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Slowtrain

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Everything posted by Slowtrain

  1. Spelling mistakes and talking about games that have yet to be even announced. Who thinks this little sucker is spam? <{POST_SNAPBACK}> A free wii! I'm so there.
  2. A friend of mine once said that a museum is where you put art after you kill it and stuff it. I thought it was kind of cute put that way. Flip, but cute. I don't know if I agree with it though. as long as the line moves fast it won't be a problem! Just keep the text on the exhibits to a minimum, please.
  3. I'm not trying to define art. I don't even know if I could. I'm merely trying to find a line of distinction between art that might be shown in a museum and art that is not. If you choose to define art as the product of any creative human endeavor then that's OK with me. And by that standard games are certainly art. I'm certainly not trying to force any particular definition of art down anybody's throat.
  4. Rembrandt or Picasso vs generic crpg artist. If you want to equate both as "art", then I think the use of the word art becomes pretty meaningless.
  5. SOmetimes these things do get completed. Remember the three part zombie mod for HL? They Hunger? That was beyond awesome. Better than the original game really, since headshotting zombies beats headshotting weird aliens any day.
  6. I would say most sub-genres have one or two examples that stand-out. Gabriel Knight 2 is also an FMV game and highly regarded. But those are hardly typical. I wish I could link some of the FMV games that came out back in the day. They were so hideous though that the titles are not something I would ever bother to remember. The genre died because it was expensive and yet sucked. A bad combination.
  7. never heard anyone say that before. Weird.
  8. woah. That looks rad. *upgrades*
  9. ewwwww. And I love Daggerfall totally and wtih all my heart. EXCEPT the FMV opening.
  10. That was predictable.
  11. Good God, no. RIP FMV and never return.
  12. I would say a common definition of what is art needs to be reached before the debate of whether games fit the definition can begin. An important first step that is usually overlooked in threads of this type and thus the ensuing 30 page thread is actually a debate over what art is rather than whether games are art. SO, since the defintion of art has not been agreed upon for this thread, I can't answer the question.
  13. You could be right. From what I understand Spector was barely involved in IW from a design point of view. It was Harvey's game almost completely. There were rumors that Spector was not in agreement with some of Harvey's design decisions, but wasn't about to stop him. One of Harvey's main ideas for IW was the idea of the "numberless game". In other words, we don't measure our world through numbers, so to make the gameworld more "involving", he eliminated all numbers. No weapon damage, no hit points, no skill points, no ammo count etc. He wanted to create a game that gamers couldn't distill into a bunch of numbers. Obviously those numbers are there, but they are hidden from the gamer. I find it an interesting concept. I don't think the game failed because of it; I merely use the example to illustrates Harvey's complete design control over the game. This was HIS vision of Deus Ex. I think Spector would have created a game more in line with DX rather than breaking from it so completely. ANd I do agree that the engine was crippling to any game that would have been made with it at this stage of developemt. It needed a lot more optimization and refinement, which seemed to happen by Thief 3.
  14. Well, here's why I reacted negatively to the Bioshock footage. Some game devs love to pimp out their awesome ideas, but when it comes time to implemement fail catastophically. ie: DXIW which was pretty close to a disaster of a game. Not onyl because a lot of Smith's design ideas failed, but he made a game full of consequences that were going to be super-important, but in the end none of them mattered AT ALL. Except for the one choice that chooses the end game. Either he or Spector defended this lack of consequence to all your actions (Hello, I just slaughtered all of the WTO security forces, but they still wub me! ) by saying that he didn't want to force a player down a road that the player might discover at the end they really didn't want. Hello! Earth to Harvey Smith! Hello! WTF? Isn't that what consequences in a game world are all about? Making choices and selecting actions that seal off potential avenues while opening others? If you're going to chicken out from taking that road, don't pimp your game as being a groundbreaking world of consequences and player involvement. Not to mention his implementations of the biomod system was awful. The engine was crude. Animations sucked. Graphics were poor (the first time I came upon a trash can, I tried to activate it because I thouight it was a computer terminal which is what it looked LIKE!) The dialogue was far beloe even Oblivion-level. The weapons were poor. Really it failed on almost every level. I credit Spector for DX. Until Smith proves otherwise, I ignore him completely. Make a great game first, THEN spew your design vision to the world.
  15. Called shots in FO were just a workaround because you couldn't actually aim for and do body specific damage on the actual avatars. I would far prefer eliminating "Called Shots" and as mkreku puts it actually aim for the groin on the avatar if you want to hit the groin on the avatar. Heck of a lot less static as far as gameplay goes.
  16. I though it was a cool opening the game with Patrick Stewart. Then 15 minutes later he was dead, and I was like, Well, that was kind of much ado over nothing. edit: typing in the dark
  17. That's just awesome. I watched that longer than I did the bioshock trailer! The thing that makes the internet great is the twisted genius that hides out here. Official game forums are alwasy wau too uptight over that kind of thing. Editing and locking a thread for that is just abit too much of a tight-ass reaction. You're always far better off laughing at yourself than taking yourself too seriously. edit: I go up to 4190 days before I finally got bored and turned it off. That works out to roughly 11 years. I don't think people will still be interested in the toolset by then. Just a hunch.
  18. It doesn't even sound like her. Not how I remember her from when I used to watch Wonder Woman. She can't even get most of the pronouncations to sound as if she actual knows how to say them. She could of have used a few rounds in the practice booth. Sad. I think its funny that every actor pronouces daedra differently. I wonder if it was intentional to provide some seperation between the various races. Or if nobody bothered to make sure that all the voice actors were in the same boat pronounciation-wise.
  19. Do you mean the actual quality of the spoken words (the "acting" aspect of it) or the fact that only a coupdl voice actors do the voices for all the races. For me, although the quality is spotty (the Nord/Orc Female voice actor is wretched, but the Imperial male voice actor is pretty good), having so few voice actors voice so many npcs really detracts from the whole voice acting aspect of the game. I don't think every single NPC needs a seperate voice actor, but to have thousands of NPCS done by 5 or 6 voice actors is a bit less than impressive.
  20. Somebody wasn't paying attention to OSHA!
  21. I hate you people for doing this to me. Its like crack. Crack, I say.
  22. Yep. The final patch to the original Jag 2 was 1.07 which was the same as 1.06 except it fixed the dialogue files that 1.06 broke. Here is your doorway to all things Jag: http://www.strategyplanet.com/jaggedalliance/ :cool:
  23. Cycle Ammo was the B key. Overload on a energy weapon was the O key. Cycle weapon was Y.
  24. Recommended is Jag 2 gold patched to the offical 1.12 patch first. However, people have used regular Jag 2 and things appear to work OK. I use Jag 2 gold. On topic: Jag 2 is Fallout with a lemon twist.
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