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Soulless

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  1. What we need in a GUI, is Eurostile as a font, and have a minimalistic-tech design. I also prefer rectangles to circles, because your screen is also one, and circles don't fit well when side by side, the edges are always a bit sketchy. And as for the colors, definitely something that's modest and pleasant on the eye, we don't need anything too bright (255 0 0 red, or yellow), but instead gray, faded gold, light blue, silver, and lots of animations and popups. Like when you open a folder in Windows, it just... appears, out of nowhere. Also, I think that to move forward in a big way with the UIs, two things need to happen. We need a bigger keyboard. For everyone. Because every key you are using now sort of has its use, and really, a side panel to the left of your WASD, CTRL, etc. gaming keys wouldn´t hurt anyone, but would open up plenty of opportunities to explore. Like, have one modifier and then about 20 keys, each one doing something useful, and of course, completely programmable, so that you can use it for what you want. Usually, you would operate the mouse and find the program or type the name of it in a bar and it would find it. Having shortcuts for this makes it better, because really, everyone is using, for example, the web browser. One click and it opens with your home page. And I know that a few keyboards have done this already, but the button placements were absolutely horrendous, like, above the scroll lock. The keyboard doesn't need to be thicker, but wider. And it shouldn't be a 3rd party thing, I would expect software that would handle it already packaged with Windows, and the keyboard manufacturers would quickly pick up the pace, I have faith in them. And the second thing is, whatever OS you are planning to develop, it needs to be fully operational with BOTH the mouse, and your fingers. So of course, we need large monitors with touchscreen capabilities. We are in the era of 4K ultra-wide monitors, but absolutely nobody seems to care about the touchscreens. With phones and tablets, we have clearly seen it, that such things can be done, because people are using their phones for businesses, work, recording, minor editing, so if you just scale it up and give it proper support on a platform that's used by a billion people, we might get somewhere. I can see hundreds of applications that would benefit from having touchscreen support. Alternatively, we need to change the keyboard, once again. Not just make it wider on the side(s), but also, look at where your thumbs are. When you are not pressing the spacebar, which, you are usually doing with just one of your fingers, not two at a time, you could use the other one for gestures on a pad, if such thing existed. Unless we change the way we input information, we can hardly expect a better output.
  2. Made in the early 00's by the Slovak studio Cypron Studios (Cypronia). Got re-released on Steam a while back. Warmonger is the datadisk, State of War is the original game. It's a simplistic game. You don't even have control over producing the units, they are produced automatically at all times. No infantry, tanks and one-use (transporter with extra tanks, bomber) aerial units only. You can capture gold mines to get credits, which you can use to by defence turrets (five total, one is for aerial defences). One interesting fact is, that the buildings are indestructible. When you reduce a building's health to zero, it switches sides, from you to the enemy or the other way. Some buildings are neutral at the start and it's about who gets there first. It's a fun game, and a different spin on the RTS genre and looks good for its time, but some of the later missions and the escort ones can be tedious. Would I recommend it? It's more on the YES side. You can control something that looks like a typical alien "UFO" plate thing, and that doesn't happen often in games.
  3. Another Wadjet-eye classic. Atmospheric, dark, not very long, but makes up for it with a great story and a fantastic soundtrack. At some points during the gameplay, you can switch between two characters' scenarios, eventually, you will have to complete both. Some puzzles might take a little while to figure out, but it's all relaxing, even during the minigame, you don't feel stressed. Might start to feel a bit long during the latter half, but it doesn't overstay its welcome. Recommended.
  4. Now this is a modern adventure game done right. It leaves you wanting more. Memorable characters, scenes, dialogue, a smooth experience. What helps the flow of the game, is that after each "mission", you are back at the base discussing your next plan. It gives you a break opportunity and it doesn't disrupt the story, which by the way, is fantastic. It's very cohesive, moody, pleasant and the puzzle-solving is relatively easy- This was my 2018 game of the year.
  5. A FPS-adventure-puzzle game, looks great, but you will inevitably get stuck. It's not a smooth experience. It's a hard sell, both to the hardcore adventure players and to newcomers.
  6. This is NOT actually an adventure, it's more of a puzzle game. And a damn-good one at that. Forget about the story, because this game is not about it. If you only just focus on yourself, the atmosphere and the music, which goes very well with the color-puzzle solving, you will enjoy this. Minimalistic design, maximum enjoyment. Reminds me of Antichamber, if you enjoyed that, you will enjoy this one.
  7. Not a lot of depth to this one, you have bikes that slightly vary in stats, you have regular racing and dirt bikes, 10 tracks, a tournament mode to unlock reverse mode, complete that to unlock mini-bikes, and that's about it. But I would recommend this to anyone, who loves quick, fun, arcade action, because while this is not a long game, it sure as hell is fun!
  8. 2 factions/campaigns (or 3 in the sequel), and they are lenghty. Your tech level increases as you progress through the campaign, so you start with small, cheap units and move up to bigger and better machines. Each of the campaigns (humans, roborts, mutants) is different and the variety is there, you have deathmatch, escort, protect, soft time limit and one-unit missions and it gets progressively harder as you go. In the second game, you can create your own, custom machines, by choosing 3 aspects: size, purpose and power-ups, which I have not seen in another game. Both KKnD Xtreme and the sequel KKnD 2: Krossfire are worth your time. Fun gameplay, humor, adjustable speed of gameplay so you don't have to rush your decisions if you are not a quick player, good-looking, banging soundtrack.
  9. Did NOT play this game, but enjoyed watching it, has an interesting concept, but is really slow-paced. Not your traditional strategy game. The campaing was a letdown, mainly thanks to the hero missions, where you have to clear hordes of enemies with your ONE unit. Can get repetetive really fast Probably would not recommend.
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