#from software should add difficulty modes to their games
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thomaswinwood · 1 year ago
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I have this embryo of a suspicion that the rhetoric surrounding certain gameplay mechanics in Elden Ring specifically and the broader Souls series in general is a direct result of everyone collectively agreeing that those mechanics are "what the game has instead of selectable difficulty options".
See, if the game was honest and let you pick easy/normal/hard then spirit ashes would just be another tool for customising your build the same way you pick a weapon category or incantations versus sorceries. They make the game different, sure, but so does everything else.
Elden Ring as designed can't do that: people tried to figure out for themselves what tools give the biggest bang for their buck, and spirit ashes (which break up gank fights, create space for you to disengage when you need to heal or whatever, and deal damage essentially for free) ended up being one of those things, so it became the target of easy-mode mockery (with the argument being no less incoherent - why are spirit ashes unacceptable but physic flasks not, since they both make the game easier?).
In other words, in addition to all the other reasons From Software should add difficulty options to their games we can add that it makes elitists look more pathetic. We have decades of experience defusing people who complain about the concept of someone playing on an easier difficulty.
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astrid4189 · 5 months ago
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games should be released from copyright, trademark, and patent burdens as soon as they’re no longer available to purchase new. (or ten years after release, whichever is shorter).
game server software should be available to download and host no later than the day the primary game servers are taken down.
video games should all have accessibility options. at minimum, colorblind, hard of hearing, and large text modes, but also one-hand control schemes.
difficulty scaling needs to be in every game. (e.g. extra equipment or boosts available in-game before mandatory sections; alternate routes; and just lower difficulty modes). difficulty scaling doesn’t need to look like a difficulty settings menu.
sex should be more normal in games. even just the concept of sex, if not depicted.
player characters need to be written as women. add the male character option later if ever.
what is your most controversial video game hot take? 🎮🎮🎮
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natasha911025 · 1 year ago
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project 2 working progress
Storyline we designed:
Prologue:
“To find freedom from suffering, we must sever the root that binds us - the illusion of self and the material world. It's all a fleeting dream, a shimmering bubble, a passing phantom” 
-Lu Yang. The great adventure of Material World. 
Lu, Y.(2020). The great adventure of Material World [game film, time-based art]. Art Gallery NSW https://www.artgallery.nsw.gov.au/collection/works/170.2021/#about
2. Transition:
(enter Banksy's perpective) 
"Banksy world is now open"
3. Ending:
"What's your perception of the world?"
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We completed the shoot at the Art Gallery of New South Wales using insta360. In the movie we plan to use two of these clips. We will use a digital art image that has a sense of travel and is relevant to Banksy's style as an introduction. At the end we will use the video of looking up at the artwork.
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We have finished painting in OpenBrush, containing four of Banksy's street paintings. However, we have encountered some difficulties in exporting that need to be resolved in the follow-up.
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4 works of art from Banksy we hope to present were: Flower thrower, Girl with balloon, Dove in a bulletproof vest, and Band-aid balloon.
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We designed and set up the camera action track in Blender. After the OpenBrush model is exported, we will adjust it accordingly in Blender.
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After exporting 360 videos to Premiere Pro, we first organise the clips, which were 5 minutes long, then access the "type" tool and insert
“To find freedom from suffering, we must sever the root that binds us—the illusion of self and the material world. It's all a fleeting dream, a shimmering bubble, a passing phantom.” 
-Lu Yang. The great adventure of Material World. 
After the text was inserted, we personalised the text and repositioned it where it should appear in the 360 VR video.
Lastly, we need to add the text animation to make the intro more consistent. (effect control: Avenir next condensed; modify opacity; toggle animation).
In the making of the video “Banksy's World”, we primarily use three software programs: OpenBrush, Blender, and Premiere Pro.
The challenges we encountered with OpenBrush were mainly related to exporting. After creating content in OpenBrush during class, we were unable to export it. This weekend, we borrowed a Meta Quest 3 from the loan store to redo the painting. This time, we successfully exported by selecting the ‘Share’ option in OpenBrush, making the artwork public on Sketchfab, and then downloading the GLB file.
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After that, we imported the GLB file into Blender, made adjustments, and added the camera. We wanted to create a shuttle effect, so we set up an S-shaped path for the camera and made the camera move following that path. We then installed the eeVR plugin, adjusted parameters such as modes, VR format, and resolution in eeVR, and then output the sequence frames.
Here, we will make some adjustments:
Due to time constraints, we haven't added a background behind the model yet. We will add it later.
If we find that the path curves too much when viewed through the device and causes vertigo, we will change it to a straight line.
When importing into Blender, we found that some of the effects from OpenBrush, such as light spots and smoke, did not appear. We are going to try adding similar effects in Blender.
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The main parameters we adjusted:
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The sequence frames:
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The next step is to import the sequence frames into Premiere Pro and output the panoramic video. We have already completed the output of the 360 video.
Our follow-up task in Premiere Pro is to adjust the timing of this video to make it fit better into our overall video.
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To conclude, in addition to the follow-up work mentioned above, our next tasks are:
Create transitions between the parts: we plan to draw a time tunnel in OpenBrush, set up the camera in Blender, and output the video (in the same way as we did in the 'Banksy's World' part of the video).
Add background music.
Watch it in VR and debug it.
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gamersonthego · 5 years ago
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Matt Giguere’s Top 10 Handheld Games of 2019
Handheld gaming is in a weird spot. Beyond the plethora of mobile devices running iOS or Android and the app store fronts they offer; the handheld market has now been distilled down to one major device in 2019. Lo and behold, Nintendo, once again sits alone on the hill. While the Switch has seen great gains in maintaining a constant flow of software on its platform, the vast majority of their releases are either mobile ports or older games from generations past. It is amazing on how much has been released so far, but what makes a handheld game a “handheld game” now anyway? When your choice can be a small bite sized game like BOXBOY! + BOXGIRL! or a massive single player game like Tales of Vesperia, there really isn’t much of a difference what a handheld platform can offer compared to the home consoles for the types of games that can be played. As the Nintendo 3DS and Sony PlayStation Vita sunset into their legacy years, there seems to be a wider line on what can be considered a handheld game.
Nintendo did release a portable only version of the Switch this year, dubbed the SwitchLite. Considering that most of my playtime has been in handheld mode, I picked one up shortly after release. After a few months of playtesting, I think this will be my go-to system for the foreseeable future. I adore the form factor size. The original Switch still works great for quick pick up and play in my home, but I find the new model easier to hold in my hands and store away when I’m travelling. The dedicated directional pad, as opposed to separate buttons because of the nature of the detachable joy-cons, is a big selling point for the myriad of 2D platformers now on the system. I sometimes miss the “HD Rumble” feedback that had to be cut, but that is a small gripe. If you don’t care for playing games on the big screen in a higher resolution and varying framerate, I highly recommend picking this dedicated handheld up.
Admittedly, a lot on my best of 2019 list are games that can be enjoyed on the big screen, especially with the convenience of the Switch’s hardware. Of the games I played this year, I think this smattering represents a healthy dose of what managed to present a case that gaming on the go is still well alive and ever changing.
Top 10 of 2019 or the Hollow Knight Memorial List*
*Sometimes when making a top list our favorite thing came out in a different year or is so clearly ahead it is a lock of number 1 across every critic. This year Hollow Knight from Team Cherry captivated me like nothing else that released this year. Alas, this game came out in 2017. So instead of placing it on my official list for 2019, it takes the honor of being my list’s name. This Metroidvania style exploration platformer is full of surprises, sometimes subverting my expectations when I thought there wasn’t anything left to uncover. If you have a Switch, I highly recommend checking out one of my favorite games in the genre since Metroid: Fusion.
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10. My Friend Pedro (Switch, Xbox One, PC)
An action, score-based shooter that I’ve had my eye on for years since seeing the gif put out by publisher Devolver Digital and developer Dead Toast Entertainment. The nature of this very tricky to pull off and even harder to master game lies in its focus on style. Moving across short levels on a 2-D plane, you must, roll, spin, flip, kick, skate, and, of course, kill combo as many enemies to place a high score and a top rank. While there is a story to keep the drive of the game moving forward, I wouldn’t say that should be the guiding factor to check this out. Rather, I found the quick get up and quick play of a level or two perfect for on the go gaming. Once the controls click, this game really delivers on its promised “Bananas” style.
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9. Untitled Goose Game (Switch, Xbox One, PS4, PC)
“What if Hitman, but a Goose?” is probably the most quoted pitch heard for this small, but very charming game by developer House House. In it you play as, well, a goose who terrorizes a small town from every front. From untying shoes so people trip to locking helpless victims in garages, no one is safe from this feathered menace! Okay, so the Hitman comparison is apt, minus the extreme brutality, for this sandbox-lite adventure. The best I can compare it to is an interactive toy; one that is unique in how the player can approach a situation and explore the possibilities of what can and will happen within the rules of the program. It might not have the deep experimentation of a larger game of its kind, but I found its calm and lighthearted nature makes this a very stress-free experience, especially when you are the one dealing out all the harassment.
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8. SteamWorld Quest (Switch, PC)
I don’t normally go for card-based RPGs, but when Image & Form provide a new adventure in the SteamWorld universe, I had to check it out. This might be the one that changed my mind, because after several turns, I was hooked. The adventure itself keeps things relatively jovial with plenty of jokes and wit to keep the story moving forward. It can be easy to stick to one group of characters, a limit of three per battle, but I find more enjoyment in the battle system when different combinations are put into play. The battle system also provides linked combos that offer bonuses and stringing cards together in a row also adds more to the strategy. Building a potent strategy is where I found the most engagement in this RPG, and all the trappings around the edges made this one stand out in my mind. A good starting point in the genre for those curious.
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7. Baba Is You (Switch, PC)
A tough logic puzzler I think goes the extra mile with its charm and style. You play as Baba. Or, rather, Baba is you, or a wall, or section of water, or a skull, or... well you get the point. The goal in each stage is to reach the “Win.” What is the “Win?” Most of the time it is a flag, but really it can be anything. Using a simple push function mechanic that many top-down puzzlers have used before, the twist comes in that you can have these sentence blocks to push around and affect the game’s logic. For example, if the winning object is out of reach by a wall that forces you stop (“Wall is Stop”) you can push one of the sentence blocks away so you can pass through the wall. Even making a sentence to “You is Win” will also result in a victory. The difficulty can be a bit stiff, but I would often find myself just thinking about a stuck puzzle while out and about and think of the solution as a sort of epiphany. Even when getting stuck on a tricky brain teaser, the game offers multiple paths so you can keep progressing through. Certainly, Baba Is You has been on my mind since first playing it.
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6. What The Golf? (Apple Arcade, PC, Switch TBD)
If Desert Golf is the pinnacle zen of the golf sport genre, What The Golf? embodies its “party mindset.” Yes, it is golf, and yet, it becomes something more than just golf. Sometimes you will find yourself having to hop across a very familiar level. Other times you will have to coordinate trick shots while being an exploding barrel. And sometimes, there’s just good old-fashioned bowling. What The Golf? will keep you on your toes, especially if you are fond of video games released prior to this. I won’t spoil some of the surprises in store, but some of them had me in stitches from laughing so hard. It would be nice to fully outright buy this game on the iOS App Store, but for now, a subscription to Apple Arcade is the only way to play this on the go.
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5. Sayonara Wild Hearts (Switch, Apple Arcade, PS4, PC)
Another Apple Arcade exclusive for mobile (you can also buy it on the Switch at this time), this one showcasing music and style. If there is one thing that counts in making an impression on me, it’s presentation. Sayonara Wild Hearts is described as a pop album video game; one you experience as much as you listen to. The format seems simple at first. Guide your character along the track and collect different items for points to rank a high score while also dodging obstacles. Soon though, things start to mix up as fast as the soundtrack’s BPMs start to pump up. While the touch controls are adequate, I think for certain spots, a physical controller would have been nice. However, there are movements that are far easier to pull off using a touch interface, such as time hits reminiscent of music games like Elite Beat Agents. This gem of a game needs to be experienced at least once, not only for the wonderful soundtrack, composed by Daniel Olsen and Jonathan Eng and featuring Linnea Olsson on vocals, but also to see the twists and turns the game takes. This little game surprised the hell out of me, and I think it will be one that I will revisit again based on its production.
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4. Ape Out (Switch, PC)
Sometimes we all need to get out. Especially when you are an ape stuck in a cage. That’s the conceit of the top-down, twin stick, hyper violent, and super stylized game, Ape Out. There is one goal: Be the ape and get the hell out! The concept is very rudimentary which I feel allows the game to shine. You will have to run, dodge, grab and toss enemies to reach the exit while the only advantage is being able to take three hits before going down. Enemies have guns that the player can’t use in the typical way. Instead, grabbing a foe allows one immediate shot to be fired from the grappled target. Used strategically, it can get you out of a lot of close calls. Other enemies can have bombs or body armor to keep this from being too repetitive and thanks to the game’s art style, they all look distinct so there’s no confusion on who you are fighting. Levels are procedurally generated as well, so even thinking on memorizing enemy patterns doesn’t always work. The fluorescent color palette and very minimalist style, like that of a Saul Bass movie poster, highlights the chaos and violence without making it too gross or unappealing. Even the soundtrack is minimalistic, utilizing only jazz percussion that plays out dynamically as the action plays out in real time. A feast for the eyes and a challenge on the thumbs.
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3. Katana Zero (Switch, PC)
Taking a page from one hit kill action games like Hotline Miami, Katana Zero plays out at first like a typical note from the genre, right down to its ‘80s aesthetic. You clear room after room of enemies, slashing with your katana, wall jumping to high points, and focusing time to slow down and either dodge or reflect projectiles. A lot of this game is a throwback thanks to its choice of graphics, 2D platforming and story points from movies like Drive and Leon: The Professional. It is thanks to the presentation that makes this game shine for me. The story, music, graphics and gameplay presentation are what makes Katana Zero so high on my list. Clearing rooms is fast paced and quick, with messing up only taking several seconds to get back into the fray. While the loop of the game can get a bit repetitive, there are plenty of surprises that change up the standard formula of the game as you progress. The story does a nice job of not only driving things forward, but also tying in gameplay concepts into the narrative. The music is a healthy blend of synthwave and some very heavy and experimental electronic tunes (one that I’ve had on repeat most of the year). The overall games is fairly short and ends on a bit of a cliffhanger, but there are speedrunning modes and secrets to uncover from replaying. Katana Zero stands as one of the best independent games this year.
