#games
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Day 834 of posting a Daily Screenshot from the games I've been playing
Today is some more black flag resynced. I went and did one of the wrecks today. I was short on time and just wanted to swim around a little bit. I missed the underwater segments a lot. They were always so stress inducing.
I like the color palette down here a lot though. I’d look for an image from the older one to compare it too but I’m in a bit of a time crunch right now.
They have whales swimming around down here which is cool. I’m sure they were in the original too. But still. Super cool getting to look at them.
Backtracking a little, Before I entered the wreck I stopped to eat some Clam Chowder. While I was idling I got a show of two ships battling it out. I love how the game has other people engage in skirmishes. It’s cool, it makes the world feel more lived in and it’s a feature of the original I liked.
Afterwards I found this unmarked island with a guy who bought things for Animal Bones. It seems like this is where the novelty cheats were relegated, because I could buy the Skeleton crew here which is cool. It’s nice to have it as an option without saving being turned off. Though I do miss the old cheats. Those were cool.
In all my excitement I kind of realized I forgot about Pokemon Soul Silver though. So tomorrow I think I’ll move to that and finish that up. I can’t imagine Kanto is super long.
Xbox is reportedly set to officially name The Elder Scrolls 6: Sentinel as soon as next month
'None of these people have ever made a game,' BioWare co-founder Greg Zeschuk says of game industry executives: 'They just don't know how it works'
Coelacanth's Steam NextFest Report
I spent the past week dredging through the slop, trying to unearth interesting gems that are (as far as I can tell) free from generative AI. While it demanded a lot more effort and time than usual, I am happy to report that there are still promising, interesting and human indie games out there being made.
Standouts
Inkblood
A young inquisitor, her heart physically ripped out of her body and transplanted into a carriage she can now never leave, where it sits as the engine powering her vehicle’s strange machinations. A hunchback with a living map tattooed on his back, smoking a chantarelle pipe and pulling your carriage from location to location at the crack of a whip. A strange land of the weird and the occult, a mysteriously missing predecessor whose cart you’ve inherited, slapping a peeling sticker over the final digit of his serial number as you investigate his disappearance…
Inkblood was by far the highlight of NextFest for me. It’s been a while since something came out that had such a strong, singular and unique point of view, that permeates every aspect of it: the gorgeous art, the wonderful art direction, the sound design and music, the world building, the tone of the writing… I think the last time I played a game that was giving me this strong of a unique vision was Titanium Court, and that’s high praise seeing as that’s probably my Game of the Year.
It’s also nice to see some expansion on the usual deduction game mechanics. Actually manually taking photos of the evidence yourself and compiling reports is a nice touch (as opposed to just sorting a set of pictures you’re given), and does make the gameplay a little more hands-on and engaging. I found it quite fun. The puzzles - outside of the crime scene investigations - were also well designed and fun to do, and not too hard or unintuitive.
If you are even remotely into puzzles and deduction games this is a must to wishlist.
Curse of Resthaven
Pentiment meets Euro-style board game, with a time loop and a Lovecraftian setting. It might sound odd, but it’s an interesting and curious mix that all just kind of works. You play as the newly-arrived governor of a mysterious and cursed island, who took the job to investigate the disappearance of his niece there. After a short introduction, the game quickly establishes its two main gameplay avenues: on the one side you have the ”board game” side. You collect wares from your citizens, you trade with ships in the harbor (adjusting for current market trends when haggling), you upgrade buildings in your city and you send out expeditions mapping the island.
But then in parallel you have the main story and the investigation: you have limited hours each day, which you must spend by wisely talking to the correct people about the correct interrogation topics, pulling threads to figure out what happened to your niece and what is going on at the island and with the mysterious time loop only you seem to remember.
The game’s hand-drawn art is wonderful, the soundtrack is good and the writing is solid and functional and flows nicely, with some colourful characters to get to know. A fully voiced cast definitely helps set the tone and adds to the general feeling of high production values.
