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Vidya Games Thread

Denuvo controversy New
  • TKN_Lurker

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    Dave Jewitt laid off from Gamespot, ending the Firearms Reacts series New
  • Punished Anime Discusser

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    Gamespot, after 15 years of putting out pure trash, finally hits gold with the Jonathan Ferguson videos about guns in different games.
    Then they unceremoniously fire the guy who got that set up and actually works with Jonathan Ferguson to make those videos.
    Common game journalism L.
     
    I am biased: Half Life 2 20th anniversary documentary (includes (some) Episode 3 footage woah!).
  • httn

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    HL2 20th. If you are the 1% of people that have never played the game it is free on steam for a while.

     
    XDefiant and Ubisoft San Francisco and Osaka branches shutting down New
  • UberSoldat

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    Start of Game of the Year 2024 posts New
  • John Vtuber👁️

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    Congratulations to Elden Ring for winning GOTY again in 2025!
     
    Half-Life 2 discussion New
  • Security

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    Spun-off from the Pippa thread, @thhrang put forth this:

    hl-2 thhrang.jpg


    The video:



    And my response:

    "I was barely one year old when this game came out"

    Right off the bat, I want to die.

    His first focus is on story, characters, and performances, putting these in the light that they are positive advancements for the game (and games in general). I contest the opposite: these things are why Half-Life 2 is lesser, and why the game has had a negative impact. What makes a game is the game - everything else is window-dressing. Window-dressing can be very welcome, and can add a lot to the feel and memorability, so long as they don't get in the way of the game. The level of injection that the new (and returning yet modified) characters brought in Half-Life 2 distracted from the game itself on average to a greater extent than any of the long-winded NPC expositions in the first one. This was not a positive advancement, but a negative one.

    Makes good points on character design telling you about the characters themselves, along with the world around you. This is called environmental storytelling. It used to be the norm in any action game by necessity, with more extensive storytelling being resigned to games that better suited it - like Text Adventures and Japanese Role Playing Games. Now most action games seemingly must kneecap themselves by cementing your feet every five yards so they can do their "storytelling." Christ, it's bizarre as fuck to me that there's more of this today in First Person Shooters than there was in Dungeon Crawlers, isometric Role-Playing Games, or even Full Motion Video games. I'm not sure what route the Souls games took after Demon's Souls (still yet to get to even the first Dark Souls), but we were seeing this narrative creep come into action games by the mid-00s, and in 2009, Demon's Souls focus on environmental storytelling was a welcome return to the much more gameplay-focused style of, well, gaming.

    Points out that Half-Life 2 had a larger and more involved world than Half-Life 1. This is partially due to improved technology and a large budget, but such more varied landscapes was still doable prior to that. The key question should be: is it a benefit to the game? Something tighter and more focused also ends up being more personal. It's why the better Superhero films are one that deal with more limited matter and on a personal level, while the more forgettable ones are larger and "must stop the world ending threat for the nth time." You could have globe-trotting in a medium, but usually that's just background scenery, while the particular storyline with the handful of characters being the focus (the better James Bond films for example). You go outside this, more often than not everything ends up with less weight to it, making things more shallow.

    Oh holy shit, he's actually talking about gameplay now, halfway through. Makes actually good points here. Agree that the weapons, while more limited and less interesting, are better utilized in Half-Life 2. Half-Life 1 kinda felt like it was trying to lift off some of the fun of Duke Nukem 3D, but it didn't quite work out. Duke 3D was lightning in a bottle all over, so trying to emulate any aspect of that is going to result in a lot of hit and miss. HL2's weaponry had far better utility, and the Gravity Gun and how it was implemented does deserve a lot of praise - that is something that easily could've felt like a complete gimmick, but Valve managed to make it a real game asset.

    Completely right about the grenades. They had their utility in HL1, and could be quite fun, but they were also frustrating more often than not. Looking back on it, it's strange considering how many games before then got grenades better than HL1. Guess it was low priority for Valve.

    Ragdoll physics for the guns is fun, but not a true gameplay element. But yes, fun. Smile on face.

    The thing he's alluding to, however, is something that would actually be a big debate, and more likely than not would boil down to an immeasurable perspective, and that is: set pieces. Half-Life 2, for me, had a lot more set pieces for levels than Half-Life 1, and Half-Life 1's flow was its true biggest strength.

    Both games had set pieces, as most classic games do, just for variety's sake. How they're implemented, however, determines how much they feel like a natural progression of the game, or how much they feel like they're shoe-horned in, giving a stop-and-go feeling that takes you out of the game. With Half-Life 2, so many times it felt like, "here's this section now, for you to deal with this thing, that you obviously need to use this weapon for. All done? Okay, leaving this section now, back to using the other weapons you use more normally." It didn't bring about that more natural discovery of what works best in a scenario. In HL1, even in the most obvious of the set pieces, how you proceed with it was more emergent, and could fluctuate depending how what situation you find yourself in. This would be the crux of my problems with HL2 - it's less of a game than HL1 was.

