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2064: Read Only Memories: Full Review on Switch. (No Spoilers)
TLDR; 7/10. It has a pretty good story, great visual style, decision making that will alter the ending, and it is also LGBT friendly. However, it has some pacing problems, it can get tedious near the end, and there is a random factor to some of the puzzles that may require extensive trial and error. Some of the voice actors also could have used more direction. If you are a fan of point and click adventure games, check this out! Also, it has voice acting from tons of celebrities/Youtubers.
Welcome back to yet another review.Been a while since i've done one. Today we are looking at 2064: Read Only Memories, which is currently on sale for a LOT. Had some left over bucks from picking up Assassins Creed 3 (Will review that later) so picked this up. This game is a cyber-punk, point and click adventure game set in the future, with lots of themes of identity and life and all that good stuff. Is it worth your time? Lets' find out. Quick Disclaimer: there are no spoilers in this review:
The plot takes place, as you'd expect from the title, in the year 2064. You play as an (initially) nameless protagonist, working as a freelance journalist reviewing products on the "Mesh." (Internet) In this era you live in, the world is run by a mix of humans and robots, as well as "Hybrids," People who have infused their DNA with animals. One day, a robot by the name of "Turing" enters your home out of nowhere with a message: an old friend of yours, Hayden, has gone missing. Hayden is the creator of Turing, who says that their creator has been kidnapped. Turning is unique, in that they have a personality component unlike any other ROM in the world. It's up to you to investigate his disappearance, and figure out what is going on: who kidnapped him, and why? What's the deal with Turing, and their unique abilities? From there you investigate areas, talk to people, make decisions and dialogue options, as well as solve puzzles. The plot starts simple, but quickly gets more dark and thematic as you progress. So, a few things to note. First, this game is suuuuuuuuper heavy on social political stuff. I'm talking gendeidentity, sexuality, etc. There's a lot of little things that you'll find: First, you eventually get to name the protagonist (who is never shown by face) and you can chose pronouns (he,she,they) that you want to go by. So if you identify as non binary, or anything like that, there are options for you. Next, there are several gay/lesbian characters you will encounter. Finally, to go back to the "Hybrid" individuals, these can basically be seen as furries. If any of this bothers you, you may not like this game, but I believe the game is not particular "social justice" or "woke" about any of it: the main story is not really about these things, rather these are sub elements of the world around you. It never bothered me personally, nor did I ever feel that the game developers were trying to shove a message in my face. It didn't feel forced. So besides that, one important thing to note is that this game has dialogue options and multiple endings. Different outcomes will happen depending on what dialogue options you've chosen. You can choose to be really nice, neutral, or an asshole to everybody. These will all affect the ending later. So the game has replay value in that regard, which is nice. There are also some branching paths in which you can do things in a certain order, or do one thing instead of another. I got... an alright ending? I was nice to everyone but I made some incorrect choices in some areas, so I got the second best ending I would say. So now that you know all this, is the story good? Yes, honestly! It has lots of twists and turns, the dialogue is pretty good. There's mystery, murder, drama, tension, big reveals, all the good stuff a visual novel/point and click game needs. It's also pretty funny and made me laugh more than once. (Let's just say spoiled milk is the best item ever.) However, I did have a few small gripes with the story and characters (and no this had nothing to do with their identity or sexuality) First, the story could have been paced a little bit better. There's a lot of... "Busy work" where a character wont do something for you unless you go on some kind of fetch quest for them, or help them with some kind of problem. The story basically just halts here whenever that happens, and it started to annoy me near the end. Sometimes in my reviews, I say that some of these indie games could be longer. This game is actually pretty long, especially for the price (about 10 hours) but it could have been trimmed down in a way that would have benefited the story. Next, I take issues with Jess, a "Hybrid" character who has the appearance of a cat. This did not bother me, rather her attitude towards the protagonist. Basically, when you meet, you are given dialogue options, and you can choose to be an asshole and make a bunch of cat puns, essentially mocking her. She gets justifiably angry with you for doing so. But I DID NOT do this, and Jess was STILL angry at me for no reason, she began saying "all you care about is making fun of me," or "you dont care about Hybrids or our identity" when I NEVER DID ANYTHING OF THE SORT. This seems more like a development oversight, like you were expected to be rude to her, but I wasent.. I literally picked every single nice option. so it made Jess seem more like a jerk than anything else. I didnt like her character because of this.. They later explain why she has this attitude, but this shouldnt have happened in the first place if I was never rude to her. Don't miscounted my issue with Jess to the other characters. They are all interesting and have lots of little quirks that make them funny, or unique. I especially liked Turing, and some other characters (more on why later.) The worst character, however, is YOU, The protagonist. You are a pretty blank slate if i'm being honest: And I understand why: they wanted to create a character that could identify as any gender (or no gender) so they had to write them in a way to make it super open ended. However, you are the least interesting character in the whole game, and you're more of an observer to the events around you. A part of me wonders if Turing should have been the main character... Those are really my only major gripes with the story. It's a good narrative, it's a good length, it has lots of mystery and narrative grip, and tons of replay value.
This is a point and click adventure game where you navigate screens and click on objects. You can interact with the object in many ways, such as using an item on it, interacting with it directly, or speaking to it (which usually does nothing.) You will encounter many puzzles, in which you must use items or pick the correct dialogue to complete it. For the most part, the game is pretty easy: it's clear what you're suppose to do most of the time and it never felt convoluted. There are some puzzles that have a random generator to it. For example: there's one at the end of the game involving a maze. So it will be different for every player. This is cool, but it's a timed mission, where if you mess up, you have to try again from the beginning. This feels... Unfair, because it's random, and you have no control over how the maze is layed out. However, for the most part it is streamlined and to the point. As I mentioned earlier, different decisions in dialogue will result in different outcomes. a character may be less willing to help you if you are mean to them. Decisions matter in this game, which is nice. I don't really have too much to say otherwise on gameplay, because it's pretty simple. Some of the controls for unique sections (like in the maze) can be confusing because the game dosent tell you what button does what, but for the most part it is easy to pick up and play! If you are a fan of older point and click adventure games, or TellTale games (more on that later) you might like this one!
VISUALS, AUDIO, ETC
This is the look and feel of the game. 2064 has a pixelated style to it (which you can see from screenshots) LOTS of Indie games do this, but it works for this one. It compliments the Cyber Punk setting very well. The animations, while limited, are good. Character models are expressive and detailed. The environments look great! Good mix of colors and building structure. The music is also pretty great, it's atmospheric and well composed. The sound in general is very nice, there's a lot of different effects and things to hear. I want to highlight the voice acting in particular. If any of you have played Telltale games you might recognize some of the voice actors, mostly from "Walking Dead," such as Melissa Hutchison, who played Clementine, or Adam Harrington, who played Bigby Wolf in "Wolf Among Us" There are also several Youtubers who lend their voices to this game. NateWantstoBattle, ProZD, and Jim Sterling, among a few others, can be heard voicing the characters. This game did not initially have voice acting, but the Switch version is an updated title to the game that includes it. You can turn off voice acting if you want. Oh, before I forget, in terms of the game on Switch, it crashed on me once randomly, but otherwise I had zero issues in terms of the port. My only gripe with the voice acting, because mostly everyone does a great job, is the direction on some characters like Lexi. Lexi has a good voice actress, but the way she says her lines is... off. I don't think she was given clear direction on what she was saying. There's a few characters like that. Otherwise, everyone does a good job, both from the professional actors and Youtbers. Nate in particular was pretty funny. Uhhh what else... There are extras you can view. Concept art, trailers, music, etc. Which is nice. Annnd I think that's all I have to say:
This was a pretty good game. For 3 bucks, it's a really good deal, especially considering the replay value and content given. The story was really good and I enjoyed it a lot. I liked most of the characters. It looked great, it sounded great, it has replay value... There's a lot to like here. If anything I said interests you, check this game out!
20 Point and Click Games You Should Play Right Now!
1.Monkey Island 2: LeChuck's Revenge Monkey Island 2 follows Guybrush's continuing adventures some time after defeating the Ghost Pirate LeChuck. His arrival on Scabb Island was in pursuit of the legendary treasure of Big Whoop.LeChuck's Revenge plays like most SCUMM-based point-and-click adventure games. Actions and dialogues are depicted on an Animation Window which covers the top of the screen; verbal commands are listed in the lower left-hand corner of the screen, while Inventory items are shown as icons on the lower right-hand corner. A Sentence Line is located below the Animation Window and serves in describing the actions of the player.The game was one of the few adventure games that offered the player a choice in levels of puzzle difficulty. In some versions, before starting the game, the player is prompted to choose between regular version and "Monkey 2 Lite", a relatively stripped-down experience that bypasses many puzzles entirely. On the back of the game's packaging it is (jokingly) stated that this mode is intended for video-game reviewers. 2.Day of the Tentacle The game, a loose sequel to Maniac Mansion, is focused on Bernard Bernoulli — the only one of the three playable characters that was featured in the first game — and his friends Laverne and Hoagie, as they help Dr. Fred Edison using a time machine to prevent Purple Tentacle from taking over the world. The game utilizes time travel and the effects of changing history as part of the many puzzles to be solved in the game. Day of the Tentacle follows the point-and-click two-dimensional adventure game formula, first established by the original Maniac Mansion. Players direct the controllable characters around the game world by clicking with the computer mouse. To interact with the game world, players choose from a set of nine commands arrayed on the screen (such as "pick up", "use", or "talk to") and then on an object in the world. This was the last SCUMM game to use the original interface of having the bottom of the screen being taken up by a verb selection and inventory; starting with the next game to use the SCUMM engine, Sam & Max Hit the Road, the engine was modified to scroll through a more concise list of verbs with the right mouse button and having the inventory on a separate screen.Day of the Tentacle uses time travel extensively; early in the game, the three main protagonists are separated across time by the effects of a faulty time machine. The player, after completing certain puzzles, can then freely switch between these characters, interacting with the game's world in the separate time periods. Certain small inventory items can be shared by placing the item into the "Chron-o-Johns", modified portable toilets that instantly transport objects to one of the other time periods, while other items are shared by simply leaving the item in a past time period to be picked up by a character in a future period. Changes made to a past time period will affect a future one, and many of the game's puzzles are based on the effect of time travel, aging of certain items, and alterations of the time stream. For example, one puzzle requires the player, while in the future era where Purple Tentacle has succeeded, to send a medical chart of a Tentacle back to the past, having it used as the design of the American flag, then collecting one such flag in the future to be used as a Tentacle disguise to allow that character to roam freely.The whole original Maniac Mansion game can be played on a computer resembling a Commodore 64 inside the Day of the Tentacle game; this practice has since been repeated by other game developers, but at the time of Day of the Tentacle's release, it was unprecedented. 3.The Secret of Monkey Island It takes place in a fantastical version of the Caribbean during the age of piracy. The player assumes the role of Guybrush Threepwood, a young man who dreams of becoming a pirate and explores fictional islands while solving puzzles. The Secret of Monkey Island is a 2D adventure game played from a third-person perspective. Via a point-and-click interface, the player guides protagonist Guybrush Threepwood through the game's world and interacts with the environment by selecting from twelve verb commands (nine in newer versions) such as "talk to" for communicating with characters and "pick up" for collecting items between commands and the world's objects in order to successfully solve puzzles and thus progress in the game. While conversing with other characters, the player may choose between topics for discussion that are listed in a dialog tree; the game is one of the first to incorporate such a system. The in-game action is frequently interrupted by cutscenes. Like other LucasArts adventure games, The Secret of Monkey Island features a design philosophy that makes the player character's death nearly impossible (Guybrush does drown if he stays underwater for more than ten minutes). 4.Loom Loom is based on a serious and complex fantasy story. With its experimental interface, it eschewed the traditional paradigm of graphical adventures, where puzzles usually involve interactions between the game character, the environment, and items the character has in their possession. Loom's gameplay centers instead around magical four-note tunes known as "drafts" that the protagonist, Bobbin Threadbare, can play on his distaff. Each draft is a spell that has an effect of a certain type, such as "Opening" or "Night Vision." Some drafts can be reversed by playing their notes backwards, so the "Dye" draft played backwards becomes "Bleach," while others, such as the "Terror" draft, are palindromes (e.g. C–E–E–C) and so cannot be reversed in this manner. Bobbin can learn drafts by observing an object that possesses the qualities of the desired draft; for example, by examining a blade while it is being sharpened, Bobbin can learn the "Sharpening" draft. When the game begins, Bobbin is only able to play drafts using the notes C, D and E, limiting his ability to reproduce more powerful drafts. As the game progresses and additional notes become available, so his ability to play new drafts increases. The game can be played at three difficulty levels, each differing in how clearly the notes being played are labeled. For example, the "Standard" level indicates the notes on a scale below the distaff, while the "Expert" level shows no notes and must be played by ear. In the original release, expert players are rewarded with a cutscene that does not appear for the other two difficulties. The later CD-ROM release, however, shows an abridged version of this scene to all players. 5.Beneath a Steel Sky Beneath a Steel Sky is a 2D adventure game played from a third-person perspective. The player uses a point-and-click interface to interact with the environment and to guide protagonist Robert Foster through the game's world. To solve puzzles and progress in the game, the player collects items that may be combined with one another, used on the environment, or given to non-player characters (NPCs).The protagonist converses with NPCs via dialogue trees to learn about the game's puzzles and plot.Clues and other information are obtained by clicking on items in the inventory and on objects in the environment.Unlike in most adventure games at the time, the protagonist's death is possible, after which the player starts from the last save point.The player controls a character called Rob Foster. Rob was rescued by a tribe of bandits as a child after he was found as the only surviving member of a helicopter crash, on which his mother was also a passenger. He is raised by the tribe and comes to look upon them as his family, learning skills such as hunting and building himself a robot from discarded scraps found in local garbage dumps. They inhabit a barren wasteland known as "The Gap", a deserted area that was once part of the Australian outback, a harsh place where daily survival is a struggle. 