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S0L

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  1. Sonic All Star Racing Transformed

    Yeah it was strangely prescient that. As it was was I suggested Yu kickstarted Shenmue 3
  2. Sonic All Star Racing Transformed

    We likely would have unlockable content if we did something again. I'd probably want to ensure there was a way to unlock content through multiple means though. I thought the SEGA miles we had in the original All-Stars game was a better system, regardless of what you did, you earned miles and could spend them on any item you wanted. More valuable items cost more miles. It meant that regardless of if you played single player, local co-op or online you got miles and could spend them on what you wished, be it new music (low miles cost), new tracks (medium cost) or new characters (high cost). The catch was, as I said, we came under pressure to make sure there was a reward for progression. As whilst there clearly was a means to unlock new content, you didn't necessarily get anything for completing any of the modes. If I was to do it all again, I'd likely keep the it almost exactly the same as a result of how it happened, but either have a secondary unlock mechanic (let's say base it on accrued playtime) or you know, put some well hidden cheats in there and then release them in due course. Indeed during development there was a code combo you could enter on the UI to unlock all the characters, but we were requested to remove it before release. But... Whilst yes, it's a bit of a throwback mechanic, arguably from the recent responses alone, it has kept people playing as they want to get that elusive content. Even though it's annoying, it's doing what was meant from a design perspective. Note we wanted to keep AGES a complete secret though so you didn't get told about it up front. Catch is of course, publishers love to show off the shiny lures. But arguably, games do need some level of progression based on context. Crackdown for example needs the player to spend time levelling up their skills. That will take a fair amount of hours. But if you didn't do that, and let you start wholly levelled up, you'd have no progression. OK, you may be thinking, well that is a totally different game, but even then, we still have Co-Op play and you may well want to play with a friend who is close to finishing the game, whilst you only have a low level Agent. Should we let you jump to max level? If we did, would that not shorten your potentially engagement and interest with the game? It's not straight-forward. I thought MarioKart giving you everything was pretty brave. It's rare example though.
  3. Sonic All Star Racing Transformed

    Yeah, but I also share the frustration to some degree. We always tried to make it a game that anyone could have fun with, so it felt against that ethos to ramp the difficulty up so much. Maybe when we finish Crackdown3 they'll let me make another one. One game at a time though!
  4. Sonic All Star Racing Transformed

    I can only apologise once again for the difficulty, I told design it was too hard. I'd have let you trade in Stars for unlocks (like the previous game) but we were under criticism that there it was too easy to grind for unlocks and so lock things away based on progression was the choice made. As with all games, you win some battles, you lose others. At least I got the proper SEGA jingle at the start FINALLY.
  5. Highway Hunter. Better than JAMMA !

    Maybe slightly over the top, I think it's more the 90's look Going back to your previous post, there are games you can learn the patterns of and beat by rote, say Manic Miner, which despite playing close to 30+ years ago, I reckon I could pick up today and still remember the basic route through. Then there are games you can almost play on instinct. Nearest to come to mind at the moment is Rock Band or Guitar Hero, where though I might know the song, I find you just react. Thumper probably closest recently to a game where you just react subconsciously and almost watch yourself play it. Odd they're all musical games that sprang to mind perhaps, but there you go. I think I see where you're coming from when it comes to games where you just get into the flow, the lizard brain kicks in and it all just clicks into place. I also understand how games that might on the surface of it seem flawed become rewarding when you adapt and adopt their rules. Gaming sometimes is just as much as about scratching an itch in a satisfying way as it is regarding something that's well made. And that is true regardless of gender. Incidentally, the game I find most agreeable to everyone remains Bubble Bobble. It's the compelling pick-ups I expect I like to think that you shouldn't really make games aimed at either gender, just make the best game you can and people will enjoy it. If you target either gender, you are just essentially working to some internal picture of who you think might play it and my experience is you're generally always going to be wrong.
  6. Highway Hunter. Better than JAMMA !

