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Joined 1 year ago
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Cake day: July 18th, 2023

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  • BR Softech is a leading game grift development company specializing in creating immersive and engaging addictive and predatory Blackjack games. With a team of expert developers and designers sociopaths and ghouls, we leverage advanced technologies to deliver high-quality graphics (to distract users), smooth gameplay (so they don’t notice how much time and money they’ve spent) and innovative features (to hijack users’ brain chemistry into making them spend money on virtual cards). Our solutions are tailored to meet the unique extremely common needs of clients, ensuring a customized gaming grifting experience. Whether for mobile appspredatory scams for children, online casinos predatory scams for adults, or social platforms predatory scams for seniors, BR Softech is committed to excellence in the gaming industry bilking suckers out of as much cash as possible while providing nothing of value to the user or society as a whole.



  • Later in the article:

    I’m writing about the Silent Hill 2 Remake in this scrambled, back-to-front, obnoxious way partly to piss off whoever edits this (to be 100% clear, Team Silent are the creators of the original Silent Hill 2, which Bloober are remaking), and partly to make a point about remakes: that they tacitly or openly position the original game as an “obsolete” museum piece in need of replacement, dismissing the old artistic choices as primitive and incomplete, re-defining the old creative parameters as constraints that need to be lifted. It’s all in the service of the market’s cannibalistic mania for the new, its structural need to ceaselessly bury “the past”, often by directly obstructing non-commercial preservation efforts, and sell you Progress that starts to wither and fade the second you peel away the cellophane.


  • Only if you think the campaign means that companies must pay for the multiplayer servers forever which Ross has said on MULTIPLE occasions is not reasonable and not what he wants.

    Giving players the tools to host their own servers or adding LAN functionality, though? That’s entirely reasonable seeing as that’s how multiplayer always used to work. I mean, there are still plenty of Unreal Tournament servers active today without any involvement from the developer in decades.

    Especially since, if this initiative works, developers will make games with that functionality in mind.







  • Oh, don’t get me wrong, minecraft’s art style is absolutely charming and a perfect fit for the “blocky” nature of the gameplay. See how many of its imitators try to look more realistic and end up looking genuinely ugly. But to speak to the top comment’s point, when fancy shaders are added minecraft’s simple style gets elevated so much and it goes to show how simple and effective design paired with good-looking lighting can make even the lowest-poly games look absolutely gorgeous.





  • The change that I always notice whenever I jump between earlier and later TW is the addition of hit points and how it really feels line it blunts a lot of impacts.

    I mean, compare a heavy cavalry charge in Medieval 2 to one in Total Warhammer. A properly formed unit of Teutonic Knights is a devastating hammer blow that can shatter an enemy army since the charge bonus massively increases the chance to kill. Meanwhile, Empire Knights can get a proper rear charge against basic infantry and despite how far those rats get flung, they’ll all get back up because all the charge does is make the line go down faster.

    The other big impact I find with this change is it makes the rout really annoying to deal with. In early total war, you always want some cavalry to pursue fleeing enemies since once they’re broken it won’t take much to capture or kill them and preventing those armies from regrouping really matters. Meanwhile, in modern total war, pursuing fleeing enemies never seems to result in significant damage because instead of capturing fleeing enemies you’re just making the line go down again.

    I dunno, it just feels weird.