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About AmethystViper

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  • Birthday 02/28/1991

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  1. I hope for the best for this too, though I wouldn't be surprised if pirates that are already abusing the Steam Workshop for the Sega Genesis Hub emulator that Sega released and take advantage of the tools for uploading ROM hacks (a.k.a. the "mods" of games available on Steam) to the Workshop as a means to pirate even more ROMs/Warez (including games that aren't on the Sega Genesis) that may or may not be legally available already through Steam.
  2. Now if only Inti Creates can learn a thing or two from these guys... *cough*CotMforGOG*cough*
  3. First Inti Creates with how they screwed Kickstarter backers, Igarashi, and Fangamer over with how they handled giving them (myself included) the PC version of Curse of the Moon and are so adamant about pushing Steam DRM down our throats for that'd make an open letter about it when they were called out on it rather than letting backers have a GOG/DRM-free version of the game like the campaign promised, now these guys are desperate about "maintaining sales" that they'll stop supporting games they've put out on GOG... the nerve of developers these days...
  4. That could be a possibility for Mighty Gunvolt Burst since 3DS and Switch versions had Ekoro available on their respective demos and could be transfered to the full game (though I'm not sure if she's available for Hard mode if those only transfered her save file to the full game rather than buying her DLC outright for those versions), while the PlayStation 4 version port (a.k.a. Gal*Gunvolt Burst) had Ekoro available right from the start and had DLC packs for the other characters from their respective series (e.g. the "rivals" like Copen/Acura, RAY, and Kurona in one pack, and "supporting" characters like Call and Joule in another). Question is will this Steam version will have Ekoro available from the get-go like in the PlayStation 4 port.
  5. It seems like that statement might be a typo and what they're trying to say that every DLC character (e.g. RAY, Joule, Kurona) will be available for purchase upon the game's release which are about ~$2 USD a piece and there's about 6 characters from the console version (5 since the 3DS port couldn't fit Tenzou from Gal*Gun due to memory limitations according to Inti Creates).
  6. Mighty No. 9 recently has became one of mine, even moreso on PC. As much as this game has got bashed on by critics and especially the toxic hatedom it gained, I found the game fun to play. Is it amazing or ground-breaking? Not really in my opinion, but I don't need it to be. While it does have some problems I could make a list of, but for what it did for me, it kept me playing and getting better, driving me to better high scores and learn some of the nuances in its gameplay. My experience with Mighty No. 9, if anyone would believe it, started with the Wii U version, which isn't the console-bricking mess many are claiming, it was far from ideal thanks to performance issues, bugs and glitches left over (from my experience, most were harmless but a few times it crashed and hard locked the system until I rebooted it), and longer loading times (but it was nothing compared to Sonic the Hedgehog 2006). It was decent when I first played it on Wii U despite these problems, but since I've recently purchased the game again on Steam, my experience with Mighty No. 9 has been so much better. I've heard accusations of the game being badly optimized on PC, which is absolutely not true for me; I have a relatively medium-spec system running Windows 10 Home 64-bit with a Nvidia GeForce GTX 750, AMD FX-4350, and 4GB of RAM, and Mighty No. 9 is running beautifully for me. Haven't ran into any bugs, playing on max settings at 1080p, runs at a slick 60 FPS with very rare and few frames drops, almost no load times, and controls are sharp and responsive, even with V-sync enabled. All this blew my expectations of playing the game on PC and enjoying the game even more for it.