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Everything posted by toblix
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Yeah, more like pornolith.
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Hah, those are tiny. I don't have as many as you, but they're considerably bigger:
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Not bad at all, but I've had more success with the Necrowhatever. Just running around, trying the jump pad, standing on ledges, looking up a the towery things; it has a eerie, genuine sense of scale.
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Okay a little, but not a scientifically significant amount. I backed it on Kickstarter, and don't remember it being ridiculously expensive. Anyway, I'll triple my investment once «Lamp Marine: Oculus Rift Edition: Tales of The Oculous Eye» comes out.
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This thing has ridiculously low resolution, and even when adjusted properly you can see the pixel grid clearly. Despite this, loading up the small arena level that comes with the UDK and putting on the Rift and some headphones is a most ridiculously immersive experience. I can't really see a good use for the Rift in a fast-paced FPS like Unreal, and immersion alone probably isn't the holy grail for video games, but if this thing makes it to production and gets a higher pixel density, I'm excited to see what kind of stuff people will be able to do with it. Fun observation: Mixing WASD and mouselook controls with head-tracking worked surprisingly well. I was prepared to instantly barf all over myself, but nothing came out.
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Got mine today. Pretty cool, though I have to mess up my window bounds to get it to run.
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Dear diary, after six days it's become clear that the best part, by far, of Bioshock Infinite, is the music. I still keep this page open in a tab for when I need another hit of «Will the Circle ...» or «God Only Knows.» Hearing the music instantly brings back my best memories of Columbia and my mind is filled with clear blue sky and giant waving banners, which is a great way to remember this game. I guess I'm one of those people who sort their memories by sound and music.
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Oh okay, so I should figure out within a few minutes if I'm disposed to this weird business? I guess I'm not, though watching people unwrap Lego is always fun.
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If anyone wants to start a game, I'm in.
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Okay, so I watch this guy unbox his lego – do I need special equipment or lighting or oils or what? Am I going to have to watch the whole 8 minutes or does it kick in right away? I have so many questions, I mean my friend does.
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Asking for a friend: What was ASMR again?
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I prefer well-lit cities of light that have people feeling safe walking the streets at night, awestruck by the beauty of millions of light reflected in the water, and then everyone is free to leave the city whenever they please to breathe the clean air and stargaze and buy crisp, sweet apples straight from the trees.
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I watched the Giant Bomb spoiler thing, and noticed there's even new HUD elements for it. Whatever. A couple of days later, and what's still sticking with me is all that great god damn music.
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I was playing on normal too, and knew I had to defend the thing, and still managed to die a bunch of times. I'm just terrible at fights.
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Whenever I read people's complex explanation of convoluted plots, like with this game, or movies like Inception, at some point I start thinking "did any of the people making this ever even think of this?" It's always easier to evaluate the whole thing after the fact, and get all the pieces to fit – it seems less likely to me that the actual process of writing the story ever involved the kind of deep analysis you sometimes see fans do, especially knowing that big story pieces are often shifted around until very late in production for weird production reasons. I bet Christopher Nolan reads a lot of Inception forum threads and thinks «oh, I never thought about that!» edit: Oh, except for in that movie «Primer» of course. editer: I guess the question I'm having is: At what point does the fan discussion of plot details go past what anyone responsible for the plot has actually considered, and at that point, is the discussion relevant in any way?
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Oh you don't know the half of shit. Play this with a cool dude if you get the chance. The game is absolutely terrible, but the polarity of its negative qualities are magically inverted when you have someone to share with. It's like someone is watching a parody of a parody of a bad action movie, but don't realise it's meant to be ridiculous, and then tries to imitate that, and then someone parodies that. There are explosions within explosions, caves upon caves upon labs upon chapels upon weird ice caves that have no place anywhere, and every time everything explodes you have to fake your own death and everyone is everyone else's secret blood relative. There are rooms with old laser statues. There are puzzles, but they're solved automatically in cut-scenes except when they're so bad you get to solve them yourself.
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Just finished this and here's my dumb review:
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http://triton.ironhelmet.com/
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Crytek Cevat Yerli: Graphics Are “60% Of The Game”
toblix replied to elmuerte's topic in Video Gaming
I remember Far Cry as being the first game that presented me with a big beautiful environment that felt truly open, and made me think about playing in a truly systemic way. That may or not be true, but I definitely remember getting into a car and being amazed that I could just ride this amazing, physically real car anywhere. Crysis was like that, but added the weird powers that let me try to execute even weirder schemes, usually based on silently killing everyone from a bush whilst invisible. Shooting palm trees in half whilst admiring dynamic god rays was incredible. -
Appelflap is a apple filled oliebol.
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I haven't read anything in this thread post-release on account of the fact that I don't want to be spoilt, but I've played to the part where I was just pushed off an airship, and god damn it, I wish there was less combat in this game. Every time I come to a new place, I'm both amazed by the beautiful stuff everywhere, and saddened by the fact that it always has to be this fucking combat arena, and it's never any fun. The enemies have too much health, and I have too little ammo.
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Is that a thread?
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It's a good title.