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Joined 2 years ago
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Cake day: July 4th, 2023

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  • For me in general I think FPS games have aged the worst. There is such a big part of the pleasure that comes from animations, gunplay, recoil implementation, enemy AI, ragdolls, hit effects… I have a much easier time playing something like Fallout 1&2 - which are even older but have mechanics that are more timeless.

    But yeah it was definitely a time in gaming where technological advancements felt like they were happening at an exponentially increasing pace. Comparing games from 2000 with just a few years later is like night and day. Splinter Cell came out only two years after NOLF and that’s a stealth game that’s aged spectacularly. And even Monolith’s own F.E.A.R. came out in 2005 and feels like one of the first truly modern shooters - one that still really holds up well.


  • The writing, setting and concept were charming and the art direction is good which means despite being polygonally challenged I don’t mind the way it looks. Great soundtrack too. That being said I tried playing it earlier this year for the first time and it just struck me as one of those games that have aged like fine milk mechanically. It really really wants you to be a stealthy spy sneaking around and being non-lethal yet the stealth gameplay felt terrible, and going guns blazing wasn’t particularly fun either as gunplay in these old games is hard for me to enjoy having gotten used to modern FPSes. And it doesn’t help that the guns blazing approach forces you to listen to a constant soundtrack of blaring alarms, which frankly was hard for me to deal with.

    I couldn’t make myself finish it despite really wanting to be able to say I’ve played it, but maybe I’ll give it another go some day. At least I don’t think it’s all that long.





  • My STALKER: Anomaly playthrough is progressing at the typically languid pace. As soon as I find a scoped shotgun for Hip’s quest I can start thinking about migrating my base of operations a bit north. For a Loner run this would be prime time to setup in Rostok, but Mercenaries aren’t on friendly terms with Duty so that’s out. I’ll have to make it to Dead City probably and that will be quite a trek. I probably have to wait until I find and repair a better suit. And also hope my companions don’t die on me as I need them to haul over all my collected shit in my stash.

    I’ve also been playing Chaos Zero Nightmare on my phone. Yes it’s a gacha game (don’t buy any currency to gamble) and yes the character designs are unfortunately a bit too gooneriffic, and yes the story is pretty bad and the translation is pure Google Translate level machine-translated slop. But you know what? The actual gameplay of the roguelike deckbuilder portion is actually very fun. Tons of customisation with an incredibly mutable deckbuilder that has tons of variations for every single card. Even the balance is surprisingly good, with such endless possibilities in combos and specific versions of specific cards that you can make pretty much any character shine with enough work on finding just the right decks and setups. Don’t know if it will stick, and I’ll keep an eye on balance going forward to see if they start making it more pay-to-win, but for now I’m having a surprisingly good time with it.




  • I think OLR is based around circa build 1935, but it’s using stuff from all the early builds and also incorporating material from the design documents heavily.

    Anyway, as long as older versions are available it’s fine. At least they aren’t trying to justify those new changes as “lore accurate” and push them on everyone like a certain Skyrim modder who shall not be named, right? Please say yes.

    I’m not sure about this honestly as a lot of the community is in russian, but they have the older version up at least so that’s a good sign.


  • I heard the A-life implementation in 3.0 is very impressive, so there’s that. But yeah it’s kind of unavoidable with projects like this. Same thing goes for the Unofficial Patch of VtM: Bloodlines. Eventually the fan group dev team starts running low on material to restore but want to keep working and so start extrapolating single lines of unimplemented code references into full fledged quests and taking throwaway sentences from design documents and turning them into wholesale mechanics and stuff like that.



  • CPU has been a bottleneck for CoC/Anomaly forever since Xray was originally made in that time when people thought super fast single core processing was the future. So GSC optimised it for that idea. Instead it turned out clock speed has pretty much flatlined since then and multithreading was the future. Plus it doesn’t help that all the offline simulation of what the world is doing in the background offsceen is incredibly CPU heavy.

    STALKER modding is absolutely crazy, not quite as large as Skyrim but also harder to quantify since in addition to the by-now massive Anomaly scene there is also a massive scene that’s still spread out over other older offshoots, particularly in eastern Europe. They’re very big on modding and remaking the original trilogy there (STALKER is huge there in general). Hell, I actually have Oblivion Lost Remake installed and ready to go, which is a fan-recreation of the original vision of Shadow or Chernobyl, recreated from design documents and early dev builds that have been leaked. GSC famously had to cut down their vision massively to get the game out the door and OLR 2.5 has been described by many as the closest thing we’re ever going to get to what they actually wanted to make (Oblivion Lost was the original title before it became SoC).


  • Yep, Anomaly is built on the 64-bit Xray-Monolith engine, which is derived from GSC open sourcing the X-ray Engine back in the day. Though a lot of work has been done on it over the years at this point. Hell, there are two recent further engine forks being worked on right now that will hopefully be merged into main one day: one implementing dual-render PiP scopes in a very smart way with negligible performance loss and one implementing rudimentary multithreading that can give particularly weaker systems a huge performance boost.

    The engine guys working on Anomaly are wizards. Those and the guys making custom shaders. The game looks absolutely fantastic these days, almost as good as STALKER 2 - and that is UE5.


  • Best way to think of Anomaly is as the successor to Call of Chernobyl. It’s really an incredibly impressive project. As I’m sure you know from your time modding the landscape used to be a complete clusterfuck with CoC and Misery and hundreds of forks and submods and what have you. Anomaly basically collected and unified everything into a single stable common platform to work from.

    At this point the modding scene of STALKER is probably on the level of non-Skyrim Bethesda games and there are not only thousands of mods but dozens of high quality precompiled modpacks that let you plug-and-play modlists with hundreds of mods without issue. Or you can be a deranged nutter like me and setup your own modpack.

    If you used to play close to vanilla CoC back in the day you’ll be amazed what the community have been able to wring out of this old ass engine.




  • Still dividing my time between trudging through the Chernobyl exclusion zone in STALKER: Anomaly and perusing scripts and configs to resolve conflicts and crashes as I either discover them or provoke them by continuing to either tweak existing mods on my list or add more to the pile.

    I get like this frequently with modding, I don’t know if it’s a latent perfectionist streak or just your garden variety hyperfixation but I tend to lose myself in the desire to make everything just right and get stuck on that over actually playing. But I think I’m having fun with it as I’m hacking my way through making compatibility patches so maybe it doesn’t matter?

    It would be fun to actually finish the Mercenary storyline though. I haven’t even progress past the starting areas of Cordon/Meadow/Garbage yet…