Humodour
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No order: No One Lives Forever 1 Deus Ex 1 Fallout 1 Fallout 2 Baldur's Gate 1 Icewind Dale 1 Planescape: Torment VtM: Bloodlines Diablo 2 Knights of the Old Republic 1 Age of Empires 1 Age of Empires 2 Half-Life 1 Half-Life: Opposing Force System Shock 2 Jazz Jackrabbit 1 Jazz Jackrabbit 2 Worms 2/Worms Armageddon Bold = masterpiece game; obviously also good fun. Italics = really downright good fun game; typically multiplayer. Normal = a favourite game, but not super special to me. The list is probably influenced by my preferences as a kid - rose-coloured lenses and all.
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First! Will there be crates?
Humodour replied to thepixiesrock's topic in Alpha Protocol: General Discussion
*ducks for cover* -
Horror writer King blasts banning violent videogames
Humodour replied to mr insomniac's topic in Way Off-Topic
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It's an example micro-evolution. If this were a biologically advantageous trait, or simply sexually desirable, its fitness would be higher than the current state, hence it would probably become dominant eventually.
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First! Will there be crates?
Humodour replied to thepixiesrock's topic in Alpha Protocol: General Discussion
Yeah, well, I couldn't really think of a way to draw a reference point, but yeah, he crossed it. -
Which feature is most important in AP?
Humodour replied to bronzepoem's topic in Alpha Protocol: General Discussion
I agree to a point, mkreku. But one thing I got annoyed about in oblivion for example was that it become almost pointless to check crates and rooms. Just because you could usually didn't mean anything special would be gained. NOLF1 solved this nicely by playing a "knock knock" sound when you tried to open a barred door. It made it just a bit more realistic than simply not having any option to open it at all. -
Yeah well I don't see a spy running around with a rocket launcher or sub-machine gun, either, but I bet THOSE will be in the game!
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I'm pretty sure that if they're willing to treat her like a deity, one of them is willing to be her boyfriend.
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Holy ****.
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First! Will there be crates?
Humodour replied to thepixiesrock's topic in Alpha Protocol: General Discussion
Architect -> O-|< -------------------------------- ^ the line -
Which feature is most important in AP?
Humodour replied to bronzepoem's topic in Alpha Protocol: General Discussion
I basically agree. I think what you mention are good ideals for an RPG to aim for. I think that at some point the designers need to say "we really want to emphasise THIS aspect" though, which may mean less focus on others aspects. Unfortunately, designers don't have infinite time and creativity on their hands. And yeah, that's true - Fallout had multiple approaches to many quests. I guess that the developers should aim for both multiple ways to solve a quest, and multiple meaningful outcomes for a quest depending on choices made or approach taken. Nice signature BTW. Good song. BTW: did you patch Bloodlines? I used the latest official patch and it was relatively bug-free (less buggy than Fallout IMHO). There are also fan-made patches which fix even more bugs. But yeah, regardless of patches, bugs at initial release can ruin a game's sales - especially since critics often judge on unpatched versions. -
I mostly just steal signs (roadworks, street signs, pub signs) and such when I am drunk. I think I am hilariously epic at the time, but when I wake up I'm like "why the **** is there a 'road closed' sign in my room?"
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Wow, that's awesome. Good luck mate!
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Oh yes, unarmed combat is a must! And I want to see unarmed combat which can rival HtH weapons! Like Fallout 2 and Bloodlines. Kunckle dusters, spiked gauntlets, katars, punch-daggers, unarmed strikes the works!
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Which feature is most important in AP?
