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File: 1732996556763.jpg (60.48 KB, 720x543, truepeace.jpg)

 

We all have some stories of friends we used to know and love but aren't there for us anymore.
any stories about you outgrowing your friends.
What happened for you to drift apart?
Do you miss them?
Have you tried to reconnect?
Etc.
26 posts and 12 image replies omitted.

>online friends
Oldest one I still talk to is a leftcom, but we get along fine as long as I don't praise China too much around him.

Ex-friend is too much because we talk every six months or so, but there was a dude that was, like me, very into Metin2 at the time (it was my first MMO, and I assume also his, cut us some slack) and when we were younger he'd come over almost every afternoon and we'd just play the shit out of that. We reached a point in that game in terms of experience and game knowledge that I remember thinking nobody else in my life managed to get that much conversation and dialogue out of me, just discussing shit like where to farm certain drops or what to do in terms of bonus for equipment based on what we wanted to do. We were fucking wizards of that game, I dare say.

Yes, he'd come over to play an MMO. Sounds a little absurd, I guess. But that gave the whole thing a feeling much closer to a LAN party, though with only two players


>playing classic wow today
>deadmines pick up group
>run goes well, one of them says they're grateful for a good group because it's their wife's (the rogue in the group) first dungeon
>the other 2 pugs start talking about their wives
>realize i'm the only one forever alone among lifelong wow nerds
well that's a new kind of pain

File: 1734824499826.png (454.27 KB, 586x581, daigo 2 tired.png)

>>38743
>>38743
>well that's a new kind of pain
how? single life is comfy and slightly boring



File: 1734802846912.webp (25.5 KB, 640x360, IMG_1360.webp)

 

The Arizona mod has to be the best mod that has come out for the game in a long time.

For context, New Vegas’ map is unusually small. I’m the base game, only a third of region displayed is actually playable. What Nova Arizona does is add lore-friendly content to the otherwise unplayable sectors of the game. Nova Arizona is different from other world space mods.

Unlike the frontier or the DLCs, Nova Arizona’s map is seamless with the base game. You can walk from good springs directly to the new map without seeing a single loading screen. The legion also gets some long overdue representation in the game. Unlike in the original, you get to explore captured legion territory.

The mod doesn’t feel like a mod; it feels like a part of the base game.



File: 1734698583954.jpg (347.47 KB, 1280x720, zxcasdasddsa.jpg)

 

glory kills (the gameplay mechanic) are fascist
they operate on a fascist logic
think about it

I have no arguments to back this, up, it just intuitively feels this way to me, so I will not elaborate
1 post omitted.

File: 1734706270999.png (295.38 KB, 600x609, mmmmm.png)

'ate demons
'ate hell
luv ripping
luv tearing
simple as

>>38713
I put it in the same category as bandits and skyrim kneeling and begging for mercy at low hp, but if you actually spare them, they will try to kill you again

or the notion that you don't even need tools (guns) to dispatch the enemies, however fearsome they might appear, all you need is your own body (corpus), your inherent, innate physical superiority. "the enemy is both weak and strong" type of deal, as well as "we only need to kick in the door and the whole rotten structure will come crashing down" vibe

and finally, the spectacle of it all. you're supposed to relish in the violence, take it in, enjoy the display of it. the camera is taken over for you, game controls disabled, so you can watch a violent cutscene for a few seconds.
this reminds of of how zen buddhism was used in imperial japan to desensitize soldiers to atrocities, the meditation technique where you're meant to simply observe your body in third person conducting the violence, like "in the cosmic twirl of phenomena, my sword just happened to intersect with the body of the enemy in this moment" type of deal

I dunno, the whole sum of it just feels weird
and that's not even mentioning that in my opinion, all of western pop culture is inherently fascistic in nature, all of it revolves around righteous violence and the fetishization of violence, I bet if the USSR survived and had its own video game industry, 90% of its games would be puzzle games about building engineering contraptions, rather than shooting or cutting people to death
I believe this because soviet cinema wasn't 90% action movies about destroying the ontologically evil other, or placating petit bourgeois anxieties, unlike hollywood.

I just assumed DOOM would've leaned into being a movement shooter, instead of all this cutscene stuff. ULTRAKILL feels more in line with what I thought it'd be like.

>>38718
>I put it in the same category as bandits and skyrim kneeling and begging for mercy at low hp, but if you actually spare them, they will try to kill you again
I think that's a much clearer case of a fascist POV in game design than goofy violence against monsters (I don't really think about that as having any message).

They're not fascist but they make the game too easy by making you invincible while the animation plays.



