Well, NoX, I don't know how wise it is to ask for it, but I probably wouldn't be able to pass up a real comeback of the Dune franchise.
There's just so much flavour (spice? ) in that universe that it could stand to be brought back in style in an RTS with all of today's trimmings both in graphical and mechanical terms (AI, pathfinding, UI, non-linear branching, 3D terrain impact, and territorial control).
Realistically, of course, licensing is going to be the big problem standing in the way of making it happen; I doubt the IP holders will allow it.
Yeah, n0x, Chinook also became a generic "Transport helicopter".
These naming changes have been noticed by several other people. The most likely reason has to do with the legal right to use a brand/make name, which is more strongly enforced by some property owners than others.
The game developers/publisher are now required to have explicit permission from brand owners to use those trademarked names in their products, and pay regally for the privilege of course.
All those years ago when the original games came out that didn't happen because legislation was different or simply because the gaming industry didn't have the high profile (and billions in revenue) that it now has.
Rough translation: brand name usage in games was virtually ignored or ok as free publicity before, perfectly milkable high-fat cash cows now.
Guys and gals, how are you coping with the viral problems? Slovenia has it under control so far but as far as I read, things are not pink all over the planet. The news that bother me the most are backstabbing crap like USA stealing masks from France, Germany and Canada. Friends or foe?! Otherwise we manage quite ok. Some land around our house gives my children the much needed space to be outside without much risk, without this space the children would go nuts ASAP.
I'd say we're coping well enough over here for the moment, SV.
It's all very much touch and go still though because there's no way to say for certain how far along in the spread curve we actually are and some mathematical models demonstrate even the so-called successful flattening of it may likely prove too much for the national healthcare infrastructure we have in place, given the special needs (ventilators, negative pressure rooms) of those facing the most serious issues, like lung failure risks.
Our neighbours, Spain, have been dealing with a veritable deluge of cases and a scary number of fatalities, only now seeming to approach some level of abatement due to the severe containment measures put in place. The same goes for Italy.
In case anyone missed the memo: there is presently no cure. Should you catch the bug you either make it through or you don't. Not a coin you should be flipping right now; a time when healthcare services are as heavily taxed as they obviously are.
Minimizing potential exposure - your own and your family's - is about the best thing you can do at present. So that's what I'm doing as well.
Hear a sample of how Frank Klepacki and The Tiberian Sons are bringing their incredible sound to the Command & Conquer: Remaster project.
It's time for your first in-depth look at the Command & Conquer Remastered Collection, featuring both Tiberian Dawn and Red Alert along with their three expansion packs!
Find out how the experts at Petroglyph Games (including some of the key members of the original Westwood Studios team) and Lemon Sky Studios worked closely with the community to create the ultimate C&C experience for original and new fans alike.
Not only are these genre-defining games back, but they're also better than ever - and beautiful 4k resolution is only the tip of the Tiberium crystal. From improvements to UI and controls to bringing back the original composer, Frank Klepacki, to remaster seven hours of music (including hidden and unreleased tracks), the C&C Remastered Collection's got it all.
Looks like the name at least befits the game, as it has succeeded in enraging its players.
In a way, welcome to the future, NoX - one where developers can either shoot for the moon throwing in just about every popular feature under the sun or find themselves having to settle for whatever they can get out the door when deadlines are hit.
It's unfortunate how things seem to have devolved into a dead end for Jagged Alliance.
Still, there are, as ever, diehard fans that make great efforts modding JA2 back to a semblance of modernity. I've come across an article about this just a few days ago over at RPS, actually.
So, SV has it's own Elite: Dangerous thing, so I've decided to do something different. Although probably this will be one time thing, but hey.
Subnautica is one of those survival exploration games. Lately we had few such games and I believe last one highly praised was amazing looking game called: The Forest.
This year we've got still in development another game of this kind but instead of building our shelter on an big island inhabited by cannibals, we are now stranded on an unknown planet that is one big Ocean. Since this is all about survival and exploration this means there will be base building of some sorts. And also as we know from our world, waters can hold many beautiful sights. Schools of fish, kelps etc. But as we also know the deeper we go the nastier it gets.
As you've probably imagined I've played a little of this game. Though it's still in development, this game has separate creative mode, just like in Minecraft, we have all the tools and minerals and all the survival needs are removed. So after playing a little I've decided to spend not too much time and try to create something from one of the games we love (and hate by it's brutality). Base building + underwater environment + horrors from the deep = Can I create X-COM base and how accurate can it be? I'm not a very creative person, and probably this work will be looking average in comparison to what others could achieve. Even given the limited tools there are. I've only spent few hours on this little project, but let's see what could was done. I've also made a short tour of the base and it's surroundings. So let's have a look.
So let's start it easy. It's a new sunny day on the planet, but where we are going sun will not accompany us.
Giving a DEEP dive (300 meters deep) suddenly a structure appears and a big sub "guarding" it. It's the default X-COM Experimental base.
