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Posts by FMPONE

  • What are you playing now?

    • FMPONE
    • June 15, 2019 at 8:02 PM

    Playing Cadence of Hyrule. Not sure how I feel about the rhythm gimmick thus far... but the music is great. It seems like a cool Zelda game with an awkward mechanic piled on top, but I think I’m gonna enjoy it a fair bit none the less.

    This seems like another game where a great soundtrack really does a lot of the heavy lifting for keeping players engaged.

  • E3 2019

    • FMPONE
    • June 12, 2019 at 8:41 PM
    Quote from blackdog

    6 hours ago, blackdog said: May I say: most underwhelming E3 in many years?

    I'm really excited for BOTW sequel and Cyberpunk, but most everything else did in fact suck. FF7 sequel focusing exclusively on Midgar sounds lame af to me.

  • [WIP] Akiba

    • FMPONE
    • June 10, 2019 at 10:26 PM

    This map isn't eligible, see Rule 4. Previously released greybox + some art = Not eligible to enter.

  • Exotic Places CS:GO Mapping Contest 2019

    • FMPONE
    • June 10, 2019 at 10:12 PM

    The following clarification has been made to the Contest Rules:

    Pre-Existing Levels:

    Rule 4. Maps that were under creation prior to the announcement of this Contest can be entered, as long as a complete map version (layout and any non-greybox art) was not released for public download.

    Practical Application of Rule 4 to levels released prior to June 5, 2019:

    Quote from millo

    On 6/6/2019 at 12:06 PM, millo said: Would I be allowed to submit a map that is publicly available, layout complete and art is WIP.

    No.

  • Vanquish

    • FMPONE
    • June 10, 2019 at 10:10 PM

    This map isn't eligible, see Rule 4. Previously released greybox + some art = Not eligible to enter.

  • E3 2019

    • FMPONE
    • June 9, 2019 at 10:37 PM

    Don’t think I’m buying anything XBOX related anytime soon, that Halo preview was balls

  • Cyberpunk 2077

    • FMPONE
    • June 9, 2019 at 9:44 PM

    Keanu! The man is killing the game lately, action, comedies, and now games, his agent needs a raise.

  • Exotic Places CS:GO Mapping Contest 2019

    • FMPONE
    • June 8, 2019 at 4:09 AM

    The following clarifications have been made to the Contest Rules:

    Entry:

    "If a Contest Judge has previously published a CS:GO level with a participant, that Judge will be fully disqualified from scoring any entry by that person. In place of the disqualified Judge's score, the entire panel of Guest Judges will be asked to rate the entry, and their rating will then be averaged."

    Contest Theme:

    Relevance to the "Exotic Places" Theme (Exotic meaning it's normal definition as well as "locations seen infrequently in CS:GO")

  • Resident Evil 2 Remake

    • FMPONE
    • June 6, 2019 at 8:22 PM
    Quote from [HP]

    1 hour ago, [HP] said: You actually do return to the police station from the sewers tho, but it's completely optional. You take a elevator up and come out in the main lobby of the station. You have to do this if you want to reveal the last Photographic Film, which if my memory serves me right it shows you photos of 2 hidden places inside the station where you can find some cool upgrades for your pistol.

    I'm fairly torn by the sewers myself, it used to be my favourit part of the original RE2, they used to have this big ass tarantulas which were scary af and I think you had to use acid to kill them. Overall, I wanna say the original had more enemy variety too.

    [Blocked Image: https://i0.wp.com/bloody-disgusting.com/wp-content/uploads/2018/09/resident-evil-2-spiders.gif?resize=740,521&ssl=1]


    In the remake they added those weird big monsters that crap out little floating enemies, and like you said the level design doesn't feel as tight as the first third of the game.


    Your Umbrela Labs scale comment is a interesting one, now that I think of it, I remenber it feeling way grander in the original, it could be that since the cameras are static, you sort of like fill in the gaps in your mind and just assume you're inside these colossally big underground lab.