Rain of Lead
A revolution is brewing, people are rising up against a deeply unpopular, tyrannical queen in a Victorian-esque Dieselpunk state. Unfortunately for them, her consort is able to dodge bullets, deflect tank shells with a sword and cut swathes of soldiers in half with a single swipe.
Rain of Lead is a Katana ZERO-inspired 2D slasher/shooter where everything dies in one hit: both the enemies and you. The gameplay is pretty much what you’d expect from that. You slice, dash, jump, shoot and explode everything that moves, clearing out each room in seconds (or dying even faster). Controls are crisp and razor sharp, the animations and physical feedback are satisfying and the thrumming soundtrack keeps your heartrate going.
I also enjoyed what little writing we got in the demo. There is a pleasant self-awareness in the tone, without becoming too unserious or obnoxious. There are some nice individual moments, too: soldiers discussing post-revolution plans of teaching literacy to underprivileged children seconds before their profusely bleeding hips are wondering where their torso went.
The Queen is most certainly evil and manipulating the protagonist, and whether to naively lean into the romance or push back against it seems to be left to the player. There’ll probably be at least two different endings. Combined with the very pretty pixel art this seems like a hit in the making.
Funeral for the Sun
An Obra Dinn-like set in latin america with nice quirky art and nice music - and some magical realism to boot – is enough to draw me in. The setting drips with love, betrayal, revolution and A Hundred Years of Solitude as you investigate 400 years of intrigue alongside a deeper and more supernatural mystery.
The game takes the entire core mechanic from Obra Dinn, expanding and iterating on it a bit (even down to a magical excuse to peer into the past). Instead of just faces and fates, you can lock in connections and relationships with people; family lineages and whether two faces are the same person at different times. It still uses the 3-at-a-time confirmation system from Obra that discourages brute forcing, and it also adds a slew of nice QoL features like bookmarking individual memories to your in-game notebook for easy quick access (something that was sorely missing from Obra Dinn).
I’m not one hundred percent convinced by the writing, and the deductions available in the demo felt a tad simpler than Obra Dinn, but there is enough promise here to keep an eye on. Good Obra Dinn-likes are few and far between.
Ablahshikar
The cursed ship Ablahshikar calls. For some godforsaken reason you answered, another salt-drunk dilettante in a line of dimwit dreamers spilling their ink on the vellum. A tar-drenched tale of treasure, of portholes leaking like open sores and Kavvers plucking at the rigging. Bellows pump bile-black steam as the screaming boiler strains against the tide. This salvage is forfeit, cap’n, cut the line! In the distance a Raider emerges from the reefs and oilfires.
Seldom has a game left me so perplexed yet intrigued as this. Ablashikar is a turn-based salvage game, using ASCII as its main graphical presentation (a leftover from the early stages of development, which was originally intended to be a Minesweeper-like). A solo dev effort by a deranged madperson, the idea (as far as I’ve been able to decipher it) is slowly sailing the grid-based sea, recovering salvage, avoiding trouble and slowly building your ship and crew. Until you die, that is. Then you start over, because this is also a roguelike. Kind of. And you will die. Or run out of fuel. Probably both at once, wondering what on earth you were supposed to be doing differently. Sometimes you start a run spawned in surrounded by Kavvers and just have to accept that it’s instantly over.
The gameplay itself, in addition to being brutally difficult, is also completely impenetrable, nigh incomprehensible even. Just look at that interface, with it’s overload of (albeit beautiful) barely decipherable text. There is no tutorialization at all. Every term, phrase and name is arcane, archaic and cryptic. Nothing is explained to you, in any way. The dials and gauges don’t always work right (for flavour reasons). There are missing items from the Map Legend list of things you can encounter at sea, because (according to the dev’s own words): ”nobody said the map was complete”. The crew members have stats that aren’t explained anywhere. You can weld things to your “frame table”, which I guess are ship improvements but who even knows. The list goes on. With the limited time I’ve had to devote to it, I barely scratched even the crust on top of the surface. ”Trade heretical folios” the Steam page says. I never encountered one.
