Ye Big Videogames Thread
#1861
Posted 02 May 2015 - 10:13 PM
Another thing about KOTOR2 is that even in its unfinished, rushed state it has a better story, dialogue and characters than KOTOR1. Also, additional levels for abilities that make the game more fun.
I'd replay the game again and again just for Kreia's and Visas' dialogues. Play it!
I'd replay the game again and again just for Kreia's and Visas' dialogues. Play it!
It is not the critic who counts; not the man who points out how the strong man stumbles, or where the doer of deeds could have done them better. The credit belongs to the man who is actually in the arena, whose face is marred by dust and sweat and blood, who strives valiantly; who errs and comes short again and again; because there is not effort without error and shortcomings; but who does actually strive to do the deed; who knows the great enthusiasm, the great devotion, who spends himself in a worthy cause, who at the best knows in the end the triumph of high achievement and who at the worst, if he fails, at least he fails while daring greatly. So that his place shall never be with those cold and timid souls who know neither victory nor defeat.
#1862
Posted 03 May 2015 - 06:20 AM
I've picked up the XBOX version (I have it on Steam but my PC isn't up for games just now).
Also they uh didn't foreshadow very well in KOTOR...
Also they uh didn't foreshadow very well in KOTOR...
Debut novel 'Incarnate' now available on Kindle
#1863
Posted 04 May 2015 - 04:46 AM
This convo inspired me to pick up both KOTORs on GoG for under 10 bucks, as it`s on sale right now
#1864
Posted 12 May 2015 - 05:15 PM
Assassin's Creed: Syndicate just got revealed. It's out before E3 probably because of the recent leaks.
Trailer:
Gameplay:
EDIT: Hmm link wont embed. Might be because of the age restriction.
https://www.youtube.com/watch?v=hKR42Ci000k&oref=https%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DhKR42Ci000k&has_verified=1
IGN article: http://ca.ign.com/ar...m_medium=social
I am sort of torn on this footage.
On one hand it just looks like same. Even more so than Unity. I mean even the buildings look like they were just ripped out of France. I don't know why they chose to show us that particular story mission. It was pretty uninspired.
And yet there is stuff in those two videos that are interesting. For one we now have GTA Assassin's Creed vehicle transport. The streets are bigger and you apear to be able to drive everywhere. This is something completely new. I really liked the details in the gradual destruction of the coach.
I also like the potential of having a stealth and bruiser as two different character types. I just don't get why they wouldn't make that co-op. It was so promising in Unity.
The story it self just makes me angry. What is the point of making a game about a secret brotherhood of assassins when your assassins are standing on a coach in broad daylight showing their faces and giving their names? Why are the footsoldiers of an assassin cult running factories and taking over burrows? This is something your sleeper agents and paid off staff do for you while the super assassin focuses on espionage and assassination. The narrative in these games just haven't made sense since AC1. AC Liberation actually did it relatively well but it's still idiotic that you have one character doing the work of a hundred people all at once.
Trailer:
Gameplay:
EDIT: Hmm link wont embed. Might be because of the age restriction.
https://www.youtube.com/watch?v=hKR42Ci000k&oref=https%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DhKR42Ci000k&has_verified=1
IGN article: http://ca.ign.com/ar...m_medium=social
I am sort of torn on this footage.
On one hand it just looks like same. Even more so than Unity. I mean even the buildings look like they were just ripped out of France. I don't know why they chose to show us that particular story mission. It was pretty uninspired.
And yet there is stuff in those two videos that are interesting. For one we now have GTA Assassin's Creed vehicle transport. The streets are bigger and you apear to be able to drive everywhere. This is something completely new. I really liked the details in the gradual destruction of the coach.
I also like the potential of having a stealth and bruiser as two different character types. I just don't get why they wouldn't make that co-op. It was so promising in Unity.
The story it self just makes me angry. What is the point of making a game about a secret brotherhood of assassins when your assassins are standing on a coach in broad daylight showing their faces and giving their names? Why are the footsoldiers of an assassin cult running factories and taking over burrows? This is something your sleeper agents and paid off staff do for you while the super assassin focuses on espionage and assassination. The narrative in these games just haven't made sense since AC1. AC Liberation actually did it relatively well but it's still idiotic that you have one character doing the work of a hundred people all at once.