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2. Fire Emblem: Three Houses (Switch)
There was a time when Fire Emblem was on the ropes, becoming a lagging franchise that was not connecting with strategy enthusiasts on the home consoles. Then in 2013, things changed with the release of Fire Emblem: Awakening on the 3DS. Nintendo and Intelligent Systems had intended that game to be the last in the series. Instead, we got another 3 (and 1/2) games released on the 3DS this past decade. Now it’s time to pass the torch onto the Switch and boy did they deliver on a packed adventure! Instead of just following one or two paths like most FE campaigns, Three Houses offer up to four different story playthroughs that each roughly takes about 50 hours or more to complete. There is also a vast amount of customization thanks to the setting being centered around a military school and teaching classes. If you love watching meters and bars fill up, there are tons of those to be had in Three Houses. Even though not every aspect is well thought out (the amiibo gazebo comes to mind, even though it is the best named mechanic), the cast of characters and support conversations (all fully voice acted) provide some rich storytelling from a character development standpoint. Do check out this game as it is one of the best in the series.
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1. Tetris 99 (Switch)
“Where are we dropping, Blocks?” In a personal first for me, a multiplayer game has taken my number one spot. Tetris 99 is just that. Tetris. However, it’s you versus 98 other players in a battle royal style completion. Released as a free download to Nintendo Switch Online subscribers, it now has multiple versions that can be bought as well. Thanks to constant updates and weekend tournaments, the online community is still strong, so finding matches is quick and painless. Playing against such a wide number of challengers turns the typical Tetris strategy on its head. Racking up combos instead of quickly clearing lines, for example, is one way to secure victory, but leaving too many gaps and holes can prove disastrous if you suddenly become the target of a handful of players. Even though I have yet to secure a 1st place finish, the nature of Tetris keeps me coming back for more. Whether it’s facing against bots, friends, marathoning solo or playing the featured battle royal, this is a fun version of Tetris to be had.
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tsaomengde · 6 years ago
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Difficulty vs. Accessibility: Sekiro and Dragon Age
[cross-posting to several media platforms, so I explain the terminology more than would be called for on the subreddit. unmarked spoilers below the cut]
Since From Software’s Sekiro was released a few weeks ago, there has been a great deal of online hullabaloo about its lack of difficulty settings – well, they actually are there, but only in the sense that there are in-game options to make things harder rather than easier.  The centerpiece of the debate has been this article:
https://www.forbes.com/sites/davidthier/2019/03/28/sekiro-shadows-dies-twice-needs-to-respect-its-players-and-add-an-easy-mode/#362a8dc91639
Here’s the thing: in the past, I’ve said games should absolutely offer an easy mode, or ways to speed up progression, for those without the time/ability/inclination to play “as intended” – that is, to play the game the way the developers intended for it to be played.  But I’ve mainly had this conversation as regards games like Dragon Age and the newer Deus Exes, which have in fact included these difficulty options.
The crux of the argument about Dragon Age was a developer’s assertion that she would like to see a mode included where combat is either removed or automatically resolved.  She was, of course, sent the usual array of death threats and other excreta from the Twitter Brigade, mostly for the crime of being a woman on the Internet with an opinion, but those with an actual bone to pick said basically: “If you take the combat out of the game, there is no game left.  There is only a visual novel.”
The reason why I think difficulty settings, and indeed even a way to remove combat altogether, work/would work in Dragon Age is simple.  Visual novels are great!  Choose-your-own-adventure stories are fun!  The heart of the Dragon Age experience is interacting with your companions, exploring the world, learning the lore, making decisions that shape the way the story plays out, and so forth.  Do you drink from the Well of Knowledge yourself, or let your morally-ambiguous and rather-too-eager mage advisor do it?  Do you stand by while your friend’s mercenary company dies in pursuit of a larger political goal, or do you sacrifice the possibility of an alliance with a foreign power in deference to your friend’s well-being and feelings?  Absent the combat, these choices have weight.  They have consequences.  
The combat, frankly, is the tax you pay to get to experience these things.  I like Dragon Age combat just fine, particularly Inquisition’s, to the point where I’ve finished the game on Nightmare.  But to my wife, it’s precisely what I said it is: a tax you pay to get to the good bits.  On our joint playthroughs, she handles exploration and dialogue, I kill things.  She’s 100% capable of killing things just as efficiently as I am, but she doesn’t get the same joy from it.  If there were an option to remove the combat and just explore and hang out with your friends, she might be happy at the option to use it.
Here is why, in my estimation, the same argument doesn’t apply to Sekiro.
In Dragon Age, there are two kinds of entities: players, and enemies.  Players have a ton of abilities, specializations, equipment, weapons, they have skill combos they can do with their allies, etc.  Enemies are big walking chunks of hit points with the ability to make you die unless you use your abilities.  Most of the rules you need to follow, like stamina/mana management, cooldowns, positioning AoEs, trying to make your potion supply last from point A to point B, don’t apply to them.  They are there to get in your way and make you consume x% of your resources.  The combat gameplay does not inform the world, the lore, or the characters, beyond each party member being assigned a specialization that supposedly relates to their character (like Cassandra being given the Templar spec, which is… not accurate).  Your mages never have to worry about demonic possession, one of the main story elements driving class warfare in the setting, because that’s not the gameplay experience the devs are trying to sell you.
In Sekiro, you and your enemies are, by and large, the same.  You both have health and a Posture meter that gets closer to a guard break as you block more attacks.  You can both Deflect enemy attacks to inflict extra Posture damage and avoid taking it yourself.  While you have a wide array of skills and techniques, enemies do too.  Common enemies do not wander around with the goal of making you consume x% of your resources; they patrol specific routes, on the lookout, with the intent and capability of killing you stone dead if you screw up more than once or twice.
Combat gameplay absolutely informs the world, the lore, and the characters.  Sekiro can learn a multitude of special combat techniques, but unlike in Dragon Age, where the different abilities are just buttons you press to do different things for different kinds of damage or effects, these techniques have a presence in the world.  The Ashina-style Ichimonji, a powerful downward swing that restores your Posture, and the Ashina Cross, a sword-drawing technique, are both available to you and your enemies who practice Ashina swordsmanship.  You can counter enemy thrust attacks with a shinobi technique called the Mikiri Counter, where you step on an enemy blade as it’s thrust at you.  So when you fight your shinobi father Owl, who taught you everything you know, and you try a thrust attack on him… well, he hits you with his own Mikiri Counter.  He also knows your Chasing Slice follow-up attack to a shuriken throw, the Shadowfall thrust technique you can learn… the list goes on.
If the game wasn’t difficult, wasn’t punishing, if you could just tap R1 through every fight and occasionally dodge the really dangerous attacks, you wouldn’t recognize these things.  The difficulty of the game also encourages you to use stealth attacks, throw dirt in people’s eyes, kill from a distance with shuriken, use firecrackers to interrupt enemy attacks…  In other words, you are forced by the exigency of your situation to really adopt a shinobi mindset.  Once you really know the game, your moveset, and your tools, you can run into a crowd of three or four guys and come out on top, and it feels awesome, but not at first.  And even at the very end of the game, normal enemies are still totally capable of murdering you, to say nothing of the bosses, so you can never let your guard down.
So much of the story, the lore, of Sekiro, is communicated in this way, through your learned experiences and your struggles to master the systems of the world.  Watching someone play through the game is thrilling when they demonstrate skill, but it’s not the same as doing it yourself.  So the question is: how do you make such a difficult, tailored experience accessible?
I’ve thought a lot about it, and the answer I keep coming to is that you don’t.  You do everything you can to make it actually accessible – Sekiro already has completely remappable controls, multiple spoken language tracks for people who don’t want to or can’t deal with subtitles, adjustable gore levels – but at the end of the day, you can’t compromise the core of the experience.  I’ve read accounts from multiple people with disabilities on the Sekiro subreddit who, in point of fact, decry the call for “accessibility” and the use of the disabled community as a talking point.  They don’t want to be pandered to; they want to play the game as it was intended, same as everyone else, regardless of any additional complications.  Speaking as a person on the spectrum, if someone handed me a visual novel that had been tweaked to be more “accessible” to me, and they had tweaked it by taking out characters’ emotional ambiguity because we Aspies sure are bad with those Feelings, I would feel… well.  Not great, not at all!  I would rather play the actual visual novel and take the risk of not 100% grokking what was happening on the first run.
Another argument: at this point, we can all agree that Games Can Be Art.  Yes?  Good.  The purpose of art is to create emotion.  So we have to ask: what is the vehicle the art uses to deliver that emotion?  In Dragon Age, the vehicle is your interactions with the other characters, the choices you make, and the ways in which the story changes depending on those choices.  These elements are present in Sekiro, but a fundamental part of its vehicle is the experience of being in the world.  
Confronting Genichiro, the man who cut off your arm, in the middle of a lightning storm on top of a castle which you have spent the past hour scaling, fighting off enemy shinobi the entire way, and barely scraping out a victory by redirecting his own lightning attacks back at him – there is a raw edge of desperation that feeds back in to a tremendously powerful feeling of victory and satisfaction.  The analogous situation in Dragon Age, the big battle against Corypheus, does not create the same feelings because the situation is manufactured.  He supplies the battlefield, drops you into it, and then you have a little fight.  Your emotions about him and the situation come from the events leading up to it and their impact on you and your allies.  The cathartic element present in Sekiro is absent here, and the difference in the execution of gameplay-as-story is at the center of this contrast.
To sum up, the difficulty of Sekiro is directly tied to the player’s experiences in and understanding of the world, and thus it is an essential component of the game qua art.  Changing any element of it to make it less demanding and punishing would change the essence of the art form.  This is in contrast to Dragon Age, whose gameplay does not directly inform story and as a result can change the nature of that gameplay without compromising its essential player experience.
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cheonbong · 6 years ago
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mrmallardsmobileposts · 6 years ago
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RE: the Easy Mode discourse with Sekiro
I don't mind a game having easy mode. RTS games have easy modes, fighting games have easy modes, all sorts of competitive video games have easy modes. I grew up playing most games on easy difficulties, before moving onto normal for most titles - I don't like being broken down again and again by a game continuously kicking me in the dick, because I don't find that fun. Because of that, I don't like playing FromSoft games.
And I wouldn't play a Dark Souls game, or Bloodborne, or Sekiro, even if they did have an easy mode. Because I realise that the games are difficult by design.
My thoughts on Easy Mode discourse go back to when Cuphead was being roasted for its difficulty. There's footage of a games journalist - a person being paid to cover the game that he's playing - getting stuck on the tutorial for like 3 minutes. He just makes the same mistake over and over again instead of trying something new, and it's a technique that even most kids can work out in about a minute tops - This isn't a kid, or a newcomer, getting their first taste of a run n' gun title, it's a grown man being paid to play and cover this game, and he can't pass a simple and basic tutorial.
This instance isn't a question of accessible game design, because the button inputs are along the bottom of the screen and the physics make sense. It's perfectly fine to fail a few times while you get the hang of it, that's what the tutorial is there for, but floundering on the tutorial for three minutes isn't a fault on the game's part.
The Driver tutorial? That's a pain in the ass. It's unintuitive, it requires knowledge of specific stunt-driving terms out of the box and the time limit is harsh. The Cuphead tutorial is a bit abstract, but the button combos make sense and the actions it wants you to take are pretty clearly signposted. This guy failing to grasp the fundamental controls of the game, free of any hazards or timers or whatever, is a personal problem on his behalf - but that got turned into a "gamer respect" issue regarding video game difficulty later down the line. To my understanding he took the game to task for being too difficult despite his issues with the controls being a personal, localised issue.
I'm bringing Cuphead up because that game's difficulty was lambasted by reviewers upon its release. We had this "developers need to respect gamers by adding an easy mode" discussion before, even with an easier difficulty modifier in Cuphead. Reviewers who were giving the game coverage were roasted for not knowing how to play the game, and rightfully so, and the reviewers shot back with "it's not user-friendly enough, it's a fault on the part of the game!".
Cuphead is designed to be challenging. It can be made easier, but there are aspects to the level design and the bullet patterns of the bosses that give the game its appeal in the first place. It wasn't just a slog through Kaizo-level pitfalls and restrictive controls, and the easier play mode cut boss HP and might have messed with projectile density and enemy placement for all I know - but it was still challenging in the way that the developers intended, with enough concessions to make the game more accessible to less skilled players. That established my distrust of mainstream games coverage in regards to video game difficulty.
FromSoft is known for their difficult games, with different mech combat games years before the Souls games as well as the popularity of their hard-as-nails Souls titles. These games haven't had easier difficulty settings before, with a noted appeal being the feeling of accomplishment that players feel when they wrangle with the controls long enough to be able to beat the game. For all intents and purposes, the Soulsborne titles from FromSoft are made with difficulty in mind. Difficulty is a feature, an obstacle to be overcome.
Of course, plenty of other games are made for challenging play but offer a cinematic mode. That's fine, and it's up to every developer to consider the audience that they want to court with their difficulty modes. But FromSoft games are renowned for their difficulty, and only those players who put up with the bullshit of each game get to experience how those games play out. It's no different to buying a game that you can't beat, or that seems unfairly stacked in the game's favor, or that you just don't like so you take it back - some crazy bastard is going to punish themselves for long enough to finish that game, whether they like it or not. Not everyone is going to find appeal in that experience, or get the most out of that game.
And sometimes games are unbalanced, and require patches to be considered playable by anyone outside of the handful of masochistic "hardcore" gamers who spend hours on end punishing themselves until they're good enough to persevere. Sometimes an easy mode is required due to developer oversight. Sometimes it's just nice having less stuff to stress over so you can enjoy a game's story beats and get a reasonable facsimile of the game's intended effect.
But the Soulsborne games are intentionally hard for skilled players to enjoy, and I don't think there's anything wrong with that. I find it really backwards for games journalists to call out From Software as "disrespecting their players", when they're offering incredible gameplay challenges to be overcome with skillful play. That sounds like they're respecting players well enough to learn the game's systems, become skilled at the game's combat and overcome these extreme challenges on their own. The satisfaction of overcoming the game's biggest challenges is the reward you get for playing, and that impact is lessened by hand-holding or watering down the experience.
I would never touch Sekiro with a ten foot pole because I don't like games that are overbearingly difficult like that, but I certainly respect it for what it tries to do. I think making a company go out of their way to change that intended balance of difficulty is rude - if their intention was to create an overwhelmingly difficult game, then that intent should be respected. If you can't overcome the game's challenges, then there's a whole slew of action RPGs with a range of different difficulty modes for you to play.
And despite that, I'm still on board with games having easy modes. Even a developer known for their hardcore game series aimed at enthusiasts can put an easy mode in their video games to appeal to a wider demographic, and that's fine. Like jeez, have you seen the Fire Emblem purists on GameFAQs who insisted an easy mode on Awakenings was the death of the series, despite selling record-breaking numbers of units? People who take a stand against easy modes in video games, calling it the death of gaming or something like that, are usually massive assholes.
My beef here is the social pressure to add an easier difficulty mode to a game built around challenge and skill. If they cave to pressure and add it, it won't be any skin off my back, but I think that games made for the sake of being challenging should be as difficult as they want to be - From Software should be able to make their games as easy or difficult as they like.
