To be fair, a big part of the problem is how Indians are emigrating to Western nations in droves. Far more than Pakistani. So if there's a fair number of bad apples in that lot (which there certainly are at least some), then they're definitely causing a decent bit of legitimate annoyance that paints Indian culture/people in a very negative light.
Could be that it more-so reflects the sorts of individuals who are taking advantage of and exploiting the retarded Western-libtard policies that are making the situation so rampant.
Given how many negative examples and experiences I've had or become aware of (first hand and second hand), I'm having trouble buying the supposed "Pakistani-psyop" story.
I suspect one of the main problems is the absolute lack of involvement of a parent in a lot of these situations. A few occasional conversations with a parent present might be enough to scare off some groomers.
Unfortunately, a good adult mentor and role model is sometimes exactly what a kid could use when parents are frequently unavailable and/or unreliable.
What's obnoxious too is that under modern engines, it's easier than ever for developers to dive right in and test things they're working on, which is not only great for making sure stuff works, but can be a fun and easy way to play around with new gameplay features and see how they're holding up.
I suppose it's possible that larger studios make it a pain in the ass to take advantage of such features. Maybe due to overzealous management and the soul-killing effects of working in some of these corporate environments.
Very much so, yes. Just about every market has almost completely shifted focus from raw sales numbers to perceived speculative value methods (usually using some of the flimsiest of data to back it up).
And a good portion of what makes up "sales" profits now are micro transactions.
An additional thought (didn't want to overbloat my previous wall of text), could be that the two developers are each working on slightly separate projects while sharing a lot of code (framework) and resources.
Which would be okay in my book, so long as each game ends up being distinct in its gameplay and overall experience.
It definitely looks like it might have potential. One odd thing I noticed though is that the same publisher has another early access game, that opened up to early access on Steam about two years ago, which looks extremely similar.
I can't help but wonder if this might be a project fork branded as a new product. Tried to do some digging on both development teams, but couldn't find anything on Long Jaunt besides a WIP placeholder for the company website.
Granted, devs understandably can and will reuse their work for other projects because it just makes total sense, and there's usually nothing wrong with it. The only issue is if the developer shifts all of their resources over to the new project, abandon the old one, and essentially shaft all of the customers who'd supported the first game.
Which also might not matter as much if they weren't both under early access, advertising for money and support to finish the project(s).
Iirc, a lot of it depends on where and how those radioactive particles are going to spread. So factor in water flow, and typical wind patterns.
Valleys in particular can potentially be somewhat safe, so long as detonation occurred well outside of the valley itself.
Aye, those are some fair points/examples. And I guess it's something that typically doesn't flow with most kinds of regular doctor's checkups either.
And admittedly, most of the individuals I've rarely come across who were fairly open and straight forward about how they got regularly tested, were usually women.
I imagine it's far less cumbersome for women to get things checked out every so often, particularly if they see a gynecologist regularly.
What I find insanely alarming is how just many sexually promiscuous individuals do NOT bother getting tested for STD's on a regular basis.
I mean I get that a lot of these sorts don't exactly fit into the category of people who you'd expect to take any kind of serious precautions in general, but for fucks sake, it's not like there's fewer common medical resources available than there were in the 90's or early 2000's.
If I may make mention of a newer game that definitely has some old-school campaign vibes.
Abiotic Factor. Obviously HL1 inspired, but it actually manages to be its own unique blend of that and a variety of other themes. (IE, SCP).
Overall gameplay, level design is very reminiscient of old-school singleplayer shooters, as well as the general flow. Yet the game manages to do this even while factoring in coop, skill systems, and survival gameplay elements.
Quite a surprising and impressive game, and I usually have pretty pessimistic expectations from new games.
The engine they claim they're using, the Neox/Neoaxis engine, looks exceedingly similar to Unreal 4/5, based on looking at screenshots of their editor.
Can't be sure if they just emulated Unreal's UI design or if they actually tried to reverse engineer or swiped some code to create it. Looking at the documentation, class names, etc I'm not seeing a lot of distinct similarities.
Actually more distinct differences really, like Neox having a built-in native C# scripting support. While also supporting C/C++ (I'd assume the core engine code's built on that. Unity does the same sort of thing). Also seems like the default mesh format might be obj, where-as Unreal's is usually Maya/Autodesk's FBX.