#AI-Enhanced Gameplay
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convergeai · 8 months ago
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AI Unleashed: Shaping the Future of Gaming Today
Artificial Intelligence (AI) is reshaping the gaming industry, offering unprecedented opportunities for innovation in game development and enhancing player experiences. Its application ranges from creating intelligent non-player characters (NPCs) to generating endless virtual worlds, marking a new era in gaming. Evolution of AI in Gaming From the rudimentary AI of arcade games to the complex…
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shibarulata · 10 months ago
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Trying out Krea.ai on some in-game screenies I took before and they are hot hot hot!!
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toskarin · 3 months ago
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what warband mods would you rec? I only ever played vanilla warband years ago and that was probably on fairly low AI settings, but I'm definitely intrigued by getting the full feudal clusterfuck experience as well as indulging in some nostalgia.
there's a few qualifications to these, because I usually like them for different reasons and I have something wrong with me, but...
< ! PREEMPTIVE WARNING ! > you should be running modules in Warband Script Extender even if they don't say they need it! people have historically been really bad about clarifying when it's expected
Bannerpage - vanilla for people who want More of it, and then more after that. it reminds me of a spiritual successor to Floris Modpack. an enormous expansion that's also a bit of a tongue in cheek what-if for "Bannerlord, except as continued development of Warband" with increasing complexity. this one will probably spoil you a bit on other modules just because of how many little enhancements it pulls on the native systems lol
Prophesy of Pendor - the premier feudal fantasy rpg experience. this one is brutally difficult and throws some battles at you with genuinely bewildering enemy force sizes. I'd feel fairly confident in calling this the most difficult of the major total conversion modules that maintain core M&B gameplay
Touhou Gensokyo Warfare~the Castiron Flame - this is straight up glorious kusoge and I love it dearly. it often breaks so severely due to its own design decisions that it creates a unique high-skill gameplay expectation that exists in literally no other mods, but also it can't really be called "core" M&B gameplay anymore. this module actually consists of three chinese mods (Touhou Tinder, Touhou Origin, and Touhou Beat), one of which is derived from a fork that was extended by /jp/, another which was just translated by /jp/ (a shoddy translation but not distinctly a 4chan translation, if that's a concern), all of which were merged into one mod and managed by a passionate and cool chinese mod team. none of this comes to a consistent artistic vision. every single character looks like kigurumi cosplay and they all look like they're from different manufacturers. this is my favourite module. I could play it for years.
Perisno - a strange bird of a module that I don't see mentioned much anymore. a shame, honestly, because it's quite fun if you like higher fantasy settings. a bit overconfident with its own setting lore at times, but that really just makes it more authentic as a high fantasy setting, doesn't it? anyway they funnelled the mod development efforts away to a standalone game in the setting because of that, and I wish them well, but you know how it goes with that sort of thing
Gekokujo Daimyo Edition - a modification of an older warband module that was originally a touhou hijack that was originally a mod for the non-Warband game made by japanese players annoyed that nobody in the western playerbase was making mods with a japanese setting. it's buggy, it's incomplete, it will explode at you randomly, but it's still pretty neat. there's really no other mod out there that gives you such a thorough "I HATE THE TANEGASHIMA I HATE THE TANEGASHIMA" experience. Sengoku Era, a successor mod, will probably replace it on recommendation lists when it eventually releases.
Warsword Conquest - this is the Warhammer Fantasy mod. it has all the problems you'd expect from that. that being said, the sheer level of detail in this mod makes it more than worth dropping in to check it out. some of the environments are gorgeous enough to make Warband feel like an entirely different game, and with a surprising variety of firearms, the average campaign ends up being a pretty wild ride
Brytenwalda - I'm not recommending Brytenwalda as an experience, because it's actually not that good a very interesting moment in M&B modding history. Brytenwalda is the birthplace of a lot of mod tropes that became standard in mods going forward, namely most culture-related systems and the modern standard for module graphics. it also introduced tripping and represents the moment people started making really annoying attempts at jury-rigging balance into the game before Warband Script Extender came around and actually allowed them to modify the lower systems of the game. still kinda neat if you like historical settings, and definitely foundational enough to warrant a look
Last Days of the Third Age - infamously hard-headed in a way that only a mod for a feudal warfare simulator rpg made by Tolkien nerds who insist on book>movie aesthetics could pull off, this isn't really core M&B gameplay and is very rigid, but it's another case of something being so detailed and passionate that it's a fun experience anyway.
Solid and Shade - this is actually the best hardcore survival horror experience made for Warband, which is a bit like saying that Harvester is the best FMV game ever made about waking up in a town named Harvest. the Harvester comparison is more than surface level. the writing often feels like Harvester. this is one of the only modules (hell, one of the only games even!) I've ever seen that successfully pulls off the concept of corrupting players with the promise of immortality. it's a horror mystery where every single character creation option affects your longterm gameplay... but to provide a fair warning, reading the developer's commentary on this mod will sour you on it. the developer is an edgelord who just kinda kitchen-sinked horror elements in a way that reminds me a lot of Revolution of Terror (the old Well of Souls mod). the compelling esoterica and atmosphere seem to have been achieved largely on accident
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mahercbeaucoup · 10 months ago
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TTRPG Design Lessons from Wildermyth
I've recently been spending a good deal of time thinking about solo RPGs and playing Rangers of Shadow Deep, a solo miniature game. My brain has been buzzing with ideas for solo game design, but I wanted to extend my research into video games, and so I found myself playing Wildermyth. This game has been on my radar for years, but I finally took the time to sit down with it. I enjoyed the game's first campaign, and I came away with some lessons for solo TTRPG design.
