Naceo
Games that shouldnt run under DOSbox (but do anyway)
updated
Closed captioned commentary contributed for cool compadres.
Part 2 of an epic 2 parter. Catch the first one here: youtu.be/WehyigIctBc
All maps completed deathless on Ultra Hard
00:00 Archology by iori_dyson
0:11:51 Warzone by ScreamingSkull
0:20:31 Maximum Menace by Vladd
0:37:16 Anguish Protocol by Bunnymauler
0:56:38 Blood Feast by Prometheus_SD7
1:21:15 Old Outpost by ScreamingSkull
1:33:47 Firebase Kodai by Grays
1:48:03 Odium by alonelytaco
1:59:10 Retail Therapy by Paws
2:15:34 Cryogenics by Droitos420
2:22:29 Apostasy by Bunnymauler
2:42:45 Mayhem Mansion by Shotup
2:48:48 Satellite Facility by Godot2000
2:58:36 Xtal Site 02 by iori_dyson
3:11:43 The Slipgate Complation by PuLSaR
3:22:32 Berserker by Bunnymauler
3:37:44 Hanger V2 by iori_dyson
3:39:48 Staging Area by Prometheus_SD7
3:44:08 Slice and Crush by Thomacle
3:54:37 TEK DITCH by ShockaPopOne
4:15:58 Trial:PlasmaArc by Sean Gunnery
4:18:17 Acid Base by Droitos420
4:29:15 Clutch by Aircawn
4:44:28 Carnage is the Cure by Keipu7776
5:02:19 Thrall by Bunnymauler
5:28:09 The Journey by Djack
5:41:21 Bruteforce by PALPUS
5:57:24 The London Underground by FuntCase
6:08:39 End of the Line by iori_dyson
6:28:23 Hollywood! by DOOM-MARINE
6:35:51 Credits
Video patched to Version 2.0: Thoroughly embellished YouTube Closed Captions added.
Part 2!: youtu.be/0U8APWgJoYQ
The thought process went like this: Wanna do a Prodeus playthough but the main campaign has already been beaten to heck and gone and documented.
But what about that other Marquee feature of the game, it's powerful map editor and built in workshop?
Cool, but there's like hundreds of maps. Where do I draw the line?
How about sticking with the maps marked with the Staff Pick seal of approval?
Neet'o! That's still over 50 maps and will take freaking weeks play, render, upload, and comment.
Quiet you! We're doing this!
Send help...
All maps completed deathless on Ultra Hard
Chapter List
00:00 Intro
0:00:41 Cold Storage by Dharma Creed
0:09:36 Doom (2016) Intro by Zexxy
0:13:07 Waste Processing by Remmirath
0:25:09 The Cursed Airship by Dandi8
0:38:56 Ancient Evil by Dandi8
0:50:42 Processing by Dhrama Creed
0:56:25 MC-Log Rolling by aircawn
0:58:46 Nuclear Plant (E1M2) by HarbingerDawn
1:04:01 The KLF by aircawn
1:12:24 The One Room Level by ENels242
1:17:27 MC - The True Addiction by Twizzy
1:26:52 Transit by Paws
1:36:26 Ethereal Shard 02 by Shadesmaster
1:45:22 Thermal by Nebiont
1:54:03 Neon Lockdown by Dandi8
2:07:08 Outer Base by furyweb
2:13:15 Truck Surfer Origins by Rob Salmon
2:18:33 Altitude by Paws
2:34:57 Cinis Ignei by TheSpoopiestBerry
3:04:42 Internal Disruption by Bunnymauler
3:19:42 HIVE by Lazlo
3:33:55 Extraction by Vladd
3:48:03 Mors Ultima Ratio StormCatcher.77
4:06:56 Chambers by furyweb
4:14:58 Earthworks by Aircawn
4:24:18 Vulcan Facility by PuLSaR
For those of you not in tune with the original barf-bag simulator, Descent was a first-person vehicle shooter released in 1995 that featured full polygonal 3-D environments and enemies. Old hat now days but unless your rig ran on pure nitro, Decent could bring it to its knees. You could even up the resolution to 800x600 if you wanted to give your computer a Viking funeral.
