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Erratic

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  1. Like
    Erratic got a reaction from TheOnlyDoubleF in Call of Duty: Advanced Warfare   
    I give this game 3 black ops out of 5 modern warfare 2 DLC's 7 eight four 2 seven7
  2. Like
    Erratic got a reaction from Pampers in Call of Duty: Advanced Warfare   
    I give this game 3 black ops out of 5 modern warfare 2 DLC's 7 eight four 2 seven7
  3. Like
    Erratic got a reaction from Buddy in What have you watched recently?   
  4. Like
    Erratic got a reaction from Daniel Nilsson in What have you watched recently?   
  5. Like
    Erratic got a reaction from Sprony in What have you watched recently?   
  6. Like
    Erratic got a reaction from Sentura in What have you watched recently?   
  7. Like
    Erratic got a reaction from TheOnlyDoubleF in What have you watched recently?   
  8. Like
    Erratic reacted to -HP- in The Evil Within (Project Zwei)   
    Yeah, I wouldn't call this a pretty game by any stretch of the imagination. But it is one of the most creative games I've played in a long time. Finished it in around 16 hours, and the whole fucking experience plays and feels like a bad dream, the way the level cuts are done are pretty genius and there's some ideas being thrown into the mix that i've never seen in a game before.
    For example, RE fans will appreciate the safe house being back, although this time around, every time you get inside this safehouse, there's something different going on, and it always manages to stay fresh. And many other stuff I just can't mention here without being major spoilers, but trust me, it gets insane later on. RE fans should deffo check it out tho, it's not RE but it has some obvious stuff in there that really brings you back to it, it has a little bit of every RE game from 1 to 4, and even tho I loved it, it only made me desire another true good RE game.
     
    Like I said tho, the art of the game is average at best, although the game gets really amazing looking like half way through, only to drop down again near the end, but this is not one of those games you play for the eye candy, you just go at it for the experience it's trying to convey, much like a, say Silent Hill game.
     
    I have learnt to really enjoy the combat, it's not as fast pacey as RE4 but the combat is just as good or even better, and they fixed the obvious issues RE4/5/6 had, like exploiting the gameplay by melleing after getting an enemy to the ground, if you wanna do that here, you have to use a match and light them on fire, and matches are valuable resources.
     
    The plot is a joke, for such a good and nicely written story the characters are so empty and flat it seems like it's been written by a 5 year old and you're constantly face palming at the dialogs.
     
    Still enjoyed the crap out of it, will probably do another run with all the shit I unlocked in a few months down the road.
  9. Like
    Erratic reacted to Taylor in What are you playing now?   
    I've been playing Bayonneta 2 for 25 minutes. I've already kicked a jet off course, surfed it fighting horse angels, had my partner ride sideways up a building to deliver me blue guns, fought an angel snake, had a fan service fight with Jeanne on a train, grown wings to fight a renegade hair demon wrapped around a skyscraper, and then eaten him with a hair spider. I think I will like this game.
  10. Like
    Erratic got a reaction from Sentura in Respawn Entertainment's - Titanfall   
    origin says I've put 9 hours into this game which probably isn't enough to speak with any validity on an mp game but I will anyway. 
     
    - everything feels inconsequential
    - I pretty much don't engage players that much unless they're a titan and when I do it's for 1.35 seconds on avg and always feels like nothing even happened or I feel kinda bad cause I dropped the guy so fast with no effort. There's little to no personal engagement with other players in even the general sense, remembering their name, getting back at them in some interesting way, honing in on their last know position like in battlefield to ruin their fucking night or anything cause it was probably an AI grunt I killed anyway. I can't keep track.
    - I'm pretty much the best titan fall player there is, or so it feels like, which seems to me the biggest problem. it's like the game was made so anyone could feel like they're good at online shooters but not in any real way, just shoot AI, get an inevitable titan, spam shit, whatever, you can feel awesome and watch your team lose 75 to 300.
    - why are there other primarys besides the AR and maybe the shotgun, sort of. I don't really know how sniping fits into this game, or why I'd use the smg over the AR. I understand the usual balance on these weapon archetypes (fire rate vs dmg, vs clip size etc) but it doesn't matter if the SMG's fire rate is 700 rpm and the AR is 650 when players have 25hp max. 
    - Fear of death is missing since you can instant respawn and regain ground so quickly it's not much of a set back. Compare it to BF or even call of duty, position in a level is pretty crucial in these games and it's made an almost inconsequential factor in TF since you're able to reach areas of the map in very little time. Traversal is almost a double edged sword, fun and well implemented and changes up the dynamic a bit but kind of invalidates a lot of what could make your actions and tactical positions hold more weight.
    - burn cards, these are dumb, just kind of more muck to coddle shitty players. Might have been cool to integrate some of these as location power ups or something.
    - a lot of the maps feel like terrain levels with buildings plunked in them. That's a shitty fucking thing to say cause they all seem smartly designed with all the mechanics in mind . Just an overflow of options and directions where no one particular area of the map feels more important than another. I'm honestly just b-lining it to red dots on the radar without much regard for how the map is going to take me there.
     
