Jake

Administrators
  • Content count

    6369
  • Joined

  • Last visited

Everything posted by Jake

  1. Its nice to see a Yoshi's Island descendent that actually looks nice. The level complexity still looks simpler than it should, based on the later Yoshi's Island levels, but it looks really clean and well put together.
  2. Feminism

    I can't tell if you're making the argument that idle thumbs "dropped the ball" by being hosted by males.
  3. That Yoshi game looks good
  4. It's a sentient polyhedron.
  5. The *********s are similar to what you'd get in bulk in a store but they were surprisingly fresh/recent tasting for dried fruit which is rare. Their value is mostly that they come in the box with a bunch of other stuff. If I just wanted ********* slices I wouldnt go get a naturebox order just for that.
  6. Idle Thumbs 160: Cavorting Amongst the Corpses The thudding gets louder, deafening. You try to speak but you cannot hear your own voice. You try to look up but you are blinded. Getting up from your chair is a futile effort, the thudding coursing through your veins; it's in your heart now. You are at E3, but you are sitting at home. We are at E3, but we are sitting at work. E3 is everywhere and it is in all of us and it is all of us. Things Discussed: Ori and the Blind Forest, No Man's Sky, The Legend of Zelda (WiiU), Grim Fandango (PS4), Evolve, Sunset Overdrive, Rocksmith, Star Citizen Listen on the Episode Page Listen in iTunes Subscribe to the RSS Feed
  7. I think I was conflating Oblivion and Elysium which were at the same time.
  8. I thought this video showed that Grim could go widescreen without much change to the underlying structure. It means Manny never walks off screen since the camera would cut at 4:3 edges, but I think that would be totally fine. I don't notice it in the video.
  9. The F Nick Breckoncast

    Those episodes are actually still just on the kickstarter page. We should probably put them up as an archived cast somewhere. that said: http://www.idlethumbs.net/assets/podcasts/progresscast/nickbreckon_01.mp3 data complete
  10. AGHGHGH thats the other game I meant to talk about. Thank you for linking it in the thread.
  11. Jiff?

    Gimme gifs of gibs in this thread. Never heard of someone unsubscribing from a podcast because of how the hosts pronounce words, unless it's someone who claims they can't understand a British or southern accent or something.
  12. I'd be pretty happy if they didn't do any "originally meant to be"s. Down that road lies a lot of late-production choice reversal that seems too risky to try 15+ years after the fact.I feel like, in the moment, in active production, a lot of lemonade gets made from lemons like "it has to be night time." They were given that constraint and created a ton of content around that constraint and still made it work... It was moody as hell and felt right in the game as shipped. I suspect suddenly reverting the time of day to day just won't work and feel cohesive, without also redoing music, rewriting dialog, redoing sound to reflect that new context, and holy crap I'd be bummed if they move that much content around. Maybe it wouldn't require all that work and just changing the art would do the job just fine. But is that the choice they'd have made in 1998? If they'd found out they could light for day would they request a new feel for the music? Would the camera setups change? Would the characters discuss seeing the city in full light? Regardless of discussions they had or intentions they had, it's impossible to know what they would have actually done when the rubber met the road. Nobody can know that definitively because that's not the game that had to get closed and shipped in 1998... So instead of second guessing creative content they did or didn't get to do I hope they can focus on giving what WAS made an archival grade clean-up, give the controls a once over and call it a day. If for instance Manny moved better, used modern animation blending and turns to move around, that would be the sort of change I'd welcome, but nothing to alter the mood, structure, or intent of any scenes as they shipped on the original CD.
  13. That was basically a different Double Fine.
  14. It's just impossible to rectify his issues against the final build without playing both himself. Nick talking to Chris about it would be as of they were both just talking in different directions.
  15. If he hasn't played the final Wolfenstein what is the point of him talking about a year+ old development build? The difference is that The Forest only exists in an unfinished state, whereas Nick's impressions on Wolfenstein are months and months old while thousands of people have long completed the finished version. It seems like a hugely different situation.
  16. Idle Thumbs is not a game review podcast, at least not exclusively. You are welcome to not listen, but you're not going to succeed at telling us to stop talking about things we find personally interesting. And to answer your question: yes. I prefer film podcasts where the hosts will talk about why they didn't do something or why something in the film industry turns them off, as opposed to just running down the movies they watched this week. The Internet is full of people and sites that do exactly that, so I value people who do something else. As to whether our Watch Dogs talk last week was any good, I can not say, but I'd much rather take the risk of sounding dumb and talking about my feelings on it than ignore something interesting to me.
  17. It was a book whose plot I didn't 100% get when I first read it in fourth grade or whatever, so there may be something to coming to it again when much older and having it all track. I also liked the stuff about music and Coleridge and stuff when I last read it but don't remember any of the details at this point. This is likely a negative but I like that some of the specifics slip off the brain. It kind of aligns with how I think the characters in the book are perceiving the events of the final act.
  18. That's what I thought. I tried to recall when if happened and then went for it anyway.
  19. I wasn't really happy with how I presented the book on the cast but what can you do.
  20. You can probably search deviantart for wapeach. I have not, but I bet you can.
  21. Idle Thumbs 155: The Satisfaction of a Job Well Done The lights dim and the curtains rise on the two competing teams. The players, who cannot hear the deafening crowd from their sound-proof booths, tense and untense their hands in anticipation, their fingers dancing over the keys and mouse. The buzzer. They snap on their work gloves, some pick up mops and buckets, and spread out, ready to work -- this docking bay won't clean itself. In the audience a father leans over to his son and says, "See, this is how it's done. You should do this." His son clutches his Meepo figurine tighter, deliberately ignoring him. Things Discussed: Hitman: Go, The Last Express, Viscera Cleanup Detail, The Legend of Zelda: A Link Between Worlds, Deus Ex: The Fall, FTL Advanced Edition, Die Augen der Welt, Jurassic Park plastic cup Listen on the Episode Page Listen in iTunes Subscribe to the RSS Feed
  22. Yes it's James Benson, who made those great Half Life animations and the TF2 dance animation. He also worked at Lionhead for a while (Fable 3 era) and has been animating on other unannounced indie stuff in the meantime. We're happy to have him on Firewatch!
  23. Far Cry 4: A grenade rolls down everest

    guys this thread
  24. That's an important distinction for me. (Or at least my interpretation of it - I don't mean to speak for Chris.) Someone making an inside reference or cultural callback in something, extemporaneously and conversationally, is a whole different thing from, say, an enemy in a video game exploding in a cloud of bacon ninja pirate whatever. In those constructed contexts, when the reference is the joke, I don't find it to be a joke.