Absurdist, Security Architect (Magician), Beer and Bourbon connoisseur, Gamer, lover of Dark Humor (Lovecraft was a comedian), Maker, Apistevist, Agnostic, Atheist.

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Cake day: Jun 13, 2023

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cross-posted from: https://lemmy.ninja/post/238729 > After hearing the creator of Rick and Morty was involved with this game I was GOING to recommend: > > High on Life is a cosmic adventure game that unfolds on an Earth attacked by the G3 cartel, extraterrestrial beings who exploit humans as drugs. The protagonist, a directionless high school graduate turned space bounty hunter, embarks on a mission to halt the invasion. Alongside the hero are his sentient and vocal weapons known as Gatlians, providing commentary and guidance throughout the journey. The game's interstellar journey spans across various cosmic locations, such as a jungle and a city built on an asteroid's surface, encountering both hostile and neutral characters. The player uses a unique arsenal to combat enemies, including a pistol, rifle, shotgun, knife, and a distinctive grenade launcher that shoots “baby grenades." Alongside battling adversaries, players solve simple puzzles and upgrade equipment in this captivating game. > > **STOP** > > While this sounds good, if you google “High on Life” you’re going to find LOTS of configuration recommendations on how to adjust the video… > > So it’s even playable. > > One guy had a 7950 CPU and a 4070 GPU and couldn’t get the game to 60 fps… > > The last patch for the game was in March. > > **OTOH** > > RECENT user reviews are VERY POSITIVE AND it is fully verified for the Steam Deck. > > So what am I saying? The bugs MAY be fixed based on available information. YMMV
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You started by asking the definition of boomer shooter, which I responded to. Then you added the fact Doom 3 came out in 2005. Since your context was, “what’s the definition of a boomer shooter.” I responded to that.

Maybe next time frame your question better to get the information you’re looking for?


A game is called a boomer shooter based on several criteria. Usually they’re first person. Does that mean a third person shooter can’t be a “boomer shooter”? No.

Quake III is just one game that boomer shooters are based on. Doom (1993) is a game that boomer shooters are based on too. Neither one is a boomer shooter itself. A Boomer Shooter is a modern creation meant to replicate past play style, video style, and audio style too… It’s more than just “pixelated/voxelated…”


cross-posted from: https://lemmy.ninja/post/139367 > In the arcade horror FPS game, [Bloodhound](https://store.steampowered.com/app/1926270/Bloodhound/), players are entrusted with the role of a member of the Order of Keepers of the Gates. Their mission is to safeguard the gates of Hell from the nefarious Cult of Astaroth, intent on unlocking them to unleash evil. The game is a spectacular fusion of elements from cult horror films and real-world locations, teeming with unique enemies and formidable Hell bosses. Players can look forward to a robust arsenal of weapons and a hyper-fast-paced, blood-soaked gameplay experience. > > The game, set in meticulously designed hellish environments, draws its inspiration from cult horror films, legendary FPS games, and real-world references. As a brave member of the Order of Keepers of the Gates, players confront 16 different adversaries with sinister abilities. The opponents range from unholy abominations to diabolical cultists, each encounter designed to test your abilities, reflexes, and strategic prowess. Five devastating Hell bosses await, guaranteeing ultimate challenges for the players armed to the teeth. > > [![](https://lemmy.ninja/pictrs/image/49657ee3-f94e-4551-9c48-500e7cee4798.jpeg)](https://youtu.be/LLBRlNt2qtA) > > Bloodhound invites players to immerse themselves in intricate, hellish settings inspired by cult horror films and real-world references. A multitude of devilish enemies awaits, from demonic devil-spawns to horrifying bat-baby hybrids. To confront these formidable foes, players have access to an array of lethal weapons, including machetes, double-barreled shotguns, crossbows, rocket launchers, and an innovative chainsaw-flamethrower. > > Rafal “Flint” Krzeminski, CEO of Kruger & Flint Productions, expresses his enthusiasm for Bloodhound's upcoming release. This game promises an explosive experience with hyper-fast-paced FPS gameplay. The developers have taken player feedback from the prologue into account, ensuring the final game provides an explosive encounter against evil forces. The high stakes question remains: will players endure the blood-soaked battles and truly embody Hell’s gatekeeper? > > Bloodhound released on July 18th on PC via Steam. Players can wishlist the game to keep track of its intense, fast-paced gameplay. The free prologue, Bloodhound: First Day in Hell, is available for play test. Bloodhound pledges a thrilling battle against darkness with a vast assortment of devilish enemies and a wide arsenal of weapons. Players should brace themselves for an explosive encounter with evil and fully embrace the role of Hell’s gatekeeper.
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cross-posted from: https://lemmy.ninja/post/138875 > AMD's Ryzen 8000-series CPUs, based on the new Zen 5 microarchitecture, have reached a crucial point on their way to market, with major industry benchmarking utility AIDA64 now recognizing the architecture. The update came from FireWire's latest release notes for the AIDA64 tool, a popular system health and performance evaluation software among professionals and PC enthusiasts. FireWire would have needed detailed information from AMD to implement this preliminary support for Zen 5. > > However, this does not necessarily give an exact timeline for when the Zen 5 architecture will hit the market in the form of AMD Ryzen 8000-series desktop processors. AIDA64's preliminary support for Intel's Meteor Lake processors was introduced back in 2021, and these chips are not expected to launch until later this year. According to AMD's roadmap, the release of the Ryzen 8000-series is set for 2024, indicating that the company is on track with its launch plan. > > FireWire's release notes also show enhanced support for Intel's upcoming processor generations: Meteor Lake, Arrow Lake, and Lunar Lake. Lunar Lake, with its new microarchitecture, is expected to be released late in 2024 or early in 2025. The upcoming 14th-gen Raptor Lake refresh and Meteor Lake chips, both under the 14th-gen label and expected to launch later this year, will stick with Intel's current hybrid performance-efficiency core design. > > Arrow Lake, expected in 2024 and set to be built on TSMC's 3nm process node, has reportedly been dealing with delays. This is not unusual for TSMC, which manufactures the processor wafers for numerous tech giants including AMD, Nvidia, and Apple. With the 3nm node predicted to be highly popular, production schedules are likely to be tight. > > AMD's Zen 5 will also be utilizing TSMC's 3nm node, which could be a double-edged sword for the company. Intel secured a significant portion of 3nm production capacity in 2021, ostensibly for an Arc GPU and several server chips. If Intel substitutes Arrow Lake chips into this capacity, it is likely to have a larger stock of its chips at the launch of Arrow Lake compared to AMD's stock of 3nm Zen 5 chips. However, it appears that AMD placed orders for Zen 5 chips before Intel, which means Zen 5 chips may roll off the production line before Intel's Arrow Lake chips. Whether AMD's first-to-market advantage will result in a more successful launch, as seen with the previous Zen 4, remains to be seen.
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cross-posted from: https://lemmy.ninja/post/139088 > From Beneath Software has announced an exciting new project called [Retchid](https://store.steampowered.com/app/1419060/Retchid/), a fast-paced, atmospheric first-person shooter that seems set to satisfy fans of the third DOOM. The game, which has been closely followed since its announcement at Realm’s Deep 2020, is currently under development with the team working tirelessly to create an engaging and enjoyable gaming experience. > > The storyline of Retchid takes place on Titan, one of Saturn’s moons. The Terra Excavation Corporation (TEC), reminiscent of UAC from DOOM, has established a mining facility on Titan. The player's character is sent to resolve a communication issue, only to discover that the facility has been overrun with otherworldly creatures. > > [![](https://lemmy.ninja/pictrs/image/a294be03-5bc6-471b-8171-e2d4150893c5.jpeg)](https://youtu.be/_bz0gOTOebE) > > The game's campaign will take players through over 20 levels split into three episodes. The environment recalls those of DOOM 3 and DOOM 2016’s facilities, as well as Half-Life’s Black Mesa. With its dark industrial and macabre themes, the TEC facility resonates with the atmosphere of the DOOM reboot. There might also be some similarities to Perilous Warp, although this is speculative. > > Retchid offers players more than 10 unique weapons, each with their distinct firing modes and upgrades. Players must deal with over 20 different types of enemies that can flank, take cover, and lunge at them. Furthermore, the game introduces a co-op mode, allowing you to experience the entire game with a friend. Alongside this, there will also be an arena-based deathmatch mode supporting up to four players, promising fast-paced gameplay. > > Impressively, Retchid seems to prioritize the essentials: robust weapons, an enjoyable dismemberment system, and high-quality audio work. It appears that the game is built around classic shooty action, eschewing complexities like puzzles or convoluted navigation. Anticipation is high for a demo to confirm these promising features. Retchid releases in 2024, with development updates available on From Beneath Software’s website, their Twitter (@FromBeneathSoft), and the official r/retchid subreddit. > > #Retchid #boomer_shooter
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cross-posted from: https://lemmy.ninja/post/126969 > Just now found an amazeballs [Easter egg](https://videos.lemmy.ninja/w/146cHvNasUMt1D7cpFedQf) in quake enemy territory. I’m sure EVERYONE else knows, but in case you don’t… > > Read the “credits” on the right side. > > If you are interested in playing Quake Wars go [here](https://www.myabandonware.com/game/enemy-territory-quake-wars-ixd) and download the client, the server, the 1.5 patch, and the serial key so that you have everything you need to play.
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“Active” is an adjective. You intentionally left out the active part (posts, comments). When you consider we’ve existed for less the month and have 45 posts in Boomer Shooter… That’s 1.5 posts per day, our first month in existence. That’s activity. That’s active. Your cynicism not withstanding Team Red has existed for almost two weeks… It’s growing faster than any of the other communities on this board… Because “activity.” Really, if you understand activity and what it looks like and how it scales… We might believe you know what you’re talking about… Might.


“Active” is a verb. You intentionally left out the verb part (posts, comments). When you consider we’ve existed for less the month and have 45 posts in Boomer Shooter… That’s 1.5 posts per day, out first month in existence. That’s activity. That’s active. Your cynicism not withstanding Team Red has existed for almost two weeks… It’s growing faster than any of the other communities on this board… Because “activity.” Really, if you understand activity and what it looks like and how it scales… We might believe you know what you’re talking about… Might.


This will help you find US based instances if that is what you are after.


Pull up a list of Lemmy instances with 100% uptime. That’s not a big list. Look for a location in the U.S. you find an even smaller list. And if your monolingual and speak English bestest… well, then you’re in the realm of a vary small list indeed.

lemmy.ninja is second on that list for size AND speed of growth. Plus, where else are you going to find communities that teach you how to use the Fediverse to your advantage? Drop by and subscribe to the boomer shooter community… We all know they did it right in lo-fi…


I’m providing a best guess on that. I may be wrong. Who knows maybe it’ll be “xtxt” or xt^2 pronounced “extasy.”


