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Joined 2 years ago
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Cake day: June 12th, 2023

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  • I don’t know, call it an unfair inkling but it’s a weird thing to say under mild distress when playing a game.

    My friends across Europe will agree with you on the word itself; in that it was only recently stigmatised. Still, I’ve never thought of continental europe as more racist then where I am (UK), save for maybe prague.

    My only exposure to Scandinavia so far has been my former devops colleagues from Gothenburg. I’d never get the impression they’d say that at all, though they had each lived in London for at least five years prior to me joining.





  • Vik@lemmy.worldtoGames@lemmy.worldDoom the dark ages...
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    2 months ago

    2016 had the perfect balance between story and gameplay to me, in that the player character expressed flagrant disregard for any narrative elements. This was doom 1 af.

    Just keep moving and turn the bad guys into chunks. Need nothing more.

    I fucking hated the loop in eternal. I get that the developers wanted you to play in a specific way, they partially achieved this through arbitrary mechanics like ammo scarcity. I can appreciate that it’s a good game, but I didn’t get on with it.

    The art style went full Hollywood horror, and the exposition was kinda dialed up to eleven by contrast to its direct predecessor. Very much disliked that you couldn’t crouch (definitely more of a me issue, though I think sliding is a missed opportunity in Eternal’s movement repertoire).

    2016’s PvP was imperfect but still fun and much appreciated. Snapmap was super underrated and has many sick community made levels.

    The later games are a phenomenal technical showcase; the absolute posterchild for the Vulkan gfx API, but it’s not very ‘doom’ in spirit to me any more




  • Absolutely no player moderation infrastructure whatsoever. It’s as if they never made a halo game before.

    I recall some streamer lady getting relentlessly harrassed via lobby voice chat at the beginning of infinite’s life cycle. Zero recourse; there’s no in-game reporting function (the game directs you to the halo waypoint website, it’s a fully manual process, you supply the offending player’s name, you’re even expected to manually capture infractions via the (still) broken in-game theatre mode).

    As for betrayal booting, I have a kind of roundabout theory. 343 in their infinite wisdom decided to disable player collision and friendly fire in the sandbox by default.

    On one hand, this is behaviour in-line with contemporary shooters to prevent griefing. On the other hand, it’s entirely detrimental to sandbox immersion and can lead to bad habits when it comes to player positioning.

    I suspect this change lead to the oversight of any player booting mechanism, though it’s still possible to team-kill via vehicle collisions.