• Gork@lemm.ee
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    5 months ago

    I never could get a hang of using the N64 controller for FPS. Doubly so when you’re facing Oddball as an opponent.

      • CaptDust@sh.itjust.works
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        5 months ago

        My house rules don’t have an explicit rule - go ahead and pick Oddjob - but know we will loudly judge you and team up to ensure that mistake doesn’t happen again.

      • YonderEpochs@lemmy.world
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        5 months ago

        Yeah, I had the weirdest experience going back and trying it recently. Was hard to play. But back then, boy those controls felt so amazing and smooth!

        • tigeruppercut@lemmy.zip
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          5 months ago

          Someone else said the same thing a couple weeks ago but I had the opposite experience. When it came out I’d already been playing stuff like Doom on PC so I already knew the controls on for GE were awkward, but I made the adaptation back then. Now it’s still in muscle memory.

          • YonderEpochs@lemmy.world
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            5 months ago

            Hell yeah that’s awesome! I played a lot of GE back in the day, so the muscle memory has got to still be there for me too. Wonder how many hours it’d take to unlock it.

      • bamboo@lemmy.blahaj.zone
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        5 months ago

        There was a controller layout for Goldeneye and Perfect Dark where you used two N64 controllers, so you had two analog sticks and two Z buttons. It was extremely awkward to use A or B to cycle through weapons or open doors because of the button placement, but Goldeneye was actually the first two-thumbstick FPS game I played.

      • MonkeMischief@lemmy.today
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        5 months ago

        I would say 007 Nightfire, my experience being on the GameCube, perfected the Goldeneye control scheme formula. That game was a joy to play.

      • jballs@sh.itjust.works
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        5 months ago

        Yeah GoldenEye is one of those games that was absolutely incredible at the time it came out - but is painful to go back to now. Which is too bad, because the game was amazing and had a ton of replayability at the time.

        • samus12345@lemm.ee
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          5 months ago

          It’s actually possible to play it with modern controls with the right control scheme and remapping. Feels great!

    • Baguette@lemm.ee
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      5 months ago

      Now every game has to be a multiplayer live service and the campaign/storymode is an afterthought for AAA

      Not to mention time crunch for every AAA project

      • Naz@sh.itjust.works
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        5 months ago

        I bought STALKER 2, a masterpiece of post apocalyptic fiction and storytelling.

        I was running the game on launch, an old friend calls me up on Discord, and says:

        “So how is it?”

        I say: “I don’t know yet, I just got to the first town past the tutorial.”

        He says: “No, I mean the multiplayer.”

        I lost the ability to think for a good 30-60 seconds trying to formulate the right string of words to respond with, from the psychic damage he’d inflicted with the presumption that it was a live service multiplayer game.

        I think capitalism has weaponized brain rot into profits. As long as people open their wallets and not their brains, things will continue as planned. We’re literally paying for it.

        • Machinist@lemmy.world
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          5 months ago

          What is a live service multiplayer shooter game and how is it different from like old school duke nukem 3D multiplayer?

          I’ve been seeing the term “live service” and I can’t get a clear answer from Google. My computer gaming days are mostly behind me and I don’t always keep up.

          • Iunnrais@lemm.ee
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            5 months ago

            Live service means the content comes from the company’s servers, and likely changes rapidly. The quintessential example is Fortnite. Updates are expected, not merely necessary fixes. Duke Nukem 3D had all the content installed on your computer from day one, without expectation that it would change (unless you made your own maps, or downloaded maps other USERS made).

            • Machinist@lemmy.world
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              5 months ago

              That shit sounds addictive as fuck for the right kind of brain. Thanks for the explanation! .

            • Baguette@lemm.ee
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              5 months ago

              Live service also means with every update are new forms of monetization (cough cough skin microtransactions), because according to the c suite, live service means continuous profit, or whatever the fuck that means

          • vulgarcynic@sh.itjust.works
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            5 months ago

            Live service means there are constant “content” updates being released by the developer/publisher.

