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Here I am @ 1300+ hours of play in Satisfactory = amazing game.

My spiral railway
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Starting my Nuclear power plant -
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Love the new Hyper Tubes -
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Well see yall in 1 month or so, gonna be busy with this thats for sure.:D 'Download speed is limited to half so that my bro won't complain that the connection is dead,lol'
I already played the serie 2 times and modded it but I'm a huge fan of the ME universe and just wanted to own this and wanted a third playthrough anyway and romance Tali finally.:)

Other than that I'm close to finishing Assassin Creed 1, most likely tomorrow or so.
Its not a bad game tbh but its definitely an acquired taste for ppl who are used to modern games.
Glad that I have that taste now and can play games I couldn't 10+ years ago.:oops: 'lack of English understanding did not help either'
 
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Just returned to RDR2 which I haven't played since December and what a difference 1440 makes. It looks incredible, almost life-like, as my wife observed.
Zombies permitting, I shall definitely get back into this game.
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Ni No Kuni 2. I was somewhat skeptic about how I would like JRPG games since I've never played this genre before. But god-damnit, all RPGs are min-maxing at its core amiright? And damnit this game is cute as hell.
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And I swear to god this game's trying to make a furry out of me or sth:
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Space Lynx

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I can't seem to concentrate on long narratives at the moment, so I am just doing some Slay the Spire runs. A great game btw... probably my game of the year in first half of 2019.

my goty for second half of 2019 was Star Wars Jedi Fallen Order

goty for first half of 2020 was My Friend Pedro, crazy indie fun lol really had a blast binge playing it.

and i'll stop there.
 
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Took a break from my 2nd playthrough of RE8 to play the Valhalla's DLC Wrath of the Druids...

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Man... Control really is just a tightly put together game. Even the gameplay itself ties in... you're never told but the way to win fights in that game is to become one with the chaos - use it as a power. That is the theme of the whole game and it manifests in about 1000 ways, big and small. And when you do, it's a blast! Props to Remedy, I have a lot of goodwill towards them. There's a lot of vision and attention to detail in their games. I guess they'll always sort of be a cult thing, but I look at them and see a group of people who know what they're about and have been working together for a long time, and it shows in how well all of the different elements in their games jive... all the way down to the lore. It's like everybody working on it knew everything about it.

Anybody know what I mean? I feel like in nearly every modern game I play, there's a bunch of stuff in them that were clearly somebody else's ideas... and they're ideas a lot of other people working on the game didn't appear to know about, so there will be these irksome little conflicts between different elements of the game. Control might be one of the few games I've played that doesn't feel like a bunch of people just made a bunch of parts and hoped they would stick together. The whole thing is a well-oiled machine, never off-brand, always going deeper, always leaving room for more. I can say this because when I get into a game, I tear it to pieces. Listen to me talk about FO4 and you'd think I must hate it. For me to be combing over a game and being like "Yeah... this is nearly flawless." is pretty rare. Sometimes I have to say out loud how impressed I am when I play. :laugh:

They must be like a hivemind of automotons over there. It's basically the opposite of Bethesda, where it seems like they'll let anybody just add a big quest or other element that defies the general gameplay concepts and creates glaring plot holes. No... Control could've been made by just one very dedicated person and I wouldn't have questioned it. As a game it is just so... "complete."

Scope matters a lot. Some devs know their scope... others just don't. See CDPR for an example of the latter and then compare it to a game like Control. Different styles of game, but I'm not talking about style, or any defining elements. It's about the ideas and their execution. Is this a neatly arranged shelf or a grab-bag of elements with varying degrees of quality?
 
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INSTG8R

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Absolutely plowing thru ME Legendary because I'm enjoying reliving the story again after so long. The performance on ME is basically "pinned" at my 144 frame cap(can cap at 240 max) I'm sure the performance will drop off as I move to next one.

