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glossolalia
Joined: 04 Mar 2008
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Posted: Sat Oct 17, 2009 6:00 pm |
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| Cycle wrote: |
hey guys remember when new super mario bros was about stripping it down to the basics like the original game
this one looks like it wants to be super mario bros 3 instead
which i guess is okay, looks fun enough
did we hate the first one? i cant remember
some of the co-op tricks in this game seem neat |
the first one was only like smb1 in the most cursory and meaningless ways possible, and it certainly wasn't stripped down. copping smb3 with the rolling hills and 1up tricks and koopa kids seems more appropriate anyway. i hadn't given the game more than a passing thought before i saw those videos but some of it looked pretty interesting. i'm glad it wants to reward mastery, which is something smb3 excelled at but both the latter two 3d mario games and nmsb forgot about, at least as far as i could tell. |
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glossolalia
Joined: 04 Mar 2008
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Posted: Fri Oct 30, 2009 7:02 pm |
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| firenze wrote: |
| better graphics correlate to ... more sales (but framerate doesn't affect those things). |
well, you can't see framerate in a screenshot. you don't need focus testing to figure that one out.
i seem to be a lot more tolerant of low framerate than most people, the only time it ever bothers me in the slightest is in racing games. so you know what, i either welcome this or don't care. 30fps is fine for the kind of games that insomniac makes. |
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glossolalia
Joined: 04 Mar 2008
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Posted: Wed Nov 04, 2009 12:12 am |
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| well, it's still one step closer to me being actually able to play it |
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glossolalia
Joined: 04 Mar 2008
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Posted: Thu Nov 05, 2009 8:52 pm |
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woah. does that include use of all the IPP stuff?
still windows-only though :\ |
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glossolalia
Joined: 04 Mar 2008
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Posted: Thu Nov 19, 2009 9:14 am |
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| negativedge wrote: |
| that dude wrote: |
"I would welcome advocates of R18+ computer games testing public acceptance of my policy by standing a candidate against me," he said.
"I think you will find this issue has little traction with my constituents who are more concerned with real-life issues than home entertainment in imaginary worlds." |
translation: PLAY NINTENDO WIIŽ |
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glossolalia
Joined: 04 Mar 2008
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Posted: Fri Nov 20, 2009 3:58 am |
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| Mikey wrote: |
| http://kotaku.com/5408754/first-no-more-heroes-heroes-paradise-screens-score-a-touchdown |
man they really wimped out on the shadowing. it looks like typical cel-shading now. disappointed. i think those HD dolphin emu screens i posted a couple months ago are the best the game is ever gonna look. |
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glossolalia
Joined: 04 Mar 2008
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Posted: Fri Nov 20, 2009 8:38 pm |
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| SuperWes wrote: |
| Don't you need your models to have a black outline around them to be considered cel shading or toon shading? |
no, just that banded lighting style (which i think is usually faked with a cubemap representing the gradient of light projected onto the model) see wind waker nocturne killer7 etc which have all been popularly described as cel shading despite not having outlines
i believe outlines are created by extruding the whole model, flipping the faces and then texturing them black, or with a shader that does sort of the same thing in real-time (the former will produce "lines" of different sizes and the latter lines of uniform size that don't change with distance) |
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glossolalia
Joined: 04 Mar 2008
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Posted: Fri Nov 20, 2009 10:14 pm |
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oh yeah, some cel-shading is done with an edge detection shader too, my bad. i should probably shut up because i barely know what i'm talking about.
been pondering exactly how the cel shading in that ps3 misato katsuragi news reader was done, because it's the slickest i've seen yet - the outlines are always in exactly the right place and at the right widths, perfectly AAed, and it's not really a cel-shading thing per se but i appreciate that her mouth moves instantaneously. i'd like to see game cel-shading on this level of accuracy where all the animation was done like that instead of automatically interpolated (though i guess it would still end up looking artificial when the camera moved.)