Graphics aside, Descent's real claim to fame is the player's ability to pitch, yaw, roll, and strafe in all directions referred to as Six Degrees Of Freedom (6DOF) and the level design took advantage of this. Labyrinthian took on a whole new meaning when up, down, and upside-down became valid options. Your vehicle still had limits to its rotation speed and acceleration which was key in selling the feeling of piloting a gunship rather than just no-clip slewing through the environment.
Fast-forward to 2018. Overload releases and it's basically Descent. Fly through claustrophobic bases and scrap any robotic fool dumb enough to land in your crosshairs. Along the way, uncover the mystery of what the heck this whole operation is supposed to be while rescuing anybody fortunate enough to turn themselves into popsicles before the robot revolution got to 'em (There are two endings to this game depending on whether or not you save enough cryopods).
Just like it's inspiration, the level design does have an emphasis on finding secrets and hidden caches, making good use of the cloaking and invulnerability power-ups was damn near mandatory in Descent. Those things do make an appearance here, but the real help is the addition of the upgrade system where you can find points to spend on adding permanent upgrades to your ship and weapons. Given my history of FPS games and secrets, don't expect me to get all of them.
I'll be playing on the Ace difficulty because I don't truly hate myself yet. In addition, got the ol' VR bucket and Thrustmaster T.16000 setup. You wouldn't think it, but this isn't the worst when it comes to simulator sickness. Cockpit games always have a mostly stationery frame of reference so that helps a ton. It does help that you can look where you are going when strafing and tri-cording (combining all your movement vectors to achieve max speed). The bigger issue is that manipulating 6DOF on a HOTAS setup does get my hands pretty knackered after a couple of hours.
For controls Pitch, roll and yaw is on my main stick + twist. Foward/Back on the main throttle, strafe left/right on the throttle rocker and strafe up/down on the middle coolie-hat under my left thumb. Weapon selection is under the main stick Hat. Overload barrows a weapon wheel mechanic that when active slows time down which gives the player a free moment to select and gives the game a moment to show off its bazillion particle effects that makes the Unity engine cry in a corner.
Chapter list:
0:00 Intro/Mission 1 Briefing
4:32 Mission 1: Ymir Outpost
16:32 Mission 2: Briefing
20:11 Mission 2: Tarvos Outpost
28:35 Secret Level Alpha
30:36 Mission 2: Tarvos Outpost (Cont.)
37:27 Mission 3: Briefing
40:07 Mission 3: Skoll Outpost
59:04 Mission 4: Briefing
1:01:36 Mission 4: Phoebe Refinery
1:09:58 Secret Level Beta
1:12:32 Mission 4: Phoebe Refinery (Cont.)
1:25:02 Mission 5: Briefing
1:28:11 Mission 5: Phoebe Complex
1:49:51 Mission 6: Briefing
1:52:20 Mission 6: Titan Observatory
2:19:33 Mission 7: Briefing
2:22:30 Mission 7: Titan Workshop
2:54:36 Mission 8: Briefing
2:56:42 Mission 8: Titan Forge
3:24:21 Mission 9: Briefing
3:26:55 Mission 9: Titan Collider
4:00:40 Mission 10: Briefing
4:03:30 Mission 10: Titan Harbor
4:24:54 Mission 11: Briefing
4:28:46 Mission 11: Tethys Lab
5:04:10 Mission 12: Briefing
5:06:33 Mission 12: Enceladus Depot
5:37:43 Through the Portal
5:39:01 Mission 13: Cygnusoria
5:52:43 Pilot's Log - Kodachi Gunship
5:53:54 Mission 14: Lyranicus
6:15:31 A Tale of Three Queens
6:19:13 Mission 15: Vulpecular
6:36:48 Return to Yimr
6:37:34 Mission 16: Yimrus
6:42:55 Beale Ending
6:44:28 Credits
If you need it spelled out for you, Project Wingman is an action flight combat game where you take control of a contemporary fighter jet armed with a near limitless supply of ordinance, are pointed toward a group of targets and told it to stick it to 'em sideways. Repeat until the world is saved/boned/whatever.
