xilefian
xilefian
xilefian

That character face is way too high resolution. Kind of unsettling.

I’m on PC, does the 14 day Game Pass trial cover PC too?

Absolutely I have no problem with that. That is exactly how I expect I’d enjoy the game - if I were to get it (waiting on if my group of friends does).

I’ve been repeating this for the past few weeks now: Sea of Thieves looks like a great game where you just dick around with a bunch of friends on voice chat. I don’t see it as a fulfilling game of teamwork and achievement - I’m sure you’ll get that every now and then - but the #1 thing I think people will be doing in

Was really hoping we’d get playable Amy in Sonic Mania; move-set from Sonic Advance, graphically based on Sonic CD rendition.

When talking about anime with my friends I still use “when Crunchyroll went legit” as a significant marker in history.

If this remake doesn’t suck it’ll be a miracle because it’s certainly showing the signs of a game that will.

I am replaying IV right now (4th replay?), after I finished XIII, I and II. My god, IV is incredibly linear and restrictive. Levelling up and buying equipment are the only ways you can customise your character.

Oh fuck, you know what I think it was. I didn’t know that they had announced a Jurassic World one, but I think that was indeed the other IP. Thanks.

Dualshock 4 button prompts support! YESSSSSSSSSS

Yes! SLI is the only thing not natively supported (as of right now).

Hacked in SLI support, which gives a good boost to FPS - at the expense of blinking geometry for the first few seconds after a cold launch.

As long as Metroid can crawl, I’m happy with these redesigns.

I thought we all left words like “fag” and calling stuff “gay” back in 2007? Seems incredibly dated to be using those words in 2015 onwards.

The sprites and walls are projected onto just the X axis - so yes, there is 2D -> 1D projection happening in these games. I specifically said 1D because the graphics rendering code is working on a single dimension when it comes to the projection.

I don’t see how you can have ‘years of experience with these types of 3D games’ and not know that.

This is false. These is actual code in these games to handle auto-aiming up and down to compensate for the lack of good up/down aiming. It’s untrue to say that the auto-aim is due to two axis being used.

Now playing

I’ll try to describe how floors above floors are achieved, as it’s a really neat feature of portal-based rendering that even modern 3D games can take advantage of. You’ll never be able to see two floors atop each other (bridge) but you’ll be able to have the feeling of walking from floor 1, up a staircase to floor 2.