    I guess it just feels like the competitive aspect of the game is on the very low end of things. COD series was definitely in this same vein but still inherited a basic learning curve by being a pretty traditional shooter for the most part. Map knowledge, weapon knowledge, the pacing and mind games, it comes pre built with that kind of game, all the other leveling/unlocks/loadout stuff aside.
     
    The game does have an interesting dynamic overall, Titans Vs. Players + Grunts is fun at first, but it's so compressed with the speed of the game and the brief matches that it doesn't really allow you the opportunity to try and do anything but run around and get a titan because why would I do anything else anyway.
     
    Wow what an asshole post, I mean, it's a fun game for a little while and the titan vs. titan combat works pretty well, there's some options there, back out of a fight, regain shield, reposition, time your reloads, don't miss your shots, look out for anti-armor players. Your choices hold some weight with these things but a lot of what surrounds the Titan's just feels supplemental and unimportant. Maybe getting a Titan shouldn't be some inevitable end all. Maybe getting a titan isn't always the best tactical decision 100% of the time. I don't fucking know. Why am I typing all this.
     
     
     
     
  11. Like
    Erratic got a reaction from deepeyes in Respawn Entertainment's - Titanfall   
    origin says I've put 9 hours into this game which probably isn't enough to speak with any validity on an mp game but I will anyway. 
     
    - everything feels inconsequential
    - I pretty much don't engage players that much unless they're a titan and when I do it's for 1.35 seconds on avg and always feels like nothing even happened or I feel kinda bad cause I dropped the guy so fast with no effort. There's little to no personal engagement with other players in even the general sense, remembering their name, getting back at them in some interesting way, honing in on their last know position like in battlefield to ruin their fucking night or anything cause it was probably an AI grunt I killed anyway. I can't keep track.
    - I'm pretty much the best titan fall player there is, or so it feels like, which seems to me the biggest problem. it's like the game was made so anyone could feel like they're good at online shooters but not in any real way, just shoot AI, get an inevitable titan, spam shit, whatever, you can feel awesome and watch your team lose 75 to 300.
    - why are there other primarys besides the AR and maybe the shotgun, sort of. I don't really know how sniping fits into this game, or why I'd use the smg over the AR. I understand the usual balance on these weapon archetypes (fire rate vs dmg, vs clip size etc) but it doesn't matter if the SMG's fire rate is 700 rpm and the AR is 650 when players have 25hp max. 
    - Fear of death is missing since you can instant respawn and regain ground so quickly it's not much of a set back. Compare it to BF or even call of duty, position in a level is pretty crucial in these games and it's made an almost inconsequential factor in TF since you're able to reach areas of the map in very little time. Traversal is almost a double edged sword, fun and well implemented and changes up the dynamic a bit but kind of invalidates a lot of what could make your actions and tactical positions hold more weight.
    - burn cards, these are dumb, just kind of more muck to coddle shitty players. Might have been cool to integrate some of these as location power ups or something.
    - a lot of the maps feel like terrain levels with buildings plunked in them. That's a shitty fucking thing to say cause they all seem smartly designed with all the mechanics in mind . Just an overflow of options and directions where no one particular area of the map feels more important than another. I'm honestly just b-lining it to red dots on the radar without much regard for how the map is going to take me there.
     
    I guess it just feels like the competitive aspect of the game is on the very low end of things. COD series was definitely in this same vein but still inherited a basic learning curve by being a pretty traditional shooter for the most part. Map knowledge, weapon knowledge, the pacing and mind games, it comes pre built with that kind of game, all the other leveling/unlocks/loadout stuff aside.
     
