#immersion cooling pc
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bisrsrch · 2 years ago
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Data centers consume a lot of electricity and generate heat. Excess heat and humidity can damage appliances and equipment, triggering them to malfunction and stop functioning.
Data center cooling system is utilized by various end-use industries such as IT and telecom, healthcare, banking, financial services, and insurance (BFSI), and retail. Telecom companies have made numerous investments in emerging technologies over the years to expand network capacity, lower costs, enhance versatility, added new requirements for data centers.
Request for the Sample Report at: https://bisresearch.com/requestsample?id=1413&type=download
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techdriveplay · 9 months ago
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Upgrading Your Gaming Rig with the Latest Computer Parts
In the rapidly evolving world of PC gaming, staying ahead of the curve is essential for an immersive and competitive experience. Upgrading your gaming rig with the latest computer parts not only boosts your system’s performance but also ensures that you’re getting the most out of your gaming sessions. This comprehensive guide will walk you through the key components to consider when upgrading…
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yesterdays-xkcd · 3 months ago
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I love the title-text!
xkcd Loves the Discovery Channel [Explained]
Transcript Under the Cut
[The comic is in parody of the Discovery Channel commercial showing various clips of people singing a song with the chorus line "Boom De Yada."]
[Megan spinning around.] I love momentum.
[Megan laying on floor tinkering with an EEE PC hamster ball robot.] I love to engineer.
[Beret Guy standing in bakery holding a loaf of bread in each hand, a sign with "PIE!" in background.] I love this bakery!
[Cory Doctorow in goggles and a red cape flying superman-style.] I love the blogosphere!
[Cueball running in a large hamster ball.] I love the whole world
[Depiction of internet sludge (4chan b-Random)] And all its messed-up folks.
[Cueball and Megan immersed in playpen balls.] Boom De Yada Boom De Yada
[Mass of playpen balls with speech "I put on my robe and wizard hat" originating from it.] Boom De Yada Boom De Yada
[Black Hat taking a present from a kid with a party hat.] I love your suffering.
[Diagram showing RSA fingerprint authentication between two people.] I love cryptography.
[Cueball and Megan in bed covered by a red sheet.] I love entangled sheets.
[Cueball hanging from a kite string holding a camera.] And kite photography.
[Map of the internet.] I love the whole world
[Cube with a red spider on top.] And all its mysteries.
[Two people sword-fighting on rolling office chairs.] Boom De Yada Boom De Yada
[Classroom with two students and Miss Lenhart.] Boom De Yada Boom De Yada
[Cueball saying "Barack me Obamadeus!" to another man speaking energetically at a podium.] I love elections.
[Cueball holding a schematic diagram of a transistor in front of his crotch.] I love transistors.
[Cueball and Megan in bed, Cueball saying "There must be taft slash fiction."] I love weird pillow talk.
[Cueball speaking to Megan.] I love your sister.
[Roller coaster with Cueball in the front car holding a chess board and thinking about a move.] I love the whole world.
[Beret Guy standing in the midst of leafless trees.] The future's pretty cool!
[Megan doing the MC Hammer slide towards Cueball.] Boom De Yada Boom De Yada
[Cueball and Megan on an electric skateboard.] Boom De Yada Boom De Yada
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number1jeonginstan · 1 year ago
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can you please make a jeongin smut? jeongin had too much screen time on his computer playing games and you were angry at him so you ignored him and he wanted to pay you back by joining you on the shower and made a make out session in the shower
A/N: I hope you like this!! Also, thank you for being my first-ever ask!!!
WC: 1k
Frustration:
You were lying on your bed waiting for Jeongin to end his game. You were casually scrolling through your phone, waiting for him to finish his game with Felix and Beomgyu. Ever since Felix helped him build a PC, he has been on it non-stop.  The last full conversation you guys had was him telling you how he was going to get a new graphics card to have smoother gameplay. You wanted to rip the damn wires out of the thing, he was spending every second, not working, on the computer. You knew he needed a break, constantly being stressed especially with the new comeback right after their Japanese EP, but you missed him. You missed being close to him, and spending time with him, but most of all you missed the sex. You were not someone with a high sex drive, but you missed having him on you, in you, kissing you.
“Innie, do you know how much longer you are playing for? I want to sleep soon.” you sighed. 
You hoped he could hear the annoyed tone in your voice, you wanted him to look up from his computer and look at you, but he just responded with a “in a little bit”. You waited another minute but the only thing you heard was him telling Felix to look behind him. You just groaned, looking back at your phone, deciding on reading a book for a bit if he was going to take a long time. An hour passed like this, the sound of him occasionally yelling into his mic and you flipping through your book. You got more and more immersed in your book, a romance novel your friend recommended for you to read. “He took her clit in his mouth, lightly sucking it as she ran her fingers through his hair,” you whined slightly, feeling yourself getting wet from the words. 
You couldn’t believe it, you were so touch-starved that just reading the book soaked your underwear. “Innie, I’m going to go take a shower.” You quickly got up, not wanting to feel your underwear stick to you. He just nodded, allowing you to go to the bathroom. What you did not realize was that Jeongin had finished his game ten minutes prior. He was watching you from the black screen of your computer. Your face scrunching a bit, and he heard your whine. The little sound you always made when you needed him. 