This post has been edited by Apt: 12 May 2015 - 05:17 PM
#1865
Posted 16 May 2015 - 11:59 AM
This looks ... impressive ...
----------------------------------------------
http://www.news.com....a-1227357563447
The chief architect behind No Man’s Sky tells how the world’s most ambitious game came to be
2 HOURS AGO MAY 16, 2015 8:25PM
IF God created the universe, who is Sean Murray?
The chief architect behind No Man’s Sky, that’s who. Murray created a game about exploration and survival in an infinite procedurally-generated galaxy.
The highly-anticipated game is unrivalled in its design, which allows players to explore a galaxy containing 18,446,744,073,709,551,616 unique planets.
Creating a galaxy that met the internet’s anticipation for this ambitious game was never going to be easy, but Murray and his team were up for the challenge.
Roll of the dice
It was a gamble that left the 34-year-old computer programmer working out of an old two-storey building in Guildford, southwest of central of London.
In 2006, Murray walked away from a secure position with Electronic Arts — one of the largest video game manufacturers in the world.
He had grown tired of corporate game development and felt working in a small team would be more beneficial.
Murray sold his house and enlisted the help of two coders named Ryan Doyle and David Ream and an artist named Grant Duncan, and together they created a tiny game development company called Hello Games.
It was in Murray’s living room that the four men created their debut game about a down-and-out stuntman whose primary skill is jumping over stuff with a motorcycle.
When it was time to release Joe Danger in June 2010, the company was near destitute and things were looking grim.
“I had sold off my PS3, we were down to the bare essentials,” he told the New Yorker.
On the eve of the release, the team purchased some cheap cider and waited to see if their gamble would pay off.
“We decided, we are going to drink cider, and it will come out and do what it will do,” Murray said.
The game was released at midnight. By 1am, the partners saw a return in their investment.
Frustrations lead to creations
It had been two years since Joe Danger had been released and Murray was caught in the corporate web he had tried to escape years earlier.
At breaking point from difficult negotiation with Microsoft over Joe Danger’s sequel, Murray headed into the studio to take out his frustrations.
“I was in the studio on my own, and I just started programming. I was furious, and I kept working until three in the morning,” he told the New Yorker.
“Looking back, I think I had the equivalent of a midlife career crisis.”
During his time spent in the lab, Murray created the basis for a game his team had often joked about.
The following day he approached his partners and flagged the idea of the ambitious game they had dubbed Project Skyscraper.
“We’re doing it,” he told his partners.
For the coming months, the team locked themselves behind closed doors and began working on No Man’s Sky.
“I had this feeling: I want to start a new company, like almost an alternate path for Hello Games,” he said.
Knowing making such an expansive and ambitious game would be difficult without a large team, Murray turned to procedural generation — the creation of digital environments by using equations.
By using a variety of algorithms, he was able to design eighteen quintillion unique planet flows out of only fourteen hundred lines of code.
These formulas meant the game would not need to render an aspect graphically until a player encountered it.
“It means I don’t need to calculate anything before or after that point,” he told the New Yorker.
“Does that planet exist before you visit it? Sort of not — until the maths create it.”
For Murray, his early years were spent on a remote settlement in Queensland some four-hundred-miles off the beaten track.
With seven airstrips, a power generation system, an abandoned goldmine and a water pump all on the property, there was no lack of stimulation for a creative mind.
Murray’s fascination with sci-fi was fuelled during multi-day expeditions with his father, where he would spend endless hours gazing at the night sky.
These childhood experiences would play a vital role in the shaping the success of No Man’s Sky.
Murray had always been an ambassador of tapping into childhood memories as a source of inspiration and when he first put together the Hello Games team, he gave a speech to that effect.
“Think back to when you were a kid. What did you want to be? A cowboy, an astronaut, a stuntman, a fireman, a policeman, whatever,” he told his team.
Practising what he preached, Murray tapped into his early memories of the outback for a trailer he had built to promote the game on Spike TV.
When word spread about the trailer, fellow developers reached out to Murray with warnings because they had fears the game was too vague and unconventional for mainstream audiences.
Murray pushed ahead and released a trailer that showed gamers a number of different components of the development.
“It is a huge game,” he told Spike TV.
