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  1. Yeah, well, the only way to find that it is to read Twitter apparently. All other resources including the official site are dead
  2. "Ross doesn't like wireless" OK, that Ross dude really have problems P.S. Why not make a custom one? Sounds like you just want a different wheel position - everything else should probably be feasible to find in a market mouse. The wheel and the button are actually separate controllers, so with some 3d printing it should definitely be possible to move the wheel to the side and replace it will a button
  3. You might be delightful that there are communities on Linux that basically do what you want to do - share screenshot and ideas, as well as use highly customizable and scriptable DMs (there are droves of those) designed by those people for those people. You have been looking at themes for KDE and Gnome, but there are a lot more than that. Also, Windows 10 soon™ will support (already supports?) "Linux subsystem" with graphics support, so it's not entirely impossible, you'll be able to run Linux DE on a Windows. Now I can't really tell you anything besides that, as my ideal OS UI is no UI. Like I use full-screen window and launch apps via a launcher by typing it. But I do use a lot less programs and I don't use mouse that often, so it's usually sits somewhere by the side sad and lonely, so I don't have the problem with hotkeys or command line. Also, if you want to look for general UI innovations, you may look at web scene and nodejs and electron and like that. Stuff like Atom or VSCode. You may see that the trend there, but I assume you won't like it - the trend is not to use mouse. In fact, most professional applications are moving this way - for example Maya have the selection wheel like you want, but they're now mostly following the Blender road of basically command line + hotkeys. That's why you see so many freakish themes - people who make them, don't really use them. The trend today is less mouse more keyboard (which is ironic, yes). But honestly I don't think a lot of people really care. Like I think it's not very honest to say MS (or anyone else) don't do R&D on that stuff. They do and there are tons of weird ideas being tested. It's just for most people "easy to understand" interface trumps everything else, and what is more easy to understand than what you know. Now, what the ideal UI would be? Neurointerface. Can we have it right now? Nope
  4. Looks like dead cells, in everything, including non-ending. That's yet another of those 2d souls games that keep copying overall look of the design, but not the essence of it.
  5. I actually don't agree that was a bad decision. I think that was the best decision to be made considering circumstances On prime directive - I don't think he's violated it, as he restored situation to pretty much the closest possible way that would be without Enterprise showing up - as if the freighter would land, but won't be able to take off again On the whole situation - it's clearly what is called a "social sci-fi", as in - it's not really about technological/realistic situation, but it's a theatrical play about class struggle. Planet B are clearly capitalists, they have knowledge and posses means of production. Planet A are workers. So on topic of the decisions, what were the variants: 1. Send parts - restore space travel, let the situation to continue for some indefinite, but limited amount of time. Nothing will really change, as it was shown that this civilization as a whole is dysfunctional as it led to the failure of the only thing that kept it sustainable - space travel 2. Do not send drugs - that would make transition period (if any) impossible, angry the population, start the panic and make situation even worse immediately. This drug shipment gave them time that they MAY use to improve things 3. Help planet B somehow - I think the idea here is that it's planet's B fault - they had the knowledge and means to sustain the space travel and they failed it. They are the most dysfunctional part of the society and one transport of food won't help them. And transporting planet's A inhabitants there would just be a slave shipment. Planet B is unreasonable - they don't understand the gravity of the situation as clearly shown - and I think the idea is that they are going to get what they deserve. 4. Tell planet A inhabitants the truth - that would scratch out the planet B inhabitants sent to A possible options, while not really reducing (IMO) negative consequences as plague or not, withdrawal will be real. I also would not agree that planet B inhabitants won't tell anything - their only assets in possession are knowledge. Stuck on planet A they have options - sit tight and die/be executed as soon as withdrawal kicks in, as planet A inhabitants clearly hate them and will surely blame everything on them. Or tell the truth to the leadership of the planet A and utilize their knowledge and ruthlessness to maybe stir the situation away from the worst scenario. This is basically their only option of survival. Basically planet B is done in pretty much all variants as it's just dysfunctional (Brave New World, etc - quite common theme among utopias/dystopias/social sci-fi - leaders without/separated from workers can't survive). Planet A have options: 1. Civil war with significant technological step back (planet B people die, no effective control measures) 2. Civil war without significant technological step back (planet B people survive/pass knowledge, but no effective control measures) 3. No war, no loss of knowledge, but creation of capitalist class on planet A (planet B people hijack control of the situation) TL;Dr: So basically planet A have options ranging from anarchy to communism, with possible status-quo as capitalism. Pretty much whole spectrum - so in that case Enterprise's intervention does not cut out options of future development, but preserves them - which is pretty much what prime directive is about. They don't make choices for the people on planet A, they just ensured that all options are still on the table. And planet B have no choices to begin with, so who cares.