    I also preferred the grungier and industrial look of the original RE2's underground lab, I don't know if the clean white ipad aesthetic was entired successfully in the remake, specially when their screenspace reflections solution is pretty bad.

    [Blocked Image: https://media2.giphy.com/media/JU6T7csl3b8M8/giphy.gif?cid=790b76115cf954f96c307845361ceb54&rid=giphy.gif]

    [Blocked Image: https://ksr-ugc.imgix.net/assets/021/617/302/611e7d0358b7ab473f9dd37837b3d08e_original.gif?ixlib=rb-2.0.0&w=639&fit=max&v=1529324192&auto=format&gif-q=50&q=92&s=1c705fc741d1c6a9ff6072eebb59b5e9]


    Now that I think of it, I also wish you got to play outside a little bit more in this remake too, there's something awesome about dodging zombies in dirty back alleys.

    The white zombies also didn't make an apearence in the remake, although they are in the 3 mini story DLCs they released:

    [Blocked Image: https://static.giantbomb.com/uploads/original/1/10354/2718165-tumblr_mha9xkpuyt1qba4ipo1_500.gif]


    The more RE2 remake lingers in my mind, the more I realize that it's full potential wasn't met, even tho it's most likely my GOTY.

    Display More

    Yes, I agree with you. Even a game this good, there was still quite a lot of unmet potential.

    That look does seem a lot more fitting for the underground labs. I didn't mind the ipad aesthetic in and of itself, but like a lot of the art in this game, it didn't "pop" with an extra sense of purpose and definition, it just kind of was "there". This worked so much better for the police station, because the rigid, lifelessness of the realistic surfaces felt appropriate. As the game dragged on, the lifelessness of the sewers and the lifelessness of the labs really defeat any sense of purpose behind that aesthetic, it's no longer tongue in cheek or intentionally drab, it's just drab even though it's aiming to be something dramatic (moody laboratory).

    My favorite part of the labs was easily the overgrown area, but that was very brief. The game didn't do a good job of selling environments that were in the middle of realistic or stylish, the most stylish areas looked great, and the most realistic areas looked great, the inbetween ones (the lab, the sewers, the empty streets where you walk to the sewers, and now that I think of it, the store in the very beginning) were just downright boring.

    Totally agreed on the city parts. Non-optionally, I think that was my big take-away: this game violated the basic level design trope of bringing you full circle, back from where you came. Considering how strong the original area was, it was extra disappointing that they screwed that basic idea up. Instead of ending with a random ass train ride, it should have taken you up top into the police station for a bit, through the city a bit, and then a train station, above ground where it actually makes sense. I wanted that extra 30mins to 1hour 30 of high quality urban gameplay, after being underground for so damn long.

  • Resident Evil 2 Remake

    • FMPONE
    • June 6, 2019 at 4:45 PM

    I beat the Leon portion of the game last night. Some thoughts on the end game:

    Although I've really enjoyed this game a lot, if I'm going to be a bit critical, once you leave the police station the quality of the level design does go down quite a bit. It's far more linear, and far less scary overall. The plant monsters were so frikin lame (not scary/challenging), and the levels overall don't add any new interesting mechanics. Not sure why this would be, except maybe they spent a ton of time polishing that first chunk up and the rest didn't get as much attention. Whatever the case may be, pretty much from the moment I got into the sewers the game felt like it was already in its denouement phase, it would have been nice to return to the police station one more time for closure. The sewers weren't terrible, but then the Umbrella corps got even a bit worse, so the overall emotion was downhill. The Umbrella corp headquarters certainly attempted to give a sense of "scale", but I don't think it was successful at all in doing that, it felt tiny and cramped and rushed.

    The last half of the game, for me, gets a 4-5/10 compared to the first half 10/10. It just felt really rushed.

    The highlight of this game for me was definitely the end portion of the police station level, where Mr. X is chasing you around. That was some of the best horror gameplay I've ever experienced.

