bohmvelocity.bsky.social
He/Him. Aerospace engineer, Artemis mission analyst at NASA Langely Research Center. All opinions expressed here are my own and do not reflect Agency policy.
321 posts
39 followers
91 following
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streaming a TTRPG feels mortifying to me, but I wish you luck in this endeavor!
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ME2 does not let you equip explosive rounds and infinitely ragdoll every enemy though.
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How far have you gotten? One of the later monsters is a brilliant use of the game's mechanics and I'm excited to see what you think!
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The fact that the earth is some 4.5b years old but the universe itself is only 13.8b years old is so wonderfully strange to think about. We're truly just at the start of this whole thing.
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the new book contains (minor spoiler I guess) a brand new cool cyborg woman sicko, too
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Anyway, that's what I think of White Knuckle! It's currently in Early Access and there is a demo so please try that out if this sounds at all interesting to you.
And of course, if you're not doing so already, follow my curator page for more recommendations:
store.steampowered.com/curator/2834...
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I liked that a lot about it, whenever I screwed up (and I did, a *LOT*) it never felt like it was the game's fault, it felt like it was completely on me. A jump I fudged, or a grab I missed, it didn't feel overly punishing and that I was always in control.
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It's a very stressful, anxiety-inducing game, but I am finding it incredibly fun. It never really feels unfair, there's a number of usable items that you can place on some surfaces to help you climb further, and if you fall you can quickly grab a ledge or anything on your way down and save yourself.
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The other thing the game really has going for it is the vibes, there's shades of Half Life and Portal here, but creepier. The dilapidated facility we're escaping being a kind of Black Mesa or Aperture style one, and a very sinister robotic voice makes disconcerting announcements as we climb further.
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If you're holding on for too long, the hand starts to shake and gooes completely red before you lose your grip. Both hands run out of stamina? You fall. It's simple, clear to read, and very intuitive, but more importantly, an extremely engaging and tense climbing mechanic. Tremendous foundation.
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The gameplay hook of this is remarkably simple but utterly brilliant. You have 2D sprites of a left hand and a right hand onscreen, and you can use them to grab edges and handholds in the environment independently of each other, each hand having its own stamina represented in the hand turning red.
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It feels like the main exceptions to this are when games allow their elite force to be inordinately survivable.
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I have a convoluted thesis rattling around somewhere in my brain about how despite the modern media war on terror obsession with super elite cool special operations small teams, many war games reflect that in real contested equal conflict numbers, pressure and momentum continue to reign.
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I dispute the read that the gods are real a bit. There are certainly powerful entities that call themselves gods.
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I'm the lead dev on a horror-climbing-roguelite called White Knuckle! (2/3 of us are queer/trans!)
If you love, well, anything in the weird genre that White Knuckle is, check it out! It's basically Half Life 1 but swap everything with climbing and then add back in roaches and barnacles.
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Selaco is currently celebrating it's first year in Early Access with a sale, and if you've not played it yet, I'd highly recommend it. It's a retro FPS with slick movement, one of the most devastating shotguns, intricate level design and reactive environments.
store.steampowered.com/app/1592280/...
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and burger flipper
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nightmare hydrolox ssto with no tank volume
still uses rs25s
what were they cooking
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I believe in an interview Josh Sawyer said that the pillars games felt compromised by the demands of a kickstarter audience promised nostalgia for the old infinity engine D&D games versus the development team wanting to do new things.
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How Sekiro makes you feel that progression of your own skills going from fighting genichiro at the top of ashina castle to the first phase of the final boss remains one of my favorite things fromsoft has pulled off.
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I do think a component of it is that good combat design should actually let you lose. In board games and war games this is fine because they're not singular long-form narrative commitments. But a lot of RPGs don't actually cope with losing a fight well, narratively.
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RPGs trend so far behind board games and wargames in making mechanically engaging combat it's kind of embarrassing.
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i'm sure someone has made a good narrative mod for a game at some point, but my stance of 'if a mod includes writing do not install it' has not failed me yet
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One of the great things about 3d printers getting pretty cheap and good is we can now actually play all GW's good games. It's how I've been getting into Man O' War.
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he found you guilty anyways...
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Dead Space 3 is truly one of the most frustrating fumbles of all time and it's incredible how well things could have looped around in the 4 that will never happen
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Just had my performance review today and my branch's deputy had that mug!
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you should uh
read BLAME! and then run with some of the stuff that happens in the later parts
:)
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like its not incredible or anything, but space marine ending with the ultra-paranoid imperium imprisoning one of their own heroes due to his breaking from the pure strict orthodoxy of how things should be is so much better than 2's the power of manly brotherhood beats everything
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space marine is also a much better written game than space marine 2