What are you playing right now?

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The reason I never platinumed Remake or Rebirth, despite loving both, is because of the Hard Mode trophy. I hate trophies/achievements tied to difficulty, especially when you're required to play through the game multiple times.
At least with Rebirth hard mode does change enemy AI and adds additional mechanics to the majority of bosses. These days it's a bit of a rarity with most games being just increasing enemy HP, damage, etc.
 
I picked up robocop rogue city yesterday and spent a few hours on it last night. Oddly enough despite the fact I didn't buy the dlc it still unlocked the blue armor skin, OCP shotgun and pitch black pistol. Apparently it happened to a bunch of people after a patch got released like a year ago but i'm not complaining about free shit

That said its better than I expected it to be. Its violent as fuck when it comes to combat but it isn't all combat. There are a fair amount of side missions. Parking tickets, solving murders, finding missing people and for some reason one of them involved bringing a cop in the shower his bath towel that was sitting on top of his locker that he didn't bring with him for said shower for whatever reason, collecting drugs and stolen shit. Quite a bit of variety

It pulls off the references to the movies and the humor rather well. So far my personal favorite were finding out that bizarre sun tan lotion from the commercial in the first movie actually burns the fuck out of your skin and nobody wants to actually put it on while trying to make said commercial, and getting asked to run a short shift at the complaint registration desk and some literal crackhead nigger walks up and files a complaint bitching about all his neighbors freaking out whenever he takes his dog for a walk. When asked why he has no idea but mentions the dog has red fur so he called him 'fire' and keeps calling out for him while walking the dog, making everybody think theres a fire and spaz out. Ended up fining him for disturbing the peace and starting a panic

The combat is pretty decent and not too annoyingly difficult. At least not so far. You can pick people up and throw them at each other or out windows, toss pc monitors, chairs and a bunch of other shit at people and modify your weapons and skills

I picked it up for like $5 on steam and while I probably wouldn't pay full price for it at that price its definitely worth it
 
I picked up robocop rogue city yesterday and spent a few hours on it last night.
I bought Resident Evil 3 OG on sale a few weeks back. No matter what I did, the steam deck would not map the controls at all. Followed a few guides but this is the only game that refuse to map controls to the Steam Deck controller. After an hour, refund.

Picked up Rogue City and also bought Kiwami 1 on sale because I don’t feel like fiddling with the GOG version on my deck. I’ll probably play those this summer since I loved Yakuza 0 and Robocop movies.
 
Playing Silent Hill 2 Remake and enjoying it despite the fiddly dodging and weird ammo conservation issues (I had like 80 bullets and a single boss/monster hallway section brought me down to 20).

I just want to say 'combine the medical hose with a bent needle to fish out a key' is FUCKING BULLSHIT as far as puzzles go.
 
I've been smoking and playing Scrutinized the last couple nights. I mainly play detective mode, and that's due to the weird bugs the AI enemies have in the normal and nightmare modes. If you haven't played it or seen it played, you're essentially an armchair detective. Go over suspicious person reports, find the suspect and use different tools to go through their phone and social media to either gather evidence if they're scummy or just shred it if it's a benign and false report. Fun if you're in the mood to investigate the residents of Montana.
 
My eh on Cruelty Squad was immediate impressions. I'm hooked on it now. It's extremely well-made.
It does grow on you, doesn't it. Fuck those Gorbinos tho. Worst part.

There's another "Here's a big ol set piece, now kill these people in it however you like or is viable." game called Pigface and it's been compared to CS. Anyone here tried it?
 
I picked up StarRupture a few weeks ago and bugs aside (and boy howdy are there a good handful of them, not including the actual literal jerk-ass bugs in the game, called "vermin"), it's gotten its dirty little tendrils into my brain and won't let go.

