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@robot zombie I have to say, you really should put together a review on Exodus! I mean it. Your deep thoughts and attention to detail are very exciting and illustrative.

You nailed many of the thoughts I have had on this game. They’ve been swirling around and honestly, there was so much good to this game in every respect that it was all jumbled up. It’s why I went and replayed the first two again, to help separate it and allow me to identify how much 4A improved.
Thank you! Very flattering of my sloppy rambling :p I'm glad you find it exciting. I am indeed very excited about the game. I get like that sometimes - it's almost like a drug-induced state... all of these things are sort of just 'there" and it becomes a race to make my words keep up with my thoughts. The subjects at hand are all I see. I'll be writing one paragraph while I'm thinking about the next.

But no, I have the same problem. I think that's why every time I try to pin it down I wind up just going on and on. But maybe that's the way to approach it, you know? I could probably go through and just break down a bunch of little details - almost too many things come to mind. That's something I would probably enjoy. And if I get the urge to write more about it, I think I already know where to start. I'll probably play through it a few more times anyway. We'll see what happens. If I find myself in that mode again I would love to break it down more and do something more polished/focused. I glossed over so much! This is one of those games that really deserves a careful point-to-point analysis.

There's definitely a bigger picture to be had somewhere in just breaking down little details and events... there are things you see, events transpiring, and just common aspects of the gameplay that encapsulate what makes the game good in a broader sense... and it comes off in a way that conveys more information than simple terms have the power to condense. It's full of these microcosms that make you think "Oh, THIS is how it's supposed to be." It's an important release. You can describe the game in general terms as is often done in reviews... just line up parameters and gauge them comparatively. But doing so kind of negates many of the things that really make the game stand out, imo. I've seen this in a few reviews of the game already. They compare the game favorably to others, but don't showcase the stuff that really makes it such an amazingly 'complete' and all-consuming experience. You're lucky if they barely touch on it. I think that's something you can probably only glean with time most reviewers most likely don't have. It can't really be packed-down into a text the length of a page or two in a book. When you sit and play the game, it's immediately obvious that you are in good hands, but the reasons for that are less obvious... which to me is another mark of quality craftsmanship. It's a nascent, flowing experience, from start to finish. The inner workings and deeper reasons are difficult to pick out. It just is - much like the sun rising and setting. It has the illusion of being self-manifesting, when in reality, people worked to create the experiences you're having in just such a way that you forget you're simply being taken for a ride. The barrier between the player and the game drops off and you become "plugged-in" to it. Makes it very difficult to ascertain what exactly you're experiencing and why because it transcends your usual means of interpretation. There just isn't that hard line to draw between what you experience and what is generating that, a lot of times.

That might be the nicest thing I can say about it. It really is one of those games where you sit down and forget that you're just sitting and playing a game... for hours.

The game is immersive on so many levels, and it is atttention to detail everywhere that nails it. From visuals to sound to settings to sort and dialogue, it seems handcrafted. You used that word and it fits! As to the visuals, I don’t have an RTX card, and yet the visuals still have that fantastic feel both near and far you described, with lighting and shadows being very, very good.
I think I've said before, you lose nothing without RTX. That doesn't make the game and it looks every bit as good without it. Mostly what I'm looking at is the implementation and the impact. I think it adds something interesting to the overall visual impact and I think it has enormous potential. In itself, it's nothing major. Being able to see it reasonably and have it do something very noticeably good is a plus. 4A didn't need GI to make the game look absolutely fantastic! But I am happy to be able to see what it adds and how it changes things in a game where light behavior is paramount to the whole feel. With the placement of the light sources in this game, I think it works really, really well. Surprisingly so.

