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Everything posted by Murdoc
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I think I'm hung up on you using the word glitch, there is nothing glitchy going on with either the game or the camera, it's intentional therefore not a glitch. Small issue I have, but just had to make that point. Also, what is completely unrealistic? It's artistic choice for both the cinematographer and art director on Kane and Lynch. For Kane and Lynch, of course they have to simulate it, but I didn't see anything unrealistic about it as every thing I saw can be achieved with a normal handheld HD camera; avian its a deliberate choice to make some features more overt then others. The difference I make with Michael Manns recent choice for cinematography and things like Cloverfield/Quarantine(I'm leaving Terminator out of this since I don't see the comparison other then film grain, but I'm pretty sure theirs was a post effect applied to the picture) is that Cloverfield and Quarantines entire premise was based on the gimmick of using a household camera. Michael Mann may use a low budget HD camera(compared to a film camera, it's still pretty expensive, something like 2-8k or something) but isn't necessarily trying to say "HEY LOOK! Theres a dude video taping this) I think it's two very deliberate differences in artistic choice with extremely different results, for the most part Mann is still shooting the scenes like a movie, just with out a stabilizer or tripod at times. He pays a lot more attention to colour, light, posing, and composition(well he does this more then most movies anyway, that's why he's amazing) then Quarantine or Cloverfield who were trying to simulate everyday joe footage. And yeah I guess K&L2 uses some of that stuff too, but I think overall the direction is much more deliberate in imitating Michael Mann; who as I explained is more deliberate in his cinematography to call it "glitchy". I also don't think this is a new phenomenon for games, games since they went 3d have been trying to simulate a camera lens; some games try harder then others(again depends on the direction) it's just now some are executing it better or now being a little more overt in their film references.
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Drath I think your totally misunderstanding the direction of the art, it's not really a reference in creating "glitches" or anything to do with Cloverfield(other then the fact it that Clover uses a handheld camcorder) The look is more of a lowbudget/Unrefined HD camcorder. It's following the same ideals of the first one, make the game look like a Michael Mann film. K&L 1 looked like an old Michael Mann flick such as Heat; K&L 2 looks a more recent one such as Miami Vice or sections of Public Enemy. Mann uses a pretty typical HD camera and doesn't get it cleaned up in post like most people, so it comes out grainy as hell.
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Nevermind it was. Bleh, Id really not like this connected with the first game if they are going in a new direction with it. edit3: Though DA2 is supposed to take place during DA, so they'll probably do some crisscrossing or something.
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Awesome logo treatment. That's all I really have to say about this so far... edit: *Yeah, I do actually, Forbin its a prerendered movie so I wouldn't worry about the animation at all since it's probably done by a third party company. Also, still not digging the mass effect 2 route they are going with this one.
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Ah ok, so your just scaling up your images to give it that look? What's the maximum resolution this gets outputted to then? Im just surprised it doesn't suffer from what any old game would at that point, and just been unreadable. Or am I missunderstanding something? Are you clamping the colors in photoshop, being deliberate with a palette or clamping them down with image compression to get those deliberate gradient off the "light"?
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Hopefully those guys can keep going, they make neat things, even if I didn't think APB was interesting enough to try. Though I'm guessing the living successor would be Ruffian. Also I found this quote to be particularly hilarious; Really, you need Dundee to be the world leader in this? Don't you actually just need a pretty solid industry going, do you really need to be the world leader when you currently have like one company making PC games and its about to close?
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What happened to the original thread? Anyway I think it looks neat and I hope he does a Duck Tales one next.
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Yeah I agree; finally got to check out the demo at a friends, after turning off the shaky cam the game got a little better, but also lost some of the cool look. For mood and style I give it a ton of points, its cool, it grounded, it's gritty. But the game, while improved from what I remember the first one being, still isn't all that fun to play, movement and shooting is still pretty unpolished and with the shaky cam on it's almost a nightmare. What's weird is it reminds me A LOT of the version of max payne 3 I was briefly worked on, just with better post fx and smaller areas.
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May have made the game a little too big....
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This is obviously a plot by the Thumbs to delay the game. At Pax Prime, while we watch cardboard cutouts of them with an old episode playing over the speakers, they will launch the game and rule the universe.
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Awesome news Miffy... do we have a dedicated thread for Pax yet? I'm kind of wondering when/if there will be a bar meet, since I guess Saturday seems natural, but with the panel being on Sunday.... Anyway, I'm only coming down on Sunday, so I'll probably miss any meet up, probably for the best since wrestling Jake in a bar is on my bucket list. *** I like the fact Idle Thumbs isn't all corporate, though really it doesn't matter either way. I like the informality of not selling me stuff I'd probably buy... also the current "stores" for gear are pretty hilarious in the fact that no one makes money and the cheque goes to the wrong address.
