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Team up as two quirky construction workers in this fun 2-player co-op platformer! Carry a fragile glass window through colorful levels filled with challenges...

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Aeromachina: Test-Flight Demo Review

Every year when the Steam Nextfest rolls around, I scroll over to the filter and search for the “Flight” tag. Frequently I am disappointed, but rare is it that I am so surprised and delighted.

Aeromachina is an upcoming PS1 styled 3D metroidvania platformer developed by a 3 ship formation under the designation Meteor Magic Games. While the game itself may still be on approach, the developers have provided a generous demo for us to get to grips with their take on the genre.

The demo straps you into the mechanical boots of Bogey, a sentient android seemingly built of spare aircraft parts. After a quick briefing from their handlers, you are thrust into the demo, a diagnostic training mission to assess Bogey’s capabilities.

Movement

From the moment you touch start moving it’s clear that, like any classic platformer, the controls have been rigorously assessed and tested before being declared airworthy (even for this refined test flight). Movement is tuned to be smooth, fluid, free, and, fast as is befitting such an advanced airframe as Bogey. The wide range of abilities you unlock over the course of the demo can be keenly chained together to shoot high and fast across the terrain and the camera is right there with every soar and swoop, gliding behind Bogey amplifying the sense of speed and power.

Combat

Accompanying these refined platforming mechanics is the deceptively simple hack and slash combat. While it starts off seemingly plain, a simple 4 hit combo, it soon reveals that the challenge is less in memorising fighting game style attack combos, and more in manoeuvring both yourself and your enemies into the optimal position and timing the perfect attack. Just as a dogfight should, which is a breeze when combined with the game’s snappy and responsive controls. Judicious use oyour movement abilities to avoid and reposition, aiming your weapon’s knockback, and sprinkling in some of your unlockable abilities to juggle and interrupt enemies, turn the battlefield into a joyous playground for a clever and creative player to dominate.

Enemy composition also plays a part in shaping fights. The demo has 3 main enemy types, dashing melee attackers, pesky hovering chip damagers, and slow but devastating backliners. It’s clear that the developers have taken a tactical, deliberate, and intelligent approach to considering how these enemy types work together and with the level, and have used this analytical design to engineer combat encounters that feel challenging and tactical and unique each time. Just as in the Arkham games, you’ll approach each fight, your mind firing on all cylinders, picking your line and shaping your strategy. Level Design

To support the sky high movement and flowing tactical combat, the developers have crafted a completely wonderful environment for you pit your skills against. The lovingly and logically constructed map sprawls out as you progress, teasing new and exciting routes to take, all hiding new challenges, upgrades, and abilities. Every room has some sort of seemingly inaccessible platform or door, or an upgrade that’s just out of reach, teasing the player’s brain into considering their movement options in new and exciting ways. As the player’s toolkit expands, the map starts to introduce long stretches and deep drops to really let the player flex their mobility and sate their need for speed. The result is a completely wonderful 3D metroidvania platformer map that reinforces and celebrates its mechanics and invites players to achieve not just mechanical competency, but domination.

Style

The game also boasts strong aesthetic chops. I know I’m not the first person to compare the demo’s meandering military base to Metal Gear’s Shadow Moses from all those years ago. The PS1 era jagged polygons and stark military blacksite facade make the comparison unavoidable. The game’s HUD is a true treat as well, with the stark green readouts evoking the HUDs of real life fighters that would be familiar to any Ace Combat fan. The velocity and altitude readouts are even functional, allowing the players to put numbers to their breakneck pace. This sort of retrofuturistic high tech military aesthetic extends right through the demo, even showing the wireframe of Bogey’s model when obscured, turning an inspired quality of life feature into a memorable and thematic statement which reinforces the game’s identity.

