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Cake day: July 4th, 2023

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  • I also had some difficulty getting it working on my rig, and I’m not a big fan if Debian’s documentation, as it often does assume knowledge, which makes it harder to follow along and feel confident you’re doing the correct steps.

    Ultimately I switched my only Nvidia system to standard Linux Mint to have access to their easy to use Nvidia driver installer, which makes upgrading or downgrading the driver a 1-click process (though it requires a third party PPA done by a canonical employee to access the latest 610 drivers).


  • Personally my favorite is the first game, but I was overall disappointed with the second game. I felt it was a somewhat dramatic step down in writing quality, and though there were some amazing set pieces, the latter half of the game felt like a bit of a slog to me.

    The 3rd game has even worse writing IMO (especially the colonel’s dialog), but I was surprised that, for the most part, I enjoyed the gameplay most of the way through, and found the travelling aspect to be quite neat. I had more fun with it than the 2nd game, at least.





















  • I believe graphically both the ST and Amiga were used to their full potential, I just think the games available on them aren’t actually designed well, as in they had access to so much more memory, but for the most part didn’t know how to create a compelling gameplay or story experience with the additional creative freedom those better specs allowed.

    As I say there are a few exceptions on both platforms, I think Another World on the Amiga is a good example of a developer using that extra power extremely well to create a truly novel and innovative experience that stands the test of time.

    Hunter is definitely trying to be innovative, but the hardware wasn’t ready for a full 3D open world, and personally I don’t think it holds up as a ‘good game’ today.

    I guess the point I’m trying to make is that within the still existing limitations of that era of hardware, most Amiga and ST devs did not have the design chops or writing ability to create a compelling game within those restrictions that would make it a standout even today. Consoles from around the same period such as the Sega Genesis and SNES have pretty similar hardware restrictions to the Amiga and ST, but still have a fairly beloved library of games due to those seeming to attract more talented designers.