Unfortunately due to some restrictions in the building process I could not exactly create the connections but I did try to put it exactly how the default layout of base looks like. Starting from the top we have a sub pen that connects to living quarters and airlock. Airlock is connected to general stores and living quarters to the lab, those branch to workshop and standard sonar. Unfortunately the sonar (scanner) special room does not allow multiple entrances I had to move it more slightly to the left and add T shape connection for the sub pen. Oh well. Now let's check the insides. First of course is the airlock.
Nothing big, it's definitely not the size of what we encounter in the X-COM itself but you know limitations are limitations, can only have this big tubes. Passing bulkheads we enter the living quarters.
Unfortunately there are no bunk beds and this is the best what this games offers when it comes to bed for two people. And of course the room is not big enough to hold as much beds as there would be in X-COM tactical view. But let's look around.
It looks a little comfy room where the aquanauts can chill, play some cards, rest, boast what they did in the missions, and it can double as an infirmary for those in need (sorry SV no nurses for you). As you can see everyone has it's own cabinet for gear.
Ok so now let's move to the next room. The laboratory. Small and simple, few desks and lab counters for the eggheads to work and some local fauna for the research.
Next is a workshop for our engineering needs and a reactor for the base.
Moving along we end up in the sub pen when our faithful Triton-1 awaits (unfortunately 1 man only)
Let's move back and head to the general stores. Few lockers for minerals, water dispenser and aquarium with some local fish.
Moving along we are now visiting our sonar (scanner) room, where we could make a drone tour of our base and have a scan of nearby resources.
Our second sub pen is empty, but maybe there will be other submersible vehicles.
And last but not least, third sub pen with a walker suit, used for mining and possible combat.
Ok so that's about it for the base tour. Let's hop in to our Triton and we maybe find T'Leth and probably die out of scare of what we might find. Upon entering the sub we are greeted by a friendly voice. "Welcome aboard captain".
So let's explore. Our sub is equipped with a sonar for deep sea exploration. Don't go exploring without it otherwise you might get lost. Fortunately we are in creative mode, so there is no way of us dying or being stranded out of energy. That would be bad.
Not far from our base is a deep cavern. As you can see it's very dark there. Are you already getting the chills?
Exploring the deep forest of glowing sea trees we find a first potential monster that would be the death of us.
We could role-play and fire some torpedoes at it, although there are no lethal weapons (unless you count a knife, but who would want to go with knife against this electric monstrosity (NoX probably))
Or we could exit the sub and play with our gun (it's only stasis rifle but for now we can imagine it's Blasta Rifle)
Ok let's head back to our sub and explore more. And if you are wondering, yes there are Tentaculat like creatures...
Fortunately they do not zombify. Unfortunately they have EMP kind of attack that disables the sub. Not sure if it drains whole battery. Being in creative mode I've got energy restored after few seconds.
What's more in the depths. How about them big bones?
Or this big alien structure?
And I'm beginning to get lost in the underground. This also looks fascinating and scary
Time to get home, but where is the exit?
Oh, I think I've made it.
Now let's take a trip on the bigger sub.
Well damn, do you see anything? Imagine going even deeper with this thing. Fortunately it has a slot for 1 vehicle, but it is so big and clunky. Fortunately there are 3 cameras to help.
We could also drop in our power suit. Though it is still beta and the suit doesn't like to auto stabilize.
Hope they will fix it as it looked and felt very strange to walk tilted that way.
Anyway that's about it for this small presentation. I'm pretty sure if Firaxis will make TFTD version of XCOM it will not be that dark and scary which is a shame. I liked TFTD and would like to experience it in far more scary way.
Xcomutil doesn't generate them naturally, but you can get it to generate other such gems as underwater port or island resort maps, or even play a normal alien sub recovery mission in part of a ship mission that has been submerged. Conversely, underwater maps at ground elevation and their eerie monochromatic sand.
The underwater land maps are quite nice actually, and suggest ports or island resorts that have sunken under the sea. However, you do have to excuse the edges of the maps and the underwater 'waves'. Pretend they are oil waves, like those glass rectangles curios that are filled with dyed water and oil to emulate a wave motion effect when shaken.
8-Bit Hordes is the follow-up title to the Real-Time Arcade/Strategy game 8-Bit Armies. With a colorful, blocky voxel art style, 8-Bit Hordes is a fun take on the fantasy RTS genre which is easy to learn and play yet fun for players of all skill levels.
Collect resources, build up and defend your base, amass your army of orcs or humans and ultimately crush your opponents! 8-Bit Hordes features offline single-player missions, two-player cooperative missions, AI skirmish mode, and Player-vs-Player Multiplayer modes running on dedicated game servers.
To be released and become available on Steam in August.
How much memory on each disk as well. Of course I mean the Original I did post in the right forum section...right? (Looks around) Yup i'm in the right place.
Ah, but you can never be too careful these days thanks to the 2012 Firaxis reboot. I've already seen a conversation (elsewhere) about Psionics where both parties only realise they're talking about different games part way through the conversation.
Depends on what version you are looking at. Amiga 500 was 5 floppies, Amiga 1200 was 4 floppies and Dos was 3 floppies. I'll have to get back to you on the space used though, too busy at work to pull out the reference floppy drive and check.