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Everything posted by AwesomeOcelot
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They probably don't want to keep updating their list of countries and borders, it's easier to use the region of former-Yugoslavia because that's not going to change.
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InExile is plotting to ruin Torment by making it turn-based
AwesomeOcelot replied to khango's topic in Computer and Console
That's what "thematic sequel" means, it's not that hard to understand. For example, if you stick the words "Tactics" on the end of a game name, you're doing a TRPG game, changing the gameplay of the franchise, it doesn't mean you have to change to Final Fantasy's characters and setting. "Torment" is a reference to the theme, if they don't stick to that then you have a complaint, but it doesn't mean they have to stick to the same gameplay, characters, or setting. inXile gets a pass because they also have the right to make a spiritual sequel because they have enough of the people who made Planescape: Torment, especially thematically. It's not like they're a group of devs that make games that are wildly inferior, or they don't get what P:T thematically was about, they're not exploiting a franchise for a quick buck. Fallout was a spiritual successor to Wasteland, that's one of the analogous situations to TToN and P:T, another would be Goldeneye and Perfect Dark. They've been clear from the start that apart from the themes TToN is going to be its own game.- 343 replies
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InExile is plotting to ruin Torment by making it turn-based
AwesomeOcelot replied to khango's topic in Computer and Console
I prefer a grid, RTwP usually would have an invisible one anyway. If you say the T is "waiting patiently" then so is the P in RTwP. Nothing of value was...- 343 replies
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InExile is plotting to ruin Torment by making it turn-based
AwesomeOcelot replied to khango's topic in Computer and Console
There are counter anecdotes. You can have good combat and good story telling.- 343 replies
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InExile is plotting to ruin Torment by making it turn-based
AwesomeOcelot replied to khango's topic in Computer and Console
That's more to do with the increased KickStarter users.- 343 replies
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InExile is plotting to ruin Torment by making it turn-based
AwesomeOcelot replied to khango's topic in Computer and Console
RtWP systems are usually implemented as turn based systems with timers, all real-time systems are if you dig deeply enough, but RtWP tend to be actual designed-to-be turn based systems converted to be real-time with timing windows, which makes them less than optimal but it does save the devs a lot of time and pain because the turn based systems they use tend to be already made, well understood, deep, and somewhat balanced (although in the conversion the balance can be badly broken, some features don't translate to real-time well at all).- 343 replies
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InExile is plotting to ruin Torment by making it turn-based
AwesomeOcelot replied to khango's topic in Computer and Console
Voted turn-based. The best games with tactical combat are turn-based, turn based combat is easier to accomplish well, and InXile are already making a turn based combat game. The KickStarter campaign proposed a spiritual successor in terms of theme and emphasis on story, it did not promise anyone a combat system similar to Planescape: Torment, and I'm wondering whether anyone actually would want that.- 343 replies
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Built a fanless HTPC. CPU: Intel i3 4330 MoBo: ASUS H87M-PRO RAM: Kingston HyperX 2x2GB 1.6GHz CL9 (I had spare from upgrading my desktop) Case: Streacom FC5 OD(+150w PSU, +IR reciever) SSD: Samsung 840 120GB HDD: Hitachi 300GB 2.5" I have a Hitachi USB2 1TB HDD and USB3 500GB externals for storage for now. I'm running Windows 7 because I'm running Steam on it, I have partitioned the SSD so I can dual boot with something if I want. I'm using XBMC Frodo at the moment, really like Yatse the android remote app for XBMC, running very few add-ons because I find them buggy and unstable. I'll probably put Plex on there too.
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That's not the case with the multi-platform launch titles, specifically the one referred to in the article, Battlefield 4. I think people just overestimate the PS3, the two consoles were extremely close together, the Xbox360 had the better GPU, graphically there was virtually no extra power to take advantage of, although some developers struggled with the PS3's architecture, so games were below what they could have been. Now, both have the same CPU, the same architecture, same family of GPU. There's been a long history of games taking advantage of differences in power across PS/N64/Saturn or DC/PS2/GC/Xbox. Closest to this situation would be Xbox to PC, so if that's anything to go by it won't be uniform, there will be games that take advantage of the extra power and there will be games that don't at all. We know that at least with Call of Duty: Ghosts and Battlefield 4 there's significant differences between versions. The PC is a totally different case, the PS4 and XB1 won't get lazy sloppy ports as afterthoughts. Even the WiiU has had many ports where seemingly a lot of time and effort has been put into making them for that system. The WiiU is a good example it's had a good number of ports of games that look better than the PS3 or 360 versions, and you'd think developers would be more concerned about the PS4 than the Wii U.
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I'm not that amazed, there's a lot of bull**** in game and tech "journalism" and right now denying the processing performance difference between the XB1 and PS4 is a lie they want to spin. The performance difference between the top 2 consoles has only been greater with the GameCube and Xbox.