6. Indiana Jones and the Last Crusade: The Graphic Adventure Last Crusade was one of the most innovative of the LucasArts adventures. It expanded on LucasArts' traditional adventure game structure by including a flexible point system—the IQ score, or "Indy Quotient"—and by allowing the game to be completed in several different ways.The point system was similar to that of Sierra's adventure games, however when the game was restarted or restored, the total IQ of the previous game was retained. The only way to reach the maximum IQ of 800 was by finding alternative solutions to puzzles, such as fighting a guard instead of avoiding him.This countered one common criticism of adventures games, whereby since there is only one way to finish the game, they have no replay value.Also, the point system helped the game to appeal to a variety of player types. Some of the alternative fights, such as the one with the Zeppelin attendant, were very difficult to pass, so the maximum IQ was very difficult to achieve. 7.Indiana Jones and the Fate of Atlantis The plot is set in the fictional Indiana Jones universe and revolves around the eponymous protagonist's global search for the legendary sunken city of Atlantis. Sophia Hapgood, an old co-worker of Indiana Jones who gave up her archaeological career to become a psychic, supports him along the journey. The two partners are pursued by the Nazis who seek to use the power of Atlantis for warfare, and serve as the adventure's antagonists.Fate of Atlantis is based on the SCUMM story system by Ron Gilbert, Aric Wilmunder, Brad P. Taylor, and Vince Lee, thus employing similar gameplay to other point-and-click adventures developed by LucasArts in the 1980s and 1990s.The player explores the game's static environments while interacting with sprite-based characters and objects; they may use the pointer to construct and give commands with a number of predetermined verbs such as "Pick up", "Use" and "Talk to".Conversations with non-playable characters unfold in a series of selectable questions and answers.Early on, the player is given the choice between three different game modes, each with unique cutscenes, puzzles to solve and locations to visit: the Team Path, the Wits Path, and the Fists Path.In the Team Path, protagonist Indiana Jones is joined by his partner Sophia Hapgood who will provide support throughout the game.The Wits Path features an abundance of complex puzzles, while the Fists Path focuses heavily on action sequences and fist fighting, the latter of which is completely optional in the other two modes.Atypical for LucasArts titles, it is possible for the player character to die at certain points in the game, though dangerous situations were designed to be easily recognizable.A score system, the Indy Quotient Points, keeps track of the puzzles solved, the obstacles overcome and the important objects found. 8.Gabriel Knight: Sins of the Fathers Sins of the Fathers follows the eponymous Gabriel Knight, owner of a rare book store, and fledgling writer, as he investigates a series of local murders he plans to use as the basis for his new novel.Its story unfolds, mostly linearly, over a sequence of "days", each of which has a required set of actions which must be performed before proceeding to the next day. However, within each day, play may be nonlinear. Throughout the game, a running score is kept as new challenges, both required and optional, are completed.Unlike newer graphical adventure games using context-sensitive cursors that change based on what the cursor is hovering over, Sins of the Fathers uses "dumb icons" or "dumb cursors" so that the correct cursor must be chosen for a specific interaction with an on- screen object. The various cursors are accessed by either selecting the respective icon from the "icon bar" or by cycling through the cursors in a predefined order. The available cursors are: "WALK", "LOOK", "ASK", "TALK", "PICKUP", "OPEN/CLOSE", "OPERATE", and "MOVE". Inventory items can also be used as cursors with the active inventory item also available in the cursor cycle.Also located on the "icon bar" are the "INVENTORY" and "RECORDER" buttons, the active inventory item window, score, and the "CONTROLS" and "HELP" buttons. Clicking on the "INVENTORY" button will open the inventory window, where items can be selected and combined as well as cursor icons that allow the player to use "READ", "OPEN", and "LOOK" commands with any inventory item.The "ASK" and "TALK" cursors differ in their functions. The "TALK" cursor functions as a short, general, interaction with most characters. The "ASK" cursor is available in "interrogation mode" and is only available with main characters. Interrogation mode allows the player to ask the main characters questions by clicking on a topic from the displayed list. Global Topics may be asked of any character and are always present in the lists, while specific topics are unique to each character and are subject to change. Past conversations are accessible through the "RECORDER" button which opens a recorder tapes window that displays tapes for each of the main characters.At certain points during the game, the player is required to translate and send Drum Codes and Voodoo Codes. This is done by either selecting the correct character for the Voodoo code or by selecting the correct sequence for the drum code. 9.Full Throttle Set in the near future, the game's story follows Ben, the leader of a biker gang, who is framed for the murder of a beloved motorcycle manufacturing mogul and seeks to clear his and his gang's names. Players can move the player character to any place on the scene, interact with objects that are highlighted by the cursor, or leave scenes via exits - either on foot for most scenes, or via the character's motorbike, both types denoted by their own icon. As with other LucasArts graphic adventure games of the era, dialogue plays a large part in the game, presenting story elements and information necessary to advance, as well as fleshing out the characters. During conversations with other characters, several choices of dialogue are presented. The currently selected choice is highlighted, and once clicked, the player character responds with the selected choice. Choosing the correct response allows the player to advance the conversation and ultimately advance the scene.Following on from LucasArts' previous graphic adventure, Sam & Max Hit the Road (1993), which introduced a new inventory and interaction system to replace those of their prior games,Full Throttle continued to refine on the changes introduced in Sam & Max Hit the Road: Objects or characters with which Ben can interact are indicated by a red square appearing around the cursor's crosshairs when it is placed over the object. When this occurs, holding down the control on this causes a contextual pie menu to appear - designed upon the emblem of Ben's biker gang: a flaming circle topped by a skull and flanked by a boot and a gloved hand. The player hovers the cursor over elements of the emblem and then releases the mouse button to attempt various interactions with the object; for example, selecting the skull's mouth to speak to a character, its eyes to examine an object, or the hand to pick up, use, or pull the object. Right-clicking anywhere on the screen brings up the player's inventory of collected objects, which can be examined or dragged and dropped in order to use them with other items in the inventory, or with objects or characters in the scene. 10.Sam & Max Hit the Road Based on the 1989 Sam & Max comic On the Road, the duo take the case of a missing bigfoot from a nearby carnival, traveling to many Americana tourist sites to solve the mystery. The player uses Sam to explore the pre-rendered cartoon environments of the game and solve a series of puzzles using a simple point-and-click interface.The game's puzzles have logical solutions, although a number of them have far-fetched solutions due to the game's cartoon setting. Players can set the game's cursor in a particular mode to designate how Sam interacts with the environment: Sam can walk around an area, talk to other characters, look at objects, pick them up or otherwise try to use them.The cursor's graphic changes when it is hovered over an in-game entity that Sam can interact with. When talking to another character, the player is given a choice of subject areas to discuss, depicted in a conversation tree as icons at the base of the screen. In addition to specific topics involving the game's plot, Sam can inject unconnected exclamations, questions and non sequiturs into a conversation.The game incorporates an inventory system for items that Sam picks up during the course of the game. Items can be used on other entities in the game world, or can often be combined with other inventory items to provide a new object necessary for solving a puzzle. Although Max's character will walk around the game's areas by his own will, Sam can also use Max at various points by using an inventory icon of Max's head on game objects—usually on characters where the solution to a problem involves violence.Sam and Max travel to different locations in the game using their black and white 1960 DeSoto Adventurer, which when clicked on in-game will present a map of the United States with all the available locations the pair can travel to shown. As the game progresses, the number of locations on the map increases.In addition to the main game, Sam & Max Hit the Road includes several minigames. Some of these, such as a carnival game based on Whac-A-Mole but involving live rats, must be completed in order to receive new items and further the game's plot, while others, such as a car-themed version of Battleship, are entirely optional as to whether the player uses them.As with the majority of LucasArts adventure games, Sam & Max Hit the Road is designed so that the player characters cannot die or reach a complete dead-end. 11.Simon the Sorcerer The game follows a boy named Simon, who is transported to a parallel universe to embark on a mission to rescue a wizard called Calypso from an evil sorcerer named Sordid. As a point-and-click adventure game, the player controls Simon using the mouse.Gameplay involves moving Simon around and interacting with objects and other characters. The player can make Simon perform actions such as giving an item to another character, talk to another character, and pick up (add to inventory), examine, use, move, consume, wear, or open or close an item. Some actions are binary: they involve two objects and the player sometimes, after telling Simon to use an item, needs to specify what to use it with.A map that enables Simon to instantly transport to a major landmark (if it has been discovered) is provided.The postcard is used to load, save, or quit the game.The game includes parodies of various popular books and fairy tales, including Rapunzel, The Lord of the Rings, Discworld, The Chronicles of Narnia, Jack and the Beanstalk, and the Three Billy Goats Gruff. 12.Simon the Sorcerer II: The Lion, the Wizard and the Wardrobe The Evil wizard Sordid is brought back to life when a magic-book of his is set ablaze and thrown into the middle of a chalkboard pentagram by the father of Runt, a young boy wanting to become a mighty sorcerer. Sordid promises him that he can become his apprentice if he helps him exact his vengeance on Simon.Several months later, Sordid's Fortress of Doom is reconstructed and Sordid has a new robotic body. He sends a magical wardrobe to fetch Simon but it accidentally ends up on the doorstep of Calypso, the wizard Simon had to save in the last game. Simon then starts to look for a fuel called mucusade which he needs to power the wardrobe in order to get home. 13.Flight of the Amazon Queen Flight of the Amazon Queen is a point and click graphic adventure game. It follows a pilot for hire named Joe King who is hired to fly a famous actress to her next job, but ends up in a lightning storm and crashes deep in the Amazon Jungle. In the jungle, Joe uncovers a plot by a mad scientist to take over the world by creating an army of dinosaur women created from Amazon women. 14. Dark Seed Unlike most point-and-click adventure games, which give the player time to explore, many actions in Dark Seed must occur within precise time limits, or the game will end up in an unwinnable state. As a result of this, one must start over repeatedly to win without resorting to a walkthrough. Amiga Format, in its review, stated with regards to Darkseed's gameplay: "Too many things in the game need to be done within a specific time, or in a certain order, and you don't necessarily know when you've passed that 'critical point' after which you're fighting a lost cause. As a result, you often have to play the game several times over, going through scenes you've seen countless times before." Certain events/puzzles rely on the player dying and then learning from there what to do: for instance, on day two, police wait outside Dawson's house in the afternoon to arrest him if he steps outside the front door, with no clue as to their presence until it's too late, resulting in a game over. Similarly, the player must take a painkiller each morning in the bathroom or the protagonist continually complains about a headache after every line of dialogue; there is no hint or indication to do this.The player has three real time hours within which they must complete the game, which is the equivalent of three in-game days. Time can also be passed by using the in-game wait function, and the time can be checked by looking at Dawson's watch, or by inspecting the grandfather clock in the house. At the end of each day, Dawson goes to sleep and upon going to bed, each night he has a nightmare of the Dark World. Dawson automatically goes to sleep at ten P.M. each night, regardless of where the player is. If it becomes night while Dawson is in the Dark World, he will fall asleep and die, resulting in a game over. Dawson is able to access the Dark World on day two upon receiving a piece of a mirror in the mail and re-assembling it with the rest of the mirror, creating a portal to the Dark World. Every room, person and object in the normal world has a Dark World equivalent and this is often necessary for puzzle solving.When interacting with objects, the options available to the player include look/inquire, touch/manipulate, and move, denoted by a "?", a hand, and four arrows pointing inwards respectively. Looking at an object and manipulating an object are context-sensitive: the "?" becomes a "!" when the cursor is over items or areas of interest and the hand icon points upwards when the cursor is over items that can be picked up or manipulated. 15.The Dig In the game, the player takes the role of Commander Boston Low, part of a five-man team planting explosives on an asteroid in order to avert its collision course with Earth. Discovering the asteroid is hollow, Low and two of his team are transported to a long-abandoned complex, filled with advanced technology, on a strange alien world. Low and his companions must utilize xenoarchaeology to learn how the technology works, discover the fate of the alien race that built it, and solve other mysteries to find a way to return home. The Dig is a point-and-click adventure game, where the player, as Commander Boston Low, uses the mouse cursor to point to people, objects, and other parts of the environment to look at or interact with them, collect and use items in their inventory, and talk to non-player characters. The game runs on the SCUMM game engine, and was the eleventh LucasArts game to do so. A minigame can be found on the communicator menu, consisting of "Asteroid Lander", a Lunar Lander like game. During development, there were plans to include role-playing game elements, but these were scrapped before the game's release. 16.Maniac Mansion It follows teenage protagonist Dave Miller as he attempts to rescue his girlfriend Sandy Pantz from a mad scientist, whose mind has been enslaved by a sentient meteor. Maniac Mansion is a graphic adventure game in which the player uses a point-and-click interface to guide characters through a two-dimensional game world and to solve puzzles. Fifteen action commands, such as "Walk To" and "Unlock", may be selected by the player from a menu on the screen's lower half. The player starts the game by choosing two out of six characters to accompany protagonist Dave Miller: Bernard, Jeff, Michael, Razor, Syd, and Wendy. Each character possesses unique abilities: for example, Syd and Razor can play musical instruments, while Bernard can repair appliances. The game may be completed with any combination of characters; but, since many puzzles are solvable only by certain characters, different paths must be taken based on the group's composition. Maniac Mansion features cutscenes, a word coined by Ron Gilbert, that interrupt gameplay to advance the story and inform the player about offscreen events.The game takes place in the mansion of the fictional Edison family: Dr. Fred, a mad scientist; Nurse Edna, his wife; and their son Weird Ed. Living with the Edisons are two large, disembodied tentacles, one purple and the other green. The intro sequence shows that a sentient meteor crashed near the mansion twenty years earlier; it brainwashed the Edisons and directed Dr. Fred to obtain human brains for use in experiments. The game begins as Dave Miller prepares to enter the mansion to rescue his girlfriend, Sandy Pantz, who had been kidnapped by Dr. Fred. With the exception of the green tentacle, the mansion's inhabitants are hostile, and will throw the player characters into the dungeon—or, in some situations, kill them—if they see them. When a character dies, the player must choose a replacement from the unselected characters; and the game ends if all characters are killed. Maniac Mansion has five possible endings, based on which characters are chosen, which survive, and what the characters accomplish. 