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Joined 3 years ago
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Cake day: July 10th, 2023

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  • I was just using it as an example for what happens, because it’s the only times something like this has happened. Still, according to their user agreement, they sell you a license through them (so the publisher licenses the license to GOG and they then issue a license to you to access the game), which means that on account termination you lose it and any right you had.

    To be clear, I don’t think “ownership” matters that much usually, since data is not a finite resource, but there’s a few cases in which it does, for example: you can’t sell or lend the games or you can’t legally host a tournament or other public events unless you get another license that allows you to do so.

    Anyways, my point is that the GOG’s DRM free policy is good, but to me feels meaningless and more like a marketing gimmick and the laws on these things are unfairly against the user. What is meaningful for preservation tho is their “Preservation Program” through which they maintain older games to keep them working on modern systems (which includes fixing legal issues that prevent them from being sold)


  • Yea you just lose the ability to download it again. AFAIK that’s what happened with The Witcher 3’s DLCs brought through some gray market sites.
    You obviously lose access to cloud saves, multiplayer and any other feature from the client l. Playing the game after that is no different than playing a pirated copy (practically and legally, if you care about that).

    What I mean is that you don’t own the copy any differently than you do on other platforms.

    I don’t really see it much differently than Steam, as if a game is on GOG it’s going to be either DRM-free or at worst use the weak built in DRM (which can be bypassed easily).

    That’s not to say I dislike GOG, I think the real value of it is the support and patches for older games. They also have a more generous refund policy (30 days, no time limit).

    Edit: to be clear this is an issue with capitalism the sale of fully digital media, not with GOG and no, I’m not advocating for NFTs.


  • I don’t really know how to play or make music, but I’ve messed around with a few tools: there’s rackarrack which is a virtual fx rack for guitar, there’s DAW Ardour, if you are interested in synths and similar there are things like VCV rack and Cardinal, which are modular synth racks, there’s trackers like OpenMPT and Impulse Tracker and Hydrogen, which is a drum machine/sequencer.

    If you are on Linux there’s jackd which is an audio system that allows you to route sound through applications with a virtual patchbay.



  • I’ve been playing Unbeatable quite a bit, although only the arcade mode, as I initially found the story mode to be a bit buggy and should now restart it.

    I’ve also played a bit of Stranger of Paradise: Final Fantasy Origin and Risk of Rain 2. Having fun with both.

    Finally I’ve just started Knights in the Nightmare on PSP. I’m enjoying it, it takes a bit of getting used to, but the gameplay is really unique. I also quite like the aesthetic.




  • Replayed halfway through Resident Evil Requiem, this time without using the blood collector (for the challenge/achievement). I think it’s more fun without being able to craft ammo or ribbons whenever you want, but it also doesn’t seem like it makes the game any harder. I did end up pausing the playthrough after reaching the more open area with Leon as I couldn’t get a stable framerate on the pc I was playing on and I was kinda bored of playing him.

    I played through AI: Somnium Files - The Nirvana Initiative. I thought it was fine, I liked the original more. The “twist” was honestly really dumb and I don’t think it works, and in general the story felt weaker than the first. I appreciate that there were more real puzzles, but I still prefer 999 and VLR (I still have to play ZTD).



  • _Lory98_toGames@lemmy.world*Permanently Deleted*
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    2 months ago

    I hadn’t considered unlocking difficulties as metaprogression, but yea in that case I think it’s a fair mechanic (to be clear, I tend to drop these games when I get to the inevitable difficulty spike at the final area/boss, so I haven’t really experienced it, as the only one I can clear is Rabbit and Steel which has a traditional easy/normal/hard/harder selection).

    Unlocking content to ease players in I think is weird and counter productive, as often even failing gets you further in the process and you might not have learned what the game was trying to teach you by delaying something. You might then be in a slightly harder game without having progressed as a player.

    What I really don’t like are the permanent leveling/modifiers you find in games like Hades. I feel like they go against the basic idea of a rougelike/lite, since you can/need (depending on the game) to grind.



  • _Lory98_toGames@lemmy.world*Permanently Deleted*
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    2 months ago

    I too was a bit disappointed when I first played it and reached ending A, thinking that was all there was. I continued months later to try the different mechanics and realised that they are not endings, but more or less just chapters/acts.

    It’s honestly a really weird decision to present the game like this, especially since route A is the least interesting one (IMO).


  • _Lory98_toGames@lemmy.world*Permanently Deleted*
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    2 months ago

    FYI (with slight spoilers):

    spoiler

    not sure where you got the 5 times, but it’s very incorrect: you play through the first part of the story twice, once with 2B, the second time with 9S with a couple of additional scenes. The second half of the game is made of entierly new events that happen after the first part.


  • _Lory98_toGames@lemmy.world*Permanently Deleted*
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    2 months ago

    For me it’s any roguelike (or roguelite) I try. I may find the premise of the gameplay interesting, but having to replay the run from the start (while very likely not learning anything new, because I can’t repeat the situation that gave me trouble before) ruins it pretty quickly. Even the ones I kinda like (Rabbit And Steel and One Step From Eden) can’t keep my attention for long and I end up playing them very rarely.

    Metaprogression in roguelites makes it even worse because I know that the runs are gonna be unfair from the start to make the upgrades work.


  • This week I started Final Fantasy Tactics, but I’ve played it only for a few hours (a bit less than 10h). I think I prefer Fire Emblem’s gameplay, this one feels too grindy and the combat seems a bit shallow.

    Finished Raging Loop, the first ~20h were great, but I’m shocked at how bad the finale is. It was still worth it for the rest of the story tho.

    Played through Resident Evil 4 Remake during the weekend. I think Village realized the action horror gameplay better, I found neither the action to be good nor the horror to be scary in this one (I have never finished the original RE4, but from what I played of it, it seems the same). I am excited for Requiem tho, which I’ll play next.

    Finally, I just started Utawarerumono Prelude to the Fallen, but I’ve played too little to say anything.





  • I agree. I’m not someone who is interested in the singleplayer modes, so my opinion probably means nothing here, but since the gameplay is inherently dependent on a human opponent, I feel like they need to be more than just VS matches against the CPU, to either experiment with the gameplay or introduce you to the story and characters.


  • _Lory98_toGames@lemmy.worldFighting games have a product design problem
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    2 months ago

    I mean… I’m not saying it’s good, but considering most games wouldn’t get free characters as updates (I think only MBTL did it, and it’s probably because most of the free characters are from Fate), I think it’s better to be able to optionally buy a set of characters if you want to play them, instead of having to buy a whole new version of the game to continue playing.