I’m shocked that RE4 got a GotY nomination. I thought there were rules against remakes or remasters getting Game Awards nominations; am I wrong, or did that change at some point?
I’m shocked that RE4 got a GotY nomination. I thought there were rules against remakes or remasters getting Game Awards nominations; am I wrong, or did that change at some point?
Star Ocean: The Second Story R.
The PS1 original was good, but it had some noticeable flaws. The book writing skill was more or less useless, side quests were often too well hidden from view (which was especially bad when most of them were time-limited), the accessories that gave you items were a bit in-your-face, there was no in-game mini-map, the invisible random encounters and lack of fast travel didn’t age well, and the voice acting… What were they thinking when they released this…
The remake fixes most of what went wrong in the original game, including re-casting the English voice actors, and even adds some new content (like fishing) that wasn’t in the original. I’m enjoying it a lot.
Maybe. Have you tried using Whisky?
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No, because none of the above have multiplayer.
Here are some more good puzzle games that are not Portal/Portal 2:
If you can only play one of the above, then as the other commentors have said, make it The Witness. The recent remake of Myst is also very good.
The problem is, we must care if the game is to have any sequels, follow-ups, or lasting legacy. If the game is awesome, but doesn’t sell well, then it probably won’t get sequels, and will be forgotten to everyone except Wikipedia & Moby Games over enough time.
Please ignore cloud; they have been posting inaccurate flamebait throughout this thread.
I would never not buy a laptop from Apple. Not only are they the last PC maker that hasn’t fallen to the Microsoft Monopoly Machine, but their laptops are well-built†, futuristic, and have incredible value and battery life for what you get. Especially since they migrated off of Intel.
† I know someone will inevitably come up with a counter-example, but the last time they had a widespread quality problem was a little more than ten years ago.
Character speed control is even older than that; many of Sierra’s games in the 1980s/early 1990s (like King’s Quest, Space Quest, etc.) had them. Adjusting them made some of them even easier, because it didn’t affect enemies, allowing you to easily evade them during chase scenes.
I can only think of a few games that have had customizable difficulty. The problem with them is they complicate the user experience, and most people would rather not tinker with them.
What a sad day for gamers. Microsoft now has all it needs to extinguish PlayStation & assert a monopoly on consoles, just as they do on PCs already, and the regulators will give them a wink and a nudge.
They can’t buy Square Enix or Capcom; Japan has laws protecting certain Japanese companies from being bought out by foreign companies.
But why? Disney has made several attempts before to break into gaming, none of which have worked out well. The best Disney games have all been licensed games by Square Enix, BioWare, Capcom, etc.
Also, Disney doesn’t have the cash to buy EA, so buying EA would involve them going deeply into debt. With today’s interest rates, that would be too risky.
Even though they got burned really badly on OpenGL? It would’ve been better if Apple never discontinued QuickDraw 3D.
Your understanding is not quite correct. The regulations are for App Store apps only, which wouldn’t affect CS2, and even if they did, they are not much different from other platforms’ store regulations (no strong adult content, no gambling aides, no games that encourage you to damage peoples’ hardware, you can’t make games that would put private citizens’ safety at risk, etc.). And the only money you have to pay is for a developer subscription, which gets you code signatures & anti-malware validation.
If it’s any consolation, the Windows version runs on macOS Sonoma, but you need to use Whisky to install Windows Steam & launch it from there. Also, you need to adjust some graphics settings that can only be adjusted using the command line, or the frame rate will be unplayably bad.
I feared that CS2 would use some kernel-level anti-cheat solution, which would prevent it from running on macOS, but it doesn’t.
The GPUs aren’t really a problem; the M2 Pro/Max/Ultra chips are much more powerful than Intel’s integrated GPUs, are very competitive with other mobile GPUs, and are competitive with all but the high end of desktop GPUs. The main thing holding them back is they consume less electricity, which is important in a laptop, but is not necessarily important in a desktop PC.
The problem is, game developers tend to pick the platforms that will make them the most money, and Microsoft has held an uncontested monopoly on the PC OS market for more than thirty years now. They have held onto their monopoly for so long because they have the high ground on GPUs (Apple has a grudge against Nvidia that probably won’t go away until Tim Cook retires), and they also hold a number of popular games that are exclusive to Windows (Call of Duty, FIFA, Madden, Final Fantasy, Counter-Strike, Fortnite, Diablo, Far Cry) whereas Apple’s highest profile exclusive macOS game at the moment is Hello Kitty.
It seems like each time Apple makes gains in the PC market (iPod/iPhone halo effect, keeping controversial UI changes to a minimum), Microsoft gains one and a half times that.
I’ve brought various apps, bundles, and frameworks from PowerPC to Intel to 64-bit to ARM ever since macOS 10.0 first launched. Usually the most difficult parts were:
But yeah, usually the most difficult part of the transition is managing the dependencies. Whenever Apple transitions CPU architectures, if your app depends on a closed-source third-party library or kernel extension made by developers that went out of business years ago, you’re more or less screwed unless you can find or build a replacement.
Not really, unless the game code was written in X86-64 assembly language, does low-level VM allocation for some reason, or otherwise has special dependencies on Intel CPU-isms. With a few exceptions, C/C++/Objective-C code written for X86-64 can be easily recompiled for ARM64.
The PowerPC to X86 transition was much rougher, because of the byte order change + PPC allowing integer division by zero while X86 disallowed it.
Multiplayer trophies are the worst, in general, except in multiplayer-only games. Once the servers go offline, those multiplayer trophies become unattainable. It’s especially a problem on PlayStation where, once the trophies become unattainable, so does the platinum.
And if you’re on PC platforms other than Windows, it’s more like “never.”