“I can’t really do it justice. We wanted to make a game about exploration, and we wanted to make something that was real.”
“Those are suns, and they have planets around them — and you can go and visit them.”
While he gave very little away about the game, critics were impressed with the meticulously detailed graphics.
----------------------------------------------
http://www.news.com....a-1227357563447
The chief architect behind No Man’s Sky tells how the world’s most ambitious game came to be
2 HOURS AGO MAY 16, 2015 8:25PM
IF God created the universe, who is Sean Murray?
The chief architect behind No Man’s Sky, that’s who. Murray created a game about exploration and survival in an infinite procedurally-generated galaxy.
The highly-anticipated game is unrivalled in its design, which allows players to explore a galaxy containing 18,446,744,073,709,551,616 unique planets.
Creating a galaxy that met the internet’s anticipation for this ambitious game was never going to be easy, but Murray and his team were up for the challenge.
Roll of the dice
It was a gamble that left the 34-year-old computer programmer working out of an old two-storey building in Guildford, southwest of central of London.
In 2006, Murray walked away from a secure position with Electronic Arts — one of the largest video game manufacturers in the world.
He had grown tired of corporate game development and felt working in a small team would be more beneficial.
Murray sold his house and enlisted the help of two coders named Ryan Doyle and David Ream and an artist named Grant Duncan, and together they created a tiny game development company called Hello Games.
It was in Murray’s living room that the four men created their debut game about a down-and-out stuntman whose primary skill is jumping over stuff with a motorcycle.
When it was time to release Joe Danger in June 2010, the company was near destitute and things were looking grim.
“I had sold off my PS3, we were down to the bare essentials,” he told the New Yorker.
On the eve of the release, the team purchased some cheap cider and waited to see if their gamble would pay off.
“We decided, we are going to drink cider, and it will come out and do what it will do,” Murray said.
The game was released at midnight. By 1am, the partners saw a return in their investment.
Frustrations lead to creations
It had been two years since Joe Danger had been released and Murray was caught in the corporate web he had tried to escape years earlier.
At breaking point from difficult negotiation with Microsoft over Joe Danger’s sequel, Murray headed into the studio to take out his frustrations.
“I was in the studio on my own, and I just started programming. I was furious, and I kept working until three in the morning,” he told the New Yorker.
“Looking back, I think I had the equivalent of a midlife career crisis.”
During his time spent in the lab, Murray created the basis for a game his team had often joked about.
The following day he approached his partners and flagged the idea of the ambitious game they had dubbed Project Skyscraper.
“We’re doing it,” he told his partners.
For the coming months, the team locked themselves behind closed doors and began working on No Man’s Sky.
“I had this feeling: I want to start a new company, like almost an alternate path for Hello Games,” he said.
Knowing making such an expansive and ambitious game would be difficult without a large team, Murray turned to procedural generation — the creation of digital environments by using equations.
By using a variety of algorithms, he was able to design eighteen quintillion unique planet flows out of only fourteen hundred lines of code.
These formulas meant the game would not need to render an aspect graphically until a player encountered it.
“It means I don’t need to calculate anything before or after that point,” he told the New Yorker.
“Does that planet exist before you visit it? Sort of not — until the maths create it.”
For Murray, his early years were spent on a remote settlement in Queensland some four-hundred-miles off the beaten track.
With seven airstrips, a power generation system, an abandoned goldmine and a water pump all on the property, there was no lack of stimulation for a creative mind.
Murray’s fascination with sci-fi was fuelled during multi-day expeditions with his father, where he would spend endless hours gazing at the night sky.
These childhood experiences would play a vital role in the shaping the success of No Man’s Sky.
Murray had always been an ambassador of tapping into childhood memories as a source of inspiration and when he first put together the Hello Games team, he gave a speech to that effect.
“Think back to when you were a kid. What did you want to be? A cowboy, an astronaut, a stuntman, a fireman, a policeman, whatever,” he told his team.
Practising what he preached, Murray tapped into his early memories of the outback for a trailer he had built to promote the game on Spike TV.
When word spread about the trailer, fellow developers reached out to Murray with warnings because they had fears the game was too vague and unconventional for mainstream audiences.
Murray pushed ahead and released a trailer that showed gamers a number of different components of the development.
