Noyb

Phaedrus' Street Crew
  • Content count

    968
  • Joined

  • Last visited

Posts posted by Noyb


  1. I love how the cinematic they showed had the assassin dressed in a white coat and no mask when "infiltrating" a masquerade ball. And how the DaVinci glider actually encourages you to get close to the bright light of fire when you're trying to "sneak in" late at night. :shifty:

    I was still hoping for them to make a medieval Hitman: Blood Money. :blink:


  2. It's been a bad 24 hours for my heart. Monkey Island, mind-blowing Brutal Legend footage, and the Last Guardian? Fucker's been beating like its life depends on it (ho ho).

    You'll need to keep an eye on that blood pressure, Kroms. Just hold on until Nintendo releases the Vitality Sensor.


  3. I believe the number of i's in the title refers to the number of playable characters. Gobliiins had three characters, Gobliins 2 had two, Goblins 3 had 1, and Gobliiins 4 has the same three from the first game.

    All this is moot, because it should clearly be called Gobl4ns.


  4. The demo's out in the usual places. Verdict: meh. Zack and Wiki seem to have evolved the Gobliiins formula more than the actual sequel.

    The puzzle is pretty good, although the execution is pretty lacking. It never tells you that right-click opens your inventory, and the first step is to use an arbitrary item from a bloated inventory on a non-intimidating character keeping your characters from climbing a ladder. From there, the puzzle works well, although it depends too much on written hints on signs, and some of the obvious solutions based on your inventory (

    Why can't you use the stepladder to bypass the broken ladder?)

    don't work. However, once the puzzle is "solved" by eventually

    distracting the monster long enough for the magician to grow the lettuce

    , one of the three characters gets eaten. The other two just stand there until you order them to get eaten themselves, an unintuitive action that the game prevented you from doing earlier. :fart:


  5. "This game is so realistic, I'm now wanted for murder in five states." -- IGN.com

    "Start burning your books now. You'll never want to read them again." -- IGN.com


  6. I want to start joining in on these. Just finished the Dead Air campaign solo tonight (on medium), and damn does the AI have some massive flaws.

    1.) There is a part in Dead Air where the team is walking across wooden planks laid between rooftops. If you fall off the ledge, your character grabs the edge and perilously waits for a teammate to rescue him. When crossing one of the planks, Francis and Zoe got stuck in an infinite loop: Francis would fall off the ledge, Zoe would rescue him, then Francis would fall off again a few seconds later. When walking back to stop the cycle either by resetting his pathfinding or capping the bastard, I heard the distinctive cry of a hunter. I was suddenly pinned to the ground just in time to see all three AI characters fall off the edge. :frusty:

    2.) When reaching the last house by the docks in the boat mission (the one you defend from a massive horde of zombies), the first thing Zoe did was to methodically break down one of the barricaded windows and climb in the house, completely neglecting the door right next to it. This wasn't just a simple misunderstanding. It took her about five attacks to break down the barricade.

    3.) Is it just me, or does one character inevitably go Rambo and try to stay behind fighting once the rescue vehicle arrives?


  7. :buyme: An Untitled Story

    By: Matt Thorson

    Available: Free Windows download

    Synopsis: "You begin as an egg in your nest, and the rest is up to you to figure out. Fight 18 unique bosses, traverse a huge game world, and unravel a mysterious storyline." It's like a Metroid/Castlevania game with a focus on platforming instead of combat. The game is brutally difficult at points, but never unfairly so.

    More: http://www.mattmakesgames.com/games.php


  8. In the original Knights of the Old Republic, there was a widespread glitch where Carth would stare blankly into space in the middle of a cutscene after

    your ship escapes being captured by the enemy

    . What happened is that the game treats characters noticing each other as a dice roll of awareness against stealth... even in cutscenes. Carth has an unusually low awareness. Mission, the Twilek he is meant to address, has an unusually high stealth skill, made even higher by the fact that you're likely to end the previous gameplay section with her in stealth mode. The game doesn't crash. It doesn't freeze. It just keeps rolling virtual dice in the background until Carth succeeds an awareness check.

    In Counter-Strike, there is a map called sa_treetops, built for sniper duels in an Endor-like treetop city. The map-maker was a bit lazy with collision masks, so you could shoot through the trees. However, a friend's laptop was so terrible at running CS that the trees were semitransparent at far enough distances. After finding that out, we never played with him on that map again.

    In a similar vein, my laptop was so bad at running The Sims 2 that the pixellated nudity censorship kept randomly disappearing.


  9. Why's that? I think it's completely justified. In fact I'd like access to all reviewer achievements, though they aren't usually available when playing on a debug. I think it's an excellent barometer to see much they actually invested in a game.

    Anyone remember when Jeff Minter used this tactic to respond to low reviews of Space Giraffe?

    http://www.neogaf.com/forum/showthread.php?t=181851

    OK, I found him on the Partnernet leaderboards. Come to think of it I remember having seen his entries before because they were a bit unusual.

    He's on as "OXM Dan" and he has NO achievements at all for Space Giraffe. It's really pretty hard to play SG for any length of time and get no achievements whatsoever; there are a few that are given out fairly easily by way of encouragement. Genius-boy here has managed to get none at all.

    His score in interesting because it shows that he got 6.7 million at a maximum level of 31. To have such a small score for level 31 is pretty extraordinary. It basically means that the player must have just been scraping through one level at a time, just barely pushing the start level and accompanying start bonus over the threshold each time, and stubbornly refusing to actually play on earlier levels and actually, y'know, learn something. It's a truly horrible way to play, a combination of idiocy and brute force that is spectacularly unrewarding.

    A good player should be scoring 40 or 50 million by level 30. I'm looking at the leaderboard now, Jimaroid's level 30 score is 57 mill. "JoeQA" obviously playing the game correctly got 51 mill by level 31. I have a level *17* score that is 64 million (and that's the very point of SG; learning how to score efficiently is part of the skill and the pleasure of it).

    In short, the leaderboards show that OXM Dan was playing the game in about the most shit way possible, and being absolutely crap at it. The leaderboards also show a lot of other people playing the game rather well, so we know it's not the game at fault here.

    Basically he was just rubbish.


  10. The powerpoint from Double Fine's GDC presentation "The Brutal Art of Brutal Legend" was released recently:

    http://mygdc.gdconf.com/vault/play/975 (requires Powerpoint to view)

    brutallegendconceptart.png

    (An early Eddie Riggs rocking a killer mustache)

    Sadly, about half of the images are blank placeholders, but what's there is very impressive. Looks to be a good deal of new shots and concept art (at least ones not on Thrik's site). It also delves quite a bit into their artistic process. Make sure to look at the comment field for each slide.

    Edit: Fixed link.