17.The Lost Files of Sherlock Holmes: The Case of the Serrated Scalpel In November 1888, Sherlock Holmes is engaged by Inspector Lestrade of Scotland Yard to help with the murder investigation of a young actress, Sarah Carroway. She was killed outside a theatre in the Mayfair area of London. Lestrade thinks the manner of her death shows that this is another strike by Jack the Ripper, but Holmes believes someone else committed the crime. It appears that the victim was killed with an unusual knife, one shaped like a scalpel but with a serrated blade.The investigation takes Holmes and Dr. Watson to many parts of late 19th Century London, including a perfume shop, the zoological gardens, the morgue, a pub, several dwellings, Surrey Commercial Dock, Savoy Street Pier, St Pancras Station, and of course 221B Baker Street. They encounter a number of characters connected to the case and also get assistance from Inspector Gregson, the leader of the Baker Street Irregulars named Wiggins, and the invaluable tracking dog Toby. The player moves around London via an elaborate overview map. Additional locations become available when Holmes finds additional leads. In each location, the player can select nine different verbal options to interact with objects or people. When accessing the inventory menu, the player has three different verbal actions to manipulate any items Holmes has picked up. When talking to people, Holmes has different dialogue options to gain information or try to get their cooperation. Dr. Watson can give his views, which may serve as puzzle hints. He may even help Holmes to perform an action he cannot do alone. Dr. Watson's journal also references the events in the gameplay.The graphics are VGA, with MIDI music and a few scenes with digitalized speech (in the intro and end sequence, and the cutscene at St Pancras Station. In the other scenes there are sound effects, but no speech). The player interacts with the characters through a command menu with verb icons that is intuitive for anyone who had played other adventure games of the period. The 3DO version consists of full voiced dialogue and the portraits of the talkers were replaced by clips with filmed actors, but also drops Dr. Watson's journal feature.In the video clips in the 3DO version, Sherlock Holmes was played by David Ian Davies, and Dr. Watson was played by Laurie Main. 18.Zak McKracken and the Alien Mindbenders The story is set in 1997, 9 years after the game's production. The plot follows Zak (full name Francis Zachary McKracken), a writer for the National Inquisitor, a tabloid newspaper (the name is a thinly veiled allusion to the National Enquirer); Annie Larris, a freelance scientist; along with Melissa China and Leslie Bennett, two Yale University coed students, in their attempt to prevent the nefarious alien Caponians (who have taken over "The Phone Company", an amalgamation of various telecommunication companies around the world) from slowly reducing the intelligence of everybody on Earth by emitting a 60 Hz "hum" from their "Mind Bending Machine". The Skolarians, another ancient alien race, have left a defense mechanism hanging around to repulse the Caponians (the "Skolarian Device"), which needs reassembly and start-up. Unfortunately, the parts are spread all over Earth and Mars. 19.The Curse of Monkey Island The game's story centers on Guybrush Threepwood, a wannabe pirate who must lift a curse from his love Elaine Marley. As the story progresses, he must deal with a band of mysterious pirates, a rival stereotypical French buccaneer, a band of cutthroat smugglers, as well as his old nemesis Captain LeChuck. The Curse of Monkey Island is a point-and-click adventure game. The SCUMM engine was also used in this Monkey Island installment but it was upgraded to a "verb coin" (modelled after Full Throttle), an interface that consisted in a coin-shaped menu with three icons: a hand, a skull, and a parrot, basically representing actions related to hands, eyes and mouth, respectively. These icons implied the actions Guybrush would perform with an object. The hand icon would usually mean actions such as picking something up, operating a mechanism or hitting someone, the skull icon was most used for examining or looking at objects and the parrot icon was used to issue Guybrush commands such as talking to someone or opening a bottle with his teeth. The inventory and actions were thus visible on click, rather than on the bottom of the screen as previous point-and-click games by Lucasarts.The player controlled a white 'X' cursor with the mouse, that turned red whenever landing onto an object (or person) with which Guybrush could interact. Holding left click over an object, whether in or outside the inventory, would bring up the coin menu, while right clicking it would perform the most obvious action with this particular object. Right clicking a door, for example, made Guybrush attempt to open it, while right clicking a person meant talking to him or her. 20.Grim Fandango Grim Fandango takes place in the Land of the Dead (the Eighth Underworld), where recently departed souls aim to make their way to the Land of Eternal Rest (the Ninth Underworld) on the Four Year Journey of the Soul. Good deeds in life are rewarded by access to better travel packages to assist in making the journey (such as sports cars and luxury ocean cruises), the best of which is the Number Nine, an express train that takes four minutes to reach the gate to the Ninth Underworld. However, souls who did not lead a kind life are left to travel through the Land of the Dead on foot, which would take around four years. Such souls often lose faith in the existence of the Ninth Underworld and instead find jobs in the Land of the Dead. The travel agents of the Department of Death act as the Grim Reaper to escort the souls from the Land of the Living to the Land of the Dead, and then determine which mode of transport the soul has merited. Each year on the Day of the Dead, these souls are allowed to visit their families in the Land of the Living.The souls in the Land of the Dead appear as skeletal calaca figures. Alongside them are demons that have been summoned to help with the more mundane tasks of day-to-day life, such as vehicle maintenance and even drink service. The souls themselves can suffer death-within-death by being "sprouted", the result of being shot with "sproutella"-filled darts that cause flowers to grow out through the bones. Many of the characters are Mexican and occasional Spanish words are interspersed into the English dialogue, resulting in Spanglish. Many of the characters smoke, following a film noir tradition; the manual asks players to consider that every smoker in the game is dead. Grim Fandango is an adventure game, in which the player controls Manuel "Manny" Calavera (calavera being Spanish for 'skull') as he follows Mercedes "Meche" Colomar in the Underworld. The game uses the GrimE engine, pre-rendering static backgrounds from 3D models, while the main objects and characters are animated in 3D. Additionally, cutscenes in the game have also been pre-rendered in 3D. The player controls Manny's movements and actions with a keyboard, a joystick, or a gamepad. The remastered edition allows control via a mouse as well. Manny must collect objects that can be used with either other collectible objects, parts of the scenery, or with other people in the Land of the Dead in order to solve puzzles and progress in the game. The game lacks any type of HUD. Unlike the earlier 2D LucasArts games, the player is informed of objects or persons of interest not by text floating on the screen when the player passes a cursor over them, but instead by the fact that Manny will turn his head towards that object or person as he walks by. The player reviews the inventory of items that Manny has collected by watching him pull each item in and out of his coat jacket. Manny can engage in dialogue with other characters through conversation trees to gain hints of what needs to be done to solve the puzzles or to progress the plot. As in most LucasArts adventure games, the player can never die or otherwise get into a no-win situation (that prevents completion of the game).
We need to talk about The Outer World's setbacks, and how much it is streamlined from Fallout New Vegas and other RPGs
Well, I don't really know how to start this. I finished the game last night and I have been thinking about this all day long. Clocked close to 40 hours, did what I'm pretty sure was most if not all quests (even tasks), and played on Hard. My overall impression is that The Outer Worlds is sadly not nearly as good nor as profound as Fallout: New Vegas as so many outlets claimed... and it has some questionable cut-corners and design choices. Below you will find an absurdly long list of points in which this game falls short when compared to its predecessors, and even some of the games it is being frequently compared to. Please do note that this list focuses on things within the scope of a AA game — stuff like game balance, design, structure and writing (spoilers are marked and at the end). Visuals or direct-gameplay are not even discussed. It goes as follows:
No true disguise system: There is a small interaction in the beginning of the game (I can't recall the exact NPC), in which someone points out that you are dressed as a Marauder, and such a thing is dangerous. However, this is the game falsely insinuating that a 'proper' disguise system is in place - this is a facade. The only instance in which there is a disguise system is on marked/segmented areas in which your holographic shroud briefly clouds your identity. Other than these segments, the game (or NPCs, for that matter) never react to your faction clothing. Not only are there not consequences for wearing an opposing faction armor, the NPCs do not even address it.
Quest design: Early quest design is exemplary, especially on Edgewater. However, as the game opens up, quite the number of quests start to deteriorate into fetch quests. Go and retrieve this, go and kill that. Which isn't the crux of the problem — I think simple quest premises are fine as long as there are other elements to support them, like an intriguing plot point, twist, unique enemy type, or something along those lines. Unfortunately, that's not often the case. What I observed is that Obsidian largely chooses a different approach: paddling and extensive exposition dumps. It is good to have extensive dialogue, but sometimes NPCs use sentence structures that no human being would ever use to get their point across. They extend their ideas too much, ramble, digress, and lose sequence structure just to make room to a corporation-shenanigans joke, or a snarky passing-by comment. Other times the quest require you to go to a far away place to talk to another person and then come back. This way the game artificially extends its duration, and also makes objectives seem more complex than they really are. However, it would be unfair to say this problem is unique to The Outer Worlds — most if not all RPGs have quests like this, and not all missions can be the crown jewel of level design. I understand that.
Limited ammo types: If I am not mistaken, the game only has three ammo types: light, heavy and energy. No several ammo configurations for a specific weapon as New Vegas had. There is no piercing, hollow, explosive or any such ammo type. Any variation in ammunition comes from your equip weapon mod / abilities. Fallout 4 had more ammo types than this, even.
Uninteresting perks: Perks are the most boring, uninteresting ones I have ever seen in an RPG. Period. Damage buffs, increased carry weight, companion cooldowns and the likes. No perks like Cherchez La Femme / Confirmed Bachelor, Terrifying Presence, Wild Wasteland, Cannibalism, Mister Sandman or Bloody Mess. Perks that changed the game in fun, dynamic ways that did not have to do with simple stats boosts. Even Fallout 76 has more interesting perks. Taking flaws is straight-up counterproductive as a single perk point, which can only be wasted in garbage perks, is absolutely not worth the often enormous debuff it implies.
No skill checks outside of dialogue: One of my biggest gripes. We all complained when Fallout 4 shipped with no skill-checks, and they were added to Fallout 4: Far Harbor and 76. I could not find a single skill-check outside of dialogue. Specializing in skills like medic or engineering is utterly useless in this regard because you never get to heal anyone or repair anything. Those people in the sick-house on Edgewater? Groundbreaker? Yeah, you can die as, even though I have maxed medical skills, I can't offer my help. I can only offer my help to the guy at the beginning so you feel like there'll be similar options later (there aren't). There is also one robot you can repair on an early-game quest... but you repair it through dialogue. You don't even use components or scrap to do so. I do not count hacking or lockpicking as 'skill-checks' as those are ingrained in the experience differently. Some people like the corresponding mini-games gone, but I disagree. They added another layer of gameplay on an otherwise same-y experience. They were skills that required thought and actual player input - even if tedious at times.
Only two armor slots: You cannot equip rings, collars, layered armor pieces, glasses, or anything of the sort. Only an armor and head-ware. You cannot customize them in any way that isn't some under-the-hood stat increase. This severely limits the flexibility of builds as you are limited to only two armor pieces, which means only two armor effects. Besides, visual customization is severely impaired as most endgame characters will look strikingly similar as a result of the very limited armor selection - which I guess doesn't matter as you never even look at your character, which brings me to...
...no third-person camera: I suppose this is part of the scope of the game. I seriously don't think they intended to release this game as solely a first-person-shooter from the start. It goes against immersion to never be able to see your character. Visual customization is useless because you only see your face up-close during customization. I know the screen rotates whilst you are idle, and I shouldn't even say it, but that's obviously not enough to get a feel for your character appearance.
No companion wheel: I know that there's a companion sub-menu, but it is rather limited compared to the companion wheel from Fallout New Vegas, or the companion dialogue from Skyrim. You can only change their attack pattern, weapon type of preference, and travel distance relative to the player. You cannot order them to hold position, pick up an item, perform a specific action, activate a button, etc. You cannot talk to them about anything unless it's about a point of interest or related to a quest, or part of their small conversation pool. You can't ask them how they are doing or their current interests. I know companions had some dialogue during most major quests in the game, but so did most companions in New Vegas and Fallout 4. I want to add, nonetheless, that this is solely regarding the companion managing system, not the companions themselves. They are well developed, very unique and distinguishable from one another, and their quests are well done (save for Felix's and Ellie's, that are not bad but clearly too short).
Reduced weapon variety and lackluster unique weapons: Unique weapons are as bad as they were in Skyrim and Fallout 4, although at least the latter had more diversity in weapon effects. Most unique weapons are not even re-skins: they are just re-named base weapons with special mods. They are oftentimes weaker than weapons found in the over-world. Weapon variety is bare-bones, with most weapons behaving similarly, lacking punch or weight. Science weapons are mostly gimmicky and serve little purpose in combat, unless one specializes in them (and you are still weaker than if using base weapons with more flexible skill alternatives). No fist nor unarmed weapons.
Enemies: Fallout New Vegas had «legendary» enemies that were unique versions of base enemies, often bigger, stronger and possessing better loot. The Outer Worlds has «colossal» enemies, which just offer a bigger pool of generic loot — which, I should say, the loot in this game is terrible. Ammo and consumables are the bulk of it, with most consumables being redundant since they offer the same buffs, which are rarely needed in combat as the game becomes a cake-walk on any difficulty other than Supernova. Enemy variety is rather lacking. Only one type of generic bandit (marauders), which share like five enemy classes and three outfits. Very little variety in creatures too.
Reputation facade: There is a reputation system, as we all know, but it's really just a facade. Reputation is almost meaningless. The Board was after my head, and then I completed the quest in which you participate in a film, and I went to neutral again with them. Reputations falls to two things: their vendors cut their prices by 25% if they like me, or they shoot me on sight if they hate me. The in-between is nothing. Having negative reputation with a faction is negligible as you can quest your way out of their perception and be in their good graces again even if you did irreparable damage to them.
Binary choices: Everybody always cites Edgewater as brilliant quest design in which no choice feels ideal: that is correct. It's an excellent quest chain; one of the best I've seen in a game like this - no wonder they used it in the very beginning, as quest flow, progression and choice seriously deteriorate the more you play. Choices start to become very binary as the whimsical nature of the character's ideologies makes it rather easy to pick sides depending on your role-playing morale. Most factions are one-dimensional.
World & Simulation: The game feels static and in a constant state of hiatus, waiting on the player to set it in motion. NPCs do not have a schedule, the same NPCs always stand still on the same spot, at all times, until they are no longer needed to progress the game. Exploration is not rewarding as loot is limited, enemy variety is bad, and most interior cells in the worldspace are too similar among one another. There are even in-lore reasons that establish these limitations, as the corporations are cheap and they ship these futuristic, systematic enclaves for the inhabitants to build and settle in. This only makes it weirder that, for whatever reason, Obsidian decided to imitate Bethesda's cell streaming system using Unreal Engine 4. Bethesda uses different cells because they keep track of many dynamic systems: random events, NPCs schedules, dynamic objects, dynamic quests, and any disruption the player character can cause to those core systems. The Outer Worlds doesn't need to keep track of any of that - why does it still need to load the worldspace in chunks? Weird.
