#like permadeath challenges can be fun and rewarding but i will opt in or out depending on if I think it actually improves my experience
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one thing about me is that I looove savescumming in videogames. "ooh i wonder what this dialogue option will do" *save & reset* "hmm that's not the item I wanted" *save & reset* "ugh I could have saved that character if I hadn't missed" *save & reset*
haters will tell you it's not fair or that you should learn to live with the consequences of your actions but I say that I like to have fun, actually
#if i wasnt meant to why does the game let me quicksave mid-conversation#like permadeath challenges can be fun and rewarding but i will opt in or out depending on if I think it actually improves my experience#claire plays#baldurs gate 3#bg3#video games
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The big Conscript accessibility + options update!
Hello everyone, hope you are all doing well. I’ve been hard at work getting a new demo revision ready for mid-October.
MAIN MENU
Here’s a look at the initial main menu for Conscript. I find it quite atmospheric and have found myself just keeping it on in the background while I work. The last menu for the previous demo was quite rushed so I’m happy with how this one has turned out.
ACCESSIBILITY
Recently, the topic of accessibility has been on my mind. As a developer it’s easy to find yourself resisting against a player’s ability to alter your “vision” of the game. I can understand this sentiment - as I’m somebody who holds my project VERY close to my heart. This topic was inspired by a conversation on the Conscript Discord where I was asked how accessible the game would be. My immediate internal reaction to any questions relating to adding a new unplanned feature is generally “isn’t my damn Trello board already big enough??”
After some reflection and research however, this is a silly way to look at things. Yes, any new feature takes hours or even days to implement - but that doesn’t mean it’s not worth doing. For example, as a developer I end up putting in many extra days and weeks trying to get the game on different online storefronts or even other consoles, all in hopes of trying to expose the game to more people but I would never question this time as anything but time well spent.
Accessibility is the same thing really. There are extra hours of work I can put in to ensure that MORE people can be exposed to the game and enjoy it. So that’s what I’ve been doing, even if it has meant putting extra work hours in every day for the past few weeks.
PAUSE
First, you can now visit the options menu at any time without having to go through the inventory. A tiny change, but it was requested quite a few times.
VISUAL OPTIONS
Something I wanted to solve was text readability. There are now a variety of settings to adjust different properties of the text in-game.
You can now choose between HD and pixelated fonts. Even though low-res pixel font is coherent with the general art style, it is not the most legible typeface to read. Now you can have the option to “HD-ify” the font, which makes for greater readability.
For those with dyslexia who may have trouble discerning between serif style characters, you can now opt for a simple sans-serif font style. This can also be toggled between HD or pixelated.
Text colour can also be changed between white, yellow, green, red or blue.
This is applied to all standard text throughout the game!
And finally, the background opacity of the standard textbox can be customised from 0 to 100. If you are struggling to discern between the text and background it may be easier to have this on 100 so the text stands more.
I feel like all these extra little options will solve the text readability issue for the majority of players. Any colour specific elements will also have non-colour related visual indicators. They are small changes but hopefully go a long way for some.
There are also some extra little visual accessibility options for those who may have trouble focusing on certain elements of the game’s artstyle. You can now zoom the camera in up close to our protagonist, and also alter cursor, crosshair and interaction icon properties such as size and colour. HUD opacity can also be lowered, but it is set to 100 by default.
The screen blood that appears when you take damage can also be turned off now, as can any bright flashes in the game for those who are photosensitive or epileptic. For those who don’t enjoy screenshake, that can be turned off too.
It hasn’t been implemented yet, but I am working on having brightness and contrast settings too in the future. Even though the game won’t feature much voice acting, I am going to work on having subtitles available not just for voices but also for any kind of hard-to-read environmental text.
AUDIO OPTIONS
Nothing too fancy, but you can now adjust SFX, music and master volume all independently. This required a rework of the audio system so it was actually quite challenging, but happy to have it completed and working.