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Her name just happens to be Belladonna:
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Preloading bikes and zombies for Tuesday release date.
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INSTG8R

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Some zombie bashing practice in Dying Light - The Following before Days Gone goes live.
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rtwjunkie

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Loving the second Control DLC already. Really interesting lore and environments right away. I love how atmospheric these abandoned wings are. They might even be my favorite places in the game. They're like an urban explorer's dream spot.
Control Screenshot 2021.05.17 - 01.07.44.58.jpg

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I never remember to take the screenshots, but I did catch a concrete example of why I say these environments were entirely built for RTX. Seems little, but you will find stuff like this everywhere - check it out.
Control Screenshot 2021.05.17 - 01.10.25.39.jpg

Mostly I just think this looks cool, but check out the reflection on the window. There's a sister office across the hall and the reflection reaches perfectly to meet it. Almost like they're... synchronized, heh. As you're moving relative to these reflections, the illusion of being a different space emerges. It's like your mind can't decide which is the actual space, like the environment is being jumbled... just another little way this game messes with your senses. With RTX on, there's a lot of stuff like this, where you almost go "Huh, interesting coincidence." But then, you remember the game you're playing and start to wonder if it is deliberate. The 'coincidences' happen so often you assume they're placed, but it looks and seems so natural that you quickly abandon the notion. It's always little things. But if you're really looking around and paying attention, you just know. The designs for all of these environments are extremely curated and calculated. This game uses everything in its engine and environments to feed you the theme. And I do mean every detail.
Control Screenshot 2021.05.17 - 00.20.52.62.jpg

Case in point. Fucking light fixtures have diffuser bars that *just so happen* to bounce those light tubes in such an appealing way.

This is what I mean. They didn't just make a game and 'turn on' reflections. The made the game to have reflections turned on. The whole game. Every material, and its placement. It's tactical. I'm betting this was a part of the deal with the NVIDIA care package. I think it's great, because a lot of people were saying that RTX was a gimmick and that creativity already deals with the same problems - essentially not worth the cost. But I think Control proved, definitively, that RTX has creative value in itself. It allows level designers to craft imagery that they would have previously been boxed-in from even dreaming-up. We're talking about whole new ways of using materials here! Even if all it does is free up limitations, that's a big thing for an artist! They see that and think about all of the things they couldn't do before, but maybe can now. How many of those tricks will they find as time goes on and this stuff becomes more commonplace?


When I'm making these posts, there's something important I want to impart on people who maybe don't appreciate this game, didn't get enough out of it. I would implore you to come into the experience with a different mindset. Everything about the game from the gameplay, to the visuals, to the layouts of the spaces, to the story and its presentation, even down to individual lines of dialogue, is trying to coax you into a certain mindset. A mindset where mystical and arcane things are real, and everything in the universe is directly, physically connecting in some way. It wants you to play the detective. Allow your mind to become so open that things start to fall out - question your questions. Find the resonance. There's a wavelength this whole world operates on, a way of perceiving and experiencing things, that you can probably access if you let it. Rather than looking for answers, seek questions.

I can't really explain what makes this game such a crazy, one of a kind experience without a dissertation of ultimate spoilers. I'll put it this way - your experiencing of the game IS the story. I think that throws people because it looks like a hero's Journey, but is dissatisfying as one. But that's because it isn't a hero's journey. Everything explicit about that is a red-herring up on the surface. The real meat of Control runs seemingly infinitely deeper. It's a rabbit hole of intricately interconnected things. I've played the game many times and still find myself piecing all sorts of things together. Either you plug-in or you don't. A lot of it happens in an interpretative fashion, within you. And that's not to say everybody has a different story. Everybody who engages with it that way will get a similar outcome. That's what I think is so brilliant about it. It's almost pretentious... but it actually does have a lot to show you, and a path to reach it. But it's all about a certain experience. It's not an ordinary game. It subverts a lot of the attitudes commonly held about video game experiences. Really, on the highest level, it is a rumination on what that experience is.

It's kind of like The Oldest House itself. Most people walk by it and see nothing special. But if you do happen to notice it, you can't not... ever again. It's there for you to see and understand. And it's so much bigger than you can ever comprehend.[/I]
 
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It's a great game!
One of the best, I think. Though I wouldn't place it next to other 'top-level' games. It's one of the best because it's exactly like none of them.

