selectbutton
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile / Ignoring   Log in to check your private messagesLog in to check your private messages   Log inLog in 

Valve something something

 
Post new topic   Reply to topic    selectbutton Forum Index -> King of Posters
View previous topic :: View next topic  
Author Message
Dark Age Iron Savior
king of finders


Joined: 06 Dec 2006
Location: Spacecraft, Juanelia Country

PostPosted: Thu Apr 08, 2010 2:14 am        Reply with quote

in terms of the general evolution of selectbutton posters ATLUS seems pretty normal so far!

Isfet wrote:
never actually played it! i thought it was never released or something and this was going to be its "debut." or...wait, was there a GBC Shantae and that was the original?

ah, google says this is the case and that i've mixed up some facts. yea, never played GBC Shantae. is it worth playing at this point?

judging from the videos above, it seems like something that could be a lot of fun with proper level design, but eventually boring if too easy.


I'd say Shantae is definitely worth playing - it's easily one of the best GBC games, and definitely the best one developed in the West (although there admittedly isn't a lot of serious competition). Once you understand that it's not a straight platformer or metrovania-alike but in fact meant to be a modern update of Simon's Quest, things will slide in to place.

also why are you judging the GBC game based on the DSiware game being released some eight years later? It's not like there isn't Youtube footage of the GBC game.


ATLUS wrote:
i think co-op is something they could add in an expansion pack as well and just not bother with more new annoying story half-life 2 tie-ins whatever they're planning, and would prefer that. of course everyone loves cake jokes and annoying AIs and valve is gonna make bank on that, and i'm in a pretty big minority in hating glados, and that alone still turns me off the game. but i'll still end up playing co-op i'm sure.


it honestly sounds like way more of a sequel than Left 4 Dead 2 did:

Code:
Game Informer identified two examples of this: one was the ability to use air currents created by a series of transport pneumatic tubes through a set of portal openings to push a turret over or to draw objects into the suction.  The second example was to use the power of tractor beams through portals to bring Chell or other objects to otherwise inaccessible areas. The game also introduces special "paint" that can be used to impart certain physical effects to a surface (for example, one identified by Game Informer is an orange paint that when stepped on will impart high speed to the player). The player will be required to determine how to transport that paint to appropriate surfaces using portals in order to progress.  This paint can also be applied to objects, such as the Weighted Storage Cube crates that affect their own physical nature  In addition to the Storage Cube, there are new types of objects that assist the player, including Redirection Cubes with mirrored surfaces, Aerial Faith Plates, and Weighted Storage Balls, which made a brief appearance in the original game, in one of the advanced chambers.


Code:
Portal 2 takes place hundreds of years after the first game. Despite her apparent destruction at the end of Portal, GLaDOS remains functional. The player controls Chell, the same protagonist from Portal; retroactively patched, the ending for the first game shows Chell being dragged away by an unseen figure with a robotic voice, where she has been placed in stasis over the years.  The game will take place in the Aperture Science Labs, untouched by human hands but overrun by decay and nature.  The player will interact with many of the numerous personality cores (which were seen activating in the post-credits scene from Portal), which have become active in the intervening years, using the automated systems of Aperture Science to create their own microcosms within the facility.  The cores themselves are unable to move save through overhead rail systems. Chell is awoken by one of these, Wheatley, who has become concerned for the state of decay and seeks to correct it. Wheatley acts as the player's guide during the tutorial and initial stages. Soon, the two are introduced to GLaDOS, who is quick to accuse Chell of murdering her years ago.

Two new characters will be introduced for the two player cooperative mode, which will have its own unique plot and setting. These two yet-to-be-named characters include a modified turret gun and a personality core; both units are bipedal and equipped with their own portal guns. Though once part of the networked facility, they have become separate entities, and are treated to similar abuse by GLaDOS as Chell is, being put through a series of complicated test chambers.


http://en.wikipedia.org/wiki/Portal_2

TMYK, dude.