“It is a huge game,” he told Spike TV.
“I can’t really do it justice. We wanted to make a game about exploration, and we wanted to make something that was real.”
“Those are suns, and they have planets around them — and you can go and visit them.”
While he gave very little away about the game, critics were impressed with the meticulously detailed graphics.
This post has been edited by Sombra: 16 May 2015 - 12:00 PM
"Fortune favors the bold, though statistics favor the cautious." - Indomitable Courteous (Icy) Fist, The Palace Job - Patrick Weekes
"Well well well ... if it ain't The Invisible C**t." - Billy Butcher, The Boys
"I have strong views about not tempting providence and, as a wise man once said, the difference between luck and a wheelbarrow is, luck doesn’t work if you push it." - Colonel Orhan, Sixteen Ways to Defend a Walled City - KJ Parker
"Well well well ... if it ain't The Invisible C**t." - Billy Butcher, The Boys
"I have strong views about not tempting providence and, as a wise man once said, the difference between luck and a wheelbarrow is, luck doesn’t work if you push it." - Colonel Orhan, Sixteen Ways to Defend a Walled City - KJ Parker
#1866
Posted 16 May 2015 - 01:55 PM
Love that trailer.
So that's the story. And what was the real lesson? Don't leave things in the fridge.
#1867
Posted 17 May 2015 - 06:04 PM
I cannot wait for that game. Seriously psyched! Also 65daysofstatic are doing the soundtrack so that is a major plus point in my book!
A Haunting Poem
I Scream
You Scream
We all Scream
For I Scream.
I Scream
You Scream
We all Scream
For I Scream.
#1868
Posted 17 May 2015 - 06:23 PM
A good space game has been up there on my want list for a while now. Along with a decent WW2 flight game, like a remake of Battle of Britain on the Amiga. That was fab.. I used to do bomber missions in real time... listening to the engines drone, checking the maps and eating snacks while crossing the channel. I'd be all over a remake for current gen - the tension was incredible, the dog fights convincing. All on 500k, sigh..
This post has been edited by Traveller: 17 May 2015 - 06:24 PM
So that's the story. And what was the real lesson? Don't leave things in the fridge.
#1869
Posted 19 May 2015 - 03:59 PM
You don't know nuttin' 'bout bomber runs until your WWI Canadian pilot has taken out that German factory.
Debut novel 'Incarnate' now available on Kindle
#1871
Posted 02 June 2015 - 05:31 PM
Hello, soldiers, look at your mage, now back to me, now back at your mage, now back to me. Sadly, he isn’t me, but if he stopped being an unascended mortal and switched to Sole Spice, he could smell like he’s me. Look down, back up, where are you? You’re in a warren with the High Mage your cadre mage could smell like. What’s in your hand, back at me. I have it, it’s an acorn with two gates to that realm you love. Look again, the acorn is now otataral. Anything is possible when your mage smells like Sole Spice and not a Bole brother. I’m on a quorl.
#1872
Posted 02 June 2015 - 09:41 PM
I am going to be so happy if this turns out to be a teaser for a Fallout mobile game.
I kind of hope they don't unveil Fallout 4 tomorrow. I prefer the big surprise during the press conferences.
I kind of hope they don't unveil Fallout 4 tomorrow. I prefer the big surprise during the press conferences.
#1873
Posted 06 June 2015 - 04:41 AM
Dark Souls 3 announced.
After DS 2 I wouldn't really jump at this, but it's the same team responsible for DS 1 and Bloodborne...
After DS 2 I wouldn't really jump at this, but it's the same team responsible for DS 1 and Bloodborne...
So that's the story. And what was the real lesson? Don't leave things in the fridge.
#1874
Posted 06 June 2015 - 06:11 AM
When you say announced do you mean leaked? Because I looked around and the only info currently available is a leak reported on by The Know that other sites are picking up on.
http://www.neogaf.co...d.php?t=1057985
http://gematsu.com/2...qTuPXEOdgFh5.99
Nice big screenshots in the neogaf thread.
Keep in mind that The Know was also the site that leaked info on a Microsoft buyout of the Silent Hills franchise for a supposed billion dollars, which was dismissed by Microsoft later.
