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PaterAlf: Game is fun to play.
Well that is how they're supposed to be :D
Anyhoo, glad to hear ya had fun with your selection :)

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Journey Update

Pic 5 - Patrick presses a bit farther on, and meets what appears to be one of the butlers from the haunted mansion.

Pic 6 - After a bit of untoward rudeness from said apparition, we meet Jerimiah(the head of the Covenant clan) who tells us about his terribad case of boneitis for a bit......after which he then asks us to do our best impression of the Scooby gang by investigating some odd things here and there.

Pic 7 - Our first encounter with a foe, Patrick starts to wonder "what are they putting in the kibble around these parts?"

Pic 8 - "Poor Ms Nonameson...she shall be missed"
*Patrick nods to Jerimiah, who puts a help wanted ad in the local paper*

Pic 9 - Patrick meets back up with Jerimiah, who is bravely surveying the situation from behind his big comfy chair.
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bluethief: Did you play it? I'm not a big fighter fan, but I always preferred the 2D ones over 3D. But I played a lot of Tekken 3 back in the day.
I played it ages ago.It had combos and super moves but there was a tag team mode where you coudl switch between players and get an extra special for various sets of characters.

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bluethief: Taking into account the year this thread is based upon, it's crazy to see where I was and who I was in 2001 compared to where and who I am now.
Congrats. Who knows what there will be in 20 years time.
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bluethief: Taking into account the year this thread is based upon, it's crazy to see where I was and who I was in 2001 compared to where and who I am now.
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§pec†re: Congrats. Who knows what there will be in 20 years time.
Heh, in my case, sitting in the exact same place in the exact same room, around this time of year likely even wearing the same clothes, except the socks and underwear, heartbroken after someone who never gave me a chance and half-dead with anxiety. Now the furniture's different, the computer's different, these "house clothes" are torn and sewn and patched, the reason for the heartbreak is someone who did give me a chance but then left and took any hope of any life worth living with her, and those for the anxiety are also in part different but no less, in fact possibly worse.
Wonder what I was playing in 2001 though. Have a pretty good idea since 2002, because 2002-2005 is when things were different (see heartbreak reason above), and after that I started tracking every little thing i do more and more compulsively, but 2001... Hmm... Probably banging my head against HoMM3 with no success, but other than that... Maybe Escape from Monkey Island, but that might have been early 2002, in which case Curse might have been 2001, though it was probably earlier. Might have still had Age of Empires: Rise of Rome and Starcraft: Brood War around, but if so probably mostly to play with the editor, after having given up on trying to push through (admittedly, in case of BW just on the second to last scenario I think). Not sure what else... Think Betrayal at Krondor was in 2000.
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tag+: Congratulations bluethief & family! More happiness to all of you! Enjoy & support each other in your long and very prosper lifes! :)
Thank you :)
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§pec†re: Congrats. Who knows what there will be in 20 years time.
Thank you. Let's hope in 20 years from now we can all be better than now. Although, as things are in the world today, the future doesn't look to bright unfortunately.
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Cavalary: Heh, in my case, sitting in the exact same place in the exact same room, around this time of year likely even wearing the same clothes, except the socks and underwear, heartbroken after someone who never gave me a chance and half-dead with anxiety. Now the furniture's different, the computer's different, these "house clothes" are torn and sewn and patched, the reason for the heartbreak is someone who did give me a chance but then left and took any hope of any life worth living with her, and those for the anxiety are also in part different but no less, in fact possibly worse.
Sad to hear. Hope things will get better for you soon. Anything I can help with, let me know. Best wishes.
Post edited March 18, 2022 by bluethief
Edit: Magic! :)
Post edited March 19, 2022 by tag+
Yeah... Shouldn't have shared that here...
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bluethief: Thank you. Let's hope in 20 years from now we can all be better than now. Although, as things are in the world today, the future doesn't look to bright unfortunately.
Eh, who knows, maybe the world will be swell in 20 years time: Gotta remain optimistic, I say :)
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bluethief: Thank you. Let's hope in 20 years from now we can all be better than now. Although, as things are in the world today, the future doesn't look to bright unfortunately.
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GamezRanker: Eh, who knows, maybe the world will be swell in 20 years time: Gotta remain optimistic, I say :)
Well, there will definitely be swelling in the world, of bodies of water...

Meanwhile, that's a strange thing to find deep underground...
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I got sidetracked for a while, but I've played a bit more Anachronox. I think I'm about 6 hours in now. It actually picked up a bit, but I'm definitely not going to finish it this month. I'll just keep going until the end of the month and then see if it's something I want to continue. Picking an RPG probably wasn't the smartest idea.

I made it to the second planet, Sunder, which is basically the scientific centre of the game's universe. However, scientists with unpopular views are being labelled as heretics and exiled from the community. There was some interesting NPC dialogue, and I was curious how the game would tackle the theme.


[spoilers]


Then the planet exploded, killing all of its inhabitants (except the scientist you're there to find to begin with, who joins the party after you escape). Wasn't expecting that. Afterwards your party spends 2 weeks stranded in space, which included some scenes I actually found pretty funny. Then you end up at the third planet, Democratus, which is where I stopped.


[end spoilers]


The gameplay lately has mostly involved solving puzzles and using the character skills, which I honestly prefer to the combat.
Post edited March 26, 2022 by Suicide_Angel
Time travel #8 - 2002 is now live: https://www.gog.com/forum/general/time_travel_08_2002
Hello everyone!

Wow, how fast the time passes by... already another two month have gone by and bluethief started the next time travel into the year 2002!

Well, let me tell you something about my experience with both submarine simulations of yore, starting with
- "Silent Hunter II", and continuing with
- "Sub Command"

So, in principle both are treating the same subject matter, but their strength and weakness and hence their gameplay are entirely different!