It's a factory builder along the lines of Satisfactory, with a few unique mechanics that make it just different enough to be compelling and fun despite first appearances as a simple clone.
  • Items move between machines via "drone rails" implementing a "pull on demand" logistics system rather than dumb conveyors with dumb or smart loaders. Even if there's a clean route from one machine to another, and the source machine is full, if there's no demand for its output, it won't empty itself onto the rails (items with no valid destination wind up "stuck" on rails and are considered an error condition you have to manually correct). Each item travels the rails on its own drone (you don't have to manufacture these; they just "exist") and can path to any reachable demand (so splitters and the like don't need "smarts" -- the items themselves go where they're needed if there's a path to it).
  • Every hour or so the planet you're operating on gets bathed in what amounts to a planet-wide life-scorching solar flare eruption. If you're not inside a habitat (or the below-ground (current) end-game stuff) when it hits, you're dead. There's no surviving it with personal equipment. You must be indoors. All machinery (miners, manufacturing, rails, etc.) shuts down. Once the rupture is over, the planet is left in a "burned up" state for about 15 minutes, during which time there are no enemies, and unique items are available (vines get burned away revealing hidden caves with rare items, pods open up to reveal eggs, ponds dry up revealing other eggs and consumables that vanish once the water comes back, burning rocks are spawned, etc.).
  • The asshole bugs ("vermin") don't actually destroy your stuff, but they contaminate it. If they do it enough, individual machines stop working. If they do it more and/or manage to shut down the local "base core," the whole area becomes physically toxic (increasing your "infection" percentage until it reaches 100%, which then slowly drains your health until you die or flee). And that's before you rank-up or upgrade your base cores, which turns the game almost into a tower defense type of thing by causing regularly-spawned waves of asshole bugs to swarm your base. Oh and they'll cheerfully attack you personally as well if you're around to witness their attacks and unless you're well-equipped and upgraded, they'll push your shit in every time. Fortunately in the current builds you can easily outrun them, so hopefully you've set up defense turrets at a nearby base you can lead them to or a rupture is looming to fry them, because otherwise they don't ever despawn.
  • You can build anywhere on the planet, but machines can only operate within range of a "base core" (which you can build anywhere, provided you can adequately defend it). It auto-cools all machines in range following a rupture so they start working again on their own without intervention. Power flows through rails (and rails can operate outside base core range normally) so you can centralize power production if you want, but every building carries a "heat burden" that contributes to the base core's total capacity too. If you exceed the limit, stuff still runs fine until the next rupture, but afterward the core can't cool anything down so you have to go restore everything by hand.
  • Literally everything is constructed on a single grid, planet-wide. At least I haven't found a way to convince the game to let me build something without it. It's a bit restrictive at first, but it's pretty damned nice being able to build walkways from one base to another, even a kilometer away, and have it all line up when you get there. There's also an annoying half-baked "stability" check to prevent you from building physically unlikely constructs like "an entire factory floor with a hundred machines suspended 50 feet in the air with one pillar in one corner holding it up off the ground," but building multi-level factories is an absolute pain in the ass because of it and because of how few floor/pillar structure options are available (i.e. 1 each).
It's in early access, and has had one major "content update" since launching in late 2025, but they've seemed pretty good so far with regular updates for bugfixes and the like. The biggest issue that seems to get the most complaints is the drone rail pathing. There are legitimate bugs in how pathing works that make certain designs non-functional, the biggest being that items will never take a less-optimal path to avoid a jam, even if doing so would ultimately yield higher throughput. Items also never re-path once they've departed their source machine, making it possible to "strand" items on rails by deconstructing their destination machine before they've reached it. They just stop moving at the closest junction (or the end of the rail) to the destination. Sometimes they'll recover if you reconnect the rail to another machine with the same demand, but usually once an item drone stops on a rail and starts beeping, you have to rebuild the rail to unclog it.

The pathing behavior also makes several rail features functionally useless, namely the 1-to-3 or 1-to-5 splitters if you're using them to increase throughput for one type of item along multiple rails. Once one rail fills up, they won't start taking the next rail over; they'll just stop at the clog. So for now the advice is to just keep items on separate rails and don't rely on pathing to pick optimized routes (it technically does, but never re-routes to cope with clogs). Using storage buildings (which create demand on the rail network) is the recommended way to move resources closer to their consumers; you're actually encouraged to buffer basic and intermediate ingredients to some extent in this game.

It's UE5, but runs pretty well anyway, and already has a pretty healthy modding community. It's much more fun than it has any business being in its current state, but I really enjoy it.
 
