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Screenshot thread

Latelistener

Arcane
Joined
May 25, 2016
Messages
2,579
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Astral Rag

Arcane
Joined
Feb 1, 2012
Messages
7,771
Don't know that game but it reminds me a little of one of the first games I remember playing, namely Captain Comic. Must be the helmet and the space bugs.
 

Beastro

Arcane
Joined
May 11, 2015
Messages
7,952
Sucks to be Leif:

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Parents ambushed and killed, sister captured, holy weapon stolen by King Travant of Thracia...

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His homeland of Leonster invaded and capital burned to the ground, while he helplessly looks on in his caretaker's arms...

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...fast-forward some years later, he's now ready to stop running and fight back. It is the Gran Year 776...a young prince will reclaim his birthright.

"Thracia, huh?"

"776, hmmm?"

*Looks up game and realizes it's a random Japanese jumble of Western names and has nothing to do with anything historical*

The West's only allowed to do that to others! :argh:
 
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Dayyālu

Arcane
Joined
Jul 1, 2012
Messages
4,466
Location
Shaper Crypt
Graphics should not have progressed beyond that and focus should have turned to AI and gameplay. :negative:

It's simply a matter of fact, not a judgement. Honestly, Ring of Red focuses even too much on useless bells&whistles like graphics and animations and nice details while leaving good gameplay ideas half-baked.
 

A horse of course

Guest
Half-Life: Cthulhu - An Unspeakable Mod
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An older and apparantly notorious mod I missed, with the "Unspeakable Remod" overhaul. Just the usual Lovecraftian trope of "P.I. pursues a cult and gets drawn into a conspiracy to release ancient baddies", albeit solved almost exclusively by shooting things rather than investigation. A pretty hefty amount of content for a fanmade mod - much longer than the better-looking but extremely short Source mod - and a lot of custom assets, though there was still a little too much recycling of vanilla HL models, and frankly some of the models just looked comical. Whilst the environments are reasonably atmospheric and spooky, some were downright irritating to navigate due the rather useless vanilla flashlight. Perhaps a more helpful but finite light source would've been a better choice. There were a fair few complaints about the difficulty of the mod, and whilst at medium difficulty I thought it was reasonably easy early on, the ever-increasing number of hitscan enemies can get to be a bit much.

There are a few conventional weapons - melee, revolver, shotgun, rifle and tommy gun - supplemented by molotovs, dynamite, and a handful of spells. The balance between saving ammo and choosing the correct weapon for the job was quite tightly regulated in the initial sections of the game, which are populated by plodding zombies, knife-wielding cultists plus the odd firearm-toting fanatic, and lightning-fast ghouls which can tear your head off in a couple of strikes. Very soon this was thrown out the window, and I almost exclusively used the shotgun's alt fire, dumping a few of my hundreds of surplus revolver rounds into environmental hazards. Meanwhile, the team seem to have attempted to make the "sanity meter" a critical resource all on its own, refilled only via completing objectives or defeating bosses, but over my entire playthrough I only used it once, to refill my health for the final boss. At the start of the game you're told the meter can be damaged by looking into things you shouldn't, but I never noticed anything aside from spells having any effect on it.

Levels are a mix of the solidly linear with maze-like structures sprawled across multiple maps. There can be a fair amount of backtracking in one or two of these, and I can imagine some players missing something critical from one end of the area and spending an hour running around fruitlessly hitting the use button on strange walls. Still, I can think of far worse examples in DN3D mods. There were also a few frustrating moments where the game would detect that you'd picked up an item or performed an action when you'd done no such thing, blocking progress and forcing a reload from much earlier, or causing you to miss out on a new spell.

Overall, not sure I can recommend the mod even for Lovecraft fans, as it's more of an interesting coat of paint for an FPS joyride than an attempt an recreating the terror of the classic stories. Perhaps Half-Life isn't really the best base for this sort of experience, though I have to say They Hunger - and yes, even Afraid of Monsters - do a better job of using the aging GoldSrc engine to evoke tension. TH also does a better job of segueing from slow-paced horror to all-out action. If you have HL installed already, it might be worth a whirl though.
 