I get the impression that while plenty of people are rabidly into it, the gamer overmind wasn't really feeling it. And I can understand the criticisms, but at the same time I think Control exists in its own space. It wasn't meant to be consumed in the usual way. Remedy exists in a space that they have sort of created for themselves with their attitude towards making games and what they want that experience to be. They don't want you to have the experience you expect, or one like any other game you play. It's like a specialty dish.

Just from a game design standpoint I would say that Control is a very important game, that I think is going to be influential over on the other side where people are actually making the games. Normies might not have gotten it but developers definitely saw what really got done. It wasn't just a technical accomplishment, but a creative one. It was what they did with the tech that sets it so far apart. They set-out new examples for how to use materials and lighting, and how the layout of the space and the elements in it can be used in chorus with those aspects. They took those techniques and tied them deeply into the game, showed how it can be done in a number of really creative ways.

I also gotta hand it to them on the combat. The concept is something I hope others will pick up. There's an emphasis on fluidity, dynamism, versatility. It's this ever evolving, billowing situation. It's not about any parts in the system... those can really be anything, so long as they go together in a way that is ever-flowing and organic. It's impressive. Not too many games I can think of pull that off.

ALSO... multi-launch. Nuff said.

EDIT: I had a few more comments on the game, and then I'll shut up until I get through more of the DLC :rolleyes: (it's amazing BTW, between the core stuff and the more general additions, it's rounding the whole experience out nicely.)
I think I've figured out how to put it. I've found a way to understand what makes this game exceptional to me. The full gestalt of Control - the game in its entirety, when taken to the final, most essential abstraction of its being, is a puzzle... it's simply a big puzzle. Nothing less, and nothing more. Everything you are doing and experiencing, and all of the information you're gathering, is a part of the puzzle. That everything seems chaotic and jumbled is no accident. Assume everything is deliberate and many things start making sense. Even things that you previously didn't notice and didn't register as holding any potential meaning will jump out at you. You will experience the otherworldly and monumental narrative taking place within the vibrations of Control's universe, and still, you will never understand how it can make sense at all. Logic there is compartmentalized in this very convoluted way, where mutually exclusive things are concurrently true and simultaneously incompatible with one another. Meaning: there are multiple paths to uncovering the truth and the challenge is figuring out which one you're on at the moment. Further, there are many different truths, not all of which can be such at the same time, but are still true in themselves. If you can't get this, you're missing out on a lot of what happens throughout and beyond the game.

Pick up Control and rotate it in different directions while you examine it. You will find that it defies the behavior expected from all three-dimensional objects - that its appearance differs wildly depending on which angle faces you. But in each of those images is information about what defines Control. Your instinct will be to discard the parts that don't match-up as distractions, but every bit of them is actually there. Nothing is there just to be there - it's just that you can never see Control in its entire form. We are dealing with a four-dimensional storytelling style in a multidimensional universe. Just as a song can be heard in the notes that aren't played, this story exists between the words. If the universe is mostly dark matter and energy, then Control's core mass resides mainly in its innumerable negative spaces. It's in the questions you can think to ask. The more unanswerable, the better.

I would usually knock a game for being so meta in its whole approach, but the amounts of 'meta' tucked within Control's very core are so tightly-woven and cleverly-legitimized that I have to marvel at the intelligence it takes to put a universe like that together and then have a brimming, thousand-breadcrumb narrative actually emerge out of it convincingly. They must really love puzzles over there. I bet they're really good at them, too. The kind of writing they do is like a game for smart people - I'm referring to a game that the heavily intellectually-inclined writers play with their audiences, of course. You *really* have to turn your brain on - the logic chains do exist for you to formulate, but they're significantly harder than any math I ever had to do in school.