Even without touching on the subject of accessibility for different personal conditions, here are game experiences that are crafted specifically for enthusiasts of a certain genre that the average layman wouldn't enjoy playing, despite having the capacity to play with the pros given the right amount of practice and dedication. If folks found a Touhou bullet hell title too difficult, even on the easiest difficulty settings, are the developers responsible for modifying the game's difficulty settings even more to account for all types of players?
There is the accessibility issue of a game being too difficult for everyone to play. Anyone should have the tools to pick up whatever game they want to give it a go, and gaming is known for having issues with accessibility regarding different gaming peripherals - we're used to standardised layouts on a gaming controller, and anyone who can't fit into that paradigm is shit outta luck. Controllers like the Xbox One accessibility gamepad is making headway in that department, but it's still a prohibitedly expensive option. Custom button-mapping has been on the rise with this most recent gaming generation, but that doesn't mean much if you can't hold the controller due to your personal conditions. Different controllers for differently abled people to play games have always been ridiculously expensive. There's absolutely a case to be made for the video game scene not being the most accessible crowd around.
But given that a differently abled person has access to the equipment that they need to play video games, they should have access to whatever games they want to play. But not everyone is going to be able to beat every type of game, even with the know-how and the proper equipment and the desire to play.
And there will be differently abled people who do pull out all the stops to finish whatever video game they put their mind to. There's a quadriplegic man who's beaten Sekiro before. There are people who overcome difficult video games despite having limited mobility and different accessibility needs. Anyone who wants to try to beat a game should have the equipment to take a shot, and they should be able to play on whatever difficulty is comfortable for them to play on, but if a game is designed with a high skill ceiling in mind and only offers the one way to play it, I think those who are willing to challenge, learn and overcome the game on its terms should reap the rewards.
If a game has busted accessibility options, like improper color-blindness options or button mapping that makes the game even more difficult for differently abled people despite being billed as the "accessible" option - even if a game doesn't allow for custom key-binding - there's a case for a developer or company to change and fix things to make good on their promise of a more accessible gaming experience. If a game is improperly balanced on even the easiest difficulties, there's a case for the developers to alter the game on those grounds.
But I think a game that's been built from the ground up to be a significant challenge, with the intended goal to run the game's gauntlet of considerable difficulty, has the right to present its intended challenge as is - as the statement that the developers intended for the enthusiasts who flock to buy each new release. There will be people who are dedicated enough to finish it from all walks of life. But not everyone will be able to play it, or find it enjoyable, whether that person is differently abled or not.
I don't like Soulsborne games, or games that present themselves as hard-as-nails challenge fests. I don't mind a significant challenge from time to time, but From Software games aren't my scene because I know I'm not going to take to them. While I understand the accessibility argument, I'm pretty jaded from instances like Cuphead where even a difficult game with easier difficulty modes was judged as being fundamentally flawed for the level of challenge it presented.
I don't want to step on anyone's rights or desires, and I don't dislike easy modes in video games. But a game that's designed to be difficult should be able to present its difficulty on its own terms. If that means offering the single intended experience, then that's their prerogative.
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thathomestar · 7 years ago
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A Somewhat Comprehensive List of Good Old-School FPS Games, Where To Get Them, & How To Get Them Working
I love old FPS games. The action is fast, the levels are explorable, the guns are powerful. Whether you’re tired of modern FPS games or just waiting for some new hotness to come out, there’s a lot of these old games you can play! This list will cover a lot of the old classics and how to get them running on modern hardware (assuming you’re on Windows. Some of these work on Mac/Linux though).
Of course, what defines an “old-school” game from something more recent? Well the way I see it, there are FPS games before Halo, and FPS games after Halo. Halo was such a landmark game that it shifted the entire genre, hell even the entire video game industry. So I’m going to keep this list to pre-2001 games for the most part.
STUFF TO KNOW
Before going into this wholesale, I need to say a couple of things. These game are old. They are most likely not going to work out of the box and will need some tweaking on your part. Most of the non-3D games on Steam and GOG come with DOSBox wrappers. This can be fine for some games, but often times fans have created patches and their own engines/source ports for these games that work better than DOSBox emulation.
PC Gaming Wiki is an invaluable resource when it comes to finding patches and fixes to common problems. I will also point out any fan patches or source ports for the games as I go. On Steam, the curator page Sector Effectors has brief overviews on the functionality of games so you know what you might need before you buy.
A lot of games on Steam and GOG come in bundles that have the entire series in one at a markdown price, so it’s usually cheaper to just buy an entire series than each individual game. I can link to bundles on Steam but not on GOG; those bundles will be on the sidebar underneath the button to buy the game. In the case of games (like Doom on Steam), you have to buy the bundle to get the mission packs, whereas stuff like this is typically included with the game already on GOG.
Make sure you check through the options menu of each game and make sure everything’s set up to your liking, whether it’s video options or your actual controls. The default settings for this kind of stuff in these games are tend to be really weird and outdated, so it’s something you need to check every single time.
Most if not all of these games include various difficulty modes, so whether you’re a badass coolguy like me or someone fairly new to PC shooter games, you’ll be able to play these games.
id SOFTWARE
While they didn’t invent first-person shooter games, it’s undeniable that id Software made the genre as popular as it is today with the games they made.
WOLFENSTEIN (1992/1993/2001)
Wolfenstein was originally an adventure game for the Apple II, but the boys at id wanted to put their own spin on it. What we got was intensely fast Nazi slaughtering action, chock full of gore to spill and gold to swipe. You play as B.J. Blazkowicz, a POW hellbent on escaping Castle Wolfenstein and blasting any Nazi who gets in your way.
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Wolfenstein 3D - GOG / Steam Wolfenstein 3D: Spear of Destiny - GOG / Steam Return to Castle Wolfenstein - GOG / Steam Steam Bundle
Wolf3D has a source port called ECWolf, which natively supports most popular OS’s, has widescreen support, and adds an auto-map feature which is immensely helpful for getting through the maze-like levels. At full speed, Wolf3D might make you motion sick, just a word of warning.
Return to Castle Wolfenstein has a 1.42d fanpatch (second from bottom) that adds proper widescreen support. This game has some weird difficulty spikes. Grey Matter Studios, the team that made RtCW, were later absorbed into Treyarch, who later went on to make Call of Duty: World at War and most of the other good CoD games.
Call Apogee, Say “Aardwolf”!
DOOM (1993/1994/1996)
This just might be the best game ever made, though I may be a little biased. Doom was a landmark title in the video game industry, to the point that FPS games were all called “Doom clones” for a while. The last alive in your squad of space marines, it’s you versus the legions of Hell as they take over Mars and invade Earth. Try to make it out alive!
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Ultimate Doom - GOG / Steam Doom II: Hell on Earth - GOG / Steam Final Doom - GOG / Steam Steam Bundle (includes Master Levels for Doom II)
Doom has a huge number of source ports, but the most notable ones as of right now (in my opinion) are GZDoom (modern features + mod support), prboom+ (vanilla-style with modern features), and Chocolate Doom (vanilla-accurate). There’s many more though, which I’ve written about extensively here. Disregard Doom 3: BFG Edition, it edits the base data files and makes them incompatible with a lot of custom content.
If you play with a gameplay mod before you’ve beaten the games, I’ll slap you.
Eat leaden death, demon.
QUAKE (1996/1997/1999)
Wolf3D and Doom were pioneers for their own reasons, and Quake’s claim to fame was its fast 3D graphics, full use of the mouse to look up, down, and all around, and intense deathmatch multiplayer. Whether you’re battling it out with Lovecraftian monsters in Gothic castles, waging war against the alien Strogg, or simply blasting opponents in the Arena Eternal, there’s intense action to be had.
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Quake - GOG / Steam Quake II - GOG / Steam Quake III Arena - GOG / Steam Steam Bundle
Quake 1 has a few notable source ports. For singleplayer, Quakespasm (John Romero approved!) and Darkplaces (not updated anymore but still works great) are the go-to. I don’t really play Q1 multiplayer so I can’t recommend anything on that end. This Steam guide has some good info on Quake source ports regardless.
Another thing of note with Q1 is that the Steam version does not come with the CD audio. Short of putting a Quake disc in your computer to get that CD audio, you can download this ZIP file I put together. This page has more info about the Quake 1 soundtrack. The GOG version comes with the CD audio, but in the format of a disk image, which can be a pain to get working.
Quake II has an unofficial 3.24 patch (third from bottom) as well as source ports like Yamagi and kmquake2 (top one). Q2 also has the same problem Q1 has, in that the Steam version doesn’t have the rockin’ CD soundtrack. I put together a download for the Quake 2 soundtrack here.
Quake III Arena should just work out of install, though on Steam you might need to disable Steam Overlay as it can screw up the visuals. Outside of that though, there’s a 1.32e fanpatch and the ioquake3 source port. Unlike the previous two games, Q3A is primarily a multiplayer game, though it does have a botmatch campaign that’s fairly fun. The music should work in this one.
Shub-Niggurath awaits you...
RAVEN SOFTWARE
For a while, Raven were kind of a sister studio to id. A lot of Raven’s early games are on id Software game engines. Luckily, this means some of these games can work on source ports for the games listed above!
HERETIC & HEXEN (1994/1995/1997)
Heretic and Hexen run on the Doom engine, and actually added features that Doom originally didn’t have, like being able to look up and down, having an inventory system, having a class system, and being able to jump. Hexen itself plays fairly different from Doom, with much more focus on exploration, puzzle solving, and melee combat, with the ability to backtrack between levels.
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Heretic: Shadow of the Serpent Riders - Steam HeXen: Beyond Heretic - Steam HeXen II - Steam Steam Bundle
Being Doom engine games, Heretic/Hexen can be played using source ports like GZDoom and Chocolate Doom with little to no extra hassle. Hexen actually has a CD soundtrack much like Quake, but without a CD you get the MIDI versions of the music instead, which is fine by me since the MIDI tracks are great. If you want the CD music, you can run this WAD when you run Hexen. Check my Doom guide for info on how to do that.
The version of Hexen: Deathkings of the Dark Citadel on Steam is actually the original buggy version with no music. Download this version of it instead for working music.
Hexen II uses the Quake 1 engine, but has it’s own source port called Hammer of Thyrion. Unfortunately, like Quake 1, the Steam version does not include the CD audio. You can download the soundtrack here. Hexen II on Steam also does not include the Portal of Praevus mission pack; you can download that here.
There is actually a Heretic II but it’s third-person and not sold on digital stores due to licensing issues. It’s okay, and more of an early look at a much bigger game Raven Software would make four years later.
Evil grows darkest in the shadow.
APOGEE SOFTWARE/3D REALMS
Apogee was both a developer and publisher for PC games, popularizing the “shareware” model of distribution where a sizable portion of the game would be put out for free, and people could pay for the rest of the game. Wolf3D was actually published under Apogee, but id went solo when they made Doom. Regardless, they made some very notable FPS games.
RISE OF THE TRIAD (1994)
Made on a heavily modified Wolf3D engine, Rise of the Triad was made after Tom Hall left id since Doom’s development went in a direction he wasn’t interested in. It’s much less technically impressive than Doom, though you can choose one of five characters to play as, as well as look up and down and even bounce off of bounce pads.
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Rise of the Triad: Dark War - GOG / Steam
There is one RotT source port called WinRott (and a more modern version called WinRottAPI). However, it has numerous problems and frequently crashes, making the standard DOSBox version you get with GOG and Steam the more appealing option.
Ludicrous gibs!
DUKE NUKEM 3D (1996)
The first of the Big Build Engine Three, Duke Nukem 3D is the third game in the series, the previous two being sidescrolling shooters. Alien bastards have invaded Earth once again, and Duke Nukem takes it upon himself to blast their asses out of the galaxy, cracking one-liners along the way.
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Duke Nukem 3D: 20th Anniversary World Tour - Steam
Atomic Edition is the original “all-in-one” package that includes bonus campaigns which was sold on GOG, and Megaton Edition was a modern rerelease of Atomic Edition on Steam. However, these versions of the game were ripped off of digital storefronts due to Gearbox Software acquiring the Duke IP. The only version of Duke3D to buy right now on digital stores is World Tour. It does not include the original bonus campaigns, but it has an all-new 5th episode where Duke Nukem says “Bazinga”.
Honestly, just have Atomic Edition. This is the version I had before it was taken off GOG. I don’t care. Don’t give Randy Pitchford your money.
The most notable Duke3D source port is eduke32, which adds a lot of modern bells and whistles as well as some fancy new visuals. I’m not sure it’s compatible with World Tour though.
Those alien bastards are gonna pay for shooting up my ride!
SHADOW WARRIOR (1997)
The second big Build Engine game, Shadow Warrior is fairly similar to Duke3D, albeit with a (slightly racially insensitive) Asian theme. You play as Lo Wang, chopping and blasting your way through demons and monsters to stop a corporate overlord from taking over Japan, cracking bad puns along the way.
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Shadow Warrior Classic (1997) - GOG / Steam (free!) Shadow Warrior Redux - GOG / Steam
The Classic version of Shadow Warrior is just the original game running in DOSBox. It works pretty well, and for the low price of free it’s worth a play! The Redux version is essentially an official source port, like what Megaton Edition was with Duke3D. It does cost money, but it runs great.
There were a couple of source ports, but the Redux version basically invalidates them.
Who want some Wang??
BLOOD (1997)
The third big Build Engine game. Blood was made by Monolith, more well known these days for F.E.A.R. and Shadow of Mordor. Blood’s a bit of a weird one compared to Duke and Shadow Warrior; its setting is ambiguous and your main melee weapon of choice is a pitchfork. Caleb is an undead gunslinger who’s on a revenge quest, slaughtering cultists and monsters along the way while cracking snide comments.
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Blood: One Whole Unit Blood - GOG / Steam
Blood is in a weird situation, where it likely would have had a rerelease similar to Duke3D Megaton or Shadow Warrior Redux, but Atari has a stranglehold on the rights and refuses to do anything with it, even release the source code.
Despite that, Blood does have a couple of source ports of sorts, the standout being BloodGDX. It’s a bizarre reverse-engineered piece of work that runs in Java, but it’s probably the most accurate version of Blood you can play besides the DOSBox version. On the downside, it doesn’t display the pre-rendered cutscenes. The alternative is BloodCM, which is based on eduke32.
There is a Blood II but it’s poopy.
I live... again!
BUNGIE
A lot of people forget Bungie made games before Halo existed. This is because most of the games they made before Halo were for the Macintosh. While Doom dominated the IBM PC market, Bungie decided to carve out a niche on a competing platform, and it worked.
MARATHON (1994/1995/1996)
The guys at Bungie thought Wolf3D and Doom were pretty cool, and they wanted to put their own spin on it. The pace is a bit slower than it’s contemporaries, but Marathon’s focus is instead on exploration and story, which is told through computer terminals. Aliens attack your colony ship, and the onboard AI start to go a little haywire. It’s up to you, a lone security officer, to beat back the Pfhor and prevent Durandal from... oh never mind, there he goes.
