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  1. The closest I ever got to beating the final boss was with the bow, Chill on special, and the extra Demetra boon that adds a damage blast every time you stack it 10 times. And - DS style - I got greedy. I read an article by someone saying they beat it on run 39 and now I have inadvertently set myself a stupid target to do it by then. I know I'm not going to (am on 31 now) so it's just going to end in tears all round.
  2. Good going, I think you got in at the right time there! Maybe the situation will be better by tomorrow.
  3. I have my Quest 1 on eBay at the moment and it's.. not going great. I'll update tomorrow, but seems like they're not going for more than about 150 on there? Quite a few not getting any bids that have higher starting prices than that anyway.
  4. Yep. Anyone who's tried a Go for an extended period of time is going to be worried about that strap!
  5. VR pundits are notoriously over enthusiastic I find. So the problems raised by the AT review are worth keeping an eye on: heavier controllers with poorer tracking, shorter battery life and a rubbish default strap are concerns. The latter two are addressed by accessories, but then the low price starts to become less attractive. I suspect that the core hardware - resolution and processor - will be enough to make it worthwhile, but I'm getting a whiff of interim hardware revision in 6 months.
  6. Perhaps there are alternatives in the pipeline, but this really limits (as in fucks over) the potential for using Oculus VR in learning environments. That includes VR development courses but also potentially any use of Oculus headsets in school or learning settings. Facebook integration is just a flat no policy-wise in a lot of these environments. It's purposefully exciting a growth market and I find it baffling.
  7. I have a particular soft spot for games where navigating/understanding/battling the UI is a core part of the game, so I liked Observation a lot. But the bit you've mentioned there really should have been caught in testing, the internet is full of people giving up thanks to those bloody clamps or whatever they are.
  8. I'm guessing 343 will have access to the xcloud infrastructure for this, but even then, it's risky. Studios often aren't keen on letting games out of their onsite test labs for fear of leaks: even though NDAs generally aren't worth much whether they apply in the lab or at home, I think there's an assumption that they can impress the downsides of leaking more effectively when onsite. Of course, it's much easier for players to leak get images or footage from remote testing, too. There are watermarking methods (they used interesting ones for Flight Sim recently) but users can presumab
  9. My main point of contact with game development is playtesting, and in cases where it's possible to do safely and with confidentiality, it's much slower than it was pre-covid (with some exceptions: remote unmoderated testing is an easier option, and there are solutions for mobile platforms).
  10. I think you were right! I've put 9L or so into a mini pressure keg and the rest in bottles about a week ago, and tried a bit from the keg last night. It's already pretty great!
  11. Me too! Malt Miller sell recipe kits for a 20L batch of it here: https://www.themaltmiller.co.uk/product/tiny-rebel-urban-ipa-jon-finch/ That seems to be taken from Jon Finch's book, which has a whole Tiny Rebel section!
  12. I've attempted my first all grain brew: just about to bottle an IPA made to a Tiny Rebel recipe. And holy cow I think I've fucked it up royally. I know bottle conditioning can fix a lot of ills, but giving it a taste after 12 days in the fermenter, it's overly bitter and a bit soapy. I have a horrid feeling I didn't get the temperature down quick enough! Ah well, into the bottles it'll go, and let's see.
  13. Yep, exactly this. The research - and conversation around games in general - needs to have a better understanding of the types of benefit: the shared-experience type socialising you've described here, the online socialising that's going to become more prevalent as the world changes, direct learning (eg maths skills, learning facts), indirect learning (creative skills from Minecraft, problem solving, etc), relaxation and mood benefits, etc. The Speedball 2 case is probably crucial as well! Frustration and anger as a negative outcome. Should we shield younger players from those? Obvi
  14. So a couple of things here: with my interests coming from working in health and cognitive psych, and more recently working as a UX researcher in games. I've recently done some work that was focused on kids gaming activities during lockdown. If I had to comment on the general body of research on screen time, I'd say two main things: the negative effects they are showing are small (and I mean that formally - as in, the effect sizes are small. Way too much focus on showing significance at the moment without considering the practical impact, but that's early days research for you), and
  15. Thanks! I went for the path of least resistance with an RG350. Looking forward to getting it!
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