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2014: Euangelion kata DAIS (News Thread)

 
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Hojulas



Joined: 12 Nov 2010

PostPosted: Sun Mar 09, 2014 12:18 pm        Reply with quote

Dracko wrote:
Relevant wrote:


I hope this turns out well

Is this going to be a new game or a compilation rerelease?

The gameplay bit beginning at 00:14 looks to be a recreation of the first mission of the original game, so looks like a remake.
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Hojulas



Joined: 12 Nov 2010

PostPosted: Sat May 17, 2014 11:02 am        Reply with quote

notbov wrote:
I remember when the 360 came out and my friend got one and the game he played the most on it was Halo 2

something something time is cyclical, etc.

I had a similar experience with a friend, but in my case it wasn't the game he played the most, but the only game he had, because he just had to have a 360 right away at the holiday season and eventually became so desperate he bought one for way more than retail, and had to sell his old Xbox and all games except Halo 2 to afford it.

Needless to say, I had to give him some ribbing any time I came in and saw him playing Halo 2.
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Hojulas



Joined: 12 Nov 2010

PostPosted: Wed Jul 02, 2014 12:21 pm        Reply with quote

schroeder wrote:
Toups wrote:
Artnik

Eggman's little brother was rejected from the engineering program and got a BFA.

Somehow the mention of engineering program and Robotnik just sputtered forth an idea:

A game that puts you in the role of Robotnik, where you actually design and build the various badniks for your conquest/hedgehog hunting. Amongst the various components would be the small animals used to do whatever the hell he sticks them in there to do (power source or something?), each kind of animal possessing different traits that suit them to robots of different purposes.

Early game would be putting together Caterkillers and the like, working your way up eventually to E-100 series and Metal/Mecha Sonic things.
And of course, some boss fight equipment too.

Maybe add some Dungeon Keeper elements, and design your own final zone as well?
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Hojulas



Joined: 12 Nov 2010

PostPosted: Tue Aug 19, 2014 11:00 am        Reply with quote

Takashi wrote:
rye wrote:
Dracko wrote:
http://www.driftstagegame.com/

This is the Ridge Racer I have been waiting for.

I'm almost all for it, just why did they had to go for the CGA-style palette?

I think it's meant to be more '80s neon, which just happens to look very CGA-ish, particularly combined with the low res looking textures.
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Hojulas



Joined: 12 Nov 2010

PostPosted: Thu Nov 06, 2014 11:25 am        Reply with quote

mauve wrote:
i played doom 3 and i didn't really have a problem with the flashlight gimmick. it wasn't that big a deal to me

i did have a problem with the generally uninteresting combat and predictability of enemy placements (always enter rooms backwards. always.)


Same here. Especially since the only enemies that ever really seemed to be hidden in the more common zero visibility nooks and crannies (not like when you follow sentry bots or the dud with the lantern, etc) were the zombies, and they were so slow you could easily pull out another gun to kill them, or even just beat them with the light. Which goes to the uninteresting combat thing.
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Hojulas



Joined: 12 Nov 2010

PostPosted: Thu Jan 15, 2015 6:50 pm        Reply with quote


Welp, looks like Minecraft's days may be numbered for me. Finally, I can build stuff with actual arches and curves!
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Hojulas



Joined: 12 Nov 2010

PostPosted: Fri Jan 16, 2015 7:07 am        Reply with quote

Dark Age Iron Savior wrote:
have you been actively playing Minecraft in the past year or two?

Occasionally, when I get in a castle building mood. Then I inevitably get irritated at some limitation that keeps me from doing what I want. Medieval Engineers at least looks like it will let me get closer to my ideas.
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Hojulas



Joined: 12 Nov 2010

PostPosted: Sat Jan 17, 2015 11:54 am        Reply with quote

Dark Age Iron Savior wrote:
ah, okay. Personally, building things for reasons other than function was just about the least interesting part of the game for me, which I realize makes me kind rather an outlier.

