

Yeah I can imagine it taking time getting used to as a new player. I played the original as a kid on DOS so the UI is deeply ingrained lol.


Yeah I can imagine it taking time getting used to as a new player. I played the original as a kid on DOS so the UI is deeply ingrained lol.


Baldur’s Gate 3 (~600 hours), BeamNG.drive (~550), Cities Skylines (~300), Space Engineers (~300), 7 Days to Die (~250) and Satisfactory (~230).
These are all stats from Steam and probably not fully representative. Satisfactory for example I used to play on Epic when I got it as a free game over there, probably logged at least another 500 hours or so on that platform.
My most played game of all time is most likely TES: Oblivion, which I started playing at release back when I was a teenager and had almost infinite free time. I’m not sure if I still have my oldest save to confirm, but I suspect it would be at least 1,500 hours, probably more across several characters.


Didn’t he become a Commodore, not an Admiral?


I’ve tried Copilot and to be honest, most of the time it’s a coin toss, even for short snippets. In one scenario it might try to autocomplete a unit test I’m writing and get it pretty much spot on, but it’s also equally likely to spit out complete garbage that won’t even compile, never mind being semantically correct.
To have any chance of producing decent output, even for quite simple tasks, you will need to give an LLM an extremely specific prompt, detailing the precise behaviour you want and what the code should do in each scenario, including failure cases (hmm…there used to be a term for this…)
Even then, there are no guarantees it won’t just spit out hallucinated nonsense. And for larger, enterprise scale applications? Forget it.


I don’t have enough superlatives for it. I’m > 300 hours in between three characters, and I’m still finding new stuff to do. Even at full price, worth every penny. Also an amazing co-op experience - played through the whole campaign with a friend, we both agreed it’s probably one of the best games we’ve ever played, period.
It’s also the first game of this genre that I’ve played, off the back of this I also picked up BG1 & 2, and Neverwinter Nights, which I’m excited to try out to see what I missed out on back in the day.
Worf is in the opening scene because he’s trying to sue Picard over that barrel.


Oh yes, 100% - if they were to implement a fuel system, then just mining for fuel manually on the existing planets would be incredibly dull. Building something like a fuel refinery on the other hand would make sense - it would even give a purpose to habitats/planetary bases, which are completely superfluous at the moment. At no point in the game did I need to build one, and if the game didn’t keep reminding me that base building existed I would probably have forgotten all about that feature.


I got Starfield free with my new graphics card and tbh I’m glad that was the case as otherwise I’d have serious buyers remorse. I put a good 50 or so hours into the game, enough to finish the main storyline and most of the factions quests, but at the end of the day it just felt like a hollow experience, and I doubt I’ll be going back to replay it.
The NPCs are shallow and robotic, and once you’ve explored their dialogue tree once you may as well never talk to them again as they’ll never say anything new.
The game worlds look quite visually impressive but aside from the handful of cities and occasional settlements and outposts there is just nothing to do. Who would have guessed simulating a lifeless grey rock would be boring?
The fast travel system is completely broken and ruins the purported objective of the game; to explore. Instead of encouraging the player to do so by landing on planets to find fuel for their ship, the player can just teleport across the galaxy with no consequences.
The only aspect of the game I found to be really fun was the space combat. The ship builder, while quite frustrating at times, was also enjoyable.
Overall, Starfield feels like a game whose ambitions exceed the technical capabilities of the engine it is based on. You can see the janky workarounds that are used to make the game fit the engine from a mile away; cutscenes of a ship taking off rather than an interactive first person view, invisible barriers in the world to prevent you from walking too far without reloading, a cut to black when transiting between interiors and exteriors, and the same dull and lifeless NPC “AI” (I use that term very generously given recent advances) as we saw in older Bethesda titles.
It’s past time that BGS put the rotting hulk that is Gamebryo/Creation Engine/whatever this latest iteration is called out to pasture (at least for new IPs like this) as clearly it is now actively hindering their creative ambitions.


Kevin and Toby as O’Brien and Barclay fixing the transporter again.


I think you’ll find the holodeck is the cause of (and occasionally the solution to) most Trek problems.


Also the recent SNW crossover where she >!is thirsting over young Spock!<.


Part of the ship, part of the crew…
I have witnessed companies make this exact mistake before - they have a legacy system written in $LanguageA that they either cannot find developers to maintain, believe is badly written, or does not support some new feature they want to implement (or some combination of the three) - and decide to solve this by taking the existing codebase and porting/transpiling it to $LanguageB (which is more modern, performant, is easy to hire developers for, etc) - without actually rewriting or rearchitecting anything.
What they are actually doing is substituting one kind of tech debt for another. The existing code that was poorly written and/or not well understood is now just bad code written in a different language. Fixing bugs or implementing new features now takes just as long, if not longer to account for the idiosyncrasies of how the code was ported.
And now this is being done by AI with even less oversight than usual? Recipe for a maintenance disaster.