The one area I really feel this game is let down is in the conversations. Artyom plays the same mute hero. In 6 years, I really feel they could have implemented some kind of conversational system. Right now it is awkward. People you talk to won’t just say a few words or a sentence to you. They have wonderful one-sided conversations, that are well thought out. There is a lot there that fleshes out your companions, and even some of the more friendly NPC’s you meet. Frankly, awkward is the word, really. Just give him something to say to make things flow without pregnant pauses.
I feel the same. The dialogue sequences are pretty good, occasional cheesy voice acting and all. But those scenes where you're clearly having a conversation, but Artyom isn't saying anything, are awkward. It reads like an unfinished ad-lib. I'm fine with the "silent protagonist" approach. Plenty of ways to make that work. But you have to pick one or the other. Either flesh out the player character with lots of interaction, or keep it brief and allow the game and the way you choose to play define the player character in the player's mind. It's really pretty egregious here when you consider that there are 3 books featuring Artyom as a main character. Surely it wouldn't have been too hard to pull some dialogue for him out of those.

Though I guess it is a compromise. There aren't too many real, dedicated cutscenes... when you're getting that 'extra' diologue and interaction, the player is free to move around, look at stuff, stand at the workbench... what have you. You can even just walk away. It would be equally awkward to have Artyom getting into involved conversations while just faffing about the place. These things are made less jarring and more natural-feeling because Artyom *doesn't* talk. So it's like... do they lock you in to experiencing this dialogue and making a fixed set of choices that determine how it goes or is the sense of agency and freedom of interaction (or non-interaction) more important? I've seen many different approaches to dealing with this and none of them are too ideal. Definitely room for improvement in the Metro series, though. I don't think the current solution is perfect.

Man, playing Metro: Exodus I have already experienced things I didnt the first time, especially listening to people talk. Deep subjects and long conversations. The coolest was just now picking up a guitar and playing with Stepan on the. Train. Little details. :)
Oh yes... there is a lot of that. Some of them are quite silly, but add tons of character. All I can say there is... train whistle :p

Metro Exodus looks great and frankly, I don't care what launcher it's on, if I buy it.
Here's ten minutes of gameplay from IGN - check out the hilarious comments :)
Oh good lord... I can see why. My god is that bad. I mean, it's not the easiest game, but it's like the player there completely doesn't understand the mechanics. How do you not know you're blowing through enough resources to clear two major areas before you even reach the first one in the hub!? By that point in the game you gotta know that you're completely crippling yourself. There's no way they made it out of the Volga playing that way. You'd just be terribly stuck. Horrible way to showcase the gameplay. Sometimes even experienced gamers have those little moments of noobish stupidity. This cat lives it. I'd hate to see them attempting one of the steath passages. That is just embarrassing, man.
 
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Playing AC Origins. Waiting on the next DLC for AC Odyssey on the 23rd so i can add to the stats...

stats.jpg
 
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moar Destiny 2 as always.
tiger_release_final_20190421_231425.png
 
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Playing AC Origins. Waiting on the next DLC for AC Odyssey on the 23rd so i can add to the stats...

View attachment 121484
Oh damn, how much time do you have in Origins? Making me think I should buy them sooner rather than later because Odyssey at least looks like an excellent value.


I came to a realization that my survival save in Space Engineers that I haven't played since a year ago probably should be scrapped and I should start fresh because of "Experimental Mode." Basically all old saves are forced into that which means the game is constantly bitching about things like grids being too large, there not being block limits, etc. Starting new means no Experimental Mode which means pretty severe restrictions on players but that also means a better gameplay experience for everyone.

Then I decided that I've more or less exhausted myself on Space Engineers again having built three large ships in rapid succession so...


I'm playing Valhalla Hills right now waiting for Interdimensional Games to grant beta access to a new project of theirs (free/ad supported Android/iOS choose your own adventure in the Consortium-verse). Find all the typos!
 
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I tried to use that Space Engineers monster in my last post in a scenario that ships with the game and "something something exceeds PCU limit something something something." So I started digging around what PCU was and discovered that leviathan is over 370,000. I checked what the scenario limit was: 100,000. Total. For everything.

So I chopped the top and bottom off the leviathan because that's quick and easy. It only dropped to 340,000. Then I looked at individual parts and their contribution to PCU. Gyroscopes are 50 each. It has over 3000 of them buried in the wings so there's 150,000 of the budget blown right there. Well, that's a non-starter. Back to the drawing board for me.