            This can be character skins, weapon skins or other cosmetics, new maps or modes, new classes, skills or really anything. A lot of times these are wrapped up in to “battle passes” time limited, purchaseable collections of stuff designed to keep players engaging with the game daily for carrots being dangled in front of them. Most of these are also time limited so if you don’t jump through all of the Hoops before the timer expires you no longer have access to the content that you were playing for and paying for.

            To relate to old school gaming think of them like mini-expansion packs. The part that most people take issue with is the strategy behind the majority of them.

            Almost all live service games are designed to keep players running on the hedonistic treadmill looking for the dopamine hit of that next unlock. In the more egregious free-to-play games you see that crafted through dark patterns in a way that incentivizes users to buy shortcut items through the marketplace to either automatically collect the ranks needed for the unlock or provide double accrual rate for whatever the experience marker is.

            The reason they are coined lives service is due the nature of them receiving this constant update drip in a manner that would be live as opposed to static in traditional, Old School multiplayer games where you may see a large expansion every once in awhile but certainly not a weekly or monthly drip feed of new shit for the players to grind away at trying to unlock.

          • Naz@sh.itjust.works
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            5 months ago

            Oh, I finished it already and got the true ending.

            Just like Stalker 1, it pays to not blindly run at quest markers and make up your own mind.

            The game is a treat, but struggles to run on many systems, so my recommendation is the following:

            FSR 3.1: Quality (66% resolution scale)

            Frame Generation: On

            AMD Fluid Motion Frames 2: On

            1440p Epic on a 7900XTX averages 60 FPS in busy towns like Rostok.

            60 FPS Native -> 120 FPS FSR 3.1 -> 240 FPS AFMF

            I’ve got a 240 Hz OLED (for the dark scenes), and the total video draw latency with all of that is 3.11 ms.

  • Queen HawlSera@lemm.ee
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    5 months ago

    Every shitty AAA release under crunch was not only stealing from you, but from gaming as a whole.

  • Alpha71@lemmy.world
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    5 months ago

    My play was to always throw a ton of mines everywhere and just listen to the boom.

    • SocialMediaRefugee@lemmy.world
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      5 months ago

      I would do this in Far Cry before raiding a base. Plant a few mines around the approaches to the base in case the alarm got tripped. Always fun to hear the “We’re coming in from the north!” BOOM

  • reksas@sopuli.xyz
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    5 months ago

    i wonder if they got into trouble for doing things without being ordered to

  • Peffse@lemmy.world
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    5 months ago

    It’s funny seeing interviews with the devs and they basically go “We had no idea what we were doing with the N64. How did this succeed?”

    Then you find out about stuff like the fully functional ZX Spectrum Emulator in the game and begin wondering too.

      • ElectricMachman@lemmy.sdf.org
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        5 months ago

        Don’t forget the (at the time) most arcade-accurate version of the original Donkey Kong, too. Which they technically shouldn’t have done, because DK was in legal dispute.

  • samus12345@lemm.ee
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    5 months ago

    So many great memories playing GoldenEye on the rec room big screen TV in my dorm in college in '97 and '98.

  • Boomer Humor Doomergod@lemmy.world
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    5 months ago

    Reminds me of the graphing calculator on Macs. Guy wanted it in system 7 so bad he ignored getting fired, broke into the office, and snuck it into the master build.

        • MelodiousFunk@slrpnk.net
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          5 months ago

          I think I found the gap in my knowledge: it looks like it only shipped with PPC versions. I had a 68k Performa as a teenager. By the time I got a PPC box it was well into system 8’s lifespan and I had stopped opening every little thing, probably due to internet providing those dopamine hits lol.

          Thank you, TIL!

      • ReluctantMuskrat@lemmy.world
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        5 months ago

        If you read the whole thing you’ll learn that for some time their cards were in fact deactivated and they had to sneak in behind other people.

      • tigeruppercut@lemmy.zip
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        5 months ago

        Their cards were turned off eventually, leading them to sneak in for awhile. Great story, although somewhat insane

    • brbposting@sh.itjust.works
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      5 months ago

      Incredible

      (beginning of) The Graphing Calculator Story

      The Graphing Calculator Story

      Copyright © 2004 Ron Avitzur.