He went over to the bed, opening the book to the page you left off of, and his eyes widened. You were getting off to a book while your own boyfriend was just a foot away. He felt like shit, he didn’t realize how much he was ignoring you and he felt even worse that you did not speak up. He knew that he needed to make it up to you and make you feel appreciated as you do to him every day. He quickly took off his shirt, leaving him only in his sweatpants, and entered the bathroom. You were already in the shower, shampooing the roots of your hair. 
You did not realize that he was behind you til you turned around to get conditioner. “Hi,” he grinned at you, his signature smirk splayed on his face. “Hi,” you responded back with the cheesiest grin. He cusped your jaw in his hand, kissing you passionately. It felt like time had stopped, you missed him so much, groaning into the kiss. “What do I get to owe this pleasure to?” you asked giggling a bit. “You were getting off to a fictional man, while your hot, cool, tall boyfriend was right in front of you” he pouted, kissing you once again. “When did I get a tall boyfriend?” you asked trying to hide the smile on your face. 
“Hey!” he screamed “I don’t think you deserve my kisses after that.” You pouted at him, taking his cock in your hand and he groaned. “No,” he took your hand off his cock, “this is about you, I want you to feel good, my good girl,” he said against your lips. “But I want you in me” you pleaded looking up at him with your doe eyes. “Fuck, don’t say that to me.” 
He hoisted you up onto the side of the shower, his back being sprayed with water. “Let me prep you okay? It’s been a while, I don’t want you to get hurt.” You just nodded, moaning when he inserted a finger into you. “Fuck, you are so wet, did you miss me this much, need my fingers in you. You are so tight, don’t think I can even fit a second finger, but you can take it can’t you? You are going to take it like a good girl?” You whimpered at his words. “I can take another one, I can be a good girl, want your cock Jeongin, please I can take it.” 
He groaned, loving the way you felt his fingers in you, scissoring inside of you. You were always so tight, but after not fucking for two weeks, he knew that he had to stretch you more than usual. He wanted to make you cum, wanting to hear your moans as you reached your climax, so he lifted you higher, face directly at your cunt. He licked up at you taking your clit in his mouth sucking slightly, groaning at your taste as he continued to fuck his fingers inside of you. That was all you needed to cum. 
He rubbed soap on you and conditioned your hair as you came down from your high. He wanted to give you time to relax before he fucked you so hard you couldn’t think about anything else but his name. After you both finished washing up, he took a towel, wrapped it around you, and kissed your forehead. “I’m sorry I didn’t pay attention to you, baby, it won’t happen again.” He made sure you knew how much he meant it as he fucked you into your bed.
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xpiester333x · 2 months ago
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Here's my review on Metaphor: Refantazio after being 5h in and not quite done with the demo:
First let me say if you're on the fence about getting this game or not, try the demo. It's available on Steam, PS, and Xbox. It's free. It's ~5h, more or less depending on how much you want to play around with it. The save data can carry over if you decide to buy the game. See if it's fun for you. I talk about performance and graphics on my PC, but see how it works on your system too.
And with that, on to my review.
Graphics & Performance:
I saw a lot of Steam reviews saying they were having a lot of performance issues with the game, even on high-end computers. I didn't really experience anything like that. There was one scene really early in the demo, like an intro narrator bit where it was panning over a map and for some reason that did have some dropped frames and stuttering, but it was only for those 5 seconds and I haven't had a repeat since. I did max the graphics settings and uncap the frames and still had no issues.
I should also say, I don't have a super high-end computer. However, my computer is still pretty nice so maybe on much lower end PCs there would be some issues. I tried min settings as well and honestly didn't see too much of a difference in quality. If you did need to run it in lower graphics, it would still look fantastic.
And it DOES look fantastic. I've noticed there is a lot of different art styles going on. There are animated cutscenes just like in persona where you kind of just watch an anime. There are gameplay cutscenes, where you are watching the 3D characters models in their scene. I noticed the surroundings take on the same level and detail as the characters in these scenes. Then you have the gameplay graphics, which have an almost stylized sort of living painting feel to them.
You'd think having that many styles going on would be chaotic and immersion ruining but honestly it's kind of seamless.
Gameplay:
As is typical of an Atlus game, I'm only just barely getting out of the tutorial, even being 5 hours in. Now that I'm kind of getting into the flow of combat, I genuinely really like it. I wasn't sure how I was going to like a combat system so different from their current IPs (what do you mean there is no demons??) But overall I think they've managed to keep the spirit of their games alive and well while still trying something new for them. I also love that they stuck with the P5R system of being able to kill enemies lower than you without having to go through the whole turn based process, but also made it slightly more involved. They're really leaned into the hybrid action/turn-based gameplay and it's very satisfying.
