

I groan at yet another account situation… But I adore RGG’s work, and will do anything for more Yakuza. Yakuza 3-5 remastered was the reason I even got myself a PS5. Yakuza 0 and Kiwami were the reason I got my PS4.


I groan at yet another account situation… But I adore RGG’s work, and will do anything for more Yakuza. Yakuza 3-5 remastered was the reason I even got myself a PS5. Yakuza 0 and Kiwami were the reason I got my PS4.


I added this to my Steam wishlist like 2 minutes after I saw this announced… Maybe a year ago? I’m awful at skate games but I really love the look of this game.


It’s a mod, but it may as well be a completely new game. It’s a huge revamp that Max has pumped so much time and money into.
On the indy front, I picked up Terra Memoria, and it’s been interesting so far!


Hell Let Loose, I’m assuming. Haven’t played it, but I think it’s a WW2 sim shooter?


I mean, it’s certainly one way to have “flavor of the month” characters without actually having to rebalance things monthly.


A lot of good games can be based on randomness. Being in control of the deck building means that your choices shape the odds. I used to have a similar viewpoint as you, but learned to really embrace randomness and the design challenges it presents.
I say this as a Magic player, where even the greatest players in the world can get screwed or flooded on mana. The possibility of screw/flood increases the importance of card draw/card selection, makes the playability of low-mana cards more important, and makes heavy color pip investment, multiple colors, and higher mana costs a very serious concern.


Oh, I already have it, I just needed a good reason to hop into it and really give it a shot over the holidays.
I’m fine with games that push you to change your combat; combat that’s only there as a stat check and grind doesn’t feel like a compelling reason to have combat.


I was on the younger end of the target demographic, but I got big Geocities vibes from a lot of those pages. Such a neat game.


I’m like, one toe deep in 4 different turn-based RPGS. What does this one do particularly well?


Hey, don’t forget about good old Riding the Dilu Horse. +2/+2 and Horsemanship that stuck around, with no counters or attachment.


Wyrmspan is awesome.
If you enjoy Wingspan, Wyrmspan feels like a Wingspan where you can actually “build” in a cohesive manner, and everything feels a little tighter/tougher due to the reduced number of resources you can get per action initially. The ability to earn more actions within a round becomes pivotal. And it feels like there are different viable paths to victory, whereas Wingspan really felt like "get early pink ability birds, then focus on high point value birds.
My board game group has switched over without looking back, and we had already invested in the Nesting Box and every expansion for Wingspan.
Thanks!
I didn’t know/understand the integrated memory thing.
It seems like this thing is like 80% of the way to an amazing machine. Hall Effect sticks and a great screen and chip set, but the Windows 11 nonsense and the short RAM keep it from being an auto-recommend.
If SteamOS goes public, I’d really hope to see how this device fares.
Aside from the cruddy software, I don’t understand these complaints?
Yes, it’s Win11. Terrible interface, awful setup, and I’m not a fan of it.
16GB of RAM is what’s in my Steam Deck, and the Ally X goes above that with 24GB.
This seems to be a 1080p, 120Hz, OLED display. Is your issue the lack of HDR/color depth? Or are the resolution and refresh rate too high for the battery? Or is it actually like, RGB lighting on the handheld?


Okay, would people recommend playing 1, 2, then 3, to get the experience as it was first given? Or going 3, 1, 2?
I didn’t read through the original Ultimate universe; is it required reading, or can I jump into the new Ultimate sight unseen?


I wonder if people realize that cyberpunk is meant to be a dystopian satire, and not just a cool aesthetic. It should feel like a condemnation of a number of modern practices (including our over-commercialization and hypercapitalism). I guess the issue with Deus Ex is that reality has jumped the shark so hard that it doesn’t even look like much of an exaggeration in some spaces, and more like the logical outcome of another decade or two.
I’m sure there are some weird tech bros out there that see it as a utopia, and that’s where I stop being able to see eye to eye with them. Who would want to live in a world where the cycle of poverty is more vicious than ever, where literal under-cities of people have to subsist on artificial light and synthesized foods that keep them alive, but only barely?
Oops. I did all of mine like 8 hours ago.


Aggression should be part of a game, but shouldn’t be the only way to play it. Obviously, when a game is optimized, it may be the best way to play (Monster Hunter and HAME speedruns come to mind), but a lot of great games try to design so that different archetypes can coexist and play off one another.
Street Fighter 6 encourages aggression. The Drive Meter system makes it so that turtling and blocking forever will end with you in blowout, taking chip damage and having worse frame disadvantage, as well as removing your ability to use Drive moves and opening you up for stuns. However, also hidden within the Drive System are some of the tools to deter mindless aggression. Drive Impacts are big moves with armor that lead into a full combo, so if you can read a braindead attack sequence, you can Drive Impact to absorb a hit, smack them, and then combo them for 35% of their life total. There are also parries, which can refill your drive meter.
Magic: The Gathering has tried to balance the various archetypes (Aggro, Midrange, Control, and Combo) so that every format should have at least 1 competitively viable deck in each meta archetype. Typically, Aggro will be too fast for a Control deck to stabilize and kill them before they can get their engine set up. But Midrange will trade just efficiently enough (with good 2-for-1 removal or creatures) to stop the aggression, and then start plopping out creatures that Aggro will have difficulty overcoming. And Combo often has nothing to fear from Aggro, since Aggro oftentimes can’t interact with the game-winning combo pieces. And because of this system, Aggro decks have to have sideboard plans ready for whatever meta they expect at an event or tournament. Removal or protection to get over or under Midrange, and faster speed or other types of interaction to take down or disrupt Combo. Magic’s systems (Mana/lands, instant speed removal, and even the variance that comes from being a card game) don’t punish aggro directly, but they make sure that there are usually answers out there.
Leverless controllers are fairly popular. Supposedly more ergonomic and precise than an arcade stick or pad controller, more portable than the stick, and better to use than a keyboard.
It is a fairly large learning curve if you’ve already played fighting games with another input method, but after building some new muscle memory, you’ll realize that your understanding of the game is still intact. There are also some really good “shortcuts” in input methods to get precise, just-frame inputs, allowing you to input opposite directions just 1 frame apart, with no stick travel time.