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Flouride

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Everything posted by Flouride

  1. Wasn't it even an older version of the Unreal engine that was available at that time. Thus having few graphical bugs that had been fixed by Epic.
  2. I still wonder where all these bugs were when I played AP. Oh and it kinda hurts with the bugfixing when the publisher doesn't let you do a single patch even if the game was just to be released. And since you are clueless about this, Dungeon Siege 3 is the only game so far they've done with their own engine (South Park will be the 2nd). Instead of using engines by BioWare/Bethesda/Epic. NWN2 suffered from bugs, MOTB not so much, I don't think I've heard anyone complain about bugs in SoZ either. There's a trend there, as they got more familiar with the engine they got from BioWare the games got less buggy. Naturally working with their own engine they are pretty damn familiar on how it works etc. And it's not like Bethesda and BioWare magically create non-buggy games. I've had as many if not even more bugs when playing games by BioWare and Bethesda, yet no one whines about them.
  3. Or maybe you should replay any Bethesda title ever made. Or actually consider the fact that they are now using their own tech, instead of someone elses horrible code without proper support when things do go wrong.
  4. Yes, the original one was a great game. Don't think this new one shares much with that game though.
  5. I still don't get it why anyone was even intrested in Syndicate in the first place.
  6. Go play DS3 and then come back.
  7. That's some great news! Next up Kickstarter game with MCA, Tim Cain and Josh!
  8. Didn't they hire Annie Mitsoda / Van Der Meer or whatever her name is to work on GW2.
  9. They did, but I don't think it pointed out how RPG the game would feel. People were expecting shooting mechanics from ME2 and did not get it. Would it have sold millions if it had been released earlier? Doubt it, but it would have not been killed by the comparison to ME2. Not to mention some of the reviewers were clearly expecting that the game would have improved from the last time they saw the game. With smarter treatment it would have found it's audience a lot better. If you look at random gaming communities you can see how many people bought it for really cheap from Steam and were pleasantly surprised.
  10. I can hardly remember the encounters in NWN2 and KOTOR2, so no comment on this.
  11. Same here, I'm on my 3rd playthrough of AP and I haven't even finished the DXHR's DLC. DXHR is great game, don't get me wrong, but there's really nothing in the game that would make you go back to the game after you've finished it. At least not for me. Marketing failed badly on AP. Sega focused too much on the word ACTION in their marketing when the game plays more like a RPG than a action-rpg. Had the shooting mechanics been like the ones Obsidian wanted I think a lot more people would have made it past Saudi-Arabia. Graphics wise, there's nothing wrong with AP, except the few occasional UE bugs. It's solid, not great, but it gets the job done. And whoever came up with the masterplan of releasing the game after ME2 and not before like it was supposed to, should be fired from SEGA.
  12. I'm not arguing, I'm debating and that in mind I really did want to hear why you think FO3 mechanics are better than FNV's. Personally I don't see that Obsidian has a weakness in gameplay desing, they've only done 2 games that didn't borrow the gameplay mechanics from the previous version of the series. That doesn't leave you much room to play around with gameplay mechanics, especially if they are on tight schedule and the publishers want to keep the gameplay very similiar to the original games. They added the companion reputation system to KOTOR2, a mechanic BioWare has since used in pretty much every game they've done. Faction mechanics to FNV and tweaked the badly desgined Karma system from FO3. And that's just few of the changes they've made to the games. DS3 had fantastic gameplay mechanics if you ask me, especially if you consider how fluid and fun it is to play with a controller. Naturally they can't have 125 skills in a game like this, so the mechanics did the job well. I won't go into AP mechanics as that will turn into bigger hurdle, some of it worked and some of it didn't. And whatever mandates Sega had on the project also didn't help
  13. Because both the faction reputation system and the karma system are part of the game mechanics. That's what they have to do with it. And you didn't really answer my question at all...
  14. What was so good with FO3's mechanics? It didn't even have factions not to mention it had the "water for beggars to undo all your bad actions" karma system in it...
  15. You forgot to mention the people who ragequit the forums due to AP/FNV/DS3/SP will come back and ragequit again.
  16. Sawyer visited Eidos Montreal and was studying stealth mechanics/gameplay at one point. That's pretty much all we know, but then again I'm fairly sure Sawyer visited other publishers as well. So that Eidos Montreal visit might not mean anything.
  17. They could be already looking for a Lead artist for whatever they are planning on doing next after South Park. After all the hiring process does take some time. Though, I guess that's not very likely
  18. True, fog of war would work with great level designing.
  19. True, while Ocean House is pretty neat for the first time, it really doesn't work on the 2nd time around. Also no enemies popping from behing you all the time (yes, I'm looking at you Doom3) that gets really old and fast. The only problem I personally have with horror rpg is that it's hard to see such a game as a isometric and turn-based. Maybe it's just because all the horror games I've ever played have been first person games with no pause or turn-based functions. Though I gotta agree with Nonek the "road" to Broodmother was pretty good try at horror/thriller.
  20. Posted this on Twitter, but might as well post it in here as well. Make a game similar to King of Dragon Pass. I know it's an old PC title and all, but it's still a great game. They even made an iPad/iPhone port of the game "recently".
  21. Also the sound effects and music play a big part in creating "horror". Like Pop says it does not take much imagining, I though about it for total of 15 minutes and came up with a setting in the near future of humankind that could work as a horror rpg. Naturally game mechanics and designing the game to keep up the suspense isn't that simple, but it certainly isn't very hard either for talented people who actually work on games for a living.
  22. That's 1 million for the salaries of 120 something people and for all the fixed expenses like rent, electricity etc. 1 000 000 : 12 = to about 8200 dollars per staff member a month. Let's say they have 10 people working on it for 10 months that totals to about 820 000 dollars. Naturally this math isn't exact as that 1 million figure Feargus mentioned could be lower/higher, could vary from month to month etc. And also would depend on which of the team members were working on it. But that's an example anyways based on the number Feargus gave.
  23. I don't think games should be that easy to make if you are trying to do something new, instead of just copying what others have done before you. Every new IP is hard to market. At least there's a clear empty void in the market for such a game, which makes the marketing somewhat easier. Limited resources, enemies that are actually hard to kill and your char not being a godlike creature that can just walk it off after every encounter. Make the player afraid of what is behind that next door... And yes, Dead Money is survival horror.
  24. As unfeasible as someone making a RPG based on South Park? I think it's perfectly doable, it just won't be your average RPG.
  25. True, some of it sounded really nice. And there really aren't any horror rpgs around.
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