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FTC judge rules Intuit broke law, must stop advertising TurboTax as “free”
  • They should have been forced to do it the other way. “You advertise as free, so you have to provide this for free.”

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    We're the creators of Lemmy, Ask Us Anything. *Starts Monday, 7 Aug, 1500 CEST*
  • Could you please create a middle ground between the nuclear option (banning sites) and the whack a mole option of banning users. It would be effective to be able to ban communities (at least temporarily) during bot spam attacks while you wait for admins to police up their site. Could there also be a way for admins to notify other admins that their site is spamming garbage so that admins know that their board is the cause of a problem and what that problem is?

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    *Permanently Deleted*
  • “I think you’re just playing bad games..”

    Like Baldur’s Gate 3?

    “Where it’s predatory it sucks” - The literal definition of microtransactions.

    I think we’re done here. You think video gaming is what’s happened in the past ten years. I played my first video game in 1979 on an Atari 2600. I remember Pacman fever, I lived in California during it. I remember when Space Ace and Dragoons Lair came out in the arcades and cost .50 instead of a quarter…

    Tell me again how I’m “just playing bad games…” You just can’t see the forest for the trees…

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    *Permanently Deleted*
  • And I’ll add the most important thing you forgot…

    You have around 50 years of game data to sift through… Not just what a limited set from Steam gives you.

    I’ll wait.

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    *Permanently Deleted*
  • There’s a problem with your starting point.

    We were talking about microtransactions. You jumped to free to play.

    Not all games that have microtransactions are fre to play.

    So you’ve lied again. Not as easy you thought.

    What you need to do is grab ALL games with microtransactions. You need to grab stats on ALL free games. You need to grab stats on hidden cost games (also called free to play).

    Try again junior.

    And try thinking this time.

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    *Permanently Deleted*
  • Okay, let’s think critically.

    “I’ve been able to play games for free because of microtransactions”

    Microtransactions cost money, that’s not free. What you are saying here is you got to play a game without supporting the devs while OTHER people paid for microtransactions.

    You assume incorrectly, I support devs by buying games, not supporting microtransactions.

    “Most of the most popular games in the world are free…” First, like hell. Show me stats that support a claim that MOST popular games are free. Second, if a game is supported by microtransactions, you’re lying if you say it’s free. MICROTRANSACTIONS ARE NOT FREE.

    Next “I have purposely bought microtransactions to support the developer…” I support the dev by buying the game.

    Microtransactions make a good game bad, and bad games worse. None of what you said made an argument for microtransactions. Microtransactions encourage devs to hide fixes behind pay walls, even small ones.

    My statements weren’t kneejerk. Your nonsense obviously wasn’t even thought through as it’s internally inconsistent.

    I look forward to you trying again.

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    *Permanently Deleted*
  • How did it happen before microtransactions?

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    *Permanently Deleted*
  • I’m thinking of all the times I’ve said, “You know what makes this game great? The microtransactions.” All ZERO times.

    There are bad games and good games. Microtransactions make bad games worse AND good games worse. I intentionally only pay for games without microtransactions. THEY move the game from “I’m interested” (like with the rerelease of dungeon keeper) to “Well, I can play the OG version on GOG. Without microtransactions, I’ll do that.”

    That business model ONLY works out for the business. It is NOT for the best interest of the customer.

    So while what you said is right, you are incorrect.

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  • store.steampowered.com High On Life on Steam

    Humanity is being threatened by an alien cartel who wants to use them as drugs. It’s up to you to rescue and partner with charismatic, talking guns, take down Garmantuous and his gang, and save the world!

    cross-posted from: https://lemmy.ninja/post/238729

    > After hearing the creator of Rick and Morty was involved with this game I was GOING to recommend: > > High on Life is a cosmic adventure game that unfolds on an Earth attacked by the G3 cartel, extraterrestrial beings who exploit humans as drugs. The protagonist, a directionless high school graduate turned space bounty hunter, embarks on a mission to halt the invasion. Alongside the hero are his sentient and vocal weapons known as Gatlians, providing commentary and guidance throughout the journey. The game's interstellar journey spans across various cosmic locations, such as a jungle and a city built on an asteroid's surface, encountering both hostile and neutral characters. The player uses a unique arsenal to combat enemies, including a pistol, rifle, shotgun, knife, and a distinctive grenade launcher that shoots “baby grenades." Alongside battling adversaries, players solve simple puzzles and upgrade equipment in this captivating game. > > STOP > > While this sounds good, if you google “High on Life” you’re going to find LOTS of configuration recommendations on how to adjust the video… > > So it’s even playable. > > One guy had a 7950 CPU and a 4070 GPU and couldn’t get the game to 60 fps… > > The last patch for the game was in March. > > OTOH > > RECENT user reviews are VERY POSITIVE AND it is fully verified for the Steam Deck. > > So what am I saying? The bugs MAY be fixed based on available information. YMMV

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    A Retchid Boomer Shooter
  • You started by asking the definition of boomer shooter, which I responded to. Then you added the fact Doom 3 came out in 2005. Since your context was, “what’s the definition of a boomer shooter.” I responded to that.

    Maybe next time frame your question better to get the information you’re looking for?

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    A Retchid Boomer Shooter
  • A game is called a boomer shooter based on several criteria. Usually they’re first person. Does that mean a third person shooter can’t be a “boomer shooter”? No.

    Quake III is just one game that boomer shooters are based on. Doom (1993) is a game that boomer shooters are based on too. Neither one is a boomer shooter itself. A Boomer Shooter is a modern creation meant to replicate past play style, video style, and audio style too… It’s more than just “pixelated/voxelated…”

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  • cross-posted from: https://lemmy.ninja/post/139367

