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Messages - KaioShin

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201
General Discussion / Re: In vintro hamburger
« on: August 06, 2013, 03:32:17 pm »
What else can they grow artificially from stem cells? Organs?

Getting there. A few simlpe ones are possible (They successfully grown and transplanted esophagi IIRC). If they get it to work with everything it's a big deal, since if those are grown from the patient's stemcells himself, there is no rejection. And rejection is what makes transplants dangerous.

202
General Discussion / Re: In vintro hamburger
« on: August 06, 2013, 09:26:16 am »
Sounds good in theory, if it tastes the same, why the hell not.

But I'm sure PETA members and other crazies will find an axe to grind with this still, since the whole combat against consumer culture is a replacement religion and not something you can win with arguments or by offering viable alternatives.

203
General Discussion / Re: Sure has got quiet in here...
« on: August 05, 2013, 04:32:04 pm »
The signal to noise ratio has been readjusted. Some people mistake noise for a good thing. Like leaving the TV on all day just to have any kind of sound in the background. And some people mistake quiets for inactivity. Neither is actually true.

204
Gaming Discussion / Re: John Carmack 2013
« on: August 04, 2013, 03:49:42 pm »
Altogether that's 3 hours, care to narrow down a bit what you want to talk about?...

205
Gaming Discussion / Re: Randomly generated platforming has arrived
« on: August 04, 2013, 03:51:26 am »
It's not like the game is intended to be played at that level. It's just the upper limit that the algorithm can generate that's still beatable in theory.

206
The series is dead to me since BoF5 anyway...

207
Gaming Discussion / Re: Victoly!
« on: July 30, 2013, 07:52:11 am »
I'd say the game is as good as any RPG I've played on a handheld.


I'd say a mainline entry of such a series should be as good as any console RPG... I still consider releasing this on 3DS and DQIX on DS mistakes. But well, the Japanese market is getting what it deserves.

I beat Max Payne 3 just now. The gameplay is the same as back in the day, which is both good and bad. I like that it's brutally hard (even on the second out of five difficulty levels, bullet time is relatively sparse and you die in 2 or 3 shots), and that you don't regenerate health by hiding in cover and modern crap like that. I also sometimes had ammunition problems. On harder difficulties I imagine this game to be really hardcore. It's not much  more than that either though, basically long tube levels in which you move from room to room, leaving mountains of corpses and annihilation in your wake. It really feels like "Die Hard - The Video Game" towards the end. But damn it, the presentation of this game is amazing. Great voice acting, great cutscenes, fantastic graphics, fantastic looking levels with tons of attention to detail and a really well tailored soundtrack to acompany the mayhem. Too bad the story isn't nearly as good as back in the day.

I wouldn't spend $50 on this (and I didn't), but nowadays it should be available for cheap and then I'd definitely recommend getting it if a good old fashioned dose of 3rd persion shooting is something you can get into.

208
Gaming Discussion / Re: Randomly generated platforming has arrived
« on: July 30, 2013, 02:26:40 am »
The concept is actually pretty clever, just from a technological standpoint.

Indeed, they'd need to have a pretty good model for mathematically grading difficulty and putting everything together accordingly. Especially since the game guarantees that the levels are possible to beat.

209
Gaming Discussion / Randomly generated platforming has arrived
« on: July 29, 2013, 12:06:43 pm »
I vaguely remember that we once had a discussion on the board on how people would like to see procedurally generated levels in platformers. I think it was in relation to a Kirby game.

Well for those of you who thought it would be a great idea, your wishes have been answered!

http://www.youtube.com/watch?v=qRf1jEKs9j4

You can skip to 12:15 for an example on how mean the levels can maximally get in the game.

Personally I do not see the appeal at all, purely from a game structure point of view. I don't want my games to have an endless supply of levels. I want a clear progression over a finite amount of content to a well-rounded finish. And then I want to play a different game. I wouldn't want to eat the same food for the rest of my life either.

210
Gaming Discussion / Re: Victoly!
« on: July 27, 2013, 05:30:38 am »
I've beaten Shadowrun Returns. It's only 10 hours long.

It has a major flaw (the checkpoint system), many smaller ones and a neat premise. But it's hard to call any aspect of it truly great either. Mostly it's a great idea, barely decently executed. It made me realize I'd really love a new extremely story-driven RPG experience like Planescape Torment was back in the day. This isn't it though. I can't help but feel a ton of backers will feel disappointed. (I'm not one, I just bought the game normally).

Is it worth it for 20 bucks? In the current state honestly not. I'd wait for a sale. Or bet your money on the community delivering a big batch of good content via Steam Workshop. It might happen. Though I hear the editor is not very user friendly.

Edit: Also beaten Ys 2. Glad I got that over with, it's not nearly as good as the 3D titles. The art is amazing, but the gameplay is 80s in all the worst ways (and no, I'm not even talking about the bumping). Without a walkthrough it's a guarantee for frustration, with one it is still majorly annoying.

