Showing posts with label pc gaming. Show all posts
Showing posts with label pc gaming. Show all posts

Tuesday, March 1, 2016

vlog - netherworld-produced vhs tapes

so, many people have been having issues with NISA's latest PC outing with Disgaea PC. stuttering, issues with the graphical settings, and generally buggy stuff have been bothering players this week. and in my case, the framerate's so slow at essentially 5fps on my low-spec rig that i pretty much can't play the game.

well, at the very least, NISA's been listening to these issues and even asked players to post their computer specs so they can work on a fix. the fix is reported to come out tomorrow on the 2nd. nice to see NISA values their community and community feedback when it comes to their stuff.

'course, if Disgaea PC still doesn't run well on my computer, at least i got the PSP version of Disgaea 1 to fall back on. still don't really regret buying it if it means the possibility of more NIS games on PC/Steam. >w>


in the meantime, enjoy some 90's inspired demonic doofery with the dudes at Mega64. i'll just be here trying to get some more stuff done for this place.

and wondering where the hell they managed to get that prinny costume.

Saturday, December 5, 2015

card games by a mage's candlelight - gen returns to hearthstone

honestly was considering penning this under the "gen's thoughts" title, but this falls under more freeform musing than rambling about my opinions and thoughts on things. i don't know why i need to stick nearly everything under specific categories; it's not like this site even follows a specific trend or theme to the things i write about. :y

at the start of the month, i've gotten myself back into playing Hearthstone, a digital collectible card game spinoff of the Warcraft series. which is also free for windows/mac and iphones and tablets if you wanna try it out. the microtransaction/free-to-play stuff is pretty fair, too. buy packs and adventure parts with either money or earned ingame gold which is fairly easy to get.


i initially got into Hearthstone around April or March of 2014 when the game was released to the public. played it for a while, got a few card packs out of it, and got a nifty pandaren-themed card back from ranked play. while i did enjoy it, i soon retired from HS for greener pastures, which naturally meant i missed out on a lot of cool card backs from the following months up to now. ah well. such is how life goes, i guess.

wasn't to say i wasn't interested in coming back to the game at some point in the future. my younger brother still plays Hearthstone as of this writing, and of course i had a ton of fun just watching him blow opponents to dust with cheeky tactics. just didn't have the proper incentive to actually play the game again myself. which, knowing me, that incentive most likely involved either more variety to cards, more cosmetic stuff, more content, or tauren. preferably tauren.

'course, we got new card set expansions and adventures and new modes, and i even followed the official Hearthstone twitter, but i wasn't coaxed into coming back until my brother let me know about the latest shaman-themed card back for the current ranked season.

as someone who played shaman in both Hearthstone and World of Warcraft, that was what got me back into the game. got myself to rank 20 now so i'm guaranteed to get the card back after this month, but now i've found myself enjoying the game even more; not solely because of the new cards and content (tavern brawl is fun as hell, i should mention!), but for more poignant reasons. not really the sappy kind of poignant, just stuff that just kinda draws me into the game in a different aspect.


Tuesday, November 17, 2015

gen's thoughts - Disgaea PC? Disgaea PC.

okay i know it's going to be a while before this game gets released and get the funds to play it but shut up let me gush


caught word on my steam activity feed that several of my steammates joined a "Disgaea PC" community group. i initially thought it was just a fanmade pc adaptation of the adorably demonic strategy rpg, but nope. it's an official game group, and it wasn't long until i found the steam page for the game, too. come February of next year, the first game in Nippon Ichi Software's Disgaea series will see release on Steam.

already said some stuff about the Disgaea series last year for the first part of my Disgaea manga review thing, so i'll leave that alone. though, uh... i should at least get back to that readthrough at some point. outside of being a port of the first Disgaea game Disgaea: Hour of Darkness, Disgaea PC will include all content from the Afternoon of Darkness PSP rerelease, as well as enhanced textures, an updated UI, keyboard/mouse and controller support, steam achievements, and cloud saves amongst other features they didn't bother to list on the steam page. there'll also be steam trading cards that players can craft into badges to show off on their profile, as well as get some nifty emoticons and backgrounds out of it alongside coupons that they'll probably never use.

that's pretty much the gist of it from what i can gather off the steam page. though why is this titled with "gen's thoughts" instead of MAKAIPUNK? and maybe it should've been titled STEAMPUNK instead?

well, i kinda got a couple thoughts concerning this rerelease, and really, i kinda keep MAKAIPUNK focused on the more doofy-yet-informational NIS stuff. as for STEAMPUNK, this isn't a review of a steam game. so yeah.

anyhow, more wordy thoughts under the cut.