    > In the arcade horror FPS game, Bloodhound, players are entrusted with the role of a member of the Order of Keepers of the Gates. Their mission is to safeguard the gates of Hell from the nefarious Cult of Astaroth, intent on unlocking them to unleash evil. The game is a spectacular fusion of elements from cult horror films and real-world locations, teeming with unique enemies and formidable Hell bosses. Players can look forward to a robust arsenal of weapons and a hyper-fast-paced, blood-soaked gameplay experience. > > The game, set in meticulously designed hellish environments, draws its inspiration from cult horror films, legendary FPS games, and real-world references. As a brave member of the Order of Keepers of the Gates, players confront 16 different adversaries with sinister abilities. The opponents range from unholy abominations to diabolical cultists, each encounter designed to test your abilities, reflexes, and strategic prowess. Five devastating Hell bosses await, guaranteeing ultimate challenges for the players armed to the teeth. > > [!](https://youtu.be/LLBRlNt2qtA) > > Bloodhound invites players to immerse themselves in intricate, hellish settings inspired by cult horror films and real-world references. A multitude of devilish enemies awaits, from demonic devil-spawns to horrifying bat-baby hybrids. To confront these formidable foes, players have access to an array of lethal weapons, including machetes, double-barreled shotguns, crossbows, rocket launchers, and an innovative chainsaw-flamethrower. > > Rafal “Flint” Krzeminski, CEO of Kruger & Flint Productions, expresses his enthusiasm for Bloodhound's upcoming release. This game promises an explosive experience with hyper-fast-paced FPS gameplay. The developers have taken player feedback from the prologue into account, ensuring the final game provides an explosive encounter against evil forces. The high stakes question remains: will players endure the blood-soaked battles and truly embody Hell’s gatekeeper? > > Bloodhound released on July 18th on PC via Steam. Players can wishlist the game to keep track of its intense, fast-paced gameplay. The free prologue, Bloodhound: First Day in Hell, is available for play test. Bloodhound pledges a thrilling battle against darkness with a vast assortment of devilish enemies and a wide arsenal of weapons. Players should brace themselves for an explosive encounter with evil and fully embrace the role of Hell’s gatekeeper.

    2

    cross-posted from: https://lemmy.ninja/post/139367

    > In the arcade horror FPS game, Bloodhound, players are entrusted with the role of a member of the Order of Keepers of the Gates. Their mission is to safeguard the gates of Hell from the nefarious Cult of Astaroth, intent on unlocking them to unleash evil. The game is a spectacular fusion of elements from cult horror films and real-world locations, teeming with unique enemies and formidable Hell bosses. Players can look forward to a robust arsenal of weapons and a hyper-fast-paced, blood-soaked gameplay experience. > > The game, set in meticulously designed hellish environments, draws its inspiration from cult horror films, legendary FPS games, and real-world references. As a brave member of the Order of Keepers of the Gates, players confront 16 different adversaries with sinister abilities. The opponents range from unholy abominations to diabolical cultists, each encounter designed to test your abilities, reflexes, and strategic prowess. Five devastating Hell bosses await, guaranteeing ultimate challenges for the players armed to the teeth. > > [!](https://youtu.be/LLBRlNt2qtA) > > Bloodhound invites players to immerse themselves in intricate, hellish settings inspired by cult horror films and real-world references. A multitude of devilish enemies awaits, from demonic devil-spawns to horrifying bat-baby hybrids. To confront these formidable foes, players have access to an array of lethal weapons, including machetes, double-barreled shotguns, crossbows, rocket launchers, and an innovative chainsaw-flamethrower. > > Rafal “Flint” Krzeminski, CEO of Kruger & Flint Productions, expresses his enthusiasm for Bloodhound's upcoming release. This game promises an explosive experience with hyper-fast-paced FPS gameplay. The developers have taken player feedback from the prologue into account, ensuring the final game provides an explosive encounter against evil forces. The high stakes question remains: will players endure the blood-soaked battles and truly embody Hell’s gatekeeper? > > Bloodhound released on July 18th on PC via Steam. Players can wishlist the game to keep track of its intense, fast-paced gameplay. The free prologue, Bloodhound: First Day in Hell, is available for play test. Bloodhound pledges a thrilling battle against darkness with a vast assortment of devilish enemies and a wide arsenal of weapons. Players should brace themselves for an explosive encounter with evil and fully embrace the role of Hell’s gatekeeper.

    1

    cross-posted from: https://lemmy.ninja/post/138875

    > AMD's Ryzen 8000-series CPUs, based on the new Zen 5 microarchitecture, have reached a crucial point on their way to market, with major industry benchmarking utility AIDA64 now recognizing the architecture. The update came from FireWire's latest release notes for the AIDA64 tool, a popular system health and performance evaluation software among professionals and PC enthusiasts. FireWire would have needed detailed information from AMD to implement this preliminary support for Zen 5. > > However, this does not necessarily give an exact timeline for when the Zen 5 architecture will hit the market in the form of AMD Ryzen 8000-series desktop processors. AIDA64's preliminary support for Intel's Meteor Lake processors was introduced back in 2021, and these chips are not expected to launch until later this year. According to AMD's roadmap, the release of the Ryzen 8000-series is set for 2024, indicating that the company is on track with its launch plan. > > FireWire's release notes also show enhanced support for Intel's upcoming processor generations: Meteor Lake, Arrow Lake, and Lunar Lake. Lunar Lake, with its new microarchitecture, is expected to be released late in 2024 or early in 2025. The upcoming 14th-gen Raptor Lake refresh and Meteor Lake chips, both under the 14th-gen label and expected to launch later this year, will stick with Intel's current hybrid performance-efficiency core design. > > Arrow Lake, expected in 2024 and set to be built on TSMC's 3nm process node, has reportedly been dealing with delays. This is not unusual for TSMC, which manufactures the processor wafers for numerous tech giants including AMD, Nvidia, and Apple. With the 3nm node predicted to be highly popular, production schedules are likely to be tight. > > AMD's Zen 5 will also be utilizing TSMC's 3nm node, which could be a double-edged sword for the company. Intel secured a significant portion of 3nm production capacity in 2021, ostensibly for an Arc GPU and several server chips. If Intel substitutes Arrow Lake chips into this capacity, it is likely to have a larger stock of its chips at the launch of Arrow Lake compared to AMD's stock of 3nm Zen 5 chips. However, it appears that AMD placed orders for Zen 5 chips before Intel, which means Zen 5 chips may roll off the production line before Intel's Arrow Lake chips. Whether AMD's first-to-market advantage will result in a more successful launch, as seen with the previous Zen 4, remains to be seen.

    5

    cross-posted from: https://lemmy.ninja/post/138875

    > AMD's Ryzen 8000-series CPUs, based on the new Zen 5 microarchitecture, have reached a crucial point on their way to market, with major industry benchmarking utility AIDA64 now recognizing the architecture. The update came from FireWire's latest release notes for the AIDA64 tool, a popular system health and performance evaluation software among professionals and PC enthusiasts. FireWire would have needed detailed information from AMD to implement this preliminary support for Zen 5. > > However, this does not necessarily give an exact timeline for when the Zen 5 architecture will hit the market in the form of AMD Ryzen 8000-series desktop processors. AIDA64's preliminary support for Intel's Meteor Lake processors was introduced back in 2021, and these chips are not expected to launch until later this year. According to AMD's roadmap, the release of the Ryzen 8000-series is set for 2024, indicating that the company is on track with its launch plan. > > FireWire's release notes also show enhanced support for Intel's upcoming processor generations: Meteor Lake, Arrow Lake, and Lunar Lake. Lunar Lake, with its new microarchitecture, is expected to be released late in 2024 or early in 2025. The upcoming 14th-gen Raptor Lake refresh and Meteor Lake chips, both under the 14th-gen label and expected to launch later this year, will stick with Intel's current hybrid performance-efficiency core design. > > Arrow Lake, expected in 2024 and set to be built on TSMC's 3nm process node, has reportedly been dealing with delays. This is not unusual for TSMC, which manufactures the processor wafers for numerous tech giants including AMD, Nvidia, and Apple. With the 3nm node predicted to be highly popular, production schedules are likely to be tight. > > AMD's Zen 5 will also be utilizing TSMC's 3nm node, which could be a double-edged sword for the company. Intel secured a significant portion of 3nm production capacity in 2021, ostensibly for an Arc GPU and several server chips. If Intel substitutes Arrow Lake chips into this capacity, it is likely to have a larger stock of its chips at the launch of Arrow Lake compared to AMD's stock of 3nm Zen 5 chips. However, it appears that AMD placed orders for Zen 5 chips before Intel, which means Zen 5 chips may roll off the production line before Intel's Arrow Lake chips. Whether AMD's first-to-market advantage will result in a more successful launch, as seen with the previous Zen 4, remains to be seen.

