Brakespear
Brakespear
Brakespear

I think the biggest danger to VR’s future is... eyestrain and motion sickness.

There are a LOT of people who end up unable to play a game on a regular monitor just because the FOV is a little too low. VR’s future relies upon “proper” games being made for it - and “proper” games rather implies a lot more time spent

I’m not going to repeat myself. You clearly have no understanding of how complex the human brain really is, have ironically given it no real thought, and now you’re making massive, sweeping assumptions about my knowledge where computers are concerned, based on absolutely nothing, while referencing such things that do

There’s no farming whatsoever, unless you really want to grind souls (xp and currency) and level up a bit before a fight, or you’re really really trying to get a specific bit of random-drop loot (most humanoid enemies drop something from their own arsenal, whether armour or weaponry). The only thing you ever lose when

You’re still not actually reading what I’m saying.

You’re still failing to grasp just how much actually happens when a human plays a game. There are countless examples of very impressive software out there - very fast machines that can do something specific very, very quickly.

But everything that they do can be done,

Interesting... you make Bloodborne sound quite different to Dark Souls.

Yeah I know, I was just thinking about it myself to be honest - trying to figure out how much of it *is* prediction, versus memory, in these situations.

I think at times, in rapid games like this, it almost borders on the old “deja vu” thing - there are times, playing games, where I’ve done something without thinking

Is it though? Rather depends on what box you’re talking about. I’m not aware that anyone has created an AI that could actually learn, *from scratch*, how to physically operate and play something like Devil Daggers faster than a human, while receiving inputs the same way as a human. Not without specifically writing a

It’s oddly hypnotic though, I find. Other hard games often produce a lot of swearing... but with Devil Daggers, I find myself in an odd, calm sort of state. I’m *expecting* to lose, it is inevitable; unlike Bloodborne (or in my case, DS1 and 2), there is no completion. No victory. Just the satisfying way the skulls

Er, no. I think you’re missing the point I’m making. A computer could play *any* game “better” than a human, if you’re talking about just... getting an AI to play the game. Because when you stick an AI in there, it’s all just numbers - the AI could process those numbers just as fast as the game itself is running.

But

Anybody who thinks we’re anywhere close to creating a machine that can “out-think” a human, or that computers are “faster” than human brains, should be made to sit down and watch someone playing Devil Daggers.

Conscious human thought may be sluggish, but the moment somebody enters “the zone”, and relaxes a little...

Absolutely love the art style and the sound effects... I just wish there was more to it. I mean, if this developer/team created *environments* in the same hellish, gritty style? There’s an entire franchise waiting to be born of it.

I think that kind of approach is unhealthy, and developers should be at least a little mindful of that.

While optional, its mere presence in the game means it is asking to be done. If there is a door that can be opened, you are inviting the player to open it. If there is an enemy that can be killed, you are inviting

Speaking as a struggling author whose work nobody will even *glance* at, I find myself increasingly aware of how entitled everyone has become these days; that creative works are relied upon far more than any of us realise - our childhoods are built upon them, our worst moments alleviated by them, our dreams shaped by

I guess they actually remembered what happened to Alan Wake.

Yeah... which is basically what Demons are supposed to be, in their truest, most horrific form - they are suffering and hatred made manifest.

The new Cyberdemon up there... he has *armour*. Like, Hell actually tried. Hell actually put effort into designing a soldier, and tried to ensure that the soldier didn’t come to

I was trying to really strip it down, figure out *why* the new style looks lacking, in terms of individual components. It’s tricky... but one thing I realised; he looks less *angry*.

I mean, yeah, big teeth, evil squinty eyes. But the actual expression on his face, relative to the design of that face? He looks... calm.

The Doom 3 plasma gun sound was so quiet, so limp, I actually manually replaced it with a sound from Starcraft (was either a Protos plasma weapon sound, or a Terran Wraith firing sound... can’t remember). I *had* to; it felt wrong to be using a plasma gun that just went... “fffp fffp fffp fffp”

No, that’s not true at all. The new Doom is not actually inheriting any of the unique art direction, sound effects or general bleak style of the original. If it did, it would look like nothing else on the market.

The new Doom isn’t “generic” because everybody copied Doom. The new Doom is generic because it is generic.

Maybe I’m odd in that regard, but I’m really not impressed with the gore. It looks rather outdated - less gory, by far, than the likes of Blood or Duke 3D.

It’s the blood that ruins it, I think. Notice how, in all the gameplay glips, limbs just kinda... puff away into nothing, amid a cloud of gaseous blood. And how

I loved Doom 3. And I say that as a fan of the original games. I mean, it was very different (but then, if you wanted doom-style gameplay with modern graphics, Serious Sam and Painkiller catered to your tastes), but it wasn’t generic. It was a pretty unique mix of genuinely scary survival horror-style pacing... with