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glossolalia
Joined: 04 Mar 2008
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Posted: Sat Nov 21, 2009 6:17 am |
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| yeah, it'd be better if they eliminated interpolation in all the animation like i suggested or capped the frame rate something low. but it's a farther step than any other game cel-shading i know of. (fun somewhat related fact: for the 3D rendered environments in spirited away and howl's moving castle, they intentionally cut/paused on a couple frames each second so it would match better with the hand-drawn elements) |
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glossolalia
Joined: 04 Mar 2008
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Posted: Sat Nov 21, 2009 9:44 am |
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| there are definitely cel-shaders that use cubemaps to simulate the presence of a point light that doesn't move with the camera. but yeah that may very well be overkill in most situations. and i thought i read that's how it was done in wind waker, but that person may have just been guessing. |
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glossolalia
Joined: 04 Mar 2008
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Posted: Sun Nov 22, 2009 1:46 am |
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| well yeah it's a more controlled environment than most, with a higher polycount window since it's only focused on one character, but the outlines are still much much smoother and more convincing than that naruto game or the last prince of persia. not sure what you mean by "even if it was all being rendered in realtime." it is, i tried the demo on my ps3, you can move the camera around and everything. |
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glossolalia
Joined: 04 Mar 2008
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Posted: Thu Nov 26, 2009 1:45 am |
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| that's a good article. some of that crossed my mind quite a few times during the course of persona 4, where most of the characters are constantly telling you how awesome and what a great friend you are. |
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glossolalia
Joined: 04 Mar 2008
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Posted: Sun Jan 10, 2010 8:07 am |
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| i don't know what that is but it looks beautiful |
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glossolalia
Joined: 04 Mar 2008
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Posted: Sun Jan 17, 2010 9:34 pm |
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| negativedge wrote: |
| Programmers and animators are in demand elsewhere. People put up with that shit because they are hopeless nerds that have the "dream" of "making" video games. |
horse programmer cough cough
the way the industry works sucks, of course, and it ought to change, but as far as i can gather most of the programmers working on commercial games command solid middle-class salaries, even upper-middle-class with experience, maybe working more hours than they should or would have to elsewhere but the sweatshop comparison is offbase and offensive. if you don't like the industry, supporting indie games and developers you like makes a lot more sense than boycotting anything.
Last edited by glossolalia on Sun Jan 17, 2010 10:09 pm; edited 6 times in total |
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glossolalia
Joined: 04 Mar 2008
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Posted: Mon Jan 18, 2010 8:23 pm |
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i doubt it's a Persona game because those don't have Shin Megami Tensei in their titles in japan, right? but nothing else makes any more sense, the other spinoffs are too niche to be their first ps3 game and smt4 became strange journey. hmm.
man i'm not sure i even want persona 5 because i can't imagine how they could touch 4 doing anywhere near the same thing. at the very least i'd want full 3d cutscenes for everything w/ no separate character portraits (the way they do it in p3/p4 would look creepy as hell in HD) and random dungeon exploration cut out or completely rethought. i know they don't have square-enix or even namco budgets but i'd be pretty upset if they pulled a disgaea 3 on it - might as well stick with the ps2 then.
bennett could you put that first pic in a link please? |
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glossolalia
Joined: 04 Mar 2008
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Posted: Tue Feb 02, 2010 9:33 pm |
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| i get what you're saying but that doesn't look nearly as bad to me as the xtreme anime ninja vibe from the trailer. certainly not improving things by its mere addition, though. |
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glossolalia
Joined: 04 Mar 2008
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Posted: Wed Feb 10, 2010 1:46 am |
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| oh man that is the most ridiculously bitchy bandwidth protection picture ever |
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glossolalia
Joined: 04 Mar 2008
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Posted: Fri Feb 12, 2010 8:50 pm |
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only yesterday with its carefully controlled palette, especially in the flashbacks, is way nicer to look at than a live-action version had any chance to be
also it's got that one daydream sequence where she's like flying and stuff
toradora would seem to have more to do with the difficulty of finding a competent romantic female lead who looks 5 |
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glossolalia
Joined: 04 Mar 2008
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Posted: Mon Mar 08, 2010 5:38 pm |
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| Persona-sama wrote: |
| Talbain wrote: |
| bleak wrote: |
http://www.engadget.com/2010/03/05/sony-patents-degradable-video-game-demos-illustrates-the-idea/
have we talked about this yet guys? cuz I mean, shit. |
Maybe feature expansion could be an interesting patent too. If you buy the game, your sword gets bigger until it fills up the entire screen. Enemies simply bow before you as you ritually destroy them in one fell swoop.