    10

    cross-posted from: https://lemmy.ninja/post/139088

    > From Beneath Software has announced an exciting new project called Retchid, a fast-paced, atmospheric first-person shooter that seems set to satisfy fans of the third DOOM. The game, which has been closely followed since its announcement at Realm’s Deep 2020, is currently under development with the team working tirelessly to create an engaging and enjoyable gaming experience. > > The storyline of Retchid takes place on Titan, one of Saturn’s moons. The Terra Excavation Corporation (TEC), reminiscent of UAC from DOOM, has established a mining facility on Titan. The player's character is sent to resolve a communication issue, only to discover that the facility has been overrun with otherworldly creatures. > > [!](https://youtu.be/_bz0gOTOebE) > > The game's campaign will take players through over 20 levels split into three episodes. The environment recalls those of DOOM 3 and DOOM 2016’s facilities, as well as Half-Life’s Black Mesa. With its dark industrial and macabre themes, the TEC facility resonates with the atmosphere of the DOOM reboot. There might also be some similarities to Perilous Warp, although this is speculative. > > Retchid offers players more than 10 unique weapons, each with their distinct firing modes and upgrades. Players must deal with over 20 different types of enemies that can flank, take cover, and lunge at them. Furthermore, the game introduces a co-op mode, allowing you to experience the entire game with a friend. Alongside this, there will also be an arena-based deathmatch mode supporting up to four players, promising fast-paced gameplay. > > Impressively, Retchid seems to prioritize the essentials: robust weapons, an enjoyable dismemberment system, and high-quality audio work. It appears that the game is built around classic shooty action, eschewing complexities like puzzles or convoluted navigation. Anticipation is high for a demo to confirm these promising features. Retchid releases in 2024, with development updates available on From Beneath Software’s website, their Twitter (@FromBeneathSoft), and the official r/retchid subreddit. > > #Retchid #boomer_shooter

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    cross-posted from: https://lemmy.ninja/post/126969

    > Just now found an amazeballs Easter egg in quake enemy territory. I’m sure EVERYONE else knows, but in case you don’t… > > Read the “credits” on the right side. > > If you are interested in playing Quake Wars go here and download the client, the server, the 1.5 patch, and the serial key so that you have everything you need to play.

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    *Permanently Deleted*
  • “Active” is an adjective. You intentionally left out the active part (posts, comments). When you consider we’ve existed for less the month and have 45 posts in Boomer Shooter… That’s 1.5 posts per day, our first month in existence. That’s activity. That’s active. Your cynicism not withstanding Team Red has existed for almost two weeks.. It’s growing faster than any of the other communities on this board… Because “activity.” Really, if you understand activity and what it looks like and how it scales… We might believe you know what you’re talking about… Might.

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    *Permanently Deleted*
  • “Active” is a verb. You intentionally left out the verb part (posts, comments). When you consider we’ve existed for less the month and have 45 posts in Boomer Shooter… That’s 1.5 posts per day, out first month in existence. That’s activity. That’s active. Your cynicism not withstanding Team Red has existed for almost two weeks.. It’s growing faster than any of the other communities on this board… Because “activity.” Really, if you understand activity and what it looks like and how it scales… We might believe you know what you’re talking about… Might.

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    *Permanently Deleted*
  • This will help you find US based instances if that is what you are after.

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    *Permanently Deleted*
  • Pull up a list of Lemmy instances with 100% uptime. That’s not a big list. Look for a location in the U.S. you find an even smaller list. And if your monolingual and speak English bestest… well, then you’re in the realm of a vary small list indeed.

    lemmy.ninja is second on that list for size AND speed of growth. Plus, where else are you going to find communities that teach you how to use the Fediverse to your advantage? Drop by and subscribe to the boomer shooter community… We all know they did it right in lo-fi…

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    The next CPU and GPU architecture…
  • I’m providing a best guess on that. I may be wrong. Who knows maybe it’ll be “xtxt” or xt^2 pronounced “extasy.”

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  • cross-posted from: https://lemmy.ninja/post/119287

    > During a recent "Meet the Experts" webcast, AMD shared some key design aspects of its forthcoming Ryzen 8000 series processors for desktops, specifically targeting workstations and value servers. These AM5 socketed chips are set to blend the next-generation Zen 5 CPU architecture with an upgraded graphics architecture, labeled Navi 3.5. A roadmap for AM5, spanning from 2022, was shared during the webcast, highlighting the transition from the Ryzen 5000 series that combines Zen 3 and Vega graphics, to the current Ryzen 7000 series integrating Zen 4 CPU cores and Navi 3.0 graphics, and finally the AMD Ryzen 8000 series debuting in 2024, which will pack Zen 5 CPU cores and Navi 3.5 graphics. > > The Ryzen 8000 series chips provide those willing to hold out for another generation of upgrades or new PC builds with a concrete target to anticipate. The presentation slide also confirmed that the AM5 will continue into 2026, and at this pace, we could expect two more Ryzen desktop generations before the socket is replaced by a new one, possibly named AM6. > > Previous roadmaps for next-gen AMD Ryzen desktops hinted at the Ryzen 8000 series being codenamed 'Granite Ridge' (or 'Strix Point' for laptops), featuring up to 16 Zen 5 CPU cores across two CCDs. Also part of the SoC will be the Navi 3.5 GPU, speculated to be a die shrink of Navi 3 for enhanced clocks/efficiency but with largely the same features. An intriguing point from the slide suggests the current Ryzen 7000 series processors for AM5 use 'Navi 3.0' graphics, although chips released in 2023 utilize RNDA 2 (Navi 2.x) integrated GPUs. Whether a refresh is in the cards to align with the roadmap remains to be seen. > > RDNA 4, following the RDNA 3 GPU architecture that launched in 2023, represents the first preview of Radeon RX 8000-series gaming GPUs, codenamed 'Navi 4x'. While there aren't any specific details on the RX 8000 graphics cards, it's expected that the flagship RX 8900 XT will likely utilize a dual-node architecture using 3nm and 5nm processes. Rumors suggest that the Navi 4x family will exclusively employ the RDNA 4 architecture, and that the upcoming Navi 3x (RX 7000 series) may use a combination of RDNA 3 for high-end GPUs and a refreshed RDNA 2 for more budget-friendly options. > > AMD's new roadmap confirms the release of next-gen Ryzen 8000 CPUs featuring Zen 5 technology and an updated "Navi 3.5" graphics architecture next year. Speculations indicate that Navi 3.5 might enable integrated graphics with performance comparable to an Nvidia RTX 3070. Although AMD has previously mentioned Zen 5, this is the first official mention of Ryzen 8000 and the new Navi 3.5 graphics architecture. > > The official roadmap, however, doesn't delve into any details regarding Navi 3.5. But according to a recent Twitter post from serial leaker Kepler_L2, Navi 3.5 is essentially the RDNA 3 architecture with a few elements from RDNA 4. In particular, it's speculated to have revised shader ALUs with support for new FP32 instructions and enhancements to the geometry engine, but it won't incorporate new RDNA 4 scheduler and improved RT cores. The actual impact on performance from these updates remains uncertain.