But there is something here. Just look at the art, watch the trailers. Listen to that soundtrack. Play through the intro, with it’s densely poetic, borderline lunatic prose. Maybe, at some point, some maniac has put thousands of hours into this game and made extensive video guides for it, and I will be able to understand what I’m actually supposed to do. I feel like there is potential in this game for a sort of experience adjacent to a Noita or a Caves of Qud or some game like that.
Whether it’s actually a good game or not is a separate question, but it is most certainly a singular creation.
Games I also liked
Derelikt
Derelikt is the best game of 1999. Do you wish we were still in 1999? Then play this game. Out of the new wave of PS1-era nostalgia that’s been flowing in like a tidal wave, this is the best of the bunch I’ve tried. I don’t have much to say about it beyond that. It’s a quality retro-shooter with some light horror elements. If it had modern resolution, modern poly-count assets and a modern photorealistic look it would not garner much attention (although it would still be a fine game). So I suppose the gimmick is working. The story seems fine enough, the writing has some charm to it. The gunplay is what you would expect: peak 1999 ”what the hell is an ADS?”.
Hillthorn
A card-based detective game entirely without dialogue. Attempting to leave as much to the player’s imagination as possible, this is an interesting experiment in minimalism. And it does work - you piece together an impressive amount out of just cards with single word descriptors as context clues.
I am intrigued by the concept, although mechanically the demo left a bit to be desired (too much just trying out every card combination, too little actual deduction or puzzling). Still worth keeping an eye on.
Elta: Defy All Gods
There is something about the overall visual style that puts me off a bit (although the emulated brushstrokes in the cel shading are neat), but as a relaxed action-first Beat-Em-Up/3D Metroidvania it has some potential. I worry that the combat might get slightly monotone if the game is too long, especially since it is completely focused around hand-to-hand fighting and boxing/martial arts and consequently has no weapon variety. And it’s also very easy and simplistic compared to your Ninja Gaidens or DMCs or what have you. There are some combos and cancels and launches and juggles, but overall it’s quite superficial and very low stakes. That’s fine though, it’s clearly intended to be a more casual game. And combat does feel nice, snappy and crunchy.
There is a bit of customization with stances and a gem-slotting system that can alter certain abilites, which perhaps will be enough to provide the variety in combat. Otherwise you build meter by attacking and spend it on super moves, as you would expect from a game taking inspiration from fighting games. There are some small skill trees, a grappling hook, detective vision… all the things you would expect these days.
Big question marks are performance issues (UE5) and fluidity in traversal, both of which I had issues with. The platforming didn’t really feel that great. With a February launch though there is time to address the issues, and I think it could be worth keeping eye on as a nice casual action oriented 3D Metroidvania. I’d probably wait for a sale personally, though.
The Road of Dust and Sorrow
The beautiful pixel art, animations and nice atmosphere and environments carries this otherwise not-so-special survival horror. While I like the concept of a jaded middle-aged mother protagonist and her wide-eyed innocent daughter well enough, the writing didn’t feel strong enough to really make it feel impactful. The world building is also your standard-fare zombie apocalypse, this time with some mutated miracle crop being the culprit. The gameplay suffered from being too easy, both mechanically and because of the overabundance of resources, meaning any tension you could have felt never materialized.
Both combat and puzzles felt quite basic, with a lack of enemy variety and behaviour (at least in the demo), but the animations are nice, and especially the protagonist has some nice heft to her movement, particularly changing directions feels nice and heavy with momentum. I liked the gun and reload animations, too. The lack of a ladder climbing animation however - it just fades to black - feels very cheap and unimmersive, and I hope that gets addressed for release (there are a lot of ladders). You also really should be able to stomp on fallen enemies to finish them off. Though I guess currently it doesn’t matter as you get so much ammo there is no reason to conserve.
Still worth keeping an eye on, if nothing else than for the pixel art. Seems like a decent experience for a few dollars on sale.
