one in particular stands out - soaring through the air as you climb along his wings was incredible.

I will say that the atmosphere, music and story were beautiful. It's a great piece of art. But a lot of people claim that this is one of the greatest games ever made, and I feel like the 'game' part is lacking quite a lot.

Is there something I'm missing? I actually enjoyed Ico a lot more.

 

I quite enjoy cereals that have a range of different ingredients - like oat clusters with freeze dried strawberry or museli with almonds and raisins. Over time though, the oats rise to the top and the smaller bits get trapped at the bottom so when you're near the end of the packet it's 70% dust.

Is there an easy way to prevent this? It's hard to mix up the contents without breaking up everything into smaller bits. And shaking up the packet just makes the separation worse.

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submitted 1 year ago* (last edited 1 year ago) by OmegaMouse@feddit.uk to c/patientgamers@lemmy.ml
 

Wow, I've just given this game a go for the first time after hearing about it for years. It's quite possibly the intense high speed racer I've ever played.

The game is absolutely brutal compared to something like Mario Kart - you whack into the side of the stage at high speed and you've dropped from 3rd place to 25th. I love how the boost drains your health! All that coupled with the high BPM techno/rock soundtrack as you desperately try to stay in first place on the final lap, draining all of your health to boost to the finish line and praying you don't get wiped out.

It feels like there's so much to learn in this game - tons of customisable vehicles, deciding how to balance speed vs acceleration for each track, and remembering where the most brutal corners and jumps are. The presentation of the game just oozes with that early 2000s colourful futurism style.

I'd be interested to hear what others think of this one. Did you try it when it came out, or more recently?

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