BLOOD TOGGLE
Blood and gore effects can now be toned down substantially, although it will be left on by default. The reason I decided to include this is because there may be some who are more interested in exploring the history of Conscript without the intense and bloody combat . In my opinion, Conscript is equal parts a history game and a survival horror game, so there will be cross pollination between those two demographics. Most of you will probably leave this on but it’s nice to have it there anyway.
DIFFICULTY MODES
During the Kickstarter campaign, we reached the stretch goal for two difficulty modes but I am going to include some extra ones in the final game. There will now be six difficulty modes in total.
Training (Assist Mode)
This mode will feature checkpoints, increased health capacity and player damage will be increased.
Recruit / Soldier / Veteran
These three will be the standard easy/normal/hard sort of thing from every other game in existence. Enemy damage and item quantity variables will be the main differences between these modes.
War Hero
This will feature more “realistic” elements from modes like Resident Evil Remake’s “Real Survival” difficulty. Item boxes will be unlinked from each other and limited saves will be mandatory. It will contain the same gameplay modifiers as Veteran mode.
Grognard (French for “old soldier”)
This ultimate challenge will include all the features of War Hero mode but with PERMADEATH. Yep, you heard right.
LIMITED SAVE TOGGLE
Limited saving has always been controversial. The reason I opted for this old-school survival horror mechanic is because it introduces a risk/reward style of gameplay where players generally try and squeeze in one extra “task” before the next save, leading to extra hard decisions being made during gameplay. Understandably, not everyone wants to deal with this though. Despite this being the intended way to play, it will an optional toggle at the start of any Conscript playthrough. Note that on the very hardest difficulties it will be mandatory however.
Here’s a look at the game parameter screen before you start a new save:
You will also have the ability to toggle off Kickstarter backer easter eggs if you so wish.
CONTROL SETTINGS
Any action that requires you to hold a button - such as aiming and running - can now be toggled with one button press instead.
Also, I’m going to implement both a quick melee and quick heal feature so that you don’t have to go into the inventory just to break some barrels or use a healing item.
You can also turn off mouse support to play the game with a keyboard only.
CONTROLLER REMAPPING
Full control remapping is now available for both keyboard and gamepad control schemes. This was a complicated and time consuming thing for me to implement but I’m glad to finally have it available.
Hang on a second… did the inventory just change?
BAG STYLES
By far the biggest feature in Conscript history....
This was a fun little extra I decided to make when I was testing out the flexibility of the new options menu. Admittedly it has nothing to do with accessibility, but it is related to the options menu! You can now change the colour of the inventory background. You will be spending a lot of time there so I figured it would be cool to give some small level of customization... there may even be some extra unlockable styles in the full game! Any ideas for patterns or designs?
So that’s what I’ve been working on the past two weeks! What do you think? I know menu heavy things aren't exactly the most marketable features, but I felt it was important to share. Are there any other reasonably in-scope accessibility options you all would like to see?
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Watch Dogs: Legion Hands-On — A World Worth Exploring
Watch Dogs: Legion follows the series’ established hack-heavy formula, but the new recruitment system adds a refreshing layer of intrigue underneath your run of the mill missions. All of which still have the fun of outsmarting enemies or finding the right angle to solve a puzzle, download a key/file, or wreak havoc from afar. But the most appealing part of Watch Dogs: Legion is finding and recruiting new people. From potential new weapons to lovable characters with fascinating backgrounds and recruitment missions, you have nothing to lose and everything to gain by expanding DedSec.