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    cross-posted from: https://lemmy.ninja/post/119027

    > GZDoom is a powerful and versatile game engine derived from id Software's DOOM, a legendary first-person shooter (FPS) that revolutionized the gaming industry. This engine provides a modern platform for DOOM fans and game developers to create and play DOOM mods or total conversions, bringing in the capacity for enhanced visual details, advanced scripting, dynamic lighting, and many other improvements while still retaining the core DOOM gameplay mechanics. It has OpenGL support, which allows for a range of effects such as dynamic lighting and fog, reflective surfaces, and high-resolution textures, thereby offering significant graphical upgrades compared to the original DOOM engine. > > Furthermore, GZDoom supports many games beyond DOOM, including Heretic, Hexen, and Strife, as well as fan-made projects. It also has a vast range of features, including 3D floors, slopes, and extensive modding capabilities, all of which allow for significant enhancements to the gameplay experience and creative freedom for modders. This flexibility and power make GZDoom a preferred choice for many DOOM modders, allowing them to breathe new life into this classic game by creating complex and immersive mods that both pay tribute to and expand upon the original DOOM experience. > > [!](https://youtu.be/YRb6mJOpWhA) > > Id Software’s DOOM has inspired countless mods and standalone titles since its source code was released six years after the game’s debut. DOOM mapper Bridgeburner is leveraging this freedom to create a GZDoom engine-based total conversion game, The Age of Hell, which replaces all vanilla assets to provide a fresh yet familiar experience. Retaining the fast-paced action intrinsic to DOOM, The Age of Hell employs sprite-based enemies and weapons to maintain the classic 90s aesthetic, with voxels used for pickups. The game is set to be a massive total conversion with a heavy metal soundtrack and six extensive episodes featuring distinct environments including icy locales, marble crypts, nightmare realms, tech-centric zones, and gothic palaces. > > Each episode of The Age of Hell will present large, intricately designed environments with dynamic lighting and unique monsters, two bosses, and gameplay tailored to its demonic bestiary. New and familiar faces will populate the game, such as the nightmare fuel-infused Cacovore, the upgraded Cyber Lord, and the aggressive new demon, the Hasmodel. To battle these foes, the protagonist will be equipped with an arsenal of weapons redesigned with a holy theme and alternate fire modes to keep them relevant throughout the game. This includes an even more destructive BFG and a visually striking Super Shotgun. The game, rumored for a release by the end of 2023, will see the protagonist using these weapons and redesigned armors to take on Hell. > > [!](https://youtu.be/SLKzXd5KpAk) > > Lycanthorn II, a first-person shooter game inspired by the iconic Castlevania series, uses the GZDoom Engine to create an immersive gaming experience filled with color, adventure, and unique challenges. Players will follow the protagonist, Rain, through the lands of Morvania, using axes and blood magic to combat the pervasive evil. The game is characterized by vibrant, flowing colors and exploration-focused gameplay, inviting players to traverse caves, castles, and even the insides of a giant fish. Gameplay is driven by collecting keys, conquering accessible areas, and defeating bosses before moving to the next challenge, supplemented by the ability to recruit three unique party members, each offering different playstyles and exploration methods. > > Despite its short gameplay duration, Lycanthorn II leaves a strong impression with its amalgamation of first-person shooter and platforming elements, offering a fresh gaming experience with distinct influences yet maintaining its unique identity. Players can explore, battle diverse enemies, and recruit party members with different abilities, all within a captivating world vivid with color and detail. While there are minor inconveniences, like seemingly forced platforming and a day/night cycle that unleashes numerous enemies, these don't diminish the overall appeal of the game. Ultimately, Lycanthorn II succeeds in being a brief, yet passionately-crafted game that inspires a sense of loss and longing for more once the credits roll. > > [!](https://youtu.be/WToph2-kkvA) > > Relentless Frontier is a GZDoom project, crafted by Fission Ogre under the Hellforge Studios banner. This game is centered on using high-powered sci-fi weapons to decimate adorable creatures, spread across three episodes, and is in Early Access. The game storyline, set in 2482 AD, revolves around Noah Gansky, a scientist wrongfully convicted of murder and sentenced to life. However, en route to his prison, his vehicle crash-lands on a desolate planet, forcing him to combat colossal insects in a bid for survival. Each episode introduces new enemy factions, which interact intriguingly with those from previous episodes. > > The game features four unique weapons, including a melee weapon called the Omniaxe and a belt-fed 1D-gauge shotgun named the Peacekeeper, which is expected to easily and amusingly decimate enemies throughout the game. The enemies in Episode 1 are the Armilimax, a fascinating race of insectoids consisting of slug-like toes and gelatinous entities known as Elders. These Elders telepathically control the slugs, making them harmless once the Elders are destroyed. The game promises many such interesting quirks about the enemies, ratcheting up the excitement for future episodes. > > [!](https://youtu.be/1d3lCwFI07w) > > SharpShooter3D, a total conversion mod for GZDoom created by HeadHuntersGames, was among the almost 800 games removed from Steam when publisher Dagestan Technology was taken down for breaching the publisher code of conduct. Set in the fictional country of South Slovenko, the game features a heavy focus on melee combat and a narrative centered around civil unrest. Players navigate through diverse environments like clubs, bars, housing estates, rooftops, and even a sci-fi hellscape in a journey to take down the government. Missions in SharpShooter3D vary in length and quality but maintain a similar design, adding occasional unique twists to keep the gameplay engaging. > > SharpShooter3D distinguishes itself from most DOOM II total conversions with its emphasis on melee combat, featuring common weapons like beer bottles, box-cutters, hammers, and power drills. The game has a one-weapon carry limit which forces players to experiment with different weapons in a single playthrough. However, the melee-centric gameplay can be quite primitive and clunky at times, offering a rather unsavory visual experience despite its visceral impact. SharpShooter3D's depiction of an Eastern European slum is laudable, with grimy apartment blocks and littered streets setting a grim, immersive atmosphere. Despite minor drawbacks such as awkward vehicle sections and less intelligent enemy AI, the game’s unique, unpredictable elements make it worth exploring, particularly for those seeking an unconventional DOOM mod experience.