    Like a crazy Russian version of Last Duel. I'm sure that's a R-Type sound effect for collecting the pick-ups too. Quite like the Amiga-esque music. Not sure it's the best shmup ever mind. Looks like a lot of the time you can't shoot enemies if the road is over the other side of the screen!
  7. I'm not sure we'd have much say in the matter, as presumably it's the publisher contacted VS the developer. I'll nudge my MS contacts though to see if they know. I doubt we'd block it for sure
  8. We're very much still hard at work on Crackdown3. We want it to be great for sure, it's been a challenge as it's pretty much every type of game rolled into one. It's a shooter, a brawler, a driving game, a platformer and an RPG. It affects the mind a bit too, everytime I'm in a high building I'm listening for that ambient orb sound. Interestingly we have a bunch of ex-Lionhead people here too working on it with us. Art director for one. You'd be surprised how often Fable Legend crops up in conversation, I think they were all a bit heartbroke they didn't get to finish it.
  9. Elder Scrolls V: Skyrim

    Camera connected and looking at you? I'd try a different VR game and make sure your headset hasn't developed a fault. As what you are describing is not right. Unless you are playing the non-VR version of Skyrim!
  10. Elder Scrolls V: Skyrim

    Alternatively, I've now sunk about 12 hours into it over the last few days even though I've been working late. I've had no VR fatigue and would happily keep playing if I wasn't been encouraged to turn it off and sleep by my better half. It's the next 'proper' VR game after Resi VR that I've been looking for. Using the Dualshock mind, Move Controllers look fiddly and don't really suit my slightly cosy setup where I'm about a metre from the TV/camera. Still, Christmas will be spent at the in-laws and I could take my Switch down there... No-one says you have to pick one or the other...
  11. Elder Scrolls V: Skyrim

    Just climbed to the top of High Hrothgar, simply stunning, feels like the ascent of Everest. Sticking with Dualshock for the moment, even there I'm happily using the head tracking to aim like a boss. It made me wonder what other classic games I'd love to explore in VR. Weirdly I can imagine World Of Warcraft being stunning, low res polys and all. Clearly the gameplay wouldn't work, but I'd love to go for a wander round some of the sights. Witcher 3 in VR though...
  12. Breath of the Wild PC Emulation

    Hence the clarification. I realise there is a whole other debate on the legality/morality of it, it feels that has been had already in this thread plenty of times so I didn't want to get into it from that angle. Anyway, I think I've made the point I wanted to perhaps a little better this time!
  13. Breath of the Wild PC Emulation

    Stanley got me right. I'm not anti-emulation, far from it, I see it as a valuable means of preserving the past and giving people options to play or experience something that otherwise may have been lost. Not always in ideal situations, but given the alternative, better than not being able to experience something at all. I'm also not anti-mod, I've seen some incredible mod work, indeed I've supported that unofficially on some of our past games that are out of print. My issue is that right now it's a little bit questionable to release emulation of a title that's still under general retail sale. Plus for people to suggest this is the best way to play it. It won't be and I tried to point out some of the technical reasons for that. It may well be playable, but it certainly won't be playable in a way that it was intended. There is a tightness that the developers will have intended as a mixture of sound, control and visuals that you won't be getting which to my mind will lessen the experience. Take parrying of Guardian attacks. If the input window gets out of sync, or the audio is late, or the VFX are incorrect, it'd be extremely frustrating. That will have been timed and checked to perfection on the target hardware. I can tell you from personal experience that Nintendo do look for one frame windows for perfect timing I'm suggesting if you want to play it as intended, then doing so under emulation isn't going to be the best way. Let me try and explain it under a different situation. I'm working on a pretty major game right now and one of the choices we've made is a locked physics time-step, mostly as we've got an online and cross play component. We're going to be on hardware of varying degrees of capability. On some of these platforms we will want to separate the rendering from that so more capable machines can run at higher framerate. Someone accidently disabled the physics time-step locking whilst doing some work on this, and suddenly we got a spate of issues that some players couldn't move as quickly or jump as high depending on the situation. This is on a game that's meant to scale to devices. Us the actual developers had broken our own experience by accident. But we know how it's supposed to work, plus it got caught in QA super fast. But on a emulator developed by a team that doesn't have a large QA team or bunch of professional developers working on it, how would this get caught and trapped. Short version, it probably doesn't. Especially if you're supposed to be supporting any game for the chosen platform of emulation and not focusing on a single one. It's why I'm saying, yes this appears to work to a degree, and it's interesting from an engineering perspective, but it's by no means the best way to play it. It's not even me suggesting you should play it exactly as the developers intended as we're all right and you're all wrong, it's just that software is intended to work in conjunction with hardware. If the emulation is incorrect, or inaccurate, you aren't seeing the game in it's best light or in the way it's creators intended it to be. I've seen the argument that 'well if you want 4K and 60fps, this is your only option' and whilst that may be true, I'd argue the gameplay is probably more important than either of those. If the 60fps introduces timing or physics issues that may not be immediately apparent though and the experience is lesser, what is the point? If you can't finish some Shrine challenges as the timer is now too harsh or you can't run fast enough, or the curve of an arrow can't hit a target, or the controls are unwieldy as they're different, how are you to know that's due to the emulation and not the game design. So I'll always err on 'Play it as was intended, else your mileage is going to significantly vary'. As I said, I was trying to point this out from a purely technical perspective. I was trying to distance myself from the un-ease of it being an available title that people were choosing to emulate.
  14. Breath of the Wild PC Emulation

