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  3. Sentura

Posts by Sentura

  • What are you playing now?

    • Sentura
    • June 29, 2014 at 8:47 AM

    I never played metroid, so maybe that's why that didn't bother me -- but damn they really do some cheap attempts at internet humor too. There's so many references to internet memes all over the place, and it's not really funny or providing any sort of merit for the game. There are of course genuine attempts at humor that are funny, but those a few and far inbetween.

  • Valiant Hearts / Soldats Inconnus: Ubisoft's WWI game

    • Sentura
    • June 28, 2014 at 1:25 AM

    I can only imagine that while shit was happening in trenches somewhere over yonder, my family at the time was drinking vodka and generally tending to the crops at hand like it was the 18th century. Because Poland was backwards and all..

  • What's going on with your life?

    • Sentura
    • June 28, 2014 at 1:23 AM

    I am currently home, currently hungover and about to sleep, and also my clothes are wet and smell like they've been in a smokehouse for a day and a half. This perfectly sums up my life.

  • Corwin's house renovation adventure

    • Sentura
    • June 27, 2014 at 12:01 PM

    You're doing the one thing that I'll never be able to do: Settle down. Good luck with the house!

  • Louie Turner - Level Designer

    • Sentura
    • June 27, 2014 at 8:25 AM

    Nice improvement. I think all you need to do is emphasize that you're a level designer. I would put that next to your name, so it's the first thing people see. Don't put both world builder and level designer in as a role though. It's less professional. You can elaborate in the little blurb how you also do world building

  • The Interview (aka pissing off Kim Jong-un with a movie)

    • Sentura
    • June 26, 2014 at 11:30 PM
    Quote from Minos

    wait what you want NRK to start a war because of a comedy movie?


    Haha, no. But it's an interesting what if scenario. I'd technically like them to take action, because I think 'murca gets away with way too much BS, but the consequences are dire.


    On the other hand, imagine the history books about the downfall of civilization as we know it, all thanks to this one movie. Seth Rogan would become the next Hitler. Or alternatively, the planet gets obliterated and aliens will be laughing their asses off when they find our remains.

  • The Interview (aka pissing off Kim Jong-un with a movie)

    • Sentura
    • June 26, 2014 at 9:41 PM

    Seth Rogan call Kim-Jong-Un's bluff on that twitter... I'd like to see what NRK would do but I'm fairly sure they're too chickenshit to start something.

  • What are you playing now?

    • Sentura
    • June 26, 2014 at 9:20 PM

    Playing Guacamelee. At first it's fun... a lot of fun. The abilities and the open world castlevania style level design works. But then we get to the shitty, obnoxious puzzles. Some of which require miliseconds of precision to execute properly. The game has puzzles in a sequence, and the first 2-3 puzzles are fine, slowly increasing in difficulty. Then you get to 4th part of the puzzle sequence, and it's like running into a brick wall of difficulty. It doesn't help that failing this step will send you right back to the beginning of the sequence. Every. Fucking. Time.


    What's worse is that the game relies so heavily on a proper control scheme with a controller (I'm playing with one), but fails to understand just how important the reception of control data is from the player's perspective. In order to do a specific special move, you can press a directional button/flick analog stick plus one of various action buttons. However, the game only allows strict input for execution, which is directional input FOLLOWED by the action button (so directional up + A), and not the other way around (A + directional up). This conjures up some situations in the puzzles that become halfway unsolvable until mastered to a point of muscle memory. They should have taken some inspiration from the likes of Street Fighter, where the control scheme is tight and fluid enough for the game to recognize a plethora of different input combinations to execute the same action.


    It doesn't help that the special moves are spread out on all buttons, instead of just a single button with different directional input. If something goes wrong in a puzzle, I usually get panicky and end up pressing one too many buttons, resulting in a loss of control due to the special move galore that follows.


    Special moves aren't cancelable either, meaning that once you've begun the execution of one, you CANNOT get out of it until the animation is completed. In various situations, especially due to combat enemies, this can have butterfly effect-esque consequences as a special send a player flying towards an enemy, but ends up being interrupted by an enemy attack, knocking the player off the platform back to a previous area. This happened to me on multiple occasions.


    Let me just be clear here that this is NOT good design. It makes the game feel like it's designed by the designers for the designers, rather than for the players. It's a real shame too, because the game offers an otherwise great world with a lot of explorable content, along with a kickass soundtrack.


    So in summary: Good art, some good level design, but bad, bad puzzle design and controls, A+ soundtrack. I can't recommend the game really, but go listen to the soundtrack on youtube, it's pretty awesome.