edit: I almost want this to happen to see how much they can limit a game before it's actually impossible to progress. It would be interesting to see how Sony makes the game exponentially more difficult. I almost suspect that it will create people who play the demos and never buy the actual game, because the demo will actually be more challenging, at some point, than the actual game. |
I think I heard a story about how Spiro the Dragon for PS1 had something like this if you pirated the game: the game would just spawn tons of difficult enemies and not let you find certain keys necessary to continue in the game.
It's pretty interesting but at the same time seems like it'd waste more time to develop things like that. |
here's that article if anyone's interested:
http://www.gamecareerguide.com/features/20011017/dodd_01.htm |
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glossolalia
Joined: 04 Mar 2008
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Posted: Sat Mar 13, 2010 3:33 pm |
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awesome
damn, maybe spinach's marketing strategy was on the right track after all |
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glossolalia
Joined: 04 Mar 2008
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Posted: Tue Mar 23, 2010 3:43 pm |
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| Takashi wrote: |
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Gunpei Yokoi's Revenge. |
my first thought was virtual boy 2 oh no, but if it's just a more refined version of the technique in that dsi game possibly crossed with that hitachi 3d phone, then that's pretty neat though probably not much more than a gimmicky enhancement for most things.
i just hope the hardware isn't any bigger than the ds lite, although that's probably wishful thinking. |
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glossolalia
Joined: 04 Mar 2008
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Posted: Tue Mar 23, 2010 6:39 pm |
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| i can't imagine any purpose for gesture tracking on a system with a touchscreen except to humiliate the player |
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glossolalia
Joined: 04 Mar 2008
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Posted: Wed Mar 24, 2010 3:16 pm |
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| is that rudie he's a cutie |
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glossolalia
Joined: 04 Mar 2008
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Posted: Thu Mar 25, 2010 5:46 pm |
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bullet points i want to see on back of P5 box
- choose between dude or girl protagonist, with some potentially bisexual social links for each
- handles characters' internal struggles 50% more coherently with 80% less pandering to the status quo
- instead of rudimentary random maze crawling, other world is non-stop semi-randomly-composed battles, with brawler-style enemy waves replacing floors in the progression structure
- more than one normal battle theme
- all of the voice acting is good, no nanakos we swear
i just wanna know what system it's going to be on. atlus was trying to recruit ps3 and 360-experienced programmers a while back, and i'm pretty sure persona is their most lucrative property, but i'd honestly rather they put it on PSP or 3DS if they can't make the HD fully-voiceacted/cutscened thing work just right, at least something along the lines of valkyria chronicles if not mass effect. p3/4's dialogue presentation would just feel weird and creepy in HD.
Last edited by glossolalia on Thu Mar 25, 2010 5:59 pm; edited 2 times in total |
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glossolalia
Joined: 04 Mar 2008
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Posted: Thu Mar 25, 2010 6:54 pm |
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| oh yeah, i agree the protagonist's choices shouldn't ever be voiced, for the same reason. but i think the anime portrait next to 3d model thing and the one-second soundbites they use for social link dialogue would come off really awkward on a current system. |
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glossolalia
Joined: 04 Mar 2008
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Posted: Sat Mar 27, 2010 6:42 pm |
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| i could've swore paul's had genuine involvement with vidcons several times already. didn't he do pixel art for a couple ds games? |
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glossolalia
Joined: 04 Mar 2008
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Posted: Fri Apr 09, 2010 5:50 pm |
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| Mr. Mechanical wrote: |
| Red Dead Redemption |
hey it's the guitar sound from once upon a time in the west
nice |
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glossolalia
Joined: 04 Mar 2008
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Posted: Fri Apr 09, 2010 7:33 pm |
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| the shattered memories team was climax group who are british and have nothing to do with double helix who made homecoming |
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glossolalia
Joined: 04 Mar 2008
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Posted: Tue Apr 20, 2010 5:17 am |
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| the space harrier stage in bayonetta was pretty poorly executed but i guess if the production was focused on perfecting the feel of rail shooting like bayonetta does for brawling that could be great |
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glossolalia
Joined: 04 Mar 2008
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Posted: Fri Apr 23, 2010 8:50 pm |
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seems like it. that scene only uses a handful of textures along with a grayscale lightmap so it shouldn't take as long to load as you might fear.
