DdCno1

joined 1 year ago
[–] DdCno1@beehaw.org 3 points 1 week ago (2 children)

It's a bit too traceable for that though.

[–] DdCno1@beehaw.org 5 points 1 week ago (1 children)

I wonder how quickly they reverse this decision if Ukraine manages to reach a certain nuclear power plant in a certain formerly Russian-controlled territory.

[–] DdCno1@beehaw.org 8 points 1 month ago (2 children)

Unsurprisingly, defenders of dictatorships always have to resort to whataboutism to defend the indefensible.

As per usual, this whataboutism is lazy and inaccurate as well.

[–] DdCno1@beehaw.org 0 points 2 months ago (1 children)

My rule would be simple: The only ships allowed to land are those crewed by a captain who can pronounce this accent-free. Every one else gets acquainted with the business end of the Planetenverteidigungskanone.

[–] DdCno1@beehaw.org 0 points 2 months ago* (last edited 2 months ago) (1 children)

Because that's where the audience is. Peertube is deader than the lemmyverse. You are essentially making the silly "but yet you choose to live in society" argument.

[–] DdCno1@beehaw.org 0 points 2 months ago (1 children)

This was a ruse of war, which is entirely permitted:

https://ihl-databases.icrc.org/en/customary-ihl/v2/rule57

What isn't permitted is fighting in civilian clothes, but if you read the article, there is nothing indicating that they did. It is entirely legal to move about and set up an attack in civilian clothes, provided they are discarded immediately before striking.

[–] DdCno1@beehaw.org 1 points 2 months ago (1 children)

Repacks make installing the game with its bazillion DLCs a breeze these days.

[–] DdCno1@beehaw.org 2 points 2 months ago (1 children)

Each Sims game is quite different. The biggest difference is between Sims 1 and 2 simply due to the change from isometric 2D to 3D graphics. Not the first game in the genre to have 3D graphics and they weren't even particularly impressive for the time nor good compared to its competitor, but the charming animations and attention to detail make it a far more enjoyable experience than the comparatively sterile predecessor. Sims 2 ended up becoming an evergreen with very long legs, to the point that people are still playing it, although it helped that EA distributed the complete version with all add-ons (the game is older than the term DLC) for free for a while (you can still find it if you know where to look).

Sims 3 was fundamentally different from Sims 2. Gone were the isolated homes of the predecessor (initially in Sims 2, you couldn't even see your neighbors' homes unless you were on the map screen; later they added in low-res stand-ins) and instead, it's an open world game where you can see your Sim commute to work in real-time. Neighbors can be visited without going through a loading screen - it all feels more organic as a result. Customization saw a huge upgrade as well, the AI was improved, etc. Sounds nice in theory, but the problem was that it was too ambitious for PCs of the time. This series has traditionally attracted non-gamers who don't deeply upgrade their machines all that often and instead play on laptops bought for homework or old rigs inherited from big brothers. Sims 1 ran on a toaster, Sims 2 on a pizza oven with some kind of GPU grafted to it - whereas Sims 3 was one of the most demanding games of its time in order to facilitate gameplay changes that few people actually asked for and rounded, bloated looking Sims that are somewhat offputting. It was still a massive success and a huge hit with modders as well, but Sims 2 remained popular due to its more focused nature, the fact that it ran on anything and the fact that it was complete with a massive library of add-ons that took years to be replicated in Sims 3.

Sims 4 reset the series back to Sims 2, but went too far initially, limiting player freedom in regards to neighborhood creation. Instanced homes returned, customization features and open world of Sims 3 were cut, the AI saw a massive improvements, Sims didn't all look obese anymore, hardware requirements were modest again - but at the price of having incredibly intrusive DRM, an attempt to monetize the proud modding community and being very bare-bones in the beginning, requiring years of DLCs to reach feature-parity with Sims 2 and 3. IIRC, even pools - an absolutely essential part of Sims lore - were missing initially. All of the improvements to the building mechanics in particular were overshadowed by EA's corporate nonsense. It's come a long way since though. Just like with the predecessors, buying all DLC at once will make you poor - but the base game is free now and the actual intention is that you only buy the DLC that have features or items you care about. The modding scene is as vibrant as ever, making any non-feature DLC unnecessary anyway.

