The Steam Deck is a slightly funny shaped x86_64 laptop. It has an AMD APU in it. You can hook it up to a monitor, mouse and keyboard and do your taxes on it if you want.
Linux gamer, retired aviator, profanity enthusiast
The Steam Deck is a slightly funny shaped x86_64 laptop. It has an AMD APU in it. You can hook it up to a monitor, mouse and keyboard and do your taxes on it if you want.
You know what the main difference between the Steam Deck OLED and the PS5 Pro is? Customers wanted and asked for the Steam Deck OLED.
I don’t own a Steam Deck. I am a Linux gamer, and I appreciate that it exists.
Internally it’s basically a laptop using its AMD integrated graphics, yeah? No discrete GPU? Which makes it actually pretty impressive at what it does.
As I type this I"m in the process of building a new computer, going from a GTX-1080 to an RX7900GRE, and it’s relatively small, I got a 2-fan Asrock Challenger one and while it’s bigger than the 1080 it’s not as big as some I’ve handled. It’s amazing how they managed to pack the 1080 into such a small package. I guess the blower fan helps.
I seem to remember they started doing those daisy chain power connectors back in the SLi days. Take the GeForce 6800GT for example, which was a single slot card rated for 67 watts and had a single 6-pin power socket. You could safely drive two of them in SLi on a single 150 watt PCIe power cable. Hell they’d probably both run fine on motherboard power.
Don’t do it randomly. Either design sequences where Indy is disarmed, or actually embrace the 6 bullets per level idea, don’t puss out and leave bullets just before every conceivable thing Indy might shoot. Make every encounter doable with the whip/fists/environmental stuff, but make shooting something a very cool way to handle certain situations for players who conserve their ammo.
Indiana Jones carries a revolver and occasionally uses it, but yes Indiana Jones isn’t a story about a gunman. The way I would implement the gun mechanic in an Indiana Jones game is give him limited ammo, maybe 6 to 12 bullets, and few opportunities to restock. Indy should defeat enemies either by setting off traps/environmental kills, fisticuffs, or with his whip, with his gun as a weapon of last resort. Also, there should definitely be moments where the player feels like a genius for remembering he has a gun.
You mean the last game anyone anywhere ever bought from Sony?
man mount
some sex toys are external
Having actually run something fairly close to this experiment I think I can say Satisfactory, Subnautica and West of Loathing. Yes Satisfactory has the capability of being multiplayer but it’s not exactly Fortnite.
Does it? In my experience the touchpad is by far the worst feature of the DualSense.
The lesson here is don’t buy anything from Sony because you don’t get what you bought. Sony is a dead company. Don’t even pirate their shit. Let the corpse rot where it falls.
Explain to me the difference between Star Citizen and a scam at this point.
I am currently in my like 90th run of Subnautica. I’m doing an “All Cuddlefish, no native food, save the Sunbeam” run.
At 4 seconds in the trailer above, player character is walking out of the low cave and looking up at the bottle village, and above is a beehive like object up on top of the cliff; top-center of the frame. I don’t remember that being there.
At 1:05 we get a look at what I’m talking about, I know the chair we’re sitting in from the original game, I think Gehn would preside over executions from here, he would open the trap door in the floor to either drown the Rivenese or feed them to Wharks. The player has to use this control to close the trap door so they can stand there and ride the dunk manacles up to the jail cell. But that’s not what I’m talking about.
Here is the same vantage point from the original game (at around the 2 minute mark). The “cage pyramid” is similar in both along the near wall of the lagoon with the town opposite. But in the new trailer, there’s an additional alter-like structure in the center of the lagoon that wasn’t there before.
Both of these may just be additional background scenery or they may be altered gameplay features. Both of these details I notice are from a fairly early stage of the game so I wonder if they might add some guidance to players in the early game?
This video from DavidXNewton’s playthrough of the game shows him arriving there at about the 12 minute mark. The only way to get there is from a linking book in Gehn’s…world? And I believe it’s the last new location you visit in the game.
There are features I don’t recognize, like on the bottle village island there’s some large beehive looking structure I don’t remember, there’s also a structure in the middle of the lagoon I don’t recognize, and the withered looking tree with the walkway around it right near the end, so I suspect it has been slightly retooled.
Maybe a “play bot” is like, when you run the practice mode the game pits you against bots instead of real players. I’ve seen cases of older games starting to spawn in bots like that so that the few remaining players don’t realize how empty all the servers are.
Then there’s cheat bots which…I’m not sure why people do that?
The house on the giant stump is where Catherine is being held captive.
One of the things about the original game is you were locked to certain viewpoints which made it a lot easier to make sure players picked up on details; you couldn’t just walk through an area staring at the sky etc. but you couldn’t take in your surroundings. There’s a lot of details about the environment that was always there but is difficult to know about because there aren’t any perspectives that look at them.
Looks like they did a great job keeping the visual aesthetic of the game, fairly realistically rendered environments and textures. It looks like Riven.
I’m using Fedora KDE right now for their Wayland support, because I wanted stuff like FreeSync on my AMD GPU, but I do miss Cinnamon. And Autokey.