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Gaming Cubed: Novel Forays into Polygonal Space
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This Machine Kills Fascis
Unfinite Indiscovery


Joined: 06 Dec 2006
Location: Inside Thomas the Tank Engine, screaming

PostPosted: Thu Nov 14, 2013 4:15 am    Post subject: Gaming Cubed: Novel Forays into Polygonal Space    Reply with quote

From the Bubsy thread:

This Machine Kills Fascis wrote:
Stray Thought: I'm totally ready to embrace early 3-D graphics as the next trend in indie gaming.

Sure: it'll be fueled by irony and nostalgia, but think about what early 3-D game design was actually about.

It was this wonderful, rare moment of genuine invention when people were having to discover how to create games in a very new twist on the medium. It was a time of reinvention, full of weird glitches and unintentional surreality.

That strikes me as an awesome basis for exploratory indie games, and probably more interesting than the fixation on precision craftsmanship that defines the pixel aesthetic.

Let's talk about 3-D games that don't take 3-D space for granted--games that resulted from a time where everyone was trying to puzzle out what you should actually do in a 3-D world and how you should do it.

Specifically, I want to play some games that control weirdly and move weirdly. So recommend some!

I'm interested in stuff from, like, '93-'97, but I'm also open to recommendations of contemporary games that do neat things with 3-D space.
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This Machine Kills Fascis
Unfinite Indiscovery


Joined: 06 Dec 2006
Location: Inside Thomas the Tank Engine, screaming

PostPosted: Thu Nov 14, 2013 4:17 am        Reply with quote

For me, Ghost in the Shell for the PSX comes to mind. It's not like it's a bizarre train wreck of a game. It's actually really well put together--one of my favorite games. But it's interesting, because it takes advantage of 3-D space as a novelty.

There are two things that make Ghost in the Shell interesting:

1) You can walk on walls. You just walk up to them and suddenly your own them. No limits. You're a spider.

This is especially cool in the second level. It's a sewer, so you can boost in spirals through tunnels, and you quickly loose sense of "up" vs. "down." There's something very immersive about discarding your concept of gravity and feeling totally okay with that.

2) The controls. D-pad to walk. Right shoulder to boost right. Left shoulder to boost left. Hold them together and you boost forward. Use the D-pad while boosting forward to tweak and strafe. Simple, but unique. You end up having a lot of precision--boosting toward an enemy and suddenly strafing to either side at the drop of a dime. And it feels especially cool, combined with the fact that you can traverse walls without any discontinuity of motion. You can boost left, up a wall and onto the ceiling and drop onto an enemy if you want. This makes the outdoor time trial level really fun. You're boosting all over the place, vaulting off of stuff and falling where you need to. It's a control scheme that's perfect for the game, because it was designed for it. The genre didn't have default controls yet.



So yeah: that's mine. What games come to mind for you guys?
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shrugtheironteacup
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PostPosted: Thu Nov 14, 2013 4:26 am        Reply with quote


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This Machine Kills Fascis
Unfinite Indiscovery


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PostPosted: Thu Nov 14, 2013 4:32 am        Reply with quote

Cuba is gonna be furious that you beat him to Descent.

Oh man: pole arm vs. knife

I know the odds, but considering the players....
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Dark Age Iron Savior
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Joined: 06 Dec 2006
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PostPosted: Thu Nov 14, 2013 4:37 am        Reply with quote

Dreams (to Reality)
Jumping Flash (and I guess Geograph Seal)
Die by the Sword?
Bug
Tenchu? More in the stage design than the controls, I guess
Descent series
Fade to Black
Ultima Underworld I/II
Vortex (the SNES game)
Gabriel Knight 3? Or maybe King's Quest 8.
Most first-person robot games before Mechwarrior 3 or so, I guess?
Heretic II?
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wourme



Joined: 05 Dec 2006
Location: Building World

PostPosted: Thu Nov 14, 2013 4:43 am        Reply with quote

I used to like to play with Superscape, a freeware thing from 1991. It's not really a game, but I think it fits this thread well.

https://archive.org/details/SuperscapeInteractiveDemonstration
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This Machine Kills Fascis
Unfinite Indiscovery


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PostPosted: Thu Nov 14, 2013 4:45 am        Reply with quote

Robo Arena Fighters

One of my favorite unsung subgenres. Though obviously Virtual-On is the go-to here, I'd rather call attention to the arena modes in Xenogears and Armored Core for one reason: vast, open spaces. I thought it was so cool that both games had maps that seemed to stretch on forever. One of my dream game ideas is basically an Armored Core game with controls as smooth and arcadey as Virtual-On in which you wonder through a vast, open world of forests and deserts, looking for other robots to kill.