RK47

collides like two planets pulled by gravity
Patron
Joined
Feb 23, 2006
Messages
28,396
Location
Not Here
Dead State Divinity: Original Sin
nun hentai commences

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yea maybe i'll come over n clean up her house of fungi
show the poor poor believers how civilized colonies work
Next is Santiago
that tsundere bitch
who tried to bully me every 20 years for credits
so many decades of tech research diverted to military purpose
i will punish her...
oh yes i will
i will chain her up in my dungeon and conduct experiments on her orifices...


- Admin Research Executive, Steven Lah , For I have tasted the H

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:shredder: Don't do it, Santiago-chan
 
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Kabas

Arcane
Patron
Joined
Feb 10, 2018
Messages
1,258
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I will be needing a lot of shamans to get 9 Gurus.
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The dependency chart doesn't specify that little detail, but if you want to get a second guru you will need to train another group of four shamans. And another four for the 3rd and etc.
And if you brought some gurus from the previous mission you will need to train 3 shamans for each before the 4 shamans for the next guru.
This is going to take some time.
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The good news is that there is already some Guru-Hermits willing to join you. You only need to find them.
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There is no racism if everyone is the same race, kids!
A huge army of Tha'roon and their remaining loyalist were also present in this mission, but they were no match for my [Personal Vision Quest] and thus not worth mentioning.
Now, only the Eaggra campaign remains.
 

RK47

collides like two planets pulled by gravity
Patron
Joined
Feb 23, 2006
Messages
28,396
Location
Not Here
Dead State Divinity: Original Sin
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'The Spartans have surrendered?'
'Yes, sir. Do we accept their surrender ?'
'Only if Mr. Corazon is willing to appear before us wearing nothing but a slave collar.'

A week later, the reply came.
Hundreds of Spartans wept bitterly as their beloved leader was lead through a celebratory parade through University streets.
The faction's capitulation was complete, their spirit thoroughly smashed with the display of utter submission from their once-Colonel Santiago.
True to Steven Lah's demand, Santiago was forced to do away with her everything. University implements penetrate her every orifice as a bright red ball gag broadcasts her muffled screams. The Holo projector making a point to capture every angle of her ravaged body to the colonies. Planetwide datalinks were flooded with the live reports, University scientists report over 4.7 zettabytes of data usage alone for that day.

That was the last time anyone ever saw her in public.

A decade later, the Gaian-University Alliance crushed The Hive forces completely, and Yang too, capitulated.
Pravin Lal stood helplessly as the coalition force muscled their way into the UN Supreme Leader's position.
A huge donation of energy as a token of goodwill was enough to convince the Gaians of the University's sincerity.
The vote was cast.

The year is 2278 - Provost Zacharov proudly takes his seat as the newly elected Supreme Leader.

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Joined
Mar 30, 2012
Messages
7,045
Location
Elevator Of Love
Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
Quake IV

After finishing QII I finally decided to try the proper sequel, which was made by Raven, so I was optimistic about the outcome of their work. The beginning was a colder shower. The levels are very small and they feel like a tutorial. I was starting to feeling like with the Wolfenstein from 2009. And what do you know, after some time we can finally admire more the good gunplay, which was really subpar in Doom 3. Both games share the same Idtech version and it shows. I think it suits the industrial main tone of Strogg's and their design was nicely changed for the new audience. Their AI while not being impressive like UT bots isn't a cannon fodder like before and their are capable of actually hurting the player if he doesn't check his flanks. There are some vehicle sections as well, nothing impressive, sort of an intermission between ground sections. The plot was good enough, and the nice twist on the story made it more interesting.

I've played GOG version without any mods. The HD textures looked tempting but downloading 3 GB not knowing how the performance will be in the end, I decided to go full vanilla.

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