    6

    cross-posted from: https://lemmy.ninja/post/119027

    > GZDoom is a powerful and versatile game engine derived from id Software's DOOM, a legendary first-person shooter (FPS) that revolutionized the gaming industry. This engine provides a modern platform for DOOM fans and game developers to create and play DOOM mods or total conversions, bringing in the capacity for enhanced visual details, advanced scripting, dynamic lighting, and many other improvements while still retaining the core DOOM gameplay mechanics. It has OpenGL support, which allows for a range of effects such as dynamic lighting and fog, reflective surfaces, and high-resolution textures, thereby offering significant graphical upgrades compared to the original DOOM engine. > > Furthermore, GZDoom supports many games beyond DOOM, including Heretic, Hexen, and Strife, as well as fan-made projects. It also has a vast range of features, including 3D floors, slopes, and extensive modding capabilities, all of which allow for significant enhancements to the gameplay experience and creative freedom for modders. This flexibility and power make GZDoom a preferred choice for many DOOM modders, allowing them to breathe new life into this classic game by creating complex and immersive mods that both pay tribute to and expand upon the original DOOM experience. > > [!](https://youtu.be/YRb6mJOpWhA) > > Id Software’s DOOM has inspired countless mods and standalone titles since its source code was released six years after the game’s debut. DOOM mapper Bridgeburner is leveraging this freedom to create a GZDoom engine-based total conversion game, The Age of Hell, which replaces all vanilla assets to provide a fresh yet familiar experience. Retaining the fast-paced action intrinsic to DOOM, The Age of Hell employs sprite-based enemies and weapons to maintain the classic 90s aesthetic, with voxels used for pickups. The game is set to be a massive total conversion with a heavy metal soundtrack and six extensive episodes featuring distinct environments including icy locales, marble crypts, nightmare realms, tech-centric zones, and gothic palaces. > > Each episode of The Age of Hell will present large, intricately designed environments with dynamic lighting and unique monsters, two bosses, and gameplay tailored to its demonic bestiary. New and familiar faces will populate the game, such as the nightmare fuel-infused Cacovore, the upgraded Cyber Lord, and the aggressive new demon, the Hasmodel. To battle these foes, the protagonist will be equipped with an arsenal of weapons redesigned with a holy theme and alternate fire modes to keep them relevant throughout the game. This includes an even more destructive BFG and a visually striking Super Shotgun. The game, rumored for a release by the end of 2023, will see the protagonist using these weapons and redesigned armors to take on Hell. > > [!](https://youtu.be/SLKzXd5KpAk) > > Lycanthorn II, a first-person shooter game inspired by the iconic Castlevania series, uses the GZDoom Engine to create an immersive gaming experience filled with color, adventure, and unique challenges. Players will follow the protagonist, Rain, through the lands of Morvania, using axes and blood magic to combat the pervasive evil. The game is characterized by vibrant, flowing colors and exploration-focused gameplay, inviting players to traverse caves, castles, and even the insides of a giant fish. Gameplay is driven by collecting keys, conquering accessible areas, and defeating bosses before moving to the next challenge, supplemented by the ability to recruit three unique party members, each offering different playstyles and exploration methods. > > Despite its short gameplay duration, Lycanthorn II leaves a strong impression with its amalgamation of first-person shooter and platforming elements, offering a fresh gaming experience with distinct influences yet maintaining its unique identity. Players can explore, battle diverse enemies, and recruit party members with different abilities, all within a captivating world vivid with color and detail. While there are minor inconveniences, like seemingly forced platforming and a day/night cycle that unleashes numerous enemies, these don't diminish the overall appeal of the game. Ultimately, Lycanthorn II succeeds in being a brief, yet passionately-crafted game that inspires a sense of loss and longing for more once the credits roll. > > [!](https://youtu.be/WToph2-kkvA) > > Relentless Frontier is a GZDoom project, crafted by Fission Ogre under the Hellforge Studios banner. This game is centered on using high-powered sci-fi weapons to decimate adorable creatures, spread across three episodes, and is in Early Access. The game storyline, set in 2482 AD, revolves around Noah Gansky, a scientist wrongfully convicted of murder and sentenced to life. However, en route to his prison, his vehicle crash-lands on a desolate planet, forcing him to combat colossal insects in a bid for survival. Each episode introduces new enemy factions, which interact intriguingly with those from previous episodes. > > The game features four unique weapons, including a melee weapon called the Omniaxe and a belt-fed 1D-gauge shotgun named the Peacekeeper, which is expected to easily and amusingly decimate enemies throughout the game. The enemies in Episode 1 are the Armilimax, a fascinating race of insectoids consisting of slug-like toes and gelatinous entities known as Elders. These Elders telepathically control the slugs, making them harmless once the Elders are destroyed. The game promises many such interesting quirks about the enemies, ratcheting up the excitement for future episodes. > > [!](https://youtu.be/1d3lCwFI07w) > > SharpShooter3D, a total conversion mod for GZDoom created by HeadHuntersGames, was among the almost 800 games removed from Steam when publisher Dagestan Technology was taken down for breaching the publisher code of conduct. Set in the fictional country of South Slovenko, the game features a heavy focus on melee combat and a narrative centered around civil unrest. Players navigate through diverse environments like clubs, bars, housing estates, rooftops, and even a sci-fi hellscape in a journey to take down the government. Missions in SharpShooter3D vary in length and quality but maintain a similar design, adding occasional unique twists to keep the gameplay engaging. > > SharpShooter3D distinguishes itself from most DOOM II total conversions with its emphasis on melee combat, featuring common weapons like beer bottles, box-cutters, hammers, and power drills. The game has a one-weapon carry limit which forces players to experiment with different weapons in a single playthrough. However, the melee-centric gameplay can be quite primitive and clunky at times, offering a rather unsavory visual experience despite its visceral impact. SharpShooter3D's depiction of an Eastern European slum is laudable, with grimy apartment blocks and littered streets setting a grim, immersive atmosphere. Despite minor drawbacks such as awkward vehicle sections and less intelligent enemy AI, the game’s unique, unpredictable elements make it worth exploring, particularly for those seeking an unconventional DOOM mod experience.

