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Well, I don't like Resident Evil 4 as much as most fans do. It turned the franchise into a convoluted joke. Wasn't even about Umbrella any more, really. Villagers and cultists replaced the zombies. It had too much action and a new trading loot for hardware gimmick, which in my own opinion, deflated the survival horror genre. Because you're really supposed to find that stuff as opposed to purchasing it with VC. By the way, this guy made a pretty good RE walking video. He did get a few things wrong, by mistake. Leon's original voice actor Paul Haddad actually passed away in 2020, and therefore not around the time the second of the RE Wii shooters came out, which was way back in 2009.
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Knight Plug reacted to a post in a topic: Last movie watched?
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Den of Wolves is an upcoming co-op heist FPS from 10Chambers; the creators of Payday, Payday 2, and GTFO. More info on the game can be found on Steam here: https://store.steampowered.com/app/1818140/Den_of_Wolves/ It is said to be releasing on PC in early access, but no date has been revealed yet. Also their website is pretty cool, as it glitches out on you on purpose, and looks to have some hacking minigame you can play to access hidden stuff, at least from what I can see. You can check it out here: https://www.denofwolves.com/en Once you go down the site, it'll start to glitch out and then it will throw a popup message asking if you want the real stuff. Clicking on Enter will bring you to said minigame. Seems you have to connect all the boxes. You can go right to it here if you want - https://www.denofwolves.com/en/districts
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Lovesick is a VR narrative adventure game from Rose City Games. It's currently available for the Meta Quest 2-3 and pro, but will also be releasing on Steam sometime in the future, so should work with other VR headsets. Has anyone here played this game yet? It looks like it's a lot of fun.
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Share a Song From the Album You're Listening to Right Now
killamch89 replied to StaceyPowers's topic in Music
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The Predator - 8/10
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I was trying out AI Limit and honestly, it wasn't half bad. It feels a bit bland but souls-like games are something I like.
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How much does design, color, and overall visual appeal influence your decision when selecting headsets, controllers, or other accessories? Do you prioritize function over form, or do you believe that a beautifully designed peripheral enhances the immersive experience? Share your thoughts on how aesthetics contribute to comfort, performance, and personal style in VR setups.
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Was it through immersive storytelling, rich character development, or an innovative plot structure? Share your experiences of being emotionally moved by a VR game, including details about the story, environment, and interactive elements that contributed to that experience. How did the game make you feel, and what specific moments stood out to you?
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What strategies do companies use to transition users, provide updates, or shift support to newer platforms? Do you think legacy devices receive any attention, or is support completely phased out? Share your experiences, opinions, and any technical insights into how the industry handles outdated hardware. Whether it’s software updates, alternative support channels, or community-driven fixes, let’s explore how mobile support adapts to technology’s rapid evolution and obsolescence.
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Hi developers and gamers alike! I’m curious about which mobile game inspired you to dive into mobile development. Was there a game that sparked your interest in coding, design, or the creative process behind mobile titles? Share the moments or features that motivated you to pursue your own projects, learn programming languages, or explore game design fundamentals.
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Do you appreciate having multiple control options, or do you find that constant switching disrupts gameplay immersion? I’m interested in hearing about your experiences, preferences, and any instances where innovative control schemes enhanced your gaming sessions. How important is customization in controls for you, and what impact does it have on overall game enjoyment?
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Was it through dynamic gameplay changes, real-time community polls, or creative in-game events that directly reflected player suggestions? Share your experiences with games that have truly listened to their community. Explain how the integration of user feedback influenced gameplay improvements and overall satisfaction.
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As we reminisce about classic Atari accessories, I’d love to hear your thoughts on ergonomic improvements that could have made them even more user-friendly. Were there design aspects that you found uncomfortable or challenging during long gaming sessions? How might updated controls, enhanced grips, or modern materials improve the experience without losing that retro charm?