For the resources it had, Project Wingman gets just about as much right as it possibly could. The action is smooth and controls well. Heavy enough to sell the feeling of piloting an aircraft and so that small inputs are not a hassle while still being able to flip around at a reasonable pace. Hit detection is on the generous side which help keeps the gun a viable offensive option. A proper godsend since your missiles will tend to wiff on anything that is flying slightly perpendicular to you. Regardless, few things can match zipping around the battlespace at Mach stupid blasting the bajesus out of everything in a 40-mile radius.
As for the presentation, the plot and setting does the job well enough. The rando voice acting nails the omnipresent cheese-ridden overacting chatter vibe that dominates the Ace Combat series, silly reads and all. What really ties it all together is the pre-requsite banger of a soundtrack from Jose Pavli that gets a thumbs up from mission 1 and just keeps going from there. I say pre-requsite because show me a flight action game that doesn't have a good soundtrack and I'll show you a flight action game that sucks.
As advertised, this playthrough was done on with my trusty Thrustmaster T.16000m + Throttle and VR bucket (Oculus Rift S) strapped to my head. The game is ran through on hard because:
1: The Mercenary difficulty is locked out until you beat the game.
2: Mercenary with its target rich environment kind of mandates you use the high-end super prototypes which kind of flips the difficulty back to being too easy. Also, every mission becomes samey so a fresh Hard playthrough ends up being better for variety's sake.
At least, that's my excuse and I'm sticking to it.
Chapter List
0:00 Intro
1:46 (Briefing) Mission 1: Black Flag
4:55 Mission 1: Black Flag
14:43 (Briefing) Mission 2: Frontiers
18:48 Mission 2: Frontiers
28:22 (Briefing) Mission 3: Homestead
32:20 Mission 3: Homestead
44:49 (Briefing) Mission 4: Uphill, Every Way
48:19 Mission 4: Uphill, Every Way
1:00:19 (Briefing) Mission 5: Sirens Of Defeat
1:03:06 Mission 5: Sirens Of Defeat
1:17:52 (Briefing) Mission 6: Machine Of The Mantle
1:21:05 Mission 6: Machine Of The Mantle
1:36:01 (Briefing) Mission 7: Eminent Domain
1:38:35 Mission 7: Eminent Domain
1:55:23 (Briefing) Mission 8: Clear Skies
1:58:02 Mission 8: Clear Skies
2:10:10 (Briefing) Mission 9: Stepping Stone
2:13:12 Mission 9: Stepping Stone
2:23:06 (Briefing) Mission 10: Pillars Of Communicatons
2:25:39 Mission 10: Pillars Of Communicatons
2:37:27 (Briefing) Mission 11: Cold War
2:40:06 Mission 11: Cold War
2:58:26 (Briefing) Mission 12: Midnight Light
3:00:42 Mission 12: Midnight Light
3:11:32 (Briefing) Mission 13: Valkyrie's Call
3:14:58 Mission 13: Valkyrie's Call
3:27:25 (Briefing) Mission 14: Open Season
3:30:04 Mission 14: Open Season
3:40:13 (Briefing) Mission 15: Consequence of Power
3:42:46 Mission 15: Consequence of Power
3:55:04 Mission 16: Wayback
4:01:33 The Deal
4:07:35 (Briefing) Mission 17: No Respite
4:10:33 Mission 17: No Respite
4:18:10 (Briefing) Mission 18: Return
4:21:30 Mission 18: Return
4:29:40 (Briefing) Mission 19: Red Sea
4:32:09 Mission 19: Red Sea
4:44:03 (Briefing) Mission 20: Presidia
4:47:41 Mission 20: Presidia
5:03:20 Mission 21: Kings
Amid Evil released on Jun 20, 2019, caught the classic FPS revival wave of the late 2010s when multiple indie developers found that their projects where all completing roughly around the same time. The big three to come out the other end of this alive would be DUSK, Ion Fury, and this little number right here.
