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metadigital

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Everything posted by metadigital

  1. Wouldn't be a problem if the games allowed for more replayability: that would be better than making a sequel that does exactly the same thing with another liniear story. Kalfear, you have some dumb ideas, but this one is up there with a bullet.
  2. No I will not download the mods to my PC.
  3. Yep, that was the point. There is one (two?) merchants that have infinite fund-restores after your PC sells something, exits from the conversation and re-initiates it ... the dude in the middle of the island in the giant crab shell was one, I think ... right on...Morrowind emphasizes *realism* and *immersion* above all else. being able to buy farm implements and silverware and such items from merchants that you absolutely cannot use illustrates the point. <{POST_SNAPBACK}> ... At the expense of FUN. If my character actually needed to eat with a knife and fork, or COULD, then maybe it might be useful to have them in the game. Then again I would have probably been able to finish the game if the walking speed was 50% faster from the start. I don't need to play a game that is more boring than RL. I would rather go sky diving or rock climbing ...
  4. See next post after yours. Is that an invisible rabbit, or a blind one ... Haha, this made me laugh.. for all the wrong reasons. Yeah. You go, girl. <{POST_SNAPBACK}> >makes no comment about $20 whores<
  5. Interesting. Lawful good Captain America versus Chaotic (Good?) Iron and Spider-Men ... Hmmm.
  6. Perhaps you might have a better response from the Developer's forum? Reading from a file is pretty standard stuff in Java, btw. And any language, come to think of it.
  7. No, I made sure he was fine. Except once when I blew him and twenty other zombies into tiny, flaming pieces. But other than that ...
  8. Morrowind could be a good game. The problem is that the lovingly crafted freeform world was to empty and the interface was not fit for purpose. (You can say move the mouse to effect a strike / slash / club / whatever, but how many people don't just click the "use best attack"?) Beside that, for some reason the developers decided that realism was more important than fun, so walking was implemented to in such a way as to make the game almost unplayable. How is that fun? I think what needed to be done is remove som things. Not every idea is a winner. Good writing is knowing what to cut as well as what to keep ...
  9. Just so long as they don't make Lego Adventures of Endor ...
  10. I saw "Sid Meier's Colonization" in a local electronics store (they have some really, really old stuff in there ... I think it was priced in pounds, shillings and pence ...) "
  11. ... That's probably why they have decided to expand on her character in Episode One ... :D
  12. And you know if she doesn't, Hades/Giant Rabbit most certainly will. <{POST_SNAPBACK}> What'samatta Mothie? Don't like others having the forum monopoly on ugliness?
  13. There is one predictor that, if used, can help eliminate over 99% of violent crime. Lock up all males. On a slightly different tack, men (presumably due to innate strength bias) usually use bludgeoning-type offences. Females will use a knife and either John Wayne Bobbit, or stab. My own experience is that females are more cold-blooded ...
  14. To Hit is over-rated ... whatever happened to automatic hits ...? "
  15. Friday, February 24 2006 As we've mentioned before, we've been hard at work on the continuation of Half-Life 2 for some time now. Soon, as part of the upcoming Half-Life 2: Episode One, you'll find out about what happened to the Citadel after the end of HL2, what happened to your nemesis Breen, and how Alyx managed to survive the explosion at the game's end. You'll also learn a lot more about Alyx, since nearly the entire episode is spent with her at your side. During the development of Half-Life 2, we at Valve were frustrated at how long it took us (six years!) to ship the game. With that in mind , the decision was made to try an episodic approach to the next Half-Life products, each designed to reveal new story, gameplay, and the latest Source technology in four to six hour experiences. Over the coming weeks, we'll keep you informed about the game's status. For now, head over to Computer and Video Games site to read an interview with Valve's Robin Walker about Episode One. http://www.steampowered.com/Steam/Marketing/February24.2006/ INTERVIEW: HALF-LIFE 2: EPISODE ONE We join Valve's Robin Walker for earth-shattering details on Half-Life 2: Episode One, including Alyx Vance's role, Dog, plus Episode Two teaser! 