Posts by KungFuSquirrel
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That's the risk you take making a mod designed as a followup or remake to an installment that may or may not get a sequel. Trust me, I know how that goes.

This new style is the proverbial hotness personified in digital form.
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heh, something tells me radiant wouldn't like that.

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haha, yeah, I've been reading those same posts. A little over-done on the ShackHype meter.

I've seen a lot about the length being around 8, with some people mentioning 10. I got a little over 10 out of HL2, though, so that doesn't really bother me that much.
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Quote from TomWithTheWeather
To hear some people talk, no FPS game will ever be the same again after Prey.
Meh, I don't buy that, but I still think it deserves some hearty praise - it's no genre-shaper (nor should it be - it doesn't offer anything that should be in every shooter from now on, that'd be annoying!
), but for one title to have what this one does, I'm having a blast with it. It's a fun twist on standard FPS-style play and has some really snazzy elements. Can't wait to try out some ideas in MP maps.For being a straight up shooter, adding the new combat and puzzle elements of the portals (the useable ones, at least - the ones that appear are just a fancy effect for standard monster spawning) is more than enough for me to get a good bit of fun out of it. What makes the combat fun to me isn't any leap in the AI intelligence, but just the fact that now I'm tracking them on the ceiling, walls, and everywhere in between. For being 3D for so many years, most shooters still focus you to a 2D train of thought in combat - nothing against said games (I've been plenty guilty of contributing to this myself in a few spots, heh), but to have a game break that down I think is really fun.
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I absolutely loved this game from the demo, and it's right at the top of the 360 games I'm looking forward to.
Controls felt a little weird to me at first, too, but I got used to it really quick and ended up really liking them. Things felt pretty natural after a while and I actually enjoyed the dead zone in place of the entire screen spinning around at my every move. Shoulder buttons definitely sped things up when I noticed them.
One thing I really underutilized in the demo was the grapple... I remember really liking it once I figured out it was there, but by that point I didn't have much left to do.
Grapple's no unique or original feature, but their implementation feels really solid.And how freakin' cool is it to take the gatling gun off a mech and lug it around? the animation and weight on that felt really powerful when you lugged it around on foot. Not to mention the coolness factor of mixing and matching weapons on the mechs.
Is it that wrong that the lower-tier bugs are tough to kill? So much of the game is centered around the cold mechanic that you need plenty of fodder to keep yourself alive.
I thought that was a fun element, getting the kills to drop the warm goo or whatever
I never ran dangerously low or anything but still found myself getting antsy if I hadn't seen an enemy or one of those radius-warming things for a little while. It seems like it'd be so easy for a mechanic like that to feel cheap or just flat-out suck, but I thought it actually worked quite well here.And by far the prettiest game I've played on the 360. And I've played a lot of them.

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I demand an underside shot!
Love this one.
Edit: jerk.

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I wanted to try for a cab-styled thing like the IRIS guy drives in BG&E, but then I realized I suck too much to pull it off.

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Quote from Mojo
with more than 5 players (on a side) though, do you want to be a linesman that hardly gets any play, he just tries to block the defense from rushing in over and over. Seems like a good idea, until you remember all the boring parts (who wants to be the guy on special teams where your only job is to try to set up a block for returner?). 3v3 to about 5v5 might work, anything higher than that would just suck in my opinion.
Yeah, I think 3 to 4 would be the real sweet spot. 10, no way.
focus on the usual 'star' positions and let the AI handle the rest. QB, RB, WR, TE, etc. would be good for offense, of course, with CBs, DEs, safeties, etc. probably being the most fun on defense. -
http://arstechnica.com/news.ars/post/20060707-7213.html
The funny thing is, what he proposes could actually kick ass if done right. I'd actually buy a football game with that sort of mode. Get all the gang together on Xbox Live or whatever on Sundays (or Saturdays if you're more into the college game like me
)... I approve! -
shit, that rules...

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the wrench from opposing force ruled, I loved running around with it fully charged and then watching people splatter in a mess of ridiculousness...
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[Blocked Image: http://www.button-masher.net/images/wip/speeder_001.jpg]
Whipped this up quick tonight... 118 tris. wanted to go more stylized at first but it sucked. So it's a sleek delta-wing thing. Actually UVed it, too... if only I knew how to paint textures.

hmm.. this makes me want to play wipeout...
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[Blocked Image: http://www.button-masher.net/images/wip/staff_004.jpg]
'final' version... will have to take a stab at UVing next...
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Fiddling with a WoW-inspired staff... eventually plan to add 3 neato hovering crystals around the tip, plus an actual mounting connecting the two pieces...
Full view:
[Blocked Image: http://www.button-masher.net/images/wip/staff_001.jpg]
From the tip down:
[Blocked Image: http://www.button-masher.net/images/wip/staff_002.jpg]
going to redo the spiral bit; the bottom looks much better as you can probably see...
and closeup on the bottom/hilt/whatever you'd call it on a staff.
[Blocked Image: http://www.button-masher.net/images/wip/staff_003.jpg]
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Madison represent.
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of course, even in the old days of worldcraft, there was a textured shaded view...

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Have wanted to go the last 2 years but 2 years ago was just settling in here and couldn't afford it and last year was too busy working on Quake... now this year it's my freakin wife's family reunion back in NE :-\