Archetypes hold the spirit of personas or demons in that you can level them up and build them to suit your characters, but they come with the advantage of your entire party getting to mix and match. Also like personas, you strengthen and enhance them more through social bonds. Thus far in the demo I've gotten as far as unlocking them so I'm not really sure how ranking them plays out quite yet.
By far my favorite part of the game play right now is that if your protagonist dies, it's NOT game over. In fact as long as you have 1 party member standing, the show will go on. Also at the end of the fight your dead characters will revive (with 1hp) and still gain all the xp from the fight.
Some really cool bits that I personally think make the game more fun and challenging: there are many different status effects, but they are divided into 2 categories, physical and mental. Mental status effects expire after the battle, but physical status effects persist. It's a cool little blend of old JRPG punishment with new age JRPG simplicity. (Ask me how I feel about it later when I'm suffering.) Also turn icons, like in SMT, are back. They work relatively the same, which I've always found to be fun, but does make the game a little more challenging. And finally, there is auto-battling if you want to engage it. It will repeat the actions you used prior to engaging it, so if you have a flow going, it does make that kind if easier.
My complaints so far are: for the first few battle areas, your party members are on auto. It's not really fun, and frankly their AI is bad. It's not a long time, but it's more than I liked to see. Also enemies can spawn in right in front of, next to, or behind you where they were not before. This makes it harder (impossible if youre me) to avoid getting ambushed, and honestly feels counterintuitive for a game that's primary gameplay design is strategicly deciding when to attack and when to engage in turn-based combat.
Story:
I am 5 hours in, which in the terms of Atlus games is like, .5%. So I can't really tell you a ton about the story yet. I can say it's interesting. The whole concept is something so fresh for Atlus, and I am eager to know more about the story, the world, the different races, the humans, everything. They have built a solid foundation I absolutely want to see the completion of.
And the characters? I would die for them. Atlus has proven they can write characters with strong bonds and beautiful friendships that will make me go absolutely feral and I can already tell this is where these characters are going as well. I cannot wait. Plus the character designing in this game is above and beyond.
In conclusion, this game has so much potential and promise. I can already tell it's going to be an experience to play though (in a positive way). It's doing a lot that feels very new for Atlus, while remaining true to their current franchises and what makes them so good. I had my doubts about their releasing a brand new IP for their 35th anniversary, but honestly this is perfect. This game pays homage to what already makes their games so good while also showcasing a broad future.
Oh and the soundtrack is absolutely insane. It's Shoji Meguro so of course it's great but I'd be remiss not to mention it anyway.
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satoshi-mochida · 3 months ago
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Lost Records: Bloom & Rage Tape 1 launches February 18, 2025; Tape 2 launches March 18 - Gematsu
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Lost Records: Bloom & Rage Tape 1 will launch digitally for PlayStation 5, Xbox Series, and PC via Steam on February 18, 2025, followed by Tape 2 on March 18, 2025, developer DON’T NOD announced. A physical edition distributed by Maxium Entertainment is also planned for PlayStation 5, with a release date to be announced in due course.
Get the latest details below.
The first look gameplay trailer offers a look into the gameplay of Lost Records: Bloom & Rage, including the navigation between the dual timelines of 1995 and 2022, using Swann’s camcorder to film her summer, and of course, making dialogue choices in the game. We see the dynamic dialogue system, which promises another level of immersion: it can change based on where you look and what you say, and players can choose to ignore and interrupt other characters, which makes conversations feel more real and choices more important than ever.
DON’T NOD at Gamescom 2024
As well as our participation in Gamescom 2024: Opening Night Live, DON’T NOD is excited to have a space not only in the B2B area but also the B2C space, with a themed photo installation booth in Hall 5.1’s Cosplay Village. Fans anticipating the game, or who just want to take cool pictures in a ’90s garage, can come along and take home a memorable keepsake from the universe of Lost Records. Several activities will be ongoing throughout Gamescom 2024, such as a meet and greet with the development team and special giveaways.
Lost Records: Bloom & Rage is due out for PlayStation 5, Xbox Series, and PC via Steam in early 2025.
Watch a new trailer below. View a new set of screenshots at the gallery.
First Look Gameplay Trailer
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spiritofcamelot · 11 months ago
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My junior year predictions and hopes
Reasonable predictions
The night yorb will only be mentioned as a past adventure which the PCs slowly add details to every time it comes up
Ally will roll a clutch nat 20 at a vital story moment
Adaine and Aelwyn will grow as sisters, but still not necessarily have a healthy relationship
Riz will outright say that he is ace, and maybe even aro
Battle at a Sig Figs concert
Journey to another part of Spyre
Kristin and Tracker take "time apart" like a soft break up
Something will happen to split up the party that is practically out of their control and they have to work two ends of a mystery or something. A fun mix of players knowing all the info while the characters don't.
There will be a battle either started by or incorporating time shenanigans.
Fig will use disguise self in an unhinged way and then Brennan will yes and it and make her face the consequences while everyone at the table looses it
Hopes
We see Gorgug's birth parents briefly, even better if they are hanging with the Thistlesprings. More adult friendships that have survived years apart!