And, perhaps my biggest gripe with the game, is the way its ending is handled. Obviously I will mark it as spoilers, so feel free to turn away now if you haven't finished the game — despite my grievances, I still strongly recommend you to finish it. Alright then. The game ending is abrupt, lacking of weight and gravitas, and seems more preoccupied with establishing the premise of its sequel rather than closing off this chapter of the story. Most endings, to my understanding, involve a similar chain of events. Dr. Phineas Wells is captured and sent aboard a high-security prison, located on the planet Tartarus. No matter what you do in the game, most paths will lead you here, with slight variations (like who is taunting you along the way). The game makes it so that you think you can turn in the Doctor, but every time you are close to do it, there's always an excuse as why you cannot. This a major issue with the game - it constantly paddles you with arbitrary obstacles like high-prices for a nav-key, or being forced to travel to different worlds only to talk with someone and then come back. Most choices are not really 'felt', just heard of during the ending. To a certain extent, most of the choices feel meaningless. When you make a choice — not all choices, mind you, but most of them — the world just freezes in this state of hiatus. Nothing really happens until you end the game, and when you do, you only get to hear about it in a slideshow presentation. That on itself it isn't that disappointing, but... there were like twenty slides. A lot of things didn't get closure, and most were rather vague. For example, what happened to that lady scientist that was either working with aliens or solving the starvation problem on Halcyon? No matter what you choose, you never hear from her again and she's not mentioned during the ending. What happened with most of the Corporations now that The Board is disbanded? Most choices are hardly explained during the ending at all. It's like the story accelerates to conveniently corner you into an ending. And, besides... the ending mission was lackluster. Seriously, I have major gripes with Fallout 4's main story, but storming the Institute felt more satisfying than this. Even more so, in Fallout 4 at least you get to choose different endings — even if they are too similar from one another — you destroy the Institute, the Railroad, the Brotherhood of Steel, or a combination of these factions. In The Outer Worlds, most endings involve Phineas trapped in the Taruarus prison, with someone different standing next to him, and having the same EXTREMELY disappointing boss fight. Most endings are virtually the same with very light variations - and not that it matters, the ending slideshow is short and vague anyway. Lastly, and it is a nit-pick, I admit... for all those moments in which your companions participate and talk... why do they NOT SAY ANYTHING DURING THE END? They just stand there, and if you try to talk to them they'll greet you with their generic responses. They don't mutter a word about me assassinating the Chairman or freeing Phineas. They just stand there. I can't even say goodbye to them, and there's no closure at all because no matter what you do they eventually all leave your crew, according to the ending slides. Even your fucking robot abandons you, lmao. I don't want to do a finishing paragraph as this already extended tenfold from what I anticipated, and I don't want to risk redundancy. I'm just overall... disappointed. In retrospective, this game is a facade of a better game that seems to be there, but isn't. I wish more reviewers pointed out some of these flaws, but they seemed to have mostly ignored them. What gives? For all intents and purposes, aside from dialogue flow (which is excellent) and some of the quest design, this game is very streamlined, and hardly takes any risks or brings anything new to the scene.
Alright you dicks. This is gonna get long. (But it did go GOLD! thanks anon!) https://i.imgur.com/ae9pwNF.png (putting this here to change the cover photo.) I've seen a lot of posts asking how to make your fallout playthrough more akin to a "Metro" experience, or a "STALKER" experience. Well guess what...this guy is here, he's bored enough at work, he just bought a new keyboard, and hes fuckin ready to help you get your shit together. and just like some guy from the desert said...I never said it would be easy, I just said it would be worth it...and stable. we are really going for stability here After playing STALKER COC periodically over the years and most recently for like 4 months straight (and even making a mod for it (shameless plug) https://www.moddb.com/mods/call-of-chernobyl/addons/stcop-soundoverhaul) I have walked over every single inch of that game and I can say that it not only kicks ass...but that compared to a Bethesda game it has all the bugs with half the content. I've done EVERYTHING in that game and most of its mods. And if you're like me, you're always looking for more people to murder, more loot, more guns, and more fun to partake in while wandering a post apocalyptic wasteland. Guess what, Fallout has a shitload of content, so you're in luck. Plus it's a great candidate for uploading an unholy amount of mods while maintaining relative stability. Which is exactly the right kind of environment we need for our particular crusade and the reason I installed it in the first place. What Fallout 4 lacks is direction. It's like a 50's satire/post apocalyptic/shooterpg/serious/cartoony/silly/scary...thing. its all over the fuckin place. WE are going to give this game some direction NOW before we go any further. I dont want to hear anyone bitching about it not being exactly like STALKER. of course its not. Theyre different games, that's why you paid money for each of them (hopefully). One of them is a russian sci-fi-horror masterpiece, the other is a quasi-50's nuclear survival mix up. Theyre inherently different. One of them is russian weird, the other one is 50's kitsch. and this is also personal preference for what *I* like (but i think you'll genuinely enjoy, and that you can tailor to your own tastes). There are a number of mods that you can add to get it more like stalker (armor, weapons blah blah)...im not going for stalker recreation...im going for that FEELING you get when you play stalker. that FEELING like you need to shower and write home to babushka. So you're going to have to look past some of this shit and really focus on gameplay, or keep in mind that specific mods in specific categories can be swapped out to your liking. Dig it? Good. First fuckin things first. We need to look at what makes Metro and STALKER the experiences they are (you can skip this shit if you want, but for me it was important to look at when making my game play the way I wanted it to). ATMOSPHERE: STALKER is absolutely DRIPPING with specific things. It's more than "cheeki breeki" memes, russian pseudo-realism, and an unstable game engine ripe with funky glitches and crashes (in that respect its identical to Fallout). If STALKER nails one thing right... its DREAD. It makes you feel the urge to explore but making you apprehensive to do so. You want to walk outside and see what kind of rad shit is out there, but you are constantly checking your inventory to make sure you have what you need, and always looking over your shoulder for those fucking snorks. Its a masterclass in uncomfortable tension immersion. Everything about it is there to pull you in and make you feel like toasted shit. The music, the tone, the tonemapping, the atmosphere (find me a review that doesn't have the word "atmosphere" in it of STALKER and I'll...do nothing but be surprised) buuut, it also makes you curious as to what's out there in the world. I still feel like im discovering new shit whenever I play COC, and I think that compelling mix of dread horror, exploration and a touch of non hampering realism mixes well into something fun and digestable. There's no faux-rpg nonsense, theres no "you cant fight this guy because you aren't the right level" bullshit. It's a matter of "do you have enough food, enough anti-rad, and enough firepower to not only make it there, but wade through the shit, and then have enough room in your backpack to haul back the loot?" Never once have I felt like it was hampered by any of it's mechanics. SO, the things we need to pay attention to in recreating this in a different game: --ATMOSPHERE - the main contributors to this iconic tension are the sounds (music is the biggest one by far...the music in STALKER set the entire tone, creaks, groans) the ominous fear of attack at any second, the look of the game (drop shadows from flashlights (in fallout if you want this add "bAllowShadowcasterNPCLights = 1" in your mygames\fallout4\Fallout4Prefs.ini), the tonemap (very grey and desolate) the rusted burnt out industrial areas, brutalist buildings etc) and the feeling of the unknown. that game is really interesting because you wanna know what the fuck else is out there. even when you think you've seen it all there is some weird curve balls thrown at you and it's a world you've never seen before (for the record...that last one is the hardest to recreate and until someone (im working on it) makes an anomaly mod for Fallout 4 it is something you're going to have to live without). --GAMEPLAY - STALKER has unique gameplay where it's like a stripped down shooter, a stripped down RPG, an experiment in horror, and at the time...focused entirely on keeping you immersed. The vanilla gunplay is okay, the non-human enemies look ridiculous minus the bloodsuckers, and the snorks (snorks look dumb, but i'd be damned if they don't scare my britches off every fucking time i see one). The vanilla weapons aren't great, the firefights are okay. Buuuut. again, that feeling of wanting to explore. that feeling of wanting to get out there and see what the fuck is going on...thats powerful. because there are some games that are ripe with stuff to do, but i dont really want to go out and do it. im like "meh". but the discovery feeling is really important in STALKER, and it's also a feeling of overcoming your own fear, and the relief you get when you get back to your stash like "ah fuck...i made it". you should dread going outside your door and relish when you get back. You are also against enemies that are scary. They can be killed, there really arent any that are particularly hard to kill, but they pose a challenge in the way they kill you, or the circumstances you encounter them in (enemies that you need to run away from. well you just ran into one in a small room and now you're getting jacked). Also the gunplay feels relatively realistic as far as damage. Fallout is a bulletsponge nightmare. Stalker is headshots do work...so we are going to need to overhaul the damage system TWO MAIN THINGS WE NEED TO RECREATE FROM STALKER - ATMOSPHERE & UNIQUE GAMEPLA Now, Metro has arguably some of the best gameplay mechanics of any AAA first person shooter. they took the cliches and flipped them on their ass. The need to plan your gear as IMPERATIVE. The environment makes a difference on what you carry. The modularity of weapons plays a huge role in how you approach a situation and how you deploy. if you know you're going to be getting in long range skirmishes you loadout. if youre heading into a linear part...well buddy youll be packing a shotgun. they made ammo hard to get, they made health kits a strategy, and they made your gear and environment play in a way that if you leave your base without being properly prepared you WILL NOT succeed. Period. not to mention it does have many of the qualities listed in STALKER. but for me...STALKER works better. Metro is amazing, but STALKER feels more organic in atmosphere. but METRO feels more proper in gameplay. Also...Metro Exodus is a serious contendor for one of the best looking video games ever made. I was absolutely blown the fuck away while playing it. and this fidelity is possible depending on your hardware within Fallout. Not exact...but you can treat yourself to a graphical wonderland depending on your taste and specs. it is possible. so things we need to recreate: --GRAPHICS - What fallout does have is fluid visuals...unfortunately they are ugly, they look decidedly last gen, and they are unoptimized. its undeniable. but they do fit well together. Metro is also very fluid looking, it looks like ONE guy made the entire game in the same art style. its gorgeous. not to mention the fidelity is breathtaking. you can look at a texture through a scope and it still looks good. you can open a door and the entire room looks solid, fleshed out, and tended to. When we are modding the visuals of a game we dont want conflicting art styles in our texture packs, we dont want an ENB on there that clashes with the base game, and more than anything we want the entire game to elicit a mood. We want to feel immersed in a post apocalyptic wasteland that is actually serious...not a kitschy cartoon. If you enjoy that fine...but for me...i want dismal. I want heavy. --GAMEPLAY - Metro has one of my favorite things that i've touched on multiple times throughout this long ass tirade...you need to plan ahead. if you leave without being equipped, if you're lopsided in your equipment (too much ammo not enough health kits, or not enough filters) you will fail...or at the very last have a hard fuckin time accomplishing your goals. BUT it never reaches the point of impossible, and it never hampers the gameplay. It's not like Tarkov where any mistake absolutely beats the shit out of you. we still want to have fun. Not to mention the guns in Metro feel solid, they shoot hard, it feels like you're wrecking on shit when you're fighting...and fortunately for us Fallout 4 does have excellent base shooting mechanics...we just need to mitigate the bulletsponge and be sure that we are making both parties lethal. you want to question whether you should engage a target, or whether you should sneak by. --STORY - Sorry buddy...Metro Exodus had a killer story and you're stuck trying to find your ugly ass baby. Not much we can do about that. No Anna either...that russian minx. buuut, Curie is kinda similar and shes just a good person (robot?) all around, give her a shot. IN CONCLUSION: what we are looking to recreate is a highly atmospheric, lethal experience that looks great, plays great, runs great, and mimics the idea of a realistic, threatening, resource scarce, overwhelming nuclear wasteland as best as possible with minimal gear you may find laying around if shit hit the fan and you found yourself looting a body. to me that means real world tactical gear, real world weapons, survival options, scavenging and finding real world items. keep in mind I'm a huge military/gun/tactics nerd, so this might be a little tacticool for some...thats fine, but for me it really makes a great experience and I think you'll like it too. We are limited to specific parameters. again...no anomalies, no metro or stalker monsters, and no weird russian shit. but we can work with what we have, and while it wont be exact in every aspect...the feeling, mood, and experience is what we are looking to recreate here. YOU CAN SKIP THAT OTHER SHIT AND START READING HERE: Recommended Mod Manager - Vortex. (but really, mod how you like. im not here to judge.) Disclaimer: if you break your game...well. reinstall it. This setup has worked for me for over a month now solid. If it doesn't work for you or it doesn't fit your style, either add mods that fit your style, delete mods that dont, or dont follow this guide. TWO THINGS:
DONT ENABLE MODS UNTIL YOU ARE OUT OF THE VAULT (use "start me up")
CHECK ALL REQUIREMENTS BEFORE INSTALLING MODS. IF SOMETHING DOESN'T WORK CHANCES ARE YOU MISSED ONE ITS DEPENDENCIES.
