Hey guys, this game came out. If you're in America good luck finding it anywhere except ordering it online (Amazon says "ships within 1-2 months" but Newegg's got it in stock last I looked, w/ free shipping). Canada's even rarer apparently. It's supposedly going up on steam tomorrow/this weekend.
Posts by Jetsetlemming
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I can't help but feel recursively bad for thinking the Borderlands joke trailers were funny, in comparison to how fantastic that video went
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I would think New York would be a bit less of a technical nightmare than many other major world cities to have in a videogame, I mean, GTA4 did it and that's a console game

I can't read that link.
I can recognize some of the games in the screenshots (Freedom Fighters is the best New Yorky game that I know if, it plays up the city as a vital, irreplaceable part of the game due to the themes of patriotism and desire for freedom and the iconic imagery of New York City and the Statue of Liberty) but only about half of them -
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":7zhbj4g5]I'm sorry but I deleted the last 4 or 5 posts.
fascist
So Crysis 2, looking cool, eh? But man, New York. So overused. That's not even anywhere near where ever the last game was set, I'm assuming near Korea maybe!

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I was actually pretty impressed by those stairs. Some nice texture work, and it managed to be pretty moody

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Quote from Skjalg
HL clocks in on about 10 hours, while Hl2 took people about 6 hours to complete iirc.Half-life is blurry in your memory because its probably a long time since you played it, and if you generalize the locations like that then you could say that HL2 had nothing more than a eastern looking city and a hallways in a combine tower. Go watch a speed run of HL1 and you'll see that it has a lot of different memorable locations to offer. You mentioned desert, but i distinctly remember the first time i saw the "surface" when coming out of that pipe (which is feature in the trailer posted above), but I also remember the dam where you had to swim down and open a hatch. I also remember the train ride in, where you glimpsed this helicopter with sun rays coming down from cracks in the rock. All "desert" locations, but memorable in its own ways.
I tried to replay it back during the 10th anniversary $1 sale, but only got about five hours in. It was taking a long time and didn't feel like I was going anywhere fast and it wore on me

Now, the expansions, Blue Shift and Opposing Force, those are completely beatable due to their shorter length, and I had a bunch of fun replaying OpFor after giving up on HL1.

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I haven't exactly timed them, but HL1 and HL2 feel pretty equal in length (really super long compared to modern games) in my memory. Also HL2's a much more memorable course, HL1's levels all kinda blur together in my mind. It was super advanced for its day but it's still a corridor shooter with lots of reused content and tricks. HL2 on the other hand is nearly constantly changing as you go along, at the very least in environment. HL1 has what, four types of locations? Hallways, production areas, desert, Xen?
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Quote from Skjalg
Hehe I will have to agree. The engine is starting to look dated, but it has its charms as well

I don't think BM:S is using the OB Source engine though, since its requirements are HL2 and CSS, so it's less that the engine is getting dated, and just that the mod's based on a now six year old game.
If they made this based on Quake 2, would you all be saying "Goddamn IDTech sucks now"?

Also I never progressed past 2005 in PC gaming so that still looks great to me

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Megman 9 on Wiiware, and instantly regretted it. Only reason I could beat the old games was because I played them in an emulator with savestates, and MM9 seems even harder, if possible, than the older ones by default. It's been years since the last time I threw a controller... D:
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Counterstrike Source is up there with Oblivion in having the greatest fun disparity between the unfun default game and amazing mods. CSS with Zombie Mod was some of the funnest multiplayer ever when I first found it, basically 32 man online hide and seek

Shame the same reason default CSS sucks (the horrible community) bled into Zombie Mod and now every single CSS ZM server is running blocky untextured "escape" maps about running in a straight line until you get to a helicopter or boat and then dying because you clipped through the helicopter/boat cause the CSS version of the Source engine does not play well with lag compensated characters + physics simulated objects at all.
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Quote from Rick_D
Considering how specific the requirements are to produce it I don't think it's all that unreasonable for a team to miss it. The ratio of players vs playtesters must be at least 1 million to 1, after all.
Bulletproof leaves and exploding cars are not hard to reproduce for the army of QA that game will have had.
Oh, sorry, I thought you were talking about that faster run thing st0lve was talking about where with a certain loadout while holding a certain item you unlock from a specific killstreak you can run faster.

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The first trailer makes it look like some watered down PG-13 comedy sort of movie. Wasn't expecting the second one to be so violent, looked much better

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Quote from Rick_D
wow there's some fucking stupid shit in there..How did Brad "The Dude" Peterson and his bros from Alpha Beta House miss that bug?
Considering how specific the requirements are to produce it I don't think it's all that unreasonable for a team to miss it. The ratio of players vs playtesters must be at least 1 million to 1, after all.
In Killing Floor, which has been ported to a new engine and gotten about a dozen patches, has had a spot in the Biotics map where players can hide and crouch and no zombie except the ranged Siren can hurt them. It's still in the current version of the game. I was showed it by a server op the other day when I joined a server that had a mutator to turn every single zombie spawn into the Fleshpound, and the server difficulty set to Suicidal Long. Anybody not crouched hiding in that exploit spot couldn't possibly survive the round, so the game was just spawn, buy a melee weapon, run to spot, spend the next ten minutes slowly meleeing a hundred of the strongest common enemies in the game to death from safety, go buy armor and pipe bombs if you feel like it, maybe upgrade your melee weapon to something better, repeat.
I really didn't get the appeal of it.
If you wanted to grind XP there are maps for Killing Floor similar to Achievement Maps in TF2. -
Quote from CompoSITe
The whole thing sucks but all games using the internets have to deal with it. We just put it right on the screen so people can see what theirs is set to (on all formats, even though MS didn't want us to).
I've never had to mess with forwarding ports or NATs with any IDTech or Source or Unreal game. The first time I had to forward a port, back when I first discovered what torrents were, it was pretty much the biggest tech headache I've ever gotten from computer stuff.

Of course, not to say I've never had ANY such problems with online games before. Last year I had to get a new router because I got a VoIP phone company and they had a special model that was needed for their phone service, and now whenever I try to load the server browser in Quake 3 (not Live), Return to Castle Wolfenstein, or Wolfenstein Enemy Territory it makes my router reboot itself and fails to find any games. I can only join servers by manual IP connect. In all the research I've done into it, the closest I've found to a solution posted online is "get a different router", ffffff

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Quote from KungFuSquirrel
Even in this case, nothing is handled locally. Your input is sent to the server, which renders it, and then the server sends back a compressed video of what just happened.
You could render a hardware mouse cursor locally with a mouse driven game like a strategy game, and only send the actual interactions to the OL server since that's all that actually changes what's processed and needs to be streamed back. It wouldn't hamper the gameplay and wouldn't be nearly as frustrating as imput lag on direct character control in an action game.
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I can think of so many videogames I think of as works of art, like, SO MANY
Short list: Alien Shooter 2 Reloaded Max Payne Peggle World of Warcraft Diablo 2 Silent Storm Team Fortress 2 Day of Defeat Source
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GOTY 2009: Silent Hill: Shattered Memories.
Best Multiplayer: Killing Floor.
Best indie: Spelunky.
Best newly discovered old game: Space Rangers 2
Best console performance: DS (even with scribblenauts and spirit tracks being disappointments)