MMOGR
Unfilter / Back to top 
View user's profile Send private message
Dark Age Iron Savior
king of finders


Joined: 06 Dec 2006
Location: Spacecraft, Juanelia Country

PostPosted: Thu Apr 08, 2010 8:27 pm        Reply with quote

Interstellar Dinghy wrote:
half life and half life 2 play pretty much exactly the same, except the latter is less interesting with the level design,


this is ridiculously not true
Unfilter / Back to top 
View user's profile Send private message
Dark Age Iron Savior
king of finders


Joined: 06 Dec 2006
Location: Spacecraft, Juanelia Country

PostPosted: Thu Apr 08, 2010 9:24 pm        Reply with quote

Interstellar Dinghy wrote:
how inhuman everything about the people in it seemed to be


uh, compared to what?
Unfilter / Back to top 
View user's profile Send private message
Dark Age Iron Savior
king of finders


Joined: 06 Dec 2006
Location: Spacecraft, Juanelia Country

PostPosted: Thu Apr 08, 2010 9:48 pm        Reply with quote

Dracko wrote:
please tell me more about your ideal not-too-ethnic woman gaben


oh no girls are gross and have cooties but what about that hunky alien <3
Unfilter / Back to top 
View user's profile Send private message
Dark Age Iron Savior
king of finders


Joined: 06 Dec 2006
Location: Spacecraft, Juanelia Country

PostPosted: Thu Apr 08, 2010 9:58 pm        Reply with quote

FPS is designed like 95% of FPS games, news at eleven
Unfilter / Back to top 
View user's profile Send private message
Dark Age Iron Savior
king of finders


Joined: 06 Dec 2006
Location: Spacecraft, Juanelia Country

PostPosted: Thu Apr 08, 2010 10:25 pm        Reply with quote

dracko this battle of insipid one-line posts won't work with toups here

what do you suggest we do about him
Unfilter / Back to top 
View user's profile Send private message
Dark Age Iron Savior
king of finders


Joined: 06 Dec 2006
Location: Spacecraft, Juanelia Country

PostPosted: Fri Apr 09, 2010 3:44 am        Reply with quote

time for the following to post a list of ten great FPS (each):

ATLUS
Interstellar Dinghy
Unfilter / Back to top 
View user's profile Send private message
Dark Age Iron Savior
king of finders


Joined: 06 Dec 2006
Location: Spacecraft, Juanelia Country

PostPosted: Fri Apr 09, 2010 4:05 am        Reply with quote

wishing dhex posted here itt
Unfilter / Back to top 
View user's profile Send private message
Dark Age Iron Savior
king of finders


Joined: 06 Dec 2006
Location: Spacecraft, Juanelia Country

PostPosted: Fri Apr 09, 2010 12:53 pm        Reply with quote

james, I'm not really defending left 4 dead from any criticisms by you (I haven't played it myself, though I would love to - nothing I have can run it).

But I'm wondering, how much of the versus multiplayer did you experience?

When you just wrote out Serious Sam, Dead Rising and RE4, I felt an idea begin to form in my head. I haven't played L4D, true, but I've read quite a bit about it and watched some videos, and I just realized that L4D seems a lot less like a first-person-overwhelmer like SS and more like a game of TFC (in HL) in one of the point controlling modes, where two teams vie for control, usually able to capture spawns, and sometimes with deliberately uneven maps that create attacker/defender scenarios.

I also thought a bit about Wolfenstein: Enemy Territory - it works along basically the same lines of two teams, one with an assault objective and one with a defense one - but ET allows for multi-map campaigns, with EXP earned during that session carrying over and the winning team being decided by whoever won more maps.

When I played ET, it was almost always a six-map campaign (six being all the maps the game came with, and I never really found any good custom maps). Most games never got through map four, let alone the whole six, but the progression from one map to another meant that the player frequently had to anticipate whether they would be able to make up for losses on the next map or perhaps be at a disadvantage, with the need to win right now.

