I've played through several hours of Cyberpunk 2077, but have been holding off playing for weeks now pending the play revamp that comes along with the incoming expansion. My current video card (GTX 1650) is barely enough to run this
Since then, I acquired NieR:Automata and am digging the indirect commentary on human culture enough that I'm pretty sure I'll finish the first proper ending, which I believe to be ending A. I accidentally discovered another ending because I failed to figure out how to push a large block out of the way to unlock a shorter path without online consultation. Twice, actually, as the first time I brute forced my way out by backtracking and eventually jumping out another way of the area. Pretty sure some developer(s) put that alternative route in deliberately.
I've completed more of the C code port of my c.1988 VMS roguelike game, but am finding it less enjoyable than I'd hoped. Game expectations were lower then, and my patience for grinding has gone down. I know it amused at least a handful of fellow students back in the day, abusing our computer quotas with a game.
There is some satisfaction from partially improving the coding style, though I will take my time on this project. I can appreciate my younger self's wry humor still, and how I'd managed to tune the parameters to provide enough paced progression to keep going, like a proper roguelike should. At someone's suggestion, I had added a Pee Wee Herman as a particularly difficult character class to win with; still, it was possible with a bit of luck. Hits a different now that the actor behind the role died this year.
Since then, I acquired NieR:Automata and am digging the indirect commentary on human culture enough that I'm pretty sure I'll finish the first proper ending, which I believe to be ending A. I accidentally discovered another ending because I failed to figure out how to push a large block out of the way to unlock a shorter path without online consultation. Twice, actually, as the first time I brute forced my way out by backtracking and eventually jumping out another way of the area. Pretty sure some developer(s) put that alternative route in deliberately.
I've completed more of the C code port of my c.1988 VMS roguelike game, but am finding it less enjoyable than I'd hoped. Game expectations were lower then, and my patience for grinding has gone down. I know it amused at least a handful of fellow students back in the day, abusing our computer quotas with a game.
There is some satisfaction from partially improving the coding style, though I will take my time on this project. I can appreciate my younger self's wry humor still, and how I'd managed to tune the parameters to provide enough paced progression to keep going, like a proper roguelike should. At someone's suggestion, I had added a Pee Wee Herman as a particularly difficult character class to win with; still, it was possible with a bit of luck. Hits a different now that the actor behind the role died this year.