cross-posted from: https://lemmy.ninja/post/119287 > During a recent "Meet the Experts" webcast, AMD shared some key design aspects of its forthcoming Ryzen 8000 series processors for desktops, specifically targeting workstations and value servers. These AM5 socketed chips are set to blend the next-generation Zen 5 CPU architecture with an upgraded graphics architecture, labeled Navi 3.5. A roadmap for AM5, spanning from 2022, was shared during the webcast, highlighting the transition from the Ryzen 5000 series that combines Zen 3 and Vega graphics, to the current Ryzen 7000 series integrating Zen 4 CPU cores and Navi 3.0 graphics, and finally the AMD Ryzen 8000 series debuting in 2024, which will pack Zen 5 CPU cores and Navi 3.5 graphics. > > The Ryzen 8000 series chips provide those willing to hold out for another generation of upgrades or new PC builds with a concrete target to anticipate. The presentation slide also confirmed that the AM5 will continue into 2026, and at this pace, we could expect two more Ryzen desktop generations before the socket is replaced by a new one, possibly named AM6. > > Previous roadmaps for next-gen AMD Ryzen desktops hinted at the Ryzen 8000 series being codenamed 'Granite Ridge' (or 'Strix Point' for laptops), featuring up to 16 Zen 5 CPU cores across two CCDs. Also part of the SoC will be the Navi 3.5 GPU, speculated to be a die shrink of Navi 3 for enhanced clocks/efficiency but with largely the same features. An intriguing point from the slide suggests the current Ryzen 7000 series processors for AM5 use 'Navi 3.0' graphics, although chips released in 2023 utilize RNDA 2 (Navi 2.x) integrated GPUs. Whether a refresh is in the cards to align with the roadmap remains to be seen. > > RDNA 4, following the RDNA 3 GPU architecture that launched in 2023, represents the first preview of Radeon RX 8000-series gaming GPUs, codenamed 'Navi 4x'. While there aren't any specific details on the RX 8000 graphics cards, it's expected that the flagship RX 8900 XT will likely utilize a dual-node architecture using 3nm and 5nm processes. Rumors suggest that the Navi 4x family will exclusively employ the RDNA 4 architecture, and that the upcoming Navi 3x (RX 7000 series) may use a combination of RDNA 3 for high-end GPUs and a refreshed RDNA 2 for more budget-friendly options. > > AMD's new roadmap confirms the release of next-gen Ryzen 8000 CPUs featuring Zen 5 technology and an updated "Navi 3.5" graphics architecture next year. Speculations indicate that Navi 3.5 might enable integrated graphics with performance comparable to an Nvidia RTX 3070. Although AMD has previously mentioned Zen 5, this is the first official mention of Ryzen 8000 and the new Navi 3.5 graphics architecture. > > The official roadmap, however, doesn't delve into any details regarding Navi 3.5. But according to a recent Twitter post from serial leaker Kepler_L2, Navi 3.5 is essentially the RDNA 3 architecture with a few elements from RDNA 4. In particular, it's speculated to have revised shader ALUs with support for new FP32 instructions and enhancements to the geometry engine, but it won't incorporate new RDNA 4 scheduler and improved RT cores. The actual impact on performance from these updates remains uncertain.
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cross-posted from: https://lemmy.ninja/post/119027 > [GZDoom](https://github.com/ZDoom/gzdoom/releases) is a powerful and versatile game engine derived from id Software's DOOM, a legendary first-person shooter (FPS) that revolutionized the gaming industry. This engine provides a modern platform for DOOM fans and game developers to create and play DOOM mods or total conversions, bringing in the capacity for enhanced visual details, advanced scripting, dynamic lighting, and many other improvements while still retaining the core DOOM gameplay mechanics. It has OpenGL support, which allows for a range of effects such as dynamic lighting and fog, reflective surfaces, and high-resolution textures, thereby offering significant graphical upgrades compared to the original DOOM engine. > > Furthermore, GZDoom supports many games beyond DOOM, including Heretic, Hexen, and Strife, as well as fan-made projects. It also has a vast range of features, including 3D floors, slopes, and extensive modding capabilities, all of which allow for significant enhancements to the gameplay experience and creative freedom for modders. This flexibility and power make GZDoom a preferred choice for many DOOM modders, allowing them to breathe new life into this classic game by creating complex and immersive mods that both pay tribute to and expand upon the original DOOM experience. > > [![](https://lemmy.ninja/pictrs/image/e1ad34be-5418-4ae5-b7cb-21a379c49c44.jpeg)](https://youtu.be/YRb6mJOpWhA) > > Id Software’s DOOM has inspired countless mods and standalone titles since its source code was released six years after the game’s debut. DOOM mapper Bridgeburner is leveraging this freedom to create a GZDoom engine-based total conversion game, [The Age of Hell](https://store.steampowered.com/app/1779060/The_Age_of_Hell/), which replaces all vanilla assets to provide a fresh yet familiar experience. Retaining the fast-paced action intrinsic to DOOM, The Age of Hell employs sprite-based enemies and weapons to maintain the classic 90s aesthetic, with voxels used for pickups. The game is set to be a massive total conversion with a heavy metal soundtrack and six extensive episodes featuring distinct environments including icy locales, marble crypts, nightmare realms, tech-centric zones, and gothic palaces. > > Each episode of The Age of Hell will present large, intricately designed environments with dynamic lighting and unique monsters, two bosses, and gameplay tailored to its demonic bestiary. New and familiar faces will populate the game, such as the nightmare fuel-infused Cacovore, the upgraded Cyber Lord, and the aggressive new demon, the Hasmodel. To battle these foes, the protagonist will be equipped with an arsenal of weapons redesigned with a holy theme and alternate fire modes to keep them relevant throughout the game. This includes an even more destructive BFG and a visually striking Super Shotgun. The game, rumored for a release by the end of 2023, will see the protagonist using these weapons and redesigned armors to take on Hell. > > [![](https://lemmy.ninja/pictrs/image/e2f1e185-1a77-44df-9761-52b02796e436.jpeg)](https://youtu.be/SLKzXd5KpAk) > > [Lycanthorn II](https://store.steampowered.com/app/1546440/Lycanthorn_II__Rain_of_Beasts/), a first-person shooter game inspired by the iconic Castlevania series, uses the GZDoom Engine to create an immersive gaming experience filled with color, adventure, and unique challenges. Players will follow the protagonist, Rain, through the lands of Morvania, using axes and blood magic to combat the pervasive evil. The game is characterized by vibrant, flowing colors and exploration-focused gameplay, inviting players to traverse caves, castles, and even the insides of a giant fish. Gameplay is driven by collecting keys, conquering accessible areas, and defeating bosses before moving to the next challenge, supplemented by the ability to recruit three unique party members, each offering different playstyles and exploration methods. > > Despite its short gameplay duration, Lycanthorn II leaves a strong impression with its amalgamation of first-person shooter and platforming elements, offering a fresh gaming experience with distinct influences yet maintaining its unique identity. Players can explore, battle diverse enemies, and recruit party members with different abilities, all within a captivating world vivid with color and detail. While there are minor inconveniences, like seemingly forced platforming and a day/night cycle that unleashes numerous enemies, these don't diminish the overall appeal of the game. Ultimately, Lycanthorn II succeeds in being a brief, yet passionately-crafted game that inspires a sense of loss and longing for more once the credits roll. > > [![](https://lemmy.ninja/pictrs/image/f23ac2d9-a486-4914-8765-ccc0f6290928.jpeg)](https://youtu.be/WToph2-kkvA) > > [Relentless Frontier](https://store.steampowered.com/app/1677900/Relentless_Frontier/) is a GZDoom project, crafted by Fission Ogre under the Hellforge Studios banner. This game is centered on using high-powered sci-fi weapons to decimate adorable creatures, spread across three episodes, and is in Early Access. The game storyline, set in 2482 AD, revolves around Noah Gansky, a scientist wrongfully convicted of murder and sentenced to life. However, en route to his prison, his vehicle crash-lands on a desolate planet, forcing him to combat colossal insects in a bid for survival. Each episode introduces new enemy factions, which interact intriguingly with those from previous episodes. > > The game features four unique weapons, including a melee weapon called the Omniaxe and a belt-fed 1D-gauge shotgun named the Peacekeeper, which is expected to easily and amusingly decimate enemies throughout the game. The enemies in Episode 1 are the Armilimax, a fascinating race of insectoids consisting of slug-like toes and gelatinous entities known as Elders. These Elders telepathically control the slugs, making them harmless once the Elders are destroyed. The game promises many such interesting quirks about the enemies, ratcheting up the excitement for future episodes. > > [![](https://lemmy.ninja/pictrs/image/65958394-59a9-4ae5-9911-031ebd53090e.jpeg)](https://youtu.be/1d3lCwFI07w) > > [SharpShooter3D](https://store.steampowered.com/app/2435900/SharpShooter3D/), a total conversion mod for GZDoom created by HeadHuntersGames, was among the almost 800 games removed from Steam when publisher Dagestan Technology was taken down for breaching the publisher code of conduct. Set in the fictional country of South Slovenko, the game features a heavy focus on melee combat and a narrative centered around civil unrest. Players navigate through diverse environments like clubs, bars, housing estates, rooftops, and even a sci-fi hellscape in a journey to take down the government. Missions in SharpShooter3D vary in length and quality but maintain a similar design, adding occasional unique twists to keep the gameplay engaging. > > SharpShooter3D distinguishes itself from most DOOM II total conversions with its emphasis on melee combat, featuring common weapons like beer bottles, box-cutters, hammers, and power drills. The game has a one-weapon carry limit which forces players to experiment with different weapons in a single playthrough. However, the melee-centric gameplay can be quite primitive and clunky at times, offering a rather unsavory visual experience despite its visceral impact. SharpShooter3D's depiction of an Eastern European slum is laudable, with grimy apartment blocks and littered streets setting a grim, immersive atmosphere. Despite minor drawbacks such as awkward vehicle sections and less intelligent enemy AI, the game’s unique, unpredictable elements make it worth exploring, particularly for those seeking an unconventional DOOM mod experience.
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Each one of the graphics in the article is linked to a demo of a boomer shooter with a female protagonist. I even mention a few in the article. I talk about female leads, and then apply them to boomer shooters. I didn’t think it would be that unusual…


MrEUser
creator
toGaming@beehaw.orgThe FORCE engine.
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English
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10M

Nope, regret to inform you it was written by a human. Was this commented by an AI? Nah, who am I kidding… if an AI wrote the comment, it would have known to capitalize AI…


cross-posted from: https://lemmy.ninja/post/113680 > The 1995 Star Wars classic, "Dark Forces," has been granted a new lease of life, thanks to a thorough remastering from [The Force Engine](https://theforceengine.github.io/). The 1.0 build of this project, three years in the making, presents an array of enhancements, from high-definition resolutions and modern control schemes to improved performance. The masterminds behind this reinvigoration are developers luciusDXL, winterheart, and gilmorem560. "Dark Forces" enthusiasts can now dive back into the game's memorable levels and expansive user modifications using this updated engine. > > The driving ambition for The Force Engine was to replace the need for DosBox and the original game executable, which was met with the release of version 1.0. The improvements go beyond aesthetic upgrades. Troublesome bugs like freezing on ice or missile malfunctions have been addressed, along with setup-related DosBox issues. This new engine offers modern conveniences and a more seamless gaming experience while preserving the original 320x200 fixed-point renderer for players yearning for a dose of nostalgia. > > ![](https://lemmy.ninja/pictrs/image/b22b4385-f40b-45af-8575-02320a86d83b.jpeg) > > The Force Engine also brings a host of new features to Star Wars: Dark Forces. From mod support and high-resolution widescreen visuals to improved AI and a revamped save system, these enhancements bring Dark Forces up to par with modern gaming expectations. Notably, the engine offers an extensive range of customizable quality-of-life improvements, including optional mouselook, aiming reticle, autorun, and more. > > "Dark Forces," which made its mark as the first Star Wars FPS and the precursor to the Jedi Knight series, has received the ZDoom treatment with the new Force Engine. The game, often compared to the "Doom Clone" era of first-person shooters, shines in its Star Wars-themed presentation. While its successors in the Jedi Knight series have overshadowed it, Dark Forces' renovation brings its immersive Star Wars atmosphere, engaging storyline, and unique weapon arsenal back to the limelight. > > ![](https://lemmy.ninja/pictrs/image/9fff871c-2bd6-40ee-93c3-64309ae99a06.jpeg) > > The Force Engine has revolutionized Dark Forces for modern players. The installation process, including mod implementation, is designed to be simple and quick. While the game itself is not freely available and must be procured separately, the ease of use offered by the Force Engine promises a world of revitalized FPS levels. Along with the plans to extend support for Outlaws in the project's 2.0 update, the future of The Force Engine is promising, helping to bring the classics of yesteryears to the gamers of today. >
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We whole heartedly support blasphemy!