This is why you'll find that philosophy graduates tend to have a high saturation of upper-percentile IQ scores. You're combining language and abstract concepts with the cold, elegant rigor and logic of mathematical systems. It's not the most accessible. Actually, I'd say it's quite difficult. The story, that is. Though I'm not philosophy professor, either! :laugh:

Don't get me wrong, you can absolutely appreciate the game for any of its superficial aspects - it has a lot going for it. But for the majority of people, it will take some serious mental effort to really have any idea at all of what is actually happening. I'm probably not smart enough to understand all of it. I'm serious about the IQ comment - the challenge is in the complexity of the logical framework you have to hold together, and that is one specific skill that does track with IQ. It's basically the main thing they're testing. I'm thinking about keeping a notepad handy if I play it again, just so I can sequence things better. The writing is that hardcore - it's a little insane to write things how they did, knowing that as they go they're whittling down people even appreciating what's there. If you're not cracking the wormhole open yourself, you're just skiing the tip of the iceberg. Granted, it's a really big iceberg and the slopes are a fulfilling and immersive challenge. It's just that truest magic the experience has to show you is in the things they left you to find... some of which they might never have even so much as whispered to you, let alone told.

What's even more impressive to me is that there is a whole team of people who can craft an exceedingly consistent game experience out of such world and story concepts. You have nothing but quality orbiting around that core story and universe. It shows there's intent before you can understand it... that it's not being meta just for the sake of some cheeky, devil-may-care obtuseness.

They really captured the atmosphere with a thoroughly-studied inclusion of Brutalist and Bauhaus sensibilities - I don't think many appreciate the fact that those are serious branches of art that most people go to special schools to be able to pull off well. It's not as easy as it looks. The added Dali and Escher inspired distortions to those principles show a good understanding of all of those things. You don't just get to have that in your game and have it look that good. The amount of time put into those aspects is tremendously high - it's another part of the game that can look random but is in fact very concisely-envisioned. And then you have a perfectly-honed gameplay system with just the right personality to match everything else. Polishing it off, you have bleeding-edge tech in the hands of expert craftsmen, so the lighting and atmospheric touches are always going the extra mile, visually and creatively.

For a game like that to come together is about as implausible as the entire basis for the game itself. The range of highly skilled people it takes, all of them hitting on the right things, to make that happen, is pretty staggering to me. I'm sure plenty will think I'm exaggerating a little bit. I'm just not about taking things for granted, though. There's a lot to appreciate and it's very unique. Not to mention, it is invitingly well executed in most areas - just a very nicely polished experience.
 
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It is an incredible game, but some of the 'boss' fights are impossibly difficult, for me anyway.
 
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It is an incredible game, but some of the 'boss' fights are impossibly difficult, for me anyway.
Ahhh yeah, the former especially gave me some trouble. All I can say is that there is some exploring you can do that can be of particular help there... it doesnt have to be too hard. All of them have that way about them, where they are either nintendo hard, or you have the key.

The trick Ive found is just to do as much exploring as possible when boss fights are coming up... get weapons upgraded, abilities stacked, the best mods. If its too hard, youre probably not using the right tactics, or your character isnt strong enough in those areas yet.

I dont know if youve played it recently but the game has been rebalanced a little with the second dlc. Character progression is faster to accomodate whole new weapons, skills, and areas. So in the base game you can really get an edge up on your build by just coming over everything as you go. The combat itself is unchanged but you can be much more prepared for bosses sooner with the rebalance.
 
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Ahhh yeah, the former especially gave me some trouble. All I can say is that there is some exploring you can do that can be of particular help there... it doesnt have to be too hard. All of them have that way about them, where they are either nintendo hard, or you have the key.

The trick Ive found is just to do as much exploring as possible when boss fights are coming up... get weapons upgraded, abilities stacked, the best mods. If its too hard, youre probably not using the right tactics, or your character isnt strong enough in those areas yet.

I dont know if youve played it recently but the game has been rebalanced a little with the second dlc. Character progression is faster to accomodate whole new weapons, skills, and areas. So in the base game you can really get an edge up on your build by just coming over everything as you go. The combat itself is unchanged but you can be much more prepared for bosses sooner with the rebalance.
I left it about six months ago because of one particular boss which I can't remember now. But I agree, it's probably best to go somewhere else and then go back to face him later.
I haven't bought any DLCs either, if that's what you mean. Or was it a free update?
 
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