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Everything posted by eot
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If you like City you should grab Asylum as well (I think it's on sale for a few more hours). It's more of a metroidvania instead of an open world game, personally I thought that worked a lot better. For me the best parts in City are when you're inside a 'dungeon', the actual city mostly feels in the way as you have to travel from one end to the other for the n-th time.
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Quitter's Club: Don't be ashamed to quit the game.
eot replied to Tanukitsune's topic in Video Gaming
It is a bit artificial, but I think it's structured like that so that people don't quit because they're stuck on a particular puzzle. You always have several ones to choose from. I do see where you're coming from though, I don't think the game is as good as the sum of its parts, all of which are fantastic taken on their own. Though like Twig said I think you can blaze through too many of the puzzles a bit too quickly. -
I've missed the podblast music.
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- baby animals
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Idle Thumbs 151: A Fascinating Experience
eot replied to Sean's topic in Idle Thumbs Episodes & Streams
Fair enough. Personally I'd rather play with the settings in the last image. -
Idle Thumbs 151: A Fascinating Experience
eot replied to Sean's topic in Idle Thumbs Episodes & Streams
Apparently I came off as more of a dick than I intended, sorry about that. If I were to make a B&W game in 3D I probably wouldn't colour the assets to begin with because making a good colour -> B&W conversion is hard, but a) I'm not a professional game dev and I don't see how that matters. I guess I wasn't very clear. I just think (based on what I've seen of the game) that the B&W effect doesn't look very good, the dark areas get crushed and lose detail, and the brighter ones get even more washed out, as if they cut off part of the colour range. Maybe that's exactly what they were going for though. I'm not saying it should look just like the picture I posted, it's just an example of a B&W conversion preserves more of the detail in the image and I think that looks better. To my eye the game looks a bit too much like this. -
Idle Thumbs 151: A Fascinating Experience
eot replied to Sean's topic in Idle Thumbs Episodes & Streams
I don't think that B&W looks good at all, it just looks like the most straightforward RGB -> BW conversion possible and that never looks good. Compare with a random example like this: If you're going to do B&W then take the time to do it right, because a sloppy version just looks like poo in my opinion. -
I thought her turn was a contrived justification for why you were going to be killing hundreds Vox, and that was like the third of fourth one of those in the game. For me it completely overshadows what the actual motivtions of the characters are supposed to be, I thought it was very poorly done (again and again).
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I'd be surprised if this video hasn't been posted at some point or another, but I think it does a fairly good job pointing out some of the problems with Infinite. (spoilers!)
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Yes, sometimes it does feel like reviewers are just trying to anticipate how people will react to a game. Everything about reviews is weird though. Even something as basic as the fact that they are generally written in a vacuum, that's not how most people form their final opinion of something. I seek out discourse on most games I play and that discourse is kind of pointless if you aren't willing to let it inform your opinion. Then there's the issue that scoring certain games low is more or less taboo. If a site like GameSpot had scored Infinite say 5/10 some people would've raised a huge stink over it, the reviewer would probably get spammed with death threats etc. Of course you can't single out individual reviewers and accuse them of inflating their scores because of x or y, but there's clearly a systemic issue that's consistently leading to overly homogenised critical reception. It's also fairly obvious that some external factors influence aggregate scores, like DkS2 was very likely to review better simply because awareness of the series increased in the last two years and it had more hype.
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There's a site that will tell you how many deaths you've had on your various characters and it has some stats as well: http://darksoulsdeaths.com I had 216 on my first character and 518 on my SL1 run (of which I think 200+ must've been from the DLC). Now I just wish it could tell me how many times I fell off a ledge hehe.
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I think I might have made a big mistake... How does VAC work exactly?
eot replied to Tanukitsune's topic in Video Gaming
There's no detection notice, just a ban notice and those happen in waves afaik. There's also no appeal process or reason given. -
I think I might have made a big mistake... How does VAC work exactly?
eot replied to Tanukitsune's topic in Video Gaming
1. Don't worry about it until you actually get a ban (if you even do). 2. It only affects games on the same engine (sometimes not even those), and even then it only prevents you from playing on VAC secured servers. Even if you get banned it probably won't affect you in any significant way. Afaik the account status thing is only there as a kind of public shaming, it doesn't have any tangible effect. -
I think I might have made a big mistake... How does VAC work exactly?
eot replied to Tanukitsune's topic in Video Gaming
It depends on the game specific implementation of VAC, generally it's only for multiplayer but that's not always true. 'Cheat device' is also a bit too vague, if you just edit a savegame to give yourself credits then VAC won't detect that, it's more for catching people hooking DLLs or editing memory accessed by the game. -
The subscription service is for access to updates. If you sign up, then cancel you don't lose access to the code or tools. Kind of a strange business model unless they're going to be pushing out significant updates each month, but on the other hand they don't have much to lose.
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I'm tempted to check this out, I like having a more traditional Hammer style level editor with CSG tools. Also, this should probably go in the Unity questions thread, but it seems tricky to make Unity load custom maps at run time unless you define your own map format and parse it. It comes more naturally to UE.
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If you replay it, try going shieldless. It changes the way you have to approach encounters which makes the game feel fresh again. If you use a strength weapon with knockdown it's not even that much harder.
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Free advice: don't read the comments to that video.
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I find the regular enemies quite tough, those bloathead mages usually take off more than half my lifebar and their attacks can be hard to avoid. Maybe the balance is different in NG+? I've never tried it. I also quite like the Kalameet fight, he actually has a surprisingly large moveset.
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82 degree FoV is insanely low in Q3, it's even less than the default! I usually roll with 110-120. Also, what about CPMA? Yeah it's a few more steps in the installation, but basic VQ3 feels kinda ancient. There are a lot of features you take for granted missing. Plus all the great gamemode like CA!
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Dark Souls 2 (Dark Souls successor (Demon's Souls successor))
eot replied to melmer's topic in Video Gaming
Sounds a bit like it negates the death penalty entirely, odd.- 1284 replies
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Four boss fights (all among the best in the game) and two proper sized 'zones'. You can access it as soon as you get the Lordvessel.
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Dark Souls 2 (Dark Souls successor (Demon's Souls successor))
eot replied to melmer's topic in Video Gaming
I don't have the game, but afaik it's intentional that the biggest strength weapons have manual targeting, I remember reading about that ages ago.- 1284 replies
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South Park is $60 / €40 for some weird reason.