Watch Dogs Legion’s Degrees of Dystopian.Set in near-future London, the bombings DedSec was framed for have led to an authoritarian state in which Albion - a private military corporation - has taken over policing while an intelligence community, led by Signal Intelligence Response Service (SIRS), spies on London’s citizens. In an attempt to clear DedSec, you’re tasked with finding out who is responsible for the London bombings. Villains include Nigel Cass, CEO of Albion, and Mary Kelly, leader of an organized crime syndicate in London. x96 tv box
In keeping with the series norms, Watch Dogs: Legion operates in the extremes of tech-gone-too-far and corporations-up-to-no-good. It’s what I expect, but as an exaggeration of where society could head, some storylines are more believable and intriguing than others. An Albion security guard making a janky deal to get medicine felt like a natural extension of the current ways governments fail their people, but an evil CEO shooting someone with a room full of high-powered witnesses felt more cartoonishly evil than cleverly dystopian.
Making every character playable is a narrative risk, but it’s one Watch Dogs: Legion seems to pull off based on what I’ve played so far. Those who felt Marcus Holloway’s cutscene persona didn’t match his mid-mission murders may have a hard time buying into the idea of convincing anyone on the street to join what’s publicly viewed as a terrorist organization — favors aside.
The script differences highlight each character as a unique individual rather than a generic stand-in. From the reserved yet no-nonsense attitude of the old lady I added to my team to my recently recruited Albion guard frantically chatting while she drives through London as if to say “Oh my god; I can’t believe I’m actually doing this.”
And at the end of the day, there’s nothing wrong with things being a bit video game-y if the ends justify the means, and in Watch Dogs: Legion they seem to do just that. Playing as anyone goes as narratively smoothly as it can, given the gameplay, and the experience of recruiting randos makes for a joyous open-world experience. android tv box
While there are plenty of new elements to Watch Dogs: Legion, such as ridable cargo drones, the fundamentals are still present. Take over cameras to redirect power, download data, or interact with nearby objects to create distractions or explosions. Distract enemies by sending something to their phones. Or go straight into combat, which leans even more heavily on player choice with enemies only using melee attacks against you until you pull out your gun and decide it’s time for a firefight. This is particularly convenient for those looking to stealth and hack their way through encounters.
My demo dropped me to the midpoint of the game where missions were a routine to-do list of heading from location to location, hacking drones to scope out the area, and then hacking cameras to download access keys or cause mayhem. At this point in the game the ability to cloak enemy bodies was available, allowing for a more aggressive playstyle, with stealth easier to pull off without alerting foes. London’s various buildings, tourist spots, and construction sites made for a fun playground to strategize my way through each gig.
The loop may be familiar, but that doesn’t make it any less fun. As usual, I found that causing destruction without getting my hands dirty was far more amusing than doing stealth takedowns of less than intelligent A.I who have dull walking patterns and are easily lured or distracted. Seeing how many enemies I can kill by stringing hacks to set off carefully timed explosions before I even step foot in a building never ceased to satisfy. If I was spotted, I found it easier to lean on whatever guns I had available than to bother regaining my cover or fighting hand to hand.
Fast travel still exists and some characters even have their own vehicles (often equipped with useful tech), but otherwise there’s good old-fashioned carjacking. A clever, futuristic touch is the option to steal a self-driving car (just look for the icon on the windshield). No driver or passenger punching required!
Driving still feels arcade-y at heart but some vehicles control better than others. The narrower and more roundabout-filled London streets make for a slower, more challenging drive than speeding down San Francisco. Of course, there isn’t much of an immediate penalty for running over lampposts or even pedestrians.
However, upon closer examination you’ll notice that running over someone makes them like you less. Good luck recruiting the person you just hospitalized (still possible! But an awkward icebreaker once they recover). Albion may come after you if they see you commit a crime, but losing them isn’t too difficult as long as you put enough distance between the two of you. Some nice touches include the fact that they can follow you into buildings — your safe house is inaccessible when you’re under pursuit — and if you’re cornered, an electrical device can latch onto your car, rendering it undrivable.