Not saying the screenshots aren't real, just advising you take their info with a grain of salt.
http://www.neogaf.co...d.php?t=1057985
http://gematsu.com/2...qTuPXEOdgFh5.99
Nice big screenshots in the neogaf thread.
Keep in mind that The Know was also the site that leaked info on a Microsoft buyout of the Silent Hills franchise for a supposed billion dollars, which was dismissed by Microsoft later.
Not saying the screenshots aren't real, just advising you take their info with a grain of salt.
This post has been edited by Apt: 06 June 2015 - 06:13 AM
#1875
Posted 28 July 2015 - 07:05 PM
I bought the Humble Jumbo bundle last week. I have a bunch of CD keys I don't need so if anyone wants a key for the following games, give me a PM:
Coin Crypt
Endless Space: Emperor Edition
Freedom Planet
Mercenary Kings
Screencheat
The Stanley Parable ( I recommend this one, it's amazing)
Coin Crypt
Endless Space: Emperor Edition
Freedom Planet
Mercenary Kings
Screencheat
The Stanley Parable ( I recommend this one, it's amazing)
#1876
Posted 30 July 2015 - 09:03 PM
Traveller, on 24 July 2015 - 03:02 PM, said:
Just found an 'unnamed' music album on my mp3 player - I don't know where I got it from, but it sounds suspiciously like Souls soundtrack, and I do remember getting a cd with one of them, maybe both.
It's really, really good though.. nothing familiar like the firelink music to identify it by, and shazam can't recognize it, but it really makes me want to play a Souls game.. possibly Scholar of the First Sin might be worth a look.
It's really, really good though.. nothing familiar like the firelink music to identify it by, and shazam can't recognize it, but it really makes me want to play a Souls game.. possibly Scholar of the First Sin might be worth a look.
Hah, it wasn't a Souls game after all.
I've been listening to it in the car, and the first few tracks are just awesome, haunting and totally remind me of Dark Souls, but I knew it wasn't, it's better.
So I just went through some game tunes on youtube... turns out it belongs to the Witcher 2. I must havegot a cd with the game and forgot I even had it.
So that's the story. And what was the real lesson? Don't leave things in the fridge.
#1877
Posted 31 July 2015 - 11:10 AM
early Total Warhammer footage
#1878
Posted 04 August 2015 - 05:29 PM
very pretty.
i'd imagine its going to be a bitch to balance without it looking ridiculous (small units taking down giants, etc)
My only gripe is there likely wont be a storyline
i'd imagine its going to be a bitch to balance without it looking ridiculous (small units taking down giants, etc)
My only gripe is there likely wont be a storyline
2012
"Imperial Gothos, Imperial"
"Imperial Gothos, Imperial"
#1879
Posted 11 September 2015 - 09:39 PM
Anyone looking out for No Man's Sky?
The stuff on youtube has got me interested.. I love the planet landing/take-off sequences, and the craters in the rock that gun makes.
No Man's Sky: 18 Minute Gameplay Demo - IGCLcjvIQJns0N First: https://youtu.be/
The stuff on youtube has got me interested.. I love the planet landing/take-off sequences, and the craters in the rock that gun makes.
No Man's Sky: 18 Minute Gameplay Demo - IGCLcjvIQJns0N First: https://youtu.be/
This post has been edited by Traveller: 11 September 2015 - 09:50 PM
So that's the story. And what was the real lesson? Don't leave things in the fridge.
#1880
Posted 12 September 2015 - 08:12 AM
Traveller, on 11 September 2015 - 09:39 PM, said:
Anyone looking out for No Man's Sky?
The stuff on youtube has got me interested.. I love the planet landing/take-off sequences, and the craters in the rock that gun makes.
No Man's Sky: 18 Minute Gameplay Demo - IGCLcjvIQJns0N First: https://youtu.be/
The stuff on youtube has got me interested.. I love the planet landing/take-off sequences, and the craters in the rock that gun makes.
No Man's Sky: 18 Minute Gameplay Demo - IGCLcjvIQJns0N First: https://youtu.be/
Yes I'm very excited for this. Plus 65daysofstatic are doing the soundtrack for it! I'm hoping it gets a release date soon.
A Haunting Poem
I Scream
You Scream
We all Scream
For I Scream.
I Scream
You Scream
We all Scream
For I Scream.