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#computer-games — Public Fediverse posts

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  1. Have to say, #echoesofaincrad #swordartonline is my new favourite action adventure #rpg . Previous best, for me, was #DRAGONSDOGMA2 , but it needed more dungeons.

    Can only assume that the self-proclaimed EgoTube ‘influencers’ deriding the game have no taste for actual exploration and fun. Glad I never listen to their opinions.

    #SwordArtOnlineEchoesofAincrad #ps5 #gaming #computergames #jrpg

  2. My thoughts on: Motorslice; a review

    Motorslice is a pretty fresh action-adventure game, released in May of 2026. It was developed by Regular Studio and published by Top Hat Studios.

    I grabbed it the moment it dropped on GOG, but it took me a while to finish it and write this review, as you can see by the date of this post… Having a job and things to do kinda take away idle time.

    But I’m here, ready to boldly proclaim my opinions on this gem to the uncaring void… and the LLM data scrappers. And the eventual human reader, if there is any.

    Aesthetics

    You’d think that environments consisting of sand, steel, concrete and yellow orange paint would get stale. They don’t. There’s a surprising variety and it all looks coherent. And quite good to boot. Each area has its own theme that subtly alters the feel of each area, making them unique, despite being so limited.

    And the game regularly lets you marvel at the distance you’ve managed to conquer. The vistas of the megastructure are really, really nice. And they are further enhanced by the fact that you’ve been there — they aren’t some skyboxes or flat unreachable scenery. You could say it’s a little marvel you don’t often get to experience.

    The character model looks nice enough, though I guess some may be discouragead by the heavily stylised look of P but I don’t have anything against it. And the animations look good, with a few amusing idle ones, as well as all the little things, like the interactive main menu or selfie screenshot mode.

    The three types of enemies look abut as good as you could expect from construction vehicles… maybe with some subtle almost eldritch flair. While the bosses are damn good looking. Despite, or maybe precisely because of, being essentially environmental set pieces that need to be climbed and motorsliced (yes, that’s a titledrop) in special areas.

    When it comes to the audio side it’s rather minimalist… Or at least it felt like that. Most of the time you’ll hear the environmental sounds, P’s footsteps or her chainsaw’s engine as they echo in the empty concrete halls and corridors.

    There are few music tracks of course, and they are pretty nice. I quite liked the one that plays on the bridges between chapters.

    Gameplay

    The way it plays brings to mind the Prince of Persia games, especially the 2006 reboot. The bulk of the game consists of platforming in the PoP style: running on walls, swinging on conveniently placed horizontal poles, walking on thin beams or clinging to pillars and cracks in the walls.

    While I’ve completed the game using the Xbox controller, I did try out a single chapter on keyboard and mouse. Both control schemes worked very well, so it’s more of a matter of preference.

    Bulk of the time is spent doing just that, with the occasional gibbed red splat caused by a misjudged leap, bad timing or a fumble with controls. Or deliberately jumping to P’s doom.

    Admittedly sometimes the game freaks out and gibs you seemingly for no reason, but those cases were extremely rare… And I’m about 95% sure were caused by physics engine freaking out on a moving platform… And in one place while moving down a vertical crack in the wall in chapter 7.

    And then there is that minor wonkiness of switching the face of the grabbed pillar (and pole), but those are relatively minor things (and are an issue on both K&M and a pad).

    The game is a linear series of platforming sequences topped by platforming challenges in the guise of bossfights. And damn the bosses are a spectacle and a joy (if sometimes frustrating) to slice. And while it is linear, the path is a cooling and winding one, giving you glimpses of what lies ahead and, conversely, letting you look back and see the path you’ve taken.

    The game does have some actual combat sequences, but they are brief palette cleansers… When they aren’t part of a platforming challenge. There are 3 enemy types: the excavator, the drone and the roller. They don’t really matter, as I said, they are there more as a change of pace than anything else. You could almost consider them another obstacle in the platforming than genuine combat encounters. And in general, combat is pretty much vestigial. Which is totally fine, it’s a great platformer first and foremost and they nailed that.

    There is the optional objective of finding and collecting orb drones placed all over the levels… But it felt hollow, at least in GOG version, since the developers/publisher did not decide to add achievement support there… Nor any form of offline/local “achievement page”.

    Story

    There isn’t much of a story, really. P, a “slicer” arrived at a giant structure with the objective of tearing it down. She’s accompanied by a floating… Spherical drone, “Orbie” (which is technically the player character, according to the credits). The duo proceed to do just that: parkouring through the giant structure and destroying aggressive construction machines.

    Though, admittedly the game regularly drops bits and bobs of background lore and setting info. Mostly during the “slacking” scenes, where P says a few lines or interacts with Orbie. Which gives some interesting things to ponder about, like the mention of heresy, or the “resets”.

    And I have to give them credit: they did set up a sequel beautifully. And a prequel is also possible for pretty much the same reason… Even if that ending is a little bit… flabbergasting. I mean, people complained about Iron Keep in DS2…

    Summa Summarum

    All in all it’s a damn good fun. In an almost old-school way, with some of the quality of life things of the modern era.