Making Your Team is a Dream.By far, Watch Dogs: Legion’s biggest and most impressive differentiator is the ability to play as anyone. Though getting complete intel on a person (down to their schedule) requires you to upgrade the DeepProfiler by using Tech Points you find hidden in the world. Getting to know them will tip you off to what they’re looking for and unlock their recruitment missions to turn an initial No into a Yes. x96 tv box
The borough uprising system lets you take on missions to empower a borough and give them a more positive outlook on DedSec. Some recruitments will be mandatory as part of the campaign, such as an Albion guard, but you mostly have free reign. If you just want to get the best of the best, DedSec will mark a few people of interest on your map who have been predetermined as good recruits, such as a Drone Expert and Bee Keeper. But you’re also free to recruit whoever is roaming around London.
The first person who caught my eye was an adorable old lady who was looking for some Darts competition. To recruit her, the first step was to go to the pub and play her in Darts, which is one of the most appealing mini-game side quests I’ve ever had the option to do. Hell yes, I want to play this old lady in Darts to get her to join DeadSec! Winning led to her recruitment mission of investigating how her job replaced the 300 workers who were laid off.
I could see this recruitment loop getting stale over time but, during my brief session, I adored every moment of it because I was doing it for my new recruit and my reward was having her there for the rest of my adventure - despite the fact that the mission itself was nothing special.
Unfortunately, she was arrested shortly after being recruited. Despite previous plans for mandatory permadeath, no one dies in Watch Dogs: Legion unless you opt-in to play with permadeath on. Instead, they just get arrested or hospitalized and locked by a timer. You can go to the police station and potentially get them out early but the easier solution is to just switch to a different operative. Having certain operatives on your team such as Albion guards, police officers, or EMTs will decrease your time in jail or the hospital.
A Dynamic and Diverse Group.Each character has their own loadouts, perks, professions, personalities, and backgrounds. Weapons and tools are shared across your team and can be swapped, but there are some gadgets and guns that are locked to certain types of recruits.
Uniform Access allows for certain characters to enter restricted areas more easily. So walking into a construction site as a construction worker means I can more freely walk through the area and it takes longer for enemies to detect my presence. However, they can still realize I don’t belong there so it’s not an instant win.
My assassin had a slew of powerful guns at her disposal but the graffiti artist had a paintball gun and would spray folks in the face after executing a takedown. Even across folks from the same background there’s some level of variation. android tv box
For instance, one construction worker will have a different set of tools than another.There were some rough edges in the build I played. When characters are defeated the animation looks a bit goofy, and there are some questionable drivers. But some of these may be cleared up by launch. Overall, I thoroughly enjoyed my time with Watch Dogs: Legion and grew attached to the different characters, their arsenals, and their sparkling personalities. The lack of a primary main character doesn’t detract from the story. Instead, it incentivizes exploring and immersing myself in a world I otherwise may have ignored in favor of mainlining the story.
Watch Dogs: Legion’s gameplay follows the established formula of hacking devices to accomplish your task at hand with the option to go in guns blazing - though it’s the less enticing route when you have plenty of gadgets at hand and drones overhead.
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I want to talk a bit about Mutant Year Zero
When you tap on the space bar to change from the real time exploration manner to the turn-based strategic mode, it is not considered triggering battle. You are not entering into conflict. Does not jump from the middle of the display.
Road to Eden is about utilizing stealth to completely scout dangers beforehand, then applying that understanding to maneuver the squad into place for the ideal ambush. Do your research and strategy well, and also you are able to take out your goal with them (or their cohorts) even understanding what's occurred. Proceed without warning and you are soon going to be bleeding out, your impatience badly penalized. Approached correctly, Mutant Year Zero is not a tough game; it is a tight, cohesive strategic masterclass that rewards the diligent participant.
Stalkers are shipped from the Ark, among the very few remaining hubs of human culture, to the Zone to scavenge for garbage and fend off the bandits, ghouls, feral dogs and much worse which occupy the destroyed suburbs and towns. Everybody, even people secure from the Ark, was touched by mutation.