cross-posted from: https://lemmy.ninja/post/113413 > **EDIT:** *What happens when you click on the images?* > > The gaming industry, traditionally dominated by male protagonists, has been experiencing a steady shift in recent years, most notably within the realm of retro first-person shooters (FPS). Recognizing the need for diversity and representation, game developers have started to incorporate female protagonists more prominently. This trend not only fosters inclusivity but also provides fresh narratives and perspectives, thereby enhancing the overall gaming experience. > > [![](https://lemmy.ninja/pictrs/image/482b8212-c022-4e2b-89c6-2ce7ecb4dd1b.jpeg)](https://youtu.be/K37l3-La-Go) > > Historically, video games, especially the FPS genre, were heavily saturated with male lead characters. Titles like "Doom," "Wolfenstein," and "Quake" from the retro era were monumental in shaping the genre, but they all featured male heroes. However, as gaming audiences diversified and demanded more representation, the industry began to respond. Female characters started appearing in important roles, with notable examples like Samus Aran from "Metroid" and Jill Valentine from "Resident Evil." This marked a significant shift in the narrative and character dynamics of video games. > > [![](https://lemmy.ninja/pictrs/image/b4a9cfd6-77f3-4473-b1a0-4ba85b3b1a31.jpeg)](https://youtu.be/ipJaezT_Z60) > > Introducing female protagonists into retro FPS games has resulted in richer storytelling and nuanced characters. These games have not only presented women as strong and capable characters but have also delved into their complex personalities and backgrounds, adding depth to the narrative. Moreover, female-led FPS games often incorporate unique mechanics and gameplay styles, offering a fresh take on a well-established genre. This change has been instrumental in creating more diverse and inclusive gaming experiences, which resonate with a broader audience. > > [![](https://lemmy.ninja/pictrs/image/07efb141-1757-4229-9f21-183cff4f0a0e.jpeg)](https://youtu.be/ECS1fBJMgpQ) > > Games such as "Perfect Dark," with its lead character Joanna Dark, and "Metroid Prime," featuring Samus Aran, serve as early examples of female-led retro FPS. More recent titles like "Selaco" and "Phantom Fury" showcase compelling female protagonists with complex personalities and dynamic skill sets. Additionally, indie game developers are further pushing this trend, creating other retro-inspired FPS games with female leads, contributing to a more diverse and representative gaming landscape. > > [![](https://lemmy.ninja/pictrs/image/c5b8e918-4331-4f5c-accc-2fc1d2776a96.jpeg)](https://youtu.be/IH08xxZuH-o) > > As the gaming industry continues to evolve, the presence of female protagonists in retro FPS games is a welcome development. It not only offers a fresh perspective in a historically male-dominated genre but also paves the way for more diverse and inclusive narratives. As we move forward, it is essential to continue this trend of representation, breaking down barriers and creating games that appeal to all players, regardless of their gender.
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cross-posted from: https://lemmy.ninja/post/113401 > With a relentless speed that harks back to Devil Daggers, [Hellscreen's](https://store.steampowered.com/app/1410090/Hellscreen/) heart-thumping pace is a hallmark of its design. Developer Jamie Degen has masterfully crafted a world where death serves as an upgrade, leaving players to face a fiery onslaught of flaming skulls and eldritch horrors. The game's idiosyncratic aesthetic, a dramatic interplay of cyan and red, lends a surreal quality to the eerie maps and comic-book-style gunfire, recalling the disturbing artistry of H.R. Giger. With each inevitable death, players return stronger, ready to brave the uncanny labyrinth that unfurls beneath a blood-red sky. > > The game’s first-person perspective is enhanced by an intriguing feature—a rear-view mirror. This novel addition, uncommon in first-person games, elevates the need for environmental awareness. It’s not merely about charging ahead; players must constantly swivel between what lies ahead and the threats creeping up from behind. > > [![](https://lemmy.ninja/pictrs/image/15619826-b6b7-4019-9023-d78291b85033.jpeg)](https://youtu.be/k1YzZj3D5F8) > > Surprisingly, the mirror offers more than just improved situational awareness. Right-clicking allows players to fire backwards, with a small gun and reticle appearing in the mirror view. The game rewards players who master this feature, offering double damage when moving and firing forwards, and quadruple damage when progressing forwards and shooting backwards. Navigating this three-dimensional battlefield feels akin to grappling with a groundbreaking realm of movement. This unique mechanic adds a satisfying layer to the game, calling for well-timed, precision mirror shots. > > Over several years of development, Hellscreen has evolved from its initial Kickstarter campaign into a standout shooter. The narrative immerses players into a universe of ancient gods, an afterlife machine, and creatures artificially crafted as part of the mechanism. As one of the machine’s errors, you are thrust into the Hellscreen dimension, caught in a cycle of death and resurrection. It's up to you to destroy this malfunctioning machine, restore the natural order, and perhaps then find everlasting rest.
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This definitely gives you one.


cross-posted from: https://lemmy.ninja/post/90587 > Imagine being able to play four new Quake episodes. > > What the [Dwell](https://www.moddb.com/mods/dwell)? > > Dwell, an ambitious project for Quake, is a four-episode mega map pack put together by a team of over ten members who share a deep love for Quake. Despite currently being incomplete, with only two of its four episodes released, the project has drawn attention due to its intricately designed maps and attention to detail. The single available episode, set in an Egyptian-themed landscape, presents an impressive array of challenges and design masterclass. The team behind Dwell has poured meticulous care into creating the textures and models necessary for the thematic swap, evident from the moment players encounter the structures and enemies. > > The initial experience of Dwell, starting from a difficulty-selection map and leading to a ruined laboratory, might come off as underwhelming. Players might be initially put off by the large team size, the unfinished state of the mod, and the first level seeming like a slow-paced reiteration of previous Quake levels. However, the game quickly disrupts these expectations by offering challenging encounters, like facing a shambler at the exit gate armed with minimal weapons, which forces players to show their mastery of the game's mechanics. > > ![](https://lemmy.ninja/pictrs/image/ee3980bf-c454-46e8-8077-b55363045310.png) > > One of the key principles of Dwell is that it expects players to perform well, as it's a mod released two decades after the original game. The game's difficulty increases consistently but satisfyingly, and just when players think they need a change of pace, they are often offered a reprieve or a new weapon. The following levels are impressively designed with well-rendered textures and creative map design, offering a captivating experience. The game's visuals and set pieces continuously evolve, transitioning from sunny sands to gore-drenched depths, and then into vast blackness filled with sacrifice chambers and Chthonic rituals. > > A common concern is whether Dwell might end with a whimper rather than a bang, as many Quake mods do, given their lack of big final boss-type enemies. However, Dwell promises that every episode of the pack will feature its unique end boss to fight against. The first boss in Dwell, known as "The Warden," is a formidable adversary, requiring players to have a complete understanding of Quake's mechanics. This boss challenges players with deadly projectiles and a horde of foes to beat before they can face him. > > Dwell serves as a beacon demonstrating that as long as a game has a thriving community, it's never truly dead. Even though the Quake series hasn't seen a main series release since 2005, the community's efforts, exemplified by projects like Dwell, keep it alive. If the current work by the Dwell team is any indication of what's to come, fans of the series have much to look forward to. > > #Quake #episodes #boomer_shooter > >
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cross-posted from: https://lemmy.ninja/post/78911 > AMD has unveiled two workstation GPUs, the Radeon Pro W7900 and Radeon Pro W7800, based on the advanced RDNA 3 architecture. These high-performance GPUs, designed for workflows such as visualization, real-time 3D, ray trace rendering, and more, are equipped with unified RDNA 3 compute units, dual-issue stream processors, AI accelerators, and second-generation ray tracing accelerators. According to AMD, RDNA 3 delivers up to a 50% increase in raytracing performance per compute unit compared to the previous generation. > > The Radeon Pro W7900 is a triple (2.5) slot GPU, packing 48 GB of GDDR6 memory and 61 TFLOPs of peak single precision performance with a total board power of 295W, priced at $3,999. On the other hand, the Radeon Pro W7800 is a dual slot GPU, featuring 32 GB of GDDR6 memory and 45 TFLOPs of peak single precision performance with a total board power of 260W, available for $2,499. > > Both GPUs are engineered to rival Nvidia's RTX 6000 Ada Generation (48 GB). While AMD's Radeon Pro W7900 outperforms Nvidia's flagship pro GPU in certain benchmarks, AMD emphasizes the competitive price-performance ratio of both GPUs. For instance, in the SPECviewperf 2020 GeoMean benchmark, AMD claims the Radeon Pro W7900 comes within 7% of the Nvidia RTX A6000 Ada Generation's performance, but at less than half the cost ($3,999 vs $8,615), delivering more than double the price-performance. > > The newly launched GPUs also feature support for DisplayPort 2.1, a significant upgrade from the previous generation that allows for increased refresh rate, pixel resolution, and color bit-depth. This ensures these GPUs are future-proofed for next-gen displays. Both the Radeon Pro W7800 and W7900 offer three DisplayPort 2.1 and one Mini DisplayPort 2.1 connectors, contrasting with the previous Radeon Pro W6800's six Mini DisplayPort 1.4 connectors. > > The Radeon Pro W7900, with its 48 GB memory, offers a 50% increase from its predecessor, the Radeon Pro W6800, matching the Nvidia RTX 6000 Ada's memory capacity. As workflows become increasingly complex, larger memory capacity is crucial for handling high-polygon datasets and multitasking. Both GPUs are expected to be available in Q2 2023, with OEM and SI system availability expected in 2H 2023. > > #AMD #GPU #red_team >
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Now I know to go back and look for Easter Egg levels. Thanks.


cross-posted from: https://lemmy.ninja/post/72948 > [A smorgasbord of FPS’s from the 90’s](https://youtu.be/99Jd7N1jSRk)
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I beat Myst in 19 hours of continuous game play without a guide or the internet. Best? Well, if you intend to beat it, it’ll take a lot of thinking through stories.