Procedural Stories
As your party of heroes wanders the world of Wildermyth, the player is treated to vignettes of the characters' encounters with their environment. These little stories build much of the player's connection to their band of heroes, especially the ones who join later and appear less often in the main plot.
Coming from the OSR world, a natural comparison arises to random encounters, especially during overland exploration. But whereas OSR encounters can follow any structure (and it is not uncommon for them to merely provide a moment of flavor), the Wildermyth vignettes always result in a meaningful change to the game state (as far as I can tell). A character may gain a new item, or change in some unexpected way, and the player will have a choice to make. Because a vignette always results in some sort of change, the game has a continuous feel of forward momentum.
In solo games, I struggle with developing side characters (or characterization at all, if the game is primarily skirmish-based). Looking at Wildermyth's approach, I can see the potential for a spark table to take one or two characters and create a little side-adventure for them, giving them a little color and differentiating them from the others.
Overworld Map
Wildermyth's map is broken down into regions, and each type of region contributes a different gameplay option. Some areas may have ruins you can reclaim, giving you increased resources or "Legacy Points" (a type of special currency), that you can use to grow and enhance your party. Some areas might allow you to build a bridge across a river, or tunnel through a mountain pass, into an adjacent territory. Villages provide recruitment opportunities, and new areas need to be scouted.
Crucially, every action requires time to complete, and the world is always moving on. Timers count down to the next bad event, armies march across the map and destroy settlements, and the deck of potential enemies is always growing stronger. Even when you acquire enough party members to split them up over multiple locations, it always feels like there is never enough time to get to everything you want to.
This system is simple, but it adds rich, opportunities for gameplay. I would love to experiment with this kind of campaign layer in an otherwise more traditional skirmish game. By adding simple concrete benefits to the control of a region, a huge amount of gameplay naturally emerges, even before diving deep into other sorts of quest hooks that will develop.
Enemy Behavior
When it comes to the tactical battles, the enemy AI seems to be very simplistic (as it is in most games of this type, and video games in general). But this isn't a knock against the battles, because the game's designers clearly understand that you can compensate for AI with varied enemies and scenario design.
I could very much picture running these enemies manually, each one operating by a different tactic that is simple enough to execute manually, while also appearing in enough unique combinations and situations to the player on their toes. One enemy might always charge to the farthest character it can reach, while another might draw characters toward it. These are just a few examples from Wildermyth, but they demonstrate how a few simple enemies can drastically change the tactical situation.
Interfusion
The mage class in Wildermyth has "Interfusion" as its primary ability. This lets the character manipulate the scatter terrain in the environment, with different types of terrain offering different tactical benefits.
I haven't seen this kind of approach to magic before, and I think it has good potential on the tabletop.
Putting it all together
After playing Wildermyth, I have a clearer picture of the game that is brewing in my mind: a cross between a skirmish game and an RPG (hardly a new idea), focused on a war band securing an area, and reacting to dynamic threats with varied enemies and approaches to AI. It's the smallest of seeds, but I have a vision for what it can grow into.
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fallout-lou-begas · 5 months ago
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I have not tried to play modded new vegas since back during nexus mod manager. I used a computer running windows 7 until like, october of last year (my office still uses MS dos, win95, win98, xp and others for the ancient machines and writing reports, so my frame of refrence is fucked). Anyway, I used project nevada. I'm learning now that people dislike it these days? Im sure it's not being updated anymore, but could you explain what the problem with it is? I'm not interested in defending it, it's just that I have emerged from under a rock. Also, are there any equivalent mods that add the sort of "realistic" feeling where combat is harder and damage seems more meaningful (and also the first person goggles and shit)? I've been trapped in a bunker since like 2016
Project Nevada was really popular back in the day, but is considered very outdated and quite bloated by current modding standards and is the culprit behind a lot of performance issues. It gets an especial amount of flak because if you go to the New Vegas Nexus and sort by "Most Endorsed" or "Most Downloaded" of all time, it'll get recommended right at the top even though basically all of its features (sprinting, rebalance, loot scarcity, etc.) have been implemented by more lightweight, cleaner mods today.
Also, yes, absolutely.
NPCs Use Ammo
Simple AI Merge
Combat Enhancer Updated (NVSE)
Sweet Dynamic Detection System
Tactical Gameplay Modifications (highly recommended as an all-in-one damage overhaul for much more lethal, high-stakes combat that affects both the player and NPCs: my favorite aspect of it is that limbs take much more of the brunt of weapon damage, meaning that getting shot in the leg won't deal much HP damage, but your leg can be broken much more easily, enhancing the importance of aim and cover)
More Attentive NPCs and Creatures
Physics Based Ballistics (Bullet Drop)
General Animations: Realistic Movement and Dramatic Inertia
Combat Animations: Awesome Crippling Effects, Fetal Position Skeleton, Dramatic Staggering, and Better Stand-Up
Martialize: Unarmed Combat Maneuvers for NPCs
B42 Melee Bash
I've got detailed explanations of some of my favorite mods here, and my full mod list here. If you're looking to get back into modding New Vegas in 2024, check out the Viva New Vegas modding guide.
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retronator · 1 year ago
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I never played Karateka in the 80s, but as a big fan of Prince of Persia and Jordan Mechner's journals, I was stoked to hear that an interactive documentary about Jordan's prototypical cinematic platformer was in the works by Digital Eclipse.
Released this week, The Making of Karateka on the surface looks like any other game you buy through Steam ($20, Windows-only), GOG, or whichever favorite store or console you prefer (available also for Xbox, PS4/5, Switch). Once the thing loads though, you really get 3 things: a documentary, the original Karateka, and a new remaster.