Xenogears Arena





Armored Core: Project Phantasma (Arena Mode)



(Couldn't find video of one of the larger, open-air maps)


Virutal-On



Honorable Mention:

Custom Robo


Associated Games:

Ergheiz

That Wu-Tang Game

Power Stone
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"Godzilla could be anyone."

MrSkeleton wrote:
i dont know how to give a thing made of blood but id do it

evnvnv wrote:
If you die in the axe, you die in real life


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This Machine Kills Fascis
Unfinite Indiscovery


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PostPosted: Thu Nov 14, 2013 4:54 am        Reply with quote

Let's talk about Tribes 2, because skiing:



For those who don't know: Skiing in Tribes was the result of a glitch that turned out to be so fun and exploitable that it became a core piece of gameplay. Similar to the rocket jump in Quake or comboing in SF2.
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A New Duck



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PostPosted: Thu Nov 14, 2013 5:11 am        Reply with quote

wourme wrote:
I used to like to play with Superscape, a freeware thing from 1991. It's not really a game, but I think it fits this thread well.

https://archive.org/details/SuperscapeInteractiveDemonstration


My cousin and I spent so much time playing with this thing in like 1992. It was unending delight.
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allensmithee
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PostPosted: Thu Nov 14, 2013 5:26 am        Reply with quote

Dark Age Iron Savior wrote:
Jumping Flash


This is A Greatest Example. It's made by the same dudes who did the GiTS game. It's pretty much the perfect jumping games. The sense of space and navigation achieved is amazing. The controls are perfect, because if the game had a right analogue stick standard as it is now, it'd be fucked and you'd get fucked by it. The camera goes where you need it to go. You can strafe by short hopping sideways.

Duke Nukem 3D is pretty cool for this junk too. It's shown right off w/ the jetpacks on the aliens that this is a game about all three of the dees. It's got the word in its name!! And the weapons, like the pipebomb, feed directly below your position. A lot of enemies are in pits or above you so it is helpful. The jetpack you get is really cool too, the spaces are very well realized from all angles. In the second episode you get a lot of verticality and play w/ the 3D.
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Focus



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PostPosted: Thu Nov 14, 2013 5:26 am        Reply with quote

I'm immediately thinking of the Resident Evil series, if only for the stumbly 3D "movement" with the 2D rendered areas. Obviously, doesn't take advantage of the for-the-time NEW 3D, but felt necessary and developmental?
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chevluh



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PostPosted: Thu Nov 14, 2013 5:34 am        Reply with quote

That'd rather be Alone in the Dark, four years earlier.
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shrugtheironteacup
man of tomorrow


Joined: 06 Dec 2006
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PostPosted: Thu Nov 14, 2013 8:10 am        Reply with quote

This Machine Kills Fascis wrote:
Cuba is gonna be furious that you beat him to Descent.

Oh man: pole arm vs. knife

I know the odds, but considering the players....


I am willing to bet I have more spears than cuba too OK



Meanwhile it's pretty sad this is the only Avara video I can find :(

All about navigating your bipedal robo (HECTOR D:) through simple geometries, blasting other bipedal robos with limited grenades & seeking missiles or unlimited plasma canon. If there weren't walls, you were in the middle of a featureless plane. One map was nothing but blackness and trees.

Might be The Loneliest Deathmatch Game?!

Always felt like an object among objects. You could catch your chin on geometry if you jumped weird. Land on another HECTOR's head or, in solo maps, the UFO enemies. Levels could have weird gravity/friction parameters. A popular map was "Icebox", a simple four-walled fort filled with cubes. When shot/exploded at the cubes moved. These cubes could crush you/your enemies to robodeath. There were various ball games.

Probably my first networked multiplayer anything, over 56k.

R.I.P.
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shrugtheironteacup
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Joined: 06 Dec 2006
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PostPosted: Thu Nov 14, 2013 8:14 am        Reply with quote



YES :|

It was a pretty slow, stately game and and I was 13/14 so I never paid for it. Some other kid on AOL wanted to start an E-ZINE around it and I wrote some things for it and it was probably awful (we were 13/14 after all).