A Line Held Tight
Dystopian retrofuturistic mining colony visual novel about unions, strikes, worker’s rights and corporate violence and overreach. I loved the greyscale art, both the drawings of the mining vehicles and the interesting environmental pictures that are drawn like photographs with doodled silhouettes in white pen on them. The character portraits are okay, but not as much of a standout. The writing was decent, and I have to commend their skill at coming up with evocative names for the various mining vehicles. That singular aspect reminded me of Disco Elysium, as Robert Kurvitz was also a genius at naming things. Unfortunately the rest of the writing was not nearly as good as Disco… but what is?
Walk-Off 199X
In a sea of soulless slop, I love seeing a low-budget dev cobbling together (while fully crediting) free Creative Commons and Public Domain assets instead of resorting to genAI. And that’s exactly what this game is built out of, including wonderful 100+ year old baseball pictures. I can also happily report that you don’t need to know or care about baseball to enjoy this game, as I do neither.
The general framework is very familiar: roguelike deckbuilding, permanent unit upgrades between rounds, optional events with bonuses and drawbacks, boss fights at regular intervals, random unlocks that create run-to-run diversity etc, etc… The formula works for a reason. The 90s VHS aesthetic is great, the card names and art are nice and flavourful, the UI is well designed and the game just feels good to play. It’s probably quite a bit too easy, though. You also do feel the ultra-low budget, especially in the 3D office you spend time in between rounds. During the actual baseball games I think it looks great, but the office really does feel like the hodgepodge of free assets it is.
The Citadel Project
Thief meets Dark Souls. Savescumming is a common bane of stealth games, and here the attempted solution is implementing Soulslike-style ”bonfire” checkpoints. I’m not sure how that solution sits with me. I also am not a huge fan of the mutated zombie enemies and the headcrabs stuck to their backs, which you remove to kill them. I’m honestly getting bored of the zombie/mutated enemy design tropes. I would have preferred true human enemies and a bit more gore and violence and physical feedback in a game like this. This game would feel twice as good with Dishonored-style kills. Combat in general wasn’t that satisfying (besides shoving enemies off ledges), weapons felt like they had no real physical impact. The animations also felt a little lacking, especially the visual feedback and implementations of climbing and ledge grabbing and general platforming could use more first-person arm animations.
That being said, the Thief-inspired trick arrows you have at your disposal are great. Using Moss Arrows to silence your footsteps is fun, and in particular the Rope Arrow is great for vertical play.
Mind Vessel
Mind Vessel is about building small Rube Goldberg machines. The game is a roguelike creature collector/autobattler where you have two creatures fighting for you: the left one and the right one. The left one acts first, the right one acts second. Within each creature, you also have a slew of effects, and they too activate from left-to-right within each creature. Once both your creatures have acted and activated all their effects, their scores are multiplied with each other, and this is your damage value. You have up to three sets of pairs like this at your disposal - if the enemy is still alive after the third pair, you lose a heart. Lose all your hearts, and the run is over.
With all the various effects you can unlock, and with the surprisingly flexible and customizable ”body part” system for the creatures, the main gameplay loop consists of finding and refining chain reactions of effects that run up the score. And because the scores of each side are multiplied with each other, you are heavily rewarded for making sure both creatures are growing their score at a somewhat equal rate.
Below Lethe
As souls stand trial after their death, your job is to assist the gods making their judgement by plucking memories from the river Lethe and presenting them to the judges, adding nuance and detail to the soul’s own testimony.
The impeccable style, nice music and greek mythology inspirations drew me in. There is a light deduction/observation mechanic as well, adding some minor gameplay to what is otherwise mostly a visual novel (you have to watch short video sequences and construct a correct summary of events to present to the judges). I think there is also potential for some nice musings on morality, and there are promises of a deeper mystery (although that was not really part of the demo).
THERMOCLINE
Charming enough pixel art survival-horror with both a stamina and a heat gimmick. Combat is turn-based and has D20 rolls as well as nonviolent actions such as ”Observe” to gather information, or touch or even lick something to figure out what it is. The freezing cold and having the tension of getting between heat source to heat source works well and the pixel art is quite nice, as is the music. The whole abandoned space station setting is a little played-out, but I guess it’s a trope for a reason. It does work to set a lonely, desolate atmosphere. It seems decent although it didn’t quite hook me. That being said, the full game will be 100% free, so if it sounds remotely appealing it’s definitely worth at least trying.