What I did was make a new Earth universe and then I copied the settings over from the scenario so it would 1:1 mimic the scenario. Then I pulled up this super useful website to do the math: http://se-speed.ga/en/

I decided on 2,000,000 kg target with 8 atmo and 8 ion thrusters. Well, I went over that pretty quick. I was looking at a dry weigh of over 1,8000,000 kg and not even done yet. So I threw two more atmos and two hydrogen on it and...the final weight came to almost exactly 2,500,000 kg and about 15,000 PCU. I like the result...

I'm already thinking about what I did wrong and how I can improve it. It's too tall in the back and too short in the front (interior). I'd like to make it more compact hopefully cutting weight.


Ya barely started. :laugh: I replayed it a few months ago. It was 13 hours for me on hard.

If you enable experimental mode shouldnt you be able to get past that PCU problem?
Edit nvm just read your last post
 

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PCU basically says there will be a problem, and there is. The server simulation speed is at about 15-30 fps while the game is rendering at 80+ fps. A server shouldn't have much more than 100,000 total PCU (default) because it's not able to simulate it all.

The two new ships that are capable of (inter-)planetary flight are less than 15,000 PCU. It's sad that only four of them can exist at a time in the world but until they multithread the hell out of simulation, smooth with limitations is better than a slide show.
 
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PCU basically says there will be a problem, and there is. The server simulation speed is at about 15-30 fps while the game is rendering at 80+ fps. A server shouldn't have much more than 100,000 total PCU (default) because it's not able to simulate it all.

The two new ships that are capable of (inter-)planetary flight are less than 15,000 PCU. It's sad that only four of them can exist at a time in the world but until they multithread the hell out of simulation, smooth with limitations is better than a slide show.

Sure, if you play on server. I had most fun in creative to be honest and as long as you're not going online, you can take things pretty far in experimental mode. In fact that's what the game always used to be running at. You also lose some simulation detail mostly in collisions when you disable experimental. It takes out a lot of the fun stuff just for the sake of stability. I guess the upside of non-experimental is that finally, pistons are no longer hidden nuclear bombs that may destroy your creation at any given point in time.

Oh good lord... I can see why. My god is that bad. I mean, it's not the easiest game, but it's like the player there completely doesn't understand the mechanics. How do you not know you're blowing through enough resources to clear two major areas before you even reach the first one in the hub!? By that point in the game you gotta know that you're completely crippling yourself. There's no way they made it out of the Volga playing that way. You'd just be terribly stuck. Horrible way to showcase the gameplay. Sometimes even experienced gamers have those little moments of noobish stupidity. This cat lives it. I'd hate to see them attempting one of the steath passages. That is just embarrassing, man.

Well, gotta give the guy credit for trying to play this shooter on a console. I mean, you can see the clunky left and right. Picking up one item from a locker is a proper chore, many sore thumbs involved. Perhaps that alone is enough reason to not take it seriously anyway...

I vividly remember playing Fallout 3 and Oblivion on PS3, my hands certainly did not like me being the hoarder I was. And then there was inventory management after that :eek:

The consolification that Exodus has also kinda turned me off, I need to hold buttons to loot even when playing with mouse/kb... (or did I miss something?) Still need to get back into it and past that nuisance, it was that No Man's Sky 'WTF' moment all over again. Haven't finished it yet... it felt a bit sluggish to me and I wasn't in the right mood for that. And for some reason what also really stood out for me was the weak AI and NPC interactions with the world. Just in the first sequences (the stealthy bit where that train is stationed) of the game I noticed multiple clipping errors, enemies shooting through/into walls and not using corner cover positions right. They also respond very slowly to whatever you do. Felt a bit like nothing happened between 2033 and this installment, well, apart from the 'Reduxing' of the engine which I feel still isn't a real improvement in fidelity, a lot of definition and rawness in the image was lost there. Exodus does bring some of it back but that is all tesselation. Textures often still look a bit washed out and low res. Then again the way it does snow and ice is wonderful, and you are spot on about the cinematic qualities in level design.