The documentary part is an audio-visual slideshow retelling Jordan's development story starting with his teenage years pitching his earlier title Deathbounce to the publishing house Brøderbund. It's an interesting look into the iterative process, seen through correspondence letters, journal entries, and many playable builds at various stages of completion. After we reach the eventual rejection of that title, Jordan comes back with a prototype of a visual-narrative experience unseen on home computers. We get to follow Karateka's full life cycle from pre- to post-production, ending with the conception of its sequel (which eventually turned into Prince of Persia). It's a real treasure trove! Fellow pixel artists will appreciate the many graph-paper sketches and interactive overlays of final game sprites compared to rotoscoped outlines and filmed footage. There are also video segments, from a comprehensive breakdown of the music to interviews with other developers reflecting on the impact Jordan's games had on their careers. You'll even encounter a fan letter signed by the one and only "John Romero, Disciple of the Great Jordan and worshipper of the Magnificent Mechner!" (I kid you not, you can't make this stuff up).
Perhaps just as crucial for an interactive documentary like this, you can launch any of the floppy disks in the emulator, trying out various iterations and ports of Karateka.
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The emulation is fantastic and lets you fiddle with display settings (monochrome or color display, scanlines, pixel perfect or zoomed) as well as enhance the frame rate. You can even rewind the many deaths you will face if you've never played the game before (like me). If you spend some more time obsessing over the weird artifacts of the Apple II hi-res graphics, you might even go down the rabbit hole of realizing that on the Apple II you didn't really paint colors as much as you used different monochrome dithering patterns that the graphics display would then turn into 4 different hues. A fascinating learning experience if you include some of your own research online!
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Add to this the Commodore 64 and the Atari 8-bit versions to compare how the graphics got adapted across the earlier ports and you have a nice way to relieve the mid-80s with a bit of help from modern emulation (I did beat the C64 version without rewinding though!). I'd love to see more art from the other remakes, especially the 16-bit Atari ST port, but I understand their decision to omit playable versions of those due to the lower quality on the gameplay side of the translations.
This brings us to the final part of the package, the modern remaster. Unlike the 2012 complete reimagining of the game (with 3D graphics and all), Digital Eclipse approached the remake as the ultimate port of the original to an imaginary system along the lines of a 90s VGA PC.
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It's well done. Some of the fully-redrawn scenes are a bit overpainted for my taste (I'd prefer a pixel art rendition of the castle than a blurry photographic collage, although there were many games in the 90s that did take this approach), but the in-game graphics are really in style, including the smooth animations that are like one would imagine granted a beefier CPU. It's also a sort of director's cut with previously unseen scenes added, in particular, the battle with the leopard as a clever action-puzzle in the middle. The AI is unfortunately even less challenging than Jordan's implementation. As great as the 6-move fighting system could have been, you yet again resort to simply kicking away opponents as they tirelessly crawl into your range. There isn't even the nuance from the original where you were the one who had to approach some enemies with skilled timing. On the other hand, you now have optional goals and achievements that make the repetitive/easy combat work in your favor (stringing various combos, beating opponents or the level under a time limit …). As the Digital Eclipse president Mike Mika admits at the end of the welcome commentary mode, they didn't manage to achieve their perfect port, but they did come close.
In conclusion, I thoroughly enjoyed playing both the original as well as the remake and while the combat system lacks any sort of depth beneath its stunning animations, Karateka is instead a monumental experience for its presentation. Big characters with personality and realistic motion are displayed through cinematic camera cuts and story vignettes (3 years before Ron Gilbert came up with the word "cutscene"). There are details like animating the unfortunate falling off the cliff at the start of the game, or respectfully bowing to the first guard as they bow in return. Jordan's creative work is precious and worth the attention this release gifts it.
I highly recommend The Making of Karateka to all retro gamers and/or game developers for its immersive documentation which provides an experience that goes beyond the usual video documentaries. It's interactive—just like the subject it's talking about—something I want to see more in the future. And if the $20 by any chance seems high to you, consider that the original retailed at $35 (and that was in 1984 dollars).
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kozykricket · 19 days ago
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subnautica 2!! now lets see how much i can guess right!!
okay so. subnautica 2 news yippee!! ill get right to the point: -ill be talking about what we know, and speculating based off of what we vaguely know. and also giving some opinions on stuff maybe -here be spoilers for both subnautica and below zero. the games story+lore are cool!! trust!! -also the reason its subnautica 2 is because below zero wasn't a full on sequel, it was moreso a really big dlc. like how uh pokemon black 2 and white 2 arent a new generation. anyways.
ill be using info from the steam page, if you're wondering wtf i mean by some things
okay so ... we know early access comes out in 2025, it has multiplayer, itll be a hefty big game with big hardware requirements, and they plan to give it content updates in early access, probably akin to like, slime rancher 2 is doing rn. they say 2-3 years of early access is their roadmap "Throughout Early Access, we plan to release a number of updates that add new content to the game — Such as more biomes, creatures, craftables, features, and narratives." ANYHOO to the juicy stuff. the game takes place on a NEW PLANET and the premise is that... your AI assistant suspiciously tells you "hey go to that planet" even though its uh, allegedly dangerous for humans but we'll get back to that THE BIG GAMEPLAY THING: does anyone remember the old Transfuser concept that was never implemented beyond some models and such in the first game? I think they even tried to bring it back in below zero, but ... they never could quite figure out how to make it work. okay but what WAS the transfuser? The idea behind the transfuser was to obtain DNA from creatures and use them to modify yourself for enhancements, such as mesmer DNA scaring off prey, or jellyray DNA making you glow! They were only basic concepts, the features were never implemented.