Classic Revivals (Or boomer shooters if you'd prefer) borrow their core loop from the FPS games of the 90s while modernizing the effort with tighter controls, fleshed out gunplay, and more modern level design. They tend to forgo things like map-wide key hunts and insta-smiting hit-scanners in the name of proper pacing and being a reasonable challenge.
Amid Evil itself takes it's beats from 1995's Hexen with its focus on magical weapons and enemies. Other than that, it uses a low pixel, low polygon aesthetic combined with modern effects provided by the Unreal Engine 4 to toss out an environment that gives the illusion of it being highly detailed. To the dev's credit, Amid Evil successfully pulls it off the vast majority of the time all while being able to run on a toaster.
Chapter List:
0:00 Introduction
Episode 1: Astral Equinox
1:55 E1M1: Selenic Stronghold
8:49 E1M2: Bastion of the Blue Moon
18:45 E1M3: Vaults of Midnight
28:24 E1M4: Lunar Sanctuary
Episode 2: Domain of the Sentinels
30:22 E2M1: Citadel of the Watchers
38:24 E2M2: Forgone Fortress
50:05 E2M3: Halls of Doom
58:42 E2M4: Sentinel's Sanctuary
Episode 3: The Sacred Path
1:02:32 E3M1: Journeyman's Way
1:14:17 E3M2: Apostle's Shrine
1:28:44 E3M3: Pilgrim's Temple
1:43:03 E3M4: Ancient Sanctuary
Episode 4: Solar Solstice
1:48:19 E4M1: The Bright Pass
1:58:57 E4M2: The Illumination Complex
2:13:07 E4M3: The Tower of Light
2:26:11 E4M4: Solar Sanctuary
Episode 5: The Forges
2:28:07 E5M1: Ruins of Rust
2:40:56 E5M2: Crucible of Pain
2:52:24 E5M3: Gauntlet of Torment
3:10:08 E5M4: Forsaken Sanctuary
Episode 6: Arcane Expanse
3:13:35 E6M1: Arcland Verge
3:27:03 E6M2: Hexed Passage
3:44:21 E6M3: The Circle
4:02:46 E6M4: Unholy Sanctuary
Episode 7: The Void
4:07:22 E7M1: Descent Into Darkness
4:18:23 E7M2: Hostile Paradox
4:27:27 E7M3: Enigma Gate
4:38:51 E7M4: Dark Heart
4:42:53 Finale + Credits
How the heck does this performance of Claude Debussy's Clair De Lune not get youtube flagged, I have no idea. I don't know who performed the piece, but I like this slower variation of it. Picked it from Burnout's Paradise's soundtrack as me and Criterion games tend to be in sync when it comes to classical music and juxtapositional irony.
Chapter List:
0:00 Sortie 1: Clearing the Not-So-Friendly Skies
8:21 Interlude: Of SAMs and Spazroids
9:57 Sortie 2: "Performance" Issues
16:16 Sortie 3: Conquering Heroes
24:25 Sortie 4: All Hail the Cheating AI
32:52 Setting Up For One More Ride
35:02 Super Special Awesome* Cleanup Montage
*Video may come up soul crushingly short of inferred 100 Eliminations due to but not limited to:
Overzealous Hind pilots
Potato gunnery
Suspect decision making (With 272 hours recorded in this game, I suppose this is a given)
Random acts of DICE
Offer not valid in EU or SEA regions.
Music:
Wolfgang Amadeus Mozart - Piano Concerto No. 21 (Vienna Mozart Ensemble)
Kevin Riepl - Unreal Tournament 2004: Glacier
Chapter List:
0:00 The Big Friendly Whirlybird
5:38 The Little SVK That Could
This playthrough of Dark Forces was done with The Force Engine. A reversed-engineered engine rebuild designed to play Dark Forces, and in the future, Outlaws. You can read the feature highlights as well as download the latest version of the engine here: theforceengine.github.io
Star Wars: Dark Forces was released in 1995 by Lucas Arts. A 3D First Person Shooter with 2D sprites for its character models and weapons. At the time, the technical definition would be "Doom Clone" as the term FPS had yet to fall into general use.
The game is well regarded and remembered for three main reasons:
#1 Being Star Warsy as all get out.
#2 Being decidedly not crap.
