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InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)CO
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2 yr. ago

  • Finished Sniper Elite 4. Only had couple of missions left. Finished in one sitting. The game is really fun, though I didn’t play it stealthily, would find a place to sit and then snipe as many as I can, then go and kill others and find next place to sit and snipe.

    To me this is the beauty of a well done stealth action game. It's great pure stealth. But because AI is so critical to well done stealth, they usually also allow you to get a little wild playing with the AI when you're willing to let yourself be caught. Sniper Elite, Hitman, The Last of Us are all good at this. Because the enemy behavior is designed correctly, being seen is just more of the fun instead of a failure, and getting back to stealth is just as fun as finding the right approach in the first place is.


    Opened up Fire Emblem: Three Houses on my switch for the first time in a while as my "partial attention" game. I like something I can pick up and put down without pausing for sports with commercials, and it's NFL playoffs and Celtics season.

    I started Hitman's rogue lite mode a few days ago, and I really like how the approach adds stakes instead of just letting me save scum, and unlocking gear for just this run combined with the unpredictability of maps/targets really encourages me to be creative in a way that the unlimited sandbox sometimes makes feel stale. I'm not sure if I'll keep playing that on PC or go to the Last of Us 2's No Return mode. I'm a big fan of AAA 3D games with polished mechanics that play well at high difficulty adding the mode, though, because I love making games brutal enough that I have to beat my head against a wall some, but sometimes repeating the same encounter feels like I'm just memorizing that encounter better instead of improving my approach generally.

  • That's not unnecessary?

    And it's not remotely possible that even one game would not exist as a result of laws requiring companies provide the capability to continue to play them when they stop hosting. The burden is less than negligible compared to the revenue those games provide.

  • Good luck.

    You'd need new legislation to have any legal case (for future games obviously). There aren't laws that entitle you to access to the servers forever or for the game to work without servers.

    I'd be all for "you must release all necessary code (or at least all the technical details to replicate the interactions) to replace the server when you shut it down, or make the entire game fully playable without server interaction", but even writing those laws in a comprehensive way would be hard, let alone getting them passed or enforcing them.

  • It won't happen because the negatives outweigh the positives. There's so much extra overhead to keeping the cards synced that it's not worth it.

    Other workloads can do it because they're inherently different. Gaming is all about extremely precise timing.

  • Hitman.

    Fuck the always online shit, but since last time I played they added a rogue lite mode. "Just kill randomly selected NPCs on existing maps" doesn't sound mind blowing (and occasionally a level feels kind of trivial), but the "die and they're on alert, die again and start over without your gear" format combined with limited access to gear really does give a fresh, high stakes feel.

  • There are reporting features. In most jurisdictions, accepting reports and acting on them is plenty sufficient to meet any legal obligations, and many consider scanning every message unnecessarily invasive.

    I don't, and literally everything on here is public, so it's not identical, but look at the response to Apple's proposed (otherwise privacy preserving) CSAM scanning on cloud photo backups.