Quote:
Unfortunately, Avara was a commercial flop. At the time, it was Ambrosia's poorest selling game next to Chiral. There have been a number of reasons for this failure suggested by Juri, Ambrosia and fans.[citation needed]
The first is obvious. The graphics engine was rather unimpressive even at the time of release. By the time it was released to the public, other games which showed off more detailed, faster and texture-mapped engines were available, such as Interplay's Descent. Furthermore, the gameplay was slower than other first person shooters at the time, which may have turned off the Doom-oriented players.[citation needed]
Secondly, Juri has admitted that the interface was experimental and may have gone too far. Many users have admitted that it took months to realize the game could be played over the internet, with some never figuring out how to start playing at all![citation needed]
Thirdly, Avara used Ambrosia's standard shareware policy at the time. The game gave players a reminder to pay for the game after thirty days, but nothing else. Players basically had the entire game for free with only very minor restrictions which did not motivate many to pay for the game, even after playing for over a year.[citation needed]
It's likely a combination of all these factors contributed to the failure of Avara.


;__;
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Rud31
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PostPosted: Thu Nov 14, 2013 8:27 am        Reply with quote

Move to KOP. this is what we need guyz.
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boojiboy7
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Joined: 04 Dec 2006
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PostPosted: Thu Nov 14, 2013 12:30 pm        Reply with quote

This Machine Kills Fascis wrote:
That Wu-Tang Game


Sorta, but not quite. Still a pretty neat game, and the only public release of the Thrill Kill engine. Now if only they had recorded RZA saying anything other than ANALOG! over and over.
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TMFK



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PostPosted: Thu Nov 14, 2013 5:17 pm        Reply with quote

Did Wipe Out and Omega Boost feel interesting or were they just cool? I've heard that Wipe Out created a really effective illusion of controllable super-speed.
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Shiren the Launderer



Joined: 25 Sep 2008

PostPosted: Thu Nov 14, 2013 5:23 pm        Reply with quote

boojiboy7 wrote:
This Machine Kills Fascis wrote:
That Wu-Tang Game


Sorta, but not quite. Still a pretty neat game, and the only public release of the Thrill Kill engine. Now if only they had recorded RZA saying anything other than ANALOG! over and over.

It's a mess of a game, and I love love love the Wu.
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Wall of Beef



Joined: 04 Dec 2006
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PostPosted: Thu Nov 14, 2013 6:07 pm        Reply with quote

Texican Rude wrote:
Move to KOP. this is what we need guyz.

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Wall of Beef



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PostPosted: Thu Nov 14, 2013 6:25 pm        Reply with quote

This Machine Kills Fascis wrote:
Robo Arena Fighters

One of my favorite unsung subgenres. Though obviously Virtual-On is the go-to here, I'd rather call attention to the arena modes in Xenogears and Armored Core for one reason: vast, open spaces. I thought ....

...

Xenogears Arena

Armored Core: Project Phantasma (Arena Mode)

Virutal-On

Honorable Mention:

Custom Robo

Associated Games:

Ergheiz

That Wu-Tang Game

Power Stone


Just adding another arena fighting game: The Unholy War (not robots though) 1998 PS1
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Loki Laufeyson
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PostPosted: Thu Nov 14, 2013 6:52 pm        Reply with quote

what about the mouse-controlled 3d shooting game virus, for the amiga? infamous for being incredibly difficult just to control


it got a playstation sequel entitled v2000

thirding the call to move this to kop
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boojiboy7
narcissistic irony-laden twat


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PostPosted: Thu Nov 14, 2013 6:54 pm        Reply with quote

Shiren the Launderer wrote:
boojiboy7 wrote:
This Machine Kills Fascis wrote:
That Wu-Tang Game


Sorta, but not quite. Still a pretty neat game, and the only public release of the Thrill Kill engine. Now if only they had recorded RZA saying anything other than ANALOG! over and over.

