NireBryce

reality is the battlefield

the first line goes in Cohost embeds

🐄 I am not embroiled in any legal battle
🐦 other than battles that are legal šŸŽ®

I speak to the universe and it speaks back, in it's own way.

mastodon

email: contact at breadthcharge dot net

I live on the northeast coast of the US.

'non-functional programmer'. 'far left'.

conceptual midwife.

https://cohost.org/NireBryce/post/4929459-here-s-my-five-minut

If you can see the "show contact info" dropdown below, I follow you. If you want me to, ask and I'll think about it.


jen-and-aster
@jen-and-aster

So! Fun thing we learned about Max Payne 1 today: the default ā€œFugitiveā€ difficulty is actually seven difficulties in one. It works a lot like Resident Evil 4: you die a lot, you get dropped to 1. If you survive for a long time, it can ratchet all the way up to 7, the equivalent of playing the game on Dead On Arrival.

But! The difficulty setting only registers deaths when you let the whole ā€œMax Payne crumples to the ground and diesā€ animation play out. We never saw a reason to do that, though: it’s a game built around quick saves and quick loads, after all! Any time we died, we’d mash F9 and get back into it.

Which means, for all these years…we’ve been playing this game on the hardest fucking difficulty available. And we just thought the game was JUST THAT TOUGH. The good news is we’re now aware that we’re very good at this classic third person shooter. But we can’t help gnashing our teeth at all the times we’ve died, unaware that we were accidentally telling the game to ratchet the difficulty as far as it could go.

Anyway, Remedy is very lucky that we love them as much as we do, and that this won’t dampen our enthusiasm for Alan Wake 2.


jen-and-aster
@jen-and-aster

If anyone’s curious, here’s more information about the in-game timer that decides what difficulty you’re on at any given moment.



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