Mixed Feelings
Guns of Eschaton
I want to love this game so bad. I do love a lot about it. Weird West is a setting I am very fond of, and I really enjoy the way it’s presented here. I think the idea of a true slow and methodical FPS Soulslike has potential. I love the attempt at a realistic portrayal of revolver-slinging, including cocking the hammer before every shot, slow reloads and the ability to keep specific specialty ammunition in specific chambers. I know some people hated that in the demo, but I’ve played some remarkably slow modded STALKER; I’m into that shit.
Unfortunately the gunplay realism, weakspot-shooting and limited resources combine into a gameplay flow that is both extremely difficult, glacially slow, memorization-intensive and focusing on resource management a lot. You have limited ammo between campfires (using a “mana” type resource), and in typical Soulslike fashion resting respawns all enemies. So really, getting from campfire to campfire involves trying to maximize the damage of each bullet, or you will run out (which I did a lot). That means you can’t just shoot randomly: you have to shoot weak spots, and weak spots must be shot in a specific order, varying from enemy to enemy. Since you can’t afford to bring the book out mid-combat as a refresher every fight, that means you better start memorizing the weak spots (and orders) for each enemy.
Some enemy designs also work poorly with the slow combat design, often being way too fast and hectic for the slow weakspot-shooting and time consuming reloads. The Duel system (although thematic) feels weird in fights with more than one enemy involved. In general the game doesn’t feel great in fights against multiple enemies. The lack of the ability to lean out from behind cover also really hurts both the combat feel and the cowboy fantasy. It also seems locked at 75 FOV which is… not great.
The game has so much potential, but being this close to launch… I worry it won’t realize it.
Dictatorship Simulator
Armed with a smartphone and a pack of cigarettes you set out to undermine democracy, one heckling, bullying and Blackmail Dossier at a time.
At the moment the game is a little bare-bones, but there is a promising proof-of-concept here, using the usual rogulike deckbuilder framework while putting a bit of a unique spin on how combat works. With more cards, tweaks and polish this could be a quite fun game. There is also a big ”No GenAI” sticker on the store page, and that definitely sways me a bit. As does the promise of 5% of the profits being donated to the Godot and Blender foundations.
Prison of Husks
What if Dark Souls was a fraction as good and made on the PS1? While its vibes are dead-on (in its derivative copying of DS1) it’s unfortunately marred by clunky combat, both in terms of execution and design. Although I suppose DS1 isn’t the smoothest either in that regard, so maybe it’s by choice. The stamina system here is even more punishing than usual, with an extended ”exhausted” state crippling you for several seconds if you ever completely drain your stamina, making your character slow and unresponsive and unable to do almost anything but slowly shuffle across the floor. Doubling down on stamina management is probably not at the top of most Souls players’ wishlists (although I can only speak for myself).
I also personally really don’t care for these ”early stages of 3D” PS1-style graphics. I didn’t like it in Psudoregalia and I don’t like it here. Pixel art works great for me and can be beautiful and evocative, while these just look low-poly, low-resolution, smeared and blurry and headache-inducing. This game even goes one step further, enforcing a 4:3 resolution (with black bars on the sides of your widescreen monitor).
If you’re nostalgic for PS1 games and are fiending for yet another Soulslike in the endless sea of them, this might be for you.
Hemlon the Grey
It opens with a very perplexing sexual content warning, which as far as I can tell is only there because of some voluptuous statues in the background in a couple of places? I guess the main character takes a bath at one point but, like… it’s pixel art. You can’t see anything. After that the opening epic backstory and world building is established, whose “dark fantasy” angle I have to admit doesn’t hit home quite as much when delivered through pencil-and-crayon drawings.
The main character being a red-eyed busty female inquisitor who is a half demon (including having a single demon horn on one side of her head) is also absolute peak “OC, don’t steal!” hours. That being said, in the age of AI vomit I can’t hate something that is so patently human made. Albeit perhaps a human who has read a few too many fanfiction mangas of dubious quality.