cross-posted from: https://lemmy.ninja/post/68840 > Two of the best Boomer Shooters you likely played in 2022: > > 1. ![Prodeus](https://lemmy.ninja/pictrs/image/6167b51b-b93d-4cb5-ade8-1696c451fd8e.jpeg) > > [Prodeus](https://store.steampowered.com/app/964800/Prodeus/) is a well-crafted love letter to the retro first-person shooter genre. The game perfectly captures the frenzied pace and the visceral combat of the classics, while offering a visual upgrade that brings the experience to the modern era. The level design is intricate and filled with secrets, rewarding exploration as much as it does gunplay. Its user-generated content system extends the game's longevity, providing an endless supply of new levels. The variety of weaponry feels satisfying and impactful, while the enemy AI provides a substantial challenge. Overall, Prodeus stands out as one of 2022's best boomer shooters, offering a blend of nostalgia and innovation. > > 2. ![ULTRAKILL](https://lemmy.ninja/pictrs/image/ed84b12f-fa8c-44b5-8316-fc4a58ac3cfc.png) > > [ULTRAKILL](https://store.steampowered.com/app/1229490/ULTRAKILL) blasts its way into 2021 with a fast-paced, adrenaline-pumping experience that fans of the classic boomer shooter genre will love. Despite its retro inspiration, it pushes boundaries with innovative mechanics such as health recovery through causing damage, ensuring that the action remains unrelenting. Its levels are varied and filled with secrets, providing plenty of content for players. The enemy design is diverse, each type requiring different strategies to overcome. One of the standout features is its weapon system, which provides alternate firing modes, adding another layer to its strategic depth. The game's difficulty can be brutal, but always fair, making victories feel earned. ULTRAKILL is a standout title in the boomer shooter genre for 2022, providing a high-octane, retro-inspired experience that's hard to beat.
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cross-posted from: https://lemmy.ninja/post/68151 > Why would I call this an unfinished top ten list? To get people to read it? No. > > I’m doing a top ten list that changes as I play games. Sometimes it’ll be incomplete, sometimes outdated, and sometimes… it’ll be relevant! > > ![Warhammer 40k Boltgun](https://lemmy.ninja/pictrs/image/24f48eda-7694-44bb-b587-bd292ceca3e6.png) > > - [Play this, NOW!]((https://store.steampowered.com/app/2005010/Warhammer_40000_Boltgun/)) > > ![Metal: Hellsinger](https://lemmy.ninja/pictrs/image/e50a7983-f035-41a5-a2f7-0bd28e171916.jpeg) > > - [Heavy Metal rhythm FPS, too short, but awesome!](https://store.steampowered.com/app/1061910/Metal_Hellsinger/) > > ![Amid Evil](https://lemmy.ninja/pictrs/image/59575013-024d-4247-8d30-b296f9b6e991.jpeg) > > - [Definitely the most boomer shooter EVAR!](https://store.steampowered.com/app/673130/AMID_EVIL/) > > ![Prodeus](https://lemmy.ninja/pictrs/image/3e51cf10-e8c9-4f51-a70f-0c5df184a6f2.jpeg) > > - [A GREAT combination of nostalgia and innovation!](https://store.steampowered.com/app/964800/Prodeus/)
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cross-posted from: https://lemmy.ninja/post/61446 > A new patch just dropped for Warhammer 40,000: Boltgun. It targets PS4, PS5, Xbox Series X|S, Xbox One and PC, and brings a slew of quality of life fixes, bug fixes, and more! > > Do you like cheat codes? With this patch you can use them to unlock all weapons and/or give yourself infinite ammo! > > Of particular interest to Steam Deck owners is that this patch fixes cutscene playback on the Steam Deck. According to the developers, this means that the game is now fully compatible with that platform. > > You can [check out the details of the patch here](https://forums.focus-entmt.com/topic/64821/exciting-patch-for-all-boltgun-s-players?lang=en-US). And remember, Boltgun is still 20% as part of the Steam Summer Sale.
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cross-posted from: https://lemmy.ninja/post/55317 > [![](https://lemmy.ninja/pictrs/image/7604269a-501f-4f04-a18c-187d3ff3d5a1.jpeg)](https://youtu.be/jFAFzl_Tr7s) > > [Metal: Hellsinger](https://store.steampowered.com/app/1061910/Metal_Hellsinger/) arrives on the main stage with a rhythm-based rampage through the fiery depths of Hell, melding Doom and heavy metal music. Despite the enjoyable heathen-seeking headshots and headbanging that accompanies the game, the short duration of roughly four hours and its limited features and content are a letdown. It features a sparse story narrated by voice actor Troy Baker, portraying our character, The Unknown, seeking vengeance through eight levels of Hell. The underworld imagery is quite striking but the narration often lacks a lighter, comedic tone to counterbalance the serious stretches of demon decimation. > > The game's soundtrack includes a blend of styles from infectiously melodic anthems to higher-intensity modern metal tracks. However, those longing for old-school classic metal or early '80s thrash might be left disappointed. Yet, standout vocal performances from contemporary metal maestros, such as Trivium’s Matt Heafy and Serj Tankian from System of a Down, add a compelling dimension to the game. Unlike Doom, "Metal: Hellsinger’s" bone-crushing musical accompaniments serve as your conductor in this symphony of destruction, where timing your attacks with the double-kicked drum beats increases your Fury multiplier, adding an exhilarating crescendo to the carnage. > > ![](https://lemmy.ninja/pictrs/image/360dd7f1-b80f-458b-8bd1-3f26e53a9fbf.jpeg) > > The game's enemy waves are strategically staggered throughout each level to maintain your momentum. A mix of weak grunts and powerful monsters with abilities that can upset your rhythm present a challenge that keeps you on your toes. However, the weapons arsenal leaves a lot to be desired. It is not as extensive as its enemy types and lacks upgrades or modifications. The arsenal includes a default sword for melee attacks, a skull that fires underpowered projectiles, a primary and secondary weapon from a limited range of just four options: a shotgun, dual-wielded six-shooters, an explosive crossbow, and a pair of boomerang-like blades. > > Metal: Hellsinger offers additional challenges called Torments upon conquering each of the eight Hells. These optional arena fights come with devilish twists, shaking things up and encouraging adaptation of your combat strategy. Completing them earns you sigils that can be equipped in the main levels. They provide valuable buffs, crucial for those serious about scaling the game's high score leaderboards. However, they do not particularly change how you play the game and are not required to beat the campaign. > > Although striving for high score supremacy can incentivize replaying the game, the linear, structurally similar environments and lack of secrets or collectibles limit the replay value. Aside from the final boss, end level bosses are just slight variations of the same winged demon design, making the encounters increasingly stale with each subsequent appearance. Although Metal: Hellsinger is a rhythmic riff on the metal-propelled mayhem of modern Doom, it falls short in providing a meaty first-person shooter campaign, lacking variety in weapons and boss fights, and missing other major modes or multiplayer, making it feel slim when compared to similarly priced games. Nevertheless, it serves as a stirring tribute in the demon-slaying shoot 'em up genre.
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I have no problem paying if I have the option. If they want more than it’s worth, buh bye… If not I’ll pay. What I don’t need is being forced to swallow their pollution to get access to needed information.


My response to this will look like a who’s who of Dreamcast games. The Dreamcast was the first console I bought myself, so I have lots of fond memories.

  • Soulcalibur I & II
  • Sega NFL 2K1 (and I was NOT a sports game person)
  • Shenmue I & II
  • Jet Set Radio
  • Phantasy Star On-Line
  • Quake III arena
  • Tony Hawks Pro Skater 2
  • Hydro Thunder
  • Fur Fighters

cross-posted from: https://lemmy.ninja/post/49419 > [![](https://lemmy.ninja/pictrs/image/e6e1c351-c5d4-4ab2-b291-6c20532bfa9d.jpeg)](https://youtu.be/12mYShb_VD4) > > If you’re an American you’ll appreciate the first two paragraphs. It will provide a context that just makes you say… “but HOW?” Our friends from Great Britain will likely shrug and skip to the third… > > The ZX Spectrum is an 8-bit personal home computer released in the UK in 1982 by Sinclair Research. Renowned for its affordability and wide-ranging software library, the ZX Spectrum became one of the leading computers in the 1980s European home computer market. Its graphical and computational capabilities, though rudimentary by today's standards, enabled the creation of a diverse selection of games, many of which have since become cult classics. Its iconic rubber keyboard, compact design, and the distinctive sound of its audio output have endeared the Spectrum to a generation of users. > > One of the ZX Spectrum's distinguishing features was its versatility and the creativity it fostered in game design. Despite the machine's technical constraints, developers found innovative ways to design a broad array of games, from adventure and puzzle titles to racing and shooting games. As a result, the Spectrum's game library encompassed many genres, including some that were relatively rare at the time, such as first-person shooters. > > The game [The Dark] (https://www.myabandonware.com/download/13o7-the-dark) by Oleg Origin stands out as an exceptional example of this creativity. Released in 1997 and now re-released in a remastered format, The Dark deviates from the typical ZX Spectrum platformer mold. The game is a unique first-person shooter, drawing parallels to the seminal PC game, Quake. In The Dark, players assume the role of warrior Alexander, embarking on a personal mission to liberate his homeland from an insidious force that has breached the land's borders. Throughout this exciting adventure, players encounter various beasts that must be eliminated with precision, be it through a well-aimed stab or a timely bullet. The game's distinctive features and the engaging quest at its heart cement The Dark as a unique entry in the ZX Spectrum's impressive game catalogue. >
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For reference, the same is true of all the tapes made for the ZX Spectrum. They would all fit on a single 2GB SD card (not even SDHC).


cross-posted from: https://lemmy.ninja/post/46267 > In the rapidly-evolving world of video games, the past is often left behind. This leaves software relics gathering dust on the forgotten shelves of history. Enter AbandonwareGames.net - a sanctuary for those ancient digital gems, providing a lifeline to a bygone era of gaming history. The concept of "abandonware" pertains to software that's no longer in commercial circulation or supported by its original creators. AbandonwareGames.net, with its expansive online library, ensures these classic titles, especially first-person shooters (FPS), continue to thrill gamers across generations. > > ![](https://lemmy.ninja/pictrs/image/5c928848-0c4e-4be9-9b4f-d9d79003bf47.jpeg) > > The site's extensive FPS section presents a panorama of the genre's evolution, giving users a chance to engage with its development over time. Nostalgia-seekers can rediscover groundbreaking titles like "Wolfenstein 3D" and "Doom", which defined the FPS genre, or explore lesser-known yet equally significant games. The site ensures that these titles, once forgotten, get another shot at captivating audiences. > > Detailed descriptions accompany each game, providing information on the developer, publisher, release date, and a synopsis of the game's storyline and mechanics. These insights, along with data on system requirements and compatibility, provide a comprehensive guide for gamers looking to revisit the past through their modern hardware. > > AbandonwareGames.net goes a step further than being just an archive - it's also a platform where users can download these classic FPS games. Often compatible with DOS emulators, these games can be played on contemporary computers. A note of caution, though; while "abandonware" might sound like the wild west of gaming, the legal landscape is complex, and downloading these games might not be strictly lawful in all locations. > > AbandonwareGames.net represents an essential asset for gaming historians, retro gaming fans, and FPS enthusiasts. This digital library delivers an array of FPS classics to the fingertips of users, encapsulating a significant part of gaming history within its archives. For those seeking to take a stroll down memory lane or explore the roots of their favorite gaming genre, AbandonwareGames.net is a destination worth diving into.
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I run a community called Boomer Shooter over on lemmy.ninja. I’d pick games like Deadlink, Ghostware, and Prodeus. They check all the boxes for me.


