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Gede: (SWAT: Sling Warheads At Target)
Don't do that. I have to go shopping tonight. :)
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drmike: Don't do that. I have to go shopping tonight. :)
They are the ones teasing us with the bullseyes!
Thank you zeogold for hosting this giveaway.
Thank you gixgox for the donation of 'MDK'.
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zeogold: Giants: Citizen Kabuto (†)
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ciemnogrodzianin: I'm just fighting my way through MDK and it strongly reminds me Giants played years ago. May I ask for the key?
Granted.
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Gede: Is Still Life 2 still available? I think I may as well take it for a spin, seen as it is not getting much love over here and I am at least curious.
Also granted.
Post edited November 27, 2017 by zeogold
One more time - great thank you to gixgox and to zeogold for hosting the party!

I don't know how it works, but sometimes I think playing new games will never be as awesome as replaying games from the past :) Are the games different today or is that just nostalgia factor?
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MarkoH01: Yeah, GOG changed those settimgs for evverybody when they tried to prevent some spamming.
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Gede: GOG's crack anti-spam SWAT team occasionally fails to erase some of the tracks related to their tactical and precise intervention.
(SWAT: Sling Warheads At Target)

Of course, I'm glad they take notice and do something regarding spam.

Is Still Life 2 still available? I think I may as well take it for a spin, seen as it is not getting much love over here and I am at least curious.
Just don't expect no Still Life 1 since this was a great and really exciting thriller game imo. Still Life 2 ... well still some of the characters are there and it's not only bad it just is not able to reach the heights of part 1.
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bler144: So far I've only played 1602 and 1701 - 1701 does the best job with the tutorial (so hardcore fans of the series bash it as too easy), and even then I'd say it's one of the more challenging city builders I've played in the early stages, at least for me - in part b/c it will more or less force you to trade for some goods and master the interface and logistics for doing so while also juggling the actual design/build.
Well, my first attempt at this game just came to a screeching halt as I ran out of tools. I saw it coming with some 15 tools left in stock, and thought for a bit I would just squeek by with an iron ore mine, smelter and smithy - but then I discovered that I'd need brick for the smelter, and just didn't have enough tools left to also build the quarry and conversion building for that. *sigh*

It felt like a pretty nice game though. Very similar to Banished with its production chains and types of buildings, but then with feel-good pixel art, and I guess some military and trading aspects later on.
Thanks, zeogold, thanks gixgox.

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MarkoH01: Just don't expect no Still Life 1 since this was a great and really exciting thriller game imo. Still Life 2 ... well still some of the characters are there and it's not only bad it just is not able to reach the heights of part 1.
That seems to be the short version of the reviews I read. I don't hold too much of an expectation because of that.
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Gede: Thanks, zeogold, thanks gixgox.

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MarkoH01: Just don't expect no Still Life 1 since this was a great and really exciting thriller game imo. Still Life 2 ... well still some of the characters are there and it's not only bad it just is not able to reach the heights of part 1.
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Gede: That seems to be the short version of the reviews I read. I don't hold too much of an expectation because of that.
I don't normally recommend such as a puzzle enthusiast, but this is one of the few adventure games I would advise playing with a walkthrough. The inventory mechanic makes no sense and gets old fast (read: as soon as it's introduced). Not to mention there are some pixel-hunt-y sections during the crime scene investigation bits.
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gogtrial34987: It felt like a pretty nice game though. Very similar to Banished with its production chains and types of buildings, but then with feel-good pixel art, and I guess some military and trading aspects later on.
Well, it seems inevitable that you will have to trade for tools in just about any scenario I've made it through. You don't unlock the mine/smelt/tool combo until far enough along it seems unavoidable to run out.

And depending on your starting island you may be squeezed out of tobacco as well, and for economic reasons need to acquire it by trade to advance your citizens before you can colonize and start farming/curing and then ship it home.

I think that's why this game is harder for me than most, is I don't tend to think trade first, and here it seems like the design is going to force you to trade early and often.
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zeogold: I don't normally recommend such as a puzzle enthusiast, but this is one of the few adventure games I would advise playing with a walkthrough. The inventory mechanic makes no sense and gets old fast (read: as soon as it's introduced). Not to mention there are some pixel-hunt-y sections during the crime scene investigation bits.
... Hmmm... I haven't downloaded the game yet, and I'm already discouraged and having second thoughts...

Seems there is an Universal Hint System for Still Life 2, so I'll be going in armed!

BTW, why do developers think that pixel hunting is a good idea? Back in the days, maybe you could get away with it, since each pixel was the size (and color) of a Lego brick. "That magenta block is a slice of ham. Take it!"

And poor interfaces? Armageddon Empires is a great, great game, but I can't stand to play it because it has a terrible user interface that gets in your way.
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zeogold: I don't normally recommend such as a puzzle enthusiast, but this is one of the few adventure games I would advise playing with a walkthrough. The inventory mechanic makes no sense and gets old fast (read: as soon as it's introduced). Not to mention there are some pixel-hunt-y sections during the crime scene investigation bits.
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Gede: ... Hmmm... I haven't downloaded the game yet, and I'm already discouraged and having second thoughts...

Seems there is an Universal Hint System for Still Life 2, so I'll be going in armed!

BTW, why do developers think that pixel hunting is a good idea? Back in the days, maybe you could get away with it, since each pixel was the size (and color) of a Lego brick. "That magenta block is a slice of ham. Take it!"

And poor interfaces? Armageddon Empires is a great, great game, but I can't stand to play it because it has a terrible user interface that gets in your way.
I would say both is a bit subjective - especially the interface part of it. Pixelhunting for me is not looking for hidden items but having very tiny, nearly unseeable items to find only. Other things like that imo is normal adventuring.
Post edited November 28, 2017 by MarkoH01
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MarkoH01: I would say both is a bit subjective - especially the interface part of it. Pixelhunting for me is not looking for hidden items but having very tiny, nearly unseeable items to find only. Other things like that imo is normal adventuring.
If I recall correctly, Bloodnet did away with the pixel hunt problem. At every location it was obvious which items you could take. It broke immersion a little bit, but you did have other things to worry about.

It is also annoying when you can only take that specific item. Sure, I have seen dozens of pieces of paper, and tried to pick them all up. But only this one seems to be pickable. And by now I already gave up on picking paper. This is another way of making items "hard to see".
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Gede: It is also annoying when you can only take that specific item. Sure, I have seen dozens of pieces of paper, and tried to pick them all up. But only this one seems to be pickable. And by now I already gave up on picking paper. This is another way of making items "hard to see".
Agreed.
Nvm, forum glitched on me for wrong topic.
Post edited November 30, 2017 by HenitoKisou