It's a mess of a game, and I love love love the Wu.

man who doesn't? that game is a really lovable mess for how much it indebts itself to everything Wu. i only wish i had one of those controllers.
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Wall of Beef



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PostPosted: Thu Nov 14, 2013 7:03 pm        Reply with quote

Loki Laufeyson wrote:
what about the mouse-controlled 3d shooting game virus, for the amiga? infamous for being incredibly difficult just to control


it got a playstation sequel entitled v2000

thirding the call to move this to kop


Wow, that looks gorgeous! But yeah, it looks like it would be a nightmare to control.

v2000's aesthetics are very different but looks intriguing as well.
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Glam Grimfire



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PostPosted: Thu Nov 14, 2013 7:10 pm        Reply with quote

i used to own one of the wu-tang controllers, it collapsed my wrist.

wu-tang hand aint nothin to fuck with
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TMFK



Joined: 29 Aug 2009
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PostPosted: Thu Nov 14, 2013 7:19 pm        Reply with quote

Wall of Beef wrote:
Texican Rude wrote:
Move to KOP. this is what we need guyz.

Eh. Let's give it another day, maybe? I like to demo these threads in the Axe before releasing them in KOP. Plus I'll forget about it as soon as it's in KOP.
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CubaLibre
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PostPosted: Fri Nov 15, 2013 2:58 am        Reply with quote

TMFK wrote:
Did Wipe Out and Omega Boost feel interesting or were they just cool? I've heard that Wipe Out created a really effective illusion of controllable super-speed.

wipeout was pretty good at the time but got completely eclipsed by its sequels. going back to it now it's slow and flat. 2097/xl, the next game, was the real revelation.

tomb raider. you'd never seen anything like the giant vertical shaft with all the side rooms branching off of it in the greece level.

warhawk and g-police. piloting what are basically helicopters with no rightstick. going in and around structures. pretty huge move up from their space-sim immediate ancestors which while 3d always had you play in empty space where you didn't need to worry about the ground.
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This Machine Kills Fascis
Unfinite Indiscovery


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PostPosted: Fri Nov 15, 2013 5:06 am        Reply with quote

Wall of Beef wrote:
Loki Laufeyson wrote:
what about the mouse-controlled 3d shooting game virus, for the amiga? infamous for being incredibly difficult just to control


it got a playstation sequel entitled v2000

thirding the call to move this to kop

Whoa! That spotlight draw distance is really interesting. This is exactly the sort of thing I think an indie dev could play with.
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MrSkeleton wrote:
i dont know how to give a thing made of blood but id do it

evnvnv wrote:
If you die in the axe, you die in real life
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Dark Age Iron Savior
king of finders


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PostPosted: Fri Nov 15, 2013 5:16 am        Reply with quote

Sentinel (this one) was probably one of the first puzzle games to really take advantage of 3D space.
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Wall of Beef



Joined: 04 Dec 2006
Location: Fart Beach

PostPosted: Fri Nov 15, 2013 5:22 pm        Reply with quote

TMFK wrote:
Wall of Beef wrote:
Texican Rude wrote:
Move to KOP. this is what we need guyz.

Eh. Let's give it another day, maybe? I like to demo these threads in the Axe before releasing them in KOP. Plus I'll forget about it as soon as it's in KOP.


Everything about this thread seems like a perfectly reasonable KOP thread (i.e., its encouraging discussion about video games). I don't understand the worry about starting it there in the first place.
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parker
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PostPosted: Fri Nov 15, 2013 6:10 pm        Reply with quote

Fellas it's perfectly safe outside the axe bunker and has been for years those sirens were a false alarm.

I don't think I have much to say about this subject except I'm really sick and tired of staring at my characters ass or shoulders every game and wish somebody would try something with a resident evil fixed camera angle type of deal again.
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CubaLibre
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PostPosted: Fri Nov 15, 2013 6:47 pm        Reply with quote

you can thank gears for that mess.

i just played through brothers: a tale of two sons recently (or is it sons: a tale of two brothers, i can never remember) and it's a delightful game in a lot of ways (although definitely not "maybe the most important game ever made" what are you even talking about skye) but the first thing i noticed about it was that it had an actual perspective and camera, rather than just relinquishing camera control to the player via rightstick (since rightstick moves one of the characters). i was like, man, all games used to be like this. it was nice to let the game frame its own shots and deal with that hassle for me so i could just control the actual game. gave me a real ico vibe
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boojiboy7
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PostPosted: Fri Nov 15, 2013 7:18 pm        Reply with quote

I dunno, i would place the blame before even gears, like RE4 did it for one.
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shrugtheironteacup
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PostPosted: Fri Nov 15, 2013 8:15 pm        Reply with quote