I've been smoking and playing Scrutinized the last couple nights. I mainly play detective mode, and that's due to the weird bugs the AI enemies have in the normal and nightmare modes. If you haven't played it or seen it played, you're essentially an armchair detective. Go over suspicious person reports, find the suspect and use different tools to go through their phone and social media to either gather evidence if they're scummy or just shred it if it's a benign and false report. Fun if you're in the mood to investigate the residents of Montana.
Tanner my boy. Have you played Welcome to The Game (sorry, you just lost it) 1 and 2?
 
Can get to week 6 now in "Utopia Must Fall" and have officially seen all the content there is in the game to this point. 100%ed the upgrade trees in the 'Garbage Blunderbuss' path, which while I now find to be the most effective in getting you past the Technodome "final boss" (focus on the weak linchpin block hard enough you can pop it on the first pass, making it SO much easier to break off big chunks of the bastard to expose the core on subsequent passes) it has a negative effect afterwords as one of the last gun upgrades sacrifices your 1 a day nuke production to embed 2% of shot pellets to be baby nukes with an almost invisible fireball which only enhances damage a little bit vs making certain you will run out of full size nukes sooner rather then later. And then it's GG.

An interesting option that you can unlock in the meta-progression is 'berzerker protocol' in which you abandon all defense including dismantling the city's shield itself to give yourself greater offensive power from early on. It has the added benefit of removing all shield and shield weapon (arc flail) paths leaving more of the offensive options you want to come up between rounds, and also unlocks new special paths like 'tactical nukes' which quadruples your stockpile and production giving you potentially a couple hundred or more small focussed nuclear blasts that you can literally play 'missile command' with if you choose to, keeping in mind that a/ a single hit on your city will quite possibly be the end of the game depending on what hits it and b/ you will start losing thousands of people a day as the air grows more and more radioactive without a shield to protect the citizens from it. Better buy a cloning facility, even if you have to give up a space for a drone factory or laser defense tower! Taking this path is the only way I've seen people get to day 50 and beyond with.

I can't wait until the next update to this already exceptional arcade-style shooter. I haven't been hooked this hard on a game since Brotato or Vampire Survivors.
 
I have been playing mortal kombat 9 and mortal kombat trilogy recently. I much prefer some of the older mk games compared to the new ones though I have always been a big fan of mk11.
 
I've finally gotten back into Darksiders 3. I am missing two more Sins before the end boss, and I don't know how many collectibles. I hate when a game makes itself into a collectathon but the devs refused to make a map or an item finding upgrade that you'd get before end-game (or at the very least in NG+). The worst part is, the previous two Darksiders titles did all of that.
I am reluctant to say I'm actually enjoying the new area I opened up and combat feels marginally better now that I have a weapon that suits my type of gameplay but I still wouldn't recommend this game to any Souls-like enjoyer.

I am mildly looking forward to the full release of Hellforged, so far the playtest has been very fun.
 
Double posting, forgive me.
Finished Darksiders 3. This is really a title I can't recommend to anyone unless Gunfire Games releases a Furious Edition where they've fixed the gameplay issues this title is marred by.
A good Soulslike will have satisfying dodging. This does not. A good Metroidvania will have a way for you to track, ingame, what you are missing. This does not.
At the ass-end of my playthrough I did the "DLC", a low effort puzzle-focused side mission that grants you more weapons for each element that you can switch out but I found myself sorely lacking in upgrade materials despite picking up every little thing I could find, blindly and with help from online guides, and a boss-rush that Darksiders 2 also had. I don't think I found all of the item enchants that you can socket on your weapons, which were one of the more enjoyable aspects of the game as a whole and it absolutely boggles the mind just how much grinding the devs expect you to do to fully unlock everything.

If you want a good Soulslike with a ton of upgrade paths, weapons, ashes of war etc, but with a map. Go play Elden Ring.
If you want a good Metroidvania with difficult combat, play Hollow Knight.
If you want to play a good Darksiders game, play the first two.

Unless I find a way to put on godmode, I won't be finishing this title on Apocalyptic, something I've done multiple times for the other two titles and I plan on doing for Darksiders Genesis. Everything about this game is that ass.
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Total playtime, just around 35 hours. At the very least Fury's characterisation grew on me with the very final two bossfights and the end cinematic. Praying Gunfire Games won't ruin Darksiders 4.
 
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