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Marathon - Free Download Marathon 2: Durandal - Free Download Marathon Infinity - Free Download
The Marathon Trilogy in it’s entirety was put up for free by Bungie, source code and all. The main source port for it is Aleph One. It should just work after install, though you might need to fiddle with the in-game options to get it to how you want it.
All three games come with hi-res texture packs that are based on the Xbox Live Arcade version of Marathon 2, and they kinda don’t look so good sometimes. You can turn them off in the Plugins menu under Environment options to get the authentic aesthetics. The Field of View of the Marathon games is a little low by default, but you can copypaste a script from the PC Gaming Wiki page to remedy that. I played with 100 FOV personally.
Make liberal use of your automap, but conservative use of your ammo. You can only save at designated save stations. Marathon 1 has background music but the other two games don’t. Marathon Infinity’s plot includes timeline hopping. Have fun!
Frog blast the vent core!
EPIC MEGAGAMES & DIGITAL EXTREMES
Before Fortnite, before Warframe, before Gears of War, there was Unreal. Epic Games is most known for the Unreal Engine these days, but there’s a game series behind that name, and it used to be Quake’s biggest competitor.
UNREAL (1998/1999)
Like most games here, Unreal was made to be a technical showcase for the engine it’s running on. This is important because visual fidelity was pretty much the game’s main selling point, and it worked. People were really impressed with how it looked at the time. You play as a escaped convict from a prison ship that crash-landed on a mysterious alien planet, simply trying to find a way to escape.
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Unreal Gold - GOG / Steam Unreal Tournament GOTY - GOG / Steam Steam Bundle (includes later Unreal games)
These games should just work out of the box, but you can install the Oldunreal fanpatch to make them more compatible with modern systems and resolutions. Make sure you download the one for Unreal Gold, otherwise it won’t let you play the expansion. Unreal Tournament has a couple of patches that are needed if you want to play it online these days, as well as this fix for sound and some of the graphics.
There is an Unreal II but it wasn’t made by Epic or Digital Extremes, and it’s kind of poopy.
From where many have died, you have escaped.
VALVE SOFTWARE
Before the rise of Steam, Valve used to make games. While they don’t really do that anymore, their back catalog of developed games is impressive and impacted the industry in more ways than one.
HALF-LIFE (1998/1999/2001)
Valve’s aim with Half-Life was to make an immersive world that told a story, while also having Quake-style action as it’s main gameplay. Half-Life got a lot of praise for not only telling a decent little story, but for letting players keep control the entire time and never forcing people to watch a single cutscene. A research facility accidentally opens a portal to a border dimension, from which an alien invasion pours out. It’s up to Dr. Freeman to fight for his survival, as an all-out war commences.
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Half-Life - Steam Half-Life: Opposing Force - Steam Half-Life: Blue Shift - Steam Steam Bundle (also includes Team Fortress Classic)
Half-Life is still somewhat regularly updated by Valve to keep it compatible with modern systems, so the game should just work after install. That being said, Xash3D is a reverse engineered version of GoldSrc that aims to remove some limitations and restored cut features from the original engine, though it’s not necessary to play Half-Life or it’s expansions.
There exists Half-Life: Source, which is HL1 straight ported to the HL2 engine, but it sucks. It was so bad, fans created Black Mesa, a full HL1 remaster for the HL2 engine. Black Mesa is great, but don’t play it until you’ve played the original.
They’re waiting for you, Gordon. In the test chamber...
COUNTER-STRIKE & TEAM FORTRESS
While these are strictly multiplayer-only games, I would be remiss to not include them. Counter-Strike and Team Fortress’s impacts on the world of competitive multiplayer gaming is extremely important and is worth checking out at least once.
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Counter-Strike - Steam Team Fortress Classic - Steam
The original Counter-Strike should work out of the box and is still actively played by quite a number of people today. Team Fortress Classic still has a playerbase, but not as much as CS. The newest versions of these games, Counter-Strike: Global Offensive and Team Fortress 2, are still incredibly popular to this day.
Enemy spotted.
LOOKING GLASS STUDIOS
I personally don’t have much experience with Looking Glass and their legacy of games, but it just wouldn’t be right to not mention them considering how important they were to the growth of the first-person genre of games. Not strictly shooters like Doom or Quake, these games pioneered the “immersive sim” subgenre with heavy focus on exploration and story over blast-up-your-ass gunplay. If you prefer a slower pace and some actual story to sink your teeth into, look no further. Though, be prepared to wrestle with some of the controls.
ULTIMA UNDERWORLD (1992/1993)
Ultima was primarily a top-down RPG series, but Underworld takes that formula and puts it in the first-person perspective. The game pioneered many advanced features not seen before in video games, and heavily inspired games like The Elder Scrolls, Bioshock, and even Wolfenstein 3D. You play once again as The Avatar, thrown into the Great Stygian Abyss to look for an ungrateful baron’s kidnapped daughter.
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Ultima Underworld: The Stygian Abyss - GOG Ultima Underworld II: Labyrinth of Worlds - GOG
There does not exist any source ports or fan patches for this game, so DOSBox is all you get. It seems that the GOG versions has a few issues, but they have fixes.
You see a rat. You see a rat. You see a rat. You see a rat. You...
SYSTEM SHOCK (1994/1999)
Video game stories about AIs going rouge and wanting to become gods seems to be a common theme in 1994. System Shock 1 and 2 are considered masterpieces by classic PC game enthusiasts. You play a cyber-hacker in the future and some corporate executive guy asks you to hack his space station’s AI to give him full control over it, in exchange for cyber implants. You agree, you do it, and as you wake from the implanting operation, the AI has pretty much killed everyone aboard and is planning on blasting major cities on on Earth with the station’s mining laser.
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System Shock: Enhanced Edition - GOG / Steam System Shock 2 - GOG / Steam Steam Bundle
Enhanced Edition, much like some of the rereleases for the Build Engine games, is geared to make the game playable on modern systems, in more ways than one. For instance, in the original game, you cannot use the mouse to look around. Enhanced Edition lets you do so. It also comes with the original version of System Shock running in DOSBox, if you’re so inclined to play it.
System Shock 2 has a whole slew of mods and patches, too many for me to discern and sort through. Maybe I’ll update this once I actually play the game so I can put up only the worthwhile fixes and mods.
Look at you, hacker. A pathetic creature of meat and bone. Panting and sweating as you run through my corridors. How can you challenge a perfect immortal machine?
THIEF (1998/2000)
A bit of a departure from most of the games on this list, even other Looking Glass games, Thief is primarily a stealth game, focusing on moving quietly and discreetly while swiping rare artifacts and precious heirlooms. Though Garrett, the player character, often finds himself in much darker conspiracies throughout his adventures.
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Thief: Gold - GOG / Steam Thief II: The Metal Age - GOG / Steam Steam Bundle (includes Thief 3 and the crappy Thief reboot)
Thief Gold has a patch called TFix that helps the game run on modern systems. Thief II has a similar patch called Tafferpatcher. Both games use the same engine, which was also used for System Shock 2.
Some people in The City are too rich for their own good. Lucky they have me to give them a hand.
ION STORM
Ion Storm is kind of weird to look back on in hindsight. John Romero was essentially forced out of id Software after Quake came out because he spent too much time goofing around and not actually working, so he got back with his buddy Tom Hall, and they formed Ion Storm. They managed to bring in Warren Spector and some other talent from Looking Glass as well.
DAIKATANA (2000)
Okay, I’ll be honest, this is not that good of a game, but it has historical significance so I’m including it. Mr. Romero was feeling a bit big in his britches and wanted to make the best game ever. This game would be Daikatana, featuring quite possibly the most infamous and aggressive marketing campaign in gaming history. You play as Hiro, and along with your allies Superfly and Mikiko, you must fix the timeline and prevent the evil Mishima from rewriting history and becoming ruler of the world.
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Daikatana - GOG / Steam
Daikatana runs on the Quake 2 engine, which is fairly flexible and should run out of the box. Romero put out the source code for the game a year after release, and from that we got the 1.3 patch, which is still being maintained by the few fans this game has.
John Romero’s about to make you his bitch.
DEUS EX (2000)
While the Dallas studio was plagued with problems of ego, Ion Storm Austin diligently worked with Warren Spector to create the cyberpunk Deus Ex. The themes and topics in this game are honestly more relevant today than they were when the game released. You play as JC Denton, a cybernetically enhanced anti-terrorist agent who gets caught up in a web of conspiracies involving organizations like the Illuminati.
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Deus Ex: Game of the Year Edition - GOG / Steam
Deus Ex runs on the Unreal engine, so it should just work. The Steam version has a bug where music is accidentally omitted from a level, but this is fixed in the GOG version. There are some fanpatches as well, though I dunno which ones are good or necessary.
There’s a Deus Ex 2 but it’s poopy.
My vision is augmented.
OTHER NOTABLE GAMES
There’s still a lot more old-school goodness to play, even though they may not be as big as the ones listed above. They may also deviate a little from definition of “old-school FPS”.
STRIFE (1996)
Even the Doom engine got an immersive sim game. Strife is a fantasy-based adventure FPS where you work with rebels to overthrow The Order. Not to be confused with Strife, the MOBA.
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The Original Strife: Veteran Edition - GOG / Steam
This game was in abandonware status for the longest time before Night Dive Studios managed to find the licenses and release this modern version. It uses a fork of GZDoom and comes with a whole host of snazzy features like bloom and anti-aliasing. It even comes with the original files if you just want to play using Chocolate Doom or whatever.
DARK FORCES (1995/1997/1998)
LucasArts were famous for their adventure games, but they wanted a piece of that FPS pie too. Star Wars was and still is the hottest series in sci-fi, so it’s no surprise it had its share of games. The Dark Forces games haven’t aged quite as well as most other games on the list, but if you’re looking for that Star Wars flavor, this is it. You play as Kyle Katarn, an Imperial-turned-mercenary working for whoever forks over the most cash. The cowards at Disney retconned these games with Rogue One.
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STAR WARS Dark Forces - GOG / Steam STAR WARS Jedi Knight: Dark Forces II - GOG / Steam Steam Bundle (includes the Jedi Knight games below)
The Steam versions of these games are outdated and many aspects of them just don’t work, like the music. The GOG versions are leagues more functional. Jedi Knight comes with Mysteries of the Sith, which runs on the same engine.
There are no fixes or patches for Dark Forces. XL Engine is the only source port that exists but development on it has been seemingly abandoned, and it remains buggy and unfinished. I can’t even find a proper link to a download, everything keeps 404ing.
Dark Forces II has an unofficial patch and a laundry list of various fixes on its PC Gaming Wiki page. Mysteries of the Sith is much of the same.
JEDI KNIGHT (2002/2003)
Made by Raven Software, who previously made Heretic/Hexen, Jedi Knight continues the adventures of Kyle Katarn, as he obtains the powers of the Force and wields a lightsaber. Shooting sections are in first person, but lightsaber combat is in third person.
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STAR WARS Jedi Knight II: Jedi Outcast - GOG / Steam STAR WARS Jedi Knight III: Jedi Academy - GOG / Steam Steam Bundle (includes the Dark Forces games above)
Both games run on the Quake 3 engine, so they should just work fresh from install, though you might need to mess with config files to get proper widescreen resolutions. Jedi Academy still has an active playerbase for its multiplayer!
DESCENT (1995/1996/1999)
Are you sick of being limited to running around on the ground? Then Descent might be for you! Piloting a space ship, you’re given “six degrees of freedom” to bob and weave your way around enemies! You play as a merc hired by a mining corporation to investigate and destroy a computer virus that’s hijacking their mining robots.
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Descent - GOG / Steam Descent II - GOG / Steam Descent 3 - GOG / Steam
There are a couple of source ports for Descent. DXX-Rebirth seems focused on maintaining the vanilla feel of the original, and D2X-XL is more focused on adding modern features, like OpenGL rendering. Both of these should work for Descent and Descent II.
Descent 3 does not have any source ports and might require some work to get running.
REDNECK RAMPAGE (1997/1998)
While Duke, Wang, and Caleb stole the show with the Build Engine, Redneck Rampage is still a favorite among some fans. Includes a booze-o-meter!
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Redneck Rampage Collection - GOG / Steam
The collection includes all three games in one package. Redneck Rampage is also on Steam but the quality of that version is so poor that you’d be better off just buying the GOG version. One source port exists but is extremely buggy, so you’re better off just playing it with DOSBox.
TUROK (1997/1999)
Most commonly thought of as Nintendo 64 games, Turok did make its way to PC. Turok is a little more arcade-y than most other games of its time, using a checkpoint save system and lives instead of just restarting the level over again like other games. Commit dinozoid genocide as Turok, Son of Stone!
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Turok: Dinosaur Hunter - GOG / Steam Turok 2: Seeds of Evil - GOG / Steam
These versions of Turok are remasters done by Night Dive Studios, so they should just work with no issues. N64 soundtrack best soundtrack. They’re drum-tastic!
SERIOUS SAM (2001/2002)
Out of Croatia comes Serious Sam. Including Serious Sam as an “old-school” FPS is pushing it, considering the series was actually made as a throwback to old-school FPS. At this point, it’s done its best to keep old-school traditions alive, so it deserves inclusion. You play as “Serious” Sam Stone, traveling through time to thwart the evil alien Mental.
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Serious Sam: The First Encounter - GOG / Steam Serious Sam: The Second Encounter - GOG / Steam
Serious Sam HD: The First Encounter - Steam Serious Sam HD: The Second Encounter - Steam
Croteam remade TFE and TSE in a newer version of their Serious Engine, and while the HD versions are the ones I’d personally recommend, the original versions still work great and some people still swear by them over the HD versions. It’s up to you and your preferences.
LET’S WRAP THIS UP
Obviously this list is not the end-all-be-all of EVERY first-person shooter that’s considered “old-school”. There’s pre-Wolf3D stuff like Hovertank 3D and Catacomb 3D. There’s stuff during the mid-late 90s like Blake Stone, Soldier of Fortune, SiN, and Tribes. Hell, there’s even stuff like Rainbow Six and Medal of Honor: Allied Assault, which paved the way for Call of Duty and the rise of modern military FPS. I never promised a full comprehensive list, just stuff I think is notable and fun. Though if you think there’s something vital that’s missing, let me know and I might add it!
If you need help getting some of this stuff to run, I will help if you shoot me a message, but please actually Google your problems before coming to me. Other people have this stuff figured out pretty well, and I will pretty much Google your problem if it’s something I don’t know.
Regardless, please check out these games and have fun! Each one has its own quirks. And remember:
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nameless-articles · 6 years ago
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Functions of Difficulty: A Response to a Contentious Piece of Criticism
It seems like every time From Software releases a new video game, journalists, critics, and consumers end up discussing the complicated questions: how difficult is too difficult and would From Software games benefit from having an easy mode? I want to consider where these questions come from, how the accompanying viewpoints are presented and defended, and where I want the discussion to go, all while minimizing direct comparisons to other artistic mediums.