cross-posted from: https://lemmy.ninja/post/33898 > [![Click here for YouTube video](https://lemmy.ninja/pictrs/image/dcd362cf-514b-42c8-a466-a22b2aa1ebea.jpeg)](https://youtu.be/jcwcq68tnds) > > [Labyrinth of the Demon King](https://store.steampowered.com/app/1804010/Labyrinth_Of_The_Demon_King/), a first-person survival horror game developed by J. R. Hudepohl, is set to be a multi-platform release and pays homage to classic Japanese horror games like Resident Evil, Silent Hill, and King’s Field, in addition to drawing inspiration from Condemned: Criminal Origins. The game, set in feudal Japan, emphasizes a dark atmosphere, stealth exploration, and brutal first-person combat. The narrative is steeped in traditional Japanese folklore and mythology, with the protagonist seeking vengeance against a demon who betrayed their lord. The game’s graphics are designed to evoke the style of PlayStation 1 era games, complete with a PS1 style dither filter, and it borrows cinematic influences from filmmaker Akira Kurosawa. > > The game's Executive Producer, Andy Andi Han from Top Hat Studios, expresses that Labyrinth of the Demon King encapsulates their commitment to promoting diverse game types. Top Hat Studios, renowned for their multi-platform game development capability, uses major game codebases including Unity, Unreal Engine, GameMaker, and Monogame to deliver games on platforms like Nintendo Switch, Microsoft Xbox, and Sony PlayStation. Their impressive portfolio boasts hits like Frogun, Sonzai, Sheepo, Ova Magica among others, and they are well-regarded for their proficiency in crowdfunding and providing top-tier consulting and marketing services for game developers. > > [![Click here for YouTube video](https://lemmy.ninja/pictrs/image/04c39c02-2354-4b1c-8e76-f999807bff5e.jpeg)](https://youtu.be/FHDlAD_rtd0) > >[Bloodhound](https://store.steampowered.com/app/1926270/Bloodhound/), an arcade horror FPS game inspired by the 90s legends, tells the story of a member of the Order of Keepers of the Gates, responsible for guarding the gates of Hell from the malevolent Cult of Astaroth, who aim to bring the lord of the Abyss, Astaroth, to Earth. The game takes the player through a campaign divided into four acts, where they must face 15 types of enemies and four bosses across diverse, terrifying locations. The player is equipped with ten types of weapons, including a machete, flamethrower attached chainsaw, shotgun, railgun, crossbow, and missile launcher. The game creators are currently working on additional modes like arena and multiplayer. > >Indie studio Kruger & Flint Productions, comprised of experienced creators from Techland, The Astronauts, and CI Games, are behind Bloodhound. They have announced the game will be released on Steam for PC on July 18, 2023, and have already launched a free prologue, Bloodhound: First Day in Hell. CEO Rafal "Flint" Krzeminski assures players of a fast-paced, bloody FPS gameplay and challenges them to survive the blood-soaked battles and embrace the essence of being hell’s gatekeeper. Release dates for Xbox One, Xbox Series X|S, PS4, and PS5 will be announced later. > >#boomer_shooter #bloodhound #labyrinth #demon_king
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cross-posted from: https://lemmy.ninja/post/33667 > As Scathe, Enforcer of Hell's legions, my existence has been devoted to wading through the tortured pathways of this accursed plane, an ordeal that rings true to the suffering of the underworld. A venture I thought would parallel the glory of Doom incarnate turned to a pit of unfulfilled promise. > > My genesis starts as an awkward shuffle into a sacred chamber, assigned by celestial entities to cleanse Hell's forces. This cumbersome walk is the first sign of a lack of finesse that plagues my being. > > ![](https://lemmy.ninja/pictrs/image/7b518c19-3125-4b7a-a8ea-ab4b885be574.jpeg) > > Thrust into the fray without guidance, the purpose of my existence takes time to unravel, hindered by the absence of tutelage. The ambiguous nature of this universe offers no support, causing initial encounters to be strenuous. My destiny, based on cryptic hints from the tome of Steam and a barebones encyclopedia, appears to be bound to the endless corridors of a hellish maze. > > My journey requires the collection of mysterious "Hellstones", a task with no instruction. Additionally, runes lie hidden in the labyrinthine levels, their purpose equally elusive. Only later do I realize that the collection of these runes is essential for unlocking doors to demonic overlords, resulting in the acquisition of a Hellstone upon their defeat. The labyrinth teems with uninspired foes, their incessant spawning leading to monotonous combat. > > ![](https://lemmy.ninja/pictrs/image/c52a0ba4-3d92-4f3d-9ebe-4ce66319e2cb.jpeg) > > While referred to as a "bullet hell," the projectiles of my adversaries lack the distinguishing features of this genre. Enemy patterns are erratic and lack complexity, devoid of the strategic avoidance seen in other games. My combat experience thus lacks the enjoyment of dodging distinctive projectiles. > > Progression is particularly vexing, eschewing conventional perks and level-ups. Instead, I uncover new firearms and spells in the course of my journey. However, the labyrinth's intricate design results in missed opportunities for weapon and spell acquisitions, causing me to rely on a basic machine gun for most of my journey. > > ![](https://lemmy.ninja/pictrs/image/ea73980a-2141-4958-91c7-cec2041cf7e7.jpeg) > > The arcane progression system hints at new weapons and spells on the map, if I manage to discover enough of the labyrinth. However, these hints are so faint that they are easy to overlook, leading to a potentially lackluster initial experience. > > My weaponry leaves much to be desired. The starting firearm, while functional, lacks any extraordinary elements. The damage caused by various weapons seems consistent, and scarcity of ammo results in frequent reliance on the default weapon. Spells, although interesting, are often overlooked due to their limited utility. > > ![](https://lemmy.ninja/pictrs/image/34403fb6-371d-40f4-9ccd-8cb352ed8d17.jpeg) > > Optically this universe deceives at first glance, with underlying issues revealing themselves upon closer scrutiny. I find myself confronted with my dismembered remains upon death, and enemies up-close lack aesthetic appeal. Enemies lack creativity, with many appearing to be rejects from the Doom 2016 roster. While I usually find myself amidst the orchestras of the heavens, all too often, I find myself in silence amidst my onslaught. > > Despite a God having time for the creation of their universe, there are often problems with De Ja Vous. Odd visual artifacts and occurrences persist. I have discovered the balance of my weapons leaves much to be desired. It even seems the environment itself rises against me unfairly disrupting my most holy work. > > The freedom to choose my path, engage enemies, and acquire weapons is a concept of merit, form a strong foundation for my quest, yet the execution is inadequate. I may find encouragement in others joining my endeavor yet it is unlikely to offset the substantial flaws of omnipotent beings. If a God themself perfected all that is around me, it would not be enough to overcome the existent complications to complete what they expect of me. > > #scathe #multiplayer #hitandmiss #nonlinear #boomer_shooter
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cross-posted from: https://lemmy.ninja/post/30492 > > ## Summary > > We started a Lemmy instance on June 13 during the Reddit blackout. While we were configuring the site, we accumulated a few thousand bot accounts, leading some sites to defederate with us. Read on to see how we cleaned up the mess. > > > ## Introduction > > Like many of you, we came to Lemmy during the Great Reddit Blackout. @MrEUser started Lemmy.ninja on the 13th, and the rest of us on the site got to work populating some initial rules and content, learning how Lemmy worked, and finding workarounds for bugs and issues in the software. Unfortunately for us, one of the challenges to getting the site up turned out to be getting the email validation to work. So, assuming we were small and beneath notice, we opened our registration for a few days until we could figure out if the problems we were experiencing were configuration related or software bugs. > > In that brief time, we were discovered by malicious actors and hundreds of new bot users were being created on the site. Of course we had no idea, since Lemmy provides no user management features. We couldn't see them, and the bots didn't participate in any of our local content. > > > ## Discovering the Bots > > Within a couple of days, we discovered some third-party tools that gave us the only insights we had into our user base. [Lemmy Explorer](https://lemmyverse.net/) and [The Federation](https://the-federation.info) were showing us that a huge number of users had registered. It took a while, but we eventually tracked down a post that described how to output a list of users from our Lemmy database. Sure enough, there were thousands of users there. [It took some investigation](https://lemmy.ninja/post/7420), but we were eventually able to see which users were actually registered at lemmy.ninja. There were thousands, just like the third-party tools told us. > > > ## Meanwhile... > > While we were figuring this out, [others in Lemmy had noticed](https://lemm.ee/post/197715) a coordinated bot attack, and some were rightly taking steps to cordon off the sites with bots as they began to interact with federated content. Unfortunately for us, this news never made it to us because our site was still young, and young Lemmy servers don't automatically download all federated content right away. (In fact, despite daily efforts to connect lemmy.ninja to as many communities as possible, I didn't even learn about the lemm.ee mitigation efforts until *today*.) > > We know now that the bots began to interact with other Mastodon and Lemmy instances at some point, because we learned (again, *today*) that we had been blocked by a few of them. (Again, this required [third-party tools](https://fba.ryona.agency) to even *discover.*) At the time, we were completely unaware of the attack, that we had been blocked, or that the bots were doing anything at all. > > > ## Cleaning Up > > The moment we learned that the bots were in our database, we set out to eliminate them. The first step, of course, was to enable a captcha and activate email validation so that no new bots could sign up. [Note: The captcha feature was eliminated in Lemmy 0.18.0.] Then we had to delete the bot users. > > Next we made a backup. Always make a backup! > After that, we asked the database to output all the users so we could manually review the data. After logging into the database docker container, we executed the following command: > > --- > ``` > select > p.name, > p.display_name, > a.person_id, > a.email, > a.email_verified, > a.accepted_application > from > local_user a, > person p > where > a.person_id = p.id; > ``` > --- > > That showed us that yes, every user after #8 or so was indeed a bot. > > Next, we composed a SQL statement to wipe all the bots. > > --- > ``` > BEGIN; > CREATE TEMP TABLE temp_ids AS > SELECT person_id FROM local_user WHERE person_id > 85347; > DELETE FROM local_user WHERE person_id IN (SELECT person_id FROM temp_ids); > DELETE FROM person WHERE id IN (SELECT person_id FROM temp_ids); > DROP TABLE temp_ids; > COMMIT; > ``` > --- > > And to finalize the change: > > --- > ``` > UPDATE site_aggregates SET users = (SELECT count(*) FROM local_user) WHERE site_id = 1; > ``` > --- > > If you read the code, you'll see that we deleted records whose person_id was > 85347. That's the approach that worked for us. But you could just as easily delete all users who haven't passed email verification, for example. If that's the approach you want to use, try this SQL statement: > > --- > ``` > BEGIN; > CREATE TEMP TABLE temp_ids AS > SELECT person_id FROM local_user WHERE email_verified = 'f'; > DELETE FROM local_user WHERE person_id IN (SELECT person_id FROM temp_ids); > DELETE FROM person WHERE id IN (SELECT person_id FROM temp_ids); > DROP TABLE temp_ids; > COMMIT; > ``` > --- > > And to finalize the change: > > --- > ``` > UPDATE site_aggregates SET users = (SELECT count(*) FROM local_user) WHERE site_id = 1; > ``` > --- > > Even more aggressive mods could put these commands into a nightly cron job, wiping accounts every day if they don't finish their registration process. We chose not to do that (yet). Our user count has remained stable with email verification on. > > After that, the bots were gone. Third party tools reflected the change in about 12 hours. We did some testing to make sure we hadn't destroyed the site, but found that everything worked flawlessly. > > > ## Wrapping Up > > We chose to write this up for the rest of the new Lemmy administrators out there who may unwittingly be hosts of bots. Hopefully having all of the details in one place will help speed their discovery and elimination. Feel free to ask questions, but understand that we aren't experts. Hopefully other, more knowledgeable people can respond to your questions in the comments here. >
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Did I not mention being responsible for injuries? Your absolutely right, but you’re not correct…


Well, your screen name seems appropriate ;) Thank you.


Okay. Thank you or your time. I’m just trying to identify if I have a user that is harassing people or something.


Thank you for the clarification. The problem I have is:

Note that dbzer0 on the federation-checker.vercel.app shows we are being blocked. fba.ryona.agency shows that too, and apparently we are edgelords,don’t moderate, and have done something wrong with free speech…

So something somewhere is broken…


So these lists are both block AND allow lists? Or are they just allow lists?


The problem is, this isn’t just a challenge to beliefs. This is the internet. The darkest most depraved shit that can exist… does. People forcing children to do things with animals… I’ll stop there…

The U.S. constitution supports free speech. Even it has limits. You can’t yell fire in a movie theater and not face the consequences of injuries your speech causes.


The problem with these lists is that people sneak things on to them.

I’m an admin on (and owner of) lemmy.ninja. We have clear anti-harassment rules, up front, in bold, front page. We have zero bots (checked daily). We have users that are LGBTQIA+. I have zero tolerance for bigotry.

Yet our site is on the lists provided.

Apparently it doesn’t matter (the lists don’t work) because all of my cross posts (from my boomer shooter community) are available on beehaw.org in their gaming section.

So these lists can be used as weapons, if they work. When thy don’t work they are just an indictment without evidence.


I’ve seen reputable publications call Duke Nukem Forever a classic. Look, I’m doing something here as a hobby. I don’t get paid for this, I do it for fun. I’m not absolutely right about anything I post. You’ll notice I opened this with an edit showing the mistake I made. It was a pretty significant oversight. Is this a hill to die on? I mean, why argue this? Does that word change anything significant in what I wrote? I’m asking honestly, and am not attacking. Does it really matter to the article that some people call that game a classic? Do you think I’m going to be motivated to write more and post it here by arguing this with you? Are you honestly open to changing your opinion on the subject? Or are you just here to be absolutely right? I could do like other people and just drop a link to someone else’s article, that you will have probably already read. Instead, I worked to create something. So, I’m going to make mistakes. Can I ask, how much did you pay for my time?


I spent my time researching and writing something, put it together, and posted it. I started by being nice. His opening move was to attack and insult me, directly. I attacked his arguments. I wasn’t fighting. Since you can’t tell the difference I’ll do you a favor and not return. I’m sure someone else will happily tolerate this nonsense.


I wrote n article on it. Go read it. I also mentioned in comments in several places… But I’ll give you a hint… Why do you think the title ends in a question mark?


If you wanted me to take you seriously, you wouldn’t have opened with a dehumanizing comment. No, I write my own articles.

“Steam reviews claim…” and Flat-earthers claim and theists claim and chem-trailers claim and anti-vaxxers claim…

“That which can be asserted without evidence can be dismissed without evidence” - Hitchens Razor

Now what was that you were saying about writing just for the sake of posting something?