** WEAPONS : (What kind of STALKER playthrough would you have if you didn't have a good arsenal? also...this is in no way exhaustive, you can add any weapons mods you want. im just sticking in the basics; rifles, snipers, smgs, shotguns. find whatever you want and throw them in, but these are guaranteed to not conflict or mess with game.) AK-400 - (https://www.nexusmods.com/fallout4/mods/36873) AK-400 WEAPON REPLACER (https://www.nexusmods.com/fallout4/mods/38602) AK47/74 MODULAR MOD (this is on GUNNETWORK.org because it does have ripped assets from Tarkov, but the work is incredible, and uses the AK400 as a base, but adds way more customization options and more real world weapons. its a must if you're a gun nut) RU556 M4 - (https://www.nexusmods.com/fallout4/mods/22536 / https://www.nexusmods.com/fallout4/mods/35712) RU556 WEAPON REPLACER - (https://www.nexusmods.com/fallout4/mods/33409) Winchester 1987 Shotgun - (https://www.nexusmods.com/fallout4/mods/33313?tab=description) MPX (great submachine gun) - (https://www.nexusmods.com/fallout4/mods/34628) L96A1 (https://www.nexusmods.com/fallout4/mods/38554) (for the record, i dont use this mod anymore...the weapon is SEVERELY underpowered, and i think sniper rifles should be 120-150 HP per shot. if you know CK you can bump this up, but i dont use this mod, i just use the stock in game sniper rifle because its rad.) Browning Hi-power pistol (https://www.nexusmods.com/fallout4/mods/20143) Browning hi-Power replacer (https://www.nexusmods.com/fallout4/mods/33789) OPTIONAL WEAPON MODS Lowered Weapons with a button (https://www.nexusmods.com/fallout4/mods/6364) Shell Rain (https://www.nexusmods.com/fallout4/mods/870) (not needed but for no performance impact...get it) Muzzle Flash Shadow (https://www.nexusmods.com/fallout4/mods/2571/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmodfiles%2F%3Fid%3D2571&pUp=1) Basic Ammo Crafting (https://www.nexusmods.com/fallout4/mods/30048) (not needed, but for me...its a must.) - NOTE: There are holster mods for all of these weapons. You can find them if you want them. They're not needed hence not included for brevity (brevity...HA!) ** APPEARANCE : (This will cover things like player armor, enemy armor, and NPC appearance for all your dress up needs). AWKCR - (https://www.nexusmods.com/fallout4/mods/6091/) (MOST mods need this, download it) ArmorSmith Extended - (https://www.nexusmods.com/fallout4/mods/2228) (again...used by tons of mods) PLAYER APPEARANCE // High Speed Caps - (https://www.nexusmods.com/fallout4/mods/31178) (hats...cool ones) CROSS Headset - (https://www.nexusmods.com/fallout4/mods/10131) (you dont want to go deaf buddy) BF4 Armor pack (cant link this, its on gunnetwork.org, go find it. looks amazing). Modular Plate Carrier (cant link this one either, found on gunnetwork.org. search "asnavaro plate carrier") NPC APPEARANCE // Militarized Minutemen (https://www.nexusmods.com/fallout4/mods/29853) (makes them not lame looking) Raiders in Rags (https://www.nexusmods.com/fallout4/mods/27176) (makes raiders anywhere from normal people just looking for a bite, to rust covered hard asses) The Mercenary (https://www.nexusmods.com/fallout4/mods/20088) (adds a bunch of sweet armor for NPCs and character) BF4 brotherhood of steel replacer (https://drive.google.com/file/d/1HTHJ7S_RTch8y-RptUfY67_b66JL4GmK/view?usp=sharing) (requires BF4 armor pack) GHOULS // (2 mods...choose which one you prefer) D.E.C.A.Y. https://www.nexusmods.com/fallout4/mods/2500 (overhauls them completely with added shit. I like keeping my load as light as possible...sort of. So i use the next one, but this mod is GREAT). More Feral Ghouls (https://www.nexusmods.com/fallout4/mods/36653) (Adds more variety to the ghouls but keeps them fast and creepy. Light, easy, performance friendly.) ** GAMEPLAY : (these will change things in game that will divert the feeling from Fallout to a more...not fallout feel. also just nice shit to have.) ABSOLUTE MUST HAVE - Better Locational Damage - (https://www.nexusmods.com/fallout4/mods/3815) (I left this completely stock how it came and have had ZERO issues. it runs perfectly, and completely mitigates the bulletsponge that fallout 4 is famous for, turning this game from an "RPG" into a satisfying shooter). Monsters to Raiders - (https://www.nexusmods.com/fallout4/mods/17678) (check whatever you want during the installer...i personally turned off all the fucking flies, and weird monsters because fuck those fucking things, why wont you die when i shoot you with a shotgun 12 times, why are you like this, what kind of sick joke are you playing, who programmed this, oh my GOD im going to kill someone, and pretty much only left super mutants, synths, deathclaws, and humans of course) Endless Warfare - (https://www.nexusmods.com/fallout4/mods/17626) (this one took a fat minute to get configured right, and while I cant share my setup with you if you do use it be sure to change the Randomness of the spawnspots, otherwise youll have 20 guys spawning at random places all over the map fighting each other...not really what you're going for. It adds just the perfect amount of random fights, random ambushes, and most importantly...performance. it turns a simple walk to the corner for some aluminum cans into a paranoid ridden pain in the ass, keeping you on your toes the entire time.) Survival Options - (https://www.nexusmods.com/fallout4/mods/14650) (this mod makes it so playing on survival mode, which you should be doing, is less of a pain in the ass...allowing saves during cell changes, sleeping, eating, whatever. Enabling fast travel, etc. Set it up however you want. but its a must. set it up according to your tastes). Start Me Up - (https://www.nexusmods.com/fallout4/mods/18946) (lets you skip the intro). Also mentioned by Nebuchadnezzer2 but never played with - Fast Start (https://www.nexusmods.com/fallout4/mods/29227 ) Skip the intro) Gas Masks of the Wasteland - (https://www.nexusmods.com/fallout4/mods/17491) (seriously a game changer. I do not use the weather mod included, i use NAC which is included below, but this adds a really important mechanic on scarce resources, and really makes preparing all the more important. I have it set to only run when it rains/rad storms. All the time isnt really my cup of tea.) ** GRAPHICS : (These will make your game gorgeous) TEXTURE PACKS. Enhanced Blood Textures - (https://www.nexusmods.com/fallout4/mods/212/) (performance friendly). Werefull's realistic blood (https://www.nexusmods.com/fallout4/mods/31646) (makes the blood less corny.) FlaconOil Retexture pack - (https://www.nexusmods.com/fallout4/mods/3747?tab=description) (I run the 2k, looks fantastic). Valius Texture pack - (https://www.nexusmods.com/fallout4/mods/318) (i run the 4k pack because it is breathtakingly on point) Vivid Fallout texture pack. - (https://www.nexusmods.com/fallout4/mods/25714) (2k all day) -- Other visual overhauls. Enhanced Lights and FX - (https://www.nexusmods.com/fallout4/mods/13596) (makes interiors gorgeous, dark and dynamic. Taxing.) Boston FPS Fix (https://www.nexusmods.com/fallout4/mods/26286) (it...fixes...the fps in boston). NAC weather mod - (https://www.nexusmods.com/fallout4/mods/7657) (this adds more weather but also flattens the image to a more realistic and dry look. An INSANE amount of options to tailor it to your experience. Darker Nights, Darker interiors, sscreen effects...it is hard to get down right, but once youve got it set it really can facelift your entire game. It can look a little pale, recommend coupling with a good ENB. (i will include a link to my personal setting that I think looks really nice. Desolate but realistic...its not too washed out, but also not too colorful. I think its got a great look and ran on a 660 FTW with SSAO turned off (since then has been turned on and tuned. it is the one included with NAC and i take no credit whatsoever. its simply my preset files). ENB - choose whichever you like. if you are interested you can use my preset included below (edited NAC preset, i take no credit) BUT YOU WILL NEED TO DOWNLOAD THE ENB BINARIES FROM (http://enbdev.com/mod_fallout4_v0385.htm) AND INSTALL THEM FIRST. Pip-Boy Flashlight - (https://www.nexusmods.com/fallout4/mods/10840) ( as far as I'm concerned one of the defining features of STALKER when i first played it was the drop shadow from the flashlight. it absolutely blew my mind and how realistic it looked and to this day adds depth to scenes that some games still havent achieved. For a STALKER playthrough this is an absolute must have. relatively performance friendly too. BE SURE TO ENABLE SHADOWS. (also, if you know anything about CK you can change weapon lights to spotlights with shadows, completely changing the visuals of the game too, its super easy if you dare)) Honorable Mentions: FO4 Enhanced Color Correction (https://www.nexusmods.com/fallout4/mods/5060) (this mod is an absolute win as far as I'm concerned. He corrected the colors of the game with ZERO performance loss and did it perfectly. It deepens the scenes and really touches up every shortcoming from the vanilla game with default shaders. IF YOU ARE RUNNING AN OLDER CARD (GTX 660 or below) THIS PACK IS A MUST. If you want a great looking game that runs well with lower specs avoid ENBs and give this a try. You'll be pleasantly surprised.) Dynamic Lights and Shadows (VERY VERY TAXING. USE WITH CAUTION) - (https://www.nexusmods.com/fallout4/mods/34572) (Makes shit look absolutely bananas outside) NOTE: People like to run grass mods. I dont run any. The performance impact even on halfway decent rigs like mine is just unacceptable for the looks it gives me. I think the default foliage is fine, its a little sparse but for consistent performance I've had to overlook foliage mods. If you want one, search for it. See performance notes below for possible issues when installing them. If any readers have any suggestions that dont break precombines please let me know.) LAST ONE IMMERSION: (These will make sure you never want to go outside again.) MUSIC MODS (what would STALKER be without the music? seriously). STALKER music mod - (https://www.nexusmods.com/fallout4/mods/36844/) (this ones good but for some reason it never seemed to properly fit in the Fallout universe for me. So...i ended up using this next mod) Spaceout Ambient Music Overhaul - (https://www.nexusmods.com/fallout4/mods/959/?)) (this mod just slays. the music works PERFECTLY for the fallout universe. interiors are creepier. Night time is scary as fuck. Daytime has an epic melancholic feel to them. This mod was exactly what I was looking for in a STALKER-esque music mod. You should give it a shot. If you dont love it, head back to the STALKER music mod, no harm no foul.) HUD MODS (the Fallout 4 HUD is in your face like Vin Diesel. Lets fix that.) HUD Framework - (you need this to run gas masks anyway, just be sure to install it before the next one). DEF_UI - (https://www.nexusmods.com/fallout4/mods/10654) (lets you edit your own HUD, just follow the instructions. if you're not into that I'm going to include my preset with my ENB setup as well (again...all credit to the authors, these are just my edits.) if youre not into THAT, then check the requirements list on DEF_UI's nexus page and you can see the infinite list of other peoples presets. Find one that fits your taste.) No More Cash Register Noise - (https://www.nexusmods.com/fallout4/mods/100/?)) (seriously who thought hearing that every 5 seconds was a good idea? NOTE, i think disabling the widget that pops up during XP gain in DEF_UI will make that noise stop. I dont have this mod installed anymore and my HUD turns off that widget...so maybe? Give it a shot on your own setup.) Shut The Followers Up - (https://www.nexusmods.com/fallout4/mods/24590) (turned my experience of having someone follow me around just chatty kathy as fuck, acting like nothing was wrong during our disease ridden excursion through a desolate nightmare, with NPC firefights plagued by supposed to be hardcore ass wasteland badasses saying absolutely ridiculous shit mid fight, to a much more realistic experience composed of fights being a surprise without anyone shouting their intentions straight at their enemies. This mod is a MUST if you like followers or want more immersive combat. It really ratchets up the intensity with such a simple change.) Realistic Death Physics (https://www.nexusmods.com/fallout4/mods/4371?tab=description) (no longer will people fly across the room when you shoot em.) LOAD ORDER FROM TOP TO BOTTOM (pro-tip, if you want this mod order, simply install in this order with Vortex...not needed but you could run into potential conflicts if installed differently). (to be honest, i've only had to move around a few mods for this to work properly, namely pip-boy flashlight) - Pip-Boy Flashlight Flacanoil texture pack Valius textures Werefulls Realistic Blood Winchester 1897 Shut the followers up Survival options. enhanced lights and fx shell rain realistic death phyysics raiders in rags ru556 armory project no combat music (added by BLD) cross uni headset better locational damage basic ammo crafting Gas Masks of the Wasteland. BOS BF4 armor replacer (found on gunnetwork) BF4 armor pack (found on gunnetwork) Button lowered weapons AK400 High Speed Caps (hats mod) mercenary militarized minutemen modular AK (found on gunnetwork) more ghouls (called ghoulblood in vortex) RU556 monsters to raiders plugins (theres like 9 of em) BLD level lists MPX weapon Better locational damage Armorsmith extended enhanced blood vivid fallout NAC endless warfare boston fps fix everything else related to AWKCR (there are multiple plugins that i skipped over, but they are arbitrarily stacked in the load order, and if not listed they wont cause issues if they are loaded differently. this list is simply provided as a template if issues do arise in your game and you want to know where to put something. it is not an end all be all optimized list. my shit works good, so i included it.) THINGS TO LOOK OUT FOR. Look, this list isnt going to satisfy everyone. You're inevitably going to go down the mod rabbit hole just sticking completely useless shit in your game. That's half the fun. So heres some advice. If you need to know anything about modding Fallout 4 is that it'll make you think it's running well...when you really just broke some shit that you'll run into six hours from now which either demands reloading an old save, or reinstalling the game. That said I'm going to make your life easier with some quick tips. - AVOID ANYTHING THAT BREAKS PREVIS/PRECOMBINES. Dont know what they are? Tough shit. Don't touch em. Mods that edit exterior cells (that dont include rebuilt precombines) will break them, and they will make your game run like shit. Bethesda's half assed optimization system is hanging on by a thin thin thread, and as soon as its broken its reload or live with it. Ask my 128 hour character how he felt about returning back to a 12 hour save because I broke downtown Boston and had to reinstall the game. He wasn't very excited. In fact his is now driving a bro-dozer blaming his problems on poor people like a complete idiot. Confederate flag sticking out of the bed, he hasn't shaved in weeks, smoking pyramids, its a disaster. RULE OF THUMB FOR THESE. Stay away from exterior environment mods, flora overhaul mods and scrap mods (which sucks because i really like having a clean house...in game). Texture packs and shit are fine, but mods that edit cells will degrade your performance unless you know how to rebuild precombines...which some people do but odds are you're not one of them. Things that change the size of grass aren't a big deal...but ReGrowth, Spring Cleaning, and shit like that? yeah. Messed my game right up. OVERLY TAXING ENB'S. Look, you want your game to look good. I get that. But there are ENB's out there that have plenty of useless shit enabled that does nothing but bog your system down. Poorly optimized DOF shaders, SSIL with the quality set to high that isnt turned on enough to even be noticable. shit like that. You can make a performance friendly post processing preset that fits your style very easily...and you can probably find someone who did it for you, better than you can, that actually runs well. Avoid shitty ENBs, and be sure to check off any features that don't make a noticeable difference, or that are too taxing for your setup. nothing wrong with dialing shit back for the sweet 60 CONCERNING TEXTURES It is imperative that you texture you game according to your specs. if you have less than 8GB VRAM try all 2k textures, if you have less use 1k. prioritize what you look at the most. I personally want anything im really close to to look great, therefore I made sure the packs that affected interiors were higher resolution. 2k for the outdoors stuff. The work these guys put into their packs is insane...and to honest they all look great on any resolution. So just work around your specs and youll make a great looking game. my card is 8GB, and these packs coupled with the armor packs and stuff equals out to be about 7.6 gigs of shit on my card. and i rarely experience stutter (this game isnt perfect...and does stutter no matter how clean your mod list is), so if you have a 1070 or up, these texture packs are the perfect combination of looks and performance.) NVIDIA USERS - have Geforce Experience optimize the game for you. It fixed some shadow shit for me and a few other things. I avoided it until like last week, and was pleasantly surprised at how well it made my game run. Once it optimized the game, I then went in and bumped some of the settings down, just because no matter what you're running, shadows in this game will beat your computer up. and for very little difference you can run them on medium and have great fps + visuals. AVOID FPS OVER 60 - The game breaks over a certain FPS. Do what you want, but mine is limited to 60 in my ENB. Zero issues. "but my monitorrrr", stop. This game is poorly made. Either work around it, or play something else. (here come the "i run it at 118 just fine!" people. good for you.) - FEEL FREE TO UNINSTALL AND REINSTALL SPECIFIC MODS AT WILL. Texture mods, Audio mods, small changes that are only loaded resources...swap em in and out at will. Heavier mods like Gas Masks, and NAC, be sure to follow their uninstall instructions. You can potentially break you game. I mean...i fuckin uninstall random shit it all the time, but im a moron. Don't be a moron like me. - MY SPECS (provided to compare whether you can run this setup...if you dont meet these simply turn down the graphically demanding mods and you should be fine.) I5-4670 3.4 ghz 16GB 10600 RAM Samsung Evo 860 500gb ASUS H87M Plus Some 550w PSU. Gigabyte G1 GTX 1070 8GB Custom Ducky One 2 Mini 60% Keyboard (not that its really important...i just want you to know that I have one, and that it is in fact amazing, and I dont even know what a ForkKnife is.) NOTE: I did not install the Unofficial Fallout 4 Patch. I am sure this mod list would work with it just fine, but it's been running so well since i had to revert to another save that I haven't installed it. but normally i recommend Unofficial Patches to everyone. If you have issues with the patch installed please let me know IN CONCLUSION - Fallout 4 is a fickle fickle...FICKLE asshole of a mistress, and thats even before you mod it. you will spend a lot of time tweaking an infinite number of things. Shadows mainly. You'll spend two weeks tweaking shadows. But if you take the time and mod your game responsibly you can have a completely different experience that runs smooth, caters to your taste, and gives you that excruciatingly ominous, foreboding, sketched out, melancholic, nightmare stricken feeling when you step into those STALKER boots, or when you pull down your METRO mask. It is possible. Just take it easy, install one mod at a time, make sure they activate, and as platitudinous as it is...have fun. It's not about the destination, its about the potentially frustrating ass journey. Right? Here is a link to my ENB preset (edited NAC. again, I take ZERO credit) https://www.mediafire.com/file/bf1qd0r4qlcsm2l/STALKER_MOD_FILES.zip/file Here is an obligatory Imgur album with screenshots of some sweet shit (please dont ask where I got the mods, its all contained in that 32222 character count wall of text - https://imgur.com/a/lgFlWJw reupload these anywhere, do whatever you want with them. I do not care. punk rock).
