Moderator: JC Denton
by BlackerOmegalon » 27 Dec 2008 10:21
by Jon R. » 28 Dec 2008 05:27
by BlackerOmegalon » 30 Dec 2008 17:25
The thing does not contain any information about the game at all.
just because you keep saying this doesn't make it true.
critical points gleaned from my (already admittedly short) review:
* each era is distinct and colorful
* the soundtrack is great
* there's teamwork in battle
* fun and charm of original game is preserved
* anime cut-scenes are (re)added to the game
* script is polished and changed
* touch screen functions are inessential, but...
* dual screen helps clean up the battlefield
* new fetch-questy dungeon content didn't make an impact
* CHRONO TRIGGER IS A JAPANESE ROLE-PLAYING GAME FROM 1995 WHEREIN YOU HAVE A PARTY OF CHARACTERS WHO TAKE TURNS SELECTING BATTLE COMMANDS BASED ON A TIMER SYSTEM, AND YOU DO THIS BY PRESSING VARIOUS BUTTONS ON YOUR DS HARDWARE. FOR EXAMPLE, PRESSING THE X BUTTON WILL...
I don't write instruction manuals as reviews, nor do I regurgitate information you can easily find one or two clicks away. you're on the fucking internet, where almost any piece of information you can possibly desire is easily accessible, free of charge.
ctrl + t. christ.
by Crazy Man » 05 Jan 2009 03:02
For years we've all been reading complaints about sequels and companies churning out carbon copies of proven formulas without focusing on innovation or taking risks. Fans, developers and critics alike seemed ravenous for new ideas -- new IPs; major innovations -- advances in this art-tertainment (I'm trying to coin a new term here ;)) form we all love.
What surprises me is how little these high level risks seem to be noticed and appreciated as attempts to shake up the industry and push things forward. Perhaps I'm an idealist, but I think perhaps I was expecting a few more virtual pats-on-the-back for our attempts to do something new.
Whether this means we didn't totally succeed in our risk taking or whether our industry in fact has a stronger appetite for the familiar then it wants to admit remains to be seen. Honestly I hope it is the former.
Our gamble was that the experience of the game would be undeniable to the hardcore. We knew they would find it 'easy' but counted on them getting caught up in the scenery, the story, the poetry of movement -- the 'magic' of it all -- and draw their sense of accomplishment and joy from that rather then the more typical fail-die-frustration-fail-die-frustration-succeed-joy loop.
by Bradford » 05 Jan 2009 16:25
One of our ambitions from the first day with this game was to create the 'Art Game That Sells'.
I consider myself a hardcore gamer . . . . If I come up against a particularly difficult area --- one that frustrates more then entertains me -- I'm likely to shelf [sic] a game for a while thinking I'll take a break and get back to it (of course, I rarely do).
[W]e worked very hard to remove frustration from this game . . . .
As I mentioned earlier, I think we could have done a better job in giving more challenge to those gamers who play a game to Accomplish and Achieve, rather then [sic] Experience.
by Bradford » 06 Jan 2009 16:33
by JoshF » 07 Jan 2009 23:29
Is the game longer or more involved due to being designed for a home audience, or is it faithful to the arcade style?
Overkill is definitely the longest House of the Dead so far, as it has been specifically designed for a home console.
However, we have done our utmost to ensure that it feels like playing an arcade machine -- albeit an arcade machine that is out to entertain a paying customer, instead of one that is trying to lever money out of players. Our players have already paid their money, so it's also our job to make sure they have a thrilling ride.
by icycalm » 09 Jan 2009 21:52
by icycalm » 10 Jan 2009 02:09
Jon R. wrote:It's sort of the two major problems with people in the field. With the podcasts and the symposium deal, as well as just the general way writers approach reviews, the assumption is that everyone's just there for them rather that what they say or do.
The other is that at every level of the videogame industry, it's like everyone desperately wishes they were something else. Devs seem to wish they were in the movie industry in particular, but one example is the G4 show Xplay where most of the people involved seemed to wish they were writing for SNL. Other shoes it's wannabe-MTV like others have said.