    The only bad things I could say about the game have already been said. For me those are tiny, though I’d love to see achievement support for GOG version.

    Aside from that its a great game, with almost nostalgic design. Solid 5. Maybe you can tag on a minus, or two if you are bothered by the lack of Achievements… or the looks bother you… But I couldn’t justify anything lower, really.

    Go play this gem.

    #ActionAdventure #ComputerGames #gameReview #gaming #GOG #Motorslice #parkour #Platformer #RegularStudio #TopHatStudios
  3. I just wanted to say a huge thank you to the Harbour Masters team for the Ship of Harkinian version of Zelda: Ocarina of Time:

    shipofharkinian.com/

    My son & I have just finished playing through it together and it was magical.

    #Gaming #PCgaming #Zelda #Nintendo #OcarinaofTime #computergame #videogame #computergames #videogaming #videogames

  4. "PlayStation will stop releasing games on discs in 2028"

    And Sony will start regularly "expiring" the licenses to purchased content when? 2029? 🤨

    bbc.co.uk/news/articles/c0ryjy

    #Gaming #ComputerGames #PlayStation #Capitalism

  5. At $1,050, the #SteamMachine is DOA. This is the end of PC Gaming 😥

    - $1,049 - 512GB
    - $1.130 - 512GB + #SteamController
    - $1,350 - 2TB
    - $1,430 - 2TB + Steam Controller

    You're paying $1,000 for 4-year old hardware: #Zen4 6@12, 16GB RAM, RDNA3 8GB VRAM (similar to RX 7600M, RTX 3060~ Desktop).

    This makes the #PS5Pro look cheap 🤯.

    #Videogames #Gaming #Games #Steam #Valve #AMD #RDNA3 #RDNA #Zen #AMDZen #PCGaming #PC #PCHardware #PCGames #Hardware #Technology #Computer #Computers #ComputerGames

  6. A thing I miss from my childhood

    In this post I will not use any illustration. Because I am writing about absence of something today that was one of nice thing that was part of some masterpieces games of 1990s. Some games like C&C had real video cinematics in them as cutscenes. With real actors playing there as characters and surrounding people and so on. Today I miss this kind of cinematic cutscenes in games.

    legends.house/a-thing-i-miss-f

  7. Lots of announcements for Skulls 2026, but the only things that I might one day get round to are Chaos Gate: Deathwatch and Dark Heresy. Lots of the rest of it looks meh-to-rubbish.

    Positive: Discounts on games on Steam and GOG
    Negative: No obvious Humble Bundle book event running alongside it

    warhammer-community.com/en-gb/

    #GamesWorkshop #Skulls #ComputerGames

  8. Only Civ VI players will understand. Completing the Eiffel tower in a rush using Gustave Eiffel to avoid a dark age.

    #computerGames #CivVI

  9. My thoughts on Toziuha Night: Order of the Alchemists; a review

    To be fair, the cover art of the game would have made me skip it while browsing GOG’s catalogue, which would make me miss out on a great metroidvania. Fortunately a fellow member of one of the discord servers I’m in was singing praises for this title, so I got it and I do not regret.

    Label

    Speaking of, Toziuha Night: Order of the Alchemists is an indie metroidvania made by Danny Garay, on Godot 3.6. It released on the end of October 2025 and is available GOG, Itch and Steam. It’s also the second game in the series (you can get the first on Itch and Steam).

    Aesthetics

    It’s a pixelart game for the most part. And it looks gorgeous. The game offers the option of playing with the CRT-emulating filter, Grid LCD filter or without any. I personally preffer playing without any of those, but – as they say – Your Mileage May Vary.

    The environments are varied; offering lush forests, underwater caverns, ruined cities, abandoned steampunk industrial areas snowy mountain and more. The character and enemy sprites also look very nice.

    I did say the game was mostly pixelart. Where it breaks from that are character portraits during dialogues. These are presented in a VN style, with the drawing of the speaker being presented above the text box. They don’t look bad, but I’m not too enthusiastic about them.
    The other break are a few artworks that appear as part of a cutscene a few times.

    And then there is music and general audio side of things. Each zone (and I’m pretty sure the bosses too) has it’s theme, and they all sound pretty damn good. Or at the very least I enjoyed the music immensely, as untrained in music as I am. There wasn’t anything that stood out to me, in either good or bad way, when it comes to rest of the sounds of the game.

    Gameplay

    TN:OotA is a 2D side scrolling metroidvania, so the game revolves around running around the rather big map, fighting enemies and looking for upgrades that let you access previously-out-of-reach areas, where you run around. Or, in a few cases run around lost, because you don’t know where to go next.

    By the way, while the game supports controllers, I played similar exclusively on the keyboard.

    Exploration

    Which brings me to the exploration, which is a pretty important part of gameplay.

    The general movement feels pretty good. Though to get some options aside from running, jumping and doing a backflip will take a little. And yes, forward dodge is an unlockable move… That comes online somewhere around halfway through the game.