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    Silly Saturday - Boober Shooter
  • Each one of the graphics in the article is linked to a demo of a boomer shooter with a female protagonist. I even mention a few in the article. I talk about female leads, and then apply them to boomer shooters. I didn’t think it would be that unusual…

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    The FORCE engine.
  • Nope, regret to inform you it was written by a human. Was this commented by an AI?

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  • cross-posted from: https://lemmy.ninja/post/113680

    > The 1995 Star Wars classic, "Dark Forces," has been granted a new lease of life, thanks to a thorough remastering from The Force Engine. The 1.0 build of this project, three years in the making, presents an array of enhancements, from high-definition resolutions and modern control schemes to improved performance. The masterminds behind this reinvigoration are developers luciusDXL, winterheart, and gilmorem560. "Dark Forces" enthusiasts can now dive back into the game's memorable levels and expansive user modifications using this updated engine. > > The driving ambition for The Force Engine was to replace the need for DosBox and the original game executable, which was met with the release of version 1.0. The improvements go beyond aesthetic upgrades. Troublesome bugs like freezing on ice or missile malfunctions have been addressed, along with setup-related DosBox issues. This new engine offers modern conveniences and a more seamless gaming experience while preserving the original 320x200 fixed-point renderer for players yearning for a dose of nostalgia. > > ! > > The Force Engine also brings a host of new features to Star Wars: Dark Forces. From mod support and high-resolution widescreen visuals to improved AI and a revamped save system, these enhancements bring Dark Forces up to par with modern gaming expectations. Notably, the engine offers an extensive range of customizable quality-of-life improvements, including optional mouselook, aiming reticle, autorun, and more. > > "Dark Forces," which made its mark as the first Star Wars FPS and the precursor to the Jedi Knight series, has received the ZDoom treatment with the new Force Engine. The game, often compared to the "Doom Clone" era of first-person shooters, shines in its Star Wars-themed presentation. While its successors in the Jedi Knight series have overshadowed it, Dark Forces' renovation brings its immersive Star Wars atmosphere, engaging storyline, and unique weapon arsenal back to the limelight. > > ! > > The Force Engine has revolutionized Dark Forces for modern players. The installation process, including mod implementation, is designed to be simple and quick. While the game itself is not freely available and must be procured separately, the ease of use offered by the Force Engine promises a world of revitalized FPS levels. Along with the plans to extend support for Outlaws in the project's 2.0 update, the future of The Force Engine is promising, helping to bring the classics of yesteryears to the gamers of today. >

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    Silly Saturday - Boober Shooter
  • We whole heartedly support blasphemy!

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  • cross-posted from: https://lemmy.ninja/post/113413

    > EDIT: What happens when you click on the images? > > The gaming industry, traditionally dominated by male protagonists, has been experiencing a steady shift in recent years, most notably within the realm of retro first-person shooters (FPS). Recognizing the need for diversity and representation, game developers have started to incorporate female protagonists more prominently. This trend not only fosters inclusivity but also provides fresh narratives and perspectives, thereby enhancing the overall gaming experience. > > [!](https://youtu.be/K37l3-La-Go) > > Historically, video games, especially the FPS genre, were heavily saturated with male lead characters. Titles like "Doom," "Wolfenstein," and "Quake" from the retro era were monumental in shaping the genre, but they all featured male heroes. However, as gaming audiences diversified and demanded more representation, the industry began to respond. Female characters started appearing in important roles, with notable examples like Samus Aran from "Metroid" and Jill Valentine from "Resident Evil." This marked a significant shift in the narrative and character dynamics of video games. > > [!](https://youtu.be/ipJaezT_Z60) > > Introducing female protagonists into retro FPS games has resulted in richer storytelling and nuanced characters. These games have not only presented women as strong and capable characters but have also delved into their complex personalities and backgrounds, adding depth to the narrative. Moreover, female-led FPS games often incorporate unique mechanics and gameplay styles, offering a fresh take on a well-established genre. This change has been instrumental in creating more diverse and inclusive gaming experiences, which resonate with a broader audience. > > [!](https://youtu.be/ECS1fBJMgpQ) > > Games such as "Perfect Dark," with its lead character Joanna Dark, and "Metroid Prime," featuring Samus Aran, serve as early examples of female-led retro FPS. More recent titles like "Selaco" and "Phantom Fury" showcase compelling female protagonists with complex personalities and dynamic skill sets. Additionally, indie game developers are further pushing this trend, creating other retro-inspired FPS games with female leads, contributing to a more diverse and representative gaming landscape. > > [!](https://youtu.be/IH08xxZuH-o) > > As the gaming industry continues to evolve, the presence of female protagonists in retro FPS games is a welcome development. It not only offers a fresh perspective in a historically male-dominated genre but also paves the way for more diverse and inclusive narratives. As we move forward, it is essential to continue this trend of representation, breaking down barriers and creating games that appeal to all players, regardless of their gender.

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    cross-posted from: https://lemmy.ninja/post/113401

    > With a relentless speed that harks back to Devil Daggers, Hellscreen's heart-thumping pace is a hallmark of its design. Developer Jamie Degen has masterfully crafted a world where death serves as an upgrade, leaving players to face a fiery onslaught of flaming skulls and eldritch horrors. The game's idiosyncratic aesthetic, a dramatic interplay of cyan and red, lends a surreal quality to the eerie maps and comic-book-style gunfire, recalling the disturbing artistry of H.R. Giger. With each inevitable death, players return stronger, ready to brave the uncanny labyrinth that unfurls beneath a blood-red sky. > > The game’s first-person perspective is enhanced by an intriguing feature—a rear-view mirror. This novel addition, uncommon in first-person games, elevates the need for environmental awareness. It’s not merely about charging ahead; players must constantly swivel between what lies ahead and the threats creeping up from behind. > > [!](https://youtu.be/k1YzZj3D5F8) > > Surprisingly, the mirror offers more than just improved situational awareness. Right-clicking allows players to fire backwards, with a small gun and reticle appearing in the mirror view. The game rewards players who master this feature, offering double damage when moving and firing forwards, and quadruple damage when progressing forwards and shooting backwards. Navigating this three-dimensional battlefield feels akin to grappling with a groundbreaking realm of movement. This unique mechanic adds a satisfying layer to the game, calling for well-timed, precision mirror shots. > > Over several years of development, Hellscreen has evolved from its initial Kickstarter campaign into a standout shooter. The narrative immerses players into a universe of ancient gods, an afterlife machine, and creatures artificially crafted as part of the mechanism. As one of the machine’s errors, you are thrust into the Hellscreen dimension, caught in a cycle of death and resurrection. It's up to you to destroy this malfunctioning machine, restore the natural order, and perhaps then find everlasting rest.