Last week at the opening night of Gamescom we announced the forthcoming sequel and newest addition to our franchise, Kerbal Space Program 2! This sequel will be expanding upon what makes Kerbal Space Program great and will bring space exploration to the next generation with exciting new features that will delight veteran and new players alike.
We’re excited to introduce you to Star Theory Games, the developer studio behind Kerbal Space Program 2!
Learn about the new development team joining the franchise by watching the Developer Story Trailer. Watch our Cinematic Trailer below to see what we’ll be bringing to KSP2!
Modding has always been an essential part of KSP and with Kerbal Space Program 2 it will continue to be so. The technological developments made to the foundations of Kerbal Space Program 2 will build on the beloved modding capabilities of the original game, as well as deliver on the long-requested addition of multiplayer. Soon players will be able to share the challenges of deep space exploration. We’ll reveal more details on these and more features at a later time, so stay tuned! https://preview.redd.it/qa5izxzxofj31.jpg?width=1920&format=pjpg&auto=webp&s=ffd62656ba65ce0b2a66edc00c0b83ae401926ee Click here to see these and more screenshots in high-res.
PAX West 2019
Want to see the behind-closed-doors presentation of KSP 2 gameplay? Come by booth 1909 during normal show hours to chat with the developers, take a photo with the Jeb statue, see the presentation, and grab a PAX West exclusive KSP Flag! If you take a photo there be sure to tag @KerbalSpaceP and use #BuildFlyDream.
Kerbal Space Program Update 1.8
We are all very excited for what’s coming in 2020, but until then, there is still plenty of KSP for everyone to enjoy! Squad will continue to support the current game, and as some of you may have seen, there is some really cool stuff coming in the next update for the game [Click here to read Squad’s statement in regard to the KSP 2 announcement. Squad’s goal will always be to provide the best experience for all KSP players. The gameplay experience will be improved even further for KSP1 with the 1.8 update. Here are some more details of what you can look forward to in this latest update.
Celestial Body Visual Improvements
If you’ve been following KSP on social media, you might have already learned that new high-quality texture maps & graphic shaders are being implemented for various celestial bodies. In update 1.8 you’ll find high quality texture maps for Mun, Duna and a few other Celestial Bodies that will be revealed along the way. If there are any concerns that the update might hinder the game’s performance on your computers, rest easy knowing you’ll be able to select the celestial bodies’ shader quality in the settings to low (legacy), medium or high. Even for the legacy option, you can expect texture stretching errors to be vastly improved. With the high-quality option, pixel density will be maintained regardless of camera distance to the celestial body, as well as a lack of tiling problems. All in all, celestial bodies will look sharper and more realistic. Take a look for yourself.
Update 1.8 brings an improvement that Squad has wanted to introduce for some time now - an upgrade to the underlying engine of the game to Unity 2019.2 With this upgrade there are some long-desired performance and graphic improvements, some of which come out of the box, and some which will allow further enhancements down the road. These include:
KSP will now run under DX11 on the Windows platform (DX9 will no longer be supported) which allows many graphical improvements, such as those on the planetary textures.
A new PhysX version with the associated performance and precision improvements.
GPU instancing to improve rendering performance.
Incremental garbage collection to reduce frame rate stutters, particularly in modded installs.
And many others.
While this version will have a larger impact on many mods, more than 1.6 or 1.7, the process has been tested and is relatively fast. Still, there will be several changes, due to the introduction of the Roslyn compiler, which brings full C#7 support and moving to full .NET 4.x API (.NET 3.5 support is deprecated). There will be continued efforts to reduce significant impact for Modders, but the belief is this time around the benefits of this upgrade far outweigh the drawbacks.
New Parts for Breaking Ground
Update 1.8 will also include some exclusive treats for owners of the Breaking Ground Expansion. A new set of fan blades and shrouds will continue to push the creativity of KSP players even further. By combining these fan blades with small electrical rotors and the new shrouds, you’ll be able to increase the performance and thrust of your propellers. Use them to create drones, ducted fan jets, or anything you can imagine. https://preview.redd.it/xkmjt3dxnfj31.png?width=2500&format=png&auto=webp&s=7d890da8c1776785e8deee5dc25ab2dbf6486990 Improvements are also being made to robotic part resource consumption, with better info on consumption and new improved options for power-out situations. Remember, you can share and download crafts and missions on Curse, KerbalX, the KSP Forum and the KSP Steam Workshop. That’s it for this edition. Be sure to join us on our official forums, and don’t forget to follow us on Twitter, Instagram and Facebook. Stay tuned for more exciting and upcoming news and development updates! Happy launchings!
It’s almost the end of February, and more importantly it’s time for MAME 0.207 to be released! We’ve added two Nintendo Game & Watch titles this month: Fire (wide screen) and Snoopy Tennis. If you’re at all interested in plug-and-play TV games, this is going to be a huge update, with all the newly-supported JAKKS Pacific titles, including Disney Princess, Dragon Ball Z, Nicktoons, Spider-Man, and Wheel of Fortune, as well as a number of matching Game-Keys. The other big batch of additions this month comes in the form of a whole lot of e-kara cartridge dumps from Japan. For younger players, we’re steadily filling out the V.Smile software list, with eighteen newly supported titles. The VGM software list has been updated with the latest video game music rips, and we’ve added some more original floppy dumps and clean cracks to the Apple II software lists. With the latest improvements to the MIPS R4000 CPU, WD33C93 SCSI and SGI Newport graphics emulation, it’s possible to install and run IRIX in MAME. This is a milestone achievement, and wouldn’t have been possible without some amazing dedication and collaboration on the part of the contributors and team members involved. With the addition of graphics and mouse support, Windows 1.0 runs on MAME’s Tandy 2000 emulation. MAME continues to add additional variants of supported systems, including the HP 9825T and the Esselte Modulab educational system. Newly supported arcade games include an earlier prototype of Rise of the Robots, bootlegs of Ghost Chaser Densei and The Glob, and additional versions of Raiden Fighters 2, Guardian Storm, Pasha Pasha Champ, Lethal Enforcers, and X-Men. General usability improvements include friendlier Apple II disassembly, the restoration of key map support in SDL builds (Linux/macOS), and better initial window positioning on Windows. You can get the source and Windows binary packages from the download page.
MAMETesters Bugs Fixed
07225: [Sound] (snk6502.cpp) Most machines in snk6502.cpp: Music plays incorrectly. (Ivan Vangelista)
07230: [DIP/Input] (taito_l.cpp) horshoes: Controls are broken. (Ivan Vangelista)
07231: [Crash/Freeze] (megadriv.cpp) megadriv [jpond]: Game doesn’t start. (Tafoid)
New working machines
Auto Response Board [hap, Berger]
Backgammon Challenger [hap, balrog, Lord Nightmare]
Barbie Dance Party [Sean Riddle, Peter Wilhelmsen, David Haywood]
Disney Princess (JAKKS Pacific TV Game, Game-Key Ready) [Sean Riddle, anonymous]
Dora the Explorer - Race to Play Park (JAKKS Pacific TV Game, Game-Key Ready) [Sean Riddle, anonymous]
Dragon Ball Z (JAKKS Pacific TV Game, Game-Key Ready) [Sean Riddle, anonymous]
Esselte Studium AB Modulab [Edström]
Game & Watch: Fire (wide screen) [algestam, Eduardo Flores, WNivek, and dosmeow]
Game & Watch: Snoopy Tennis [algestam]
HP 9825T [F.Ulivi]
Hi Pai Paradise 2 [Zoinkity]
Intellect-02 [hap, Alex_LG]
Ms. Pac-Man 5-in-1 (Ms. Pac-Man, Pole Position, Galaga, Xevious, Mappy) (JAKKS Pacific TV Game, Game-Key Ready) (07 FEB 2005 A SKU F) [Sean Riddle, Peter Wilhelmsen, anonymous]
Nicktoons (JAKKS Pacific TV Game, Game-Key Ready) [Sean Riddle, anonymous]
Play TV SSX Snowboarder (NTSC) [Sean Riddle, Peter Wilhelmsen, David Haywood]
Play TV Snowboarder (White) (NTSC) [Sean Riddle, Peter Wilhelmsen, David Haywood]
Spider-Man (JAKKS Pacific TV Game, Game-Key Ready) [Sean Riddle, anonymous]
Wheel of Fortune (JAKKS Pacific TV Game, Game-Key Ready) [Sean Riddle, anonymous]
New working clones
Double Axle (US) [Evan Korzon, Jordan Eldredge, Brian Troha, Smitdogg, The Dumping Union]
Fidelity Elite Avant Garde (model 6081, English) [hap, Berger]
Fidelity Elite Avant Garde (model 6081, French) [hap, Berger]
Fidelity Elite Avant Garde (model 6081, German) [hap, Berger]
Fidelity Elite Avant Garde (model 6081, Spanish) [hap, Berger]
Fidelity Elite Private Line (red version, English) [hap, Berger]
Fidelity Elite Private Line (red version, French) [hap, Berger]
Fidelity Elite Private Line (red version, German) [hap, Berger]
Fidelity Elite Private Line (red version, Spanish) [hap, Berger]
Gals Panic S - Extra Edition (Asia) [Jürgen Probe]
Ghost Chaser Densei (SNES bootleg, set 2) [iq_132, Jorge Silva, The Dumping Union]
The Glob (Pacman hardware, Magic Electronics Inc. license) [jordigahan, ClawGrip]
Rise of the Robots (prototype, older) [Phil Bennett]
Sweet Life (090720 Entertainment) [MetalliC]
System-80 (50 Hz) [AJR]
X-Men (4 Players ver JEA) [Artemio Urbina, The Dumping Union]
Machines promoted to working
Mattel Classic Sports [Sean Riddle, David Haywood, Ryan Holtz]
Play TV Snowboarder (Blue) (NTSC) [Sean Riddle, Peter Wilhelmsen, David Haywood]
Tiger Game.com [Robbbert]
Clones promoted to working
ConnecTV Snowboarder (Blue) (PAL) [Sean Riddle, Peter Wilhelmsen, David Haywood]
ConnecTV SSX Snowboarder (PAL) [Sean Riddle, Peter Wilhelmsen, David Haywood]
Double Dragon II - The Revenge (Japan) [Layer]
Knights of the Round (bootleg) [Robbbert]
Play 2000 (Super Slot & Gran Tesoro) (v4.0i) (Italy) [Peter Wilhelmsen, Morten Shearman Kirkegaard, caius, David Haywood]
New machines marked as NOT_WORKING
35 in 1 Super Twins [Sean Riddle]
ADM-31 Data Display Terminal [Bitsavers]
Bandit (US) [coolmod, Phil Bennett, Bryan McPhail, Moffitt, rtw, gamezfan, Dane Biegert, Candy Wolff, Henrique Areias Pontes, Sean Sutton, Surgeville, Evan Korzon, Charles MacDonald, Smitdogg, The Dumping Union]
Beena [David Haywood]
C2 Color (China) [zhongtiao1]
Challenge Ai-chan! Excite Ping Pong (Japan) [Sean Riddle, Peter Wilhelmsen]
Champion 85 [PinMAME]
DEC 2000 Model 300 AXP [Patrick Mackinlay, Sean Riddle]
DEC 2000 Model 500 AXP [Patrick Mackinlay, Sean Riddle]
DECpc AXP 150 [Patrick Mackinlay, Sean Riddle]
Domyos Fitness Dance (Domyos Interactive System) [Sean Riddle, Peter Wilhelmsen]
Dream Life [Sean Riddle]
e-pitch (Japan) [Sean Riddle, Peter Wilhelmsen, David Haywood, ShouTime]
Excite Boxing (Japan) [Sean Riddle, Peter Wilhelmsen]
I Can Play Guitar [Sean Riddle, anonymous]
LeapPad (Germany) [Sean Riddle]