Actually see some classes briefly
Really cool use of dome projections and other immersive experiences for the players
Fun homebrew mechanics which catch the players by surprise and make them think harder
Kristin will give an actually really inspiring speech
The intrepid heroes will find an excuse to do some themed dressing up, whether it's for prom or for a heist. Maybe this time Brennan will be told in time so he can join in.
Off the wall bonkers guesses
There will be some sort of cameo from one or more of the Seven. Might be especially fun if it was an audio message with some projection art.
The barbarian teacher will actually win Fig over
A totally normal prom at the end of the year
Kristin will end up creating a second diety without giving up Cassandra, or Cassandra will become a multifaceted diety
Fabian will drop out of school to take to the high seas
Gilear will level up
But really, whatever happens, I trust all seven of those amazing storytellers to take me for an absolute thrill ride.
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solavelyan · 7 days ago
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i will
compile some thoughts. though tbh i'm not in a place to be terribly critical of this game right now, and may never be just because of the environment in which i played it. i'm also just... losing my stomach for Discourse and drama, so i'm concentrating on the positives
uh. maybe a list. full ending spoilers, tho, beware
I like how they handled Solas and his level of involvement. I wish we'd gotten more conversations with him, but considering his meddling with Rook's brain to keep them seeing Varric, I'm lowkey counting Varric conversations as "talking to Solas" or "Solas is directly involved". Having him there physically at the end was mega fucking cool
I've seen here and there that in The Missing, Varric is super cynical about Solas and it's a switch to have him insist on trying to speak to him in Veilguard. But I didn't read The Missing, and tbh Varric being the eternal forgiveness machine speaks more true to his character to me. Then again, I also generally think that if Anders is alive, Varric is prickly and bitter but also not about to let you, dear Inquisitor, know where he is or that they still talk
I wish we'd gotten a little more context of Rook and Varric's relationship, though. We know they've been working together for about a year, are clearly good friends, and Rook is so devastated by his death that The Everything happens. But in a game that is extremely blunt at all times, it did feel like it was missing a more explicit reference to "Rook" being Varric's nickname for them that stuck (which I'm pretty sure is supposed to be the case).
In general I feel like Veilguard isn't very accessible to people who haven't played Inquisition, at minimum. I honestly wish it had been marketed as a direct sequel to Inquisition rather than just The Fourth Installment, because I think that would've been more honest
Actually, speaking of marketing, Bioware's marketing can blow me because why was SO MUCH of the final sequence in the TRAILERS? The coolest parts of the game didn't get to be a surprise if you watched a TRAILER, and that's fucked up. Still extremely cool when you get there, but like, come on...
I have. So many feelings about Rook
(these feelings are positive)
Veilguard is Dragon Age by way of Mass Effect. The combat is very ME3/Andromeda, and the story structure is basically lifted directly from ME2 (positive). I LOVED Andromeda's combat, and Mass Effect 2 has a very tight and effective narrative scaffolding that served Veilguard well. It feels like Veilguard has ME2's bones, DA2's heart, and Inquisition's grandeur, and it adds up to a really good, character-driven narrative with some really wild boss battles
I like Rook a bunch. While I understand the complaints wrt roleplaying them, in that there's just less flexibility to do so, I generally prefer my custom protags to have the kind of "structure" that PCs like Shepard, Hawke, The Dark Urge, etc. have in them. It helps my immersion and gets me invested, and having bits and pieces of canon backstory to hang my details on is very satisfying for me
You can absolutely tell that Weekes worked on Mass Effect
Also I can't help but feel sometimes that Varric's bond with Rook is because Rook reminds him of Hawke, especially with "Rook" also being a bird name (a sneaky thing Varric would absolutely do and is fully my headcanon now)
Just. Augh. Rook! I loved my Rook! Francesca Ingellvar was a wonderful protagonist to spend so much time with, and I want so badly to play all of the factions because I got so much great Mourn Watch-specific content.
My Lavellan came out perfect. RIP to everyone else on this one, but as my playthrough was plagued with bugs, I feel like karmically I get to brag that Eala was perfection, and I felt like all of her dialogue was "in character". I was full "let these two be together" apologia in regards to Solas and Eala, and the ending I got because of it is, to me, the very best one
There were parts of things that definitely made me question the way they did previous worldstate stuff, just things where I felt like it would have been more naturalistic if we'd gotten to pick more stuff, and the choice not to consider who drank from the Well of Sorrows and do something cool with an Inquisitor who did it is baffling. I will be writing fanfic about it, I'm sure. Still, it's not really any kind of sticking point or dealbreaker for me, just something that makes me roll my eyes and go "...ok" whenever there's an awkward spot
I got a party member killed and I'm not sure if that happens to everyone?? But it was so satisfying and so good and I can't imagine the narrative complete without at least one death, even if it makes me sad that it's there
More obsessed with Solas now than ever my god what a cool character. I've watching the other endings, because I convinced him to voluntarily bind himself to the Veil (and he let Eala stay with him this time), and I fucking love them. I love that he accepts defeat if you trick him and that he has a full villainous breakdown if you brute force it. It's so in-character.