At first glance, there is a whole lot you can do in order to customize every single stalker and gear up them to concentrate in some specific fields, permitting you to mix and match your team dependent on the job at hand. The restricted variety of weapons and utter expense of updates means you are forced to create tough choices. In the event you spend literally all of your weapon components on the close-quarters potency of Bormin's scattergun, or are you served enhancing the ranged effectiveness of Dux's crossbow? You can only afford one right now and again, because there's no potential for grinding, it might be some time until you are able to spend another.
On occasion the choices are simpler. Up against spiders? You are going to want a minumum of one stalker, likely two, using a successful EMP attack. Up against puppies? You are going to want a minumum of one stalker, likely two, together with crowd control skills to stop their melee rush. If you have completed your functioning properly, you will know what is coming and understand that which stalkers to swap out and in until you tap this spacebar. But do not tap that spacebar only yet. You are not quite prepared.
The Zone is split into a few of dozen maps networked across southern Sweden. They are not particularly big --larger than an XCOM map, but barely sprawling--and usually based on an identifiable attribute: a scrapyard, a college, a subway station, a quick food restaurant, etc. When you enter an area you are in pursuit mode and free to wander around in real time. When you see an enemy you are able to enter stealth mode by shifting your flashlight, thus slightly lowering your visibility but also significantly reducing the space where the enemy will place you. You are moving around in real time, only slower and much more subtly.
The pressure is ratcheted up through this pre-combat quest phase, as you are tip-toeing into hostile land, identifying the number of enemies await you, what forms they are, what amounts they are, whether they are patrolling, where these patrol paths require them, in which their eyesight levels intersect, and so forth. You have discovered a enemy's patrol route takes him from others. You struck F to divide your party and direct them into place. He is there now.
It is about the ambush. It is about assessing each situation from the exploration period and differentiating which enemies it is possible to remove, one by one, without alerting others. But pulling off a run of clean hits is not always possible. Inevitably something goes wrong--you will overlook that 75% likelihood shot you're counting or neglect to perform quite enough harm before the enemy reaches its turn and calls out for reinforcements--and suddenly the entire place is on awake and you are scrambling to improvise a new strategy.
The tactical battle engine borrows a good deal from Firaxis' resurrection of XCOM and provides as much depth along with a demonstration that guarantees all important data is clearly communicated in any way times. And you have to be educated, because the majority of the time--out of those strange simple skirmish that introduces a new component --there is an awful lot to consider. Afterwards, you will find high-HP tanks that will ram your pay, priests that will buff fellow enemies or send chain lightning strikes, giant puppies that will knock you over and maul you for numerous endings, but others have mind control abilities and much more. Tackling collections of enemies drawn from a number of those types can be enormously challenging, even once you've culled their amounts with a few critical early stealth takedowns.
Your' stalkers' health is going to be measured in only and low-double digits for much of the match, meaning that it only requires a few direct hits to place down them. These restricted resources echo the post-secondary topics of survival and scarcity whilst at the same time increasing moment-to-moment strategic considerations in battle.
Juggling all of the requirements of battle, from surveying the area ahead through to understanding how to best cancel every enemy type and develop a new strategy as everything goes horribly wrong, create an exceptionally satisfying tactical encounter. But as fun as the predefined experiences on offer within the class of Road into Eden's largely linear narrative are, it is still a linear narrative. On a brand new playthrough, the exact same map will still feature the very same enemies standing at exactly the very same areas or conducting exactly the identical patrol paths. Exterior of examining yourself against the toughest problem and a permadeath manner (presuming you do not opt for these very first time through) there is not a great deal of replay value available.
It is a shame, since the battle engine is indeed powerful I'd really like to keep on pitting myself from some type of randomly generated map after finishing the main narrative. Mutant Year Zero's smart concentrate on stealth and pre-combat prep reward your diligence, its own turn-based battle encounters are complicated, and they help strengthen its all-encompassing post-apocalyptic setting. It's a superb tactical battle campaign which you need ton't let creep past.
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