These questions have existed since the release of the first Dark Souls game and have existed for games before then. The reason I feel the need to write about it now was a trending article by Forbes contributor David Thier titled “'Sekiro: Shadows Dies [sic] Twice' Needs To Respect Its Players And Add An Easy Mode.” This headline makes several assumptions. The first it makes is that Sekiro, as it is, does not respect its players, though it does not necessarily say why this is the case. The next part of the title helps understand how it is that Sekiro doesn’t respect its players by tying the lack of respect with the need for an easy mode. I go through the labor of phrasing the headline’s meaning this way because the fundamental “issue” that manifests as a lack of respect is not solely the absence of an easier difficulty, but, as the writer later puts it, “The fact that these games don't have any difficulty settings means that only a certain sort of player with time, inclination, reaction speed and lack of physical issues will ever see the final boss fight anywhere but on Twitch. This is a problem.” But is it?
This article marks the unwavering physical requirements of the game as an issue that would be addressed by having multiple difficulty settings that impact in-game properties related to these physical requirements. These adjustments would make it possible for people of varying ability to get to the same ending, a status the article privileges above not finishing the game.
Another way to frame the physical requirements are to view them as mechanical requirements and understandings. Games are more than the sum of their plot, presentation, and mechanics, and I put mechanics last because in the hierarchy of game analysis it is, ironically, the most difficult to critique and therefore more difficult to fully appreciate; while people might share the same language for the narrative and similar visual/audio aesthetic appeal achieved through cultural accustom, mechanical ability is hard to transfer, is always transferred indirectly, and is easily distinguishable from one player to another. This is not to say that one’s understanding of language and visual/audio appeal are not also tailored by an individual’s experiences and understandings, rather to frame video games as an artistic medium that places a higher value on the mechanical ability because that is the avenue on which video games fundamentally interact with the player. While some video game elitists would like to believe that video games are the only artistic works with interaction, it is better to view the interpretive qualities of other artistic mediums as an interactive process in their own right, and to see how one is not necessarily more interactive than another, but that the mode of interaction at play is different (might write more about this in the future).
So how are difficulty and mechanical requirements, made up of ability and knowledge, connected? While there is no linear graph to accurately illustrate how these two abstract notions work together, the relationship can be broken down as such: the higher the ability (physical abilities like quick reaction times, accuracy, and even time to play at all) or knowledge (understanding embedded game mechanics like how much damage the player does at a given time, time it takes to attack, how much damage do enemies do, remembering certain visual/audio elements that distinguish different enemies, etc) required to be competent makes the game more difficult. The ability part of this equation can be worked on and overcome by the player, but the knowledge requirement is something that the developer is only able to address.
To be clear, players can increase their understanding of mechanics by always keeping in mind those qualities of mechanical knowledge mentioned above, but only the developer can decide what knowledge is important in-game. For example, stamina has been an important trait of the Souls series and forces players to consider their consumption of a fundamental resource that many action-focused games do not consider. However, there is no stamina bar and no limitation of action with regards to stamina in Sekiro, thus there is no need or ability to worry about stamina consumption. This removal arguably would make the game easier than its counterpart in the Souls series, if it weren’t for the introduction of posture and a more robust countering system. However, I don’t want to get too into the impact of Sekiro’s differences because I hope to write another article about how they culminate into a game that is superficially Souls-like but results in a game that is mechanically quite different. But the point remains: there are aspects of difficulty within the player’s control and aspects of difficulty reserved for the developer. The fundamental question of the article and overall discussion of video game difficulty is how much of that difficulty should be reserved for the developer.
I’ve mentioned a player’s understanding and experiences earlier, but I want to address how this manifests as player bias. What players are exposed to and capable of will greatly impact what they believe is important in a video game. If a player has quick reaction times but doesn’t much care for the story framing their play, then narrative games are going to bore them and their preferences are best served by playing games that are solely focused on their mechanical interaction. On the other hand, if a player is interested in how games can present certain narratives, then the mechanical knowledge/ability required may feel like a detriment to their experience with the narrative. I am not advocating for one form of play over another. Both have their value, but I believe a good game is one that is able to incorporate narrative and mechanics in a two-way relationship, where a player feels compelled to engage with play because of the story while simultaneously having a narrative informed by the mechanics. This is the element that makes From Software games what they are: the experience of the story is inextricably connected with playing it.
However, Thier does not seem to see it this way. He says, “But the difficulty is only one part of what defines these games for me, and honestly, it's not the most important part. From Software has some of the best world building in the business and, I would argue, the best character design.” Difficulty is framed as separate from world building and character design. The challenge associated with fighting enemies is not connected with his sense of the world and the characters. He goes on to say, “Lots of developers have attempted to imitate From's style of aggressively spare storytelling that relies on opaque item descriptions and occasional short dialogue to build out worlds.” Yet, are these two ways the only means From Software achieves its oppressively dark world and atmosphere? The difficulty associated with these worlds plays a role in how a player interprets their experience in them. If the enemies did not hit as hard and if there weren’t so many of them, there would certainly be a loss of tension and dread that a player feels in the world as they make their way through its often claustrophobic and dreary environments. If these worlds weren’t as bleak as they were, then the games would not warrant being as difficult as they are. That’s the core of my argument, different experiences warrant different levels of difficulty, though I’m not convinced Thier would disagree with this argument. The question remains: Is Sekiro too difficult?
I don’t believe it is, but I want to establish why by looking at how Thier and his dissenters frame their point of view. While Thier says he’s been arguing for easy modes for the past few From Software games, he acknowledges those games have built in mechanisms to assist players who are struggling. The previous games have a social component to them; the messaging system lets players help/deceive other players, the summoning system allows players to receive help from other players that ultimately trivialize any threat the bosses posed for the player while risking invasion from other less-helpful players, and certain weapons and builds made traversal through the different parts of the game easier. There was a balance to the aid, but it definitely gave struggling players a better chance at overcoming the odds. Thus, the game lets players choose their own difficulty, the only requirements are an internet connection and a drive to seek these things out either through summon signs or online forums to find out how to safely dispatch foes.
However, Sekiro disposes these forms of in-game assistance. The community is still working to find all the secrets and easy-methods to progress through the game, but this is because it is very early in the game’s life. Months from now, players will have no difficulty figuring out how to progress through the game and the easiest path to doing so, the difference being their ability to get help in game. From Software has expressed the benefits of not having multiplayer on the world/level design of this game, but whether this makes up for the inherent increase in difficulty by raising the minimum requirements of a player’s mechanical ability is contestable.
Let’s look at Thier’s interpretation of this change: “Sekiro removes [summoning], and so if you run up against a brick wall, that's it. Either beat your head against that wall or stop playing… I do not like the idea of coming up against a boss that I can't beat without a week of frustration, and so I can't let myself get obsessed with this one.” For Thier, the only solution is to keep going up against the same enemy until either they or the player are defeated through a process of attrition, but this is not the only possibility. Sekiro opens up shortly after the chain-ogre to multiple paths that give the player a number of options in how they wish to go about playing. At its worst, the game lets you farm for experience and sen that increases the player’s arsenal of abilities and consumables. At a point, this type of farming loses its efficiency and this change encourages players to take on the challenges they once thought insurmountable. The game is not about beating your head against a wall until the enemy is defeated; players are encouraged to reasonably increase their avatar skill to accompany/compensate their player skill. This gives players some lee-way with the process of learning enemy movements and attack patterns which has become a staple of beating these games. This method of play has been contextualized by the hollowing/nightmare premise of the previous games and makes its way into Sekiro through the resurrection mechanic which has a more immediate effect on the story and how the player interacts with non-player characters. Without the threat of death, the tension of traversing the world is diminished and it becomes less threatening as a result, though player’s seem to enjoy engaging in this terrifying environment. At least those who enjoy the last decade of From Software games.
Would an easy mode break this delicate balance of difficulty? Thier suggests it would not:
It's worth saying, time and time again: an easy mode does not have to change the core experience in any way, at all, period. Playing a version of Sekiro: Shadows Die Twice that had an easy mode would, theoretically, be completely identical to playing Sekiro: Shadows Die Twice now. The continued insistence that an easy mode would somehow affect the normal mode seems to represent a players lack of respect for themselves, an idea that they would not be able to play the game that they want without ruining it for themselves.
While the general idea of his argument makes sense - having an easy mode does not impact players who choose the normal mode because it literally does not impact how the game is experienced for those players - this does not address the concern players have over how these two experiences are different from one another. Thier says that “all you need to do is turn up the damage the player does and turn down the damage the enemies do,” but players and critics must consider how this influences the overall experience. Games that take this approach to different levels of difficulty tend to break combat encounters by either making them pointless on the very easy end such that encountering an enemy becomes a nuisance and overall detrimental to the experience of the game because combat feels tacked on to the narrative experience, while on the other end of the difficulty spectrum enemies become ridiculous health tanks that can kill the player in one attack, making combat a process of finding the safest, often tedious, way of fighting. This approach to difficulty either trivializes or negatively emphasises the effects of combat to a potentially negative result. Game difficulty can be tackled in other ways, as seen in hack-and-slash games where difficulty modes influence number of enemies, enemy layouts, and enemy movesets. Trying to balance these different components leads to more work on the developer, and the process of making games means that something else, like core mechanics that persist throughout all difficulty settings, will not get as much attention. In an ideal world, all games get enough time to fine tune the core and be able to address how to best adjust different difficulty modes, but the unfortunate reality is that most games do not have the time or means to properly do this.
Thier believes that players lack respect for themselves because they may ruin their game by choosing an easier difficulty mode, though this belief is undercut by his admission that previous From Software games allowed for just that. It has always been possible to make the games easier through summoning and using certain abilities, and players who wanted a greater challenge either refused to use them and imposed harder challenges by excluding the use of certain fundamental game mechanics like levelling. Sekiro limits or entirely removes some of the mechanics that made previous From Software games easier, but it replaces them with limited consumables that were previously absent and stacks the odds in the player’s favor. Whether a player feels comfortable using these consumables varies, but the options are there for those who wish to take them. There is even an option to increase enemy damage, though with a much higher item drop rate for players who want to engage with that risk. Simply because an easy mode is unavailable does not mean there are not tools to make the game easier.
Without diving too deep into it, Sekiro’s combat focus is less on health and more about breaking enemy posture, so Thier’s suggestion to make the game easier by raising player damage would not change how harder boss combat encounters play out, with their focus on breaking enemy posture over dealing direct damage. If the suggestion is to increase posture damage, not only are there already ways to do that in game via upgrades and consumables, many basic enemies lose their posture after three hits, and early enemies become comically easy to kill five or so hours into the game. There is a difference between having these options there from the start and having the player come to unlock them as they progress through the game. While developer intent does not matter, asking them to change such fundamental elements of the mechanics is not examining the game for what it is, choosing to examine it for what it isn’t or based on an experience the game does not seem designed to give.
Reviewers who do not enjoy games of this difficulty are not useless, despite what people might say about their skill. These reviewers make the correct assessment that the difficulty curve makes it hard for many players to complete the game. The issue is that they often go on to suggest that this is a bad thing, when this is not so. Likewise, there are players who enjoy this kind of challenge and believe it makes them a superior player because they value this kind of experience, but really it’s just a testament to the different kinds of experiences video games offer. The discussion ultimately comes down to whether individual video games should embed different modes of play from the start. There are options to make games easier outside of the code through hacking and modding, so there are means for players to experience the full game despite it not being condoned or encouraged within the game.
It is an entitled point of view to suggest anyone and everyone is owed an artistic experience, let alone an artistic experience tailored for them. Some video games will be made with accessibility at the forefront of their development, others will not. Both approaches offer different experiences and to privilege one over the other says more about the player than it does the art.
I do not mean to be dismissive of players with physical disabilities that hamper their ability to engage in difficult games like Sekiro. I do not believe there is any shame in needing to use third-party software to enjoy a single-player game. While there is a community for these single-player games that prides themselves on everyone having the same base game to experience, which they reasonably believe brings them closer through the process of overcoming the same challenge from the same starting point as far as the game is concerned (of course there exists exterior, personal factors that influences a player’s performance), the community is not diminished or harmed by players using what they need to enjoy it. It is fair to want these third-party tools included in the game and easily accessible to break any stigma that is associated with needing them. The inclusion or exclusion of an easy mode provides both an artistic and political message, and it is possible to appreciate the artistic while criticizing the political. I believe any stance on the difficulty issue will reveal which of the two any given player prioritizes, but explicit moralizing of the discussion will not lead to the most fruitful dialogue.
The art and politics of difficulty are not inherently diametrically opposed, as there are games that avoid the conversation altogether. However, in the case of From Software games, there is a valid argument to be made that the mechanics of difficulty impact the artistic experience to such a degree that having direct control over the abstractions of combat as given in a difficulty selection would provide a different experience that the rest of the game does not reinforce. To say a change in difficulty would not reinforce the rest of the experience implies an inferior experience for those who greatly value the mechanical importance of establishing theme and atmosphere, though the presence of the choice does not mean they must choose the one that will give them an inferior experience to the one they want. Those who find the combat tedious yet find the world engaging nonetheless, are asking for an all around different experience than the one being offered in preferring an easier difficulty. For those who prefer artistic expression to mainly exist through player choice, there is a value in this form of criticism, but people looking for a more directed approach to gameplay will find this perspective lacking. And yet, any direction limits the scope of mechanics and player engagement, which can functionally limit artistic expression.
Maybe it is just a matter of picking your poison and playing the video games that satisfy what you’re looking for, while letting others do the same.  
Sources:
Thier, Dave. “‘Sekiro: Shadows Dies’ Needs To Respect Its Players And Add An Easy Mode.” Forbes, 28 March 2019, https://www.forbes.com/sites/davidthier/2019/03/28/sekiro-shadows-dies-twice-needs-to-respect-its-players-and-add-an-easy-mode/#642bd9951639
Vazquez, Suriel. “Why Sekiro: Shadows Die Twice Doesn't Have Online Multiplayer.” Game Informer, 08 Jan. 2019, https://www.gameinformer.com/2019/01/08/why-sekiro-shadows-die-twice-doesnt-have-online-multiplayer.
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googame5-blog · 6 years ago
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Satan May Cry 5: Before you purchase!
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gaming news Devil May Cry can be a one of a variety franchise with individuality a person won’t find in just about any various other game. Since the first game, Devil May Yowl became a cult sport for the Hack as well as Rip genre. Hideki Kamiya made and directed the actual first activity. From which point on, he has not revisit the saga upon this type of key role. Precisely what Kamiya did with the particular original ended up being bold along with revolutionary, both equally from some sort of storytelling perspective in addition to through a gameplay point involving view. Devil Killing Motion!