    The game does have an interesting dynamic overall, Titans Vs. Players + Grunts is fun at first, but it's so compressed with the speed of the game and the brief matches that it doesn't really allow you the opportunity to try and do anything but run around and get a titan because why would I do anything else anyway.
     
    Wow what an asshole post, I mean, it's a fun game for a little while and the titan vs. titan combat works pretty well, there's some options there, back out of a fight, regain shield, reposition, time your reloads, don't miss your shots, look out for anti-armor players. Your choices hold some weight with these things but a lot of what surrounds the Titan's just feels supplemental and unimportant. Maybe getting a Titan shouldn't be some inevitable end all. Maybe getting a titan isn't always the best tactical decision 100% of the time. I don't fucking know. Why am I typing all this.
     
     
     
     
  12. Like
    Erratic got a reaction from -HP- in What are you playing now?   
    Yeah but none of those things are bad or detract from the game. And there are lots of open playground-like areas similar to RE4.
  13. Like
    Erratic reacted to -HP- in What are you playing now?   
    I know... it's like, what the fuck were they thinking? lmao
     
    I tried to force through it tho, and I'm glad I did. I'm 9 hours in, and fuck this game has a lot of creativity and originality being thrown at you at all times. It's not without it's issues but damn the game designers keep throwing awesome shit at you in every single level so far.
     
    Oh and I got it for PS4 after hearing some people complaining about perf issues on PC, and my home PC is getting kinda dated now. You get used to the low FoV after a while, I know it's a "by design" decision, a really bad one, but whatever...
  14. Like
    Erratic got a reaction from Sprony in The Evil Within (Project Zwei)   
    played 3 chapters game's fucking great, stop reading shitty reviews and play it.
     
    while I'm at it driveclub is also great fuck everyone.
  15. Like
    Erratic got a reaction from dux in Long timers and new comers, your Mapcore history   
    Stalking the guy who made de_gypt using an alta vista search brought me here.
  16. Like
    Erratic got a reaction from Sentura in Long timers and new comers, your Mapcore history   
    Stalking the guy who made de_gypt using an alta vista search brought me here.
  17. Like
    Erratic got a reaction from Mazy in Long timers and new comers, your Mapcore history   
    Stalking the guy who made de_gypt using an alta vista search brought me here.
  18. Like
    Erratic got a reaction from Furyo in Long timers and new comers, your Mapcore history   
    Stalking the guy who made de_gypt using an alta vista search brought me here.
  19. Like
    Erratic reacted to Steppenwolf in Long timers and new comers, your Mapcore history   
    Sometime in the late 90's i was googling for a Russian mail order bride and stumpled upon a thread in EOT. Only hung out there for a couple years. Eventualy i started making levels to fit better in with the rest of the forum.
  20. Like
    Erratic reacted to 2d-chris in Do I focus on environment art, level design, or both?   
    if you want to make levels, grab a game like UT4 and whip up some maps, using what ever content you can find. If you like the idea of making a scene pretty, grab a concept/ref pic and start to figure out how build it. Theirs tons of online, free tutorials for both.
     
    What Erratic said, you will have to learn a bit of both, most env artists these days actually started making maps - and the best ones still care about game play, it's more a question of what you get excitement doing - I'm not sure it's particularly useful to make a plan, if your just getting started - chances are it will fall to pieces (hell most game development by pros is a clusterfeck!) just start a level for a game that interests you, then when you have something that your happy with, slap some art in it.
     
    Looking back, I was interested in both visuals and the level design, and to be fair, I've swung back and forward between both in the past, I dunno decade or so. The point really is both are important and complement each other. I'm no artist, but I do make it much easier for artists to work on my designs, which in theory gives me more time refining the experience and less time arguing why it looks shite  A "whitebox" is only useful if it can somehow translate into a real level, meaning proportions, technical limitations are considered and of course it plays well.
  21. Like
    Erratic got a reaction from Sprony in Do I focus on environment art, level design, or both?   
    Everything feeds into everything else. Learning how to make assets for your level will invariably make you a better level designer. Learning how to code will invariably make you a better designer. If someone doesn't hire you because you're also good at other things they should probably go get fucked. No one is ever less useful because they have a more thorough understanding of the development process. 
     
