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Posts by Sentura

  • Dead Island

    • Sentura
    • July 5, 2011 at 3:14 PM
    Quote

    ":3o3nngy9]Here's some gameplay btw.This game strikes a huge resemblance to FC2, and that's not exactly a good thing. I guess I was just expecting a little bit more... something different than a very arcade game with +50XP everytime on the screen.

    don't get hyped by a cinematic trailer then.

  • Journey

    • Sentura
    • July 5, 2011 at 2:49 PM
    Quote from FrieChamp

    See, this is exactly why it baffles me that you rage about hype in this thread. So you compared Journey to the cinematic trailer of Dead Island then, well tha't s a completely different story then... Thatgamecompany is anything but a marketing-driven corporation. The only "marketing" I've seen done by them is in fact PR, by letting journalists play the game and let them talk about their experience. If you want to call them pretentious, for not being creative/innovative enough in their indie space, because you believe they use elements from previously released games - fair enough. On the other hand you don't seem to really know enough about the gameplay do you? Point is, complaining about hype trains in the gaming industry at the example of an indie title like this one is ludicrous.

    yeah, and oh, they still released that video that sparked this debate, but i guess that does not count as marketing. even if it was created by someone else, i'm sure it had to be greenlighted somewhere higher to be put out. but like i said before, people's reactions to this as if it was some sort of virtual gold are completely comparable to the dead island cinematic trailer, it was the same goddamn effect.

    Quote from Taylor

    I can just imagine Jenova coming out and saying “hey, this is fl0w. It’s like Snake only it has inaccurate six-axis controls, none of that tricky collision stuff, and no objective.” They're entirely about marketing themselves as the next step in games. Ex: Chen: Designers Of Online Games 'Often Do Lazy Work'. Though, more power to them. And he does avoid stepping on any toes (unlike ToT).

    oh boy. not only does he not come with something original, but he chastises other people for doing the same? flower isn't just 3d snake, it's new and original and fascinating. this is what pisses me off, he comes off as a hipster trying to introduce something we've all seen before in a new package, and it's sooooooo original. not to mention hypocritical and pretentious.

    now i'm not saying he isn't right, someone else said that the industry is oversaturated with the same games, same type of games etc. and i agree. but he isn't exactly contributing to creating new stuff, and even if he was - would that really be what people want to play? if anyone really made a truly innovative game that did something original, i'm pretty sure people would just shrug it off, or not be able to understand it. the industry is hitting a limit here, how can you of all people not see this?

  • NIGHTWATCH DM: Voting!

    • Sentura
    • July 5, 2011 at 12:55 AM
    Quote from Puddy

    Yes, precisely! I won't vote for anything until I've played it!

    How about Tues/Wednesday evening... GMT+1?

    yes!! a thousand times yes! notthing is funnier than hldm on a good day

  • Journey

    • Sentura
    • July 4, 2011 at 11:45 PM
    Quote from Puddy

    It's not in your best interest to co-operate in K&L. You're incentives are changed as the goal is to win (make the most money if I'm not mistaken).

    If you cooperate, you will end up equal (not good). Your objective is to, exclusively, possess the most amount of money (translates into exclusively having the lowest jail sentence in the PD example).

    Or so my feeble mind puzzles it together

    fair enough, it was just to give an example anyway.

  • Journey

    • Sentura
    • July 4, 2011 at 11:44 PM

    not to dead island, just the first trailer that everyone was so hooked on. a cinematic trailer doesn't say anything about the game, yet everyone kept raving about it. sure it might get good marketing at the time, but by now everyone seems to have forgotten, or the released gameplay may not be up to par with the initial hype. in general i think the industry suffers from overhyping, since publishers seem to think that hype = sales. i'm not gonna go more into this though, since i don't know anything about it.

    i think furyo may have had the only valid counter argument, though i doubt these guys are out to score the big bucks with this.

  • Journey

    • Sentura
    • July 4, 2011 at 10:51 PM
    Quote from Rick_D

    it depends what people want out of a game. i would love a game where just exploring beautiful environments is the main thing.for me, i enjoy all kinds of games. i just played a series of pretty bad games by many standards but i had an enjoyable time. why must everything be art, or be the next big innovation?

    you're misunderstanding, i'm not saying everything should be the next big thing, i'm just saying it shouldn't be marketed as such.