#3 Kyle-Flippin-Katarn!
Well, that should do for the primer. Enjoy (Now in glorious 4K resolution)!
Chapter List:
0:00 Intro
2:05 Mission 1 - Operation Skyhook: Phase 2
7:32 Cutscene 1
11:55 Mission 2 - Talay: Tak Base
19:12 Mission 3 - Anoat City
27:35 Mission 4 - The Planet Fest
40:23 Mission 5 - Gromas Mines
47:41 Cutscene 2
48:38 Mission 6 - Imperial Detention Center, Orinackra
1:04:50 Mission 7 - Ramsees Hed Docking Port
1:16:17 Mission 8 - Robotics Construction Facility, Anteevy
1:24:52 Mission 9 - Nar Shaddaa, The Vertical City
1:33:20 Cutscene 3
1:34:37 Mission 10 - Jabba the Hutt's Ship
1:49:21 Mission 11 - Imperial City, Coruscant
2:05:14 Mission 12 - Imperial Fuel Station, Ergo
2:15:46 Mission 13 - The Executor
2:23:39 Mission 14 - The Arc Hammer
2:41:04 Ending + Credits
0:00 Intro
3:25 Takeoff
5:25 The Scenic Route
9:20 Incoming!
13:00 Womp Womp
17:50 The Egress of Shame
27:00 Landing
I should probably set more things to the Secret Weapons Over Normandy soundtrack. Michael Giacchino's work is just awesome.
Music: Secret Weapons Over Normandy - Copenhagen
Rules:
1: Ironman is on (no restarting missions)
2: All assists off except for technobabble
3: Campaign Difficulty set to Hard
0:00 Setup
3:20 Take off
6:40 Ducks in a row
15:10 Bad Company (And I can't deny)
26:19 Landing
28:17 Results
Rules:
1: Ironman is on (no restarting missions)
2: All assists off except for technobabble
3: Campaign Difficulty set to Hard
0:00 Setup
4:52 Take Off
13:45 Just admit it you doofus, you're lost!
18:40 I'm sure these Germans will help with directions
23:30 Bad to worse...
25:54 Hitting the "Nope" button
28:00 I didn't hear no bell!
29:09 Take off Round 2
35:00 The Flying Circus
47:40 Incoming!
58:00 Exfil
1:03:25 Saving friendlies for fun and profit.
1:10:40 Put one in the win column
1:13:40 "Landing"
1:15:00 Results
Now I totally wouldn't get shawacked in the second video, right? That would be reeeallllyyy lame.
Rules:
1: Ironman is on (no restarting missions)
2: All assists off except for technobabble
3: Campaign Difficulty set to Hard
0:00 Mission Setup
4:00 Take Off
15:55 Fighting Time!
23:30 Oopsie doodles!
30:30 Landing when my plane is owie...
32:25 Results
Prodeus is available on Steam, GOG, Xbox Gamepass + Gamepass for PC, and PlayStation 4+5.
0:00 Start
1:15 Intro
3:24 Sacrum
11:43 Research
18:14 Youtube Idiocy
26:24 Genesis Part 2
34:45 Shredder Trial
38:07 Excavation
47:12 Memoriam
51:17 Chaos Generator
1:00:04 Marksman
1:12:27 Custom Map - Retail Therapy
Prodeus is available on Steam, GOG, Xbox Gamepass + Gamepass for PC, and PlayStation 4+5.
Rules:
1: Ironman is on (no restarting missions)
2: All assists off except for technobabble
3: Campaign Difficulty set to Hard
0:00 Pilot Creaton/Setup
11:00 Mission setup/Take-off
13:07 Ingress
18:41 Contact!
36:30 Exfil
51:15 Landing
53:20 Results
Note to self: Try not to let missions drag for so long. Running out of Strike Commander music to pull from.
0:00 Take off
4:00 Tank Jettison AKA: It's about to go down
8:25 Running Time!