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Even though the other entries are great in their own, non-e possess yet amazed me personally while the first one does. Kamiya’s legacy wasn’t a easy anyone to beat. Because Kamiya presented us in order to this fantastic collection, Hideki Itsuno took typically the layer and directed each Demon May Cry video game. With the exception of for the DMC restart the pc, which wasn’t a awful online game on its individual but lacked the original touching that makes a Satan May Cry game jump out. Itsuno’s work has often been amazing, yet, non-e of the as well as within the saga had this kind of lasting impression as often the former did for myself. I am delighted to be able to say that it is usually no longer the lens case. Devilish and Stylish Characters!
This particular game saga is renowned for their superb, ultra-responsive and stylish game play as well as its beloved characters: Dante, Lady, Trish, Nero and from now on Nico to mention a new few. Every one of these characters have got bold and also robust personas that bust the shape of the common videogame characters. True, today we have good characters such as Uncharted’s Nathan Drake, the outrageous character’s in Bayonetta or maybe GTA V, but non-e of those match the actual irreverence and wittiness that will Dante and his folks bring along. Specific, weakling and certainly dead…
This specific title is indeed a piece of love from Itsuno. I used to be blown away by simply the quality connected with manufacturing for each of the particular personas. Dante, Nero, typically the new mystical character “V” and even often the sharped-personality weapon crafter Nico are generally simply stunning in each feasible way. The normal gardening to organic is definitely cheesy, yet intelligently published to match along with elevate the actual personalities associated with the demon predators many of us have grown to enjoy in recent times. Every bit regarding interaction among our game characters, the vices and a lot of bosses through the sport are all spectacularly implemented and still have that “A chicago Demon May Cry” develop which we expect. SSS List Account!
I won’t contemplate excessive into the account. It originates at the good pace, u will not want to spoil the details. If you get not enjoyed any involving the previous entries (or haven’t played them inside a while), I propose you watch the bundled short cinematic that points out all the background record connected with Devil May Meow. The very best skip details, nevertheless it will the job in addition to brings you up to date along with our favorite demon sportsman. Long story short, there is a mysterious demon in which takes Nero’s Devil Bringer (arm) and starts destructive the human world. Amazing is catagorized short here!
All these situations will start any crusade coming from Nero, Dante and a brand new unexplainable character called Sixth v for you to stop the demon pest. The story pacing right here is excellent. There’s some sort of timeline to help allocate every single mission, what you what the particular time is for every single events taking place. Anyone will alter the perspective in between these a few characters frequently, and this time frame repair shop results in each standpoint intertwining and revealing typically the motivations behind each personality and the mystery right behind often the demonic infestation on its own. Typically the Yamato of Design
Declaring that Devil Might Weep 5 looks fine is definitely an understatement. The figure models usually are gorgeously specific, and the action tend to be so masterfully executed this photo mode is a new must include and a thing you will continuously employ during this game. Often the SOVRANO Engine was remarkable about Resident Evil only two, but it really is at yet another level with Devil May possibly Cry five.
Missions jampacked with specifics deliver wonderfully designed situations. The art work direction on your own makes an individual want to continue participating in from beginning to finish in 13, 000 session. The actual HDR use for this particular title is one associated with the ideal I’ve viewed in recent game titles; the idea truly makes just about every chemical effect pop and every opponent stand out even far more. Appearance mom! One equip!
Adversaries are varied as well as flood in detail. Every single boss struggle and possibly the minor activities are usually a visual feast. A person's eye to detail in generating these grotesque and outstanding villains is outstanding. The adventure, as in usual DMC vogue, is plagued together with cutscenes of visceral still preposterous over the top rated action. Each of all these scenes elevate the aesthetic tavern for the activity as the voyage gets better, reaching absurd numbers of adrenaline and visual luxury with the last levels. There are many minor frame dips through some cinematics (we used Xbox One X variation for review), but the actual game play experience is immaculate.
Seem design matches the particular visual’s good quality. Each regarding the tunes is similar to the true essence involving the franchise's. Environmental audio design is surely an achievement in this article, bringing each and every frame in order to life with an atmospheric and compelling rendition connected with what a world infested using demons should noise. Extraordinary Action Gameplay
Given that Nero ahead software lost his provide, Nico provides you having many different arm selections for you to use seeing that weapons. This kind of mechanic final results in a wide assortment of game play styles considering that you not only command Nero but will receive the possibility to play because V and also Dante. Luttuoso alone makes it possible for a abundance of great fighting models, add to that typically the fact that V carries a different playstyle and talents and you have the recipe with regard to nonstop motion that pledges not always be dull in any second.
The customization system is actually comparable to what DMC on a regular basis fits; you use reddish colored orbs to acquire combos, updates and fresh abilities. The particular gameplay will be fast-paced along with sometimes even frenetic. That fast action pacing is amongst the few elements that may well be difficult for an individual not used to often the team. Camera movement is usually a bit challenging to be able to handle when the steps is definitely moving at any high tempo, but soon after a couple of flights, this shouldn’t be some sort of difficulty even for novices.
In terms of mechanics, controls are generally sensitive and as small as they might be. Each button smash flawlessly means to a perfectly computer animated in addition to executed move. Attaching mixtures and raising the actual stylish place meter is actually the most rewarding expertise I’ve had in a new DMC entry so much. Back to the particular Root beginnings!
Devil May Be sad a few is an homage about what makes Devil May Yowl such a beloved business. It will require what every video game is doing great so significantly, and grows and revisions those movement. All this specific while applying a 4K and HDR treatment on it. Characters are amazing, as well as there are no dull instant over the whole campaign. Typically the extraordinary and ridiculous activity this is a staple regarding the sequence is all over the place. From the initial small, until the very ending. No expenses where trim to make each movie the jaw-dropping collection associated with supremely instructed scenes.
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eft-cheats-undetected-v9 · 3 years ago
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One moment, please
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That is agonizing, and you must want to be prepared for any such situations in the future. You can toggle these on with a single click and make them run for their money. Ruin their gameplay just like they ruin yours! We have also prepared new Rainbow Six Siege hacks because just like EFT, is easy to bypass Battleye and deliver you undetected products. Our Escape from Tarkov ESP extra-sensory perception enhances your situational awareness by enabling you to scan surroundings and buildings in any terrain. That allows you to avoid threats from enemy attacks and explosive devices long before you enter any building and plan your tactics effectively beforehand. EFT features very realistic building structures, and due to the game premise, many of these structures are damaged and are in varying degrees of disrepair. That makes it more difficult to spot enemies or predict their movements. Knowledge of your environment and ability to locate resources are key factors in gaining victory in this game. The easier it is to achieve those, the easier it is for you to advance and increase your ranking in the game. Our ESP also will enable you to spot essential resources efficiently, thereby saving time from scrounging blindly around. The EFT Wallhack provides a vision that penetrates through solid objects to locate enemies hiding behind them. That helps in strategic planning to determine the attack pattern to be used. The EFT Chams Wallhack enhancement also gives information on the penetration of your bullets on certain solid objects to eliminate any enemy effectively. You only have to go to our store page and select the service pack you want. There are day, week, and month package keys. For the month package, we require one to six hours of purchase verification. After making the purchase, you can check our several tutorials on using the enhancement pack. Or you can log in on our VIP forums where you can browse the different available game hacks and the corresponding instructions on how to use each. Whatever method you choose, you will be guaranteed easy installation and operation. In the case of any issues, contact our support. Escape from Tarkov or popularly branded as EFT is a first-person tactical shooting game from Battlestate Games, a Russian online game developer. EFT is extremely brutal and fast-paced and has a unique plot that makes it an addictive game. The premise is based on a purposely isolated Russian city called Norvinsk that currently serves as the arena of a clash between several corporations vying for control over its resources. The player's character is a member of either one and fights a chance to exit the city. The game has several Gameplay options, and many more are currently under development. The player's objective is to raid opponents and relieve them of their goods, which then become your resources to advance in rank in the game. The more resources you take through a checkpoint and secure, the more opportunities you acquire to get out of the doomed city. The game also comes with an offline mode for practicing skills. It also has tutorials for tactics and weapons. Existing user? Sign In Sign Up. Redux EFT - 7 Days Redux EFT - 30 Days Why are our Escape from Tarkov hacks better than other providers?
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ournervousstudentnut-blog · 6 years ago
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Windows 10 vs Windows 8.1: which is best for you?
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IT's been more than four years after the Windows 10 released, and though many users initially resisted the shift, it is most certainly here to remain. As always though, there are a number of die-hard fans of prior operating systems that have to make the leap.
Its mix of a far enhanced desktop experience, more intuitive integration of touchscreen features, a plethora of new programs and much better functionality makes it a very clear upgrade over its predecessor.
With loads of new features, improved, integral hardware service and enhanced performance it is also a worthy update for Windows XP and Windows 7 consumers also.
Windows 10 vs Windows 8.1 time
We have found no clear difference in boot times between both OS, not on the 2 computers we employed for this evaluation: a Lenovo ThinkPad X1 Carbon plus a Microsoft Surface Guru. Both notebooks flashed to the login screen in 2 minutes, under either Windows 8.1 and Windows 10; using just fractions of a second's difference between the boot times of the 2 OSes on each machine. 1 characteristic that could shave a couple of seconds off real-world boot instances is Windows 10's facial recognition instrument, which permits an individual to be logged at the moment they sit in the front of the PC. This characteristic, however, takes a particular Intel RealSense 3D camera and won't work with a normal webcam. Together with fingerprint readers, these cameras are now relatively common in high-end laptops, which provides Windows 10 a small edge. Winner Windows 10, by a whisker, but only in the event that you count the tiny possible time saving of facial recognition.
The Ideal port for the Ideal apparatus
But ignore all that if you are using a Windows 10 Telephone or tablet-computer, every one of which utilizes a version variant of Windows 10 to show an interface best suited to each display size. Windows 10's tablet-style, in reality, seems an awful lot like Windows 8 Start screen. Microsoft attempted to market Windows 8 as a working system for every single device, however, it did so by forcing the exact same interface across tablet computers and PCs--just two quite different device types. Windows 10 tweaks the formulation, allowing a PC is a PC and also a tablet computer to be a tablet computer, and it is vastly better for this. And if you've got one of these fancy two-in-one hybrids? Windows 10's Continuum mode has you covered. Except, because of Windows 10's shared heart and universal programs Windows 10 Telephones can even mime appropriate Windows 10 PCs when linked to an external screen.
However, what about gambling?
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Here is more guarantee for Windows 10 on the gambling side. DirectX 12, in matches that apply it, should observe healthy improvements. However, in games that don't utilize DX12, it is likely going to be a whole lot closer.
As an instance, I conducted Tomb Raider on our PCWorld zero-point system. It's an Intel Core i7-4770K, 16GB of DDR3/1600, along with a GeForce GTX 980. I used exactly the exact same Nvidia drivers using both OSes. Be aware that I conducted Windows 10 construct 10162 instead of the current construct 10240, as that's the previous ISO of Windows 10 previews that Microsoft made accessibly --no amount of coaxing would get Microsoft's servers to kick anything newer. My tests reveal a certain, if modest, advantage for Windows 10. Here is Tomb Raider for one to gawk in: Other evaluations gave a bit more of a triumph for Win10, but that will not set the world on fire like DX12 is anticipated to games that support you're outside. We are planning a more comprehensive look at Windows 10 gaming functionality, so stay tuned.
Personalization
Back in Windows 8, large icons and easy options were in the forefront. The Start screen enabled one to easily organize and resize live tiles, boosting their performance and ease of use. Together with Windows 10, the timeless tiled and desktop UI are no more different interfaces. Rather, elements of these exist and highly configurable. Live tiles are incorporated in the Start menu, instead of inside their interface, in which they may be transferred, the place to reveal rapid info, or launching apps. Programs can be immobilized or transferred to the menu for simple access.
Start Screen vs. Start Menu
The one most significant addition to Windows 10 is that the yield of the Start Menu, especially for routine desktop computer and regular no-touchscreen-use consumer. The Start are full of Screen of Windows 8 never made sense when using a mouse and keyboard and mercifully Microsoft has addressed this. Rather, Windows 10 includes a Start Menu that integrates the Live Tiles of this Windows 8 Start Screen and it may be made to match the entire screen. It is far more intuitive and makes with a mouse/trackpad and keyboard easier. If you mostly use the background computer in Windows then Windows 10 will make you a lot happier.
Edge Browser and Virtual Desktops
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I have listed these both together as they're caught up attributes. The Edge browser (that is still a characteristic restricted at the start ) is Microsoft's effort to claw momentum out of Chrome. Edge works considerably faster than Internet Explorer and is only available on Windows 10. Besides this Windows 10 eventually adds Virtual Desktops such as those seen on Linux and Mac OS X. These enable users without multi-monitor installations to make multiple virtual desktops that are useful for dividing utilization between leisure and work, work into jobs or whatever you need. It is a fantastic feature.
You adore Windows Media Center
Microsoft has revamped plenty of items in Windows 10, replacing a lot of its heritage desktop apps with universal programs. By way of instance, Windows Photo Viewer is dead, replaced with the newest Photos app. However, while you may get Windows Photo Viewer back into Windows 10, you can not get Windows Media Center back. As it has gone, together with DVD playback service. For all, this is not a massive loss -- most people flow instead of seeing DVDs, after all, as well as Microsoft,  has been attempting to kill Media Center because of Windows 8. However, for a few, it might be a deal breaker. If you are a Media Center enthusiast -- or in the event that you desperately enjoy some other heritage features that don't now exist in Windows 10 -- afterward Windows 10 might not be for you personally.
Cortana
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Another key new feature of Windows 10 not accessible Windows 8 is Cortana - Microsoft's semantic electronic assistant. A sort of super-Siri, which may engage you in the dialog. Over simple speech recognition, Cortana constantly scours the web for advice to notify its interactions with you. Plus it learns from the behavior, contacts and so forth, to be able to better fit your needs. Cortana on Windows Phone is fairly good, and it is currently on iOS and Android. Therefore that the addition of Microsoft's digital helper is a large boost over Windows 8.
Windows 10 vs Windows 8.1: Pairing
Though it was the largest overhaul of this OS since Windows 95, Windows 8 has been unusually secure and bug-free from the get-go. Really we had it operating on regular work programs six months prior to launch. Windows 10 was, to put it charitably, a bit wobblier. Microsoft is frequently issuing updates for your applications, but these updates frequently lead to difficulties. It looks like every couple of months, there are reports of accidental file deletions, glitches, crashes and other various errors. General stability is definitely better than it had been, but the simple fact that these mistakes persist is bothersome. Thus far, we have not seen any bugs that we would believe sufficient to justify downgrading to a previous version of Windows, however, it must be stated that reliability is not Windows 10's strong suit - and it does not seem like it ever is. On the flip side, Windows 10 Enterprise users may cut out a good deal of the hassle - that we will discuss more in a moment - meaning it is not so much of a problem.