File: 1734509608961.png (2.67 MB, 1824x1026, kaga's loyal pilots.png)

 

just wanted to talk about some rouge-likes, maybe discover some i dont know about yet and know wich ones are your favorites
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Too bad the previous thread fell.
>rouge-likes
I wish i could recommend you a roguelikes that is pure SÉX, but unfortunately noxico, seduction quest and dungeon depths all suck balls. Maybe i should give elona a try some time. Anyway here are some inflammatory statements:
<Dungeon crawl stone soup btfos every 'band, haven't played zangband for years.
<Cataclysm doesn't work as an open-world sandbox and instead of only scenarios there should be complete missions.
<90% of tilesets look piss-ugly.
<I turn off color every time.

I have a question! Can a 4x game or other strat game be considered a roguelike? It seems to me the main difference is controlling multiple characters or units.


>>38684
>90% of tilesets look piss-ugly.
most RLs are made by 1 uygha with enough free time to learn to code but not draw so this is inevitable, tangledeep is probably the best looking one I've seen but the game itself is just alright.

>>38683
>Rouge-like
Ah, yes, my favorite genre, ROOJ-LIKE. I recommend Spelunky 2, very cool.



File: 1734131848708.webp (104.21 KB, 1022x1064, CNCTW_Kane.webp)

 

The 1995 video game Command and Conquer, also known as Command and Conquer: Tiberian Dawn, is pro natoid anti third world propaganda.

The GDI is depicted as a multinational high tech military force aimed at "maintaining global stability" and countering terrorism - an idealized portrayal of NATO-like organizations. The Brotherhood of Nod, under Kane's leadership, represents a decentralized, guerrilla-style force often associated with anti-establishment or insurgent groups. This could be seen as reflecting Western anxieties about non-state actors disrupting the international (i.e. capitalist) order.

Nod is depicted as a quasi-religious, revolutionary movement that recruits heavily from impoverished and politically unstable regions, presenting itself as the voice of the oppressed. However, their methods of terrorism, mass manipulation, and fanaticism paint them as a dangerous and chaotic force. This characterization can be seen as dismissive of legitimate grievances that might drive revolutionary movements in the real world, reducing them to caricatures of violence and tyranny. Nod’s focus on harnessing Tiberium, a resource with both destructive and transformative potential, mirrors resource conflicts in the Global South.

Essentially the narrative is that those from these regions cannot responsibly manage resources without endangering global stability.

Kane may as well be Saddam Hussein

I think it was quite obvious, doesn't seem like a huge revelation. I would like to see your analysis of Red Alert 2 and Yuri's Revenge expansion.

>>38628
C&C is basically a product of the End of History.
>>38629
>I would like to see your analysis of Red Alert 2 and Yuri's Revenge expansion.
NTA but as somebody that used to be a C&C fan, I'll give this a shot. The original Red Alert was basically "Icebreaker the game", where the Soviets are portrayed as invading and enslaving Europe, with the Soviet campaign beginning with gassing a Polish village and massacring the survivors. Imagine a WWII game written by a bunch of NAFOids. RA2 was more of a comedic parody, with the Soviet leader being this pastiche of Yeltsin and Bhrezhnev.



File: 1734472724399.jpeg (1.23 MB, 873x864, IMG_1340.jpeg)

 

The best advice I can give to any new player is to put massive amounts of effort into your logistics. Production does matter, but most of the headaches in this game come from trying to deliver anything.

Watch tutorials if you have to.

>The best advice I can give to any new player is to put massive amounts of effort into
something that's actually worth doing and not some dumbass timesink video game.

>>38673
Actually, the point of putting so much into logistics at the start is so you don’t have to work on it for the remainder of the game (most of the gameplay). Just ramping up production on belts and inserted does a lot to save dozens of hours.



File: 1734459888739.jpg (1.08 MB, 936x2566, hwbm_mc.jpg)

 

Did anyone play this visual novel? I actually liked it a lot, yes it felt like it was written by a 17 year old but it worked. I liked the characters, they are very flawed and often a bit unlikable but by the end I came around to liking them. The story makes sense and is kind of good but it doesn't tell you what's happening at the beginning. Like it's kind of obtuse and difficult to understand who is who, what their relations are to each other and what the factions even want, but it explains it all to you at the end. It is a very idealist game though.
I played Pluto and the space faction because I am Zeon's strongest soldier and was really satisfied with the ending. I can't play different endings of VNs because it feels wrong so idk how they are like, maybe I will play one of the other characters like the really unlikable and completely like loads of people in my life character Saturn, and then go with the space faction because I don't want any other ending.



