It's a Friday! And I'm on leave! It is therefore a most excellent Friday!
Curbing my exuberance a little, I'm only on leave because of the planning ahead by past-me---July has no gazetted public holidays, and thus I decided to just take some paid time off to create a random long weekend. It's not just for July, there were a couple of other months where this was going to be a problem, and a similar set up was made.
After all, what's the point of amassing paid time off when I have no intention of travelling overseas for quite a while yet?
But back to today. I had the best run for Gunfire Reborn yet, reaching about the half-way point in the third of four acts. This run saw me use a weapon that operated like a shotgun, and it got me thinking about why I was more successful with this run as compared to all the others that failed much earlier.
I think it has got to do with my personal reflex coordination between my left-hand keyboard movement and right hand mouse-aiming. Shotguns in most games involved a shoot-and-scoot method---fire the weapon, and as one was undergoing the [long] reload animation, strafe to the side to dodge attacks until the reload is complete, then aim and repeat. It was something that I learnt/got comfortable with from the old days of Doom and Doom 2, where the shotgun/super shotgun ruled supreme, complete with the Alt-key strafing when one used the default keyboard-only configuration (arrow keys controlled movement, there was no vertical looking, and holding alt-left/alt-right strafed left and right respectively, like the modern day use of A/D keys under the WASD-scheme).
For rapid-fire weapons like rifles/chainguns/pistols, circle strafing was needed. This required good relative motion coordination between the strafing movement from the left hand, while keeping the reticle aimed at the target at all times. The room for error in terms of dodging attacks was much tighter, since one was not maximising the distance that one could dodge through moving orthogonal to the shot fired by the enemy, but was instead moving on a curved route that far shortened the effective orthogonal distance.
I think I'm bad at that. Moreover, shotgun-type weapons were much more effective in dealing with a large group of mobs---literally fire into the throng, and strafe-left/right to dodge, with aim mostly optional. Single shot/rapid fire guns still require good aiming and thus some kind of lock-on, and as a result, requires a much higher reaction time than what I'm used to.
Ah well.
Gunfire Reborn scratches that itch of a first-person shooter rogue-like. I mean, I played Ziggurat but found the maps too square/limiting, wanted to complete Rogue Shooter: The FPS Roguelike, but that game was effectively abandonware. I do have Tower of Guns hiding around somewhere, but have no real reason why I didn't play it.
But to be fair, I only learnt of Gunfire Reborn from this years SGDQ run. It looked fun, was sufficiently fast paced (quick to start, short enough runs), and yet without the kind of boxing-in claustrophobia from allied games like The Binding of Isaac: Rebirth.
Some time back, I accidentally started Firewatch that I had installed on Eileen-III via the GOG Galaxy launcher. I was naturally quite confused, but just went ``eh fuck it'' and played it. The game was not particularly long, but it had lovely scenery that was antithetical to what The Long Dark had (think forest in summer compared to the Canadian tundra). And yes, I have The Long Dark, and love what it represented, having watched quite a few playthroughs by Zisteau, including his latest advanced tutorial series, but that's a sidetrack.
Firewatch. I didn't know what I was expecting, but for the 3--5 hours of gameplay, I found myself having a kind of fun that I have missed for quite a while. I know it's a ``walking simulator'', but really, sometimes all I want is just a relatively relaxing game to help me walk away from the walls that define what what my current life is like. And Firewatch does that wonderfully. No regrets for that discovery that I had accidentally ran that game some how.
In some ways, due to Firewatch, I've also started on Shadow of the Tomb Raider, the last of the trilogy of the modern Tomb Raider series. The thing about the new reboot (it's been about 10 years since the reboot) is that it was a much grittier and realistic depiction of Lara Croft. The graphics saw a big boost in quality compared to their predecessors, but this was more of a product of the times than anything, but also the shifting of the more whimsical and ``friendlier'' style of the past into something a bit more realistic. I remembered seeing my first death of Lara Croft in Tomb Raider---she was very graphically impaled. I didn't remember any of the Tomb Raider games showing death so brutally, and was fairly shocked.
And here's the thing, I'm not the only one.
Brutality aside, the new Tomb Raider series does have lovely scenery at a higher fidelity than the stylised stuff of Firewatch or even The Long Dark (I'll play it soon! I promise!). And playing the latest edition (a circa 2018 game(!)) on Eileen-III is definitely a treat.
Okay, I think I've exhausted what I wanted to write. Going to grab a bit more whiskey (it's still my day off, despite having been summoned for 1.5 h to solve a small-ish PRODuction issue (sighs)), and continue on my adventure in Shadow of the Tome Raider, even as I listen/half-watch some the latest hijinks from the Hololive members.
Till the next update.
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