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Everything posted by Keyrock
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I don't know who came up with this insanity, but it's pretty brilliant!
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Batman son of Suparman jailed
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I'm definitely very interested, I like the idea. I like it a lot. I don't have anything iOS, nor do I plan to in the future, so I wouldn't back this as it stands, but were they to make an Android, Linux, or Windows version, I'd definitely consider it.
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Because idiots keep buying them. And then they go on game boards and whine about how bad these games are and wonder how they make millions. Next year they do it again. It's true. I remember a while back there was a rather pathetic story of a bunch of CoD addicts making a pact to really show Activision their displeasure at how the game was basically a carbon copy of the previous game and some fixes/adjustments that hadn't yet been implemented and that this was SRS BSNS by banding together and vowing to all quit playing the game... ... wait for it.. ... wait for it... ... FOR ONE WHOLE DAY! *DUN! DUN! DUUUUUUUN!!!* They even made an equally pathetic Youtube video whining about it. I think the called it "Blackout" or some such nonsense. How much do you want to bet 99% of those people bought the next CoD game? They will keep making these games as long as the sheeple keep buying them.
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If multi-player was what sold the games more than anything else, shouldn't Battlefield be the top dog franchise rather than CoD? Battlefield has always, in my view, been the superior multi-player game, while CoD always had the superior single-player campaign (or one at all), though these days "superior" isn't saying much for the single-player campaign.
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Torment's Producer tries his hand at a RPG Kickstarter
Keyrock replied to forgottenlor's topic in Computer and Console
RPS Guido Henkel Interview: Really good stuff. Guido is definitely winning me over. Initially when the Kickstarter was launched I got a definite "just a dungeon grinder" impression, but it's becoming more and more clear that the game will be a heck of a lot deeper than that. Sadly, it's struggling in the funding department and looks like it will likely not make the funding goal unless it gets a shot in the arm. Nice of RPS to give it some coverage. It would be great if a place that gets tons of eyeballs everyday like IGN gave it some coverage, but that's highly unlikely. -
Update #67: What's in a Game?
Keyrock replied to BAdler's topic in Pillars of Eternity: Announcements & News
Fantastic update. I love these detailed "nuts and bolts" type updates. It really puts things in perspective, especially in light of people, myself included, wanting certain features to be added or tweaked. Now I have a better idea of just how much of a cascading effect even a small change or addition can make.- 126 replies
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- production
- project eternity
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As much as I like RPS, and I do, they definitely do some serious white knighting over there, so grain of salt and all that. Here's some Child of Light gameplay with developer commentary: https://www.youtube.com/watch?v=b8CKhHHz0Rk Grandia combat system + metroidvania exploration + insanely gorgeous art style? *NGH!* Excuse me, I have to go change my tidy whities.
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True, you certainly have a point. I guess when the original came out it was all kind of fresh and the jump scares still worked. When the sequel came out it was been there done that.
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It wasn't bad, but I thought FEAR2 was decidedly mediocre. While overall, I would say FEAR2 is definitely better than F3AR, in a really narrow, niche way, F3AR is superior, because it works so well as a co-op game (and fails so miserably as a single player game), while FEAR2 is just kind of okay. It doesn't really stand out in any way, it's just a decent shooter that lost most of the cool atmosphere of the first game. Alma ceases to be scary as soon as you realize that when she pops up and tries her hardest to be creepy and spooky you are never, I repeat NEVER, in the slightest bit of danger. From that point on it's purely comical. Edit: Not to mention that by the time FEAR2 came out STALKER was already out, and there's just no topping STALKER in the creepy, foreboding atmosphere, as far as shooters go. So I may have been tougher on the game because I was subconsciously comparing it to STALKER, and I hold STALKER up on such a high podium.
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I wish they would have gone with one of the more alien Tali concepts rather than stock photograph Tali (I like the top one the most). The stock photo was such a weak ass copout.
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LOL, I can't give away FEAR2 no matter how hard I try either. I guess no one's in the market for a mediocre as hell shooter with laughable "horror" elements.
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CoD was a truly good game once upon a time. The series peaked around CoD 2-4, then has been going steadily downhill. Since that peak it has become more and more about spectacular setpieces and bigger and bigger SPLOSHUNS! As the setpieces got more and more spectacular and bombastic both the gameplay and the writing devolved into a more and more on-rails and nonsensical conveyor belt. The developers, wanting to show off their Michael Bay-esque SPLOSHUNS!, and from just the right angle for maximum flashiness, stopped caring whether anything made sense story-wise, and took more and more control away from the player, because giving the player too much freedom might cause problems with triggering the next setpiece just right. Everything became about them trying to outbadass themselves with each installment, regardless of whether any of it was coherent or plausible in the slightest bit. It's somewhat similar, in a way, to what happens with Kojima games, where, in an effort to introduce more and more shocking twists and turns to his plot, he paints himself into a corner, and to get out of said corner he has to introduce even more convoluted plot twists or some ridiculous MacGuffin. In the case of CoD, in an effort to continue raising the heroism and badassery level they continually paint themselves into a corner by putting the character into more and more ridiculous situations. Treyarch and Infinity Ward's solution is even less graceful than Kojima's, they simply increase the body count and explosion levels and have the heroes blast their way out anyway. The problem with that is that the "ultimate victory" at the end is hollow and meaningless when you and your squad are invincible, unstoppable killing machines.