I had trouble with the Brothers demo because it needs fingers on both sticks and as soon as a thought other than "guiding these dudes" crossed my mind right thumb would instinctively start moving the right stick to control a camera that didn't want controlling and bro2 is suddenly off in a bush someplace
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Oh God Spiders No



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PostPosted: Fri Nov 15, 2013 8:53 pm        Reply with quote

This Machine Kills Fascis wrote:
Robo Arena Fighters

One of my favorite unsung subgenres. Though obviously Virtual-On is the go-to here, I'd rather call attention to the arena modes in Xenogears and Armored Core for one reason: vast, open spaces. I thought it was so cool that both games had maps that seemed to stretch on forever. One of my dream game ideas is basically an Armored Core game with controls as smooth and arcadey as Virtual-On in which you wonder through a vast, open world of forests and deserts, looking for other robots to kill.


Xenogears Arena





Armored Core: Project Phantasma (Arena Mode)



(Couldn't find video of one of the larger, open-air maps)


Virutal-On



Honorable Mention:

Custom Robo


Associated Games:

Ergheiz

That Wu-Tang Game

Power Stone


Throw Destrega on that pile, too. No robots but similar gameplay.
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TMFK



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PostPosted: Fri Nov 15, 2013 8:58 pm        Reply with quote

CubaLibre wrote:
you can thank gears for that mess.

i just played through brothers: a tale of two sons recently (or is it sons: a tale of two brothers, i can never remember) and it's a delightful game in a lot of ways (although definitely not "maybe the most important game ever made" what are you even talking about skye) but the first thing i noticed about it was that it had an actual perspective and camera, rather than just relinquishing camera control to the player via rightstick (since rightstick moves one of the characters). i was like, man, all games used to be like this. it was nice to let the game frame its own shots and deal with that hassle for me so i could just control the actual game. gave me a real ico vibe

Yeah, watching videos of Armored Core and Ghost in the Shell PSX reminded me that "Oh: so-called 'tank controls' worked fine if done correctly. And they felt a lot more fluid than constantly nudging the camera."

Ico was a whole other thing of course, and I remember being happy with that, too.
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Laurel Soup



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PostPosted: Sat Nov 16, 2013 1:47 pm        Reply with quote

There was a Quake mod that attempted to de-make the game into something approximating the 4D Boxing style of Money for Nothing flatly colored polygons. I think it was getting a pretty decent frame rate on a 386.

I've never been able to figure out Amiga emulation enough to play Hunter, but that's start of the DMA/Rockstar 3d open world family tree that contains Body Harvest and GTAIII. It sounds like it was a heavy inspiration for Just Cause 2's setting too.
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Laurel Soup



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PostPosted: Sat Nov 16, 2013 6:03 pm        Reply with quote

With all the Xenogears talk, I guess it's worthwhile to cross reference this thread: http://forums.selectbutton.net/viewtopic.php?t=36457
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DJ
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Joined: 05 Dec 2006

PostPosted: Sat Nov 16, 2013 6:50 pm        Reply with quote

Really seconding the PSX era Armored Core games. The controls are funky and sort of pre-3D but the level layout is almost painfully forward thinking when it really has no business doing that. There's a section from the first game where you can find a hidden area that's just a bunch of platforms jutting out of either side of a metal canyon with a giant abyss yawning below it was terrifying to me as a kid because it's clear the kind of scope they were going for but the tech just wasn't there yet.
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This Machine Kills Fascis
Unfinite Indiscovery


Joined: 06 Dec 2006
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PostPosted: Sun Nov 17, 2013 9:55 pm        Reply with quote

Alright: let's KOP this whenever a mod gets a chance.
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MrSkeleton wrote:
i dont know how to give a thing made of blood but id do it

evnvnv wrote:
If you die in the axe, you die in real life
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Tulpa



Joined: 31 Jul 2008

PostPosted: Sun Nov 17, 2013 10:14 pm        Reply with quote

There's a million things I want to post but I'll start with Terra Nova: Strike Force Centauri



Tribes is very obviously indebted to this game. Heck, even today the landscapes are somewhat mesmerizing, using the austerity of early 3d to give a sense of monumental scale.

It's pretty much where 'squad-based' shooters come from as a whole. I love this game.
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Wall of Beef



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PostPosted: Mon Nov 18, 2013 2:34 am        Reply with quote

Did they have to be so on-the-nose with the sound effect for laser fire?
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