    Eventually the repertoire of moves gets pretty decent; with sliding, wall jumping, double jumping, air dashing and swinging on the whip feels pretty damn nice.

    Maybe aside from the swinging, it can be somewhat… “off” for a lack of better term.

    The game has platforming sections ranging from a nice change of pace to infuriating to roadblocks that take dozens of attempts. At least the worst ones aren’t mandatory… Which is both a blessing and a curse, because of you get there a bit too early, you’ll realise that you gave get through it again.

    And then there’s the aforementioned getting lost. Either due to lack of indications where to go next… Or a somewhat misleading ones, that tell you to go somewhere you can’t go yet… Or telling you to find an item before going to a place… That you can only get after visiting that very place.

    Combat

    Combat on the other hand is rather simple. You have a whip attack and you can modify it with various elements by making “alloys”. Though I wonder why having a rust whip produces wind blades…

    Of course, this being a metroidvania, some of the upgrades affect combat more directly, such as turning a single whip attack into a three-hit-combo string, adding a heavy strike and a powerful strike that will be very helpful against bosses and though enemies…

    That and swapping between loadouts, because for some reason that’s an upgrade.

    A spectacle fighter it is not, but it’s not the point. The combat is decent; with wide cast of enemies having varied elemental weaknesses it’s interesting enough, even if you can get though most of the game using the flashbang magnesium alloy that is gained at the very start, coupled with the decent selection of spells (again, electro spheres, one of the first gained will be useful almost everywhere) make it interesting enough.

    Story

    And then there is the story. It’s a simple, yet serviceable one, serving more as a spice enhancing the whole, rather than the core ingredient. I see no issue with it being the background for why we whip things with an iron whip that spawns fireballs and jump around various areas.

    The protagonist has a grudge against a cult leader. Said cult attacked a city and Xandria (the protagonist) rushed there, with the aim of facing the cult leader… But one of his lieutenants, a Chlorine Alchemist, almost killed her before she could fight him.

    The recovery time and expenses was the reason for the loss of her abilities. The rest of the game revolves around finding out what the cult is planning and stopping them, all the while Xandria in pretty focused on revenge.

    Or well, it feels more like we randomly stumble upon something that pushes the plot ahead. Sometimes a bit randomly, like the whole hallucination section (which I very much liked, as it was a neat change of pace… though it felt close to overstaying its welcome), which is one of the very contentious places, if you visit the forums.

    The game also offers multiple endings: the depressing one, the bad one, the tragic one and the good one. The depressing one is the first one you can get, and is potentially missable. Fortunately all of them can be done on the same save, though that requires reading the written notes… or consulting the guides on the internet.

    The game also offers a chain of optional sidequests, such as finding a lost child, finding that child’s cats, photographing birds and delivering fruit.

    Summa Summarum

    Toziuha Nights: Order of the Alchemists is a very good metroidvania, with pretty visuals, good music, and fun overall gameplay.

    There are a few issues that didn’t bother me enough to lower the grade further. Or at least they affected me little enough for them to fade from my mind.

    Furthermore, the game is getting updates, with additional options (like the optional post game mode letting you play as a different character) and QoL changes (like drops being pulled in after a few seconds).

    And so, I’m giving it a 5-.

    #ActionAdventure #ComputerGames #gameReview #gaming #IndieGame #Metroidvania #ToziuhaNight #ToziuhaNightOrderOfTheAlchemists
  10. I played four #ComputerGames yesterday, and, funnily enough, one of them wasn't with 4 Guys Co-op, which got canceled due to illness, injury, and travel. I got sucked into Hideo Kojima‘s Death Stranding over the weekend. It recently came to Xbox Game Pass—an odd #cRPG, whose main mechanic is trying to stay upright while carrying a lot of stuff. I also played Eternal Strands, Metamorph ReFantazio (sic), and Octopath Traveler, all fun #JRPGs. Damn that #Xbox rewards gamifying system!

  11. We played Baldur's Gate for the first time in several weeks last night. The holidays interfered too much with it. I would say we are about halfway done. It can be a little bit of a grind, but it’s still pretty fun. Tonight, 4 Guys Co-op will probably play Tiny Tina‘s Wonderland, a Borderlands spinoff. We are not huge Borderlands fans, because it is a bit too easy, but it is a fun looter shooter. It certainly is colorful.
    #crpg #rpg #ComputerGames

  12. If the term "CRPG" didn't exist, or "RPG" didn't exist, we'd be calling them:

    #ComputerGames #VideoGames

  13. I've been writing this post for ages, but now it's time to post it: my overview of what I've been playing recently-ish. Have a look at my little personal games journey of the last few years - it's not all adventures, I promise!
    blog.bibra.eu/2025/12/22/the-y
    #games #computergames #videogames #adventures

  14. When your game plays on economic inequalities, requiring expensive hardware to run, this is inferior in comparison with the game designed to run "on potato". There was a project of a cheap computer, that anyone can obtain: en.wikipedia.org/wiki/CHIP_(co in this way a game made for such system, has a status of almost literature, and can be hardware - independent. #videogames #computergames