Phaedrus' Street Crew
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Posts posted by Noyb

  1. So there's this game called VESPER.5. Made for a month-long game jam with the theme of "Ritual" by the guy who did Vertex Dispenser and Zaga-33.

    VESPER.5 takes place on a top-down square grid. You can move exactly one grid space per day. No more. No less. You can't buy any energy to move faster. One move a day. That's all.

    It takes at least 100 moves to finish VESPER.5, but to say anything more goes into spoiler territory.

    I played VESPER.5 for several months. Months.

    Then my laptop died.

    I know I can easily cheat and

    fiddle with the system clock to get back to where I was

    but that's not the point. It won't have the same weight. It won't be my game.

  2. Honestly I really don't understand all the hate for IGN. People act as if it is some discrete entity, when of course like every other site it is a collection of editors. Some are bad, some are ok, and some are good. Regardless of your opinion, I just don't get the point of shitting on them constantly, it doesn't further anything. Ignore them when they write things you don't like, hold them accountable when they make mistakes, and applaud them when they do go. Demonizing them as a whole though, doesn't get us anywhere.

    A reminder that IGN still has this sexist garbage as their official corporate site. Not the work of one editor. Not the work of one blogger. Their official corporate site. Corporate culture, rotten to the core.

  3. Holy shit. Just finished episode 5. Great writing. Great acting. Great virtual camera work. Well done all around.

    The *only* thing that bothered me about the ending was that I wasn't able to tell Clem to kill the zombie instead of trying to steal from it while it was still alive. *Only* thing.

    @Frenetic Pony - There are *some* puzzles in later episodes, but it's by no means the focus. Most of them make sense, are situated within a logical, physical world. It also helps immensely that the game's design usually only allows you to perform actions or use held items when it's useful to do so (or funny with the remote control + padlock from episode 1). I was a bit worried about pixel hunting after the battery/food (optional?) puzzles from episode 1, but that isn't an issue in later episodes.

    I don't know what to think about the Kenny and Ben thing, it's kinda strange that he went from "I hate you, Ben!" to "I'll die for you, Ben!"

    Major episode 5 spoilers:

    That made more sense in my playthrough, where he saved Christa and her unborn child as an atonement of sorts for not being able to save Hershel's son or his own wife and child.

  4. A ton of puzzles in Companions of Xanth are like that, based on a horribly sexist series of novels set in a magical world full of puns.

    Example 1: There's a heavy door in front of you. Looking at the door, you get the description "The door is ajar." You can't open or close it. But picking it up results in you putting a jar into your inventory. Example 2: You need to access an item outside a window that you can't open. To get rid of the window, you use a bottle of painkillers labeled "Pane-B-Gone."

  5. Went through and perfected every level in 5-6 sittings. Good ramp up of difficulty from one-switch runner to a two-switch game of jumping, flying, wall-jumping and punch, with some crazy masocore bonus hell levels thrown in where you don't need to worry about collecting any doodads. Although those do tend to skew on the long and frustrating side

    particularly the last one, with one challenge involving wall-jumping up a tunnel that angles diagonally backwards while you're in constant danger of being impaled by a root.

    Felt it was mainly a game of memorization, and what few levels I perfected on the first try was more down to luck than getting into a flow like a typical runner. That said, the level design does make sure you do have the chance to see secret paths just before you reach them, by staying on swings, noticing tunnels in the architecture, etc. The ending was also disappointing:

    There wasn't an ending. Just unlocking and beating the hell levels and unlocking the occasionally creepy fanservice pictures of characters from the other games.

    I sent Ubisoft mail about this game as it is rather badly supported on Android.

    Yeah, even for the supported devices. It's quite a large download for them not to support moving to an SD card, and I got some noticeable slowdown on some of the crazier levels.

  6. Been running the tumblr Zero Feedback for a few months. It's a gaming blog that only collects freeware games that were posted by the developer on any gaming forum, but didn't receive any comments from that forum.

    Also made a micro shmup called Gratuitous Profanity for a laugh. The gimmick is that every sound effect has been replaced by the word "fuck," and you're scored based on how many "fucks" you hear. Warning: NSFW language.

  7. I had this weird thing at the end on the screen that shows you all the decisions with percentages for each one, I just got placeholder labels like Decision 2:3, so I don't even know what the major decisions were (though I can probably guess at most of them.)

    Happened to me on Steam as well. Just as I was celebrating the game finally not breaking immersion and spoiling what it considers major decisions, I was hit by a *second* screen of fourth wall metastatistics.

  8. Else { Heart.break() } is an ambitious new game being developed by a team led by Erik Svedäng, the developer of Blueberry Garden.


    Else { Heart.break() } is a game about being able to change reality. It is set in a mysterious world made up of computers and their code; a place where bits have replaced atoms. The player – who is assumed to have no previous knowledge about programming – gets access to the code and is taught by other characters how to modify it. As the story unfolds the possibilities of what can be reprogrammed, hacked and controlled increases greatly. Eventually the inner parts of the gameplay code are revealed and the barrier between our own world and the game starts to dissolve.

    The idea is to create opportunities for truly creative gameplay that goes beyond the kind of puzzle solving and stats improvement normally seen in games. Ideally it even allows the player to free herself from the designer of the game! The goal is an experience that borders the metaphysical, and to create a kind of game where thoughts and knowledge mean everything.

    Besides the programming aspect, we also focus on creating great possibilities for interactive drama. The game world will be inhabited by characters living their own little lives. Talking to them and becoming part of their world is a big part of the game and just being in the world should be a fulfilling experience in itself.

  9. The text on the right-hand page is taken from an April, 25 2011 New Yorker article about neuroscientist David Eagleman.

    Someone alert the Unfiction forums! We have an ARG on our hands!

    We probably don't have an ARG on our hands. Promising news of future podcasts, though!

    That page is amazing and exciting. I like the little "Copyright 1996 Idle Thumbs Limited..." in the lower left. Or it could be 1986. It's a little blurry.


    Edit: The copy on the opposite page is now much more Thumbs appropriate. :tup:

  10. Wow, what a crazy system MS have created... I have to wonder who published Monkey Island: SE on the XBOX then. Sucks that LucasArts couldn't do it themselves?

    Checking, the first SE was published by "Xbox LIVE Arcade," while the second SE has LucasArts listed as both developer and publisher. Hooray for special treatment and arbitrary rules. :shifty:

    Was the original SE a timed exclusive?