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neat. When abouts can we pay for this game? I'd like to play it sometime. So do you guys still create graphics like this in the old school style of pixel per pixel? Really unfamiliar with the art development on something like this. Visually it's really slick, I'm just surprised to hear(second hand without much study) that there wasn't any better\faster ways to create art like this. Maybe in the future with some sort of rendering process or filters on 3d\PS clean up and output those to the sprites(I'm assuming you just hand paint the sprites, I have no idea, I only know about game art in 3d so my knowledge of anything else is pretty limited) or maybe a process and some filters to do it on the fly reasonably well... usually that stuff looks like crap. Anyway would be curious as I really dig the final look.
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Murdoc replied to toblix's topic in Multiplayer Networking
Ok, so have been playing this a lot since I don't have a proper computer lately and its pretty fun but getting on my nerves in a few parts. 1. The "win" button I'm not sure if I understand, it seems like an all or nothing thing where I can either win big or lose big; but I exclusively use this since the winning big seems to be more often then the loosing, where as the skirmishes seem to do nothing but produce loss. 2. The card thing is kind of annoying, it's not like how I remember the other game being, where you can keep track of it, basically you get cards after so many fights(or wins?) and you can chose to get reinforcements now or later, sometimes when I pick later you get more later, so that's neat. The problem is after like the second set of cards has been turned the numbers get so big you get these huge game changers where the losers will then become the winners. Which is a neat way of keeping things interesting but frustrating as hell when your dominating a game and someone who is barely hangs on just destroys the map after getting these cards. The problem even more is when you defeat an opponent you get their cards, so if you just recently got a big number of troops, 50+ you can take a couple continents and if your smart take out an opponent and chain another 50+ reinforcements in the SAME TURN! So a lot of games just go back and forth until someone gets a mass of units suddenly, takes out a person, get more units, and keeps going taking out another and another, all in the same turn, so there is no defense or strategy involved there, it's sort of luck, random, and based on your player turn. This is probably why I stopped playing the board game as well, its very strategic. -
Well if the twelfth player doesn't join soon maybe we should just let Speedy in? Since we don't know who isn't joining, Patters will have to take care of the logistics, there might be a good reason why the other person hasn't joined yet, so can't say for certain. Just figured this game would be going by now, ah well, worth the wait.
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Mountains will still be there next year, this is the last time IDle Thumbs will be together, even Nick! What's gwf?
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11 of 12 Players: Capt Gunga Galunga Mr Pants computer ZaphodBeeblebrox SwiftheartRabbit Transformouse Masturgator StopmotionAutomaton Basturbating Mare SylvestorStalloneVanityProject Sleepdancing Dream of Mr J Almost... thanks Patters
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Murdoc replied to toblix's topic in Multiplayer Networking
yes. With my recent entry into actually trying to use my phone as something other then a phone, I'd like this. My cities in Simcity keep going to shit anyway, I want to conquer stuff. edit: Why couldn't they have kept this a bit classy, but instead I have anime characters with flac jackets and guns... EXTREME! edit: Hey this is pretty fun, though Im not sure what the total war button does, because so far rolling dice seems to always not go in my favor, so I hit the win button instead. -
skies But I doubt there is another word, usually announcing a game they don't want to tack something else to it down the road... not like it hasn't happened before though.
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Not sure where you got that from? Seems like it would be very bounded and gated, a series of buildings and walkways. But I'm only speculating.
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I agree with Korax, meh. It just would have been cool if they could have taken this concept, not used the bioshock name or it's old timey mood.
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edit; I should read entire posts before ranting I thought lobotomy said this looks like Calvin & Hobbes in the visual sense... this is heavily edited. Alright I dont wnt to hate on this too bad because its not like its making my eyes bleed and I really like doublefine enough to give them a pass, especially when its an XBLA game. I think the largest problem I have with the overall look(and it seems other people have the same gripe) is the inconsistent style between characters along with the environment. I understand this whole separation from fact and fiction, but that doesn't seem to be happening here at all or in any articulate way; to me it feels more like crazy town where we had american animators do some characters and then had the korea guys comp in some of theres, then off to france to get a few background elements(only the styles the elements in this game aren't referring to anything really specific and interested as I just suggested, it was merely an example). There is no harmonizing of the elements and mood, regardless to have them feel believable within the same space(like adding a cartoon character in live action, I thought Roger Rabbit did this really well, completely different "style" being harmonized in a believable world) From a technological standpoint it looks like lazy, default shaders that make it look very generic(PA games and several others I can't bother to remember the names) In no way do I see deliberate attempts to push towards any particular visual goal, thats my gripe, but I'll let that rest as I like the idea enough to play it.
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Ah fair enough. Now, who are the busiest people I know out of this group.. hmmm...
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That's not even the half of it, I guess you haven't found out that Jake died like three episodes ago and they are just using sound bytes of him for the remaining season, but that's the real reason Chris is leaving, I read it on a tweet.
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Aside from the new players, we're still missing two people out of the original crew; did we already have some ppl ditch?