      Pacific Tech’s Graphing Calculator has a long history. I began the work in 1985 while in school. That became Milo, and later became part of FrameMaker. Over the last twenty years, many people have contributed to it. Graphing Calculator 1.0, which Apple bundled with the original PowerPC computers, originated under unique circumstances.

      I used to be a contractor for Apple, working on a secret project. Unfortunately, the computer we were building never saw the light of day. The project was so plagued by politics and ego that when the engineers requested technical oversight, our manager hired a psychologist instead. In August 1993, the project was canceled. A year of my work evaporated, my contract ended, and I was unemployed.

      I was frustrated by all the wasted effort, so I decided to uncancel my small part of the project. I had been paid to do a job, and I wanted to finish it. My electronic badge still opened Apple’s doors, so I just kept showing up.

      I had many sympathizers. Apple’s engineers thought what I was doing was cool. Whenever I gave demos, my colleagues said, “I wish I’d had that when I was in school.” Those working on Apple’s project to change the microprocessor in its computers to the IBM PowerPC were especially supportive. They thought my software would show off the speed of their new machine. None of them was able to hire me, however, so I worked unofficially, in classic “skunkworks” fashion.

      I knew nothing about the PowerPC and had no idea how to modify my software to run on it. One August night, after dinner, two guys showed up to announce that they would camp out in my office until the modification was done. The three of us spent the next six hours editing fifty thousand lines of code. The work was delicate surgery requiring arcane knowledge of the MacOS, the PowerPC, and my own software. It would have taken weeks for any one of us working alone.

      At 1:00 a.m., we trekked to an office that had a PowerPC prototype. We looked at each other, took a deep breath, and launched the application. The monitor burst into flames. We calmly carried it outside to avoid setting off smoke detectors, plugged in another monitor, and tried again. The software hadn’t caused the fire; the monitor had just chosen that moment to malfunction. The software ran over fifty times faster than it had run on the old microprocessor. We played with it for a while and agreed, “This doesn’t suck” (high praise in Apple lingo). We had an impressive demo, but it would take months of hard work to turn it into a product.

      I asked my friend Greg Robbins to help me. His contract in another division at Apple had just ended, so he told his manager that he would start reporting to me. She didn’t ask who I was and let him keep his office and badge. In turn, I told people that I was reporting to him. Since that left no managers in the loop, we had no meetings and could be extremely productive. We worked twelve hours a day, seven days a week. Greg had unlimited energy and a perfectionist’s attention to detail. He usually stayed behind closed doors programming all day, while I spent much of my time talking with other engineers. Since I had asked him to help as a personal favor, I had to keep pace with him. Thanks to an uncurtained east-facing window in my bedroom, I woke with the dawn and usually arrived ten minutes before Greg did. He would think I had been working for hours and feel obliged to work late to stay on par. I in turn felt obliged to stay as late as he did. This feedback loop created an ever-increasing spiral of productivity.

      People around the Apple campus saw us all the time and assumed we belonged. Few asked who we were or what we were doing.When someone did ask me, I never lied, but relied on the power of corporate apathy. The conversations usually went like this:

      Q: Do you work here? A: No. Q: You mean you’re a contractor? A: Actually, no. Q: But then who’s paying you? A: No one. Q: How do you live? A: I live simply. Q: (Incredulously) What are you doing here?!

      See link for remainder

      • tetris11@lemmy.ml
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        5 months ago

        What a fantastic read.

        Dozens of people collaborated spontaneously, motivated by loyalty, friendship, or the love of craftsmanship. We were hackers, creating something for the sheer joy of making it work.

        I’m moved by this. I feel that this is what HN used to be maybe 10 years ago. Now its just VC crap and making money as quickly as possible with lock-in market-corning crapware.

