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Notes -
Still playing Silksong. Still getting rekt. I'm now stuck at the Last Judge, but at least there's more to explore now than when I was stuck on Moorwing. That was horrible hah.
As with netstack, haven't gotten Silksong yet.
Trying to veg a bit with Star Citizen. It is, to skip to the punchline, an awful game, made all the worse by the staggering amounts of time and money that have gone into it. It's been in development over a decade and has yet to complete (or even seriously implement) a single gameplay loop, nine months into the 'year of playability' the server infrastructure still panics over moving boxes into the wrong location, and anyone who plays the game for long develops a paranoid fear of elevators; calling it half-finished is too complimentary by halves. I bought in back during the original kickstarter at one of the lowest tiers, but the game has increasingly focused both its marketing and its development on megaships marketed to whales, often to pretty ludicrous ends (eg, you can't buy an Idris even if you had a thousand bucks to waste, and even if you could, it makes absolutely no sense to own even as a way to grief people).
Which makes it all the more frustrating how good the core of the gameplay can be. The whole bit where you seamlessly blast out of a docking bay, start warping to a mission destination, leave the pilot chair to prep gear and a light motorbike in the bay, hear the decel as you get into orbit and drop out of quantum travel, fly down to the surface and land 20 klicks out dodging turrets, jump into the bike and go off to start busting heads with a rifle, and head back when done. Or you sculk around the edges of a pirate and PVP-heavy point-of-interest in your undergunned salvage ship, carefully managing ship power to avoid spiking anyone's sensors, to crack apart and chew down salvage left behind by their battles. Or you're on a ground mission and have to take quick cover because someone else is fighting a massive space battle and you can't risk eating a golden BB. Even just hauling cargo, tedious as it can be, still feels a lot more engaged than the standard Freelancer/No Man's Sky/Elite.
And then the mission system can't count to five, or you get killed by drinking a bugged soft drink, or you fall through two different floors of your ship at superluminal speeds and fuck your entire cargo and a few hundred thousand credits as it goes 50 gigameters that way. Or you do all that turret-dodging and crack a half-dozen heads, grab a mission objective, mount your hoverbike, and it shoots into outspace leaving you behind and literal hours of travel to get back to your ship. Or you look at your cargo run and realize that you're making fewer credits-per-hour than you would with VLRT missions, and this route involves dodging PVP pirates in heavy fighters while you're armed with a handheld tractor beam.
The technical implementation is challenging enough that some of this can be excused or handwaved: this giant scalable dynamically moving pile of microservices is probably necessary for the game's intended final scope even if it's almost exactly the sort of hypothetical I use to argue against the microservice of everything. But then there's other bugs that are incredibly simple model or stat errors and take literal months to fix, or parts of gameplay loops that just need a (client-side-only!) UI update. How do you have five hundred people working on a space game funded by selling ships and not have a way to sort ships in-game after ten years?
Space Engineers is my other mindless space game, as a more build-em-up. Recently dropped a survival gameplay update with some other decent tech fixes. There's some stuff to criticize -- combat is still hilariously floaty-feeling, whether two spacesuits with handguns or big capital ships, and the end-game prototech gameplay loop still feels kinda dumb a year later -- but there's still some amount of enjoyment in designing and building out a decent light frigate.
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