    (because you know, that's pretentious)

  • Journey

    • Sentura
    • July 4, 2011 at 8:31 PM
    Quote from Campaignjunkie

    Yep.

    Sentura, I'm not sure why I'm bothering, but... they've gone to great lengths to avoid the prisoner's dilemma. The only resource to collect, "cloth," is unlimited and you spend it regularly to boost jump. There's no dilemma over resources. It's just whether you and a person get along, and whether you trust them enough to stay with them -- e.g. they start shouting a lot but you're thinking "no the level exit is over here" and walk away / disconnect, when really they just wanted to show you a cool level secret and you didn't trust them.

    But at the same time, there's no penalty for disconnecting. You just walk off and jump away and you'll never see them again. No punishment.

    but again... what are you supposed to do? is it going to be puzzles like little big planet did them? lbp, while having an option to communicate verbally, this was seldom used in favor of gestures like pointing or even dragging other players to specific spots to understand - again, this is hardly original. my biggest gripe with games like this is what i said in my last post: they try to market something they've made as unique, even though there have been instances of it before. and that is perhaps the thing: there isn't any or at least not much left of originality in this industry, so i'd rather go out of my way to praise the games that truly deserve it for their innovation, rather than having some hipsters think up some "web 2.0" version of a game.

    i don't understand why everyone is so eager to always jump the gun and get on the hype bandwagon every time there's a title out that poses itself as unique. it was the same thing with the cinematic dead island trailer. i'm not saying the game will be bad either, but i want to see just how "special" and "unique" this game becomes when it's out. running around in a beautiful environment alone does not make for a good game.

  • Hitman: Absolution

    • Sentura
    • July 4, 2011 at 4:44 PM

    lmfaooooooooooooooooooooooooooooooooooo

  • google+

    • Sentura
    • July 4, 2011 at 4:42 PM

    yeah pretty much, hp. it seems much more coherent and faster though, so i think it might stand a chance. anyone got invites?

  • Journey

    • Sentura
    • July 4, 2011 at 4:40 PM
    Quote from Puddy

    I haven't watched this too closely. All I know is that flower is pretty boring and that flow wasn't much better.Who knows? Perhaps they'll nail it this time around.

    it's not prisoner's dilemma btw; it's backstabbing

    ...yeah, that's what it is: http://en.wikipedia.org/wiki/Prisoner's_dilemma

  • new forum stuff

    • Sentura
    • July 4, 2011 at 2:16 PM
    Quote from Rick_D

    paypal for me is an issue

    same

    i guess it would be too much of a bother implement a credit card system, so maybe ill just mail the cash.

  • Journey

    • Sentura
    • July 4, 2011 at 2:09 PM
    Quote from Pericolos0

    basically. too early to call it pretentious?

    what's pretentious about it?

    "we're a cool indie game that has a small anonymous multiplayer mode, we're so unique. you want to join in? too bad, this game is only for cool people, like us developers"

    the multiplayer doesn't give out anything of what the game is about, and while i love desert environments perhaps the most of all environments, art alone won't carry a game. i understand that YOURE SUPPOSED TO FIND OUT ON YOUR OWN, but really, it says nothing about why it's multiplayer.

    also fuck space marines and all that, shit is so boring. maybe this is gonna be good, maybe in the stuff they don't show they've secretly created the best game mechanics ever, and the multiplayer mode makes everyone nerdgasm at least once every game while the singleplayer will you suck off so hard your mind will literally explode in ecstasy. or maybe, and most likely, it's just showing art for the lack good game design.

    Quote

    think about your relationship to another person and whether it's worth it to stay with them.

    prisoner's dilemma? isn't this what kane and lynch multiplayer was all about? i have a problem with originality when people mask something that has been done before as something new.

  • Journey

    • Sentura
    • July 4, 2011 at 3:55 AM
    Quote from Taylor

    lol deep

    basically. too early to call it pretentious?

  • What have you purchased recently?