Humodour replied to bronzepoem's topic in Alpha Protocol: General Discussion
I don't think any one of those defines all good RPGs, but pretty much every good RPG is defined by at least one of those. I voted for complex dialogue and plot, though. Edit: No I didn't, I voted for all 3. Fallout (awesome RPG all round): - big world, non-linear exploration - lots of quests, only really 2 options per quest on average, but still more than pretty much every other RPG, so... - complex dialogue, multiple meaningful choices in dialogue - pretty simple (but non-linear) main plot, but complex back-story and complex atmosphere - interesting/quirky but superficial joinable NPCs Icewind Dale (awesome RPG for tactical combat): - big world to explore, but linear progression - not many quests, typically only 1 option per quest - fairly complex dialogue when it actually popped up, often multiple, but redundant choices - pretty complex (but linear) main plot, average back-story, good atmosphere - no joinable NPCs Planescape: Torment (awesome RPG for story and exploration): - big world to explore, a good mix of non-linear and directed exploration - lots of quests, 2 or more options per quest - complex dialogue, multiple meaningful choices in dialogue - very complex, linear main plot, complex back-story and complex atmosphere - deep, interesting, useful NPCs Baldur's Gate 1 (awesome RPG, jack of all trades and master of none): - big world to explore, non-linear exploration - a fair amount of fun quests, usually with only one solution - fairly simple (but fun) dialogue, few dialogue choices - involving, linear main plot, average back-story and atmosphere - superficial, funny, useful NPCs Baldur's Gate 2 (ok RPG, doesn't live up to its predecessor): - a smaller world to explore, more linear exploration, but arguably more quests and such packed into each area - many quests, often boring and tedious, typically only one solution - fairly simple, semi-interesting dialogue, often redundant dialogue choices - excessively 'personal' and pushy main plot, good back-story, poor atmosphere - superficial, often boring, useful NPCs KOTOR (awesome RPG - another all-rounder): - a pretty large world to explore, partially non-linear exploration - average number of quests, many boring, many interesting, typically 2 solutions, but the difference trivial - fairly interesting dialogue, dialogue choices often meaningful - fun, interesting plot, good backstory, good atmosphere - semi-superficial, fun, useful NPCs Bloodlines (awesome RPG for empowering the player): - a small world to explore, but very high density of quests and detail, non-linear exploration - large number of interesting and novel quests, multiple solutions - interesting dialogue, dialogue choices semi-meaningful - compelling plot, complex back-story, complex atmosphere - no joinable NPCs Deus Ex (awesome RPG for empowering the player, generally an awesome RPG all round): - a big world to explore, fairly linear exploration progression - a small number of interesting and novel quests, multiple solutions/approaches - interesting, complex dialogue, meaningful choices - very compelling plot, complex back-story, complex atmosphere - no joinable NPCs -
Native chinese don't see Western media. But immigrant Chinese do, and they're the ones protesting against Western media... They are? For every one in Australia that dislike "Western media", I find 3 who identify with it. I guess they are immigrants for a reason, no? Looks like 3 out of 4 such Chinese realise this.
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What are the skills in this game?
Humodour replied to Cycloneman's topic in Alpha Protocol: General Discussion
I read that. -
Anachronox used Quake 2 engine, Half-Life 1 used Quake 1 engine. I stopped half-way through. I can't bring myself to finish the game only to be provided with a cliff-hanger because the game didn't sell well enough for the second half to be created (not even a sequel!) bah.
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First! Will there be crates?
Humodour replied to thepixiesrock's topic in Alpha Protocol: General Discussion
Explosive crates are a must. Throwable explosive crates. -
Dear Christ, I did not swallow those amphetamines correctly. I almost puked all over myself.
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Agree, but burn you in a car fire anyway because it reminds me of NOLF where I'd shoot the gas tank of the car, causing the guy next to it to DIE HORRIBLY BECAUSE HE WAS CONSUMED BY EVIL.
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Well not a movie, but I'm watching Get Smart season 1 and 2. Looking forward to the new Get Smart movie coming out!
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The raiders, while organic like the humanoid Cylons, are really just the arms, legs and eyes of the basestar hybrids. Basically what probably happened is the raider detected something odd and scanned Anders, or Anders accidentally sent a signal, and the raider in turn sent this signal to the hybrid of the basestar, which for once made a decision independently of the humanoid Cylons (or perhaps told the humanoid Cylons and they made a decision in record time); the decision being to withdraw, as the final five as alive and active on the fleet.