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That's not a concern for Project Eternity. Infinity Engine games were 2D, with pre-rendered animations, it made sense to fix the frame rate. It also makes sense to tie the physics and speed to the frame for a fixed platform like a console in the case of Need for Speed Rivals. What doesn't make sense is to make a game for console then port it to PC. It should always be the other way around, games should be developed on PC, made for PC, then ported to console with the varied restrictions because of the hardware limitations.
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My worry about the The Mandate is that the scope of the game: being 40 hours, large number of solar systems, squad RTS, spaceship combat, doesn't match the $500K goal. Even if a lot of the content is recycled and shallow, being procedurally generated, a year and a half doesn't seem enough. I don't know enough about the team to have this level of confidence in them.
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The YouTube clips of MegaTraveller 1: The Zhodani Conspiracy don't look like the same sort of system at all but they don't say which version they're playing.
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I prefer having a power brick if it means less cooling required and a smaller box for the cabinet.
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It's just a strange lie. Pretty sure Baldur's Gate was the first RPG to have RTS squad management. Darklands had a very similar RTwP system in 1992. That's amazing how much of the elements are there, it is very similar. Also the mix of fantasy and historical setting, I love that in games, books, and TV shows. Never heard of it, doesn't seem to get the credit it deserves in discussions of important RPGs. It's also on GOG.
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I've pretty much lost this battle anyway, I just create my own document directories with my own organisation. Half of this stuff isn't even installed any more, but because Steam doesn't give me the option like an uninstaller would to remove saved files, it just stays there..This is what My Documents looks like, I don't put anything in there: AfSpace Amazon Music Importer Amnesia ASUS Bioshock BloodBowlChaos Bluetooth Folder DeadIsland Eidos Gaslamp Games gegl-0.0 Giana Sisters - Rise of the Owlverlord Giana Sisters - Twisted Dreams Hard Reset Larian Studios Max Payne 2 Savegames microsoft (WTF Microsoft, this is just a bunch of folders with nothing in anyway) Mutant Blobs Attack My Games (Hey, maybe some of these games could have used this, there's 15 in there, less than outside) Nero Collections NeroVision NFS SHIFT Orcs Must Die Osmos Overlord Paradox Interactive Puddle Remedy (how about patching Max Payne 2 to go in here Remedy) Robot Entertainment SEGA SEGA Mega Drive Classics Shiner Square Enix Telltale Games Universe Sandbox Virtual Machines WB Games Witcher 2
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It's good practice to separate the config files from the application but it's bad practice to hard code the directories.
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Just got a Nexus 5, it's got a 1080x1920 screen, pretty fast, I'm happy with it.
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Nothing of value was lost? Infinity Ward's CoD games have had shockingly bad PC ports for a while, and they're ****ty FPS anyway.
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You're right. Never the less, the performance of I-Mode using the discrete GPU was negligible in games and video.
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If you look at the chart "Lucid D-läge" (D-Mode) means HDMI connected to the motherboard, pretty much performs close to not using Lucid at all, you said the opposite. One thing it allowed was to use Intel's Quick Sync to transcode video about 3 times faster than my HD 6870.
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Yes, that's what I thought, high end discrete GPUs use over double the power of e.g. Haswell's integrated GPU at idle.
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Virtu by Lucidlogix, it didn't get throttled there was a driver overheard which cost on average 5 frames per second. It was pretty pointless though because even though you could switch from discrete to integrated at will it couldn't power down the discrete, if it could have done that it would have been great. There was some benefits to it, I think Intel integrated GPUs do some things really well like video processing.
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Not sure whether its Youtube or not but the frames stuttered when panning on the 360 side really badly, that's also noticeable when you watch movies at 1080p@24/30 vs 1080p@48/60. Also the game will be running at 900p/1080p on the PS4, probably 480p on the 360, but in the video I couldn't make that out, where as on a TV it would be obvious. There was some strange pop-in textures in the cut scenes of the 360 versions. Eurogamer screwed up their PS4 Battlefield 4 capture as well, the gamma was high and the contrast was low, made it look washed out compared to other sites.
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That's the crux of the issue, in terms of SNES games where you control a cursor via the d-pad I'm sure it was fine, at least on par with Sim City for the SNES. You cannot move the cursor with a d-pad from one small part of the left button corner to the top right in milliseconds. You can't click and drag in a second a group of units occupying half the screen. You can't select 5 units from around the screen in 2 seconds by pressing ctrl and cursoring over them. You can't even compare the two control methods, the gamepad can't do what a mouse can do, RTS from Red Alert to Starcraft 2 are very different to what you can do on a console. Even if Infinity Engine games had their own issues, Obsidian have a wealth of never games they can look at that implemented great control over units, I didn't have much issue with Neverwinter Nights 2.
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