Action Center
Windows 8 Windows Store programs might not have been a joy to use on appropriate PCs, but one crucial benefit they stored rocked my socks: System-wide notifications. Where conventional desktop software will become self-explanatory silos, Windows Store programs will take you a pop-up telling at the upper-right corner of the display when, say, you receive a new email or some fresh direct message from Twitter. If you visit them, that is. Following a notification pops up in Windows 8, then it disappears into the ether, never to be viewed or summoned. It's true that you could theoretically view missed notifications in their programs' individual Live Tiles on the beginning screen, but that hangs out there? Windows 10 cures the ailing with the debut of its new Action Center, which looks in the right-hand facet of the taskbar. Missed notifications will live there until you discount then huzzah! . You will also find quick-action buttons that enable you to quickly manage Wi-Fi and Bluetooth, input Tablet Mode, and much more.
Windows 10 appears to provide essentially no appropriate performance benefit over Windows 8 mainstream evaluations, but let us not be overly negative--since there is no reason to be. Together with Windows 7, Microsoft updated the schedule for the way the OS coped with CPUs, which guaranteed improvements and battery lifetime economies for both Intel and AMD CPUs. That was not a check-off thing for Windows 10. Since Windows 8.1 performances were very great.
There are also some improvement from 8.1 to win10 with backup and previous version which you can restore you deleted file more easily. When you didn’t turn on the backup, try this tip how to recover deleted files windows 8 and hope you have a good luck!
And, let's not forget that Windows 10 ushers at DirectX 12, which should very much yield substantial performance increases in games that support it.
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incorrect-hs-quotes · 2 years ago
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In order:
you can play offline, but it doesn't pause the game world, probably to prevent pause spamming to cheese bosses either by slowing their moveset to a crawl or using items skyrim style
you don't have to, you can play offline or you can play online and use/not use certain items that facilitate multiplayer. I recommend playing online just because the message system can sometimes give you a clutch heal and they are generally helpful and alert you of dangers ahead or of solutions to puzzles, plus if you need help you can just activate an online play item at the boss room with minimal risk of invasion
FromSoft, aka From Software, is a japanese game development company known for making demanding action rpg's, noted for their games punishing bosses and in-depth background lore. Their most well known titles are Demon's Souls, the Dark Souls trilogy, Bloodborne, Sekiro, and most recently Elden Ring. They're known to go against the grain of most game devs by having minimal cinematics and hand-holding characteristics. Basically, they give you some basic gear, a brief and simple tutorial, throw you into the thick of it and say "Figure it out", which is a comparatively rare approach to games that usually have like hour long tutorials and constantly give you tips and adapt the difficulty if you don't outright choose the difficulty. They've gotten a lot of acclaim for this approach but also a lot of criticism from people who aren't used to this method and style of game design. Needless to say, it's niche and not for everyone but I think people should be at least willing to give it a shot. If you can't tell, I'm a huge fan. I can go into it more if you want but I think this viddy does a good breakdown of why their games are the way they are, give it a watch if you're curious or just want a perspective that doesn't boil it down to "git gud" or "just add an easy mode! It's that simple!"
youtube
-Mod Terezi
hi mod jade! if it’s ok to ask what’s youe ideas about vriska
Mod Jade left a few months ago, and she has since blocked me for my opinions on FromSoft games
-Mod Terezi
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plusblog874 · 4 years ago
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Roblox Player Beta Exe Download
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In File Explorer, find ROBLOX and delete the folder Reinstall ROBLOX Additionally, you might want to go ahead and verify system integrity if you didn’t do anything to change this. Roblox Studio Launcher Beta Item Preview. All wii wads download. DOWNLOAD OPTIONS download 1 file. TORRENT download. Download 1 file.
Contents
1. What is RobloxStudioBeta.exe?
2. Is RobloxStudioBeta.exe safe, or is it a virus or malware?
3. Can I remove or delete RobloxStudioBeta.exe?
4. Common RobloxStudioBeta.exe error messages
5. How to fix RobloxStudioBeta.exe
6. Update
7. Download or reinstall RobloxStudioBeta.exe
What is RobloxStudioBeta.exe?
RobloxStudioBeta.exe is an executable file that is part of the ROBLOX Studio 2013 program developed by ROBLOX Corporation. The software is usually about in size.
The .exe extension of a file name displays an executable file. In some cases, executable files can damage your computer. Please read the following to decide for yourself whether the RobloxStudioBeta.exe file on your computer is a virus or trojan horse that you should delete, or whether it is a valid Windows operating system file or a reliable application.
Recommended: Identify RobloxStudioBeta.exe related errors (optional offer for Reimage - Website | EULA | Privacy Policy | Uninstall)
Is RobloxStudioBeta.exe safe, or is it a virus or malware?
The first thing that will help you determine if a particular file is a legitimate Windows process or a virus, is the location of the executable itself. For example, a process like RobloxStudioBeta.exe should run from C:Program Filesrobloxversionsversion-54853a0336774f68robloxstudiolauncherbeta.exe and not elsewhere.
To confirm, open the Task Manager, go to View -> Select Columns and select 'Image Path Name' to add a location column to your Task Manager. If you find a suspicious directory here, it may be a good idea to investigate this process further.
Another tool that can sometimes help you detect bad processes is Microsoft's Process Explorer. Start the program (it does not require installation) and activate 'Check Legends' under Options. Now go to View -> Select Columns and add 'Verified Signer' as one of the columns.
If the 'Verified Signer' status of a process is listed as 'Unable to Verify', you should take a moment look at the process. Not all good Windows processes have a Verified Signature label, but neither do any of the bad ones.
The most important facts about RobloxStudioBeta.exe:
Located in C:Program FilesRobloxVersionsversion-54853a0336774f68 subfolder;
Publisher: ROBLOX Corporation
Full Path: C:Program Filesrobloxversionsversion-54853a0336774f68robloxstudiolauncherbeta.exe
Help file:
Publisher URL: www.roblox.com
Known to be up to in size on most Windows;
If you had any difficulties with this executable, you should determine if it's trustworthy before deleting RobloxStudioBeta.exe. To do this, find this process in Task Manager.
Find its location (it should be in C:Program FilesRobloxVersionsversion-54853a0336774f68) and compare the size etc with the above facts.
If you suspect that you may be infected with a virus, then you must attempt to fix it immediately. To delete the RobloxStudioBeta.exe virus, you should download and install a full security application like Malwarebytes. Note that not all tools can detect every type of malware, so you may need to try several options before you're successful.
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In addition, the functionality of the virus may itself affect the deletion of RobloxStudioBeta.exe. In this case, you must enable Safe Mode with Networking - a secure environment that disables most processes and loads only the most required services and drivers. When there, you can run a security program and a complete system analysis.
Can I remove or delete RobloxStudioBeta.exe?
You should not delete a safe executable file without a valid reason, as this may affect the performance of any associated programs that use that file. Be sure to keep your software and programs up to date to avoid future problems caused by corrupted files. With regard to software functionality issues, check driver and software updates more often, so there is little or no risk of such problems occurring.
According to various sources online, 6% of people remove this file, so it may be harmless Super smash flash 2 sonic mod pack download. , but it is recommended that you check the trustworthiness of this executable yourself to determine if it is safe or a virus. The best diagnosis for these suspicious files is a complete system analysis with Reimage. If the file is classified as malicious, these applications will also delete RobloxStudioBeta.exe and get rid of the associated malware.
However, if it is not a virus and you need to delete RobloxStudioBeta.exe, then you can uninstall ROBLOX Studio 2013 from your computer using its uninstaller, which should be located at: 'C:Program FilesRobloxVersionsversion-54853a0336774f68RobloxStudioLauncherBeta.exe' -uninstall -alluser. If you cannot find it's uninstaller, then you may need to uninstall ROBLOX Studio 2013 to completely delete RobloxStudioBeta.exe. You can use the Add/Remove Program function in the Windows Control Panel.
Roblox Player Beta.exe Download
1. In the Start menu (for Windows 8, right-click the screen's bottom-left corner), click Control Panel, and then under Programs: o Windows Vista/7/8.1/10: Click Uninstall a Program. o Windows XP: Click Add or Remove Programs.
2. When you find the program ROBLOX Studio 2013, click it, and then: o Windows Vista/7/8.1/10: Click Uninstall. o Windows XP: Click the Remove or Change/Remove tab (to the right of the program).
3. Follow the prompts to remove ROBLOX Studio 2013.
Common RobloxStudioBeta.exe error messages
The most common RobloxStudioBeta.exe errors that can appear are:
• 'RobloxStudioBeta.exe Application Error.' • 'RobloxStudioBeta.exe failed.' • 'RobloxStudioBeta.exe has encountered a problem and needs to close. We are sorry for the inconvenience.' • 'RobloxStudioBeta.exe is not a valid Win32 application.' • 'RobloxStudioBeta.exe is not running.' • 'RobloxStudioBeta.exe not found.' • 'Cannot find RobloxStudioBeta.exe.' • 'Error starting program: RobloxStudioBeta.exe.' • 'Faulting Application Path: RobloxStudioBeta.exe.'
These .exe error messages can occur during the installation of a program, during the execution of it's associate software program, ROBLOX Studio 2013, during the startup or shutdown of Windows, or even during the installation of the Windows operating system. Keeping a record of when and where your RobloxStudioBeta.exe error occurs is important information when it comes to troubleshooting.
How to fix RobloxStudioBeta.exe
A clean and tidy computer is one of the best ways to avoid problems with ROBLOX Studio 2013. This means performing malware scans, cleaning your hard disk with cleanmgr and sfc /scannow See more results. , uninstalling programs you no longer need, monitoring any auto-start programs (with msconfig), and enabling automatic Windows updates. Don't forget to always make regular backups or at least define recovery points.
If you have a bigger problem, try to remember the last thing you did or the last thing you installed before the problem. Use the resmon command to identify the processes that are causing your problem. Even in case of serious problems, instead of reinstalling Windows, you should try to repair your installation or, in the case of Windows 8, by executing the command DISM.exe /Online /Cleanup-image /Restorehealth. This allows you to repair the operating system without data loss.
To help you analyze the RobloxStudioBeta.exe process on your computer, you may find the following programs useful: Security Task Manager displays all Windows tasks running, including built-in hidden processes such as keyboard and browser monitoring or auto-start entries. A single security risk rating indicates the probability that it is spyware, malware or a potential Trojan horse. This anti-virus detects and removes spyware, adware, Trojans, keyloggers, malware and trackers from your hard disk.
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Download or reinstall RobloxStudioBeta.exe
It is not recommended to download replacement exe files from any download sites, as these may themselves contain viruses etc. If you need to download or reinstall RobloxStudioBeta.exe, then we recommend that you reinstall the main application associated with it ROBLOX Studio 2013.
Operating system information
RobloxStudioBeta.exe errors can occur in any of the following Microsoft Windows operating systems: https://plusblog874.tumblr.com/post/654543449668927488/little-mix-black-magic-mp3-audio.
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Other files in ROBLOX Studio 2013:
Other software titles by ROBLOX Corporation:
Feb 25th, 2017
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registerSymbol(Noclip)
registerSymbol(Anchored)
registerSymbol(Retcheck)
label(Humanoid)
label(Membership)
label(Memcheck)
aobscan(SetHumanoid,F3 0F 10 00 8B 75 08 57 8B 96 ?? 01 00 00 8B F9)
aobscan(SetMembership,55 8B EC 8B 45 08 56 8B F1 39 86 ?? 02 00 00 74 1C 68)
aobscan(SetMemcheck,8B 06 03 C6 69 C0 ?? ?? ?? ?? 03 F8 8D 46 ?? 2B 46 04)
aobscan(SetRetcheck,8B 4D 0C 8B 47 10 8B 75 10 41 C1 E1 04 2B C1 89)
SetHumanoid:
Noclip:
SetMembership+6:
Anchored:
SetMemcheck:
Retcheck:
)))
print(')
print('Script made by Mortalkombatman2, enjoy! cx')
print('Credits to InkMask for helping me learn how you would go about concatenating strings.')
print('Humanoid Address: 0x' . (string.format('%X',getAddress('Humanoid') + 0x400000 - getAddress('RobloxPlayerBeta.exe'))))
print('Noclip Address: 0x' . (string.format('%X',getAddress('Noclip') + 0x400000 - getAddress('RobloxPlayerBeta.exe'))))
print('Membership Address: 0x' . (string.format('%X',getAddress('Membership') + 0x400000 - getAddress('RobloxPlayerBeta.exe'))))
print('Window Text Address (part of other checks address (below) ): 0x' . (string.format('%X',getAddress('user32.GetWindowTextA') + 0x400000 - getAddress('RobloxPlayerBeta.exe'))))
print('Other Checks Address (like ce check, d3d check, etc): 0x' . (string.format('%X',getAddress('GetThreadContext') + 0x400000 - getAddress('RobloxPlayerBeta.exe'))))
print('Anchored Address: 0x' . (string.format('%X',getAddress('Anchored') + 0x400000 - getAddress('RobloxPlayerBeta.exe'))))
print('Memcheck Address: 0x' . (string.format('%X',getAddress('Memcheck') + 0x400000 - getAddress('RobloxPlayerBeta.exe'))))
print('Retcheck Address: 0x' . (string.format('%X',getAddress('Retcheck') + 0x400000 - getAddress('RobloxPlayerBeta.exe'))))
openProcess('RobloxPlayerBeta.exe') autoAssemble((( registerSymbol(Humanoid) registerSymbol(Noclip) registerSymbol(Membership) registerSymbol(Anchored) registerSymbol(Memcheck) registerSymbol(Retcheck) label(Humanoid) label(Noclip) label(Membership) label(Anchored) label(Memcheck) label(Retcheck) aobscan(SetHumanoid,F3 0F 10 00 8B 75 08 57 8B 96 ?? 01 00 00 8B F9) aobscan(SetNoclip,56 8B F1 83 F8 19) aobscan(SetMembership,55 8B EC 8B 45 08 56 8B F1 39 86 ?? 02 00 00 74 1C 68) aobscan(SetAnchored,8B 01 FF A0 08 01 00 00) aobscan(SetMemcheck,8B 06 03 C6 69 C0 ?? ?? ?? ?? 03 F8 8D 46 ?? 2B 46 04) aobscan(SetRetcheck,8B 4D 0C 8B 47 10 8B 75 10 41 C1 E1 04 2B C1 89) SetHumanoid: Humanoid: SetNoclip: Noclip: SetMembership+6: Membership: SetAnchored: Anchored: SetMemcheck: Memcheck: SetRetcheck+9: Retcheck: ))) print(') print('Script made by Mortalkombatman2, enjoy! cx') print('Credits to InkMask for helping me learn how you would go about concatenating strings.') print(') print('Humanoid Address: 0x' . (string.format('%X',getAddress('Humanoid') + 0x400000 - getAddress('RobloxPlayerBeta.exe')))) print('Noclip Address: 0x' . (string.format('%X',getAddress('Noclip') + 0x400000 - getAddress('RobloxPlayerBeta.exe')))) print('Membership Address: 0x' . (string.format('%X',getAddress('Membership') + 0x400000 - getAddress('RobloxPlayerBeta.exe')))) print('Window Text Address (part of other checks address (below) ): 0x' . (string.format('%X',getAddress('user32.GetWindowTextA') + 0x400000 - getAddress('RobloxPlayerBeta.exe')))) print('Other Checks Address (like ce check, d3d check, etc): 0x' . (string.format('%X',getAddress('GetThreadContext') + 0x400000 - getAddress('RobloxPlayerBeta.exe')))) print('Anchored Address: 0x' . (string.format('%X',getAddress('Anchored') + 0x400000 - getAddress('RobloxPlayerBeta.exe')))) print('Memcheck Address: 0x' . (string.format('%X',getAddress('Memcheck') + 0x400000 - getAddress('RobloxPlayerBeta.exe')))) print('Retcheck Address: 0x' . (string.format('%X',getAddress('Retcheck') + 0x400000 - getAddress('RobloxPlayerBeta.exe'))))
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zoneload703 · 4 years ago
Text
Feeding Frenzy Free Download For Mac
Download Feeding Frenzy 2 Deluxe Free Demo Download. Buy Feeding Frenzy 2 Deluxe. $4.99 Add to Cart. About This Game The feeding frenzy begins again! Swim and swerve. Just click the free Feeding Frenzy download button at the top left of the page. Clicking this link will start the installer to download Feeding Frenzy free for Windows. Will this Feeding Frenzy download work on Windows? The free Feeding Frenzy download for PC works on most current Windows operating systems.
