I couldn't stop following this from the moment it was first announced. It looked so incredibly bad. Ignoring that the economics of play to earn don't work without a steady stream of new rubes players buying in, this looked like the most uninspired, boring idle management game I'd ever seen. It was so clearly the lowest effort rug pull they could manage.
There was space to unpack the bad there. The gameplay was some of the most generic imaginable, coming as a sequel to one of the most original games of it's generation, the plot was a mess, the characters are poorly written (spend the whole game hyping up two of them seeing each other for the first time since the original, then when it happens, there's barely a conversation? What a strange choice), there wasn't much to like.
Like, it wasn't merely "I loved the original and this didn't meet those expectations" it was "this is not a good game"
This reminds me of that Russian woman who subdued and bound a burgular to a chair, after which she fed him only dick pills and kept him as a sex toy for a week.
I should risk breaking into Russian homes, I think
I mean really the whole thing. Security by obscurity is no security at all. Device search engines like shodan exist and seeking out specifically insecure devices becomes easier by the day.
Absolute security is achievable, but comes with costs. If I'm willing to airgap everything and never go online, only using my own code, my device will be safe.
Black box testing is MUCH harder than white box testing, especially as, and I hate to say it, AI based security scanners become better and better at identifying flaws in source code. Having more information about your target is always the first step in penetration testing, and more information is ALWAYS better.
This. I miss the days when a game released, and MAYBE it got a bug fix patch, but ultimately it was complete and you could go ahead and play it.
Today I see no reason to buy any game on release because either it'll be a buggy mess, or in another few years it'll have twice the content at half the price, or both. It makes it really hard to get excited about much of anything, unless I'm planning on playing it with friends who want it right away
If you want more SM64 there's a world of mods for it. SimpleFlips, a former speedrunner now more general lets play streamer has been supporting that community for years with events and it's resulted in tools and mods some of which are incredible. Lots are just more of the same, but then you have examples like BAZR which turn the game into a roguelike deck builder, and it works really well. Highly recommend
I think there's a pair of such in Minnesota who share a single body with two heads. I vaguely remembered hearing they got married, but according to wikipedia... Only one of them got married.
That must be an awkward sex life.
Not sure if sarcasm, but in case you're not American, Uncle Sam is a personification of the US, best known in the "I WANT YOU" WW2 enlistment posters. iirc, the name goes as far back as the war of 1812, wherein large stocks of rations were engraved with the initials U.S. which was then attributed to the provider "Uncle Sam" despite actually standing for "United States"
This is a natural state of the industry. For every big name series, you get a wave of [series]-likes. There are Mass Effect-likes and Call of Duty-likes and Disco Elysium-likes and Soulslikes and the list goes on and on.
Nintendo has had a stranglehold on creature catcher games for decades and the fact that there's slop is only news as it relates to the palworld lawsuit. We've already had temtem and casette beasts and many, many more, for years. This is an anomaly, like soulslike games getting the amount of media attention they did, not in that there are copycats, but that we're paying attention to the copy cats.
The fact that payout is based on engagement is kind of disappointing. Was hoping this would be a good middle ground for indies putting out first games or trying to make names for themselves to get their feet in the door, but it sounds like that probably won't be the case, and thus, I'm not sure what problem this subscription is trying to solve.
That being said, it might be a fun way to ensure everyone in a group has a copy of a multiplayer game to run on a Friday night
iirc, the steam survey data isn't always well distributed, and so it isn't the most reliable. Sometimes most of the surveyed are in China and the swings are more relevant to usage there, and then when the next survey comes out the shift is more based on demographic than broad trends. That being said, we will been seeing consistent growth on linux usage across the board for months so I don't think this is a fluke
I wish cooptimus was better maintained. The "Online multiplayer: x-y players, LAN multiplayer: z-n players, combo multiplayer? Yes/no" is so simple and easy to execute and yet nowhere else does it.
Idk if this is the case on modern console physical releases, but having these numbers on the box, and correctly represented, used to be a hard requirement for getting your game onto a platform. N64 games had it on the front of box. PS2 games in a set of details on the back. It's such a nice quality of life informational feature that falls between the cracks on steam because of how tags are done.
I couldn't stop following this from the moment it was first announced. It looked so incredibly bad. Ignoring that the economics of play to earn don't work without a steady stream of new
rubesplayers buying in, this looked like the most uninspired, boring idle management game I'd ever seen. It was so clearly the lowest effort rug pull they could manage.Can't wait for Molyneux's next game