There are some really simple, but really powerful applications for video especially now that we have such access to streaming video, but no one's really bothered to go for it. Instead of figuring out how to actually make something out of the online format, screenshots are still just a way to leech layout wows from a completely unlikely (but strangely photogenic...) scene, and video is largely still just another avenue for PR. It's still halfway a secret that they just cut to another scene when whatever RAHBOOM scene actually results in a death, as though they feel the need to make a machinima-based marketing effort. Everyone wishes they were anything other than what they are.
adonis wrote:Jon R. wrote:Everyone wishes they were anything other than what they are.
Which is fitting if you consider the general idea behind the field they are involved with, don't you think? ;)
by icycalm » 11 Jan 2009 01:52
However, if Kind Code is intended as a general solution that adds Digest Mode to all games, that might be like putting training wheels on all bicycles, including Lance Armstrong's.
by BlackerOmegalon » 13 Jan 2009 08:03
ie: I'm in Fallout3 and have focused energy on sneak and unarmed combat. If I'm in a particular point in the game I can't pass, and I use this system, what 'recording' could the game know to use? It can't possibly have developer walkthroughs of all possible configurations of a character and strategies to pass through each in-game challenge. More likely as not, it would have one 'right' way to pass through a particular challenge...
Most people stop playing a certain game because they get frustrated or confused by what the game wants them to do. It becomes work and frustration, as opposed to 'playtime.' This idea clearly tries to alleviate that. It's much like passing the controller to someone who knows the game really well, so you can move ahead or simply enjoy the story. It's the classic 'challenge or entertain' issue that designers often deal with. I think there's a lot of ways around that, and remained confused by what people are actually allowed to patent these days.
by Gnarf » 13 Jan 2009 16:53
Max Payne-style adjusting AI?
Yeah, I'm fairly certain that's what will happen. We're no longer very big fans of selecting game difficulty and I think it's a solved problem as to how to make things auto adjust transparently enough so that anyone can play a game and enjoy it.
I'm sure we'd toss a Nightmare mode in there too, just for people that want a real challenge.
But generally I think that skill level selection is a bad thing in games. It would be nice if they could just play and the game took care of them.
by icycalm » 13 Jan 2009 19:33
Look, I first want to apologize for my tone. It should have been more
civil, but at the time I made the post it was my gut reaction, and
since it was made in a forum thread read by few people, I never
bothered to go back and temper it once I had cooled off.
And I mean, in that thread, I go off on pretty much everybody and
anybody (the point of the entire thread), whilst I am sure that many
of those people are decent guys who would have made me feel ashamed of
my invective if I ever happened to have any dealings with them.
You can see I have zero diplomatic skills, which is one of the reasons
I don't work in this industry, or any other for that matter.
Essentially, when it comes to debating points, the last thing on my
mind are the feelings of the person(s) my diatribes are directed
against. You could have been my best friend in the whole wide word,
and I would have reacted the exact same way. The only difference is
that with complete strangers I never feel remorse later on, whilst
with people I know I often do...
As for the actual content of my disagreement, I still stand behind it.
I can't see anything else in that article apart from waffle. Lines
like "We need to present a diversity of viewpoints, themes, and
gameplay styles" are not saying anything, and therefore shouldn't be
written. I come from a school of thought which says that if you don't
have concrete proposals to make, you shouldn't be writing. But this is
the philosophical school of thought. The journalistic one, which I am
by now well acquainted with, is that our magazine/newspaper/website
needs to have so many words on its frontpage every day and someone has
to write them.
Despite all that, as far as I am concerned, and for what it's worth,
you are among the best people doing this wretched job out there. It's
just too bad that the very nature of your profession conspires against
your efforts to do your job well.
PS. I am going to post this message in my forum as an
apology/explanation, for whoever actually cares about this sort of
thing... Again, you have my apologies.
by icycalm » 14 Jan 2009 00:18
I want to talk about Guilty Gear 2 Overture, because it was such a surprise. It's completely different as it's a 3D adventure game.
by Worm » 14 Jan 2009 16:33
Laced with political themes ... featuring many hours of gameplay and plot development, Clover promises value-for-money beyond other Xbox LIVE Community Games. The game innovates on its predecessors with modern gameplay mechanics, such as unique and forgiving alternatives to player 'health' and 'death'
...
"Clover is a game about artwork and plot."
by icycalm » 18 Jan 2009 21:05
by A.Wrench » 21 Jan 2009 09:36
...'easy to program for' means that anybody will be able to take advantage of pretty much what the hardware can do, so then the question is what do you do for the rest of the nine-and-a-half years?