        • Valmond@lemmy.world
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          5 months ago

          I worked in video games in the 2000, same feeling, good memories and shenanigans (in Ghost Force, we hid a level with pigs and exploding penguins for example), and I call most of the coworkers my friends still.

          Now it’s just crap it seems.

          Maybe it was the raw new stuff getting thrown at you all the time. Today it’s just “a PC”, slightly faster. Same engine.

          Or I’m getting old :-D

  • slazer2au@lemmy.world
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    5 months ago

    It’s amazing what happens when management leave Devs alone to do actual work instead of calling SCRUM bullshit.

    • Night Monkey@sh.itjust.works
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      5 months ago

      That might have worked then. Not so sure nowadays. The work ethic was different back then.

      Edit: I didn’t realize the can of worms I opened up. Hopefully it stirs a little bit of constructive conversation. I realize I have an unpopular opinion here. That’s ok. I wish all of you a prosperous and content life. I’m not here to stir up hate. I simply expressed my opinion. I’ve learned a little about how passionate some of you are about this topic. I never thought I would start such a hornet’s nest.

      • ayyy@sh.itjust.works
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        5 months ago

        You could also afford to work on failed projects because houses and healthcare costed two acorns and a peanut.

      • Duamerthrax@lemmy.world
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        5 months ago

        Small teams being allowed to do what they want can still give good results, but you aren’t going to see that at major companies. I almost solely play indie games by micro or solo dev teams.

        • Night Monkey@sh.itjust.works
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          5 months ago

          That’s a great point. I do support indie games when I enjoy them. Not a fan of the micro transaction slop that huge publishers are pushing

      • lightnsfw@reddthat.com
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        5 months ago

        Work ethic today is fine in places that aren’t spreading their people as thin as possible. There’s always going to be shitheads but for the most part when you see “poor work ethic” it’s because everyone’s burnt tf out and just doesn’t care any more.

      • A_Union_of_Kobolds@lemmy.world
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        5 months ago

        People still create great shit when left to their own devices and properly cared for

        Workers in the 90s are no different from any others

        • Night Monkey@sh.itjust.works
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          5 months ago

          I was there in the 90s. Working full time. There was a noticeable difference in the work ethic from then to today.

            • Night Monkey@sh.itjust.works
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              5 months ago

              Ok. I’ll bite. Even though I believe this conversation will go nowhere.

              Differences I have seen in work ethic between the 90s and today:

              1. Constantly complaining about being broke but refusing to work any overtime.

              2. Refusing to do anything outside the scope of their job duties. Even if it’s something small and won’t take any extra time or energy off their current job duty.

              3. Demanding or taking long breaks causing others to pick up their slack. And then acting like the victim.

              4. Overly emotional about deadlines and jobs duties. Making decisions based on their feelings and not the job/project at hand.

              5. People then would usually figure out solutions to problems without any supervision. Ingenuity was rewarded and favored. Today, people seem to prefer to be micro-managed. This could also be a change in employer culture as well.

              6. Entitlement culture/attitude. More people today believe they are owed something without earning it. Hierarchical structures were more rigid, with clear distinctions between management and staff. Respect for authority was expected.

              7. Employees were more likely to stay with one company for years or even decades, building loyalty and expertise within their organization.

              I guess I could go on. And not all of this is due to employees, rather, management issues that have gotten worse over time. But I still believe the root cause is a negative change in people’s work ethic. This is obviously not all inclusive. These are just some examples of what I’ve noticed between now and then. I have been working full time since the 90s. Yes, it’s anecdotal. But you asked me. This is my opinion. It’s okay if people don’t agree with me. But I would find it hard to believe most people would disagree with all or some of these points especially if they have been working as long as I have.

      • Rookwood@lemmy.dbzer0.com
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        5 months ago

        You’re just wrong. Devs today work far more than those devs did. Devs today work insane hours. It’s nearly physically impossible to work more hours than devs do today.

  • Dkarma@lemmy.world
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    5 months ago

    As an avid aq2 player this multiplayer mode was a literal joke when this game came out. I was like why is everything so damn slow???

    Innovative? Lmfao.