Let's! TV Play Chou Ninki Spot! Korogashi-Houdai Tamagotchi Resort (Japan) [Sean Riddle, Peter Wilhelmsen]
Let's TV Play Naruto [Peter Wilhelmsen, Sean Riddle]
The Magician (20210111, NSW/ACT) [Heihachi_73]
My First LeapPad (UK) [Sean Riddle]
Neo Print - Millennium Multi Shot Edition (World) (T4i 3.07) [Porchy, The Dumping Union]
Neo Print - Spring '98 (T4i 3.07) [malcor, hammy, Anonymous, Dane Biegert, Sean Sutton, Renato Mucciarelli, Moffitt, Smitdogg, The Dumping Union]
Neo Print - Spring Ver. 4 (Japan) (T4f 1.00) [malcor, hammy, Anonymous, Dane Biegert, Sean Sutton, Renato Mucciarelli, Moffitt, Smitdogg, The Dumping Union]
Neo Print - Suizokukan Version (Japan) (T4i 2.00) [malcor, hammy, Anonymous, Dane Biegert, Sean Sutton, Renato Mucciarelli, Moffitt, Smitdogg, The Dumping Union]
Neo Print - Usagi Frame (Japan) (T4i 3.07) [malcor, hammy, Anonymous, Dane Biegert, Sean Sutton, Renato Mucciarelli, Moffitt, Smitdogg, The Dumping Union]
One Piece Punch Battle (Japan) [Sean Riddle, Peter Wilhelmsen]
Play TV Baseball (NTSC) [Sean Riddle, Peter Wilhelmsen]
Play TV Basketball [Sean Riddle, Peter Wilhelmsen, David Haywood]
Play TV Soccer [Sean Riddle, Peter Wilhelmsen]
Popira 2 (Japan) [Sean Riddle, Peter Wilhelmsen, David Haywood, ShouTime]
Winnie the Pooh - Piglet's Special Day (JAKKS Pacific TV Game, Game-Key Ready) [Sean Riddle, anonymous]
XaviX Music & Circuit (XaviXPORT) [Sean Riddle, Peter Wilhelmsen]
Zeus IG900 20-in-1 (US?) [Sean Riddle, Peter Wilhelmsen]
New clones marked as NOT_WORKING
Advanced Bridge Challenger [hap]
Boggy '84 (bootleg, set 2) [f205v]
Connectv Basketball [Sean Riddle, Peter Wilhelmsen, David Haywood]
Crazy Monkey 2 (100618 Russia) [MetalliC]
Fidelity Electronics Elite Avant Garde (model 6114-5) [anonymous]
The King of Route 66 (prototype) [coolmod, The Dumping Union]
Love And Berry - 3rd-5th Collection (China, Ver 1.001) (MDA-C0071) [Jia DaWei, tenyuhuang, MetalliC]
Queen Bee (Israel, Ver. 100) [Cristiano-MDQ]
Queen Bee (SA-101-HARD) [Cristiano-MDQ]
Queen Bee (Ver. 114) [Cristiano-MDQ]
Roll Fruit (100924) [MetalliC]
RyuKyu (Japan) (FD1094 317-5023A) [anonymous]
Star Wars (1.06, Display A0.46) [Gore Daimon, Alexandre Rocha]
TI-83 Premium CE (Boot Code 5.1.5.0014) [Julian Lachniet, critor]
TI-83 Plus Silver Edition (bootleg) [Julian Lachniet, critor]
TI-84 Plus C Silver Edition (Boot Code 4.2) [Julian Lachniet, critor]
V.Smile Motion (US) [Ryan Holtz]
Virtua NBA (prototype, 15.11) [coolmod, The Dumping Union]
World Class Bowling Tournament (v1.30) [Brian Troha, The Dumping Union]
Wyse Technology WY-60 (set 2) [AJR]
New working software list additions
apple2_flop_clcracked: 2400 A.D. (cleanly cracked), Ace Detective revision 2 (cleanly cracked), A Brand New View (cleanly cracked), A Christmas Adventure (cleanly cracked), A Newbery Adventure - A Wrinkle in Time (cleanly cracked), A Treasure Hunt of Facts (clealy cracked) - addition and subtraction [4am, Firehawke]
apple2_flop_orig: A Mind Forever Voyaging R77 / 850814, Apple Panic, Archon II: Adept, Boa, Bruce Lee, Conan, The Factory, Frontline, Gremlins, The Kingdom of Facts, MIRV, Monty Plays Scrabble 4.0, Mr. Do, Photar, Rearguard, Rendezvous with Rama, Roadblock, Sea Fox, The Snapper, Space Raiders version 2, Swashbuckler, Track and Field, Trivia Fever, Where in Time is Carmen Sandiego v1.1 [4am, Firehawke]
Burn-In Test 3.4 (TES404), dBASE II/86 2.43, Expansion RAM Test 1.0 (TES904), Mouse Test 2.0 (TES903), SuperCalc 3 1.00 [actapricot.org]
ekara_japan_a: A-5 Pichi Pichi Pitch Karaoke Party (Japan) [Peter Wilhelmsen, Sean Riddle]
ekara_japan_bh: BH-02 Best Hit Collection (Japan), BH-03 Best Hit Collection (Japan), BH-05 Best Hit Collection (Japan), BH-06 Best Hit Collection (Japan) [Sean Riddle, Peter Wilhelmsen, David Haywood, ShouTime]
ekara_japan_d: BHT Volume 8 (Japan) (DC0001-BHT), BHT Volume 9 (Japan) (DC0003-BHT) [Sean Riddle, Peter Wilhelmsen, David Haywood, ShouTime]
ekara_japan_g: BAT Volume 3 (Japan) (GC0007-BAT), mini-moni Volume 1 (Japan) (GC0008-MIN) (set 2), mini-moni Volume 1 (Japan) (GC0008-MIN) (set 1), mini-moni Volume 2 (GC0014-MIN), TV Pop Volume 6 (Japan) (GC0017-TPJ) [Sean Riddle, Peter Wilhelmsen, David Haywood, ShouTime]
ekara_japan_gk: GK-1 - Detective Conan (Japan) [Sean Riddle, Peter Wilhelmsen, David Haywood, ShouTime]
ekara_japan_m: Artist Mini Volume 4 (w-inds) (Japan) (MC0004-ATM), Artist Mini Volume 7 (untranslated artist) (Japan) (MC0012-ATM), Artist Mini Volume 8 (BoA) (Japan) (MC0014-ATM), KSM Mini Volume 2 (Japan) (MC0006-KSM) [Sean Riddle, Peter Wilhelmsen, David Haywood, ShouTime]
ekara_japan_p: TV Pop Volume 2 (Japan) (PC0002-TPJ) ('World Trade Center' image removed), TV Pop Volume 2 (Japan) (PC0002-TPJ) (set 1) [Sean Riddle, Peter Wilhelmsen, David Haywood, ShouTime]
ekara_japan_s: Challenge Artist Volume 1 (Japan) (SC0018-SAI), Kids' Challenge Volume 1 (Japan) (SC0003-xxx) [Sean Riddle, Peter Wilhelmsen, David Haywood, ShouTime]
ekara_japan_sp: SP-03 Super Cartridge (Japan), SP-04 Super Cartridge (Japan) [Sean Riddle, Peter Wilhelmsen, David Haywood, ShouTime]
ekara_japan_web: e-kara Web cartridge 12M (used, with 7 Songs) (Japan) [Sean Riddle, Peter Wilhelmsen, David Haywood, ShouTime]
fidel_sc6: SC6: original program [hap]
gamate: Fortress of Fierceness [Peter Wilhelmsen]
ibm5150: Batman: The Movie, Bubble Bobble (3.5"), Budokan - The Martial Spirit (Big Games release), Gunboat: River Combat Simulation (Hit Squad release), Ivan "Ironman" Stewart's Super Off Road (16 Blitz release) (3.5"), Lagaf': Les Aventures de Moktar - Vol 1: La Zoubida, Monty Python's Flying Circus (3.5"), The Simpsons - Bart vs. the Space Mutants, The Simpsons - Bart vs. the Space Mutants (Hit-Squad release), Spot, WWF Wrestlemania, Xenon (16 Blitz Plus release) (3.5"), Zool (Big Games release) [ArcadeShadow]
ibm5170: Micro Machines, The Secret of Monkey Island (Italian) [ArcadeShadow]
intellect02: Chess [hap, Alex_LG]
jakks_gamekey_dp: Snow White and the Seven Dwarfs - Memory Chase & Rescue Race [Sean Riddle, anonymous]
jakks_gamekey_mv: Black Cat & Doc Ock [Sean Riddle, anonymous]
jakks_gamekey_nk: Nicktoons Vollyball & Birdie Putt, Spongebob Sponge Pop & Snowball Showdown (15 AUGUST 2005 D) [Sean Riddle, anonymous]
jakks_gamekey_nm: New Rally X & Dig Dug (01 APR 2005 A SKU E) [Sean Riddle, Peter Wilhelmsen, anonymous] Pac-Man & Bosconian & Rally X (11 JUL 2005 A SKU I) [Sean Riddle, anonymous]
vgmplay: Bio Miracle Bokutte Upa (Family Computer), Blazing Tornado (Arcade), Bombaman Extra Ammo (MSX2), Data East's Hoops (Deco MLC System), Dead Connection (Taito F1 System), Densetsu no Ogre Battle Gaiden - Zenobia no Ouji (Neo Geo Pocket Color), Exvania (Namco NA-1), From TV Animation Slam Dunk - Super Slams (Arcade), Geograph Seal (Sharp X68000), Gridiron Fight (Arcade), Laplace no Ma (Sharp X68000), Magical Crystals (Arcade), Marvel Super Heroes vs Street Fighter (CP System II), Mega Man II (Nintendo Game Boy), Mega Man III (Nintendo Game Boy), Megablast (Taito F2 System), Mr. Robot and His Robot Factory (Atari 400, 800), Naious (Sharp X68000), Neural Gear (Sharp X68000), Pepsiman (Sigma B-98), Smash Ping Pong (Family Computer Disk System), TwinBee (Sharp X68000), Uncharted Waters 2 - New Horizons (Sharp X68000), Vigilante (Irem M75), Vigilante (TG-16) [Tafoid]
Alphabet Park Adventure (USA, alt), Alphabet Park Adventure (USA, alt, Rev. 2?), Disney's Little Einsteins (US, Rev. 5?), Disney/Pixar Cars - Rev It Up in Radiator Springs (USA, alt), Disney/Pixar Toy Story 2 - Operation: Rescue Woody! (USA, alt), DreamWorks Shrek the Third - Arthur's School Day Adventure (USA, alt), Marvel Spider-Man & Friends - Secret Missions (USA), Nick Jr. Blue's Clues - Collection Day (USA), Nick Jr. Go Diego Go! - Save the Animal Familes! (US, Rev. 2?), Nickelodeon Dora the Explorer - Dora's Fix-it Adventure (USA, alt 2), Noddy - Detective for a Day (USA), Scooby-Doo! - Funland Frenzy (USA, alt), Superman - The Greatest Hero (USA), Thomas & Friends - Engines Working Together (USA), V.Smile PC Pal Island (USA, Rev. 3?), V.Smile Soccer Challenge (USA) [Sean Riddle, TeamEurope]
Disney's The Lion King - Simba's Big Adventure (USA), Disneys Winnie the Pooh - The Honey Hunt (USA) [Sean Riddle]
Software list items promoted to working
jakks_gamekey_nk: Soccer Shootout & Juego De Futbol De Dora & Dora's Star Mountain Adventure [David Haywood]
jakks_gamekey_sw: Turret Defense & Yoda's Escape [Sean Riddle, Peter Wilhelmsen, Ryan Holtz]
New NOT_WORKING software list additions
apricot_flop: apricot Networks VB1.3 F-Series (Beta Release), apricot Networks VB1.3 PC/Xi (Beta Release), apricot Networks VR1.3 F-Series, apricot Networks VR1.3 PC/Xi, Lotus 123 (Release 1A), MSD 2.7.0 (Winchester Test), POINT 32 Network Diagnostics, POINT 32 VB1.2 (Beta Release), POINT 32 VR1.1, POINT 32 VR1.2, Winchester Data Integrity Check 1.1, Winchester Data Integrity Test 4.0 (TES002), Winchester Factory Formatter 2.1 (TES004) [actapricot.org]
c2color_cart: Dì 4 dàn: Ànhēi Shìlì Zài Lín, Dì 5 dàn: Shénmì De Lóngzú Zhī Wáng [Peter Wilhelmsen, zhongtiao1]
ekara_japan_a: A-1 Pichi Pichi Pitch vol.1 (Japan), A-4 Pichi Pichi Pitch Pure Chapter 1 (Japan), A-7 Pichi Pichi Pitch Pure Chapter 3 (Japan) [Peter Wilhelmsen, Sean Riddle]
jpopira_jp: JP-01 (Japan), JP-02 (Japan) [Sean Riddle, Peter Wilhelmsen, David Haywood, ShouTime]
Leap und die Welt der Dinosaurier (Germany), Tad's Good Night (UK) [Sean Riddle]
- Great Reader Series - Dinosaurs Before Dark (UK), Bob der Baumeister - Bob und Heppo: Alles im Griff! (Germany), Das Angel-Abenteuer (Germany), A Day at Moss Lake (Germany), Disney Hüpf, Tigger, hüpf! (Germany), Disney Prinzessin - Prinzessinnen-Geschichten (Germany), Englisch Kurs - Let's go 1 (Germany), Englisch Kurs - Let's go 2 (Germany), Leap's Pond - Activity & Game Book (UK), Little Amadeus (Germany), Music - Mother Goose Songbook (UK), Pre Math - Tad goes shopping (UK), Pre Reading - Thomas the Really Useful Engine (UK), Reading - Disney's Bounce, Tigger, Bounce (UK), Shrek (Germany), Spongebob Schwammkopf - Meeres-Geschichten (Germany), Vocabulary - Richard Scarry's Best Little Word Book Ever! (UK) [TeamEurope]
leapfrog_mfleappad_cart: I Know My abc's (UK) (Dec 18 2002), I Know My abc's (UK) (Feb 12 2002), The Foot Book - Based on the Book by Dr. Seuss (UK), Joy Joy - The Jet Plane - High-Flying Adventures (UK), Leap's Big Day (UK), Thomas & Friends - Thomas and the School Trip (UK), Vroom! Vroom! - On the Go (UK) [TeamEurope]
vsmile_cart: V.Smile Art Studio (USA) [Sean Riddle, TeamEurope]
vsmilem_cart: Action Mania (US, Rev. 4?), Action Mania (US, Rev. 6?), Disney Handy Manny (US, Rev. 2?), Disney Mickey Mouse Clubhouse (US), Disney's Little Einsteins (US, Rev. 2?), Disney's Little Einsteins (US, Rev. 5?), Disney/Pixar Cars 2 (Ger), Disney/Pixar Wall-E (USA, Rev. 2?), DreamWorks Monsters vs. Aliens (US, Rev. 3?), Für immer Shrek (Ger), NASCAR Academy - Race Car Superstar (US), Nickelodeon Dora the Explorer: Dora's Fix It Adventure (US, Rev. 3?), Nickelodeon Ni Hao Kai Lan - Happy Chinese New Year! (US), Shrek Forever After (US), TinkerBell (US, Rev. 2?), Toy Story 3 (Ger) [Sean Riddle, TeamEurope]
Translations added or modified
Portuguese (Brazil) [Wellington Uemura]
z8: Fixed disassembly of LD IR,R opcode, and changed INCW/DECW to show RRn instead of Rn. [AJR]
tv955kb: Start with reset control input inactive. [AJR]
scn2674: Improved row buffering and timing: [AJR]
Added optional read callbacks for row buffering DMA.
Added MBC output.
Corrected timing of BREQ and VBLANK outputs.