Character Design

The character designs are also instantly identifiable, memorable, and charming. The artstyle prioritises strong vibrant colours and striking shapes and silhouettes reminiscent of the best mascot platformers of the era. I am particularly reminded of the designs from Sly Cooper or Mega Man Legends or Battle Network. Bright stunning colour palates coupled with clear and unforgettable designs.

The Details

The thing that makes me particularly excited for a full release though is that this demo has what separates a merely good game from a memorable one: A resolute identity displayed through the details. Firstly, Aviation. Bogey’s character design is full of them. The WWII era fur lined leather jacket, the military crash helmet with the hornet style fins, the main weapon being a propeller, hell, Bogey’s tail is a carrier arresting hook! The save points are windsocks, the HUD is straight out of an F-16, the gun is called “the Vulcan”. If you have any affection for Aviation, you will find some detail in this game to delight you just as much as it did me.

But besides that, and possibly more importantly, these developers have an unmistakable sense for “cool”. When you come to a landing at high speed, bogey slides to a stop with an accompanying tire screech sound. When realising the heavy tank enemies exploded and dealt damage to me when defeated, I engineered my next combat encounter to use this to take out several weaker enemies, At one part of the demo I was in a room with a glass floor. Having just unlocked the stomp ability, my course of action was inevitable. A lesser team may have just moved on, not taking any notice of the opportunity here, or not taking care to engineer it in the first place, but Meteor Magic understood the assignment and I sent Bogey crashing down to the level below in an awesome shower of glass.

These developers clearly love all aspects of aviation and are keen and devoted acolytes of the rule of cool, and they pour this love, care and passion into the game to bring it to life wish a strong, razor sharp identity.

Verdict

This game may wear the facade of a retro 3D metroidvania platformer but it has the soul of a white knuckle fighter jet canyon run. This demo has displayed some of the best 3D platforming out there in the indie space, frenetic, fast, free flowing combat, great character designs and a definite commitment to fresh, striking, and just plain cool identity. I know this is a demo so it only gives us a limited snapshot of what the full release could be but honestly, that only excites me more. I want to see these characters shine in a full release. I want to explore the mysteries of this world. I want to take on more platforming bosses and challenges that make you feel like a top gun fighter pilot, expertly and effortlessly, manoeuvring around obstacles and skimming certain death by a mechanical hair. I want to see the clear joy, talent, and deliberate intent that went into this snapshot spread over a larger canvas. And if this demo is anything to go by, then these devs can deliver.

This game makes me feel like a finely tuned, graceful and deadly anthropomorphic piece of military hardware just as promised. I look forward to the full release.

https://store.steampowered.com/app/3744860/AEROMACHINA_TestFlight/ https://meteormagic.itch.io/aeromachina-test-flight

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Well that makes sense (photos.app.goo.gl)
submitted 6 days ago* (last edited 6 days ago) by anonymoushobbyist@lemm.ee to c/gaming@lemmy.ml
 
 

It may look blurry. Click the image to open full & clear image. Apologies for the link but lemmee wouldn't lemme upload image.

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Sly Cooper was once my favorite video game series. I still love it, as many of us do, but it has been a long time since we've seen a new entry. In this video, I track the history of this iconic franchise and the rise of its creator, before ultimately asking what happened to Sly Cooper?

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And so it begins

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What’s behind Tazmily’s calm and relaxed facade? Is Mother 3 simply a story of brotherhood, death and unnatural chimeras, or does it relate to all of us somehow? Only one way to find out...

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cross-posted from: https://lemmy.world/post/30951050

It's actually fucking here! Let's fucking go!!!!!!

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Played for 40 hours and completed the main quest on the base version that's available on PC Game Pass. Didn't try any mods

I was excited to play Fallout 4, it's one of the few games that made me want to upgrade from my Xbox 360 back in the day when I didn't have a PC.

Sadly tho, I ended up being disappointing and mostly annoyed with this game mostly because of two main things: how Bethesda Softworks has curated quests in this game and how the story just ends abruptly.

