Soma is far far more than a horror game. The horror aspects are secondary to the transhumanist questions it raised every hour you were playing it.
Unepic wasn’t bad, but doesn’t hold a candle to Terraria. It’s still my favorite sandbox game.
The fact that this headline has to call out the studio that made a 30-year-old game speaks volumes as to why they have to lay people off.
It’s been especially bad over the last year. WB is in freefall at this point.
It seems it would be pretty easy to blame this on David Zaslav, but the games department specifically has been fucking up like never before: Mortal Kombat, Multiversus, Gollum, Kill the Justice League. Just name a WB game that came out, and it’s been an abysmal failure, with similar games from other studios doing much much better.
I second Disco Elysium’s voice acting and also all of Supergiant Games catalogue, especially Bastion, Transistor, and Hades. Portal 2 is the most hilarious video game of all time, and a major part of that is its voice acting.
The Stanley Parable, Borderlands 1/2, Prey, System Shock 1/2, the Bioshock series, SOMA, the new Doom games, Path of Exile, all elevated by their voice acting.
Especially from places like RPS and Kotaku.
Fable already came out, and it was a pretty mid game. Why are we doing this again?
Huh? For £70 I’m getting
Based on what? You don’t actually know until it gets released. Sure, past history and reputation are certainly things to factor in, but we’ve seen plenty of major gaming companies shit the bed, despite their reputations.
Wait until it launches and the reviews come in.
Release timing is always a critical thing to think about, whether you’re talking about games, movies, TV series, or toys.
The portal gun doesn’t really fit in a Half-Life game. The mechanics of the gun almost demand an enclosed space, with flat surfaces and puzzles that require the player to understand that they’re solving a puzzle. The portal gun would break the outside world too easily, as players figure out how to just zoom past everything, and not follow the linear path that FPSs like Half-Life guide towards. Testing surfaces for game breaks and boundary checks would be a QA nightmare. It doesn’t kill enemies in any useful way, which is the primary function of a FPS weapon.
It is a puzzle gun, in a puzzle game. And that’s okay.
If it’s been rooted, why can’t it just go all the way? There has to be a layer where the read-only hardware has to talk to critical read-write files.
Maybe don’t launch live service shooters? They are a dime a dozen.
Is “my homie” the new “some people say”?
This is also a really good game on phone. Easy to pick up, very good UI for mobile, and you can pause at any time.
For people who pirate HBO service products, no changes, your lifetime subscription to piracy is still valid.
Damn right it is.
I think the only hard part is trying to figure out what you need to do next, which a walkthrough can help with, if you’re stuck. The combat and puzzles are challenging, but it wasn’t overly difficult, IMO.
I was hoping this, too. I know the SS1 Remake had a long history of scope creep, so maybe they didn’t have the appetite to tackle the same thing with SS2.
But, even if they took what they had with the SS1 engine and build the same thing with SS2, it would have been much much better, and not take nearly as long as the SS1 remake. They already have most of the assets and interfaces built.
Look up Soma Transmissions. There was also a bunch of short stories about the game. The one about climbing the big orbital gun to the top really stuck with me.
And there was more characters than just the scary proxy things.