 

Taking into consideration how Hideo pretty much spot on predicted the situation we're now in as far as the information age with MGS2, and how he totally predicted a lot of aspects of COVID in Death Stranding, not to mention any of the other pieces he's seen coming, what do you think he and Jordan Peele have cooking with this OD game? I don't think there's anything out about it other than what we saw at the game awards.

there was a new york city mission planned in mgs 2 where the mothership crashes into manhatten, had to be cut bc 911 happened. he of course is part of the ingroup, death stranding is a game about being a mtf transhumanist & communism. no premonitions, he is in the know ofc. dont be a naive fool.

videogames are a psyop frm the beginning, cod is a military recruitment ad. bioshock created by ((ken levine)), deus ex conceived by ((warren spector)), inventor of the videogame console ((ralph h baer)), enough said.

<death stranding was about being a man and carrying a baby around in your artificial uterus (transhumanistinsm at its finest, so many are dreaming about having a uterus transplant), further about america being too individualistic and we need to bond together to be more inclusive and communist, otherwise we will not survive the parallel dimension alien invasion.

also weapons and killing bad, please give up your violent ways, americans, it makes the baby cry.

<recycling piss and shit into grenades and such, green propaganda, resource saving measures, reduce co2 or other such nonsense.


<MGS V was about covid


<DS is all about the upcoming division of america, the ideal for him was that we behave more like Sam and start making Bridges to reunite the country, which just seems very hard atm.
4 posts and 1 image reply omitted.

>death stranding is a game about being a mtf transhumanist & communism

what

>>38588
wut huh duh?

>>38583
It's clearly the main focus there.

>>38590
Kojima is a fucking legend

Kojima hasn't made a good game since mgs2



 

Why do you have to fight all the different races gods? Like in this game if you are non-human and ugly you are evil. You have to destroy all these different cultures but then you have to side with the obviously evil Ishgard. I don't want to do it though, I want to help the bandits, heretics and non-human tribes.

Going to be honest I hate MMOs, every one is reactionary. Unfortunately having friends means you have to play it.

We needa 2d indie game in which we play as fantasy soviet revolutionaries and destroy all the other 'counter-revolutionary' cultures with schemes and magic.

Like imagine a scenario where a group of 2-4 soviet soldiers finding themselves stranded in a mysterious island, where many tribes and kingdoms inhabit. And their goal is to establish red terror with magic and schemes

Would be awesome… *drools*

>>38657
someone didnt advance enought through the story



File: 1728087650938.jpeg (306.64 KB, 828x551, IMG_0861.jpeg)

 

Napoleon once said something important about the vulnerability that follows after any military victory. I don’t remember the quote. However, the meaning of it was simple. Territory won must be secured. What most tau players—and by extension, most people—tend to fail to understand about war is that there’s more to conquest than killing. It’s not enough to simply harass opponents with endless artillery fire and air strikes. If you can’t fortify the land you’re fighting on and can’t build a logistics system to secure it, then you might aswell have conquered an area covered in mines.
Part of why the tau struggle so much with the orks and the tyranids is because they fight even more obnoxiously than Americans. The tau are too reliant on range, stealth, and expensive-as-fuck equipment to win most of their battles, but struggle to commit to building fortifications that can ensure their expansion. The results of such nearsightedness include the Damocles crusade, literally any exchange with the Orks, getting their asses beat by generic basilisks, and more. It’s no surprise knowing that when tau forces try to take a fortified imperial world, all victories end up being more devastating than the phyrric victories the guardsmen deal with when up against heretics.
Tau players online are even more fucking obnoxious. Their entire beliefs and reliance on tech reek of ignorance of the importance of fortification and the logistical constraints of conventional war. It’s almost as bad as the rhetoric spewed by amerisharts that boast of their military’s technology while endlessly whining about getting their asses beat by insurgents.

Ffs the tau didn’t even get to have their own golden age before getting hit by the great rift.
15 posts and 1 image reply omitted.

>>37369
>melee over ranged
Sun Tzu proverbs dont make it any less retarded.

>>37404
This literally almost never happens. Even on vraks, melee was restricted almost entirely to underground fights in cramped environments and even then, guns were the primary weapons. It’s not even like ranger warfare is an imperium thing. Literally every faction (including tyranids) uses any type of ranged weapon first and relies on melee if it’s somehow too dangerous and inconvenient to use anything else.

The only way I will respect games workshop is if they completely destroy the imperium, kill the emperor and have all space marines killed by a warp virus unceremoniously.

Eldar > All
no I will not elaborate

>>38651
>t. Dawn of War player



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