The description and comments on the video 100% confirm multiplayer. Honestly I’d be excited for the game either way, but I have a lot of fun playing crafting/survival games with friends so it’s appreciated.
The description and comments on the video 100% confirm multiplayer. Honestly I’d be excited for the game either way, but I have a lot of fun playing crafting/survival games with friends so it’s appreciated.
On our trip a few years back we got some simple pastries, sandwich supplies, and snacks from Bonus to save money and I never felt like we were missing out on good food. Even as a discount grocer everything we got from there was super good.
I finished the main story last night and I basically agree with you. It’s got plenty of issues, but overall it’s fun. It is neither the 9/10 game of most reviews I saw nor the 4/10 game that people want it to be.
I think my main issue is that it wants to have a story about the underworld and how you can’t trust anyone and you’re a huge underdog just trying to survive but it doesn’t want to commit to it. It feels thematically janky in places and ways that feel design-by-committee. It fills the shoes of Shadows of the Empire decently enough, but it feels like it was trying to be 1313 and failed.
If you can see a polar bear it’s a threat.
They really aren’t like other bear species. They are an apex predator in an area where basically nothing other than another polar bear can even harm them. They see most things as food, including humans.
As a bonus, Iceland has a pretty wonky ecosystem that needs protecting as is and polar bears aren’t native to the island. They have to swim extreme distances to get there, making relocation extremely difficult and expensive, plus if they leave it be it will entirely disrupt other wildlife in the area, to say nothing of the human population.
As others have said, it sucks that it got shot, but Iceland especially has very limited options on how else to deal with it. Shoot on sight is, unfortunately, a very reasonable policy for them.
You are using a Masterlock 176. It can be opened with a Masterlock 176.
Yep, it sounds pretty much exactly like what people expected.
Honestly, I’m on a bit of a Star Wars kick lately and it’s been long enough since I’ve played an Ubisoft open world to find some enjoyment, so I might pick this up. But it certainly doesn’t sound like it’s going to blow me away.
Yeah, there was a whole kerfuffle about it because all the files were still on the disc, therefore some jurisdictions re-rated the game to some version of adults only. Rockstar definitely did all the development work to get that sex in the game, they just decided not to show it in normal gameplay.
I went from being glad this goofy-looking game is getting some attention to realizing I wasn’t one of those 5000 wishlists already. Oops.
Game looks like it’ll be a fun little experience, I’m looking forward to it!
This sounds much more like the reason. 12pm-3pm, plus some time before and after to prep and commute and stuff, plus these things often run long in my experience… It easily becomes most of the afternoon. If you have anything else you need to do that day it becomes a fairly big deal.
It’s been almost a decade since I used C++ and had to verify, but after some quick searching around it looks like it hasn’t changed a ton since I last looked at it.
You can use smart pointers, and certainly you should, but it’s a whole extra thing tacked on to the language and the compiler doesn’t consider it an issue if you don’t use them. Using new in C++ isn’t like using unsafe in rust; in rust your code is almost certainly safe unless marked otherwise, whereas in C++ it may or may not be managed properly unless you explicitly mark a pointer as smart.
For your own code in new codebases this is probably fine. You can just always make your pointers smart. When you’re relying on code from other people, some of which has been around for many years and has been written by people you’ve never heard of, it becomes harder to be sure everything is being done properly at every point, and that’s where many of these issues come into play.
C and C++ require more manual management of memory, and their compilers are unable to let you know about a lot of cases where you’re managing memory improperly. This often causes bugs, memory leaks, and security issues.
Safer languages manage the memory for you, or at least are able to track memory usage to ensure you don’t run into problems. Rust is the poster boy for this lately; if you’re writing code that has potential issues with memory management, the compiler will consider that an error unless you specifically mark that section of code as unsafe.
It is genuinely ridiculous how much content there is in this game for the price. Like, a lot of it looks like an excuse to play the same levels a dozen times with minor variations, but then there are tons of levels, lots of events, ongoing updates with new content of all types, so many different towers and upgrades to play with, community maps to add even more variety… It looks like I’ve played over 200 games and I have so much of the game that I haven’t even touched yet.
Just to throw a few other options on the pile:
The irony kills me on this one. I would like to imagine that if you send your ID in they auto-fail you, but I’m sure they’re not that clever.
Honestly? Bash. I tried a bunch a few years back and eventually settled back on bash.
Fish was really nice in a lot of ways, but the incompatibilities with normal POSIX workflows threw me off regularly. The tradeoff ended up with me moving off of it.
I liked the extensibility of zsh, except that I found it would get slow with only a few bits from ohmyzsh installed. My terminal did cool things but too slowly for me to find it acceptable.
Dash was the opposite, too feature light for me to be able to use efficiently. It didn’t even have tab completion. I suffered that week.
Bash sits in a middle ground of usability, performance, and extensibility that just works for me. It has enough features to work well out of the box, I can add enough in my bashrc to ease some workflows for myself, and it’s basically instantaneous when I open a terminal or run simple commands.
The art direction seems kind of off, but sometimes that can shake itself out in game.
The tone of the trailer is definitely not the Dragon Age vibe. Lighthearted Oceans-style crew selection to deal with what looks like some sort of world-ending calamity? Yeah, that’s not right.
Things could work out but I’m sure not feeling optimistic.
My prediction is that people will overhype it with lots of hopes for super complex systems, call it shit when it has fewer mechanics and civs than 3/4/5/6 with all their DLC, and then eventually decide it’s good after a couple years of DLC and patches.
You know, the usual Civ cycle. I’ll probably buy it day 1 assuming it isn’t actually broken, per usual, and dump a couple hundred hours in it, per usual.
On principal I don’t use cloud-based password management solutions like this, but Proton Pass does make it somewhat tempting, especially since I have a Proton Unlimited subscription anyways. KeepassXC + syncthing do well enough, but PAM integration would be kind of nice some days when I’m opening and closing my vault a ton.
Mount and Blade: Warband has multiple incredible total conversions. I’ve dumped a lot of time into Prophecy of Pendor and The Last Days, probably more than the base game.
For actually free games there are so many options that it really comes down to taste. Unciv is a fantastic reimplementation of Civ 5. Super Auto Pets is a fun casual auto battler. HoloCure is a really good Vampire Survivors-style game themed after Hololive vtubers. There are tons of MMOs and shooters that are F2P and good, but I know most of those from hearsay rather than experience.
Foddy is a game developer with a history of making games with frustrating control schemes. He originally got notoriety for QWOP, where you use the QWOP keys to control the runner’s left and right knees and feet and run as far as you can. Lately he’s better known for Getting Over It, a rage platformer where you play as a guy in a cauldron who moves by using a hammer to drag/throw himself around.