    Good points on the AI. HL1's was more dynamic and helped the world better. HL2's was relegated to pretty much the good CP and how they engage with you. I'm more partial to HL1's because it felt more alive, even though HL2's was technically better for the gameplay. However, I think it's a little overstated, as in practice the good CP AI wasn't all that much better than the Marines in HL1. Much better on paper, but you'll likely only run into a few more times when they act less stupid than the Marines. I don't think it makes up for the rest of the game, however.

    Disagree on the Combine design. It's distinct, yes, but so were the particular Marines in HL1. They honestly feel more like they're from some 1970s future dystopia film. Take some police from one of those, slap on some clothing more suitable for winter, and bam. This was probably actually the thought process for their design. It's not bad, but they honestly look kinda goofy. Dudes in a poorly shaped gasmask.

    Fully agree on the headcrab variety. As I recall, those in HL2 were intended for HL1, but had to be left out.

    More stuff on lore. Lore is fluff. Can be fun fluff, but fluff nonetheless.

    I agree that the game is far more than a tech demo. I think a lot of that view is because of the incredible tech in HL2, and how much of a jump it was. I called Max Payne a glorified tech demo on this forum before, and also had the unfortunate position of being hyped of for State of Emergency, which ended up being a tech demo that had to be worked into something resembling a game fifteen minutes before release. Hell, I remember vividly when id software was often disparaged about "creating engines, not games." I have to imagine such attitudes are derived from being let down or just underwhelmed, so the positive aspects in such views are made to be the dominant ones.

    Agree on the episodic format. Never liked the idea when it was happening. You can imagine my opinion on how a lot of games have "seasons" now.

    Mixing the world of Half-Life and Portal does seem like a mistake... on Half-Life's end. I thought it was a cute little thing in Portal, but it should've been left at that, and never brought up in Half-Life 2 episodes.

    Correct on how they used the Vortigaunts as basically magic. Fuck that noise.

    Ultimately, I'm in agreement with his final point: Half-Life 2 is a good game. I'm just coming from the position of someone playing first person shooters on computers before Half-Life 1 came out, playing HL1, waiting for HL2, then playing HL2. It's still a disappointment, but it's more like saying the steak I just ate wasn't as good as a particular one I had last week. The main disagreements I have are that some things he views as positives I view as negatives, and much of the impact HL2 has had in gaming has been a detriment.
     
    Sony buys a tenth of Kadokawa New
  • Bronze

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    Final issue of Team Fortress 2 comic out New
  • thhrang

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    Yes, I already read it, and yes, it is good.
     
    Piranha Games layoffs after Mechwarrior 5: Clans flopped New
  • UberSoldat

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    Nintendo Switch 2 reveal.
  • El Rrata

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    Leaks were all correct.
     
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    EA Origin shutting down New
  • Bronze

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    GOG Dreamlist and Dino Crisis 1 and 2 ports announced New
  • Smelliest007

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    GOG and Capcom have released Dino Crisis and sequel Dino Crisis 2 for PC via GOG for $9.99 each, the companies announced. A bundle containing both games is also available for $16.99 USD.


    GOG also announced the launch of GOG Dreamlist, an evolution of the Community Wishlist, allowing users to vote for which games they want GOG to revive.

    “The GOG Dreamlist is a way to tell us, ‘This game mattered to me,’ and to help us convince publishers to bring it back,” GOG said in a press release. “Your votes keep the fire burning, even when negotiations get tough—for the games that are worth the fight.”
     
    EA Moves Some Bioware Staff to Other Teams, Mass Effect to be led by team of series veterans. New
  • Smelliest007

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    I need GoG to convince Namco to port the damn PS2 Ace Combat games.
    And for Microsoft to give me Tycoon kino.
    :marinepraying:
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    FFS, just kill them already.

    Mass Effect 5: BioWare Doesn't 'Require Support From the Full Studio', EA Moves Some Staff to Other Teams​

    Mass Effect to be led by team of series veterans.​


    EA has announced it is restructuring Dragon Age and Mass Effect studio BioWare, moving a number of developers onto other projects within EA and focusing entirely on its upcoming Mass Effect game going forward.