Thinking back, I had some of the same feeling for TFC, even though nothing carried over between maps (except emotions). And also sometimes arcade games like shmups. There's a feeling of needing to ration your stamina and attention that just doesn't feel like it's there in something like Serious Sam.

ugh, got off point...


could you offer an evaluation of the game from the benefit-of-the-doubt-perspective that it is not so much a zombie co-op game as a versus game with drastically different teams and a co-op campaign which allows for learning tactics to be used in versus?
Unfilter / Back to top 
View user's profile Send private message
Dark Age Iron Savior
king of finders


Joined: 06 Dec 2006
Location: Spacecraft, Juanelia Country

PostPosted: Sat Apr 10, 2010 1:09 am        Reply with quote

CubaLibre wrote:
To call the co-op campaign training for versus really exposes the fact that you haven't played it - the two modes feel completely different and there are definitely a ton of people who only exclusively play one or the other.


I'm not actually calling it training for versus (I would save that for games like the UT series where the singleplayer is just the same thing with bots), I'm just opening that as a perspective one should consider and then judge if their opinion of the game gains any additional insight by exploring the distance between the two views.

that said, I appreciate the above posts.
Unfilter / Back to top 
View user's profile Send private message
Dark Age Iron Savior
king of finders


Joined: 06 Dec 2006
Location: Spacecraft, Juanelia Country

PostPosted: Sat Apr 10, 2010 11:09 pm        Reply with quote

what exactly do you mean by "derivative of internet memetics"?
Unfilter / Back to top 
View user's profile Send private message
Dark Age Iron Savior
king of finders


Joined: 06 Dec 2006
Location: Spacecraft, Juanelia Country

PostPosted: Sun Apr 11, 2010 3:32 pm        Reply with quote

Chauncey Gardiner wrote:
geek humor


would you mind specifying what this is in the context of portal?


(I apologize for how others have helped pile on to you)
Unfilter / Back to top 
View user's profile Send private message
Dark Age Iron Savior
king of finders


Joined: 06 Dec 2006
Location: Spacecraft, Juanelia Country

PostPosted: Thu Apr 22, 2010 11:55 pm        Reply with quote

this topic is a pretty wonderful example of the uncanny valley of realism in world-building

wait a second dj wrote that two pages ago

nevermind DJ YOU ARE TOTALLY WRONG

boojiboy7 wrote:
Quote:
The idea isn't that it's a checkpoint but that at first glance it does not look like a useable path... the railroad is designed to be disguised so the combine can't predict their movements, while still allowing for rapid travel through difficult terrain.


And yet, they aren't very well disguised, since it's not like you would ever fail to realize what they are after about 30 seconds, if that.


yeah I don't know why anybody even bothers to make hidden walls in Zelda since everybody knows they make a different noise when you hit them with your sword



completely and totally impossible Ultima IX physics are the best physics (Invisible War is in second place with it's hyperbarrels, Half-life 2 takes third place with wooden plank airsurfing)


I stopped at halfway through page 5, I may try again later.

did read page 6 though

there's definitely more humor in Valve games now, but I think that too much humor in HL2 would have undermined the more unnerving/surreal elements, like the G-man's constant presence (especially the infamous one on the TV), the new ecology of alien creatures that has almost completely destroyed the old one, the instability of teleportation, the lack of concrete details about what the core authority of the Combine really is, etc.

(there is some of that stuff in L4D, but it's along the more predictable genre tropes - people transforming behind closed doors, nobody knowing the exact nature of the infection, the government acting very unfriendly)
Unfilter / Back to top 
View user's profile Send private message
Quick Reply
 Attach signature
 Notify on replies

Display posts from previous:   
Post new topic   Reply to topic    selectbutton Forum Index -> King of Posters All times are GMT
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2002 phpBB Group