But, well... I should call it the Biosampler now! It's real now! and.... It seems its the main gimmick of your adventure in this game! The store page states "The ship's AI insists you carry on the mission. This world is too dangerous for humans to survive… Unless you change what it means to be human." as well as "Use your Biosampler to take samples for study. As you learn more about this world, evolve your genetics to adapt your body for survival." So, yeah! Seems they really were determined to get that concept into something real. and i LOVE it. freakin cool stuff but... thats the main gameplay. im here to be like matpat and say i think ive SOLVED the STORY ALREADY??? REAL?? so, not only is there that big creepy thing dragging the protagonist down in the teaser trailer, but the image of... assumedly the same creature, and is named subnautica_2_keyart_banner
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...gives me some vibes that this thing is an important sort of... Big Bad of the game. and yknow what my bold prediction is? "You are a pioneer traveling to a distant world, but something is amiss. The ship's AI insists you carry on the mission. This world is too dangerous for humans to survive…" Hm, an AI giving suspicious instructions. Something is amiss. Listen, I'm not saying its this big squid guy, but I'm saying its this big squid guy. Dead serious, I mean cmon we had a telepathic creature talking to us trying to get us to reach it in the FIRST GAME, and we also had an ALIEN in our HEAD in the SECOND GAME. so i think a reasonable evolution / different take on Al-An, the weird but friendly alien stuck in your head because he didnt think of using your PDA, is... a not so friendly alien creature that definitely does think of using your PDA. I think it'd make a lotta sense, and... while I'm against the idea of having a straight up evil creature in subnautica, since yknow, the game wasnt designed for horror and evil to be its big thing... rather just, natural, primal terror from... creatures just doin' what they do in nature. (Shoutouts to this rockpapershotgun article from after the first games full release) but like... for one, you'd think it'd just want us to die. and could probably do that pretty easily, unless... its trapped. or needs help, or wants something from us more than just Dinner. Yes im saying that the plot is basically fnaf security breach dlc. THE MIMICCC is real, and its a squid now. I could see it being pretty fun if it only had SOMEWHAT of a hold on your AI or PDA... and so you'd sometimes get conflicting information. genuine tips, and then ... "you should go to that freaky deep cave over there haha" but also, it may have reason and capability to intentionally try to get on our good side instead of seeming trustworthy. They do say "What creatures, intelligent or otherwise, await your arrival?" on the steam page. also im just A BIG FAN OF THE TROPE OF LIKE. AN ENTIRE PLANET CRASHING SHIPS DOWN ONTO IT LIKE THAT. SOME SIRENS SONG TYPE VIBES i love the first subnautica and both risk of rain games for being... very similar in uh, being stranded on a planet where, oh hey, it turns out that theres been ships crashed here because, basically no ones allowed here! and theres just, a big history of. mysterious planet with stuff happening around it but just like. okay its just the bermuda triangle but for space lets be real. but now, instead of the planet wanting you OFF of it like in the first game, it wants you ON... MORE speculation: "...diverse ecosystems and unique creatures. But something isn’t right. The world is out of balance. What happened here? What happened to you? And more importantly, where are you?" this is mayhaps the most intriguing line on the page. theres tons of references to Mysterious Lifeforms and even mysterious ancient ruins (yess!!!! love those) but this, feels significant. I think the main story themes will be ... how creatures adapt to their environment (and you yourself adapting to overcome the situation, via awesome dna shenanigans) (the indomitable human spirit as well) and... of the balance of said environments / ecosystems. Why is it out of balance? Well, if they're doing something similarish to the first game, maybe... we could have something akin to the whole kharaa and warpers situation. Remember, warpers were just designed to attack and eliminate anything that was infected. Basically every creature there hates them because of that. Poor things, just doing their job... but... what if... this psychic-squid is trying to use its powers to control more creatures on the planet? Not all of them, of course. Many would just like to kill us because they're hungry. But some... may be brainwashed into disrupting the ecosystem... but also, then that'd kinda confuse me on the motivations of this big guy. Maybe it doesnt have any motives! Maybe it wants help, though ... I think that'd be too much of a repeat of the first game. But maybe they wanna go for that!
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pokemonfangame · 1 year ago
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You are Vinny Vinesauce a streamer from Staten Island, New York. On one Sunday night, you planned to play a mysterious game made by your community titled Vinemon: Sauce Edition.
The game is loaded up but your house's power flickers on and off while the internet fully cuts out. Do not presume this was the doing of vineRizon. The power that calls you to this world is far greater than that of those internet providers.
As you exit your house you find you aren't in Staten Island anymore but in a region called "Fanoth". As you look for answers to why you were brought here you discover that Imakuni was also brought to this world and is now your next-door rival. When you begin to share notes a sudden explosion happens and you both rush outside to see the cause of it. You discover the professor panicked and the only Vinemon he has left for you to use is a Water-Typed Vinemon named Scoot.
After being given Scoot and a battle with your rival & friend Imakuni, You are given the VineGar to keep track of quests, manage your PC, and check the map of the region.
As you overlook the map you begin to realize this world is strikingly familiar. Yet these places feel completely different from the ones you visited in the past on stream.
As you travel the region you will meet many of the characters you've created and encountered while streaming. This includes iconic video game mascots, Original Characters (donut steel), Celebrities, Memes, Streamers, YouTubers, and many more!
Explore, Battle, and Catch in Vinemon before it's too late. After all, you still got a Sunday Stream to put on and you can't leave chat alone unattended.