    • Sentura
    • July 3, 2011 at 11:00 PM

    bikes are everywhere over here so don't feel bad

    Images

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  • RAGE

    • Sentura
    • July 1, 2011 at 12:37 PM
    Quote from Thrik

    The general impression that I've gotten from Carmack et al talking about megatextures over the years is that it doesn't necessarily make much of a difference to the aesthetics of a game: developers can still repeat textures and shit if they want to, and gamers probably won't even notice the exorbitant amounts of unique detail anyway. To be fair I hardly notice asset and texture repetition in most current-gen games.However, it does have huge implications on performance and is presumably a major factor in them hitting 60 FPS rather than 30 FPS on consoles despite having superb visuals — like HP says you're not using the engine to paint individual textures onto meshes and shit (which works fine but eats RAM like a mofo), it's all done before that stage. Do they have external tools for doing that, do they use regular Photoshop and brushes, or do they have an in-editor texture tool for working on the megatexture? Not really seen much of the developer tools.

    I'm more interested in the post-Rage iteration of megatextures personally, which will have all the infinite detail shit going on.

    well...

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    textures are still second to geometry

  • RAGE

    • Sentura
    • June 30, 2011 at 6:51 PM

    ...you think you saw any proper detail of the texture from that video? i'm fairly sure that you won't see how much the improvement of megatextures is until you actually play the game.

    i do not doubt it's achievable with old tech, though the way it's represented visually and the structure needed to hold visual information would have to have rebuild from scratch to make sure specific parts of the texture are only loaded when needed.

  • SVN Hosting

    • Sentura
    • June 30, 2011 at 2:00 PM

    even then you could share the project between yourselves. i am only saying this because it's less bothersome than setting up an svn server and cheaper than buying svn hosting.

  • SVN Hosting

    • Sentura
    • June 30, 2011 at 12:49 PM

    won't dropbox do if it's just a personal project?

  • What are you playing now?

    • Sentura
    • June 30, 2011 at 1:43 AM
    Quote from Taylor

    [Blocked Image: http://alexandertaylor.net/stuff/trolled1.png]

    lol'd

    i will respond another time so that there will be some spacing between replies

  • What are you playing now?

    • Sentura
    • June 29, 2011 at 10:37 PM
    Quote from Taylor

    Usually if the attack uses upper body it's the punch buttons, otherwise it's kicks. The motion itself usually matches the animation in some way, so fireballs brings his hands forwards, hurricane kick spin backwards, dragon punches duck down and spring, etc.There are exceptions, of course, and some are stupid. Mainly on Ultra 2's where the existing ultra motion is already taken.

    so basically you're saying there's no reason there should be any specific button input for any ultra?

    i just returned from a session, and while i remember, let me list and rebut things that are just bad design choices:

    - frame based moves instead of time based

    - controller movements (ultra or non ultra) that are too much alike (trying to make one will chance that might make the other)

    - cancelling into and out of pretty much every move with no cooldown (fadc or just dc), making long combos inevitable. it's especially possible on people who have just gotten up.

    - grab length not the same for all characters (i could overlook this if there was a grab priority so that grabs could cancel out easier)

    - difficult controller movement that requires years of mastery (maybe you friend can do it fine and the sixaxis isn't the worst controller for ssfiv, but that doesn't mean it's good enough)

    - ultras/supers differ on each character for no good reason (it's basically negated if the other ultra doesn't follow the same goddamn rules)

    - ranged battles that have little reason to exist except on maybe 1 character.

    - anti air moves ALSO work on the ground, making them the definite choice of move rather than have various defenses for various actions

    - bad hit boxes on some moves/hits where it doesn't make sense (ties in with grab range)

    - backdash does not have priority over attack moves

    in addition to that, you said there were 47 different moves that ryu or whoever could do from neutral position. do me a favor and check the moves list for every goddamn tekken character in the newer ones, and tell me if there's more or less than 47. also explain to me why tekken can do combos simpler (pretty much follow what i said) while street fighter insists on being a relic of the past with its arcade centered controls.

    every time i play this game, i'm getting more and more pissed that these simple goddamn things aren't in place.

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