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alanschu

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Everything posted by alanschu

  1. I have had no problems with Ubisoft games. My experience with them includes the Splinter Cell games, Prince of Persia games, and Silent Hunter III.
  2. One man fighters destroyed the Death Star. Twice. While fending off TIE Fighters the whole time.
  3. Only 3 shows up, but you definitely get it for both of them. I noticed it when I got an addition +3 when I got my prestige class.
  4. I think that that would be because most of them would leave of their own volition.
  5. Yes you can. They already did. The fact that you're making a big deal out of something that has exactly zero impact on how you play through the game is fantastic however.
  6. I have no idea. Technically yes, as the NWScript is the same (just extended AFAIK). It would depend on if they did some stuff differently with the module file.
  7. People wanted the KOTOR stories integrated into the SW Universe. For this purpose, they had to pick something. You can't have an androgynous hermaphrodite for descriptions of what goes on. Don't let this affect your playthrough of the game. Since we're tossing around 'moron' liberally, I'll say that if you do, you're the one being a moron.
  8. I think the second one was given to him, since he was refusing to buy it.
  9. The only reason why the Death Star was taken out by some fighters was (a)Stolen plans and (b)Crappy leadership from Tarkin. <{POST_SNAPBACK}> So? It's weakness is clearly still fighters, and we know its weakness, so we might as well exploit it. It was taken out by fighters the second time as well.
  10. We create a library (which can be editted and expanded) of encounter patterns, and the user instantiates them in the tool. The user can set parameters, add atoms (such as additional defintions, actions, and conditions) to adapt the instantiated encounter as you see fit. Most of the time you're just specifying parameters with a point and click interface. The only programming required is when you are creating a new atom type (since you'll need to know the NWScript for the code generation). When you are done, you hit compile and save, and it compiles and attaches the scripts to the appropriate objects.
  11. I don't believe in the "expect the worst, so you can be pleasantly surprised" school of thought. If that's what you want, more power to you. I took Levine's comments with the usual "Hey, he's trying to hype his game" perspective, so I'm not too concerned about my expectations being insanely high.
  12. If you look down in the bottom right, it's one of the buttons there. It's the left most one on the bottom row. I think the hotkey is 'F' off the top of my head.
  13. Yes, I hope the pathfinding in towns is better. Though for the most part I was able to make due in Rome. The most annoying parts were coming up and down walls.
  14. Which is (once again) something I didn't say or even agree with AT ALL... Well, you did specify those two games specifically, so it can be hard to look past it. Especially when Bioshock is going to most be compared to those two games. F.E.A.R. is also an excellent game. Too bad for you you couldn't enjoy it. Since you were criticizing the quote, I don't think it's a stretch to say that these games DO have "run and gun corridors" as well. The FPS genre is still very much shoot first, ask questions later. And this includes games from Half-Life, CoD, and FEAR, as well as games That's nice. Lots of people like Painkiller. Lots of people like CoD, FEAR, and Half-Life as well. They didn't claim that all games are Painkiller style. Games like CoD and Half-Life are still on a rail games, and still quite run and gun. As for the AIs, perhaps Ken feels that the AI in a game like FEAR is still subpar, and that what they have in Bioshock 2 is much improved over it. I found Half-Life 2 (and FEAR) much, much more fun than Painkiller. I also prefer both the Serious Sams to it. You can't ask one of us for a game that is "as fun" as Painkiller as some sort of evidence. On a final note, you're making a mountain of a molehill. Not surprisingly, Ken Levine is excited about the game he is working on and thinks it's going to make a significant impact on the gaming world. He's excited about stuff like the AI, and feels it's significantly better than other FPS games.
  15. I didn't have too much problems with random crashing, though I did get slowdowns on occassion (which is odd, given my computer).
  16. The uneven terrain makes for cool looking cities: http://media.pc.ign.com/media/800/800327/img_3860055.html
  17. NOt having the money is a poor excuse. No one is entitled to read/watch this stuff.
  18. The only ones I can remember being that bad are Squaresoft's games.
  19. How could the Death Star win, when it's weakness is fighters which the Star Forge can make bazillions with, and it could take it out before the Death Star ever got into firing distance? The first Death Star was taken out by like 20 fighters alone! The second one required a fleet, but that's more to offset the battle fleet that happened to be in the area as well. It was still a fighter (actually a FREIGHTER) that took it down.
  20. Yeah! Cue the vapourware comments.
  21. I can kind of agree with it. I think that cutscenes should always be skippable. Especially if you think your game is good enough that someone will play it more than once (which all devs should think).
  22. I still say that the game design of SS2 and DX has certainly not become passe. I love Half-Life and Half-Life 2 as much as anybody (maybe even more, given my self-proclaimed fanboi status), and I don't think DX really mimics the experience I get from either of those games. Most shooters now days seem to be relatively on a rail, dealing heavily with scripting with little deviation in multiple playthroughs. The game experience is relatively static. Not that this is a bad thing. As I said, I'm a Half-Life fanboi, and Call of Duty is a phenomenal experience. So when Serious Sam says they are going "old school," I see it more a deviation from those types of games. Not games like System Shock 2 or Deus Ex.
  23. Naturally I played HL first, so it provided me with my gaming Mecca. I guess 1998 was a good year. Half-Life is what brought me back into PC gaming.
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