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Here's the initial version of my custom Shantae cab skin: Not too shabby for something I slapped together as basically a proof of concept.
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Nope that's me. Also has anyone noticed how Oby's avatar keeps changing to suit his posts, its like he is taking all our negativity and evolving. A super Oby :shudders: Super Saiyan Oby!
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- I happy be rotten
- Virus kill us and we laugh
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It'll make the goal, but it's cutting it closer than I thought it would.
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Everything is starting to make sense...
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- I happy be rotten
- Virus kill us and we laugh
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That's fair. The game was played with a controller for the demo and while rudimentary PC controls exist (you can WASD and interact with things and whatnot), there will still be a PC GUI. If/when the interface is done and shown I'll post it here (if I remember >.>). Not sure what the plans are for the full PC interface though so I can't say what will/will not be in there (but I'd be surprised if a quickbar didn't exist as our last two games had them). Excellent. Thanks, Alan.
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Can you elaborate? EDIT: Feel free to take this to the DAI thread. Everything is being done via radial menus, which is the en vogue method of dealing with the controller (lack of) buttons conundrum. For PC I would like to be able to assign hotkeys to abilities, which would be simple enough, but I also need a toolbar of some kind on the screen, not so much to click on the abilities with the mouse (though that would be welcome too), but so that I can be reminded as to which hotkey corresponds to which power (I can't be bothered to memorize 48 hotkeys [12 hotkeys X 4 characters]). While I think it'd be great if we went away from this too, the legacy of BioWare's games has always been very combat intensive. If I had'nt associated "combat intensive" with the arcadey style of combat myself, I would'nt have as much of a problem with it. I get push A for Awesome vibes. I much preferred DAO's slower style. Agreed. My hopes for DA3 combat are (in order of preference): 1) Slower, tactical, DA:O-style combat 2) Screw tactical, go full-on action RPG, KoA:R-style combat Sadly, it seems they're trying to marry tactical RPG and action RPG combat again. It looks very much like DA2 combat. Still, the game is a long way away and maybe I'm looking at it wrong and it will turn out great. I hope it does.
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They did a really fantastic job of playfully poking fun at everything and everyone, themselves included. I do wish the game did more of that and less complete X number of side missions to continue the plot. The Enter the Dominatrix DLC, while quite short, takes what's already a completely bonkers game from ludicrous speed straight to plaid. Whatever pieces of wall #4 remain after the base game get pulverized, burnt to ashes, then flushed down the toilet. If you see it on a Steam sale or something on the cheap I highly recommend picking up that DLC, at full price I can't recommend it because of it's (lack of) length.
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Don't get too excited about the Saints running game. The Cowboys defense is downright putrid.
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Thoughts: It looks fairly pretty, as much as I can gather from shakycam anyway. "Combat intensive" - *sigh* It looks like they're still trying to straddle the line between action RPG and tactical RPG, combat looks like DA2 combat with pretty effects to make it look more impressive (not a compliment) The way the character leaned to one side and put his hand down occasionally to keep his balance on uneven ground was nice. Controls look like they're very much built around a controller. It would be nice if they built a separate control scheme for PC, but I'm not holding my breath
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Chris "The Stretch Goal" Avellone seems to be a much sought after man, and rightly so.
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When I first heard about Deathfire: Ruins of Nethermore (good lord that title is downright cringeworthy) I wasn't exactly blow away, but I'm starting to warm up to it, especially after this latest update: I'm definitely a fan of party members having their own minds and personalities and potentially getting into conflicts with each other, maybe to the point of fighting or leaving. Squabbling within a party has been done many times, but most often it's scripted rather than dynamic, and the vast majority of the time there is no actual consequence that results from it. It does sound like they are putting a good deal of thought into this system. Hopefully it winds up being dynamic and robust.
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Fire Emblem: Awakening is awesome. They introduced a casual mode in this one in case you're averse to the permadeath which has been a polarizing aspect of the series. I personally play in classic mode (with permadeath) as I feel it adds to the game, dealing with attrition is part of the challenge, but I know it turns some people off or induces them to save scum the bejesus out of the game. Also, the new Zelda title is coming in a few weeks and it looks downright spectacular. I'm really excited for that game.