  6. I like how Ross says Amnesia is bad and someone suggests SOMA as better game. I thought soma is universally hated. It would be interesting to know what Ross would think. I would bet he's also going to hate it. Stadia is almost dead already, most people in the industry does not believe in it. On topic of Linux: wine isn't easy, especially on nvidia. If you want a game to be running on Linux you may just ask people to run the game in specific manner so they come up back with ready solution (it may not work the same on your machine though). I dunno why people recommend lutris or playonlinux - those are launchers that are meant to run scripts that someone else did. If you are running weird games, then well - those aren't going to help you.
  7. I am kinda disappointed at Gordon just shooting the barrels like it's an accident (from the second time). I honestly was expecting another sarcastic remark on this gamey situation like it was before about barrels, manhacks or famous box smashing room from fm1. Or another mod in like headcrab sitting on the barrels and Gordon deciding to blow it up with infinite barrels to be sure.
  8. I meant - it's when player already understands everything, but heroes are acting clueless. This is actually imparting gameplay because you have to find "proof" of something you've already understood.
  9. Story with a twist, even though the twist message isn't really very twisty. Very short. Very nice UI and overall game execution. Looks like a tech-demo or presentation for something bigger. Walking simulator with very light "puzzles" (mostly need to solve riddles of sorts).
  10. It's a puzzle actually. Portal-like with narrative walking simulator intermissions. Puzzle mechanics are solid, varied enough, even if somewhat short. Story is god-awful. Attempts to introduce "atmosphere" are made in such way that it's better not to have any story (at one puzzle level you'll be forced to solve a puzzle that uses a trick unseen before and after, under constant sound of a woman crying). Tons of melodrama. Like the whole story, except for the very end when it turns out it's not melodrama, but you are already fed up with it.
  11. Looks like someone's magnum opus. Untypically lengthy. While not ideal, attempts to shake usual "run around and click stuff" routine with refreshing gameplay elements are made. Lots of melodrama and "heroes are idiots" moments though.
  12. Interesting, but short and filled with authors forth-wall breaking (and utterly uninteresting) dev-blogs. Walking simulator, very minimal gameplay.
  13. Very primitive gameplay - not entirely walking simulator, but close. Otherwise, slightly interactive movie. Quite lengthy for the format.
  14. Ross: "I am picky!" Me: "cool! let's take a look!" *Looks through 3 pages of adventures* Me: "oh, I found 4 games I didn't played of like 20 I would even consider playing" (Not to bash on Ross, after all, you can't be the guy who makes a show about weird games, unless you consider playing weird games) There are few games that missing there and look like matching overall criteria (based on other games) - the whole WadjetEye catalog (with exception of the Golden Wake and The Shivah, they are quite different from others) is very solid, especially Primordia and Gemini Rue, but it really depends on who like which setting. Anna's Quest is very good (as in "not evil") fantazy fable with some solid gameplay.
  15. The art style is weird (it looks like it was drawn on paper. Watercolor? How that's called, I dunno), but the story is very solid. The gameplay is your usual adventure - collect stuff and use stuff, but without pixel hunting or weird logic. It's rare case of adventure that does not require a walkthrough, but is not easy. "Ross will like it" remark because it's all about conspiracy on top of conspiracy. And zero drama nonsense.
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