3D realms started production in 1996. Yes it took 14 years…


cross-posted from: https://lemmy.ninja/post/26012 > [![Click here for stream video announcement](https://lemmy.ninja/pictrs/image/2a0aa650-b215-4e52-8aa3-5080b3a71566.jpeg)](https://stream.lemmy.ninja/) > > ***Click on the image above to the see stream schedule for June 27th*** > > Within the sacred parchment, I, the Champion, record my journey as I travel Amid Evil, a living testament of battles past. The battlefield rekindles the flames of the ancient epoch, echoing past tales of Heretic and Hexen, yet it forges a path of its own, discarding many a tradition of the combat simulations, refining the art of battle to its purest form. The gods have blessed me with immunity to the dangers of falling and crushing contraptions, leaving only the thrill of combat as my concern. > > The path is not without its trials, however. Navigating the depths of water can prove treacherous, and certain landscapes designed for traversal can test even the mightiest warrior's patience. Despite the gift of fall immunity, it occasionally morphs into a bane in these intricate traversal routes. Thanks to the divine intervention of quick-saving, I can leap again without the need to retread my steps. > > The designs of the sacred lands are an enigma, filled with secrets and mechanisms that alter the environment. Despite the occasional interruption of my momentum, the lure of combat draws me back into the fray. The Star of Torment, a weapon capable of crucifying enemies to the walls, proves to be a satisfying tool of divine retribution. > > The struggle between adversity and triumph in this realm is praiseworthy. Wishing increased difficulty presents a formidable challenge yet remains within my grasp. The gods provide me with tools such as quick-saving and hidden sanctuaries of health to aid me in my quest. They have also blessed me with Soul Mode, a divine power that transforms my weapons into devastating conduits of destruction. However, I seldom find the need to invoke such immense power. > > In spite of these minor tribulations, this realm provides a memorable battlefield, filled with exceptional armaments, intricate landscapes, and relentless foes. Its mesmerizing aesthetics and intriguing adversaries craft a world that continually beckons me towards the unknown. Whether I am banishing space serpents in the astral plane or cleaving through malevolent knights with my energy wave-releasing sword, it proves to be a fitting homage to the combat simulations of old, while providing a breath of fresh air to the genre. As the Champion, I shall continue my crusade, cleansing the sacred lands from the pervading evil. > > #boomer_shooter #amid_evil #retroFPS #video_game #the_champion #journal
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cross-posted from: https://lemmy.ninja/post/26002 > [![Click here for YouTube video](https://lemmy.ninja/pictrs/image/8a4907a2-14b7-4fef-a6f0-22b29e12c8e4.jpeg)](https://youtu.be/HYUJYKBCWhE) > >**EDIT:** A member of the community @sh.itjust.works pointed out the following accurate representation of something I forgot to mention: “this game is still in early access and it’s been in early access for three years longer than it was supposed to be. The original developers are gone and the game has been handed to a new team. Communication from that team has been poor.” It’s almost laughable how much this game resembles Quake. Quake wasn’t initially fully released. The first episode was shareware/freeware. The game suffered from development problems, so much so that most of the original dev team left. I place my edits and errors up front so that you know when I make them and what they were. > > [Wrath: Aeon of Ruin](https://store.steampowered.com/app/1000410/WRATH_Aeon_of_Ruin/), is a boomer shooter built on a modified version of the Quake engine, released by 3D Realms and 1C Entertainment. Developed by KillPixel Games, the game will be available on PC, Switch, PS4, and Xbox One. The game embodies the DNA of revered '90s shooters, incorporating elements of classic titles such as DOOM, QUAKE, DUKE NUKEM 3D, BLOOD, UNREAL, and HEXEN. Players, playing as Outlander, are tasked to hunt down the remaining Guardians of the Old World, in a journey filled with diverse environments, engaging combat, and captivating lore. > > Players traverse through 15 interconnected levels and three hubs, using an arsenal of nine deadly weapons. Along the journey, players will encounter numerous enemies, discover hidden artifacts of great power, and uncover ancient secrets. The world of WRATH is richly detailed, created by expert Quake scene necromancers, and provides an authentic, classic FPS experience capped at 666 fps. It is also designed to be easily moddable, allowing players to create their own levels, weapons, and characters. > > ![](https://lemmy.ninja/pictrs/image/8728b7ed-f0c4-4ebb-b6b7-4f5501f3c6fb.jpeg) > > The game was envisioned by Jeremiah Fox, a former graphic designer turned game developer. Inspired by the original Quake, Fox quit his job, sold everything, and moved to the Florida Keys to work on his dream project. He wanted to create an FPS that encapsulates the essence of '90s shooters. He spent a significant amount of time researching the best elements from various games of that era, aiming to create an authentic and unique gaming experience. > > The game's story begins with the player adrift on an ageless sea, stranded on a dying world. The Shepherd of Wayward Souls, a figure emerging from the darkness, entrusts the player with the mission of slaying the corrupt, fallen guardians of this old world. The narrative is conveyed mostly through environmental storytelling, without overly burdening the player. The gameplay is designed to be fluid, with immense, intricately designed maps, and a refresh rate locked at a devilish 666 frames. > > ![](https://lemmy.ninja/pictrs/image/ea641958-3c42-4c8d-b567-f95738329120.jpeg) > > 3D Realms, the publisher of the game, found Fox's work while searching for projects built on the Quake engine. Impressed by Fox's game, they offered to support his project, build a team around him, and publish the game under the 3D Realms label. As a result, a team of modders and mappers, skilled in creating 'Quake' content, was assembled from across the globe to support the development of Wrath. > > The gameplay of Wrath: Aeon of Ruin is engaging, with a variety of enemies to battle and weapons to wield. One notable feature is the game's unique approach to health packs: there are none. Instead, an artifact delivers the damage dealt to an enemy back to the player as health for a limited time. Similarly, the game's save points are unique, requiring players to locate an artifact called a Soul Tether that serves as a portable, single-use checkpoint. > > ![](https://lemmy.ninja/pictrs/image/330d448d-93f6-4aef-8607-c26f24927fea.jpeg) > > Other innovative aspects include the in-game physics and environmental interactions. For example, when players slice an enemy, the game replaces the model with a new one, running a separate animation to mimic the dismemberment. The game also houses an abundance of secrets that are visible to the player, but often present a puzzle to access. The focus of the game is to ensure every element, from enemies to weapons, enhances the core play experience. > > The game's publisher, 3D Realms, is known for its impactful history in video games and its 90s classics like Duke Nukem Forever and Duke Nukem 3D. 3D Realms discovered Fox's work in a Quake forum and decided to support and publish his game under their label. The game delivers a complete '90s experience, from its art and animation to its gameplay mechanics, such as the unique approach to health and save points. > > #boomer_shooter #quake #wrath #retrofps
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If you click on the image at the top of the Amid Evil story you will be linked to my owncast site. It provides the time I will be streaming Amid Evil tomorrow if you would like to watch game play to see if it’s as good as you expect. And hey, you could heckle me while I play.


Mirrors Edge/Catalyst? Sorry I missed it’s already mentioned.

Phantasy Star On-Line New Genesis (male and female characters).


cross-posted from: https://lemmy.ninja/post/25011 > ![](https://lemmy.ninja/pictrs/image/36a8d7fc-4f4d-4800-8a3a-7a7fef3e11c0.jpeg) > > In the Emperor's name, I recount my engagement within the digital battleground known as Boltgun, a visceral, rapid-fire test of might, reminiscent of the battles of the Great Crusade. It harks back to the early days of warfare simulations, replete with enemies of the Imperium and the might of our Astartes arsenal. > > This simulation thrusts me, Brother Malum Caedo of the Ultramarines, into intense scenarios teeming with the heretical and the alien. This engagement spans various arenas reminiscent of our 41st Millennium, rendered in a style befitting of pict-records from a time long past. Amidst the ceaseless battle, a thunderous score echoes, adding weight to each bolter round and chainsword strike. My own battle cry, as relayed through this medium, is carried by the talented Rahul Kohli, a recent adherent of our glorious Warhammer 40,000 cause. > > Boltgun honors the grim darkness of our 41st Millennium. The battlegrounds are vast, leading me through ranks of petty cultists and lesser daemons, before ushering me into grand arenas where champions of the Ruinous Powers await. These terrains are monumental, evoking both the majesty and terror of our Imperium, such as a crumbling bastion on the edge of oblivion or an endless maze of gothic arches within a warp portal. > > The echoing symphony of war, paired with the visuals, conveys a sensation akin to a grand orchestra held within the Ecclesiarchy's grandest cathedrums, adding depth to the simulation. The heretical forces faced within this battle are diverse, ranging from the recognizable forms of the Traitor Marines and their Terminator elites to lesser-known adversaries like Aspiring Champions and the various daemons of the warp. > > In a commendable attempt to mirror the trials of actual combat, Boltgun utilizes a system influenced by our tabletop war games. This "strength vs toughness" approach requires careful weapon selection based on enemy resilience. Although the early stages of this system were daunting, familiarity bred intuition and an instinctive grasp of each weapon's capabilities emerged, despite minor issues. > > Our mighty arsenal of Boltgun and Chainsword are faithfully replicated, causing devastating damage against our foes. The Chainsword, in particular, offers a thrilling combat experience as I plunge into the enemy lines with the fury of a thunderbolt. > > Though not without its limitations, Boltgun impresses with its accurate representation of our universe. The pace of the battle, the authenticity of the visuals, and the grueling industrial landscapes honor the grim darkness of our 41st Millennium. Boltgun combines intensity with faithful representation, offering an engaging respite from the actual battlefield. > > Surprisingly, the simulation injects a touch of levity into our grim universe. Drawing upon the over-the-top essence of early simulations like Duke Nukem, Boltgun delivers a gory, humorous spectacle that both veterans of the 40K lore and novices would appreciate. This unexpected humor does not compromise the intensity of battle but rather introduces a rhythmic cadence of exploration, combat, and light-hearted banter. Emperor protect us, and let us triumph over our enemies. > #boltgun #warhammer40k #ultramarine #journal #boomer_shooter
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MrEUser
creator
toGaming@beehaw.orgAmid Evil
link
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English
11Y

I’ll be streaming it tomorrow evening. If you click on the image at the top of the article it’ll take you to the stream site with information about exact time… You can see it played and decide if it’s right for you.


It was one of my first posts. I am excited about about Forgive me Father II. The story and the art are well done (putting it mildly). I’m trying to get an interview with the dev so I can write an article on the second one and stream it on release.


cross-posted from: https://lemmy.ninja/post/24117 > [![Click here for YouTube video](https://lemmy.ninja/pictrs/image/f727f5fc-ffaa-4208-b9ee-42ce3ae2be27.jpeg)](https://youtu.be/QLQFAwzFyjA) > > [Warhammer 40,000: Boltgun](https://store.steampowered.com/app/2005010/Warhammer_40000_Boltgun/) is an adrenaline-fueled, blood-soaked, action-packed game now available on various platforms. The game takes inspiration from classic first-person shooter games, offering a fast-paced, intense, and visceral gaming experience. As a player, you take on the role of Malum Caedo, charging through expansive levels teeming with the foes of the Imperium, armed with iconic weapons from the Warhammer 40,000 universe. > > Boltgun is set in the 41st Millennium, beautifully rendered with pixel visuals reminiscent of the 90s era games. Your rampage through the levels is accompanied by a heavy soundtrack. The game's lead character, Caedo, is voiced by Rahul Kohli, an actor who has recently embraced the Warhammer 40,000 franchise and hobby. The game stands out as the first exceptional Warhammer 40,000 game since Dawn of War was released almost two decades ago. > > ![](https://lemmy.ninja/pictrs/image/c3a79075-e433-4aa0-82e2-b675bc369649.jpeg) > > Fans of 40K and the boomer shooter genre will appreciate Boltgun's homage to the chaotic 41st millennium. The game includes linear maps filled with lesser daemons and cultists, directing players into larger combat arenas with powerful champions and ascendant daemons waiting. The levels offer an impressive scale, with setpieces such as a collapsing cliffside bastion and a warp portal throwing you into an endlessly looping maze of gothic arch bridges. > > The atmosphere and rapid combat in Boltgun are augmented by a powerful soundtrack, reminiscent of the industrial heart of the fascist Imperium of Man. The audio-visual experience conjures up images of a Nine Inch Nails performance at the Vatican, adding another layer of immersion to the gameplay. This intricate detail extends to the enemies you face, from the familiar Chaos Space Marines and Terminators to more unique foes, such as the Aspiring Champion or the daemons of Chaos. > > ![](https://lemmy.ninja/pictrs/image/4ee67a2a-a48f-489b-a770-48fdb3f0ca72.jpeg) > > The game implements a unique system inspired by the tabletop Warhammer's "strength vs toughness" mechanic, urging players to choose the right weapon to counter the toughness of the enemy. Remembering the strength of each weapon could be challenging during intense battles. However, after a few levels with each weapon, it becomes second nature, despite minor issues such as poorly conveyed grenade information and ammunition tracking. > > The game's arsenal mainly reflects the tabletop game vibes, with weapons like the boltgun and the shotgun causing widespread destruction. The melee system is particularly interesting, allowing you to fly towards the enemy with an outstretched chainsword. The chainsword can be used in mid-air, allowing for some impressive in-flight slashing, which adds a lot to the simple shoot-and-slash loop. > > ![](https://lemmy.ninja/pictrs/image/ce557164-d72f-4dcd-94a8-7c613cf4e87c.jpeg) > > Despite some flaws, Boltgun wins over gamers with its impressive gameplay and attention to detail. The game pays homage to the Warhammer 40,000 universe with its low-poly models, immersive gameplay, and grim-dark industrial zones. Boltgun's intensity and pace combined with its faithful representation of the Warhammer universe make it an enjoyable gaming experience. > > Lastly, Boltgun manages to add humor to the otherwise grim universe of Warhammer 40,000. The game pays tribute to classic FPS games such as Duke Nukem, creating an over-the-top, gory romp that's both a delightful jest for Warhammer 40,000 fans and a thrill ride for new players. Despite the humorous approach, the gameplay doesn't lose its charm, maintaining a rhythmic balance between exploration and combat, and offering tiered difficulty options for players of different skill levels. > > #boomer_shooter #boltgun #retroFPS #video_game
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I have a problem with that reasoning. Quake copied Doom and Doom copied Castle Wolfenstein using your logic. They aren’t “copying” them. They’re paying homage to the graphical style and/or combat style they created. Your approach also seems to ignore the fact many have entirely new mechanics. Colas are a “sub genre” of sodas even though they copied Cokes formula… I think you’re being a bit absolutist without a reason.