Features:
211 Vinemon
76+ New Items
158+ New Moves
61+ New Abilities
182+ Diverse Songs
104+ Unique Trainers
Aprox. 40+ Hours of Gameplay
Quest System
Multiple Save Files
Autosave
Custom Pause Menu
IV & EV Stat Menu
Keyboard Mapping
VineGear PC Storage
Advanced Dex
Modified EBS
HM Items
Lots of Mini-Games
Game Corner
Unique & Custom Shinies
Corruptions (Alt. Shiny)
Cable Club
Animated OW Cutscenes
Reborn Battle Animations
Original Songs & Covers
Unique Region
Custom Egg Sprites & Anims.
Quality of Life Breeding
Egg Reward Program
Triple Triad Club Challenges
Reworked Safari Zone
Majorly Enhanced Battle AI
Progress Improves Wild Al
Gym Leader Rematches
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boredtechnologist · 10 months ago
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Williams "Robotron 2084" arcade - attract mode
Reviewing Williams' "Robotron: 2084" from a deep philosophical perspective invites a fascinating exploration of the game's underlying themes, aesthetics, and the existential questions it raises, both intentionally and inadvertently.
1. Man vs. Machine - A Reflection on Technological Progress: "Robotron: 2084" centers around the classic theme of humanity's struggle against its own creations - the robots. Philosophically, this can be viewed as a commentary on the anxieties and paradoxes of technological advancement. As players fight against a relentless horde of machines, the game echoes fears of technology becoming uncontrollable or turning against its creators. This mirrors existential concerns about the role of technology in human life and its potential to both enhance and undermine the human experience.
2. The Individual vs. The Collective: The game's premise, where a single protagonist battles against an overwhelming collective force, touches on philosophical debates about individualism versus collectivism. The player's lone character, constantly battling overwhelming odds, can be seen as a metaphor for the individual's struggle to maintain identity and autonomy in the face of societal or technological collectives that threaten to subsume individuality.
3. The Sisyphean Struggle and Absurdism: "Robotron: 2084" offers no end, only an ongoing battle against an endless stream of enemies. This can be philosophically interpreted through the lens of Albert Camus' concept of the absurd hero, akin to Sisyphus' eternal struggle. The game's never-ending nature and the player's inevitable defeat reflect the absurdity of life and the idea that meaning and value come from struggle itself, rather than any final victory or conclusion.
4. Ethical Implications of Artificial Intelligence: On a more contemporary note, "Robotron: 2084" raises ethical questions about artificial intelligence and its implications for humanity. The robots, originally designed to serve humans but now their adversaries, symbolize the ethical dilemmas and potential dangers associated with AI. This aspect of the game prompts philosophical inquiry into the responsibilities of creators towards their creations and the ethical limits of artificial intelligence.
5. Nostalgia and the Human Psyche: From a more psychological perspective, the game's retro style and enduring popularity can be seen as an embodiment of nostalgia and a longing for simpler times. This raises questions about the human tendency to idealize the past and whether such nostalgia is a comforting escape or a barrier to confronting current realities.
6. Aesthetics and the Nature of Video Games as Art: "Robotron: 2084," with its distinctive 1980s arcade graphics and sound, contributes to the philosophical discussion about video games as a form of art. The game's style, gameplay, and enduring appeal challenge traditional notions of what constitutes artistic merit and invite players to consider the artistic value inherent in game design and the interactive experience.
In conclusion, "Robotron: 2084," while ostensibly a simple arcade game, offers rich material for philosophical exploration. Themes of man versus machine, individual versus collective, the absurdity of endless struggle, ethical considerations of AI, the role of nostalgia, and the nature of video games as art all converge in this classic game, demonstrating the profound potential for video games to engage with deep philosophical concepts and questions.
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the-monkey-ruler · 10 months ago
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Dota 2 (2013)
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Date: July 9, 2013 Platform: Mac / PC / Linux Developer: Valve Corporation Publisher: Valve Corporation / Nexon Corporation / Perfect World Entertainment Genre: MOBA Theme: Fantasy Franchises: Dota Also known as: Defense of the Ancients 2 Type: Crossover
Summary:
Dota 2 is a free-to-play high fantasy action real-time strategy game developed and released digitally by Valve for the PC, Mac and Linux on July 9, 2013.
Built on the studio's Source engine, Dota 2 is the official sequel to Defense of the Ancients, a series of custom scenarios for the 2002 game Warcraft III: Reign of Chaos that originally popularized the "Multiplayer Online Battle Arena" sub-genre. Development of the game is led by the original mod's final lead designer, IceFrog.
Similar to the original mod, the main gameplay pits two five-player teams (the Radiant and the Dire) against each-other as they work to escort their three endless waves of AI-controlled monsters (or "creeps") to the fortified enemy base in order to destroy the enemy "Ancient". Each player controls an individual Hero character and, throughout the match, earn experience (to level up their stats and abilities) and gold (for purchasing items and equipment) by eliminating enemies.
Rather than using a weekly free-to-play character rotation system (similar to other MOBA games at the time, namely League of Legends), the game makes all characters playable from the start and features cosmetic microtransactions (such as alternate appearances for each Hero's armor and weapons, alternate announcers, and custom UI enhancements) using the Steam Inventory and Steam Market systems.
The game received numerous updates since its original release, adding new Heroes, game modes (including support for custom modes), and features while revising certain gameplay mechanics. New features include better support for both new players (with integrated community-made guide support, coaching, and improved training modes) and competitive players (with improved replay and spectator support), as well as VR headset support (for spectating and viewing cosmetics). It also received a reworked client update in June 2015 (named "Dota 2 Reborn" for a short time), porting the game to Valve's Source 2 engine (the first game released with it), and received a complete map revamp on April 2023.