Thursday, July 16, 2015

crashin' some castles



thought i might plug this since i gotta step up my game on keeping this place updated. also hey guys i was part of a rad thing.

P-Stream (the P stands for "Power"!) is a Twitch stream ran by Sam, one of my pals who also does some nifty voicework and a p fun comic. the stream's been going on usually every sunday, though it's on its season finale now, with this episode done on the 12th of this month. me, Sam, and another pal named Pat played and streamed some Castle Crashers that day. we also played some Pokemon Black, but that unfortunately isn't shown because Sam's recording software really didn't want to cooperate with Desmume.

despite the little technical difficulties, we had a huge blast! next part of the finale should be streamed next Sunday on the 19th; Sam'll likely be playing Pokemon G/S/C in honor of Satoru Iwata's excellent help on the game. bless his soul, whereever he is now. also might be hopping in myself that day!

twitch stream can be found here, and you can also follow Sam on twitter for updates on when they'll go live! seriously, they're a cool dude.

Sunday, January 18, 2015

curiousities - The Chronicles of Jaruu Tenk

bit of a short one compared to last time, but a interesting gem nonetheless.


The Chronicles of Jaruu Tenk was developed by John Passfield and Steve Stamatiadis and released in 1999 by Gee Whiz! Entertainment. according to the help file, the game is a "screen opera"; basically a interactive virtual environment that also doubles as a screensaver if you so wish.

so yeah, it's not a "game" in the general sense of the world; there's no major goals or long-term objectives. the scale's also rather small, with it set in the titular Jaruu Tenk's house, but there are quite a few things about Chronicles that are pretty interesting for its time.

set in the world of Kombara on the island of Bloofen Jut, Jaruu works as an Observer, keeping track of volcanic activity in the region and keeping an eye out for any threats. as a visitor to the island, you can explore around Jaruu's house, talk to him and his friends, read up on the lore of Kombara, and even play games around the house with Jaruu.

Monday, December 1, 2014

STEAMPUNK - LUFTRAUSERS

sometimes a game i rec merits one of those long-winded sort of forewords like i did with my Conker rec; how it stands out to me, a few general opening thoughts on it and games like it, and why i like it amongst other wordy things.

however, i won't be doing that today. namely since this is more in-depth than a standard rec of mine, so most of the wordiness will come from further in. aaaand there's not much i can open on outside of "i friggin' LOVE bullet hell shmups" as far as this game's concerned. so with that out of the way, welcome to STEAMPUNK, a new segment dedicated to reviews of Steam games i particularly like despite being named after an aesthetic i'm not all that fond of.

yeah. anyhow, let's talk Luftrausers.


developed by Vlambeer, Luftrausers is a arcade-esque shoot-em-up (shmup) game featuring multi-directional movement (as opposed to just being top-scrolling or side-scrolling like in other shmups), and gameboy-like graphical aesthetic, and customizable fighter planes. by completing missions, you can unlock more weapons, plane bodies, and engines that change how your plane functions.

and in line with bullet hell games like DoDonPachi and Touhou, it is and will get very hard. though if that sort of thing is your cup of tea, keep reading.