The gameplay is just yet another parry-based Soulsvania, so it has a very oversaturated genre to compete in and Nine Sols this ain’t. The bones of a serviceable game are here, but honestly the biggest problem is how predictable and undynamic the enemy AI is, which does drag the combat experience down a lot.
I mostly wanted to talk about this game because I found it unintentionally hilarious, to the point where it’s actually almost kind of charming even.
And there you have it. After a week’s slop sifting those are most of the games I found interesting for one reason or another. Some didn’t make the cut because this is already long enough, and I tried to root out any AI content (Hemlon the Grey had temporary placeholder AI translation, which I think is acceptable for a demo). Let me know if any games above are found to have GenAI and I’ll ammend the post.
Now excuse me while undo my moorings and drift out upon the Candle Sea in another vain attempt at figuring out what the hell is going on in Ablahshikar.
Outcry after Call of Duty maker uses real footage of deadly Seoul crowd crush in new video game
Boosted by @trending@homestead.social
My eight year old is doing column graphs and needs to conduct his own survey.
His question is:
What is your favourite Zelda game?
Thank you!
#zelda#games#gaming
My eight year old is doing column graphs and needs to conduct his own survey. His question is: What is your favourite Zelda game? Thank you! #zelda #games #gaming
Day 833 of posting a Daily Screenshot from the games I've been playing
Today’s game is Assassin’s Creed Black Flag Resynced. I picked this up when it was on sale recently since I was going to head to Black Flag anyways and I’ve been playing through it all day. I wasn’t sure whether I wanted to play this or the original. Still aren’t.
They honestly feel like two different games sometimes, just with a shared story and naval combat.
One thing I don’t really care for is how Edward I always feels like has this god damn smirk on his face. And he feels way quippier and like he’s always gotta narrate things. On the one hand I could see it being an intentional choice for narrative reasons. On the other hand… I could totally see it just being Ubisoft.
After tinkering with the graphics though it looks pretty. Really pretty. Honestly if they had given it the oblivion remastered treatment I think I would be way happier. Still happy with it. Just I could be even happier.
That kind of brings me to the combat though, it’s the RPG combat. Which in my opinion if you like it, you like it. If you don’t you don’t. It’s not like this thing killed my family. I will complain though that for a game all about parkour, it just doesn’t feel right. Especially having the freerun be anything except a trigger. That’s just not right. I’m starting to think I should just accept that era is gone though, even if it does make me a little worried about the AC 1 remake.
I’m currently at the point where you’re hunting for medicine, so decently far. I just wanted to get my first impressions down today. I was kind of critical but I do really like it. I feel like it’s an alternative experience compared to the original. Both have their own merits.
Beans are forever.
CONTROL Resonant released on GOG
CONTROL Resonant, Remedy Entertainment’s latest game, is now on GOG. DRM-free as usual.
Mass Effect 5 studio was reportedly told to tone down inclusivity by EA after Saudi Arabia buyout, former BioWare dev alleges, "so as to not cause offense"
Because an entire race of Blue Polysexual Mono-Gender females only able to birth other females didn’t seem to click very well with the Saudis.
Craving a Crimson Skies with modern planes or in space
That’s not a rouge like, any ideas ?
Ruffle: Stable Releases, API, Text... and Everything Else https://lobste.rs/s/zqiizd #games #retrocomputing #rust
https://ruffle.rs/blog/2026/11/04/stable-releases-and-everything-else
Cyberpunk 2077 Edgerunners 2 Update is now available with a new radio station, side quest, and more (Update) - RPG Site - All articles (Mikhail Madnani)
Day 832 of posting a Daily Screenshot from the games I've been playing
Today’s game is Halo 2. I’m not sure why. I just didn’t really know what to do with myself this evening and the best conclusion I could come to was “Let’s play Halo 2”. No friends this time. Just me. I decided to play solo on Normal and just take a look at all the signs. Like this one on the wall saying (I assume) no littering and no dogs. Ever since playing Portal 2 I’ve kind of been stopping to look at the signs in games. It’s fun.