12:30 Carrier Landing Horror Show
13:18 Fast Foward 1: Obsessing Over Loadout
14:18 Takeoff Round 2
15:45 Fast Foward 2: En 'route to combat zone
16:32 Moving Mud
29:09 Fast Foward 3: RTB 2
30:01 Carrier Landing Horror Show 2: Electric Boogaloo
31:04 Fast Foward 4: Re-arm, Re-Deploy
32:18 Cleanup Detail
39:15 Fast Foward 4: RTB Victory Lap
40:19 Carrier Landing 3
41:07 JUST RE-ARM AND RESPAWN YOU DERP!
Using this to test a capture method for an idea I'm mulling over. Keep in mind that because this engine is being pushed to its absolute limit and then some, the framerate when a lot of assets are in play tends to suffer. The recent updates to the DDraw hook from user "JeremyaFR" and implemented by "BlueMax" have improved things significantly but we are still asking a lot of an engine that mainly runs on a single CPU thread.
Anywho, if you have XWA from either Steam or GOG or still have the CD's laying around, check out the XWA Upgrade site: xwaupgrade.com/index.php
0:00 X-Wing Run
4:44 A-Wing Run
What's also worth the price of admission is the AH-94 DLC which gives you a fully featured attack helo ̶t̶o̶ ̶g̶e̶t̶ ̶a̶b̶s̶o̶l̶u̶t̶e̶l̶y̶ ̶m̶u̶l̶l̶e̶r̶e̶d̶ ̶b̶y̶ ̶S̶A̶M̶ ̶s̶i̶t̶e̶s̶ ̶i̶n̶ to toy around with. What's even more awesome is the multiplayer support for mulitcrew allowing you to take a gunner along for the ride. Even a quarter-way decent gunner makes life a lot easier as trying to go offensive while dancing AA is easier said than done.
Sorry about the mouse cursor. Kinda hard to see what's being recorded with a box strapped over your head.
0:00 Set up/Takeoff
3:24 Fast Foward - Music: Dune (1992) Ornithopter/Warsong
4:20 Mistakes were made
5:40 Fast Foward 2 - Music: Dune (1992) Opening/Wormintr
7:00 Navigational issues
10:00 The actual mission
Wing Commander: Secret Ops was released as a free downloadable stand-alone expansion to Wing Commander: Prophecy. The game is split into 7 episodes of 4-8 missions each (usually 6). Each episode was released weekly from August 27th to October 8th, 1998, on the secret ops website alongside story materials accessible with a password given at the end of the previous episode. The password and accessible story bits would change based on if you completed the episode on the winning or losing branch.
At the end of the release run, Secret Ops was re-packaged and released with Wing Commander: Prophecy Gold but the story materials were left on the website. The old website has long since been discontinued but the story materials have been archived and are available here: wcnews.com/articles/sofiction.shtml
This is played using the Good Old Games release of Wing Commander: Prophecy Gold. The GOG release of Prophecy is packaged with the NGlide 3Dfx Glide Wrapper, translating the Glide API into DirectX or Vulkan and allowing the game to render in widescreen resolutions, albeit with some buggery with the 2d HUD elements.
