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Alex W.

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  1. I've got about five pages of notes on that and I'm barely in chapter 3. People are going to be decoding what happened with the design for years.
  2. I'm sure I've heard it argued that it would increase the VFX costs on films (presumably on the kind of studio films which would benefit most from the change) and that's acting as a disincentive. It makes sense on paper (twice as many frames to deal with) but I don't know the industry. Do you think it's really the case or is it more complicated than that?
  3. I think there's an unappreciated barrier in that everything is standardised around the same dual-stick, dual-trigger control scheme, regardless of genre, and the accepted wisdom in the games community is that a title should be frictionless to engage with, meaning a new game has to use that scheme or be criticised as unintuitive. Even if new input methods were sufficiently widely incorporated in to hardware for games developers to consider using them, I think that audience expectations acts as a disincentive for developers to follow through. Could someone actually launch a thirdperson game without manual camera controls on the right stick now, much less a game where something important was controlled on a jog dial or a touchpad? I don't know. This isn't a value judgement, I think the ubiquity of the move-and-camera scheme has greatly broadened what's possible in games (anyone who has played a modern action game can play Gone Home or Everybody's Gone to the Rapture) but it does have unintended consequences. I also think I'm just pining for the days when simply learning how to engage with a game was part of the fun. Force-feedback thumb sticks. That's what I want to see. Nobody's even doing ordinary, one-motor-each-side rumble properly these days (remember when MGS1 had a vibration effects designer and simulated things like the air pressure from rotor wash?) and HD rumble is dying on the vine but that's what I would really like to try out.
  4. Alex W.

    Sonic The Hedgehog (Live Action) 2018

    If it’s accurate to Sonic 2 he should spend every battle in a weirdly inaccessible corner while Tails fights, dies, and floats back in from off screen to fight again.
  5. Alex W.

    An Essay For Edge And Games Tm

    Ah, HotUKDeals the game design theory forum of record.
  6. Alex W.

    Sonic The Hedgehog (Live Action) 2018

    It looks like he has electric piss.
  7. I would like something like it because I can never really get a good grasp on the distances and where stations are in relation to each other in the 2D map, but it's not great.
  8. Alex W.

    Doom - 25 years old today

    The comparisons to Ultima Underworld are particularly telling. It seems like it was reviewed by someone who was eagerly anticipating an Id software sequel to that for absolutely no reason at all. And it's a terrible immersive first person RPG, I'll give them that. Timeless. I think that made it in to one of their "most important reviews" special in the same "we missed the point here" category as System Shock 2.
  9. Maybe I was lucky the last time I tried! I was terrible at it but there was no shortage of people willing to demonstrate that.
  10. Yeah, I regret logging out "for five minutes" earlier, I don't think I'll be getting back in to the game now. Even CQC matchmaking seems to be dead.
  11. Like: The discoveries interface that lets me find out that a player has stumbled on some Thargoid stuff and see the system it was reported in. Bit of exposure mapping, finally caught up with The Lost Coast in rendering technology. Headlights indicator. Dislike: There's no way to map the controls for HUD mode switching and all the other new nonsense on to a Dual Shock 4 pad in a way that's intuitive. They've completely overcooked it now. Framerate seems choppier. Cursor positioning and movement in menus is still complete nonsense and needs to be rewritten.
  12. I was going to make a joke about how the Front Mission universe doesn’t seem like it’s going to draw people in to yet another survival game, but this looks nice.
  13. Finally, I keep forgetting to turn that off. I had to push start my SRV the other day.
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