This series is an interesting and unique phenomenon. It's a prime example of something that only ever truly works on PC. All of the many console, mobile and browser spinoffs and ports were nothing but mere blips on the radar, because fundamentally, it can only work on a platform as open as the PC. It primarily attracts female players who rarely play anything else, yet dive deep into modding and modifying every little aspect of these games like the most hardened PC nerds. It started out and still is in many ways a faksimile of ideal American suburbia, although enhanced by both some quite subversive humor and subverted by an astonishing level of player freedom that goes against the conformity of the real world - while at the same time replicating the fads, consumerism, cliques, feuds and other less wholesome aspects of the real world through its behemoth of a community. It's ultimately a platform for individual creative expression and the worlds (both in-game and outside of it) that emerge as a result of it, a sandbox that was only ever bested by Minecraft, which literally broke everything down to its individual building blocks. Each game and its DLCs become more like car payments to seasoned players, something you pay for so that you can travel where you want to go, which in turn keeps the experience fresh, finances further development and prevents the community from getting stagnant as it has to learn to adapt to changes from the developers.

I'll end this here. This wasn't meant to turn into an essay and now my fingers hurt, because I typed all of this nonsense on a touchscreen.

[–] DdCno1@beehaw.org 0 points 3 months ago* (last edited 3 months ago) (1 children)

This makes this platform next to impossible to recommend to users outside of the US, since credit cards are very uncommon in e.g. Europe.

[–] DdCno1@beehaw.org 0 points 4 months ago (3 children)

He was inspired by Stalinist practices, but as shown by this example and many others, far-left and far-right autocrats are very similar in this regard.

[–] DdCno1@beehaw.org 0 points 4 months ago

Yanis Varoufakis is a performance actor who desperately tries to stay relevant by clumsily inserting himself into whatever is going on in the world. That's all there is to him. He's chasing the public spotlight like a dodgy personal injury lawyer is chasing ambulances.

I'm also starting to get really tired of this baseless genocide slander that is being repeated as if it was a religious mantra. The whole idea behind accusing Israel of it is twofold: It's meant to hurt Jews (who were victims of an actual genocide) and it's meant to distract from the genocidal ambitions of Israel's enemies.

[–] DdCno1@beehaw.org 0 points 4 months ago (2 children)

Maybe read what he wrote first.

 

I would normally not link to a tweet, but it's from the YouTuber who is behind the global campaign that aims to prevent games companies from killing games people paid for:

https://www.stopkillinggames.com/

It seems that Ubisoft is either doubling down on deleting this game in order to throw a wrench into preservation efforts and activism (even though it'll achieve the polar opposite) - or that this was the plan all along and it's just blindly being carried out, bad optics be damned.

 

Personally, I really don't like most of these games due to the tedium and frustration that comes with hunger/thirst mechanics. Most of the exceptions that I do actually like either make up for it through something else that elevates the experience enough - or they either don't have these mechanics or allow for players to disable them.

Subnautica is an example of the latter. There's already a lot to like here: A gorgeous, hand-crafted world that skillfully strides the balance between being alien and familiar, a cool sci-fi aesthetic for everything that isn't natural, purposeful progression, fantastic atmosphere, swimming that feels great. The fact that I can play this game having only to worry about my breath and health is the cherry on top.

The Long Dark still has hunger and thirst, but I'm willing to overlook this just so that I can soak in the atmosphere of this frozen post-apocalypse. With relatively simple tech and straightforward mechanics, this game effortlessly manages to engross the player. I will admit though that when I found a nice deserted cabin at one point, I decided to end the game there, deciding that this was a suitable end point. I'll definitely pick it up again in the future, but not during this time of the year.

NEO Scavenger: It's kind of ironic that one of the most "hardcore" examples of this genre is also one of my favorites. Like with the other two, it's the atmosphere and the world that drew me in, but it's also that all of the intricate, unforgiving survival mechanics this game has, down to getting sick due to exposure, feel realistic and purposeful, instead of merely existing to tick a standard survival game checkbox. It's hard, not unfair, it's punishing and random without feeling uncontrollable.

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