Chapter List:
0:00 Intro
1:54 Episode 1: Courage - Deep Black
3:16 Courage 1: The Capricious Carrier
7:47 Courage 2: Scramble / Ambush
12:34 Courage 3a: Straight On Out
20:02 Courage 4: Visit to Aunt Ella
24:22 Episode 2: Ella - Thickening
25:04 Ella 1: Fresh Start
35:23 Ella 2: Unfriendly Terms
43:00 Ella 3: Deep Strike One
50:36 Ella 4: Phase Focus
58:18 Ella 5: Back Yard Sweep
1:05:20 Ella 6: Path to Cygnus
1:10:19 Episode 3: Talos - Hide And Seek
1:11:07 Talos 1: Friends In Need
1:16:11 Talos 2a: Circumvention
1:26:46 Talos 3: Hidden Foes
1:37:04 Talos 4a: The Great Forbidden
1:43:22 Talos 5a: Deep Strike Two
1:50:15 Episode 4: Cygnus - Cygnus Triangle
1:51:07 Cygnus 1: Evaluation
1:57:04 Cygnus 2: Salvation
2:04:23 Cygnus 3: The Twilight Purchase
2:12:26 Cygnus 4a : Building Blocks
2:18:03 Cygnus 5: Rising Blocks
2:23:58 Episode 5: Luyten - Viral Legacy
2:25:01 Luyten 1: Welcoming Party
2:30:16 Luyten 2: Defensive Tactics
2:37:08 Luyten 3: Luyten Station Support
2:44:55 Luyten 4: Banded Enigma
2:54:47 Luyten 5a: Luyten Strike
3:02:50 Luyten 6a: Long Range Strike
3:15:59 Episode 6: Krieger - Duel
3:17:11 Krieger 1: Krieger Starbase
3:23:41 Krieger 2: Tactical Reposition
3:35:00 Krieger 3: Carrier Assault One
3:49:22 Krieger 4: Carrier Erasure
4:03:16 Krieger 5: Reposition Battery
4:18:26 Krieger 6: Turrets Swipe
4:24:52 Krieger 7: Final Blows
4:28:48 Krieger 8: Path To Proxima
4:39:45 Episode 7: Proxima - Finishing Stroke
4:40:39 Proxima 1a: Evasive Recon Patrol
4:46:43 Proxima 2a: Midpoint Assault
4:53:46 Proxima 3: Alien Science Crew
5:09:30 Proxima 4: Star Smasher
5:14:00 Finale/Credits
Simple stuff here. Just some gameplay first with the Enforcer (as you can see, my playtime is pretty lopsided in this regard) and with the FOTM wraith. Of course I gravitated to the Enforcer as I like being able to move and having the answer to everything.
All and all, Lawbreakers is pretty damn solid though I could do with an increase in the base movement speed. Ah well, I'll take actually getting frags with the guns any day of the week.
I did have to compromise the graphics to keep a high framerate cause fricken Unity Engine + Occlus Rift = F*** YO FRAMES! = obnoxious screen tearing. Still looking good though (and I'd probably give my left nut to play Descent in VR). I do a run through of my options so you can see what I'm rolling with (My ever so trusty HOTAS X + T.16000M combo).
Positional sound in this game is also on point especially in VR. Nothing beats hearing a high squeal and looking at is source just to be rewarded with a face-full of that twin-buzzsaw bastard. That will wake ya up.
Jeez, remember when game demos where a thing? These guys sure do! Check it out: http://store.steampowered.com/app/450220
Just don't blame me when your hands turn into spaghetti.
Sweden
Stage 1: 2:10
Stage 2: 7:24
Stage 3: 11:28
Stage 4: 15:48
Greece -
Stage 1: 6:14
Stage 2: 10:40
Stage 3: 16:27
Stage 4: 21:19
Germany -
Stage 1: 28:44
Stage 2: 33:17
Stage 3: 38:43
Stage 4: 43:50
Anyway, I got an Oculus Rift and playing War Thunder with it is cool as all hell. Gonna have to see if I can do some tweaking on the HUD elements though.
What's the big deal? Well, thanks to the weird way Project Aces (as well as a few other companies) handled their textures in order to squeeze every last ounce of power out of that black box, there needs to be a mipmapping solution or it's graphical corruption ahoy! The old workaround was to just use the software renderer but as you can imagine emulation isn't cheap on the CPU, even more so when you ace out the video card. Nothing less than a government issued super computer would do.
Bottom line is, the project aces games now work pretty damn respectably on the giant hack that is the PCSX2 project... and playing with my HOTAS setup is hella frickin awesome (though I still have my Playstation 2 kicking around here).
Anywho, the process for this is to grab the latest dev build of PCSX2. Add the line "UserHacks_mipmap=1" into the GSdx.ini file. Turn on HW hacks in the the video plugin options and volia! Spend the next two hours of your life getting the damn thing to look nice cause as I said, PS2 emulation is just one giant hack.
As a self imposed challenge, I took off my powerups for this one (and forgone upgrades as I literally just found out about them as I was recording this video). Otherwise I'd crush the AI and this video wouldn't be nearly as interesting.
Rule of cool applies solidly here. Thus said the 360 controller emulation is surprisingly functional. I do kinda wish developers (Indie and otherwise) hadn't forgotten about Direct Input and control customization. Sure it's ancient as hell but it still works.
