JBiz
Chosen Undead
JBiz

The only thing I've commented on in this entire thread is the driving controls, and pretty much because the comment from you that prompted my reply was regarding how you found the driving to be "complete ass." I disagreed. Can't stop you from making crazy logical leaps from my comments on the driving controls being

These videos stand as a perfect testament to what's possible when you are capable of getting your head around the driving mechanics as opposed to harping them endlessly.

So your totally legitimate opinion is fine, but my counter to it is riding R*'s dick? w/e, dude.

Plane controls are ace. If you can't land a plane, that's on you. It's easy as pie. Do wish helicopters were a few degrees less sensitive, but they're still manageable.

I don't know, I think the driving's fantastic. I rather liked the driving in IV despite its issues and this one manages to feel like a vast improvement from that to me. Haven't played Sleeping Dogs, but even keeping the comparison between IV and V I have a hard time understanding how one would think V is a step back.

It continually amazes me what a few kicks to the bodywork can accomplish. There's a high degree of accuracy in the hit detection. The only thing responsible for the state of this car is Franklin's boot.

It's admittedly been a long, long time since I've seen GTAIII in action. It's a little more plain in reality than it was in my mind's eye. Phenomenal how far they've come in 10(ish) years. Might put this on the screen and run the stream for a while for lack of anything better to do while I recover from last night's

What? Your own logic lead to that conclusion, I found it hilarious and fitting.

Hooray for subjectivity!

The choice of champions.

Assuming we dismiss your foreknowledge about the nature of the porcupine I must ask...

Perfect answer.

"Okay and what games will actually make use of this and not just emulate the feel of buttons by default in a 360/PS3 layout?"

Haptic feedback regarding control position and boundary can be baked into the operating software of the device and operate independently of enhanced functions like texture feedback. That would seem pretty obvious.

"Adding physicality to an otherwise light-touch experience, Valve has outfitted the Steam Controller with advanced haptic feedback, delivering in-game information about "speed, boundaries, threshholds, textures, action confirmations" and more to players' fingertips via highest-bandwidth haptic information channel of

Disagree. Been doing it for years. Works fantastically. Especially when games incorporate several degrees of movement speed. You can't get that level of discrete control with a binary input like a directional pad or keyboard.

I as well have been wishing that they would take a cue from their very own Chinatown Wars and use a racing line style of navigation overlay directly on the road. It could even be rather subtle and still be extremely useful and much improved from the mini-map. Eliminate the mini-map entirely as a HUD item to boot. It

I'm not opposed to throwing around the occasional fuck shit or bastard and whatnot, but some commentaries lean on those words like a crutch and it becomes repetitive and grating. The best commentary I've found on LP vids show great restraint in their use of such things are generally more interesting to listen to and

The theory is simple but the processing behind that level of kinematics is not. The Euphoria engine they've been using is working on exactly that, it's just Not There Yet.

That is certainly fun. It would be so much better if they would allow the disabling of the slo-mo death cam. And additionally wouldn't cut away from the floppy carnage quite as quickly when the character finally succumbs to the sometimes fatal hilarity of such events.