i guess they're just trying to show off the engine/graphix but that was a pretty hilariously blah trailer. |
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glossolalia
Joined: 04 Mar 2008
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Posted: Wed Apr 28, 2010 7:22 am |
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| Jigsaw wrote: |
| Loki Laufeyson wrote: |
| why would anyone make a new killer instinct game? |
Because people care about fighting games again and/or it would be awesome. |
yes but wasn't killer instinct just a cheap piggyback on mortal kombat's popularity and a way to give the dkc art people/computers something else to do
both of which are extremely irrelevant now |
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glossolalia
Joined: 04 Mar 2008
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glossolalia
Joined: 04 Mar 2008
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Posted: Wed Apr 28, 2010 5:12 pm |
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| B coma wrote: |
| she like, turns the opponent into a frog and smashes them, right? |
fuckin Rare
wouldn't be surprised if the next Banjo-Kazooie had a minigame where Banjo takes a shower wearing a tuxedo and a diaper |
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glossolalia
Joined: 04 Mar 2008
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Posted: Tue May 04, 2010 7:54 am |
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i really love that dog-bee-fish thing |
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glossolalia
Joined: 04 Mar 2008
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Posted: Tue May 11, 2010 6:32 pm |
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| RT-55J wrote: |
Miyamoto is a/the text editor for Super Mario Galaxy 2.
Source |
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| For Mario Galaxy 2, they looked back at the sphere-based design of the original and noticed many things -- areas where they felt they hadn't fully utilized the qualities of the sphere-based design. |
yessss
| Quote: |
| They felt that they could make something more interesting by adding new tricks and gimmicks to the stages even if they used the same stage formation. |
wait what |
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glossolalia
Joined: 04 Mar 2008
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Posted: Wed May 12, 2010 7:17 pm |
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gecko kinda looks like a miraculously not-terrible new peripheral sonic character, i think it's the asshole look on his face
i like the panda seal thing although i agree it would be better w/out the outfit |
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glossolalia
Joined: 04 Mar 2008
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Posted: Sun May 16, 2010 5:42 am |
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| that tomb raider game looks a lot like a psx indiana jones game i vaguely remember from a demo disc. weird. |
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glossolalia
Joined: 04 Mar 2008
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Posted: Mon May 24, 2010 9:45 am |
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iirc the storybook about rosalina's childhood was a mildly charming Little Prince homage but like rosalina had nothing to do with anything and the cutscenes were an indulgent drag with a stock japanese metaphysical rebirth ending. i like what tim said: why would the player want to save a princess when there's already one right in front of them? like much of the game design, it's a sloppy committee-driven pile of Stuff that feels like less than the sum of its parts and i'm a worse person for writing a paragraph about it
Last edited by glossolalia on Mon May 24, 2010 9:54 am; edited 1 time in total |
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glossolalia
Joined: 04 Mar 2008
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glossolalia
Joined: 04 Mar 2008
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Posted: Thu Jun 24, 2010 8:55 am |
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| i want to like it but there's something weird about those ghibli ps3 shots, the lighting and characters and foliage and backgrounds are frequently mismatched in style and fidelity, just enough to throw the effect off. almost like an uncanny valley for cel animation. |
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glossolalia
Joined: 04 Mar 2008
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Posted: Wed Jul 07, 2010 9:54 pm |
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| Talbain wrote: |
| "This study illustrates not only that game quality trumps hype, |
uh
doesn't it show the exact opposite of that
Garth |
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