22 Feb 06 You'll have probably already read our exclusive from yesterday, where we brought you world-first details confirming not only the existence of Half-Life 2: Episode Two, but confirmation that work on the second installment of Valve's new episodic approach to the Half-Life universe has been in development for some time. Well, today we've got even more Half-Life 2 revelations as we're joined by Valve's estimable Designer/Engineer on Episode One, Robin Walker. Speaking in an exclusive interview with CVG, Walker provides further insight into the design process and Valve's new episodic approach. Even more crucially, there's further revelations on Episode One including Alyx's expanded role, whether Dog will make a reappearance and how the episode will address the big questions like "What happened to the Citadel at the end of Half-Life 2?"; "What happened to Breen, and is he dead?"; and finally "How does the G-Man factor into all of this?". So, without further ado, we'll turn you over to Robin Walker, Episode One's main man. Take it away Robin. Episode One is a new in the Half-Life story. Was delivering such episodes part of your plan for Half-Life 2 since day one of the sequel's conception, or was the idea born at a later date? Robin Walker: We knew while we were building Half-Life 2 that we needed to find a way to get games to our community faster than every 5 or 6 years. With the success of Steam and the lessons we learned by updating our multiplayer games frequently during Half-Life 2's development, we felt like we could take the same approach on the single-player side. This was a conclusion we arrived at before Half-Life 2 was released. What particular challenges does penning a plot for an episode throw up, as opposed to penning the plot for a full sequel? Robin Walker: It's the difference between running a marathon and running laps in a relay race. We set things into motion knowing that we're not going to resolve them immediately, so we want to make sure they have an actual destination and can stand on their own. Instead of wrapping everything up in one bundle, we have to stay several leaps ahead of ourselves. Each episode must both be self-contained and set up plotlines to be resolved or explored in the subsequent episodes. The nice thing for us about working episodically is that during the final polishing stages it's possible to see the whole story very clearly and make smart decisions about which elements need further development. This is much more difficult in a more traditional (non-episodic) game. Does Episode One reach a satisfying conclusion in terms of plot, and can we expect more of the almost-cryptic style of story presentation we saw in Half-Life 2? Robin Walker: We wanted Episode One to take players between 4 to 6 hours to play, and our playtests are hitting very close to that mark. But delivering a story in smaller pieces means that we don't have the luxury of delivering a complete narrative story arc from start to finish, which means we have to be considerate to our audience in terms of giving them what they want. Episode One will not end with an all-encompassing conclusion, given that it is the first installment in a series, but there are some specific questions it will address. For example, "What happened to the Citadel at the end of Half-Life 2?" and "What happened to Breen, is he dead?" and "How does the G-Man factor into all of this?" It's been said that Alyx Vance will have a more prominent role in Episode One than in Half-Life 2. How exactly have you increased her presence/involvement this time around and tell us how this impacts the episode overall? Robin Walker: In Half-Life 2 you didn't really get to learn much about who Alyx Vance was. Alyx grew up in City 17 and knows a lot more about it than you do, which will be useful to you in a number of ways. Besides being capable in direct combat with the Combine, she's learned a lot about how to deal with their electronics from her father and by building Dog from scrap parts. Alyx is the central character we're focusing on with Episode One, and most of the time will be spent with her. We've had sneak peaks of Dog in Episode One teaser trailers. How much time and effort has gone into developing that character's role in the story? Robin Walker: While Dog makes an appearance in Episode One, most of our energy has been spent on exposing Alyx rather than Dog. He'll help you both out early on, but it is Alyx who you'll be spending most your time with. Let's talk weapons! We know you guys like to keep things secret, but... if there's one new weapon you'd like to have with you to get you out of a scrape, which weapon would it be, and why? Robin Walker: In Episode One, it'll be Alyx you'll want to have with you. Should we really trust the Vortigaunts, because we have a sneaking suspicion they're hatching their own plan to take over Earth...?
  16. (w00t)
  17. The Sorcerer Shu will overcome all!
  18. They need to make an Anti-Cleric: the Goth. ) Why am I not surprised that Steve plays a cleric ... "
  19. *don't forget the two 12 volt rails from the PSU*
  20. ... And that explains why so many beings from other dimensions are so peeved when they get here, after having to wade through all that excrement! "

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