"Silent Hunter II" lets the player taking the helm of a German diesel-electric U-Boat in the battle for the Atlantic in WWII. Their maneuverability and speed is significantly higher at the surface than underneath the sea! On top of that, the time which an U-Boat (German for "Untersee Boot" = literally translated 'undersea boat') can remain diving at the bottom of the sea is severely limited by oxygen (actually CO2 accumulation) and available battery power for the electric engines. (For this reason some do not even deem them to be called actual 'submarines' but 'diving boats' = "Tauchboote" in German.)

The game at its release was heavily critizised for not having a dynamic campaign, but rather an asortion of individual special missions--a collection of various historic missions and U-Boat activities by many different U-Boats, different crews and captains.
For me, this mission structure is actually an advantage over the more dominant dynamic campaigns in the sequels (especially, "Silent Hunter III" and "Silent Hunter IV"), because it guarantees the player to see some real action in every departure from port!
The so-called 'dynamic campaign' with ramdomized patrol routes or zones in the sequels often causes huge stretches of game time without any significant contacts or without convoys within reach of your U-Boat.

Then, what else makes this older iteration still interesting for me or newcomers?

For one, it was the first old school submarine game to integrate a functional, directional hydrophone accompanied by a superb sound scape, also when diving and in particular when going deep down! You can not only determine the rough direction from where another ships engine/propeller sound comes from, but further more are able to distinguish between slow 'chucking' merchant ships and fast 'running' warships and even get an idea of their respective speeds!

Secondly, it is all about aproaching your detected target and determining a proper target solution and putting it into the TDC (Torpedo Data Computer = "Torpedovorhalterechner) which enables to shoot the torpedo in such a way, that it takes the target's current distance, course and speed into consideration to achieve a hit.
Unfortunately, the game does not allow for an entirely manually detection and solution finding for targets without a little bit of self restrain on map use or some modding. A valid solution on enemy position and course will always be depicted by the real psoition and orientation of a ships keel symbol on the ingame map.

[picture 01]
Only when your crew has some uncertainty, e.g. on greater distances or while you are diving, the game stops updating the known absolute positions and replaces them with relative position/direction cones (which I think is neat and more welcome than the too precise bearing lines in the sequels).
Although, quite basic the game provides sufficient map tools and other measurement instruments to determine or calculate individually the relative bearing (direction to target), its heading (target's course), its speed and its current distance in one or the other manual way. (Some math, especially trigonometry required!)

For instance, you could turn of the auto-display of target data on the map and instead use your map tools to measure or geometrically construct a solution for your distance, you could adopt course and speed of your target to approximate it, or calculate it by how far it travels in the span of 3 minutes and 15 seconds (speed in knots = distance in meters travelled in 3:15 min. divided by 100) (I prefer scaling it down to 1 minute and 5 seconds loosing some accuracy) or identifying your target vessel in the recognition manual (database) and using total ship length and maximum mast height for different calculations estimating current speed and distance.
Despite being a little crude on the outlook and lacking the automatic transfer of the estimated values into the TDC (which the sequels do have by the click of a button) you can still perform manual target analysis in "Silent Hunter II", or let the computer determine a solution for you whose accuracy increases with the amount of time you let it before setting off your torpedo.

[picture 02]
Another great feature that was removed in stock "Silent Hunter III" and "Silent Hunter IV" and only brought back by modding is the always available side panel from "Silent Hunter II" which has individual tabs for the helms controls, the TDC (& weapon firing system), the crew commands, and for the recognition database.
By the way, the prerendered fixed station screens are much faster to navigate than the 3D interiors and convoluted interface menus of the sequels. (An additional plus in my point of view!)

[pictures 03 & 04]
After you sent your 'fish(es)' (torpedo(s)) it is time to dive, usually deep, and to change course in order to avoid counter attacks by destroyers throwing lots of depth charges at you!
And here again 'shines' "Silent hunter II" among the contemporaries, with an optional external 3D camera while diving, fixed to your boat but freely rotateable! (The fixed part only modded-in in its sequels.) And an emphasize on atmosphere with every underwater creaking sound of your boat, explosions, flooding, etc.
Too bad, if the seabed does not allow for hiding in the depth--deadly!

[picture 05]
You are able to save freely out at sea, but have to finish every mission by returning safely back to port. Keep paying attention to fuel consumption, because midsea refuling was not fully implemented in "Silent Hunter II".

Overall the graphics are serving their purpose, ship models are relatively detailed, waves are modelled (but not astonishingly as in the sequels), GOG's version already allows for surface reflections, changing day-night-time cycles, and various weather conditions. A minor thing, the land masses are vector-based and not composed of large squares as in both sequels!


I had a lot of fun playing it again and even continued returning to its mission-based campaign after having started "Silent Hunter III Gold", as well, for I prefer the ease of use and quick responsiveness in both the user interface and the mission's design. The sequels improved a lot about the actual sailing on the ocean, but also introduced maintenance-heavy crew-fatigue management and more cumbersome interfaces!

Something I am still going to re-attempt, is to save the Bismarck from its historically correct demise!

Kind regards,
foxgog
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PaterAlf: eached Rank C in Icy Tower and I accomplished that faster than I thought I would. Game is fun to play. And the good thing is that each run only takes a few minutes at best (very often it is over in under one minute). So it's the perfect game to play when you don't have a lot of time or just want to waste some minutes.

Rank B might be possible for me, even if I'm not sure I can do a 35 floor combo.
In the end the 35 floor combo wasn't the problem. But I never made it to level 300 and so I'm still on rank C.

Will keep the game on my computer though. It's a good way to spend some minutes in between other games.