I like the promise of a journey to find your missing son but as soon as that plot twist in the Institute comes, the game just sort of...dies. Not a lot of story after that point as I did like only two more quests after that in the Minutemen faction. All of that felt very abrupt and anti-climatic and I hate that I saved the robot version of my son only for him to disappear?!

But what really ruined my experience were the quests...the infinite quests. You see, I had finish the Next-Gen update quests at the start of the game without knowing anything and was very over-powered and that coupled with the extremely insulting way those quests just kept sending me to the same locations again again just made the game feel so mechanical and soulless and then you had to do them a bunch more times for the Minutemen to unlock the final quest?! why and not to mention that near the end my quest log was half full of these fake quests

I enjoyed how fluid the shooting is, it's easily the best improvement over the previous games but hate that the dialogue wheel is just now a dialogue flavor wheel. You get four options to choose from and most of the time they just say stuff like "Go on. or "Okay" which is needless and lazy

Overall: 6/10 I did have some fun with it and I liked the premise of the story at first but for someone who doesn't do mods a lot and is interested in experiencing the story and hand-crafted quests.....this game just feels shallow. I'm ready to be over this game and go back to playing something indie and much more compelling

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I knew I would love Promise Mascot Agency when my new co-worker, a severed pinky finger, asked for help to murder the corrupt mayor and bury his body in the woods. It would be a good bonding exercise, she said. Pinky, which actually is her name, is a star, but this game is a veritable galaxy full of stars. Its approach to gameplay is… unique, and it doesn’t always stick the landing, but the jump itself is so impressive you can’t help but give it a 10 anyway.

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I like listening to oldschool videogame music. Recently I listened to some music of games I never played and one song in particular blew my mind. Its wonderful and since it lives rent free in my head, coming back to it over and over again. I'm loving it.

Listen on:

"Sacred Somnom Woods" in Mario & Luigi - Dream Team for the Nintendo 3DS. The composer is the well known Yoko Shimomura, also known for work on Street Fighter 2, Kingdom Hearts and many more legendary games.

To me this track has this Breath of the Wild or Tears of the Kingdom vibes to it. Because I did not play the actual Mario & Luigi games, I always interpret this as a Zelda song now. Its name does contribute to this factor too! Do you also have sometimes game music that captures you?

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Life can be difficult sometimes, that’s true for everyone, and oftentimes we might find ourselves needing a little help to get through some of the tougher days. Today, please join me as I take a bit more of a personal look at Stardew Valley, and explore how it helped keep me calm during a particularly difficult time in my life.

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Alternative link: https://skipvids.com/?v=BA_HMsznNKg (Ad-free and does not use YouTube directly)

Technical explanation of why almost all Nintendo 64 games looked so blurry. Kaze Emanuar is an expert in this field and does lot of Romhacks and Mods and creates his own Super Mario 64 games with it. So he is quiet knowledgeable.

Note: I recommend watching the video at 1.4x speed, or at the very minimum at 1.25x speed.

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SteamOS (updated page) (store.steampowered.com)
submitted 4 weeks ago by JRepin@lemmy.ml to c/gaming@lemmy.ml
 
 

SteamOS is Valve’s Linux-based operating system. It features a seamless user experience that's optimized for gaming, while retaining access to the power and flexibility of a PC. SteamOS plays tens of thousands of games on Steam, and we are constantly testing the Steam catalog for SteamOS compatibility. It's an open Linux platform that leaves you in full control, and you can install new software or content as you wish. By default, the Steam Client serves as a user interface and provides connectivity to our Steam online services, but you can still access the standard Linux desktop. Users should not consider SteamOS as a replacement for their desktop operating system.

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A friend an I just remembered these games existed, and we really enjoyed them when we were younger. Thing is, we don't know of any place to get them on PC, much less where we could get co-op working. Is this a series that can be played co-op on PC? In any way?

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Weirdly feels like its a little short on buttons though... 🤔

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