Tuesday, July 22, 2014

hell yeah cowboy starpeople

so i didn't catch wind of this until now, but yesterday Chucklefish director Tiyuri posted his thoughts on the whole "early access" thing and a significant fraction of Starbound's community being "weh updates not coming out fast enough" and whatnot. touched on the situation myself some few days back, but i feel like Tiyuri summed up the whole situation and explained things better than i could.

they've also been working on assets for the novakid race, which can basically be summed up as cowboy starpeople. they even get a train starship. and revolvers. two posts concerning them can be found here and here.

artwork by JohnSu on DeviantART
so yeah, suffice to say i'm pretty hyped that they're working on one of their stretch goals now, and it's nice to hear what what Tiy himself had to say on the whole matter. best of luck goes to he and his team, and even if the next update may take a while, i'm still hyped for it to come.

so yeah, pretty much the last thing i'll say on the whole starbound matter. though i am planning on possibly doing a playthrough/review sort of thing once all the progression things and such are put in place and all. 'course i have a bunch of other stuff to do, so i should probably get on those first. welp.

Friday, July 18, 2014

gen's thoughts - why ya'll should stop giving Starbound flak

i feel like i keep saying i'll get post stuff done at some point, so i'm just going to drop that whole intro line. in the meantime, i need to talk about an issue that's becoming way too goddamn resonant in the Steam early access community.

for those who aren't familiar with Starbound, i'll sum things up quickly. it's a 2d minecraft-style game much similar to Terraria, but what Terraria established in terms of game mechanics, Starbound improves on. you can explore a wide variety of planets, visit dungeons and explore towns, and even decorate your own spaceship.

the game is currently available for purchase for early access on Steam. while it's fairly bare-bones in its current state, it's shaping up to be fairly ambitious. from what the devs have said about coming features, there'll be revamped progression, expansions for your ship, and quests to partake both sidequests from wandering folks and main quests for each race. kinda like a 2d Elder Scrolls in space, but you can build stuff.

however, there's been a lot of people complaining about Starbound's stable build not updating fast enough and the grindy progressing in the current stable build. many of them changed their positive reviews to negative, fearing that Starbound may go the way of Towns and Cube World, two games that have been infamous for having no updates in months with no word from the devs.

well, first off, the game being unfinished is an obvious risk of early access. many of Starbound's progression elements are in the process of being overhauled; what was presented in the current build is just a placeholder until the actual progression system is finished. a lot of ingame systems (such as the tile rendering system and monster generation, for instance) are also getting improvments and such so everything will run smoother. Chucklefish is a rather small studio, and while news on the changes are frequent on the devblog and the nightly build, it'll still be quite a while before things are in working order.

what people don't seem to understand is that at the very least the devs are keeping us posted on updates and systems in the game and how they're coming along, compared to something like Towns which hasn't updated or posted any development info since... september of 2013, apparently. yes, i'm upset at the lack of updates on Starbound as much as everyone else is, but at least Chucklefish is showing us that they are indeed actually working on it, even if it's taking a while.

when you buy early access to a game, that's what you're getting: early access. to the people whining about the current build's grindy progression, Starbound is still well in beta, and what is in beta doesn't necessarily exactly reflect what will be in the actual release. early access is how devs get funding for their projects, and it's also a way for them to get feedback for their games. however, there's a fine line between constructive criticism and callous whining, and complaining about how unfinished the game is and how updates aren't coming out fast enough isn't going to make things easier for the devs.

just my two cents on the whole matter. i'm still hyped for Starbound and heartily recommend it for anyone who liked Terraria, but i have a feeling situations like Cube World and Towns are why people are so leery of updates taking a while.

Tuesday, April 29, 2014

gen's thoughts (and also recs) - a Legacy in the making

been a bit since i last posted something here. this was going to be a post on my thoughts about this server, but i figured it might as well double as a recommendation post since it's p rad as well.

ah, private servers. quite a bit of a polarizing topic amongst many, especially amongst World of Warcraft players. for some people, it's a way to experience past versions of Azeroth. for others, it's a way to experience the joys of questing, player-vs-player combat, and raiding without having to pay a subscription fee. and sometimes there's others who think private servers are gimmicky buggy distortions of blizzard's milestone MMO that don't deliver a legitimate experience like retail.

