![]() ![]() But the reason GOG's offline installers contain galaxy.dll files in single player games is that many games are now compiled to call a client API for online "not DRM" features (eg, unlocking an achievement) with the expectation that client that handles that stuff will always be running, and the offline files are there to act as a "fall-back" (silently fail) if the client isn't running (nothing will be unlocked, but nothing crashes / refuses to start). Modern multi-player titles are mostly online so I'm not surprised when they don't work. So it's a good idea to zip up and backup Epic games currently on this list that work without a client now in case games get updated with a new system with more online integration but without a GOG style fallback that ultimately has the same "blocker" effect as DRM if the client / launcher isn't running.ĪB2012: Yeah that's my long-term concern. Now if Epic start adding stuff like that with no offline fall-back, that's the kind of stuff that can break the ability to run many single player games without necessarily having "hard DRM" or being multi-player ( Steam even encourage that as a feature on the Steamworks DRM page for developers). It could be "specific" to the store or some kind of "ghost wrapper" that translates Steam API calls in real time to GOG / Epic ones, essentially reusing Steam achievements on non-Steam stores which sounds like what you're describing there (and if I remember correctly, is used in Deus Ex:MD here on GOG). When they released the Steam version, they updated the Epic version, and it messed everything up the Epic version's config file even saves in the Steam version's folder now, which it didn't do originally. It worked great without the client when it was first released (and I luckily backed it up), but now, nothing saves or loads after you exit. Pedrovay2003: This is, regrettably, the way Journey works now, too. You can't always go DRM-free without at least bricking something. They may have to change the entire game to get it to work that way, else you use alternatives if they can work. Instead these days, that's basically consolidated within the platform's launchers, so the game cannot otherwise run correctly without. In older games, that could have been done without launchers/platforms because you could just simply dial in to the IP of the server running the game. My point was that generally that games like it, especially those with true online multiplayer, they have a dependency on using the launcher for the platform's resources to connect to servers. That tells me it was likely deliberately designed that way like many other games, so that's not surprising to me in the least bit.ĮDIT: Well, it's sort of multiplayer for Sonic Mania, but people have also gotten it to work as true multiplayer. The fact it's also designed as a multiplayer game leaves little room to hope it won't run on a launcher, and it happens to be that way on Steam as well, in spite of the fact Denuvo was removed anyway. I've been keeping myself in mind about why DRM exists and what they design for games to work. Hopefully this is just an exception and not the start of a new trend. AB2012: Yeah PCGW has both listed as having Epic Client DRM check. ![]()
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