MrEUser
creator
toGaming@beehaw.orgAmid Evil
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21Y

I wan’t aware of that. Thanks for pointing it out. Now I’m going to have to see if I can build a page that shows speedrun status for each boomer shooter I write about.


MrEUser
creator
toGaming@beehaw.orgAmid Evil
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English
11Y

I believe it does. It’s truly the MOST boomer shooter I have played recently.


MrEUser
creator
toGaming@beehaw.orgAmid Evil
link
fedilink
English
21Y

Don’t forget Ultrakill to complete the trifecta! You have to admit, a game mechanic where you bathe in the blood of your enemies to heal up is at least intriguing.


MrEUser
creator
toGaming@beehaw.orgAmid Evil
link
fedilink
English
21Y

My favorite right now is BoltGun. I wish THAT would come to iPadOS (I admit it, my daily driver is an iPad). That said I AM looking forward to the release of the Black Labyrinth DLC.


cross-posted from: https://lemmy.ninja/post/24108 > [![Click here for stream access](https://lemmy.ninja/pictrs/image/68d14515-1618-4682-b56e-e891d9f55e35.jpeg)](https://stream.lemmy.ninja) > > ***Click on the image above June 27th to see it streamed*** > > [Amid Evil](https://store.steampowered.com/app/673130/AMID_EVIL/) is a boomer shooter that breathes new life into the genre with an intriguing mix of weaponry, including a staff that fires homing blobs and a sword that slings waves of green energy. While the game pays homage to classics such as Heretic and Hexen, it differentiates itself through its disregard for some established FPS conventions, making the gameplay experience smoother and more enjoyable. Notably, the game eschews fall damage and hazards like crushing elevators, and instead emphasizes the thrill of the combat. > > However, the game is not without its flaws. For instance, moving out of water can be frustratingly difficult, and certain platforming sections of the game can be infuriating. While the lack of fall damage is generally beneficial, it can sometimes serve as a curse in these precise platforming sections. The constant quick-saving feature somewhat alleviates this issue by letting you retry a failed jump without having to climb back up. > > Furthermore, the game’s level designs, while intriguing and full of secrets, can sometimes slow down the pace due to their reliance on pressing buttons to activate changes in the environment. Despite the occasional tedium of retracing steps, the thrill of the combat, particularly with the Star of Torment, a weapon that pins enemies to walls, adds a fun element to the gameplay. > > The game's balance of challenge and reward is noteworthy. The Hard Mode is tough but manageable, and the game gives you tools such as the quicksaving feature and secret areas with health boosts to aid in your battles. Additionally, the game features Soul Mode, which significantly enhances your weapons' destructive power, turning them into "fire hoses of death". However, some players may find that they don't need to use this powerful feature often. > > Despite these minor complaints, Amid Evil still delivers a memorable gaming experience with its unique weaponry, compelling level design, and intense combat. Its beautiful visual design and fascinating enemies create a captivating world that keeps players intrigued to see what lies around the next corner. Whether it is fighting off space serpents in the astral plane or shredding through evil knights with your green energy-slinging sword, Amid Evil remains an engaging tribute to classic FPS games while introducing refreshing twists to the genre. > > #boomer_shooter #amid_evil #retroFPS #video_game
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cross-posted from: https://lemmy.ninja/post/22114 > ![](https://lemmy.ninja/pictrs/image/4cb2edaa-fdf2-4d0d-a799-b16bb07238f3.jpeg) > > I get it. You hate “boomer shooter.” Why have people spent years using the term without checking with you, the consumer? Maybe you just hate the idea of remakes. Maybe you prefer to play the standards that boomer shooters are built on. Buying old hardware can get expensive so I offer a way to go retro without breaking the bank. > > [PCem](https://www.pcem-emulator.co.uk/), a vintage PC emulator, while no longer maintained by its original creator, remains highly usable. As the author is open to delegating maintenance to a new individual, it's possible that updates may occur in the future. For Windows users, backwards compatibility support is robust, suggesting that existing Windows versions of PCem should operate smoothly for the foreseeable future. Despite a lack of recent enhancements, PCem's existing binaries are reliable and accessible, offering an excellent option for those interested in PC emulation. > > [UniPCemu](https://www.vogons.org/viewtopic.php?t=49212), another full PC emulator, originally developed for PSP but now available on multiple platforms including Windows, is also an active project. It provides near cycle-accurate emulation of 8086/8088 chips, with only a 4% discrepancy, according to the UniPCemu wiki. This makes it a promising choice for those seeking an accurate emulation experience. > > [DOSBox](https://www.dosbox.com/), another popular emulator focused on DOS-based games, is still actively maintained, with a significant number of changes accumulating in its development repository. However, new releases have been sparse, as the development team emphasizes ensuring minimal regressions before rolling out new versions. The existing releases, referred to as 0.74-x, are primarily focused on bug fixes and don't incorporate any new features from the development branch. Nonetheless, the developers have plans for a new release in the future. > > Contrastingly, [DOSBox-X](https://dosbox-x.com/) has a distinct focus and is subject to frequent updates. Originally aimed at enhancing fidelity for running demoscene productions, DOSBox-X has now expanded its focus to improving fidelity in general. This active maintenance and the unique value proposition makes DOSBox-X a worthy emulator for those interested in high fidelity PC emulation. > > Moreover, [MAME](https://www.mamedev.org/) is worth exploring for PC emulation. Its developers prioritize accuracy in their emulation, making it another strong choice for enthusiasts. Other options such as WeeCee, an actual miniature PC, could provide an authentic experience within a modern PC environment. Despite its size, WeeCee is capable of running a wide array of speed-sensitive games proficiently, making it another viable option for those interested in vintage PC gaming. > > #hardware #emulation #retrofps #boomer_shooter
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cross-posted from: https://lemmy.ninja/post/22013 > cross-posted from: https://lemmy.ninja/post/22012 > > > [![Click here for YouTube video](https://lemmy.ninja/pictrs/image/dfd870a2-ca69-4ab7-9685-d6a0cc8bf202.jpeg)](https://youtu.be/guO-W3aZbVw) > > > > [BattleBit Remastered](https://store.steampowered.com/app/671860/BattleBit_Remastered/), a 254-player FPS game, is currently stealing the limelight on Steam despite being launched in the already crowded market of first-person shooters. Developed by a team of only four people, the $15 indie game quickly became a top seller on the platform. Its success is especially notable since it competes against numerous free, well-supported shooters, yet still manages to outperform even popular titles like Call of Duty. > > > > What's particularly appealing about BattleBit, however, isn't just its gameplay, but its pricing model. Instead of following a free-to-play model, BattleBit costs $15 upfront. But this purchase comes with the assurance that players will receive a fully-featured game with no extra hidden costs. The game currently includes six classes, 39 unlockable guns, dozens of class-specific gadgets, 17 destructible maps, and community server support, among other things, making it a great value for its price. > > > > This model stands in stark contrast to the typical free-to-play games that tend to start with a modest offering and then add more content over time. These games often feel like they are always looking at the player as a potential target for further monetization, with constant reminders about battle pass buy-ins and overpriced skin bundles. This approach can lead to players feeling like they're being asked to invest financially and emotionally in the game's future potential, rather than simply enjoying what the game offers in the present. > > > > BattleBit, with its upfront price and a promise of no further monetary strings, is refreshingly different. It's fun, well-balanced, and surprisingly intense for a game with blocky characters and low-detail environments. The robust proximity chat feature also adds an additional layer of immersion and social interaction, with players often role-playing and communicating with genuine conviction during the game. > > > > Despite its minor shortcomings, like the lackluster sound effects for its guns, BattleBit's previous anonymity has worked in its favor, much like Eric Barone's Stardew Valley. Gamers come in with zero expectations and are often pleasantly surprised by the depth and quality of the game. Even if future updates don't materialize, many players feel they have already received their money's worth from the initial purchase. The game's focus on present value, rather than speculative future updates, appears to be a winning strategy in the eyes of its growing fanbase.
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How to Cheese The Zora Quest
cross-posted from: https://lemmy.ninja/post/19176 > Ok - Here's my first tip. But first: > > **SPOILER ALERT** > __________________________________________________________________ > > > **I will be talking about mainline story in this tip! You have been warned!** > > > __________________________________________________________________ > > Boss: **Mucktorok** > > > **Behavior:** > > > Shark Mode: > >> 1. Circles the arena, then charges at the player. > >> 2. Creates Muck Circle that cover the entire arena. > >> 3. Shoots Muck Beam at player. > > Octopus Mode: > >> 1. Flees to side opposite to player when stunned out of Shark Mode. > >> 2. After 50% health damage will jump across much patches to avoid being hit before returning to Shark Mode. > > **How to cheese the boss:** > > 1. Since your jumps are amplified in the arena, you can gain airtime and that means you can slow-mo shoot your bow. > > 2. Use your bow in combination with fused chu-chu jelly, king's scale, or Splash-fruit to your arrows to aim at the boss while it's almost frozen. > > 3. Shoot Twice at the boss while in Shark Mode. While you're in slow-mo, make sure both arrows are fused with chu-chu jelly, king's scale, or Splash-fruit , otherwise it won't do anything to the shark. > > 4. Once the boss stunts out of Shark Mode, jump/glide to the boss that will now be in Octopus-mode, Attack it will your most powerful melee weapon > > 5. Octopus will skip over to the opposite side of the arena, wait for it to go Shark Mode, then jump again to repeat from step 1. > > 6. Once the boss is at 50%, the arena will get filled with muck, feel free to use Sidon's ability / more water arrows to clear the area, however it was a waste of time to me because I could simply fly over to the muck to get to the boss once in Octopus mode. > > 7: ??? > > 8: Profit. You have cheesed the Mucktorok >
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cross-posted from: https://lemmy.ninja/post/19628 > Trepang^2 is an exhilarating first-person shooter that channels the high-octane gameplay of mid-2000s classics, that launched on Steam on June 21. The game offers players the chance to embody a super soldier, utilizing a variety of superhuman abilities and weaponry while navigating a world teeming with dangerous foes. Through the campaign, players will uncover a deadly supernatural conspiracy, master game-changing abilities, and fight relentless waves of spec-ops forces. > > In Trepang^2 players are thrust into a world of over-the-top action where combat skills are pushed to their limits. Amid explosive campaigns and horde modes, the game calls on players to navigate a bullet-filled world, fighting thousands of highly trained operatives and otherworldly foes. Unfolding against the backdrop of a devastating heavy metal soundtrack, the game combines brutal melee combat with rapid fire gunfights, enhancing the fast-paced FPS gameplay. > > The game's mechanics also showcase a variety of innovative features reminiscent of Monolith's F.E.A.R, such as the ability to dual-wield weapons, use enemies as shields, and toss enemies around the battlefield. Furthermore, its liberal use of bullet-time ability lends an extra dimension to the gameplay, allowing players to visualize the shockwaves of explosions and other effects. Trepang^2’s graphical brilliance and superb execution make the combat seem not only realistic but also exceptionally thrilling. > > However, the cornerstone of Trepang^2's gameplay, like F.E.A.R., is its enemy AI. The game aims to deliver opponents that match the intelligence and cunning of F.E.A.R.'s weaponized clones. The ability of Trepang^2's foes to communicate and strategize will significantly determine its success in replicating the immersive FPS experience of its predecessor. > > Despite being an indie game developed by a small team, Trepang^2 successfully incorporates many elements from F.E.A.R., cementing its status as a spiritual successor. Its gameplay keeps the focus squarely on high-octane combat, ensuring a fast-paced and gory first-person military-style experience. Even though the game might appeal more to players untroubled by excessive in-game violence, its narrow focus on bloody first-person combat does justice to the genre. Borrowing elements from F.E.A.R. and other classic shooters, Trepang^2 offers an experience that is both familiar and refreshingly novel.
