A company can become more agile with layoffs if you have a bunch of useless middle managers who exist only to justify their existence and you lay them off.
I don't remember who but someone made a good example with the "this is fine" meme in Clair Obscur. Someone on the development team came up with the idea and it probably took a day or two to set up. So they took a day or two and it's in the game. Had the game been made by Ubisoft that meme would've never ended up in the game because the idea would've gone through 5 different managers who need to give their blessing (because none of them want to take the full responsibility in case it sucks), then it goes through legal to make sure there's no infringement, then through pr to make sure it's not somehow offensive. Eventually a week has passed and management is still deciding if it should be implemented. Finally it gets canned because the time spent on making the decision had already made it too costly to implement. Something that could've been done in a day took a week and nothing got done.
But I'd be surprised if that kind of downsizing is what Jagex had in mind.
Doesn't mean they're right. If you look at Russell's pov he's turning right and just as Max is passing him to take the inside line Russell corrects to the left and bumps into Max forcing him to drive off. If Russell did it deliberately then he's is at fault and if he did it accidentally it's a racing incident.
I loved Lune. I enjoyed her skills and gimmick the most and I think she's probably the one character that takes the least amount of investment to make a decent build for, so she can and will absolutely carry you to the final act. But then she pretty quickly drops off as other characters get their builds together and end up dishing out far more damage than Lune.
If you want some build tips ::: spoiler early game I made her into a free aim sniper and used Trebuchim to collect 4 stains that then got used for Mayhem or, if I got lucky, Elemental Genesis. Obviously you stack free aim buffs and some starter energy and dead energy to pick off the weakest enemy to regain AP while getting the necessary stains for the payout. You get 4 spell slots as flex slots if you need them but I personally didn't need them. :::
Maybe there's some ultra late game build that works, but I found a build that I enjoyed and when it stopped working I felt I'd rather remember her as she was than try to make her into something I might not enjoy.
No. Vettel got a 10 second stop-go and 3 penalty points for essentially the same thing. 3 penalty points is fair. You can disagree on the 10 second ban and I will agree that it should've been a a clear disqualification (assuming the rulebook allows something like that) or at the very least a 10 second stop-go. 3 race ban is just overkill and a lifetime ban would be completely idiotic.
Piastri knows that to defend against Max you need to defend like Max. And he has the skills to do it so as long as he isn't caught completely off guard, like in Imola, he'll be fine.
Okay dude. Come back when you've stopped being a cryptic little shit and can communicate like a normal person.
I'm not sure I follow. Are you acknowledging the very fallacy you stepped into?
I want to see you explain how Spec Ops: The Line is the same thing as this propaganda shit piece.
I get the gist, I agree that games like America's Army shouldn't be on Steam but you can't just broad stroke all "grunt in the middle east" games as propaganda. They can end up being something totally different and not comparable at all.
I haven't played Mordhau but based on what I've seen of gameplay it has a different issue I have with first person melee, which is that you have no perception of reach. If you can't identify how far you or your opponents can attack then the gameplay turns into sticking your face in your opponents face and I find that pretty annoying. I guess I'm kinda picky about my melee combat.
After giving it some thought I kinda agree with the author. Not in the hyperbolic sense that it's the worst thing ever, nor in the sense that I don't like parrying because I suck at it, but I agree on the point where he's talking about fencing.
There's so much more creative freedom and depth in actual martial arts, HEMA, fencing etc. that is just completely missing from most games. You don't get the contact feel of your opponent, you can't physically feel what your opponent will do. You can't really gauge how far your attack will reach or, more importantly, how much range your opponents have. You can't choose your angle of attack and, again more importantly especially in the context of parrying, choose how you defend. Your attacks are generally just a button click at which point the character does whatever attack has been programmed. Your defense is just a button click that generally blocks all attacks in front of you. Your parry is also just a button click that if timed right just parries (and sometimes automatically ripostes as well). All the nuance of melee combat is simplified to "one button for blocking/parrying and one button for attacking".
So yeah, parrying does suck until we can turn it into something more engaging than just timing a button press.