    In a blog post from general manager Gary McKay, he wrote that the studio is "taking this opportunity between full development cycles to reimagine how we work at BioWare."
    "Given this stage of development, we don’t require support from the full studio," he continues. "We have incredible talent here at BioWare, and so we have worked diligently over the past few months to match many of our colleagues with other teams at EA that had open roles that were a strong fit."
    IGN understands that EA has already placed an unknown number of developers from BioWare into other, equivalent roles within the company. A smaller number of Dragon Age team members are also seeing their roles terminated, and are being offered time to apply to other roles within the company if they so choose.
    BioWare's structure has shifted repeatedly in recent years. The studio had a round of layoffs in 2023., and has seen a number of high-profile departures throughout the development of Dragon Age: The Veilguard, the most recent of which was director Corinne Busche announcing her departure from the studio last week. It is unclear how many individuals work at BioWare today. IGN asked EA for any comment or specifics on how many individuals at BioWare are being impacted by this change, how many are facing potential layoffs, and how many will remain at the studio. EA did not provide the specifics, but a spokesperson offered the following comment:
    "The studio's priority was Dragon Age. During this time there were people continuing to build the vision for the next Mass Effect. Now that The Veilguard has shipped, the studio's full focus is Mass Effect.
    "While we're not sharing numbers, the studio has the right number of people in the right roles to work on Mass Effect at this stage of development."
    The new Mass Effect in question was announced four years ago, and is still in the early stages of development. IGN understands that BioWare's current strategy is to prioritize one game at a time, as some developers who had been working on Mass Effect were previously moved to Dragon Age to get the project over the finish line and are now moving back. Per the blog post, Mass Effect development is now being led by series veterans including Mike Gamble, Preston Watamaniuk, Derek Watts, and Parrish Ley.
    This news comes a week after EA announced that Dragon Age: The Veilguard missed its player targets by nearly 50% and reduced its guidance for the fiscal year due to this and, more impactfully, weaker-than-expected results from EA Sports FC 25. The company will hold its Q3 earnings conference call on February 4.
     
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    Bioware layoffs New
  • Brosnan Pierce Brosnan

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    Not to defend EA, but do you know how you go bankrupt quicker? Pouring even more money into Bioware TRASH

     
    The Sims 1 and 2 rereleases New
  • Bronze

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    Sims 1 and 2 are getting re-releases. They are available now.

     
    PlayStation California layoffs New
  • RestlessRain

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    A look into Civilization 7 New
  • Smelliest007

    I left Kson
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    I wonder how much Civ7 was affected by the woman placed in charge of Firaxis last year.


    2K today announced that industry veteran and Firaxis Games Chief Operating Officer, Heather Hazen, has been promoted to Studio Head, ushering in a new era of development at the legendary interactive entertainment studio behind Sid Meier's Civilization, XCOM, and the recently-released and critically-acclaimed Marvel's Midnight Suns.

    As Studio Head, Hazen will manage Firaxis Games' development teams and lead its mission to build the best strategy games on the planet. With 22 years of experience in gaming and entertainment, Hazen joined Firaxis Games in 2020 as the studio's Chief Operating Officer. Prior to Firaxis Games, she was an Executive Producer on Fortnite at Epic Games, as well as Plants vs. Zombies and Bejeweled while at PopCap Games. Hazen's promotion comes as longtime Firaxis Studio Head, Steve Martin, will be leaving the studio after more than 25 years with the organization.


    Topkek from the CEO.

    In an interview with IGN ahead of the release of third quarter financial results, Take-Two CEO Strauss Zelnick acknowledged that Civilization 7 had received some negative reviews from press and players, namechecking Eurogamer’s 2/5 review, but insisted that the “legacy Civ audience” will come around the more they play, and called Civilization 7’s early performance “very encouraging.”

    “The Metacritic reviews are at 81, which is really solid,” Zelnick said. “We have more than 20 press reviews with a score over 90. We have some negative outliers as well, including a 40 from Eurogamer.

    “We think that as people play the game longer, the sentiment improves because with every launch of a new Civ, the team pushes the envelope a little bit and our legacy Civ audience is a little bit nervous about what they initially see and then they realize, wow, this is actually really incredible, and they dive in
     
    Crytek layoffs, Crysis 4 on hold New
  • UberSoldat

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    Crytek lays off a sizable chunk and pauses development on Crysis 4 in favor of focusing entirely on Hunt Showdown


    Not an unfamiliar situation for them unfortunately
     
    Art Director of Half Life 2, Viktor Antinov, has died. New
  • Saturnus

    haha it's unou
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    US Devs for recent successful game Marvel Rivals laid off. New
  • Smelliest007

    I left Kson
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    Oof for the Marvel Rivals players here. Wonder if this will have any impact on the game months down the line.


    So do I read that right that there is very, very little reason to care about this? 40 games and only the exclusively 32 bit ones are the ones that are affected?
    If none of the games on the list are something you plan on revisiting, sure. It's just gay how Nvidia and the industry at large keeps fucking with old games.
     
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