I hope there's a lot of bad ending Rook/Solas where they're trapped in the Fade together
(although honestly it might take me a while to play any of the other endings, trapping Solas in his own prison is just a little too heartbreaking for me right now. not that he doesn't deserve it and you know i love a good tragedy, I just don't have the stomach for that level of sadness right now)
I did Emmrich's romance with a Mourn Watch Rook and i recommend it, 10/10 it's like being god's favorite
I loved EVERYONE. They're all so good I honestly can't pick a favorite companion at this point if I tried. The effort and care put into fleshing them all out and actually building relationships with each other was great. I ended up getting Taash/Harding and Neve/Lucanis together (I CALLED NEVE/LUCANIS DURING PROMO I WANT YOU ALL TO KNOW THAT), and when I started Act 3, Harding died and Neve got kidnapped. GOD what a twist of the knife. So fucking good. I need to do a run where Bellara is kidnapped because I need to know what unique touches she gets when she's Blighted at the end
It really feels like this game was made for me, specifically, and I'm very glad I got to play it
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slade-neko · 4 months ago
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Something fun I did during my time away was... I finally played The Legend of Zelda: Breath of the Wild!
Before I had only ever watched my brother play the game when it originally launched in 2017, but never had much of an interest to play it myself. After all the hype of Tears of the Kingdom upon its release back in May of 2023, I finally decided to give BotW a shot and I am so glad I did.
It definitely plays a lot different from classic 3D Zelda games, but it's a lot of fun. Main story felt weak having everything merely be flashbacks, but getting lost in the immersion while exploring the world was the highlight for me.
Cemu Emulator + Mods!
I played the Wii U version on PC via the Cemu emulator and installed a couple of mods throughout my playthrough. Mainly the Linkle mod and tried a few different music overhauls. Man, I wish Nintendo would just release PC ports. Modding games is so much fun haha. Makes the whole experience customizable and enjoyable.
Big fan of the Linkle mod. I know she's not an official Zelda character, more of a Koei Tecmo OC, but the mod is very cute. I appreciate how it affects NPCs and has them react to you being a girl, even goes as far as making her Link's sister for the story.
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Co-op Mod
This game would've been an 11/10 if Nintendo officially made it 2-player co-op, so I could've played it with my brother with him as Link and me as Linkle. But it seems fan's have already got the co-op aspect down already haha. Very buggy, but playing with my bro as two Links was a blast!
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Tears of the Kingdom
I did try Tears of the Kingdom too, but didn't get very far myself. I did see the entire game through my brother's playthrough and played his save a couple of times. Wasn't terribly impressed from my time with the game. Had some cool elements, but I think I prefer BotW more over TotK. Will have to give it another try sometime... maybe once the Linkle mod is out hahaha.
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enden-k · 4 months ago
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I saw you mention Skyrim the other day in a post of yours and was curious about whether you had any in-universe OCs, AUs or anything like that for the Elder Scrolls universe, and if you'd be willing to share!
Sorry if this is weird or out of pocket or anything like that (or if the mention of skyrim was a goof of some kind that i missed) but it's been a special interest of mine for quite some time and it's neat to see folks in the same fandom circles that I am mention it outside of a meme context
ok ok im gonna ramble HAHAHA
when i played skyrim for first time it was years ago on ps3, just classic oldrim. when i got my pc years later i started w skyrim again and started modding and ughhhhh, basically turned my dragonborn into a really cool, pretty vampire w a bunch of customized followers and we just roamed the lands, doing quests and adventures and it was honestly sm fun!!!! i even started drawing abt them, i was just super immersed and it was a nice thing to focus on in that time. unfortunately smth broke my game iirc and in the end i had no choice but to delete everything and start again but i didnt get him right again and then just gave up. since i built a new pc that handles much much more now, i started ultramodding (again), trying to get him back akjscbkj
from all kinds of games i tried so far, skyrim is just still the perfect game in my eyes tbh. it was incredibly fun playing both vanilla and modding it later; it just gave me the chance to customize a game i greatly enjoy even more to my tastes (not to mention that despite its age, w all the hard work of the community it still can compete w modern games w all the graphic improving mods out etc)
yeah anw, i had a whole squad around my dragonborn, camping out in the night, watching stars, riding through the lands, doing quests together, had them all assigned roles, doodled abt them.....................im trying to get it all how it was but aughh
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funkytoesart · 9 months ago
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does anyone have any cozy games to recommend?
Preferably on switch or PC, as those are the consoles I have :) I've never gravitated towards playing games in my life ever but i'm intrigued by the concept of cozy games, and wanna experience/play some :D
So far I've played animal crossing, Disney Dreamlight Valley, and Palia.
I'm particularly interested in games with cool/immersive world building and storylines.
RPG recs in particular would be cool, although i'm intrigued by the idea of visual novels too (as well as any other game type that's cozy and not just a farming sim), and romancable characters is a plus, but not required!
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clovercrafted · 2 years ago
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Clovercrafted’s summer fun build event!
Excited for some fun in the (virtual) sun? Ready to get your little gaming mitts on the new 1.20 blocks but just don’t know where to start? We’ll look no further because I have you sorted!
