Uh, didn’t know Earthsea, Game of Thrones, Wheel of Time were Tolkien clones.
That's on you.
Uh, didn’t know Earthsea, Game of Thrones, Wheel of Time were Tolkien clones.
That's on you.
This entire medium is built on iteration. Basically every fantasy thing you ever played was basically a palette swap of Tolkien or someone who copied Tolkien before them. Original D&D had "hobbits" until they were changed into halflings. Palworld is also parody, which thrives on the similarity as it calls pals bastards for breaking out of their capture, or arms them with modern weaponry. Not only that, but "survival game with a riff on Pokemon" is creating something original.
As a Giant Bomb fan, it's somewhat renewed interest in forums over there from the operators and users. Discord was always a bad forum anyway, but it was great for immediately being able to have a conversation with people to find answers to problems.
What brought the game to court compared to the other monster collectors is that this one made a shit-ton of money, and the other ones didn't, so Nintendo and The Pokemon Company were, for the first time, threatened.
If memory serves, the plagiarism allegations were doctored. Nintendo tried to find whatever they could sue them for, and it wasn't plagiarizing monster designs; it was for things like "riding a captured creature" and "catching creatures by throwing a ball at them". Some aspect of Japanese law allowed for them to make new patents after Palworld came out and then sue them for it retroactively.
Yes, Fluxer's self hosting documentation 404s, and Stoat seems to still rely on a central server, which isn't self hosted enough for my needs. It's cool that both of them are looking good in the near future, but I want something I can start using in the next few months.
Teamspeak lived long enough to see an exodus from Discord, but that doesn't mean Discord is dying.
Did you run into the same problems I did with self-hosting? And if not, how did you avoid them?
You can find full playthroughs of most games with no commentary on the YouTube channel MKIceAndFire.
Yup. The only game to really stress test it was Borderlands 4, but...that's because the performance in that game sucks across the board. Even then, they put out a performance patch that helped a ton, and I can still run it on high settings with some frame gen, or a few settings turned down to medium without it.
This one is interesting. On its face, I definitely agree with the idea that asset reuse is essential. Ubisoft and Far Cry Primal are standout exceptions though. Ubisoft in general has reused so many of not just their assets but also their gameplay systems, such that despite having a half dozen different concurrent franchises, it can often feel like they're all the same game, and that's what hurt the likes of Star Wars Outlaws; we've played that game so many times already, even if it looks like Star Wars this time.
And as for Far Cry Primal: reusing a reload animation is one thing. Reusing your open world map is something else entirely, speaking from experience. The game often is discovering that map, so if I've seen it before, the game can become very boring very quickly. If a sequel to a 2D platformer was the exact same levels but your character had a few new tricks up their sleeve, you probably wouldn't be happy about that either. Likewise, I'm not interested in Crackdown 2, The Legend of Zelda: Tears of the Kingdom, or any other open world that reuses the same map. The map is important to be different each time. Spider-Man needs to be in New York, but in order to make that interesting, you're going to need to lean heavily on instanced indoor missions between the open world stuff; Insomniac's games are well-done, but I can't say I'm dying to play Spider-Man 2 after the first game and Miles Morales. I've only played two Yakuza games, so I don't know yet how I'll feel about that map re-use, but they do seem to rely a lot on instanced interiors to mix things up.
Skullgirls. You won't find a deeper fighting game.