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    cross-posted from: https://lemmy.ninja/post/113401

    > With a relentless speed that harks back to Devil Daggers, Hellscreen's heart-thumping pace is a hallmark of its design. Developer Jamie Degen has masterfully crafted a world where death serves as an upgrade, leaving players to face a fiery onslaught of flaming skulls and eldritch horrors. The game's idiosyncratic aesthetic, a dramatic interplay of cyan and red, lends a surreal quality to the eerie maps and comic-book-style gunfire, recalling the disturbing artistry of H.R. Giger. With each inevitable death, players return stronger, ready to brave the uncanny labyrinth that unfurls beneath a blood-red sky. > > The game’s first-person perspective is enhanced by an intriguing feature—a rear-view mirror. This novel addition, uncommon in first-person games, elevates the need for environmental awareness. It’s not merely about charging ahead; players must constantly swivel between what lies ahead and the threats creeping up from behind. > > [!](https://youtu.be/k1YzZj3D5F8) > > Surprisingly, the mirror offers more than just improved situational awareness. Right-clicking allows players to fire backwards, with a small gun and reticle appearing in the mirror view. The game rewards players who master this feature, offering double damage when moving and firing forwards, and quadruple damage when progressing forwards and shooting backwards. Navigating this three-dimensional battlefield feels akin to grappling with a groundbreaking realm of movement. This unique mechanic adds a satisfying layer to the game, calling for well-timed, precision mirror shots. > > Over several years of development, Hellscreen has evolved from its initial Kickstarter campaign into a standout shooter. The narrative immerses players into a universe of ancient gods, an afterlife machine, and creatures artificially crafted as part of the mechanism. As one of the machine’s errors, you are thrust into the Hellscreen dimension, caught in a cycle of death and resurrection. It's up to you to destroy this malfunctioning machine, restore the natural order, and perhaps then find everlasting rest.

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    Six months, six releases of boomer shooters…
  • What is up with your poorly written post?

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  • cross-posted from: https://lemmy.ninja/post/90587

    > Imagine being able to play four new Quake episodes. > > What the Dwell? > > Dwell, an ambitious project for Quake, is a four-episode mega map pack put together by a team of over ten members who share a deep love for Quake. Despite currently being incomplete, with only two of its four episodes released, the project has drawn attention due to its intricately designed maps and attention to detail. The single available episode, set in an Egyptian-themed landscape, presents an impressive array of challenges and design masterclass. The team behind Dwell has poured meticulous care into creating the textures and models necessary for the thematic swap, evident from the moment players encounter the structures and enemies. > > The initial experience of Dwell, starting from a difficulty-selection map and leading to a ruined laboratory, might come off as underwhelming. Players might be initially put off by the large team size, the unfinished state of the mod, and the first level seeming like a slow-paced reiteration of previous Quake levels. However, the game quickly disrupts these expectations by offering challenging encounters, like facing a shambler at the exit gate armed with minimal weapons, which forces players to show their mastery of the game's mechanics. > > ! > > One of the key principles of Dwell is that it expects players to perform well, as it's a mod released two decades after the original game. The game's difficulty increases consistently but satisfyingly, and just when players think they need a change of pace, they are often offered a reprieve or a new weapon. The following levels are impressively designed with well-rendered textures and creative map design, offering a captivating experience. The game's visuals and set pieces continuously evolve, transitioning from sunny sands to gore-drenched depths, and then into vast blackness filled with sacrifice chambers and Chthonic rituals. > > A common concern is whether Dwell might end with a whimper rather than a bang, as many Quake mods do, given their lack of big final boss-type enemies. However, Dwell promises that every episode of the pack will feature its unique end boss to fight against. The first boss in Dwell, known as "The Warden," is a formidable adversary, requiring players to have a complete understanding of Quake's mechanics. This boss challenges players with deadly projectiles and a horde of foes to beat before they can face him. > > Dwell serves as a beacon demonstrating that as long as a game has a thriving community, it's never truly dead. Even though the Quake series hasn't seen a main series release since 2005, the community's efforts, exemplified by projects like Dwell, keep it alive. If the current work by the Dwell team is any indication of what's to come, fans of the series have much to look forward to. > > #Quake #episodes #boomer_shooter > >

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    aecmag.com AMD Radeon Pro W7900 and W7800 workstation GPUs launch

    AMD Radeon Pro W7900 and W7800 pro workstation GPUs launch. AMD takes the fight to Nvidia RTX 6000 Ada Generation on price / performance

    cross-posted from: https://lemmy.ninja/post/78911

    > AMD has unveiled two workstation GPUs, the Radeon Pro W7900 and Radeon Pro W7800, based on the advanced RDNA 3 architecture. These high-performance GPUs, designed for workflows such as visualization, real-time 3D, ray trace rendering, and more, are equipped with unified RDNA 3 compute units, dual-issue stream processors, AI accelerators, and second-generation ray tracing accelerators. According to AMD, RDNA 3 delivers up to a 50% increase in raytracing performance per compute unit compared to the previous generation. > > The Radeon Pro W7900 is a triple (2.5) slot GPU, packing 48 GB of GDDR6 memory and 61 TFLOPs of peak single precision performance with a total board power of 295W, priced at $3,999. On the other hand, the Radeon Pro W7800 is a dual slot GPU, featuring 32 GB of GDDR6 memory and 45 TFLOPs of peak single precision performance with a total board power of 260W, available for $2,499. > > Both GPUs are engineered to rival Nvidia's RTX 6000 Ada Generation (48 GB). While AMD's Radeon Pro W7900 outperforms Nvidia's flagship pro GPU in certain benchmarks, AMD emphasizes the competitive price-performance ratio of both GPUs. For instance, in the SPECviewperf 2020 GeoMean benchmark, AMD claims the Radeon Pro W7900 comes within 7% of the Nvidia RTX A6000 Ada Generation's performance, but at less than half the cost ($3,999 vs $8,615), delivering more than double the price-performance. > > The newly launched GPUs also feature support for DisplayPort 2.1, a significant upgrade from the previous generation that allows for increased refresh rate, pixel resolution, and color bit-depth. This ensures these GPUs are future-proofed for next-gen displays. Both the Radeon Pro W7800 and W7900 offer three DisplayPort 2.1 and one Mini DisplayPort 2.1 connectors, contrasting with the previous Radeon Pro W6800's six Mini DisplayPort 1.4 connectors. > > The Radeon Pro W7900, with its 48 GB memory, offers a 50% increase from its predecessor, the Radeon Pro W6800, matching the Nvidia RTX 6000 Ada's memory capacity. As workflows become increasingly complex, larger memory capacity is crucial for handling high-polygon datasets and multitasking. Both GPUs are expected to be available in Q2 2023, with OEM and SI system availability expected in 2H 2023. > > #AMD #GPU #red_team >