The Summer Fun Build Event will be running from June 1st to June 30Th! So that’s 30 prompts filled with sun, sea and sand*!
* may not contain any sun, sea or sand
So grab your blocks, your pickaxes and assorted tools and get crafting!
So how does this thing work?
Simple! Your build 30 builds over 30 days each one corresponding to the given theme for that day. You can skip days if you have to, do them out of order or even forget this even exists and do it 5 months later! There’s no real rules since this is just for fun!
Wait so this is just Minecraft?
That’s the intention but I’ve seen people do stuff with The Sims as well so if you can pull that off, by all means, I’m not gonna stop you!
Cool, can I use creative/mods/texture packs/whatever?
Yeah sure! How you do this is up to you! Mod it until it breaks or your pc sets itself on fire! Mmmm immersive summer heat
Okay I think I know what I’m doing…
Lovely! Feel free to tag me @clovercrafted in your builds and don’t forget the hashtag #cloverssummerfun23 so others can find your stuff! Feel free to reblog and spread this around even if you don’t wanna join in! 💖
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refractstudios · 4 months ago
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Distance Launches on PS4 & PS5 July 19th!
Today I have a very exciting announcement for everyone...
Distance: Console Edition has a release date for PlayStation 4 and PlayStation 5! You can get it July 19th on the PlayStation Store. Wishlist to get notified when it goes live!
Watch the exciting trailer with brand new music here:
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Here's a quick overview of what you can expect in Distance: Console Edition:
Melding the intensity of arcade racing with the agility of parkour, Distance catapults you into a neon-soaked world shrouded in mystery. Adapt quickly using your car’s abilities to jump, flip, and fly to overcome deadly hazards and survive.
Campaigns: Dive into the Adventure campaign, an immersive single-player story that takes you into the heart of darkness. Afterward, return to Nitronic City in Lost to Echoes and take on a brutal challenge. Finally, visit the mysterious flying islands of Nexus (a short companion to the Adventure campaign).
Arcade Modes: Earn medals to unlock over 150 diverse tracks in modes like Sprint, Challenge, and Stunt.
Leaderboards: Race ghost replays to take on the leaderboards' best (both online and local).
Endless Tracks: With Trackmogrify, enjoy never-ending challenges with randomly generated tracks using advanced seed modifiers.
Couch Multiplayer: Challenge up to 4 opponents in high-stakes split-screen races, or try unique arena-based modes like Reverse Tag and Stunt.
Unlockable Cheats: Earning PlayStation trophies unlocks cheats like motorcycle mode, bubble car, and many more.
And a bunch of other cool features including…
Customizable controls
Level playlists
Multiple unlockable cars
Car paint job customization
Main menu level selection
And more!
What's new on PlayStation?
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There are a handful of exciting new additions exclusive to PlayStation:
Haptic Feedback: The PS5 version features a completely new haptics integration. It allows you to feel the details of each impact, scrape, skid, and the abilities themselves in a whole new way. Since the haptics are largely audio driven I had a ton of fun working on this and it’s easily one of my favorite aspects of playing on PS5.
Activity Features: Easily track campaign progress from the control center, jump into a mode directly from the home screen, and see in-game help on campaign levels if needed.
Controller Lighting: On both PS4 and PS5 the controller lights with the glow color of your car. This helps to see overheat status as well as identify controllers during split-screen.
Regarding performance, Distance targets 60 fps across all single player content. On PS4 the game utilizes 1080p, and on PS5 it runs at 4K resolution. The PS4 Pro and PS5 version have both been enhanced with higher graphics quality and smoother performance. While there are dips here and there on the PS4, overall I think it runs pretty well, and it's even better on PS5 despite running at 4K.
Differences between PC and consoles
For those of you who’ve been enjoying Distance on PC, you’ll find that the core gameplay experience and overall features are extremely similar on PlayStation. There are of course some differences so I’d like to discuss them here.
I’ve talked previously about the technical limitations regarding Steam Workshop and the level editor, so at this time those aren’t available in Distance: Console Edition. Instead, we decided to officially include our favorite community-created levels directly into the base game for everyone to play. For example, our recent Kinetic Update (v1.5) on PC included 15 incredible new levels from the community and these will also be available on PlayStation!
Regarding online multiplayer, I completely understand that for some it might come as a shock to see it not included on consoles. While we have collectively spent a ton of time working on online multiplayer for PlayStation consoles, a series of unfortunate technical hurdles have led to it not being feasible for release at this time. Split-screen multiplayer is included however and allows for couch multiplayer in Arcade modes. For those curious about the behind-the-scenes technical info, please see below for a more detailed breakdown explanation.
With all that in mind, Distance: Console Edition is at a reduced price of $19.99 / €19.99. While it is possible that future updates will enable more content and features, please purchase with the assumption that the base game will not massively change in the future.
Getting into the technical details
If you’ve been following Distance for a while you’re probably aware that the PlayStation version has had a fairly long and tumultuous development. It was our first time developing anything for a console, and it’s been an incredible learning experience throughout.