I think to really have space for overtaking they need to go-kart that shit. Maybe even figure out how to get power ups on the track and go full Mario kart. I want to see Max get blue shelled just before the finish line. That's the kind of Monaco GP I'd watch.
It's pretty much just an expansion to the first world and expanded the lore of that world. I thought the first world was also the most interesting so I definitely enjoyed it. I didn't try out the new archetype but it looked interesting. I think it's definitely worth picking up on sale.
I get it now. They're comparing only trunks because the hash of the trunk wouldn't change.
Because
they save the hash for the full password as well as the hash for the password without the last character. So if you attempt to change only the last character, they can detect it.
is not how hashing works. You can't create a subset hash to compare against the set hash.
Let's say my password is "ILoveUsingSimplePasswords1".
You remove the last character and get "ILoveUsingSimplePasswords".
And then I change the password to "ILoveUsingSimplePasswords2".
Now here are those 3 "passwords" hashed.
- 5c30739dfd7a5df387f9a3e6c08a026831314e8cc8df4f18e3c2a7baddf30bb2
- a78cb4f0ddf5513862e97e20fe8f331d08bbb5aacf0ac14c0b6a0f1b036a7b6b
- 9385bd96fb795abd7204d27990e8c7b2bf929bac772b6f8e3b875e8a313be5cb
Can you tell which of the 3 is "ILoveUsingSimplePasswords" and can you identify where I've added 1 or 2 to the end? You can't because it's not how hashing works.
Are you sure it's all negative? Because on my steam the base game is "Mostly positive". The DLCs are "Mixed" and outside of the The awakened king I can't say much about the DLCs.
As for my short review. I'm not sure what those people think Remnant 1 was about but for me it was unique worlds, unique builds and unique enemies. Those things together give you an unique gameplay experience and Remnant 2 expands on all of those things.
The aesthetic was excellent in Remnant and Remnant 2 continues that by making those worlds even more detailed. There were multiple times where I just looked in awe at what the artists had concocted together. The only time where I felt the artistic vision wearing thin was literally the end of the game. I have vivid memories of all the worlds that are available in adventure mode, the final area ended up being unremarkable compared to everything that had come before it.
The builds in Remnant were pretty unique but I personally felt like the game didn't give you enough tools early game to mid game to really build something out. You had guns, armor, trinkets, traits and mods but it all felt kinda constrained. Remnant 2 expands that by additionally giving you class archetypes, weapon mutators and you can modify the relic (the heart thingy that heals you in Remnant 1) and add relic fragments. All all those things individually are also expanded. Compared to the first game you're going to get more guns, more armors, more rings, more amulets, just more of everything necessary to make a build.
The enemies in Remnant were great, an excellent mix of small enemies, minibosses and big bosses. Remnant 2 expands all of them with an even greater mix of small enemies, minibosses and big bosses. I'm not going to spoil any bosses but I definitely found them fun and memorable. The final boss is the only exception that comes to mind as I remember that being a frustrating fight.
The only objectively negative thing I can say about Remnant 2 was the performance. I don't know if they've released some patches for it, but when I played around the launch of the awakened king it was borderline unplayable without upscaling.
If you enjoyed Remnant then it's definitely worth picking up Remnant 2. Remnant 2 improves on everything that was great about Remnant.
I'm pretty sure the game is enjoyable, but is it really $70 (Or in case of EU 80€ which to be crystal clear is a fucking joke of a price) enjoyable? I thought about buying Doom TDA but when I saw the price tag I decided to buy V Rising instead. I'm pretty sure for more than half the price I'm getting as much enjoyment out of V Rising as I would out of Doom TDA.
My issue with the increase of premium pricing is mainly pragmatic. There's no reason to pay that price when you could get just as good or better games cheaper.
Best example of character growth in all of media.
There's no reason to look at Steam numbers because the biggest extraction shooter isn't on Steam, yet.
While the qualis are always good in Monaco points are awarded for racing not qualifying and races themselves are generally a snorefest.
I can appreciate qualis but I watch F1 for the racing. If I want watch something time trial style then I'd rather WRC than F1.