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    aecmag.com AMD Radeon Pro W7900 and W7800 workstation GPUs launch

    AMD Radeon Pro W7900 and W7800 pro workstation GPUs launch. AMD takes the fight to Nvidia RTX 6000 Ada Generation on price / performance

    cross-posted from: https://lemmy.ninja/post/78911

    > AMD has unveiled two workstation GPUs, the Radeon Pro W7900 and Radeon Pro W7800, based on the advanced RDNA 3 architecture. These high-performance GPUs, designed for workflows such as visualization, real-time 3D, ray trace rendering, and more, are equipped with unified RDNA 3 compute units, dual-issue stream processors, AI accelerators, and second-generation ray tracing accelerators. According to AMD, RDNA 3 delivers up to a 50% increase in raytracing performance per compute unit compared to the previous generation. > > The Radeon Pro W7900 is a triple (2.5) slot GPU, packing 48 GB of GDDR6 memory and 61 TFLOPs of peak single precision performance with a total board power of 295W, priced at $3,999. On the other hand, the Radeon Pro W7800 is a dual slot GPU, featuring 32 GB of GDDR6 memory and 45 TFLOPs of peak single precision performance with a total board power of 260W, available for $2,499. > > Both GPUs are engineered to rival Nvidia's RTX 6000 Ada Generation (48 GB). While AMD's Radeon Pro W7900 outperforms Nvidia's flagship pro GPU in certain benchmarks, AMD emphasizes the competitive price-performance ratio of both GPUs. For instance, in the SPECviewperf 2020 GeoMean benchmark, AMD claims the Radeon Pro W7900 comes within 7% of the Nvidia RTX A6000 Ada Generation's performance, but at less than half the cost ($3,999 vs $8,615), delivering more than double the price-performance. > > The newly launched GPUs also feature support for DisplayPort 2.1, a significant upgrade from the previous generation that allows for increased refresh rate, pixel resolution, and color bit-depth. This ensures these GPUs are future-proofed for next-gen displays. Both the Radeon Pro W7800 and W7900 offer three DisplayPort 2.1 and one Mini DisplayPort 2.1 connectors, contrasting with the previous Radeon Pro W6800's six Mini DisplayPort 1.4 connectors. > > The Radeon Pro W7900, with its 48 GB memory, offers a 50% increase from its predecessor, the Radeon Pro W6800, matching the Nvidia RTX 6000 Ada's memory capacity. As workflows become increasingly complex, larger memory capacity is crucial for handling high-polygon datasets and multitasking. Both GPUs are expected to be available in Q2 2023, with OEM and SI system availability expected in 2H 2023. > > #AMD #GPU #red_team >

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    cross-posted from: https://lemmy.ninja/post/77917

    > Many of you have talked about playing WarHammer 40K Boltgun. If you wouldn’t mind putting your opinion in a post below, I’d appreciate it. This way we have one running thread with all rants and raves in one place. Since I’ve already posted my opinion in long form I’ll assume that counts for me. What do you think now that you’ve had some time with it?

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    cross-posted from: https://lemmy.ninja/post/55317

    > [!](https://youtu.be/jFAFzl_Tr7s) > > Metal: Hellsinger arrives on the main stage with a rhythm-based rampage through the fiery depths of Hell, melding Doom and heavy metal music. Despite the enjoyable heathen-seeking headshots and headbanging that accompanies the game, the short duration of roughly four hours and its limited features and content are a letdown. It features a sparse story narrated by voice actor Troy Baker, portraying our character, The Unknown, seeking vengeance through eight levels of Hell. The underworld imagery is quite striking but the narration often lacks a lighter, comedic tone to counterbalance the serious stretches of demon decimation. > > The game's soundtrack includes a blend of styles from infectiously melodic anthems to higher-intensity modern metal tracks. However, those longing for old-school classic metal or early '80s thrash might be left disappointed. Yet, standout vocal performances from contemporary metal maestros, such as Trivium’s Matt Heafy and Serj Tankian from System of a Down, add a compelling dimension to the game. Unlike Doom, "Metal: Hellsinger’s" bone-crushing musical accompaniments serve as your conductor in this symphony of destruction, where timing your attacks with the double-kicked drum beats increases your Fury multiplier, adding an exhilarating crescendo to the carnage. > > ! > > The game's enemy waves are strategically staggered throughout each level to maintain your momentum. A mix of weak grunts and powerful monsters with abilities that can upset your rhythm present a challenge that keeps you on your toes. However, the weapons arsenal leaves a lot to be desired. It is not as extensive as its enemy types and lacks upgrades or modifications. The arsenal includes a default sword for melee attacks, a skull that fires underpowered projectiles, a primary and secondary weapon from a limited range of just four options: a shotgun, dual-wielded six-shooters, an explosive crossbow, and a pair of boomerang-like blades. > > Metal: Hellsinger offers additional challenges called Torments upon conquering each of the eight Hells. These optional arena fights come with devilish twists, shaking things up and encouraging adaptation of your combat strategy. Completing them earns you sigils that can be equipped in the main levels. They provide valuable buffs, crucial for those serious about scaling the game's high score leaderboards. However, they do not particularly change how you play the game and are not required to beat the campaign. > > Although striving for high score supremacy can incentivize replaying the game, the linear, structurally similar environments and lack of secrets or collectibles limit the replay value. Aside from the final boss, end level bosses are just slight variations of the same winged demon design, making the encounters increasingly stale with each subsequent appearance. Although Metal: Hellsinger is a rhythmic riff on the metal-propelled mayhem of modern Doom, it falls short in providing a meaty first-person shooter campaign, lacking variety in weapons and boss fights, and missing other major modes or multiplayer, making it feel slim when compared to similarly priced games. Nevertheless, it serves as a stirring tribute in the demon-slaying shoot 'em up genre.

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    cross-posted from: https://lemmy.ninja/post/61446

    > A new patch just dropped for Warhammer 40,000: Boltgun. It targets PS4, PS5, Xbox Series X|S, Xbox One and PC, and brings a slew of quality of life fixes, bug fixes, and more! > > Do you like cheat codes? With this patch you can use them to unlock all weapons and/or give yourself infinite ammo! > > Of particular interest to Steam Deck owners is that this patch fixes cutscene playback on the Steam Deck. According to the developers, this means that the game is now fully compatible with that platform. > > You can check out the details of the patch here. And remember, Boltgun is still 20% off as part of the Steam Summer Sale.

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