    Ignoring for the moment how I feel about a recent game running under emulation whilst its still very much for sale (not sure I approve for the record), from a purely dev angle, I'd argue there are various issues on display from even the most cursory glance of the videos you linked. First the aspect ratio is mangled, the field of view also looks out of sorts too. The font rendering is out in a distracting way. Alterations to the lighting have crushed the blacks and muddied a bunch of textures. There are clear graphical errors with the ripples in the water and a bunch of the particle effects, alpha rendering doesnt seem right in many places. Something is out of sorts with the controls inputs on demo here too, the camera movement is very digital, potentially as its captured using a mix of controller and keyboard. I realise changes to the games shaders and rendering styles may be a personal taste, but rather than improve on the original, it's lost some of that Ghibli-esque feel and now looks over satured to the level it resembles The Curse of Monkey Island. If you are judging this from a purity of emulation angle, I would argue there is a fair way to go. If you are arguing this is a superior way to play the game than on Wii U or Switch, I would also suggest you are incorrect. I doubt it has had anywhere near the amount of testing as the official game has to ensure its wholly playable from beginning to end as it would be on target hardware, you probably dont want to get 20 hours in to find a game breaking bug. Neither will it have had arguable the worlds best game developers poring over all the details as they expected it to work and play. This is a firm that cares about sub-second timing on input windows, sometimes to thousands of seconds. Unlocking the framerate will interfere with that to a greater degree I'm sure too. As an engineering exercise, it has some merit, its interesting demonstration of either reverse engineering or access to developer libraries, equally its interesting to see how flexible the game engine is with regards to mods. Likely as it uses Nintendo's inhouse toolset which I suspect is an increasingly known quantity for rom hacks. But as the best way to play, this definitely won't nor can ever be. Software is written for a target set of hardware, built with its advantages and disadvantages in mind. You can get close with emulation, but it'll always be different in some key way. You may feel its 'good enough' but I can tell you now, the people who worked on that game will be able to quickly point out how the emulation will have broken the experience they intended in ways that make it a lesser way to experience their vision properly. Apologies if this sounds pretencious and condescending, but I figured it was likely worth putting across how it makes me feel seeing this from a developers angle. Also, if anyone is using this without owning a copy, shame on you a million times. This is one of the greatest video games ever made and the people who made it at least deserve the respect of a sale. It's easy to criticise a company for some elements they do that you don't believe in, but the interest to support a Wii U emulator wouldn't be there if people didn't consider any games worth playing, and Zelda is very much the jewel in the crown for that consoles output.
  15. Crackdown 3 - Delayed until 2018

    I'll find out details when I get back, I'm on holiday at the moment! But that's more time for us to polish and improve the game, you'll not find a developer alive who complains about that. This is an ambitious game on all fronts, so we'll certainly use that time to best effect, I'm sure the destruction guys will too.
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