No Adware or Spyware
Safe & Easy Downloads
No pirated software, 100% legal games
Games by Genre
Track down the mysterious 'shadow fish' by eating your way through 60 action packed underwater levels!
Reviewed by: Mick
Categories/Tags: educationalfeeding frenzy seriesfish theme Blizzard app download mac.
What's Free - Play game for 100 minutes.
File Size - 16 MB
Play It On - Win XP/Vista
Support - Feeding Frenzy 2 Support
DFG Exclusive Review Summary
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Fun facts add an educational touch to the game
Eating small fish while avoiding the big fish can be addicting.
Play a Butterfly Fish all the way up to a Great White Shark.
Unlock the mystery fish and you can play the game again as it.
Cons
Older audience might get bored quickly.
No difficulty settings.
› Read Full Feeding Frenzy 2 Review
Game Description
Same Great Action as the Original!
Feeding Frenzy 2 is a very fun, fast-paced underwater action game where you star as a fish seeking to survive the battle of the food chain. Eat smaller fish and grow - the fish that were trying to eat you will now become your dinner!
Track Down the Mysterious Shadow Fish
As you progress through the levels, you will notice the shadow of a strange fish appear. Your goal is to hunt this fish through 60 exciting levels to find out what it is and how it might affect your ocean home. When you do track it down, you will have to challenge it face to face in some thrilling boss battles before you reach the end of the game.
Play as 6 Different Fish
You start out the game as Boris the butterfly fish. Pass a few levels and you will need the help of new friends to track down the mystery fish in different parts of the ocean. Edie the Angler will help you in the deep and dark water levels. Become a Queen Trigger fish, even a great white shark as you attempt to solve the mystery.
New Bonuses and Play Options
Feeding Frenzy 2 expands on the original through several fun new features. Some levels let you jump out of the water and catch bugs and other helpful bonuses. New powerups like fishing lures that distract bigger fish, mushrooms that shrink predators, and exciting boss battles are just a few new things that await your discovery. Give Feeding Frenzy 2 a try - you'll love it!
If you buy the full version of Feeding Frenzy 2, you can enjoy:
A game easy to learn and control for all ages of players
New underwater challenges like dark water levels and jumping for bugs
6 different fish to play!
Build your reflexes and and hand-eye coordination!
A great, fast paced game for a quick coffee break or several hours of continual play!
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Feeding Frenzy 2 Review
- Review by Mick
Feeding Frenzy 2: Shipwreck Showdown is the latest installment in the series and it doesn't disappoint. The adventure storyline will have you hooked and wanting to keep playing so you can discover what the mystery fish is. You can gobble up small fish while dashing to avoid being eaten yourself. The game is more geared towards kids but everyone can definitely enjoy this game just the same.
Basic Game Idea - Get Bigger!
You begin the game as Boris the Butterfly Fish, and as you progress through the levels you begin to notice changes in the food chain. Barracudas and Leopard Sharks begin showing up where they never were before. Eventually you will see the shadow of the mystery fish which starts your quest to find it. As you progress even farther through the levels you will play other fish like Edie the Anglerfish or Goliath the Great White Shark. You will eventually need to fight the mystery fish in a boss style fight several times until the end of the game. All this takes place in 60 levels with varying environments.
Easy Controls
The gameplay is simple in theory, but becomes very challenging as you move farther into the game. Controlling your fish is done entirely with the mouse. Moving up, down, left and right is done by moving the mouse just like you would normally. The left click causes you to dash while the right click lets you suck in large groups of fish. The second action is not available from the beginning of the game.
Watch What You Eat
When you start each level you are the second to smallest fish on the screen making your goal to eat enough smaller fish that you grow in size and are able to eat larger fish. You repeat this again to grow to a third size, once you have eaten enough in the third size you have completed the level.
At the end of each level you get to read a fun fact about fish or or other aquatic things, which adds a small amount of educational material to the game. During each level bubbles will float up through the level and in these bubbles will be power-ups that will help you complete the level. There are power-ups like the Shrink Shroom that shrinks all fish that are larger than you so you can eat them. Also there is the Feeding Frenzy Power-up, this fills one level of your frenzy multiplier. The frenzy multiplier is a reward for quickly eating large numbers of fish. It works by multiplying your score, so the faster you eat the more points you get.
A Couple Different Game Modes
You can experience the campaign in two ways: the regular mode or the Time Attack mode. The only difference between the two is in the Time Attack mode you must complete each level in a certain amount of time or you fail. You can add time to the timer by eating bubbles that contain a clock. The Time Attack mode make the game a little more challenging if you are bored by the regular mode.
Good Presentation
The graphics and sound are good in Feeding Frenzy 2 and very similar to the first game. The environments are all 2D with background detail to make it look like the appropriate environment. The fish are more cartoony than realistic. The sound of eating fish can become annoying after a while since it is the same every time you eat a fish and you will be eating hundreds and hundreds of fish. The sound and graphics don't really add or detract anything from the game.
Slight Drawbacks
A few minor issues with the game that could have been done better don't really detract from the game too much either. The first thing is no difficulty settings, any game should include difficulty settings to increase the range of people who will be challenged by the game. You should be able to make the game easier or harder depending on your preferences. The next issue is tied to the difficulty settings, older players might get bored quickly. If the game is too easy or just becomes too repetitive people can become bored with it. That's not to say that everyone can't enjoy this game, but it is definitely geared for a younger audience.
Conclusion - A Fantasically Fun Family Friendly Game :)
Feeding Frenzy 2: Shipwreck Showdown is a family friendly game all the way. The bits of information thrown in will teach kids and adults alike about the fish world. Minor annoyances from the sound and a lack of difficulty settings don't even come close to being a major issue with this great game. If you were a fan of the first game, just enjoy casual gaming or have kids at home then this is a great game for you.
Player Reviews
Game Video
Player created video showing first few levels.
Feeding Frenzy 2 Free Download For Mac
Screenshots
Click Screenshot to Enlarge
About Download Free Games
Recommended by PC World Magazine (August 2004), The Miami Herald Online (Sept. 25, 2004), and Downhome Magazine (2005 – Favorite Games Site), Download Free Games has provided its users quality downloadable games since 2002.
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Game players from around the world play tens of thousands of DFG’s free games every day. DFG is constantly expanding, striving to bring its audience the most entertaining game downloads found on the Internet.
Download Free Games is a small business owned and operated by iWin Inc.
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dopeprinceperfection · 4 years ago
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Stormworks: Build And Rescue Download For Mac
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Sam & max: the devil’s playhouse crack. Zip (131.54 MB) Choose free or premium download SLOW DOWNLOAD. Stormworks: Build and Rescue Free Download PC Game Cracked in Direct Link and Torrent. Stormworks: Build and Rescue – Join a world where you design, create and pilot your own air sea rescue service. Release your inner hero as you battle fierce storms out at sea to. CRACKED – FREE DOWNLOAD – TORRENT.
About This Game Join a world where you design, create and pilot your own air sea rescue service. Stormworks: Build and Rescue is a rich and dramatic physics playground. Take your custom-designed, block-based and programmable vehicles into fierce oceanic storms. Plan and execute thrilling rescues in a variety of challenging crisis scenarios. Export and share your meticulously designed vehicles and missions with other players via the Steam workshop. Stormworks: Build and Rescue - create, rescue and release your inner hero! Featuring Creative mode Creative mode is suited for players who like to let their creativity run free and wild. In this mode, you are not limited by the number of components allowing you to create large and complex vehicles from the outset. Ideal for players who like to create scale replicas of real-world vehicles or Wacky and ambitious creations of their own design. Career mode Career mode focuses on progression and an overarching plot of starting your own search and rescue service from humble beginnings and building it up to cover the entire Stormworks: Build and Rescue world map. You will initially start off with limited components and build space and will have to complete various missions to unlock more components and money to buy larger building areas. Survival difficulty options You are now able to turn on the survival difficulty options in both creative and career mode. These settings will deliver a real challenge as it adds an extra level of difficulty to your search and rescue operation with the most in depth and advanced game features including: advanced engine and fuel mechanics, vehicle damage and a variety of player damage types that can result in player deaths including: fall / impact damage fire damage prolonged exposure to the sea resulting in hypothermia mechanical damage (rotor blades) water pressure damage ..and Sharks! Construct vehicles by placing blocks in a rich editing suite, customize them with your own design and program their behaviour using the powerful in-game logic system. Choose from a wide array of components to assemble your own rescue helicopters, boats, submersibles and more… Take to the sea, land or sky in your newly created vehicle. Navigate through over 15,000 square kilometres of ocean and islands in an amazingly dynamic world. Players will need to ensure that they create the right vehicle for the job as every mission is unique. Design specific vehicles to respond to challenging missions across open oceans, island facilities, remote rigs and more. Rescue survivors from the water, fight fires, help repair oil rigs, operate nuclear power station machinery and more. Create and share your own missions using the rich missions editor. Unlock new locations and components in career mode or explore your imagination in creative mode. Join your friends in cooperative multiplayer as you operate multi-crew vehicles, and execute complex missions involving careful planning and coordination. The day-night cycle and dynamic weather system create diverse environments to put your creations to the test. From calm sunny mornings, to unforgiving stormy nights and even tsunamis - strong winds can turn the ocean from gentle ripples to fierce heaving waves, affecting your vehicles using physics-based hydrodynamics and displacement-buoyancy systems.
Stormworks Build and Rescue PC Game Free Download for Mac
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Stormworks Build and Rescue Mac Game Overview
Stormworks: Build and Rescue is a rich and dramatic physics playground. Take your custom-designed, block-based and programmable vehicles into fierce oceanic storms. Plan and execute thrilling rescues in a variety of challenging crisis scenarios. Export and share your meticulously designed vehicles and missions with other players via the Steam workshop.
Stormworks: Build and Rescue – create, rescue and release your inner hero!
Custom Creative Mode The the game how you want. https://dopeprinceperfection.tumblr.com/post/643154814443880448/haven-soundtrack-for-mac. Custom mode gives dozens of creative tools and options, suited for players who like to let their creativity run free and wild. Paint the town red download for mac. In this mode, you are not limited by the survival and realism rules allowing you to create large and complex vehicles from the outset. Ideal for players who like to create scale replicas of real-world vehicles or wacky and ambitious creations of their own design.
Career Survival mode Career mode focuses on progression and an overarching plot of starting your own search and rescue service from humble beginnings and building it up to cover the entire Stormworks world map. You will have to manage your finances, build space, and your own safety as you complete various missions to finance larger, more complex vehicles and new land bases.
Stormworks Build And Rescue Video
Survival difficulty options Survival difficulty options add an extra level of difficulty to your search and rescue operation with the most in depth and advanced game features including: advanced engine and fuel mechanics, LUA based micro controllers, vehicle damage, spreadable fire, and a variety of player damage types that can result in player deaths including:
fall / impact damage
fire damage
prolonged exposure to the sea resulting in hypothermia
mechanical damage (rotor blades)
water pressure damage
…and sharks! Construct vehicles by placing blocks in a rich editing suite, customize them with your own design and program their behaviour using the powerful in-game logic system. Choose from a wide array of components to assemble your own rescue helicopters, boats, submersibles and more…
Take to the sea, land or sky in your newly created vehicle. Navigate through over 15,000 square kilometres of ocean and islands in an amazingly dynamic world. Players will need to ensure that they create the right vehicle for the job as every mission is unique.
Design specific vehicles to respond to challenging missions across open oceans, island facilities, remote rigs and more. Rescue survivors from the water, fight fires, help repair oil rigs, operate nuclear power station machinery and more. Create and share your own missions using the rich missions editor. Unlock new locations and components in career mode or explore your imagination in creative mode. The day-night cycle and dynamic weather system create diverse environments to put your creations to the test. From calm sunny mornings, to unforgiving stormy nights and even tsunamis – strong winds can turn the ocean from gentle ripples to fierce heaving waves, affecting your vehicles using physics-based hydrodynamics and displacement-buoyancy systems.
SYSTEM REQUIREMENTS
Mac OS X
MINIMUM:
OS: Windows 7 / 8 / 10
Processor: Intel Core i5-4440 / AMD Ryzen 3 1200
Memory: 4 GB RAM
Graphics: Intel HD 6000 / GeForce 550 / AMD R7 250 (AMD Radeon HD 7750)
Storage: 1 GB available space
RECOMMENDED:
OS: Windows 7 / 8 / 10
Processor: Intel Core i7-6700K / Ryzen 7 3700X
Memory: 8 GB RAM
Graphics: GeForce 750 Ti / AMD RX 550
Storage: 1 GB available space
Stormworks: Build And Rescue Download For Mac Os
How to Install Stormworks Build and Rescue Mac Game
Stormworks Build And Rescue Online
Click “Download” Button Below.
Download Page Will Start
You Should Agree With “User License Agreement” and click “I Understand” Button.
Save Game/Software By Selecting Path.
Download Process With Start.
Once Download is Completed, Install, and Enjoy!
Stormworks Build And Rescue Tutorial
Stormworks Build and Rescue Mac Game full. free download
Click On The Below Button To Start Stormworks Build and Rescue Download. It Is Full And Complete Game. Just Download And Start Playing It. We Have Provided Direct Link Full Setup Of The Game.
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Stormworks Build And Rescue Download
Stormworks Build and Rescue PC Game Free Download for Mac
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