Archive for January, 2017

random links (15)

Torment: Tides of Numenera

A Year Without a Byte

A history of the Amiga, part 10: The downfall of Commodore

David Bowie – Reality Tour Dublin

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Mad Max

Mad Max had the potential to be almost as great as TW3, if they had “just” added a ton of proper story missions. Instead a massive amount of activities was dumped on the wasteland, which are essentially a brutal grind. Another great source of disappointment is the option to build up strongholds into what should be powerful fortresses. Except from the obvious options each upgrade delivers, it’s entirely meaningless. At one point in the story a stronghold is attacked, but whether it has no upgrades or all of them is irrelevant. It really shouldn’t be.
The game is worth playing regardless, because almost everything else is fun. It’s worth noting that this game runs incredibly smooth, it’s almost like watching a video, even on my machine (the typical gamebros on youtube have phones with more power).
The most impressive part was to me, that next to all (I’m especially including and referring to the minor, non-mission sites that only contained some meagre loot) of the countless places throughout the wasteland seemed to be unique locations. This is so very rare. Another reason why I’m so sad they couldn’t get more out of this fantastic framework. It all could have been so glorious.
After the main story was done, I immediately stopped playing the game, because then it made even less sense to continue grinding for anything. So I didn’t use Max’ original leather duster and shotgun once, which only becomes available after completing the campaign.
What is also completely messed up, is that the two characters who are murdered so horribly before the last mission, are alive again when the game “continues” after the ending credits. That’s one of the things I dislike about open-world/sandbox games in general, but it’s of particular bad taste here.
During the game I often wondered, how it would have been, if inXile’s Wasteland 2 would have been done in this engine/world. It could have been a fantastic fit.

PS: Not once did I have to refuel the car, even with 0/10 points in the “save gas” ability. So this one is super important. :P

PPS: I have no idea why the screenshots turned out so dark, the game itself was really bright during my sessions. I don’t think I ever experienced this before. Normally screenshots look exactly like the game did.

v9.7 28.12.2016
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+Restored Chateau Hotel to ending, thanks EntenSchreck and Psycho-A.
+Swapped clone Brujah at solo ending with Toreador for male Brujah.
+Made Gary gift different bloodpacks and fixed missing Kathayan bug.
+Stopped shaking Malkavian lines in Ocean House and at observatory.
+Made crypt ghosts vanish and added missing door to Chinese Theatre.
+Fixed map details, cleaned files and updated SDK, thanks Psycho-A.
+Removed Lotus Blossom patron with bad shadow and fixed green drips.
Switched badly fixed missing Tommy line with better fitting float.
Fixed Kilpatrick’s line making it possible to restart Carson quest.
Recreated floats and subtitles, thanks miracle.flame and Psycho-A.
Fixed four level holes at the Ocean House and one in Venture Tower.
Mirrored SM area maps and improved details of others, thanks IanW.
Fixed unbalanced XP of Bad Luck Farmer quest and minor text issues.
Corrected Luca, Damsel, Bertram, Gary and Skelter dialogue issues.
Removed confusing left over corpse and gone cars in parking garage.
Fixed Zhao exploit and walkthrough errors, thanks to sunsmountain.
Corrected lip-sync of prostitutes in cemetery and her dialogue bug.
Improved Empire Hotel mafia TV room sound switch and music radius.
Disabled bump mapping option because of issues with improved water.
Fixed Nadia sequence, frozen zombies and Ming endgame camera shot.
Repaired bad icons and flickering for upper Venture tower elevator.

https://forums.planetvampire.com/bloodlines-tech-support/unofficial-patch-9-7-released!/