And that kinda gets to the other problem of why Minecraft gets dull for me.
There's very little building for function to be had. About the only main function buildings have is to keep mobs off you, and a dirt hut with a moat can deal with pretty much all of that just as well as some big fancy castle.

One of the things I love about Space Engineers is that all the ships you build can be built to actually do things, from mining to hauling to fighting and piracy. So hopefully they'll keep that going here, at the least the existence of siege engines means there's going to be purpose and incentive to building bigger, tougher forts.
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Hojulas



Joined: 12 Nov 2010

PostPosted: Sun Feb 15, 2015 12:35 pm        Reply with quote

Dark Age Iron Savior wrote:
(how do we classify Magic Carpet, anyway? emergent CTF?)

The first FPS/RTS hybrid, later more popularized by Battlezone?
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Hojulas



Joined: 12 Nov 2010

PostPosted: Tue Mar 03, 2015 1:08 pm        Reply with quote

Yay for actual compass usage.

That arm swinging leaves me with the amusing impression he's strutting around.
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Hojulas



Joined: 12 Nov 2010

PostPosted: Mon Jun 15, 2015 12:03 pm        Reply with quote

Honestly, the melee takedowns are generally snappy enough to not be a problem to me, with the exception of the chainsaw, and they keep it all first person. I could imagine getting tired of them, though.

But unless there's a mechanic that forces you to use them (ideally there'd be a melee button, ala DN3D's quick kick for if you want them), just don't do them/stay at range? But still too much cinematic shit overall, yes.

But I did like that climb made after snagging the hand. Be nice if the level design takes that extra bit of mobility into account, though outside of that moment, what we saw didn't seem to.

The Troops wrote:
even doom 3 had secret ammo closets and moving level geo

this has fucking loot drops


Enemies dropping shit is basically fine. Though classic Doom reserved it to former humans dropping guns/ammo. Which seems to be the main issue here, everthing is dropping stuff, and it includes health and armor. And that could facilitate lazy level design, rather than having times of sparse supply to make the player sweat. And the highlighting is obnoxious. As is the glowing enemies which I assume are health indicators.

Talbain wrote:
It really does look like a pretty nothing game though. Aside from the super shotgun, all of the weapons seemed pretty limp when they were being fired/used. Enemy reactions aren't terribly interesting.


Looked like they all had more oomph than Doom 3 at least though. And I dug the imp getting knocked on its ass by the SG hit and pulling a rolling recovery.

Mikey wrote:
Doom 4 looks very Quake II if that makes any sense.


You mean visually? Otherwise, I think Quake II was kind of more of a Doom 3 than Doom 3 was.
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Hojulas



Joined: 12 Nov 2010

PostPosted: Thu Jun 18, 2015 9:44 am        Reply with quote

If anything, I'd question the first part more. Given that the latter part show the kid capable of riding the birdog as it makes its leaps and bound, it makes me wonder why he didn't simply ride it across for that first big jump, instead of the leap of faith that it could catch him.
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Hojulas



Joined: 12 Nov 2010

PostPosted: Wed Jun 24, 2015 10:47 am        Reply with quote

Go the old different characters you get if you don't pair at all route? Except now maybe they reference being an adopted kid.

Alternatively, a wizard did it.
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Hojulas



Joined: 12 Nov 2010

PostPosted: Mon Jul 27, 2015 11:17 am        Reply with quote

Gironika wrote:
Talbain wrote:
Magna Carta 2 was developed by Softmax, a South Korean company, so not sure what you mean?

that's what i meant - i've never played anything s.korean before and was really enjoying myself a lot when playing MC2, you could tell that they didn't have a go at a (J-)RPG before and it felt partially dorky when copying things that J-RPGs left behind long ago, but then also fresh in that they weren't bound by traditions.


Another example is the Kingdom Under Fire games, spinning Dynasty Warriors with some tactical elements.
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