Dota 2 originally received an invite-only beta in November 2011, during Gamescom 2011. It was formally launched July 9, 2013, but access was gated via a queue system until December 16, 2013. It was also distributed as a standalone game in some regions, with Perfect World publishing the game in China, and Nexon publishing the game in both Japan and South Korea. The game also received spin-offs, including the 2018 digital card game Artifact, the 2020 "auto-battler" game Dota Underlords, and the 2021 animated series Dota: Dragon's Blood.
Source: https://www.giantbomb.com/dota-2/3030-32887/
Link: https://www.youtube.com/watch?v=LqtkfCLjJz4&ab_channel=DotaCinema
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sidhewrites · 6 months ago
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Try our new ai-powered assistant! write a post with ai! new search function powered by ai! Use AI to help you design your webpage! AI! Powered by AI! Technology enhanced by AI! Gameplay dialogue enhanced by Ai! AI! AI!!! AI!!!!!!!
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megabuild · 6 months ago
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where on your machinima/improv would you put half life vr but the ai is self aware? i'd consider it in the same vein as rtfd but would like to hear your opinions. haven't watched the alyx/gnome part but if you have where'd you put it hard(?) mode: breaking bad vr but the ai is self aware
hii, i haven't watched brbavr or alyxvr but lucky for you i was absolutely deeply unwell about hlvrai for a solid few months in 2020. i actually wanted to include it on that graph but ended up using 3rd life instead, so.. yeah, clear (unscripted) plot based in vanilla engine. i should be clear that when i say with the help of outside mods/engines i don't mean any at all- modded minecraft is fair game imo, including maybe a few small tweaks such as camera mods. i'm really thinking of mods and utilising other programs to do stuff that would be near impossible in the game even with mods, so like the mocap animation used in later seasons of red vs blue, or the section of rtfd sonic 06 that takes place in gmod (though again, rtfd is really contentious because they're not actually playing). i would consider hlvrai in the same vein as 3rd life+ where they use mods and addons like benrey's wowozela to enhance the gameplay/story but it doesn't actually make the storytelling aspect any "easier" or "more immersive"!
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demifiendrsa · 2 months ago
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PlayStation 5 Pro Console - Reveal Trailer
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PS5 Pro Technical Presentation hosted by Mark Cerny
PlayStation 5 Pro, an enhanced version of PlayStation 5, will launch on November 7, 2024 for $699.99 / £699.99 / €799.99 / ¥119,980. It will be available as a disc-less console, with the currently available disc drive available as a separate purchase. Pre-orders will begin on September 26, 2024.
First details via The PlayStation Blog
We developed PlayStation 5 Pro with deeply engaged players and game creators in mind—as many have asked for a console that runs even higher fidelity graphics with smoother frame rates at 60 frames per second. We achieved this on PlayStation 5 Pro with several key performance features.
Upgraded GPU – With PlayStation 5 Pro, we are upgrading to a GPU that has 67% more Compute Units than the current PlayStation 5 console and 28% faster memory. Overall, this enables up to 45% faster rendering for gameplay, making the experience much smoother.
Advanced Ray Tracing – We’ve added even more powerful ray tracing that provides more dynamic reflection and refraction of light. This allows the rays to be cast at double, and at times triple, the speeds of the current PlayStation 5 console.
AI-Driven Upscaling – We’re also introducing PlayStation Spectral Super Resolution, an AI-driven upscaling that uses a machine learning-based technology to provide super sharp image clarity by adding an extraordinary amount of detail.
PlayStation 5 Pro provides gamers with amazing graphics at high frame rates. You can hear Mark Cerny, lead architect for PlayStation 5 Pro, discuss the key innovations from PlayStation 5 Pro in the following video presentation. This presentation provides a deep dive into the key performance features that make PlayStation 5 Pro truly special.
Other enhancements include PlayStation 5 Pro Game Boost, which can apply to more than 8,500 backward compatible PlayStation 4 games playable on PlayStation 5 Pro. This feature may stabilize or improve the performance of supported PlayStation 4 and PlayStation 5 games. Enhanced Image Quality for PlayStation 4 games is also available to improve the resolution on select PlayStation 4 games. PlayStation 5 Pro will also launch with the latest wireless technology, Wi-Fi 7, in territories supporting this standard. VRR and 8K gaming are also supported.
It’s humbling to see how game creators have embraced the latest technology from PlayStation 5 Pro, and several games will be patched with free software updates for gamers to take advantage of PlayStation 5 Pro’s features. These games can be identified with a PlayStation 5 Pro Enhanced label within their title. Some games you can look forward to include blockbuster hits from PlayStation Studios and our third-party partners, such as Alan Wake 2, Assassin’s Creed Shadows, Demon’s Souls, Dragon’s Dogma II, Final Fantasy VII Rebirth, Gran Turismo 7, Hogwarts Legacy, Horizon Forbidden West, Marvel’s Spider-Man 2, Ratchet & Clank: Rift Apart, The Crew Motorfest, The First Descendant, The Last of Us Part II Remastered, and more.
We kept the look of the PlayStation 5 Pro consistent with the overall PlayStation 5 family of products. You’ll notice the height is the same size as the original PlayStation 5, and the width is the same size as the current PlayStation 5 model to accommodate higher performance specs. Players can add an Ultra HD Blu-ray Disc Drive, or swap out console covers when they become available.
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PlayStation 5 Pro fits perfectly within the PlayStation 5 family of products and is compatible with the PlayStation 5 accessories currently available, including PlayStation VR2, PlayStation Portal, DualSense Edge, Access controller, Pulse Elite, and Pulse Explore. The user interface and network services will also remain the same as PlayStation 5.
