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- CRACKDOWN 3 WINGSUIT LOCATION DRIVER
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CRACKDOWN 3 WINGSUIT LOCATION CODE
Meanwhile, I received a code for the PS4 version just today, so I can't yet authoritatively speak to how the game runs on consoles.
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Nvidia will no doubt release an optimized driver to coincide with Just Cause 3's retail release, but I don't know how much that'll improve things on the PC end. Running the game in windowed mode helps things, but only a bit: My experience has been significantly hampered by bugs, visual glitches, and performance hitches, along with several hard crashes to desktop.
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I run a 4GB GTX970 GPU and a 3.5Ghz Intel i7 CPU, and have been unable to maintain a steady frame-rate in full screen mode no matter what settings I tweak. Note: I'm leaning toward giving Just Cause 3 a heavily qualified Yes based on how fun the game can be, but I'm not comfortable doing so just yet, largely because the early PC build that I played had some significant performance problems. Can I really recommend something so strange and hobbled, so sloppy and frustrating and uneven? Then something or other would bring me crashing to the ground, and my estimation of Just Cause 3 would follow close behind. Leaping from the walls of a cliffside military base, detonating a remote explosive while catching the breeze under my wings, I'll say to myself, "Okay, this is a game I can recommend." In those moments, it's possible to forget I'm playing a deeply flawed game and revel in the things it does best. In those moments, it's possible to forgive Just Cause 3 its many shortcomings. I'll whiz through a mountain pass and buzz oh-so-close to a clutch of pines, the sound of wind in my ears and a grin on my face. I swore I hated it by the end but I've felt oddly compelled to replay it ever since.The new open-world game from Avalanche Studios captures the thrill of flight in a way that very few games manage.
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Nightmare Creatures is what Bloodborne would be if it came out in 1998 and was bad - and had lives. I nevertheless had a pretty great time with it, probably because of the aforementioned ~10-hour run time. Koudelka, also on PS1, is a ~10 hour JRPG-survival horror hybrid with an excellent main character (like, I was shocked) but pretty bad and abusable combat and environments that are so dark that I had to look up what to do on Gamefaqs more than once because I couldn't see a door. If you play it, though, it's best to stop once you get to the last level and watch the rest on Youtube, because the game has stopped showing you anything interesting. Galerians for PS1 is just 90s survival horror in a sci-fi setting, but I love the genre and the game has two levels that I think are great atmospherically (the house and the hotel, the latter especially). Still, the time-slowing power is tons of fun. They're the weird J-horror FPSes, but they're not scary at all because you know that the end of every spooky sequence is a ghost girl.
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How are the FEAR games regarded? I played the first two and had the feeling throughout that I was enjoying them far more than I should be. Quite an interesting oddity for simulation/logistics fans. As the kids say, it's like the Dark Souls of logistics & management sims, but for genre adjacency I'd say it's more like the CK2/Dwarf Fortress of LGSTS. The effort proves well worth the reward as it unlocks a intricate & sophisticated experience few genre peers offer. Thankfully the complexity is mitigated by opening Contracts that provide and overview of gameplay mechanics & systems. Like any good, deep & crunchy strat/sim title, it asks a lot of the player upfront while you learn the ropes. Believe I read somewhere that there's thousands of hours worth of content on offer. 50K towns & 160K businesses means there's no shortage of content. It's a great puzzler with a Zen kinda vibe to it. Little rough around the edges, but doing something quite unlike most anything you see out there. It's got a folk-art kind of charm I can always get behind.
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has that one-person show kinda vibe to it. Not sure of the production-team size, but it def. I think it uses satellite imagery so there can be a bit of lag if you quickly scroll across a country or zoom all the way in (massive zoom scale never gets old). So while you literally have the world at your fingertips, it doesn't feel overwhelming or aimless. There's a Contracts system that always provides direction (complete with sweet rewards). Sometimes it can be a single product, other times it's multiple unit types. Each location on the map can have multiple nodes (business, residential, etc.) with specific needs. You use various vehicles (land, sea, air) to move goods around the map to meet production & consumption needs for towns, businesses & industries. Only like a million times larger in scope. It somehow managed to earn my GOTY 2020 in spite of it all. L:E is built on a really creaky game engine, but coming from a solo developer the presentational shortcomings are more than made up with mechanical depth and vast scope.
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