May come out overly negative but I still like Metro for what it is, an immersive SP shooter. Will definitely finish it up at some point. But as much as it deserves praise for its strong points, I think the above failures/problems are hard to miss and I had expected 4A to work on those. They aren't new...

I think what this game really needs for me is to be played on Ranger mode. No hud and spartan gameplay. It gives me a reason to play it slow, because the game's clearly still built for that.
 
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I don't have as much stat numbers on AC Origins. Built a new system and i didn't restore the old saves. They would be about the same i'm guessing. Can't wait to wield Thor's hammer in AC Kingdom in 2020.
 
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After completing new colossus I craved more wolfenstein so I tried old blood



let's begin with the bad cause that's what you notice right away

the game is capped at 60 fps,which to my eyes is just terrible in an fps game.There's textures fading in and out and some object models,ehhhhhhhh,just see




now,the game quickly made me forgot the downsides.it's exactly what I wanted to get after new colossus-good old wolfenstein,set in gloomy castles and prisons.the overall visual design of the game meets my expectations perfectly.as for the gameplay-more of the same is always a good thing when we're talking about wolfenstein.dual wielding rifles,combat knife takedowns,exploding ubersoldiers and cyber dogs - hell yeah,the more the better.



 

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It takes out a lot of the fun stuff just for the sake of stability. I guess the upside of non-experimental is that finally, pistons are no longer hidden nuclear bombs that may destroy your creation at any given point in time.
Shared inertia tensors really help with that. I have 25 stacked pistons for a drill press all one tensor so the whole stack of them move as one physics object instead of 25. Without the shared tensor, yeah, all hail lord clang!
 
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Shared inertia tensors really help with that. I have 25 stacked pistons for a drill press all one tensor so the whole stack of them move as one physics object instead of 25. Without the shared tensor, yeah, all hail lord clang!

I've once been told that 0.20m is the magical number for all things in terms of spacing with pistons. Never did figure it out :D

My past week has been Grim Dawn all the way.. This last expansion really is the cherry on top for this game and brings so many new things while adding more polish where it was useful. It only adds one class, but the versatility of it is insane. A fantastic numbers-game and ARPG at this point.

grim dawn_2019_04_22_20_05_18_575.jpg
 
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Benchmark Scores Faster than the tortoise; slower than the hare.
I've once been told that 0.20m is the magical number for all things in terms of spacing with pistons. Never did figure it out :D
That ship I last showed a picture of actually had an implosion at the front likely caused by one (or both) pistons. This 0.20m advice makes sense as a minimum distance because it stops the piston head from pulling against surrounding blocks that the piston will destroy (even at low force) given enough time. Instead of doing that, I just put half-height blocks around it so the piston head can fully retract without crushing anything.
 
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It's the Elysian fields, dog gone it.

Assassin's Creed® Odyssey2019-4-23-8-14-37.jpg
 
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Making me think I should buy them sooner rather than later because Odyssey at least looks like an excellent value.
AC:O is humble mounthly atm for 12$
 

rtwjunkie

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Oh damn, how much time do you have in Origins? Making me think I should buy them sooner rather than later because Odyssey at least looks like an excellent value.
It’s a good value. I have 110 132 hours in Origins, and over 150 258 in Odyssey IIRC verified right now.
 
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I thought I was doing well paying $29 :mad:
 

rtwjunkie

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I finished second playthrough of Metro Exodus without losing anyone that the game allows to die. IT was perhaps even more fun the second time, as I made sure to experience as many situations with people as possible and spent a lot of time exploring everywhere. Love that game!

I've started single player on The Division 2, as far as it will let me realistically complete it on SP.
 

FordGT90Concept

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Benchmark Scores Faster than the tortoise; slower than the hare.
It’s a good value. I have 110 132 hours in Origins, and over 150 258 in Odyssey IIRC verified right now.

Have to keep that in mind when it comes up for sale again.

I completed two games of Valhalla Hills and getting bored of it. Going to take another stab at Niffelheim.
 

Ahhzz

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