    Mostly what they're probably looking for with hiring though is clarity in your desired position. Target a position and build a portfolio for that but get good at whatever the fuck you can. 
  22. Like
    Erratic got a reaction from 2d-chris in Do I focus on environment art, level design, or both?   
    Everything feeds into everything else. Learning how to make assets for your level will invariably make you a better level designer. Learning how to code will invariably make you a better designer. If someone doesn't hire you because you're also good at other things they should probably go get fucked. No one is ever less useful because they have a more thorough understanding of the development process. 
     
    Mostly what they're probably looking for with hiring though is clarity in your desired position. Target a position and build a portfolio for that but get good at whatever the fuck you can. 
  23. Like
    Erratic got a reaction from Puddy in Destiny   
    This 'game is good with friends' shit has to go. That's not a reasonable crutch for a games shortcomings. Everything is perceived as more fun when you are around people with the intention of enjoying yourself, even if the game is shit. If your game supports a single player mode and it's uninteresting and boring it's exactly that. Those factors are not elevated because someone else is present.
     
    Outside the core combat there just isn't much to the game. And it was done better in halo with the benefit of a linearly constructed experience instead of respawning mobs and defense sections. 
     
    Also I think some people are conflating story and world. The game has no real story, which is fine, aside from the few cutscenes with characters being dumb as fuck. The bigger issue should be the lack of world building which this kinda open, under designed, repeat mission structure would be able to support. The environments themselves don't have much of a backstory or anything to discover by revisiting them. Not much is told through the missions that are there. There's just nothing to grab onto of interest in these locations. And it's not an emergent or systemic sorta game where you can loftily proclaim player story as an excuse for not building context into your world.
    Walk around Fallout 3 for 5 minutes. You're fucking tripping over context and narrative in that game. Different games but it's a solid reference point for how this shit is done.
     
     
     
  24. Like
    Erratic got a reaction from dux in Destiny   
    This 'game is good with friends' shit has to go. That's not a reasonable crutch for a games shortcomings. Everything is perceived as more fun when you are around people with the intention of enjoying yourself, even if the game is shit. If your game supports a single player mode and it's uninteresting and boring it's exactly that. Those factors are not elevated because someone else is present.
     
    Outside the core combat there just isn't much to the game. And it was done better in halo with the benefit of a linearly constructed experience instead of respawning mobs and defense sections. 
     
    Also I think some people are conflating story and world. The game has no real story, which is fine, aside from the few cutscenes with characters being dumb as fuck. The bigger issue should be the lack of world building which this kinda open, under designed, repeat mission structure would be able to support. The environments themselves don't have much of a backstory or anything to discover by revisiting them. Not much is told through the missions that are there. There's just nothing to grab onto of interest in these locations. And it's not an emergent or systemic sorta game where you can loftily proclaim player story as an excuse for not building context into your world.
    Walk around Fallout 3 for 5 minutes. You're fucking tripping over context and narrative in that game. Different games but it's a solid reference point for how this shit is done.
     
     
     
  25. Like
    Erratic got a reaction from 2d-chris in Destiny   
    This 'game is good with friends' shit has to go. That's not a reasonable crutch for a games shortcomings. Everything is perceived as more fun when you are around people with the intention of enjoying yourself, even if the game is shit. If your game supports a single player mode and it's uninteresting and boring it's exactly that. Those factors are not elevated because someone else is present.
     
    Outside the core combat there just isn't much to the game. And it was done better in halo with the benefit of a linearly constructed experience instead of respawning mobs and defense sections. 
     
    Also I think some people are conflating story and world. The game has no real story, which is fine, aside from the few cutscenes with characters being dumb as fuck. The bigger issue should be the lack of world building which this kinda open, under designed, repeat mission structure would be able to support. The environments themselves don't have much of a backstory or anything to discover by revisiting them. Not much is told through the missions that are there. There's just nothing to grab onto of interest in these locations. And it's not an emergent or systemic sorta game where you can loftily proclaim player story as an excuse for not building context into your world.
    Walk around Fallout 3 for 5 minutes. You're fucking tripping over context and narrative in that game. Different games but it's a solid reference point for how this shit is done.
     
     
     
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