I played the fan favorites playlist. Which is my favorite because I love the Scarab Fight. Ended up kicking some serious ass on there with a sniper rifle and battle rifle. Felt like The Master Chief. Which is impressive because usually I feel like I’m floundering when it comes to that battle.
Ended up following the playlist through to Delta Halo. Unlike the last one I am kind of mixed about this one. I’m not sure. I think I just don’t vibe with the huge warm grassy area aesthetic here. Besides that I feel like I’d like it.
Ended up getting stuck on the tank after getting determined to charge it on foot. At one point I actually got the tank but got rammed by a Banshee. At that point I decided a break was needed and stopped for the day. Love Halo 2 but very much felt kind of lost on what to do today so just finding something to do with myself felt good. Halo is always great for that.
Lets find obscure VG OSTs that deserves more attentions
I was listening to my playlist of video game best songs, and I realized that there is probably a ton of hidden gems that I never listened due to never playing the game or never paid attention to.
So I would love to hear what songs you recommend: either from barely mentioned games or soundtracks from known games that you think are underrated.
Pokémon Unite Is Closing: Do Your Gems and Club Still Count?
Pokémon Unite shuts down March 23, 2027, and Aeos Gems can no longer be bought. If you still have gems to spend, you have 147 days. Will you spend them or wait for the November 12 event?
Day 831 of posting a Daily Screenshot from the games I've been playing
Today’s game is Halo 3. I saw that Project Reclaimer came out and decided to try it. I think the big thing I wanted to try was the 128 player lobbies. Anything else and I think I’d just stick to MCC.
Anyways. It was really fun. Like TF2 fun. I do think the lack of moderation was bad, because I saw a fuckton of slurs, racism, and all sorts of other things. But if I ignored that it was cool. Definitely gave me a perspective of a 360 era lobby.
I really like the ability to drive large ships. Honestly the part that stuck with me the most. Being able to climb in with 2 other people and fly to the combat site was cool. There was one point my ship got shot down and we crashed to the ground and I had barely escaped somehow. I felt like I was in a real live war zone which was cool.
Anyways, I tried 128 player infection too. That was cool. Albeit a bit broken. It ended up just being everyone lined up against a wall and shooting down the zombies as they slowly chipped away at the players. Cool experience. I think it would be a bit boring to play over and over again.
Honestly, I liked this. Though personally for me most the fun is playing Halo 3 with my friends, so that makes the MCC the best place for me to play because most my friends are stuck on console and it’s just more accessible I feel like. Still. Trying this was cool.
It inspired me to try making my own personal project too. I want to try making a “short movie” with my forge footage. I think it’d be fun trying to film something with such limited control. It’s why the resolution is so weird on some of these. I filmed in IMAX resolution and I’m planning to crop it. Not sure I’ll actually share it but I thought it’d be a fun project.
Could a modern chess engine on a Pentium have defeated Kasparov in 1996? via @fanf@mendeddrum.org https://lobste.rs/s/1gndxr #games #retrocomputing
https://nicholas.carlini.com/writing/2026/algorithmic-improvements-chess.html
Layoffs Hit Ghost Of Yotei Developer Sucker Punch
The game was well-received, sold multiple millions of copies, and was said to have a very sane development budget.
Azahar Is Dropping Official Support for Anbernic Handhelds Over an Unofficial Emulator Fork
The two developers behind Azahar have announced that they’re dropping official support for Anbernic retro handhelds, following the company’s decision to promote its upcoming 3DS-esque dual screen RG DDS using AzaharPlus, an unofficial fork of the 3DS emulator.
I spoke at length with Azahar’s two lead developers, OpenSauce and PabloMK7, some time ago for a separate interview, and looking back through their answers, I realized a few were particularly relevant to what’s happening now. I’ve included some of those comments in this article, alongside a look at what prompted the decision, the differences between Azahar and AzaharPlus, and what it might mean for Anbernic owners.
Again, this is a much, much shorter ‘article’ than my usual work, so it is on my NeoCities page/experiment this time, rather than my usual site :)