Check it out here: http://www.moddb.com/mods/goldeneye-source (Yeah, no steam install and runs from an outside executable. This is old school man!). As a bonus you only need the freely available Source SDK 2007 to play.
Remember the heyday of mods (which I tend to put starting with Battlefield 1942 rolling all the way up to the first few years of half-life 2). After Desert Combat for 1942, it was like all bets were off. You could leverage an existing engine to create whatever you damn well please.
The source engine was the final hurrah of this era after which these wackos with wayyy too much time on their hands made the jump to full fledged indie development but damn was it good. Dystopia, Empires, Eternal Slience (Video is still on my channel *nudge* *nudge*), Source Forts, responsible for many many hours lost. All kinda went bye bye when steam became a full retail platform.
Kinda makes Goldeneye Source a swansong of a bygone age. Crapton of carefully constructed assets held together by the familiar movement and gun-play of the source engine. Oh and the soundtrack remixes and original music kicks ass too.
Kinda like the first War Thunder gameplay video I did but without the music cause I didn't think that far ahead when I hit the shadowplay button. Feel free to supply your own but be sure to turn on "Red Naval Port" from 19XX on the 3rd match so that joke I've been planning for almost 2 years can come into fruition.
0:00 Match 1 (F6F Hellcat) - AKA: The Revenge of the HellKitty (I'm so happy this crate is not sucking anymore in AB).
10:11 Match 2 (P-36 Hawk G) - AKA: The A6M Wannabe (Though too be fair the Hawk G can kick all kinds of ass).
18:00 Match 3 (P-38 Lightning) - AKA: About Fricking Time! You lot may be tired of my old standbys so here is something new.
Fresh off the 1.1 update, of course I'd be giving this another go.
I cheesed the balls off this game.
Oh and I have my best AB game I ever had in War Thunder. Did I forget to mention that?
like most Japanese aircraft, the KI-43 III is one of those aircraft that suffers from stock plane syndrome pretty hard Sometimes though, it doesn't really matter.
Here at the New Conglomerate Cert Farming Industries, we farm the whole cert. That is 100% more cert per cert.
Another annoying thing about this map is that the water always makes the bitrate go through the roof and youtube hates that. Sorry about the video quality
So the mechanic here is that while you are bouncing off the walls, floors, ceilings and what have you, your enemies that are shooting at you will have a large debuff in their ability to send a projectile in the right direction. This leaves you free to glide up to them and perform a little ballistic surgery with little fear of being insta-smited (if you can keep the stunt flow going that is). In any case, it greatly expands both your defensive and offensive options.
So about the aircraft itself, the FM updates greatly improves the roll rate of the P-36 making it easier to keep your guns on target. This is good because the mixed .303 and .50 cal armament can take a age and a half to down some aircraft. Downside is that all these guns weigh the craft down a bit. It's not overloaded but it certainly isn't going anywhere in a hurry.
No I don't really know how I was able to get away with this one. Ignoring the flying buzz-saw must of been the game plan.
This video was done using the model 2 emulator which is pretty damn good all things considered though there is a setting for the authentic texture pop in which I have omitted. The only thing I truly miss from the cabinet is the force feedback wheel which does makes things a hell of a lot easier.
Yes I know my times are not optimal. Just my racing line is planned out to win the game with the lowest possibly of error especially on the expert track. Well, that and the AI keeps getting in the way. However, the advanced track ended up being a master class on "How many times I can balls up and still win the race".
For the impatient among you, the action parts are at 5:22 and 8:00 (which goes on for quite a while).
So for those of you outta the loop, Racing music in GRID only plays if:
1. Final race before possibly getting a new license.
2. Going one on one vs Ravenwest.
Racing music in GRID tends to be highly dynamic with variations of instruments being added or removed for:
1. Leading the race (subtle techno layer)
2. Crashing or otherwise standing still (Removes the other instruments leaving only the bass line.)
3. Final Lap (super epic instrumentation added.)
And the game will continually screw with the volume depending on how far into the race you are in.