The PlayStation 5 Pro console will be available this holiday at a manufacturer’s suggested retail price (MSRP) of $699.99 USD, £699.99 GBP, €799.99 EUR, and ¥119,980 JPY (includes tax). It will include a 2TB SSD, a DualSense wireless controller, and a copy of ASTRO’s PLAYROOM pre-installed in every PlayStation 5 Pro purchase. PlayStation 5 Pro is available as a disc-less console, with the option to purchase the currently available disc drive for PlayStation 5 separately.
PlayStation 5 Pro will launch on November 7, 2024 and will be available at participating retailers and directly from PlayStation at PlayStation Direct. Preorders will begin on September 26, 2024.
Our PlayStation 5 journey would not be possible without the millions of players that have supported us through the years and have shared with us their love of gaming. Whichever console option players choose, whether it’s PlayStation 5 or PlayStation 5 Pro, we wish to bring everyone the very best gaming experience that fits their needs.
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rahilask · 8 months ago
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Casino Big Wins: Triumphs and Tales of Fortunes Won
Introduction
Casino Big Wins: What sets hearts racing, palms sweating, and adrenaline pumping more than the thrill of hitting it big at a casino? In this article, we delve deep into the realm of Casino Big Wins, exploring the excitement, strategies, and stories behind these monumental moments.
Factors Contributing to Big Wins
Luck vs. Skill: What Matters Most? Casino games often walk the tightrope between chance and skill. While luck undoubtedly plays a significant role in securing big wins, strategic gameplay can tilt the odds in your favor. We'll explore the delicate balance between luck and skill in pursuit of Casino Big Wins.
Strategies for Maximizing Wins From mastering the art of bluffing in poker to employing progressive betting systems in blackjack, various strategies can enhance your chances of scoring big at the casino. We'll uncover these strategies and provide insights into their effectiveness.
Popular Games for Big Wins
Slot Machines: The Allure of Jackpots With their flashing lights and enticing sound effects, slot machines beckon players with the promise of life-changing jackpots. We'll delve into the world of slots, examining the mechanics behind jackpot payouts and sharing tips for spinning your way to success.
Table Games: High Stakes, High Rewards For those seeking a more strategic challenge, table games offer ample opportunities for big wins. Whether it's the thrill of roulette, the strategic depth of blackjack, or the anticipation of a winning hand in poker, table games provide a diverse landscape for pursuing Casino Big Wins.
Real-Life Big Win Stories
Tales of Fortune: Memorable Wins Behind every big win lies a captivating story. From hitting the jackpot on a progressive slot to outplaying opponents in a high-stakes poker tournament, we'll showcase real-life tales of casino triumph that will leave you inspired and awestruck.
Overcoming Odds: Inspirational Stories In the face of adversity, some players defy the odds to achieve remarkable victories. We'll share stories of perseverance, resilience, and sheer determination, highlighting the human spirit's triumph in the pursuit of Casino Big Wins.
Tips for Increasing Win Potential
Bankroll Management: Playing it Smart Effective bankroll management is crucial for sustaining success in the casino world. We'll offer practical tips for managing your funds wisely, ensuring that you can weather both winning streaks and losing spells without derailing your gameplay.
Capitalizing on Bonuses and Promotions Casinos often entice players with enticing bonuses and promotions, ranging from welcome offers to loyalty rewards. We'll reveal insider tips for leveraging these bonuses to maximize your win potential while minimizing risk.
Responsible Gambling Practices
Knowing When to Stop: Setting Limits While the allure of big wins can be irresistible, responsible gambling entails knowing when to step away from the table. We'll discuss the importance of setting limits, recognizing signs of problem gambling, and seeking help when needed.
Seeking Support: Resources for Problem Gambling For those struggling with compulsive gambling behaviors, support is available. We'll provide a comprehensive list of resources, including helplines, support groups, and counseling services, to assist individuals in overcoming gambling addiction and reclaiming control of their lives.
The Future of Big Wins in Casinos
Technological Advancements and Their Impact As technology continues to advance, the landscape of casino gaming is undergoing rapid transformation. We'll explore emerging trends such as virtual reality casinos, blockchain-powered gaming platforms, and AI-driven predictive analytics, offering a glimpse into the future of Casino Big Wins.
Evolving Trends: What's Next in Casino Big Wins? From the rise of skill-based gaming to the integration of cryptocurrency payments, the casino industry is evolving to meet the changing preferences of players. We'll forecast upcoming trends and innovations that are poised to shape the future of Casino Big Wins.
Conclusion
In conclusion, Casino Big Wins embody the essence of excitement, anticipation, and triumph that define the allure of casino gaming. Whether through strategic gameplay, sheer luck, or sheer determination, these monumental moments capture the imagination and inspire players worldwide. As we navigate the ever-changing landscape of the casino industry, one thing remains certain: the thrill of chasing that elusive big win will continue to captivate hearts and minds for generations to come.
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blazehedgehog · 1 year ago
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Hey that Quake 2 Remaster is nice
I never loved Quake 2. I didn't have a truly gaming-capable PC until 2003 or 2004, and even then, "gaming capable" meant it could run the NOLF demo on the lowest settings. Then again, maybe Lithtech isn't the best measuring stick.
But it was on that old Sony Vaio that I finally started really playing PC games. And my first priority there was Half-Life, which I played absolutely to death and back. It wasn't until three or even four years later that I even remembered there was a Quake 2, and compared to Half-Life, it felt deeply antiquated.
It felt like a game trying to do everything Half-Life was doing, but still clinging to its roots as the progenitor of Doom's instant action. Those two flavors, at least as far as iD Software mixed them together, were more sour than sweet to me. Modern attempts at designing a living world and a robust story were unable to shake traditional first person shooter cobwebs.