Edit2: Add Prime World: Defenders to the list. Mixing trading cards with tower defense is a neat idea, but towards the end it falls apart under forced grinding for max quality cards.

Edit3: Aaaand, beaten The Walking Dead. Without the new DLC. It's very worth it if you can get it on sale, but the hype is a bit much. The poor graphics and clunky animations disrupt immersion in the story quite a bit sometimes, and the choices you make are mostly placebos as usual. Seriously, after you've beaten the game look at a flow chart of the whole thing and you'll cry. Ah well, ignorance is bliss as always.

211
Gaming Discussion / Re: Tim Schafer Fails Kickstarter
« on: July 26, 2013, 11:15:23 am »
I'm playing it right now. It's a bizarre design decision to be sure, and for a CRPG, the game is terribly linear. It definitely has issues. Though playing it makes you realize that this type of game (P&P infused, story-driven, CRPG) was really missing for a long time - just like Grimrock did last year for dungeon crawling. (And no, the mobile dungeon crawl dreck ala Etrian Odyssey of the last decade wasn't even near a decent replacement before that.) I'm hoping it'll spark a small revival of the genre, including some contenders who do a better job at it (Wasteland 2, Torment?). It also has Steam Workshop support, I'm hoping the community will also produce some quality content for it mid-term.

212
Site Talk / Re: Strange scrolling bug in the forum
« on: July 26, 2013, 06:32:17 am »
I'm on RHDN Pro if that helps.

213
Site Talk / Strange scrolling bug in the forum
« on: July 25, 2013, 11:25:51 am »
I'm not sure since when this is the case, but at least a few weeks. I'm using Chrome and I'm used to press the middle mouse button to turn the mouse pointer into a scroll disc thingy and then scroll through pages by moving the mouse up or down. This works on every website I know, including the RHDN frontpage. But the thread displays on the forum badly break if I do that. It seems to scroll only through individual posts or things like that. Only it scrolls the posts right outside the viewable site area. It kind of breaks things. Did anyone else have that problem?

It's not a biggie, probably some small CSS thing. Most likely not even worth looking into. But I thought I'd bring it up for R&D.

214
Gaming Discussion / Re: Victoly!
« on: July 13, 2013, 08:02:35 am »
Beat Hotline Miami. The game is pretty awesome, pictures do not do it justice at all. The goal is just to run into a building and kill everyone alive, but it is insanely hard. Enemies kill you in 1 hit, so it requires very fast reflexes, but more importantly tactics and planning. You check out where the enemies patrol, find a weakness, cook up an idea on how to use the environment against the enemies and then strike like lightning and leave nothing but a bloodbath behind. A perfectly executed level only takes a minute or two, but similiar to Super Meat Boy, you'll need a hundred failures before you get that far.
The game is in a very detailled 2D pixelart style with really heavy distortion filters. Think moving scan-lines + shaky cam + magic mushroom induced colors. I could not play the game for more than 30 minutes at a time without getting a headache. But that's cool, the gameplay is pretty much made for such short (but intense) play sessions. All in all it took 5 hours to beat, a few bonus items left to pursue and of course highscores to improve.

215
Site Talk / Re: Having Trouble w Zelda Outlands
« on: July 12, 2013, 08:24:47 am »
That's apples and oranges though, you don't have to be a mechanic to drive a car.

216
Hooking into the text routine and getting the text as data is ten times easier, why waste time on trying to push a square cube into a round hole...

217
Gaming Discussion / Re: The Last of Us
« on: July 08, 2013, 07:31:01 am »
legitimate question:

how does Saint's Row III evolve standards?

(promise I'm not being sarcastic or a smart ass, just curious)

It has giant purple dildos that can be used as weapons.

218
Gaming Discussion / Re: Tim Schafer Fails Kickstarter
« on: July 04, 2013, 06:16:47 am »
I think FTL did pretty well! But the thing is, they actually had significant work done on it before they took it to Kickstarter. That makes a world of difference. It’s much easier to plan around a known quantity, and few things are further away from that than a not-begun video game.

Didn't know FTL was also kickstarted. Now FTL is an awesome game. Pretty much the only indie game of the last 18 months that I still come back to.

219
Gaming Discussion / Re: Tim Schafer Fails Kickstarter
« on: July 03, 2013, 03:34:34 pm »
Other high profile kickstarters of the "First Wave" that made Kickstarter big and recently finished also disappointed big time. The smartwatch Pebble is about as useful as a 90s electric china wrist-watch at the moment and can't even be shipped to German (/European?) backers because they failed to create proper paperwork for their product. Star Command (hyped as THE big open world messiah for mobile gaming) only just now arrived half a year late and with maybe 30% of the features that were promised.

To be honest I have yet to hear of a kickstarter product that got actually released and met expectations.

And all of those projects will cause kickstarter on the whole to lose more and more credibility. I'm very certain that the time of growth will very soon to be over. Then projects that are legitimately good will have no more chances of getting funded because the first wave of fail projects milked the hype as far as they could and left behind only scorched earth.

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