Oath

Phaedrus' Street Crew
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Posts posted by Oath


  1. I haven't played those games, but I assume that death is the result of a poor choice, rather than from not having t3h l33t sk1llz. Right?

    Death in Sierra games comes from lockpicking your nose or forgetting to comb every screen for useless shit that might be important five hours later when you can't get it anymore.


  2. No! You can't put it in rules!

    Right, sorry, forgot about that rule.

    I know the "you shouldn't be afraid of dying" thing is a bit of a cop-out, because it isn't true for early 90ies Sierra adventures. But I can't think of any adventure games after 1997 or-so that kept that convention, so as a non-backwards compatible definition of the genre it works.

    Well, uh, you've been able to die in the series this thread is about. It's not like you can't load a save a few seconds later, but you can still die.


  3. I didn't play BS3 because I heard a whole lot of bad about it, not because it was direct-controlled.

    You should pick it up, since you could probably find it for very little nowadays. You might have some objections to features in it, I know I did, but in the end many still find it to be enjoyable. At times it reminded me very much of why I loved Broken Sword in the first place, other times... not so much. Still, give it a shot.

    Well, all three points are excellent in describing the adventure genre, but everything may be overruled by that one aspect that you can't grasp in rules: the feeling. To me, an adventuregame is one because it feels like one.

    I'd attribute that to the pacing in the storytelling, which is neatly placable in Marek's second point about the non-competetive design which runs throughout the genre. At least that's what I would say gives me that "adventure" feeling.


  4. I agree with your points Marek, but I have no idea where this whole argument came from. Only way up on the first page were people saying anything about what control method was the best, after that there were only comments on how it worked for BS3, as far as I could tell. Oh well...

    Fucking idiots. No wonder it's Revo-nada now.

    Perhaps a bit passive-agressive?


  5. I subscribe only to RESET at the moment, which is a new and very well done gaming magazine here in Sweden. A bit like Edge, but I think it's better still. The staff are as close to legends you can come within the borders of swedish game journalism, featuring the best former editors from magazines like PC Gamer and Super Play. They do loads of, for the most part, good interviews and have some interesting features as well as an excellent Retro section. The layout is also fantastic and constantly feels fresh.

    Sadly, last month they announced they would merge with a rather shitty magazine called Player1, the staff of which all wish they were from Japan and can't stop fucking talking about how great Japan is. Did I mention they reference japanese culture all the time and feature shitty manga-style strips loosely related to gaming? Because they do... I hope the new magazine, LEVEL, doesn't turn out too bad since I have about 9 months left on my subscription and would hate to feel ripped off. :getmecoat

    I also buy Wired from time to time, much for the same reasons as Marek. It's actually cheaper buying it on import news stands than subscribing. The downside is that you have to wait for the issues to appear. I still haven't seen the Will Wright issue yet, but I'm looking. :shifty:


  6. One criticism: the map that came in the box is crap. No-one has ever made a map as good as Ultima VII's exciting cloth map, but this one looks boring and hardly shows anything.

    The map that came with the Morrowind Collector's Edition was very nice though. Even though it was on paper it was nicely drawn and coloured and even featured small X's for some special equipment locations.


  7. I never had this problem, but since this is now the Offical Beyond Good & Evil Support Thread I'll ask something too. When I move Jade around, the camera shakes violently up and down, as if being pulled along some uneven surface. This is present in both boating levels as well as when you're on foot. Any ideas? Ubisoft's support did nada.


  8. A few things worth noting:

    • Tilting the remote changes how the weapon on screen is held.
    • You throw grenades by simulating a throw or a roll with the remote.
    • If you manage to defeat the "bosses" that are found throughout the game without killing them (by shooting the guns out of their hand for example) you get special rewards and perhaps support from their groups.
    • There will be sword duels as well as stealthy options dependant on sword-use.
    • You shoot stuff.


  9. People on other forums have been saying that it looks like it could be an on-rails type of arcade shooter, but the Ubisoft guy I mentioned in the first post also stated that it's free and that it is "not a rail shooter - that would be 100% NES and not Next-Gen". This is not Duck Hunt 2 people, do you hear me?

    Also, shooting up pachinko-machines is making a very anti-"current Sega" statement isn't it? :deranged:

    Thanks for cleaning up my mess Marek.


  10. Right, the scans/photos are shamelessly stolen from a post on Something Awful, but I thought I'd share anyway. They're pretty shitty anyway, but will give you an idea of the Revolution's capabilities.

    It seems the next issue of the Gameinformer magazine features an article on a Revolution game which is being developed by Ubisoft in France (the studio which was responsible for XIII if I'm not mistaken). The game is called Red Steel and has previously gone as Project Katana, or something. Anyway, it's basically an FPS where you can also wield a sword, besides all the standard shooty stuff.

    coverforstory9uc2ls.jpg

    Anyway, here's what it looks like:

    124806829d9539625065xi4fk.jpg

    12480683009819975d12cv7th.jpg

    A Ubisoft employee on the Gaming-Age forums has apparently also vouched for the validity of these screens and stated that the visuals are in-game. However you should probably note that there are no guarantees that they haven't been slightly enhanced in Photoshop or such, as that allegedly happens from time to time.

    If I'm way out of line by posting these images I'll remove them as soon as possible, or someone can just delete this thread and kick me in the head.


  11. Grim Fandango was *basically* a 3D point n' click game. The different control scheme really didn't add or subtract from the game.

    That pretty much makes any adventure game point and click though. Grim was lacking the most base element, mouse input, for that. There can't be any pointing or clicking without that type of interaction, so I and many others would chose a more narrow definition and think of Grim as the standard for 3D adventure games instead.


  12. Grim Fandango was keyboard-controlled not point'n'click.....

    I don't think he was saying that Grim was point and click, instead making a counter-point by referencing this bit:

    In some way people saying oh no point'n'click why oh why, aren't that different from people saying the opposite...

    Thus making the point "Grim Fandango was good even though there wasn't any mouse-interaction". I might be reaching here, but that's my view.


  13. I've found that the secret to watching tv series is to download them. Then you don't have to sit in front of the tv all day, switching channels, waiting for the shows you watch to come on.

    Instead, you sit and stare at the monitor for 7 hours as you have no self control and want to see what happens next on House, M.D... That was a nice day.


  14. I'm a bit skeptical. I think your fingers would get tired relatively quickly.

    Did your fingers get tired typing that reply too?

    I don't think it looks very taxing at all, except for perhaps your triceps as you have to hold your arms slightly elevated at all times as to not disturb the table (I'm guessing here, maybe they worked that part out).


  15. Although I'm quite content in playing my RTS games as I always have, that sure looks neat. It seems touchscreens are going to be the big thing in a few years, but you never know how those things turn out. Microsoft had some really cool touchscreen features to show off at their last conference, including a table-thingy that read and scanned things you placed on it as well as being receptive to touch input. What I'm getting at is that being able to either sketch out a quick battleplan with your fingers or drawing one in advance and then sharing that with your allies seems like a really cool thing to have in an RTS.

    Perhaps it'll never catch on though, and just turn into something like all that shitty force feedback technology companies tried to sell a few years back, like rumble-chairs etc. Maybe they still produce that stuff?