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Everything posted by Algor
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Many interviews will ask you to speak about a game you have played and talk about the good and bad, often requiring you to go into detail. There may also be theoretical challenges to expand or limit game mechanics, so it definitely helps to be familiar with that (or to only bring up games you feel confident dissecting ). Ultimately I think actual content will speak much louder than any sort of game analysis document to show you know your stuff. That said, studios often have a few people that will share their experiences with games or film or whatever and are able to pick out great bits of information that can prove to be pretty useful. It might be useful to try an exercise like this but I don't think I would have it as a primary feature on a portfolio.
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To me I think it is the thin detail objects that give a realistic vibe. Many of the walls and even windows are are subdivided with reinforcements, some even subdivided into smaller ones with diagonal supports. Rather than having large, bold, stylized shapes and textures , it appears very calculated and made to support the structure like it would in real life. This definitely applies to the round red room and not so much with the exterior.
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After looking through http://en.wikipedia....in_video_gaming I realized I played too many games from earlier years . Any how, the best for me are (in no order); Trials Evolution Journey Hotline Miami Dark Souls DLC Edit: Removed Stacking started off strong but got pretty weak by the end
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Pretty funny to see how some zones just pass right through other zones (daughter of chaos bonfire going through tomb of giants). Not relevant though since those are never loaded at the same time. In any case, I would take lower visual fidelity if it meant another world that was this fun to explore any day.. well maybe if it ran at closer to 30 FPS and fixed the bugs where standing on a slope 1 degree too steep meant falling to your death . I remember poking around in other games like CoD4 where the collision is completely shut off for anything not in the gameplay space, even if that was just on the other side of a barbed wire fence.
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I'm loving the art and the level design, but I'm finding this game really frustrating (playing.. or trying to play stealthy). I throw bottles and shit to single out enemies, which usually works in stealth games... and 90% of the time they don't even respond, let alone go to check it out. Then I hit a wall with my knife and every single enemy comes to check it out. Jumping off a chain onto a platform is nearly impossible, enemy movements are a bit too random to know when to move in. Maybe I should just give up on the stealth idea.
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Yep I had to start a new character to see the Artorias of the Abyss DLC (killing the final boss starts game over in NG+), but it was worth it! Great DLC
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Hotline Miami: Sorry About the Bosses
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My favorite part in the demo of this Nolan North simulator was when I shot a knife wielding lunatic with a rocket. The $10 price tag and your kind words have touched my heart. Purchased.
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Word. DK2 is on my top five favorite games list! Prior to this thread I could have happily forgotten about the awesomeness that was The Last Guardian
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Looks like a legitimate Swede to me.
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Since the revenue from the game continue to rise with each release, this is far from the last one . That said, I don't know how much is profit, and I'd be curious to know the budget for the game considering how many studios are contributing.
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Word, I've always thought the same. It's so hard to see the enemies, I'd much rather just take the world for a spin.
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Watched this last night without really knowing anything about it. It felt like a couple of Hollywood dudes throwing some fun ideas around and exploring the horror genre. I might compare it to Shaun of the Dead, a comedy with a horror wrapper (although the marketing may pitch it the other way around). Fun, tense, and a bit unpredictable. Some janky CG but otherwise I think it was one of the more unique horror films I have seen in a long time.
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I played about 30 minutes last night and thought it was pretty fun, aside from having terrible lag problems (which seems to be the case of my connection having a bad night). I was a bit confused about knowing what to do or where to go, and clicking the mouse wheel would go to a beacon in the middle of a wall that seems to just identify the area that the player is in? Strange considering there is already a text location identifier on the HUD at all times. There was a player talking on the mic who said he had been playing for four years. He was helpful and not pushy and was guiding people along, every server should have one of those guys I think the infestation is great since it makes it so clear you are pushing into an alien owned area. Wheras being an alien it is not quite as clear of a distinction between environment art and a marine structure. I even stumbled across the command chair by accident and destroyed it and our team won!
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Congrats on the release. I think I last completed part 3 but it feels well done so far! How did you go about the dialogue? Was that content that existed but was not used in Portal 2?
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Quicklook on giantbomb. Looks good, but sure could benefit from being aware this is for a presentation and tone all the moving and turning way down. I am excited to check it out, I think I preordered after the beta closed http://www.giantbomb...ion-ii/17-6744/ Hurg spotted
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Anyone checked out the DLC for this game? I just got it last night and was going to check out the new areas but I forgot the controls I was getting owned even by fairly easy enemies. Next thing I knew I had started a new character (sorcerer this time as opposed to wanderer the first time) and was drawn back into this awesome game . I was quickly reminded how awesome the world design is and how bad the user experience is. To know how anything beyond the basic controls work you have to have a damn wiki/walkthrough page loaded on your phone while playing!
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lol @ the BFG shot. this looks sweet! does it work with other stuff like Final Doom?
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Mine are often related to ambient music, somehow I find these so much more effective because they tend to reflect the world or the mood of the game so well. I have never even played this game, but I love the music! What images the music creates! Most of the stuff by Michael Land (Monkey Island) is great also Probably one of the best games of all time, another example of music and sound being just as powerful as the art. This game and music owns. Hard to pick just one good song on here. The end. http://www.youtube.com/watch?v=cPNaQEjgXyY
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This was fantastic;
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i think their natural rocks and terrain are looking quite good. great painterly style with simple easy to read shapes
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Looks excellent, guys. Nice and detailed while keeping the player space clean and easy to read! Took me a second to connect some of the places (for some reason I was placing the interior with the boat in the center of the map )
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lol gearbox can't u have ne original ideas? (from jackass 3)
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I think I'm liking it so far, great work . The sidebar with features and whatnot is interesting (some of these articles were written in June? If we had those with the old forums I had no idea they existed). To some degree I think they also feel a bit redundant to the tabs directly under the main title image. Maybe removing the sidebar and throwing Tutorials next to the others would get the same function? It could also give the main forum pane a bit more breathing room. There could be also a *NEW* or similar icon next to the features tab whenever there was a new one so that section just doesn't go unnoticed.