  • Exotic Places CS:GO Mapping Contest 2019

    • FMPONE
    • June 5, 2019 at 10:10 PM

    One note to contestants: don't forget that Hostage Maps exist. It's right there in the rules!

  • Death Stranding - Hideo Kojima's next game

    • FMPONE
    • June 5, 2019 at 6:34 PM
    Quote from [HP]

    3 minutes ago, [HP] said: Hell's to the fuck yeahs.

    This better be good man, every game Kojima touched became a cult classic, even the less known stuff like Peace Walker, PT, Snatcher and Boktai to a lesser extent.

    I haven't played Snatcher but I watched a playthrough a while ago, and holy shit is the story cool. It really is very impressive.

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  • Death Stranding - Hideo Kojima's next game

    • FMPONE
    • June 5, 2019 at 7:14 AM

    https://mobile.twitter.com/HIDEO_KOJIMA_E…074622711975936

    this game is going to be so bad it goes all the way back to being a masterpiece. I’m here for it.

  • Resident Evil 2 Remake

    • FMPONE
    • June 4, 2019 at 8:29 PM
    Quote from [HP]

    1 hour ago, [HP] said: Capcom is kicking ass lately, respek!

    Capcom BEEN hard since megaman 2

  • Resident Evil 2 Remake

    • FMPONE
    • June 4, 2019 at 3:27 PM

    Big if true

    https://twistedvoxel.com/capcom-new-re-engine-game-e3-2019/

  • decal to not decal (CS:GO Sdk tools)

    • FMPONE
    • June 3, 2019 at 10:38 PM

    What is the decal? You will have to edit the .vmt file and it’s possible that it won’t look great unless you re-do it as it’s own .vtf material.

    (textures are a .vmt text file and a .vtf graphic file)

  • What's going on with your life?

    • FMPONE
    • June 1, 2019 at 9:19 PM

    All of the sudden there are some handsome and cute little devils in this thread! ?

    Congratz guys

  • Void Bastards

    • FMPONE
    • June 1, 2019 at 6:11 PM

    I’m a little disappointed in the gameplay I see here, this would be a great narrative FPS ala Bioshock, rogue-likes are so boring :X

    hopefully there’s something larger gluing it together, Dead Cells kind of soured me on procedural games for a bit, it was such a repetitive time sink.

    Hope they didn’t waste this amazing aesthetic, it looks stunning

    edit, top of kotaku: https://kotaku.com/void-bastards-…tive-1835159860

    goddamn, when are devs gonna realize repetition is nearly synonymous with boredom, this genre needs to die

  • Void Bastards

    • FMPONE
    • June 1, 2019 at 5:29 AM

    Didn’t realize this was an FPS. Hell yea

  • Resident Evil 2 Remake

    • FMPONE
    • June 1, 2019 at 12:55 AM
    Quote from [HP]

    9 minutes ago, [HP] said: Deffo do it, the game changes way more than I thought. I finished my B playthrough on hardcore.

    With the Claire B campaign, you start the game in another spot of the Police Station, so the flow of the first third of the game is completely different, some puzzles are the same (not all) but their solution is hidden in different spots around the environment, just as typewriters and boxes are in different spots too. Back in the original PSX version, Mr X only appeared on your B playthrough, on the remake tho the changes are more granular but I actually like it more like this, it just feels different. The story is also completely different, Leon's story is basically a love story with Ada. Claire's is more of caretaker / motherly archetype, as you need to save the little kid, Sherry. There's also new environments I wont spoil for you.Leon campaign is more actiony, weapons carry more bang. Claire's weapons are a bit more strategic, and she also gets more grenades/flashbangs I think.

    Also, you need to finish the B campaign the see the real ending / real final boss, the game is meant to be played like this.

    Damn that sounds incredible. There is so much game here...

    typically when I play a single player game these days I write down everything I learn because games have such smooth beats and it’s eays to see when they do something clever in between boring sections. This game I haven’t written anything down, it’s just had my full attention. It’s also very scary, I want to study that aspect on subsequent play throughs.

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