Think B-Movies with Industrial Light & Magic level of SFX. Fun, amazing looks, but ultimately average.
Think B-Movies with Industrial Light & Magic level of SFX. Fun, amazing looks, but ultimately average.
From what I've seen on the reddit these files could give an interesting glimpse into how they structure their design process. I might take a look at them AFTER I've played the game, see if I can learn something.
Agreed. As a dude, I don't like playing as a dude. Except Geralt. I love playing as Geralt.
This is so relevant... especially since this was created last year... it's the same thing all over again!
A friend of mine wrote her master thesis about Brechtian epic elements in computer games, which MGS is full of. Full text if anybody feels like exploring this quirky phenomenon in more depth: http://dspace.library.uu.nl/handle/1874/32…
...and attached to a container. It still works.
As a developer I often have this same desire to just do something outlandish and bet big, but I work with other people and there is sadly no such consensus in our group like there appears to be with these guys. Good on them for trying something else!
I really don't care much for the E3 2012 fidelity. I just want the damn stuttering to stop :( Oh, and an increase in view range would be a welcome addition, although I don't think that's a very likely candidate to become a reality.
You can look at modern games and consider quite plainly how it would look if you released it today, but for me that's only the first step. I'd consider different games from the same era and also compare those to the same modern games, and then compare how much better one old game compares than the others, to get a…
Did you unconsciously read "or siply" as "I simply", and not the more likely "or simply"?
Thb, without aggressive anti-aliasing, 1080p is still pretty sub-par compared to the human eye. Depending on monitor size 4k should be pretty decent.
Hmm, I think you're right. I guess I just grouped it under DA:O because I felt DA2 was largely disappointing, but the tactics system was awesome.
Will the tactics system from DA:O make a return? I really liked being able to script the AI, and after spending points to maximize the amount of settings I could give each one I never really needed to tell them what to do anymore. This made it possible to play a single character in DA:O (I found archer or mage worked…
DON'T POOP ME BRO!
I managed to get in... apparently... but none of my games are showing on Origin, so neither is the beta.
Don't forget the out-of-place joke about one of their producers. What was that about
Spotted at least 5 flappy birds in the zooming-out section, heh.
For me it actually helped to sit through that confusion. The first time I played long enough to get through the entire tutorial and into the first act, the second time I spent a good afternoon going through it until I got past all the frustrations and learned the use of bombs and potions. After that the game really…
Even though the Escapist may not have used "incendiary language", they did mask (or fail to expose) a lot of things in very clever ways, and do make some reasoned connections that imply inflammatory things.
That's what I love about Ghost in the Shell. It kind of removes the idea of a clear criminal that performs the crime, instead turning it on its head and making the perpetrators another victim. It adds another challenge to the mix of figuring out if the person you're after is actually a bad guy (much like is done in…