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Everything posted by FMPONE

  1. Yeah, this is obviously a bad look for IGN. Gamers instinctively reject the idea that games have blunt force effects on reality, they recognize this belief is the same that lead to people like Jack Thompson trying to ban games for political gain, preaching that games lead to real life violence. That idea has been debunked, but the same moralistic panic has moved to "games cause real life racism/mysogny/terrorism/etc". Journalists pissing their pants over every "political" comment in games has lead to a cottage industry of people farming themselves out as "X consultants", who will piss their pants about games that don't have enough "X" (hint: no game will have enough X, unless that consultant gets paid. and paying them only temporary shuts up that consultant, there is still a wide industry of "consultants" and "journalists" ready to piss their pants at a moments notice). These consultants are going to criticize every major game release for being insufficiently woke, because high profile game launches are the best opportunity to make X criticism, then shill your terrible book in your pinned Tweet. When I used to read Electronic Gaming Monthly as a kid religiously every month, the emphasis was on consumer protection. Not in a moralistic sense, but in a monetary sense: "is this game worth your bucks?" "is this game well designed?". We've totally lost that flavor of journalism, it's all paternalistic moralism now. No one wants IGN to be their mommy or daddy, to tell them if it's morally OK to consume the newest Call of Duty blockbuster, but they know that's the only way to get clicks, to poke a consumer-base that rightly rejects such pants-pissing.
  2. I liked the figure... it’s dorky af but at least it’s well done xD
  3. wanted to see what you were talking about, interesting
  4. It does not. I've run around this map, it's basically some custom developer textures tinted to different colors, and some sprinkled around props. That doesn't rise to the level of significant art. We do appreciate people paying attention to the rules and keeping entries honest, though.
  5. Playing Cadence of Hyrule. Not sure how I feel about the rhythm gimmick thus far... but the music is great. It seems like a cool Zelda game with an awkward mechanic piled on top, but I think I’m gonna enjoy it a fair bit none the less. This seems like another game where a great soundtrack really does a lot of the heavy lifting for keeping players engaged.
  6. I'm really excited for BOTW sequel and Cyberpunk, but most everything else did in fact suck. FF7 sequel focusing exclusively on Midgar sounds lame af to me.
  7. This map isn't eligible, see Rule 4. Previously released greybox + some art = Not eligible to enter.
  8. The following clarification has been made to the Contest Rules: Pre-Existing Levels: Rule 4. Maps that were under creation prior to the announcement of this Contest can be entered, as long as a complete map version (layout and any non-greybox art) was not released for public download. Practical Application of Rule 4 to levels released prior to June 5, 2019: No.
  9. This map isn't eligible, see Rule 4. Previously released greybox + some art = Not eligible to enter.
  10. Don’t think I’m buying anything XBOX related anytime soon, that Halo preview was balls
  11. Keanu! The man is killing the game lately, action, comedies, and now games, his agent needs a raise.
  12. The following clarifications have been made to the Contest Rules: Entry: "If a Contest Judge has previously published a CS:GO level with a participant, that Judge will be fully disqualified from scoring any entry by that person. In place of the disqualified Judge's score, the entire panel of Guest Judges will be asked to rate the entry, and their rating will then be averaged." Contest Theme: Relevance to the "Exotic Places" Theme (Exotic meaning it's normal definition as well as "locations seen infrequently in CS:GO")
  13. Yes, I agree with you. Even a game this good, there was still quite a lot of unmet potential. That look does seem a lot more fitting for the underground labs. I didn't mind the ipad aesthetic in and of itself, but like a lot of the art in this game, it didn't "pop" with an extra sense of purpose and definition, it just kind of was "there". This worked so much better for the police station, because the rigid, lifelessness of the realistic surfaces felt appropriate. As the game dragged on, the lifelessness of the sewers and the lifelessness of the labs really defeat any sense of purpose behind that aesthetic, it's no longer tongue in cheek or intentionally drab, it's just drab even though it's aiming to be something dramatic (moody laboratory). My favorite part of the labs was easily the overgrown area, but that was very brief. The game didn't do a good job of selling environments that were in the middle of realistic or stylish, the most stylish areas looked great, and the most realistic areas looked great, the inbetween ones (the lab, the sewers, the empty streets where you walk to the sewers, and now that I think of it, the store in the very beginning) were just downright boring. Totally agreed on the city parts. Non-optionally, I think that was my big take-away: this game violated the basic level design trope of bringing you full circle, back from where you came. Considering how strong the original area was, it was extra disappointing that they screwed that basic idea up. Instead of ending with a random ass train ride, it should have taken you up top into the police station for a bit, through the city a bit, and then a train station, above ground where it actually makes sense. I wanted that extra 30mins to 1hour 30 of high quality urban gameplay, after being underground for so damn long.
  14. I beat the Leon portion of the game last night. Some thoughts on the end game:
  15. One note to contestants: don't forget that Hostage Maps exist. It's right there in the rules!
  16. I haven't played Snatcher but I watched a playthrough a while ago, and holy shit is the story cool. It really is very impressive.
  17. this game is going to be so bad it goes all the way back to being a masterpiece. I’m here for it.
  18. Capcom BEEN hard since megaman 2
  19. Big if true https://twistedvoxel.com/capcom-new-re-engine-game-e3-2019/
  20. What is the decal? You will have to edit the .vmt file and it’s possible that it won’t look great unless you re-do it as it’s own .vtf material. (textures are a .vmt text file and a .vtf graphic file)
  21. All of the sudden there are some handsome and cute little devils in this thread! Congratz guys
  22. I’m a little disappointed in the gameplay I see here, this would be a great narrative FPS ala Bioshock, rogue-likes are so boring :X hopefully there’s something larger gluing it together, Dead Cells kind of soured me on procedural games for a bit, it was such a repetitive time sink. Hope they didn’t waste this amazing aesthetic, it looks stunning edit, top of kotaku: https://kotaku.com/void-bastards-is-good-but-getting-a-bit-repetitive-1835159860 goddamn, when are devs gonna realize repetition is nearly synonymous with boredom, this genre needs to die
  23. Didn’t realize this was an FPS. Hell yea
  24. Damn that sounds incredible. There is so much game here... typically when I play a single player game these days I write down everything I learn because games have such smooth beats and it’s eays to see when they do something clever in between boring sections. This game I haven’t written anything down, it’s just had my full attention. It’s also very scary, I want to study that aspect on subsequent play throughs.
  25. I played as Leon first, what happens when I go back and play with Claire? This game fucking rocks, still. I’m about 5-6 hours deep.
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