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Gaming / Re: VC / WiiWare / DSiWare / XBLA / PSN (Collection & Updates!)
« on: January 13, 2009, 02:37:22 AM »
That's infinitely better than being a "Hedgehog from light years in the future".
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See, I so wish I was born about 15 years earlier. I mean, I missed so much cool stuff. I missed lawn darts. Lawn darts.
Also, three out of those four bands are my favorites of all time. Hint: They were the ones with less than five members.
So, here's an attempt at 32-bit spriting that *gasp* ISN'T Fire Emblem! It's the first time I've been remotely satisfied with this style. I've tried it several times before and failed. I still need to work on his upper body, though, and that arm on our left just won't position right, but whatevs.




Hammer Sis!
Or Hammer Mata!
Or put a saddle on her, and make her Nekoshi!
Taiyo, if you were around GameFAQ's Tatsunoko vs. Capcom boards for the last few months, you would have at least built up some level of tolerance by now!
Figure out the Mario timeline, I dare you.
I think people are just looking for controversies with them after the Wii's very existence rocked the boat. I mean, honestly, this patent is pretty mundane. In and of itself it means jack squat to us. But watching everyone react to it? Priceless.
Nintendo's Fall Conference shows why E3 is totally useless now.
And hey, look at the discussion we all had about just the idea of the patent. At least Ninty got us talking!
Honestly, after all that happened after last year's E3, I'd SERIOUSLY love if they didn't create anymore.
Ben Mattes, Producer of Ubisoft's Prince of Persia
"I read through it quickly, but I'm not sure I fully understand it yet. It makes sense to me in a purely linear game, but as soon as we get sand-box, or even remotely open ended, the number of variables would seem to invalidate the potential of this system.
"ie: I'm in Fallout3 and have focused energy on sneak and unarmed combat. If I'm in a particular point in the game I can't pass, and I use this system, what 'recording' could the game know to use? It can't possibly have developer walkthroughs of all possible configurations of a character and strategies to pass through each in-game challenge. More likely as not, it would have one 'right' way to pass through a particular challenge...
"That said, as I think our work on POP probably helps demonstrate, we're all for the idea of finding ways to help non-core gamers experience (and finish) the type of games that have traditionally only been available to a select 'few' (relatively speaking, of course). If everyone out there who owns a Wii were to play and love RE5, you can bet that the budget Capcom would have available for RE6 would allow them to create something even more spectacular."
Todd Howard, Game Director, Bethesda
"Most people stop playing a certain game because they get frustrated or confused by what the game wants them to do. It becomes work and frustration, as opposed to ‘playtime.’ This idea clearly tries to alleviate that. It’s much like passing the controller to someone who knows the game really well, so you can move ahead or simply enjoy the story. It’s the classic ‘challenge or entertain’ issue that designers often deal with. I think there’s a lot of ways around that, and remained confused by what people are actually allowed to patent these days."
Jonathan Blow, Creator, Braid
"Based just on reading your posting... I don't know. I mean, it's an okay idea for a developer to have a way to show you through various parts of the game I guess, to show you side-quests you missed or whatever. I'd like to see someone try that. But as a general paradigm for playing games there are a lot of problems.
"The defining characteristic of a game is that you play it. If, in order for games to be accessible to a wider audience, we need to make it so that most people can skip over the playing it part, then what that really means is that our medium sucks. If you have to elide the basic property of your medium to make experiences in that medium desirable, then the medium itself is questionable at a very deep level.
"The proper solution is to start producing games that don't have this kind of problem — not to create the problem, then band-aid over it and hope people still have a good experience.
"The way you phrase it — "moving developers away from the notion of beginning, middle and end" — sounds cool, I would like to see more of that. But that is something that has to be a core component of the game's design. Just because you have random access to a linear experience doesn't make the experience nonlinear. You can skip to any part of a DVD movie that you want, but that doesn't mean the movie has gone away from the notion of beginning, middle, and end, you know?
"Unless you are drawing this conclusion from something I missed or that is in the original patent application, which I haven't read..."
Michael Wilford, CEO Twisted Pixel Games
"Kind Code is an interesting idea that is squarely aimed at reaching non-gamers. In fact, we often debate internally about ways to make gaming as culturally relevant as film or literature. Perhaps it's just a matter of time, or perhaps there are some systemic flaws in the way games are made and presented. Something like Kind Code, if done right, could be a way to reach anyone with your content without requiring them to be accomplished video game players.
However, if Kind Code is intended as a general solution that adds Digest Mode to all games, that might be like putting training wheels on all bicycles, including Lance Armstrong's. As long as the functionality can be tightly integrated into the right places in the right games, it could be the way to truly open gaming up to everyone. I'm sure we could find ways to use it in our character-driven games and make more people enjoy and laugh at our stuff than otherwise possible."
I have fond memories of the multiplayer battle mode and how some friends would dare try to beat me... only to get their asses handed to them almost immediately. I think the only time I've ever come close to losing was when one of them started the battle right away with Charon and it insta-killed two of the three people in my party.
Unfortunately for him, the person left over was my healer and packed some very potent defense. That aside, I would always take out their healer's first, usually pretty quickly, and then rip apart whoever they used as support. Summoning was for pussies when Isaac was a Ninja Master who can randomly one-hit-kill with Annihilation or smack the sun into people with the Sol Blade.


It's like I'm not even there.
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