whatever your opinion, there's no denying that WoW private servers are interesting in concept as well as development. while a lot of servers mostly seem to lean towards PvP and raiding with custom content, some other servers seek to emulate older versions of WoW without any fancy bells or whistles. some other ambitious people heavily modify Azeroth's terrain and add new races and quests, creating an entirely new experience that sets it apart from the crowd.

and oh boy, is Legacy quite the experience in those parts and more.


as someone who's been a WoW player since the Burning Crusade era and a roleplayer from the days of when MSN Messenger was still a thing, roleplaying in World of Warcraft is still a learning experience for me. i'm savvy with most of the lore, but making and roleplaying a character in the game has been a bit awkward for me, especially with how things in retail are handled as far as ingame events go which makes roleplay events a bit tricky despite the inclusion of roleplay servers.

another factor is that zones in the world have a certain level range, so a lv10 player might have quite a way to go before venturing to the lv60-70 Outland area. certain areas of the world would be more populated than others, and from my observations, outside of ingame guilds there didn't seem to be a cohesive forum to keep up to date on events that would happen, though considering there's a site for retail's Wyrmrest Accord server, i guess it's my fault for not poking around long enough for it. game mechanics and progression also put a hamper on things as far as roleplay is concerned.

Legacy is one of the few WoW private servers exclusively dedicated to roleplaying in the Warcraft setting. in 2009, the project was initially conceived under the name of Epilogue by a dude named S, who was upset at "the almost non-existent role playing support from Blizzard". what started as a small community eventually boomed in popularity, but real-life commitments and other pressures would eventually spell the end of the server. luckily, popular demand soon revived the project, now under the name of Prologue. Legacy eventually came to be after the loss of Prologue's game and forum data, as well as a meeting with S.

while i could go on with the history of the server, i still don't know much considering i've only recently heard of this server, and i've only been a part of the Legacy community for around two weeks as of the time of this writing.

so from the perspective of a Warcraft fan, longtime RPer, gamedev lover, and Legacy newbie, what makes Legacy so great for its concept, and what sort of experience can someone expect?


Sunday, April 13, 2014

gen's thoughts - Orcs Must Die! (but not absolutely NEED to pay)

... or "gen goes on a tirade about freetoplay games and microtransaction crap".

okay, before anyone goes nuts, i do understand why microtransactions and DLC exist. game companies need money to keep thriving, as money is used to pay people for their work on a game, as well as to fund other projects said game company may do in the future, or to add additional stuff to existing games. mind, i am mostly talking about the PC gaming market in this case, as DLC and IAPs (in-app-purchases) are common in this industry.

however, there are right and wrong ways to go about DLC and IAPs, but we're mainly focusing on IAPs and their involvement in the free-to-play (F2P) model of gaming. as well as a recent game currently in development, but will be rolling with the freetoplay model.

anyone not familiar with the Orcs Must Die series, let me sum up the basics. basically it's a shooter/towerdefense hybrid game where you have to stop hordes of orcs (and other fantasy critters) from reaching the rift located in the level. the usual way of stopping these blokes is by way of weapons and traps, as well as spells and guardians. the second game in the series added more traps and monsters and such to deal with, as well as online co-op. no clue if i'll so a detailed review in the future, but i highly recommend the series for anyone interested.

sometime around friday (though i'm pretty sure a build was playable at PAX as well), a new installment to the series was introduced: Orcs Must Die Unchained. from what i can tell of the game's announcement and some articles about said announcement, Unchained is a MOBA-type free-to-play game with the OMD flair and gameplay; five players go up against five players, and each team must send hordes of minions to invade the enemy's rift, as well as construct traps to defend their rift from the enemy's horde.

while the series has been a favorite of many gamers, reactions to Unchained have been... rather split. fans were outraged that the ever-dreaded F2P/MOBA bug was starting to affect the orc-killing craze, fearing that Robot Entertainment's greed and bandwagoning would be the downfall of the franchise. now, i'm not too worried about the MOBA elements, but then again i do enjoy DOTA2 and Dethroned, so i guess that's why i don't mind it too much. even if the MOBA-ness wasn't mentioned, the game still looks like it'd be a blast to play.

however, i am concerned with how Unchained is going to handle the F2P.