Many years ago around the v1.0 launch we had a version of Distance using Unity 5 working somewhat reasonably on PS4 with several multiplayer features functional (though certainly not finished). After launching v1.1 I spent a lot of time implementing all of the various technical certification requirements for online play on PS4. This included things like parental chat restrictions, online ID consistency, etc.
As I was preparing to send a new build to Sony, I came to realize that to pass certification Distance needed to update to a much newer PS4 SDK version required by Sony. Unfortunately, this version of Unity 5.5 we used to develop Distance for years was locked to a very old PS4 SDK version, and the only option was to port Distance (yet again) to a much newer version of Unity. To comply with Sony's requirements, we needed to upgrade Unity from version 5.5 to Unity 2020. This unfortunately wasn’t negotiable and, as you might imagine, it took months to repair the various graphics and physics issues that came along with it.
The biggest hurdle was that our multiplayer system was completely dependent on the old Unity 5.5 version. The newer versions of Unity had fully abandoned their old multiplayer integration, meaning I basically had to start from scratch. One possibility was to attempt to replicate the custom RakNet backend we had relied on, but Unity’s version made several changes under the hood and without source code access it was challenging to emulate it. The other possibility was to simply rewrite everything from scratch and utilize an entirely new multiplayer system.
In short, I attempted both routes. After spending quite some time attempting to essentially rewrite all of Jason’s multiplayer tech, I realized doing this on my own will take an incredibly long time to get fully functional and properly tested. Between this issue, complications due to COVID, and my own personal issues with recovering from burnout, this was honestly a really frustrating time and one of the big reasons I decided to take a break from Distance development. As I mentioned in my September 2023 blog post I decided to go on a short hiatus to work on Project 2, and of course I enjoyed working on Project 2 so much that my short break soon became much longer.
Upon returning to Distance last year with a fresh perspective I made the incredibly tough call to disable online multiplayer for now. I would then focus on wrapping up all of the other features and content we have and get it into players’ hands as soon as possible. Of course it still took significantly longer than I expected to wrap up that last 1%, but at long long last we’re finally here.
Looking ahead
I really can’t say enough how much I’ve appreciated everyone’s patience and support during these challenging times. I’ve truly been blown away by the enthusiastic response to the Kinetic Update, and I’m so excited to keep creating and sharing stuff with you all.
To all of our new PlayStation players, welcome to the Distance community! I can’t wait to see which players take the top times on the new leaderboards. Please note that the best way to connect with other players is on the Distance Discord server.
You also might have noticed that there is a new remix of Isolation in the PlayStation release trailer. I’ve been developing a lot of new music for Project 2 and intend to release some songs officially soon, so please be on the lookout for more information about that. I’ll also be posting here and on social media when updates are released for PC and PlayStation.
Thank you all again!
Jordan
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kyngsnake · 1 year ago
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Do you mod your fallout games? If so what are some mod suggestions you have for fov or fo4?
I do mod my games! I would take all of my suggestions with a grain of salt because I cannot say that I 100% know what I'm doing half the time I'm modding games. I don't mod my games too heavily as I like to retain immersion and the original Vibe of the games, mostly I run quality of life mods, retexture packs, ENB, stuff like that. I also run some outfit and weapon mods, my one guilty pleasure is adding guns that technically aren't setting-appropriate because hehe cool shooty machine For F:NV I run this ENB preset and this texture pack, those are the closest things I can think of for proper suggestions.
These days I mostly play FO4 on PC for screenshots, @wastelandhell has a fantastic little guide on modding FO4 here.
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landgraabbed · 5 days ago
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some datv things.
i'm playing with a mournwatcher 2-handed warrior. her name is ghost and she's my unhinged crypt baby and i'm happy that you can in fact make cool looking qunari. i want to change her brows though. ignore the veil jumper armor theft in the second pic fdjdsfjfds
the writing isn't gelling with me at all so far. it feels very expository as in it is there to keep the plot moving and inform you of character traits and world topics in no uncertain terms. rather than immersive and rich in themes. and other gripes i won't get to here.
so far the best parts have been the environment visuals (NOT the actual design as game levels. the puzzles are insulting) and the combat. i'm playing on nightmare mode minus enemy hp (see settings below). i like that the enemies commit to attacks; the controls feel very responsive on the pc (i switched to it since i found the deck a bit laggy on the input). idk yet how i feel about the animation canceling. on one hand the souls player in me feels that it trivializes combat; on the other, the game is always pitting you against larger groups, so it was designed with it in mind. the two handed sprint heavy attack is honestly op and it's so funny to me that that's become my dominant strategy. otherwise the combat feels a bit... trivial? i wish the enemies did more damage. i did die once to the pride demon, but it was clearly due to input lag on the steam deck, since that install was a bit wonky. the combat is the absolute highlight for me though
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satoshi-mochida · 4 months ago
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VA-11 Hall-A developer Sukeban Games announces ‘Active Time Action’ game .45 PARABELLUM BLOODHOUND for PC - Gematsu
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VA-11 Hall-A developer Sukeban Games has announced .45 PARABELLUM BLOODHOUND, an “Active Time Action” game featuring a mix of real-time and turn-based combat. It will be available for PC via Steam. It will be playable for the first time at BitSummit Drift from July 19 to 21.