A couple years ago, I think after watching Civvie's video on Quake 2, I made an effort to give the game a second shot through Q2Pro. Though my reception was warmer, I still did not come away feeling especially positive on the game. I'm the kind of guy who was already pretty harsh on Quake 1 for just being "More Doom" and Quake 2 is just More More Doom, but now with extra boring "what if Starship Troopers was about cybernetic horror instead of bugs" art direction.
This Quake 2 Remaster they just put out, though? I'm surprised at how much I'm enjoying the game. Between the enhanced visuals, gameplay tweaks, and improved enemy AI, the game... doesn't feel brand new. It still feels like Quake 2. But it's like somebody went around and tightened all the loose bolts.
Doom 2016 weapon wheels make managing guns (and inventory power-ups!) a breeze. A brand new (and optional) compass makes sure you don't get lost in levels that could take upwards of 40 minutes to finish. Monsters are significantly more mobile and willing to chase you down. And new cutscenes between levels (and better UI during levels themselves) help fill out the struggling narrative a little bit more, putting greater focus on what it is you're doing.
It is, unquestionably, a better version of this game. I can't imagine ever going back to the original Quake 2 now.
Also, shoutouts to the fact that this is two for two that iD Software has said "If you own these games on Steam, you automatically get the remasters for free."
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antboom · 7 days ago
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Download Wolfenstein 2009 for PC from Mediafire
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Wolfenstein, released in 2009, is one of the most prominent first-person shooter (FPS) video game titles. Developed by Raven Software and published by Activision, the game is part of the popular Wolfenstein series that dates back to the early 1990s. This game follows the story of Benedict "BJ" Blaskowitz, a soldier fighting against Nazi forces in an alternate world filled with science fiction and supernatural elements.
Game background and series history The Wolfenstein series was founded in 1981 with Castle Wolfenstein, which was one of the first shooter games in history. But the most famous part is Wolfenstein 3D, which was released in 1992 and greatly influenced the development of FPS video games. The following games in the series follow the Nazi combat style and are based on the events of World War II, but with a fantasy touch.
In 2009, Wolfenstein was looking to revive the series by offering a new story and advanced gameplay. The game featured a mix of action and science fiction, giving the game a new feel and bringing back fond memories of previous installments.
Story and Characters Wolfenstein takes place in an alternate world during World War II, where the player plays the role of Benedict "BJ" Blaskowitz, who is considered one of the best soldiers in the war. BJ begins his journey in New Orleans, where he seeks to discover the secrets of Nazi magical technology. As the story progresses, BJ discovers that the Nazis are using magical powers to enhance their military strength.
Main Characters: Benedict "BJ" Blaskowitz: The main character of the game, a brave soldier who is characterized by courage and intelligence. BJ seeks to combat the Nazi forces and prevent them from taking over the world.
Helga von Schabbs: One of the evil characters in the game, a Nazi scientist who seeks to use magical powers to enhance the capabilities of her army.
Supporting Characters: BJ meets a number of supporting characters along the way, including allies who help him fight the Nazis.
Gameplay Wolfenstein features a diverse gameplay that combines intense combat with exploration of different environments. Here are some of the key features:
Combat Mechanics The game offers a variety of weapons, ranging from traditional rifles to advanced weapons. Players are able to use weapons strategically, allowing them to choose the style that suits them in combat. The game also features a weapon upgrade system, giving players the opportunity to improve the capabilities of their weapons.
Magical Boosts One of the unique features of Wolfenstein is the use of magical items. BJ uses special powers known as “Pockets,” which allow him to move quickly, see enemies through walls, and use magical abilities during battles. These elements add extra depth to the gameplay experience.
Environment Exploration The game is rich in detail, as players can explore a variety of environments, ranging from abandoned villages to secret laboratories. The game contains many secrets and challenges that players can discover as they go.
Enemy AI The game features advanced AI, with Nazi forces dynamically responding to player actions. Enemies act strategically, creating a combat experience that requires thinking and planning.
Graphics and Artistic Design Wolfenstein benefits from the id Tech 4 engine, which provides high-quality graphics. Environments and characters are meticulously designed, contributing to a realistic gameplay experience. The graphics reflect the details of World War II, in terms of weapons, clothing, and architecture.
Visual Effects The game features stunning visual effects, such as explosions, shots, and shadows, which enhance players' interaction with events. Magical effects are also an important part of the art design, showing the imaginary dimensions used in combat.
Music and Sound The soundtrack is one of the essential elements of Wolfenstein, fitting in with the warlike and suspenseful atmosphere. The sounds have been carefully chosen to enhance the gaming experience, giving players a sense of immersion in the game's events.
Interactive Sounds Sound effects, such as the sounds of weapons and explosions, add an exciting touch to battles. Players can also hear the dialogue of different characters, which helps enhance the story and interact with the events.
Critics' opinions Wolfenstein 2009 received positive reviews from critics, with many praising the innovative gameplay and exciting story. Some critics described it as a successful revival of a popular series, with further development in the gameplay.
Criticisms However, the game faced some criticism, especially regarding the artificial intelligence of enemies at times. Some players also felt that the story could be predictable, and lacked the required depth. However, the experience was generally satisfactory for many players.
Impact of the game on the gaming industry Wolfenstein 2009 made an impact on the shooting game industry, as it proved that there was room to develop games with complex stories and fantasy elements. The game contributed to motivating other studios to develop similar games that combine action and fantasy.
Future of the Series After the success of Wolfenstein 2009, the series continued to evolve with other releases such as Wolfenstein: The New Order and Wolfenstein II: The New Colossus.
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