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cross-posted from: https://lemmy.ninja/post/19617 > While some individuals apply their critical thinking skills towards addressing significant issues in society, a peculiar subset chooses to engage in what can only be described as the most frivolous form of discourse. It's a peculiar phenomenon where adults fuss about matters that, in the grand scheme of things, have as much impact as a feather landing on the surface of the moon. One such topic that has stirred a tempest in a teacup is the term "boomer shooter" used to categorize a genre of first-person shooter games. > > The term "boomer shooter" is a tongue-in-cheek nod to a genre of games reminiscent of classic first-person shooter titles, hallmarks of the gaming world's proverbial 'boomer' generation. It is a blend of homage and humor, affectionately referencing the games of yore that laid the groundwork for the gaming landscape we appreciate today. But alas! Not everyone seems to be able to appreciate this jovial nod to history. There exists a group that deems the term offensive, trivializing their arguments into complaints about a name rather than enjoying the games themselves. > > This faction of discontented people takes umbrage with the term, decrying its usage as both ageist and derogatory, and generally making a mountain out of this pixelated molehill. Their objections are as passionate as they are pointless, transforming the comment sections into virtual battlegrounds of lexical warfare. But what's noteworthy is that their criticisms never seem to evolve into solutions. They attack the term "boomer shooter" with fervor but provide no alternatives, preferring to wallow in discontent rather than proposing an amicable resolution. > > Let's pause and ponder: What might the situation look like if these keyboard warriors channeled their energy into something more constructive? Picture a world where their fervor is redirected to propose alternative terms, facilitate constructive discussions, or perhaps even design their video game that might shape the future of the industry. But alas, this image of proactivity seems too far-fetched amidst the current scenario of incessant griping. > > While it can be entertaining to observe these individuals wage war on inconsequential matters, it's equally confounding. A term like "boomer shooter" is a light-hearted nod to a classic era in gaming history and should be perceived as such. But for those who opt to take offense and express outrage, here's a radical thought: instead of criticizing without providing solutions, why not channel that energy into proposing a better term? Who knows, such an initiative might not only end this petty dispute but could also add another amusing chapter to the annals of gaming history. #boomer_shooter #satire #clownershooter
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cross-posted from: https://lemmy.ninja/post/14972 > Yesterday I got lots of questions asking “I used to play (X) are there any current generation Boomer Shooters like it?” I wrote this article to answer many of those questions.
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cross-posted from: https://lemmy.ninja/post/18150 > In yesterdays [article](https://lemmy.ninja/post/14972) (that wouldn’t cross-post no matter what I tried) I provided some current releases and identified a retroFPS they most closely associated with. I did this because several people asked if there was “anything current like what they used to play.” The answer that article shows is… > Yes. > > Now I’m going to provide a list of six upcoming titles that are due to be released over the next six months. In some cases the developers have identified a quarter this year that they will release. In some cases they provided a month. If all I have is a quarter, I organize them alphabetically. I have done my best to provide a release schedule so you can know what to save for. As always I will provide a Steam link if you want to add it to your wishlist. For a YouTube demo click the image provided under each title (except for Verge World). > > **[Demonic Supremacy](https://store.steampowered.com/app/2301330/Demonic_Supremacy/)** > > [![YouTube demo click here](https://lemmy.ninja/pictrs/image/c869e64c-f27e-4b9b-9c38-7a992b445f77.jpeg)](https://youtu.be/rxI_3fB_zuI) > > ***Quarter 3 2023*** > > "Demonic Supremacy" is a retro-styled 3D shooter from [Chillidog Interactive](https://chilidoginteractive.com/game/demonic-supremacy) providing intense, old-school FPS gameplay paired with a heavy metal soundtrack. The game's narrative follows the Chosen One, the protagonist Zexus, tasked with combating demonic forces appearing every 3481 years. Zexus battles through a randomly manifested infernal tower, taking down monstrous enemies floor by floor, culminating in a showdown with the Lord of Hell. With 90's inspired graphics and formidable bosses, this game delivers a nostalgically thrilling experience. > > **[Verge World](https://store.steampowered.com/app/1975790/VergeWorld/)** > > [![](https://lemmy.ninja/pictrs/image/4547018f-cad8-493c-b213-c1b8177e7a50.jpeg)](https://lemmy.ninja) > > ***Quarter 3 2023*** > > Verge World from [Badbones](https://badbones.io/) is an engaging game that combines racing and shoot'em up dynamics, originally developed for the Amiga computer. The game leverages Voxel technology to create a unique 3D environment, bringing an innovative visual experience to players. The game offers a demo for potential users on its official site. Additionally, adaptations are planned for Atari ST, Macintosh, and Neo-Geo. The PC version offers a demo on the Steam site of a post-apocalyptic racing roguelite experience, mixing intense action, airship customization, retro 3D visuals, and synthwave music. > > **[Sprawl](https://store.steampowered.com/app/1549690/SPRAWL/)** > > [![YouTube Demo click here](https://lemmy.ninja/pictrs/image/d9b36e67-8b40-4995-8a63-51655d9939e3.jpeg)](https://youtu.be/YGjn8mHDwwI) > > ***August 2023*** > > SPRAWL from [MAETH corporation](https://sprawl.gg/) is a retro-style FPS game set in a limitless cyberpunk cityscape. Players can utilize the "Icarus" cybernetic implant for gravity-defying acrobatics. The implant is powered by the blood of defeated militarized police, enabling enhanced reaction times and bullet-time capabilities. Despite being a work in progress, the game merges modern and retro features, making it highly anticipated. Hannah Crawford, one of the developers, confirmed plans for Windows and Linux releases, with evidence of the game already running on Linux (Pop!_OS). > > **[Fortunes Run](https://store.steampowered.com/app/1692240/Fortunes_Run/)** > > [![YouTube Demo click here](https://lemmy.ninja/pictrs/image/ca0efae5-1531-4da5-ac2b-9a66c5eb4431.webp)](https://youtu.be/kos44a9ajL4) > > ***September 2023*** > > Fortune's Run from [Team Fortune](https://www.fortunes.run/) is an upcoming shooter game that combines high-speed gameplay and immersive sim elements. The developers recently shared a preview of a large, fully simulated space station level set against the void of space, offering a departure from the initial demo. Gameplay on this level involves navigating hydroponic labs, maintenance shafts, and enemy-infested quarters. Other teasers reveal a fireball-triggering mission, hand-cutting bulkheads to unveil hidden paths, and the creation of 2D sprites from 3D models for a retro aesthetic. > > **[Ad Infernum](https://store.steampowered.com/app/1390070/Ad_Infernum/)** > > [![YouTube Demo click here](https://lemmy.ninja/pictrs/image/0f3a045d-ea59-42bb-93c7-af84fc400c53.jpeg)](https://youtu.be/zOzjkTm9nNo) > > ***2023*** > > Ad Infernum is an upcoming survival-horror immersive sim, developed by [Glass Knuckle Games](https://glassknuckle.com/) the creators of "Heliophobia". Set in a deserted gas station, it features demonic entities, dark rituals, and a plethora of exploration options. Players can interact with almost any object, avoid or confront demons using an array of weapons, and follow a non-linear story at their own pace. The game introduces an arcane transmutation system for crafting new items and encourages discovery of hidden loot, lore, and secrets. Both main story objectives and optional tasks are available. > > **[Gunhead](https://store.steampowered.com/app/704000/GUNHEAD/)** > > [![YouTube demo click here](https://lemmy.ninja/pictrs/image/d5f9543a-d5db-4bc1-961c-06268925ee61.jpeg)](https://youtu.be/J8_f6_yWh2A) > > ***2023*** > > [Alientrap's](http://www.alientrap.com/) "GUNHEAD", a sequel to "CRYPTARK", is a 3D rogue-like FPS slated for a 2023 release. Players assume the role of a space pirate, strategizing entry into alien ships for scavenging. The game employs procedural generation for constructing internal ship structures. The objective is to disable the ship’s shield system before targeting the core system. Enemy generation automation systems can be destroyed too. The game climaxes with a powerful boss fight that also serves as a core system.
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cross-posted from: https://lemmy.ninja/post/12409 > In Warhammer 40k Boltgun > > Where the action is second to none > > With a bolter in hand > > A space marine you command > > 'Til the last Chaos boss is done.
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cross-posted from: https://lemmy.ninja/post/12492 > Byte Barrel's "Forgive Me Father" is a distinctive retro-styled FPS that blends '90s shooter gameplay with the dark themes of H.P. Lovecraft’s works. The fast-paced game, with its gritty and comic-book-esque aesthetic, lifts themes from Lovecraft's “Call of Cthulhu” and “The Shadow over Innsmouth.” Players can adopt the role of a male priest, favoring a slow and defensive playstyle, or a female journalist, designed for more aggressive players with shorter spell cooldowns. Drawing comparisons to "Doom" or "Blood," the game features claustrophobic levels filled with cultists, zombies, and other monsters. Players can wield an array of Prohibition Era weapons, including a six-shooter, a Tommy Gun, and a unique gun that shoots ball lightning, along with a variety of magic spells such as a healing cross and a room-clearing voodoo doll.
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cross-posted from: https://lemmy.ninja/post/12555 > Trepang2, a highly impressive first-person shooter (FPS) heavily influenced by Monolith's F.E.A.R, is set to be released on Steam on June 21. The recent announcement of the release date was accompanied by an exciting trailer showcasing the game's intense and gory combat, as well as providing glimpses into its storyline. Players assume the role of "106," a powerful supersoldier who has managed to escape from a research facility owned by the suspicious Horizon corporation. Rescued by a paramilitary group aiming to dismantle Horizon, you embark on a mission to seek revenge against those who imprisoned you. The game's action is visually stunning, featuring extravagant effects and a bullet-time ability that allows you to witness the impact of explosions rippling through the environment. Trepang2 also introduces new elements to the first-person "gun-fu" mechanics of Monolith's original game, such as dual-wielding weapons, using enemies as human shields, and employing grabbed enemies to disorient or eliminate other foes by throwing them around or shooting the grenades on their belts. > You can get a [FREE DEMO].(https://store.steampowered.com/app/1164940/Trepang2/)
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cross-posted from: https://lemmy.ninja/post/10393 > “Boomer shooter” is the latest term to follow the likes of “Roguelike” or “Soulslike” in the realm of hyperspecific gaming subgenres. It applies to first-person shooters that intentionally harken back to the classic PC games of the late ‘90s like Doom and Quake. >
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Lemmy user list
**EDIT**: I'm putting this up front so it's the FIRST thing you see and read: **I WAS WRONG** I ASSUMED (and I know better) that it wasn't possible for me to have 3000 accounts created within a day or two of going live. I ASSUMED what I saw was accounts that were NOT local, **I WAS WRONG** I created a process to remove the bot accounts from my database without crashing my site. I have tested and it looks like all functions are working. If you need help because you suddenly have thousands more accounts than you would suspect ask me for the procedure. I'll gladly provide it. I was able to identify bot accounts by looking at creation times. They accounts are grouped by "batches" where the account creation times are within seconds of each other. That's not typically going to happen with random humans creating accounts. I used a tool to see how many users my site had. Once I saw the count was larger than expected, I wondered who these users were. I checked the database table and saw a huge list. I know for a fact that all these users are not on my instance. I was able to confirm that the database includes email address and password hash. This SHOULD mean that if someone tries to login, and their authentication information is sitting in my database, they can login at my site locally, correct? I only ask because I did not find an entry anywhere that lists a “home” instance for them to log in to. Am I correct in understanding that accounts are distributed like communities are?
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Multiple Fediverse sites in a week
I am currently working to set up multiple Fediverse sites. I am tired of sites that establish themselves on the backs of a userbase turning on that userbase. I just don't trust "them" with my data anymore. I've built an owncast, pixelfed, lemmy, and mastodon sites as of the publishing of this. I'm going to add a PeerTube site in the coming days. I'll record my #boomer_shooter streams, edit them, and post them there. I'm tired of having to count on Social Media sites that have their own best interest at heart. And they should, that's the business model they have to abide by when they have shareholders. I'll be a 100% share holder in my sites... So, my rules.
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