Here is an overview of the game, via Sukeban Games:
About
A new world and characters from the award-winning studio that brought you Cyberpunk Bartender Action: VA-11 Hall-A. This is .45 PARABELLUM BLOODHOUND.
Evade Attacks, Stop Time, and Kill ‘Em All
Featuring a mix of real-time and turn-based combat, .45 PARABELLUM BLOODHOUND offers a captivating experience for players of all levels.
Getting Personal
Follow the raw tale of Reila Mikazuchi; a killing machine emerging from depression looking to rebuild her life doing what she knows best. A path well-traveled where the consequences are known, but is her biggest foe really in front of her gun?
Key Features
Experience the tightly designed “Active Time Action” battle system, suitable for both newcomers and veterans.
Explore seven meticulously crafted, atmospheric stages with hand-placed encounters, dialogues, and riddles.
Enjoy detailed lo-fi visuals that enhance the texture of this rich cyberpunk world.
Immerse yourself in a gripping storyline waiting to be uncovered.
And here are some additional details, via Sukeban Games’ Christopher Ortiz:
What is .45 PARABELLUM BLOODHOUND?
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An “Active Time Action” game, which sounds a little bit like nonsense but we like nonsense. tl;dr, you move and dodge in real time while you wait for an Action bar to fill at a speed determined by character and weapon stats. Once that’s done you can then stop time and plan your offensive.
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The genesis of the battle system can of course be traced back to a personal favorite of mine: Parasite Eve, but that’s about where comparisons end. I’ll talk about this some other time.
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The pitch: You play as Reila Mikazuchi; a washed out mercenary whose glory days are long gone. In a last attempt at grabbing life by the horns she decides to go back to the life, only to realize the real enemy isn’t in front of her gun.
—The game’s heroine Reila. Designed by me with help from Merengedoll.
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The whole game plays out inside these highly atmospheric environments peppered with hand-placed encounters. You’ll be roaming around finding secrets hidden all over the game’s world, as well as talking to quite the unique cast of characters. Not to mention cool boss fights at the end of every level.
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We’re currently aiming for seven chapters; five of which are currently playable from start to finish. Most of the features are already locked in, as well as the story. We highly doubt things will change much from this initial description though we never know… There’s always something we can get rid of to ship it within this lifetime.
Release When?
No idea. I don’t wanna give any time tables here as to not repeat a N1RV Ann-A situation (though we do have an internal one), but we hope it’s sooner rather than later. I was actually gonna wait until we had the entire game built before announcing it Officially, but selling games has become much harder. It’s not 2016 anymore, so if we want this game to have a chance we gotta start now and hoard those wishlists and shit. In short: when it’s done. Do expect monthly devlogs (I’ve been writing them for years now, though I’ve been behind for Very Good Reasons), and progress shots over at my Twitter account and Sukeban’s.
N1RV Ann-A?
No news in that front. Sorry. I know that’s the main event everyone wants to see, but .45 PARABELLUM BLOODHOUND is significantly ahead in development, and I decided to dedicate my full attention to it for the foreseeable future. Once we ship it then the sky will be the limit.
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Who’s Working on This?
That would be me as writer and director, with a friend who prefers to be anonymous as the programmer and co-creator (we came up with the story, gameplay and characters together maaany years ago). Merengedoll (of VA-11 Hall-A kids! fame), always the soldier, has been helping me out with character, enemy, boss and production design. Juneji (also from VA-11 Hall-A kids!) is doing the soundtrack and some 3D work; and for the first time ever we have someone managing our asses to move things forward at a nice pace. If you’re familiar with my solo outing then you kinda know what to expect in terms of vibes and story; for better and for worse.
Stray Notes
Spanish, English and Japanese localizations are being planned for day one (hoping for more, but these three are the ones within our current bandwidth).
No downloadable demo planned as maintaining a separate build will probably drive us crazy.
After a couple reboots the current incarnation of the project has been under development for roughly two years, but if we wanna get cheeky, me and the programmer have been talking about doing something like this since high school. It really makes you think.
VA-11 Hall-A, when it came to my contributions to its visuals and atmosphere, was very much a pastiche of inspirations both subtle and in-your-face. This time around I’ve been trying to isolate my brain from external influences as much as possible outside of the initial spark for the battle system and other mechanics. Games take a lot of work to make, so I’d like to deliver a uniquely “Sukeban” experience; whatever it may entail.
For Those in Japan: Play It at Bitsummit Drift!
Lucky people in the Kyoto area can get a taste of the game’s first chapter at this year’s BitSummit Drift. July 19 (business day), 20, and 21. Do come check it out! We plan to exhibit the game at more events around the world in the coming future but we don’t have many details at the moment. Stay tuned. For those who can’t attend, we’ll be releasing the game’s first trailer on [July 19]! This is our YouTube channel.
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View the first screenshots at the gallery.
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