  • Cool online shops

    • Sentura
    • June 25, 2014 at 10:31 PM
    Quote from Pericolos0

    random deviant brushes + your bigass logo = "design"


    It's Ed Hardy level stuff imo.. judging from their pics its aimed at a similar crowd


    least ed hardy had the ed hardy boys:


    External Content www.youtube.com
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  • Summer 2014 Steam Sale is Live

    • Sentura
    • June 25, 2014 at 5:03 PM
    Quote from PogoP

    Fuckin console fan boy.


    lol Liam how many years have you waited for this opportunity

  • What have you purchased recently?

    • Sentura
    • June 24, 2014 at 8:04 PM
    Quote from FMPONE

    Just got Fallout New Vegas, really hoping it will live up to some of the positive things I've heard, Fallout3 was pretty darn good actually


    New Vegas was ok, but Dead Money is hands down some of the best content I've ever played through

  • Cool online shops

    • Sentura
    • June 23, 2014 at 11:10 PM
    Quote from RaVaGe

    Hey guyz, i'm looking for some nice shirts and stuff for the summer, if you know some good stores, please share you silly basterds.


    Check out this one, it's from Ruud Van Eijk, one of the most talented graphic designer i've ever seen.


    http://www.lazywack.com/


    I really dislike any design that has to propagate its own name on the label. The graphic should be enough.

  • Joel Burgess - The Iterative Level Design Process of Bethesda Game Studios

    • Sentura
    • June 23, 2014 at 11:27 AM

    Company firewall blocks this on the grounds of "botnet". Though I might have seen this as a presentation at GDC '13...

  • Summer 2014 Steam Sale is Live

    • Sentura
    • June 22, 2014 at 9:44 PM
    Quote from will2k

    Got Metro 2033 at 80% off (2.99$). the offer is still valid for the next 4 hours if you need to sink your teeth in .


    Man I really wish Metro 2033 would have played out in a STALKER like sandbox instead. I would have so much fun just going between the different metro stations collecting weapons and doing shit, before going to the end of each line to shit my pants from whatever terror they could dream up there...

  • Summer 2014 Steam Sale is Live

    • Sentura
    • June 22, 2014 at 8:12 PM
    Quote from Puddy

    External Content www.youtube.com
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    (Use HD + fullscreen! It's blurry for the first few seconds though.)


    Here's a simple gameplay video which I just recorded of Door Kickers and it's the replay of a mission. Basically, you plan how your troopers move, which angles they should cover and when etc. A really nifty feature is that troopers can be ordered to wait at certain points until they hear one of three go codes which you can issue (alpha, bravo, charlie - you hear these in the video). This allows for some neat coordination. Very rewarding game and I highly recommend it if you liked Frozen Synapse or if you're a fan of tactical games like Rainbow Six. I've only played 4 hours but there's definitely potential here.


    Sounds good, I think I'll grab it =)

  • GDC Europe 2014

    • Sentura
    • June 21, 2014 at 5:55 PM

    Would love to but I don't think I'll have neither time nor cash...

  • Summer 2014 Steam Sale is Live

    • Sentura
    • June 21, 2014 at 5:13 PM

    Bought The Bureau, Metal Slug and Dead Island


    Not seeing much else that's interesting, and I've only bought one other game this year...

  • Thief 4

    • Sentura
    • June 19, 2014 at 4:21 PM

    Play on harder difficulties then. I played on Master with all "special" abilities/mechanics removed. They will see you, to the point where it becomes painful.

  • Joining the IGDA... is it a must ?

    • Sentura
    • June 19, 2014 at 4:14 PM

    The only IGDA members I know are all indies. I wouldn't personally join them because they have no real power and they cost money. I think a lot of people wanting to get into the industry join them in hopes of getting "a lift" towards an industry job.

  • Thief 4

    • Sentura
    • June 17, 2014 at 9:20 PM

    I've been playing Thief 4 as well... and I think the bigger problem is that, simply, it isn't a Thief game. Loot is no more an object of devout interest when it should be, there is little familiarity in the city save for the names. There is no sword or lethality, and Garrett now supposedly has a sidekick that has throughout the entire series been completely unmentioned.


    There is none of that classical, almost Lovecraft-esque, creepiness that infested the three first games, which is probably the biggest minus in my book. Instead we have some enemies that are so similar to the guards you have to dodge that it feels no different than sneaking past guards. Which brings me to my next big problem: The gameplay feels very mechanically driven, rather than experience driven. Yes you can sneak around guards, but it doesn't feel like you're being sneaky. It feels like the guards are no more than obstacles on your path. There's no tension from being close to a guard (or one of those monsters for that matter) because they all just feel like bricks in a puzzle. It gets tedious if not boring after a while. Add to that the odd and mostly inexplicable patrol paths and tiring additions of needless guards as if to shoehorn some extra difficulty in. Come on.


    So in summary, the game fails to live up to the Thief name. There is literally nothing from this game that has any connection to the previous games on any level but the most superficial. There is no stealing. There is no horror. There is no Garrett.


    PS: Oh and no Benny.

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