Improved character blink and cursor blink timing.
ay31015: Removed internal Baud rate generator as the actual device lacks this functionality. [AJR]
trs80.cpp: Changed HT-1080Z to use 50 Hz timings. [AJR]
cosmac: Don’t skip over instructions in debugger after DMA cycles. [AJR]
scn2674: Blank display line-by-line. [AJR]
pcx: Fixed jailbars appearing in white-on-black mode. [AJR]
wy50: Added preliminary keyboard emulation. [AJR]
vt100, ms6102: Changed “Caps Lock” key to toggle (it’s mechanically toggled on these systems). [AJR]
tv950: Changed “Alpha Lock” key to toggle (it’s mechanically toggled on this system). [AJR]
Made -nonvram_save also inhibit saving of “battery” non-volatile RAM for image devices. [AJR]
wyse.cpp: Separated WY-55 and WY-60 drivers and unscrambled their program ROMs. [AJR]
dec0.cpp: Added support for trackball inputs. [Angelo Salese]
Changed many devices and drivers to use abbreviated integer type names and simpler read/write handler signatures. [cam900]
dcheese.cpp: Removed MCFG macros, reduced runtime tag lookups, improved naming, and reduced unnecessary code. [cam900]
ay8910.cpp: Added notes about AY8930 expanded mode, improved logging, and reduced redundant code. [cam900]
ics2115.cpp: Moved 16-bit handlers from igs011.cpp driver into the device, and made code style more consistent. [cam900]
es5506.cpp, esqpump.cpp: Added support for clock rate changes, keeping sample rate in sync. [cam900]
Also cleaned up code and added notes.
mystwarr.cpp, tmnt.cpp, zr107.cpp: Reduced runtime tag lookups and redundant code. [cam900]
qs1000.cpp: Added accessor for internal CPU and cleaned up uses in ghosteo.cpp, limenko.cpp and vegaeo.cpp. [cam900]
namcona1.cpp: Removed redundant code and added notes. [cam900]
tms34010.cpp: Moved I/O registers to an internal address map, and eliminated use of register_postload. [cam900]
nova2001.cpp: Reduced MCFG macros and redundant code, improved naming, and made better use of const variables. [cam900]
315_5124.cpp: Implemented internal PSG and eliminated use of register_postload. [cam900]
megaplay.cpp, megatech.cpp, segae.cpp: Added notes and removed some MCFG macros. [cam900]
sega8_slot.cpp: Removed MCFG macros. [cam900]
es8712.cpp: Allow MSM5205 to be configured with a device finder or reference. [cam900]
Gris is a puzzle-platformer that seeks not to challenge the player, but guide them through an emotional journey of absolutely beautiful sights and sounds, looking into the soul of a young girl working through a dark time in her life. Don't play this game if you want a great game, play it if you want an absolutely captivating experience.
Inside is a Puzzle-Platformer that is the spiritual successor to Limbo, and it improves upon the first game in nearly every way, with stunning and stylish visuals, clever and varied gameplay, and a fascinating and detailed world. The only complaint I have is that the game is tragically short – just 3 or 4 hours long. However, it's an enthralling 3-4 hours, and if you don't already have this game on another platform (and don't mind the game's gruesome violence), you should absolutely pick this one up.
Captain Toad Treasure Tracker is a game where players guide the titular non-jumping character through numerous levels that are each like little puzzle boxes. The puzzles are clever, and the presentation is solid, and this is overall a fantastic puzzle game, although it's not without a few annoyances.
Forgotton Anne is a puzzle-platformer with a wonderful, unique story and a fantastic presentation that seems like it's right out of a Studio Ghibli film. The puzzle design isn't especially challenging, but you'll want to play through the game to experience more of its story.
Even eight years after its first release, Limbo is still a master class in efficient game design, with excellent Puzzle-Platformer gameplay using simple, straightforward mechanics, and an impressive, memorable presentation that somehow fits within 123MB of memory. While the game's gruesome imagery may scare off some, and its repeated and often necessary deaths do get frustrating, overall this is still a fantastic entry in the genre well worth owning on the Switch if you don't already have it on another platform.
Toki Tori 2 is a Puzzle-Platformer that plays very differently from the first game, with players limited to only two basic abilities, and progressing through the game by learning how the various parts of the environment react to those abilities and each other. It's a refreshing and streamlined approach that suits the game very well, making it a unique experience that's bolstered by an excellent presentation, with some extremely clever puzzle design.
Trine 4 returns the series to its classic 2D Puzzle-Platformer gameplay, and it is in absolutely fine form here, with jaw-droppingly gorgeous graphics, superb puzzles, and some of the best Co-Op you're going to find in any game anywhere, with a focus on using the unique abilities of its three protagonists to get past puzzles and obstacles. It's unfortunate that the combat is sub-standard, because otherwise everything about this game is an absolute triumph.
Unravel Two is a family-friendly Puzzle-Platformer that has you playing as a pair of small yarn-creatures as they use their yarn to help each other get past various obstacles in a real world environment. The presentation, while not on par with other versions, is still fantastic, and the puzzles are superb, whether you're playing solo or in co-op. The only thing holding this game back is its short length, but with its low price, this game is absolutely worth getting on Switch if you don't already have it elsewhere.
Wandersong is a Puzzle-Platformer that has players in the role of a bard looking to save the world by singing different musical notes to solve puzzles. Despite its simple, unimpressive graphics and lack of challenging gameplay, this game has an absolutely charming presentation, a wonderful story, excellent music, and is overall a fantastic experience for all ages.
FAR: Lone Sails is a Platform-Puzzle game where players control a character who can pilot a large vehicle by interacting with various machines, not least of which is the vehicle itself. The game mechanics and challenge level are fantastic, and the presentation is superb, but the game is too short and the ending is anticlimactic. Still, if you don't mind a smaller experience, this game is excellent while it lasts.
Reventure is a Puzzle-Platformer where you're basically trying to find all the different ways to get your character killed. It's clever, delightfully funny, and has a unique approach to puzzles that really makes you think through how to do things differently after each death. It's not without some frustrating issues, but on the whole this is a wildly original game well worth playing.
Snipperclips is a Puzzle-Platformer where up to four players control anthropomorphized Joycon controllers snipping off parts of one another to get into shape to solve puzzles. It's a fun concept that's well-executed, with a lot of great all-ages Co-Op gameplay. It's nothing revolutionary or impressive, and there are a few rough edges, but overall this is a solid game worth playing.
Teslagrad is a Puzzle-Platformer that puts you in the role of a young boy being hunted by a murderous dictator, finding himself in a tower full of technological marvels. This game has a beautiful presentation and some really creative puzzles. It has a few issues with confusing world design and frustrating difficulty spikes, but overall this is an excellent entry in the genre well worth trying.
Trine 2 is one of the highlights of its series, and of Puzzle-Platformer games in general, with its wonderful focus on using each of its three characters' unique abilities to solve puzzles becoming even better in Co-Op play. It still suffers from sub-standard combat, and its stunning visuals have aged a bit in the time since it was first released nearly a decade ago, but make no mistake, this is a must-have game for fans of the genre, as well as those looking for an amazing Co-Op experience.
Trine Ultimate Collection is a Compilation that includes all four games in the Puzzle-Platformer series about three characters with different abilities using their unique talents to fight enemies and solve puzzles. This is a treasure trove for anyone who enjoys the genre or is looking for a top-notch Co-Op collection for their Switch, with most of these game being visually-stunning as well.
BoxBoy + BoxGirl is a Puzzle-Platformer with the simple and straightforward premise that you play as a box-shaped character that can spawn off additional boxes to solve puzzles. The game's premise and presentation don't do anything particularly new and exciting, but this is still a solid game for fans of the genre.
Catherine is a Platform-Puzzle game with Visual Novel elements that puts you in the role of a man who wakes up after a night of drinking with a woman other than his girlfriend in his bed, and meanwhile suffers nightmares every evening that have him shifting blocks to climb a tower to escape a monstrous woman. Both halves of this game have some solid elements and a great presentation, but there's also some frustrating controls and plot elements that seem excessive. This is still a solid Puzzle game worth trying though, especially if you're enticed by the game's mature themes.
Hue is a Platform-Puzzler that has players changing the color of the background to make colorful objects blend into it to solve puzzles. It's not a new or revolutionary idea, but it's done very well here, with an excellent presentation that makes good use of contrast to emphasize its colorful presentation. Definitely a worthwhile game for fans of the genre, so long as you don't mind its short length.
Ibb & Obb is a co-op focused Puzzle-Platformer that requires two players to play. However, if you do have a friend to play with, this is a solid entry in the genre that makes good use of its simple mechanics to deliver some great co-op gameplay.
Pinstripe is a Puzzle-Platformer with some good puzzles, but the focus is very clearly on it's Nightmare Before Christmas-esque presentation and its symbolism-filled story. While the game has its share of frustrations, its positive qualities make it worth experiencing.
Pode is a nice little co-op Platforming-Puzzle game with endearing characters, pleasant music, and a challenge level that seems like it would be great for parents to play with their kids, or perhaps for a hardcore gamer to play with a casual gamer significant other.
Semblance is a Puzzle-Platformer that has you deforming the scenery to solve puzzles. The gameplay is fantastic, with some excellent puzzle design, but the presentation is far too simplistic for the 2.9GB, and the game is over far too quickly. It's still worth playing for as long as it lasts, but this game is more of a brief distraction than a full experience.
Valiant Hearts: The Great War is a Puzzle-Platformer with a heavy focus on its story, which uses the personal experience of one group of friends to explore the greater conflict during World War I. The puzzle-platforming here is decent, but nothing special. Rather, the real draw here is the story, which brings us into The Great War with likeable characters caught up in the action. If that story sounds appealing to you, this game is well worth trying.
Little Nightmares is a Puzzle-Platformer that has players taking the role of a young child escaping a nightmarish prison ship filled with grotesque monsters. There's some really great atmosphere here, and some solid puzzles, but the 3D platforming and fixed camera perspective makes the platforming needlessly frustrating, and the long loading times exacerbate that frustration. Overall it's still good, but only if you have the patience to work through those flaws.
Planet Alpha is a Puzzle-Platformer where the main draw is exploring its lush, beautiful world, although doing so will mean putting up with all sorts of frustrations caused by all that detail, especially in the game's maddening stealth encounters.
Sweet Witches is an Arcade-y Puzzle-Platformer in the same vein as Lode Runner and Burgertime, where you're trying to plant flowers throughout the entire level while avoiding enemies. It's a solid game with some good multiplayer co-op and competitive options, but it could have used a bit more work getting the sound in line with the energy the rest of the game has.
The Bridge is a Puzzle-Platformer where players rotate the world around to change gravity and solve M.C. Escher-esque puzzles. It's a good concept with good puzzles, but the gameplay can be slow-paced and tedious, which is made worse by the somber, depressing presentation. However, it's still a good game if you're patient enough to put up with these issues.
Toki Tori is a Puzzle-Platformer that has been remade multiple times over the years, and its release on the Nintendo Switch has it getting gorgeous graphics, terrible sound, and missing features like touchscreen that were in earlier versions of the game. This is still a decent game, but its flaws definitely mar the experience.
tl;dr - Trine 3 takes the Puzzle-Platformer series into 3D, retaining the series formula of using three characters with distinct abilities to get past obstacles. However, this change has mixed results - the combat is better, but the platforming is much worse. It's still a decent game, but it's not as good as the second and fourth titles in the series.
Wuppo is a Platform-Puzzler with Metroidvania map structure. It's not impressive to look at, and it's easy to get stuck and unsure where to go next, but its witty writing makes it worth playing through.
Binaries is a puzzle-platformer that has you moving two balls through a maze at the same time. It's minimalist, streamlined, and does a competent job of what it sets out to do, even if it's not ambitious in any way.
Pikuniku is a Puzzle-Platformer that has you as a bean-shaped character with legs facing down an evil corporation. This game's graphics and sound are lazy and uninteresting, and its gameplay is nothing special, but the hilarious writing makes this game worth playing through.
Sally's Law is a Puzzle-Platformer that has players playing as different characters with different abilities cooperating to reach the end of the stage. There are some interesting gameplay ideas here, but they're buried under some sluggish pacing and an overall lack of challenge.
Shift Happens has you controlling two characters (on your own or in co-op) to solve puzzles by switching on the fly which one of them is the light one and which is the heavy one. It does a good job with its concept, but there's nothing truly memorable or compelling about it.
Tetra's Escape is a puzzle-platformer that has you transforming characters into Tetris-style blocks to get one of those characters to an exit. Unfortunately, some poor design choices make this game far more frustrating than it needs to be.
This bundle contains Ethan: Meteor Hunter and Inside My Radio. Ethan: Meteor Hunter is a mediocre Puzzle-Platformer, but Inside My Radio is a decent Platformer with Music-Rhythm elements. However, since you can get Inside My Radio separately, you're probably better off just doing that.
Debtor is a Puzzle-Platformer that's a fairly unoriginal and largely uninteresting take on the genre. It's decent enough to serve as a brief distraction for fans of the genre, but not much more than that.
Blindy is a puzzle-platformer where your character only sees terrain and obstacles after touching them. It's an interesting concept, but it's ruined by tedious gameplay and and underwhelming presentation.
Candle: The Power of the Flame is a Puzzle-Platformer where you play as a tribal villager using, among other things, his ability to carry flame in his hands to solve puzzles and trek to save his village. This game has absolutely amazing hand-drawn visuals, but unfortunately those visuals also make it damn difficult to see what you need to do to get past the puzzles in a given area, making this a really frustrating experience.
Ethan: Meteor Hunter is a Puzzle-Platformer where you can freeze time and move parts of the environment around to solve puzzles. It's a good concept, but the game is stingy with your use of the central mechanic, and everything else about the game is mediocre. Only the most diehard fans of puzzle-platformer should bother with this one.
Puzzlement is a Puzzle-Platformer that has you moving a two-dimensional character through 3D space, and trying to collect all of the red dots in a level. It's an interesting idea, but this idea is ruined by stiff, slow-paced platforming and terrible control issues that make the game dreadfully tedious.
Trine is a classic Puzzle-Platformer that has aged somewhat since its release over a decade ago. It features solid gameplay focused on using its three central characters' abilities to get past obstacles, but the game is unfortunately bogged down by awkward controls and frequent, terrible combat. There's some good gameplay to be had here, but you have to struggle to enjoy it.
Safety First! is an odd game where you're using the two control sticks to control the two legs of a robot to make it pee on electrical cords. It's an interesting concept, but between the bare bones presentation and the broken gameplay, it feels like a game that needed more time in development.
Silent World is a Puzzle-Platformer with Horror elements that doesn't do the Platforming well, doesn't have interesting Puzzles, and isn't scary. More than anything, this is an agonizingly slow game that is not worth bothering with.
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