Forgot_My_Account
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Contest to win a GOG copy of Iron Harvest
Forgot_My_Account replied to Ross Scott's topic in General News
This one is pretty nice - Devia_-_Tribute_to_DeviantART: Although, and it might seem drab, I just use the Winamp Modern skin in mini mode. It has a ton of color schemes to choose from and I just use it as a small task bar above my main one: EDIT: In the unlikely case my drab taste actually appeals to someone and I've won, I'll be unfortunately without internet access until next weekend due to circumstances that are out of my control. -
While this is true - always-online games is a sort of DRM, and probably the most efficient one available today, it doesn't absolutely eliminate privacy. Once there is a server emulator it is essentially the crack - and as an aside, the same thing goes with games with DRM when their service goes down. Such a thing has happened multiple times in the past with Denuvo, or, hey - your Steam library! No connection, no way to login and play - although Steamworks is sort of a placebo DRM. All of that being said, it's a counterargument against Ross's point and it should be debated and addressed. Ross cannot feasibly make a foolproof defense against the absolute entirety of arguments against his point, and those who support it (or heck, even those who don't and want to debate) need to step up and fill in the gaps. This video is a call to action to make all consumers' lives better rather than a panacea. We, the consumers, need to fight for our rights and keep this topic debated until change is made. And as a counterpoint to what I've said, he did the research. While we can debate using logic and well known facts, Ross presented some lesser known and more indepth ones that can fuel our arguments. Piracy is such a widely debated and very wide topic that could've detracted from the video, while the pros and cons for it in this context can be googled pretty easily and are kind of known beforehand. I think the video should stay as-is, and maybe not even get involved in Ross's stance on piracy (can be seen in multiple RGDs where he used cracked games because they simply weren't available to purchase, or joined a server emulator session for Battleforge) but the discussions it will generate on the topic could definitely include it and every other subject under the sun, and we debaters should be prepared.
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ROSS'S GAME DUNGEON: ARMED & DELIRIOUS
Forgot_My_Account replied to Ross Scott's topic in Ross's Game Dungeon
It's safely in abandonware territory. Soundtracks for video games and movies isn't a big thing in Israel, so even if it weren't abandonware - they likely wouldn't have cared about it much. -
ROSS'S GAME DUNGEON: ARMED & DELIRIOUS
Forgot_My_Account replied to Ross Scott's topic in Ross's Game Dungeon
Oh hey, a game I recognize from my childhood. OK so to set the things straight - the game was developed in Hebrew, so a lot of the puzzles there have pun-logic. Of course this wasn't translated properly, but even if it was - it still had lots of instances of moon logic even in its intended language. The game's instability is not only due to it being intended to run on Windows 95, it's because that the developer (Makhshevet) isn't really a game dev studio - they mostly just translated games to Hebrew. They had maybe 5 games they independently developed, all except one (Master of Dimensions) very short. Going off topic a bit here, but as you can expect they've gone bankrupt immediately after releasing this game, been bought out - and the last I've heard of them they were translating Fable to Hebrew, and as far as I know it didn't release locally. The hidden reason for why this story doesn't really make any sense, is because you've been given the twist ending from the beginning. The game was called locally GrannyX, and at the time adventure games didn't really make any sense and critical thinking regarding the plot wasn't really common place - so players were expected to roll with its batshit plot. The twist ending was, as the title says it - that granny has been doing lots of stuff, dangering both others and herself, but isn't really lucid - she's been suffering from dementia all along, and has been committing some horrible deeds. She is completely detached from reality. If your granny steps into the washing machine thinking it's a spaceship, you might want to place her under supervision. By the way, I'm not a rabbit. I was a hippo all along! -
pFQP-pWgWTw To everyone interested in it, a fan improvement to Deus Ex called GMDX has been recently released. It includes bug fixing, improvements to gun play and AI, graphics and audio improvements, and much more. Most of the things it fixes have been mentioned in Ross's video - for instance, you don't jump like an old lady anymore because now you can mantle objects. I think it's a straight-up improvement to the original game, which is a tall claim it being called the greatest game of all time. Regardless if you agree (or capable of agreeing) with that claim, I highly recommend everyone to check it out. It even fixes Leo Gold's hair color to "black" instead of "none".
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Go with a quality build. Equal parts strength and dex - weapon requirements should guide you when to upgrade which. Big shields and spears/halberds trivialize most battles. That being said, Pyromancy is OP in DaS1, and isn't tied to any stats. It's always wise to upgrade the flame and to ascend it.
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Are Negative Critiques Wasted Breath?
Forgot_My_Account replied to Heliocentrical's topic in Gaming in general
While I'm against bashing something, voicing negative critique isn't a bad thing. I believe games are an art form and by which they can inspire certain emotions and ideas, and if you think those are bad or clash with your perception it's a valid critique. As a whole I think games have surpassed being just for amusement and fun and have evolved to contain more feelings, some of which are disgust and shock, and that can both be intentional or unintentional by the devs. Because of that, even if you think something is bad, doesn't mean it doesn't serve its purpose - especially with games being dynamic and have the ability of being changed or fixed as time goes on. It just means that you should voice your opinion and be as focused and precise as possible, so everyone can learn from those aspects of the game, and for the devs to be able to fix it, if they wish to, to fit their original vision. -
Deus Ex HR wasn't a UbiSoft title... It was published by Square Enix... You're completely right, had a brain fart.
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It's not as much as a foul as it is publishers being dicks. For example, with the Wii U: It was supposed to get Metro: Last Light, but THQ went bankrupt midway through development and Deep Silver didn't keep THQ's promises. It was supposed to get recent EA titles, but they bailed pretty much immediately when they saw that it didn't sell as many consoles as they hoped and its weird control scheme and PowerPC CPU meant pouring a lot more effort into ports. It was supposed to get Ubisoft titles, and they tried at the start with Deus Ex: Human Revolution and Rayman Legends, but then bailed like EA. But as far as Nintendo knows, they have given dev kits to those companies and specific games were developed for it - they just weren't completed. So it isn't Nintendo lying to you, it's just giving you the information it has. The Switch fortunately has a far more common (AArch64) CPU and a more orthodox control scheme, so it should be alright, I hope.
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The thing is, VR is the latest-tech. If I could play Deus Ex on VR I could because its framerate can be unlocked quite easily. If we get something that's more advanced than VR it's easily unlockable to that framerate, too. However, if I play on a game designed for 90FPS and that framerate ONLY it's going to be dated with no good reason why. The same goes for 30FPS, but 30FPS is already dated by current tech so it just receives the bigger backlash.
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The Gap Between Modern and Classic Titles
Forgot_My_Account replied to Heliocentrical's topic in Gaming in general
My cut-off is the SNES era. I cannot enjoy even the most advanced NES games because of three things - the limited color palette, the knowledge of "what could've been" due to seeing new technology, and the limited storage size making games dependent on manuals rather than being a complete all-in-one experience. Even standout titles such as Super Mario Bros. 3 are superseded by the far improved SNES collection Super Mario All-Stars (Luigi had his own sprite!). From that point on, everything is fair game. I even hacked my 3DS so I could play my old games on emulators, even though I'm not even close to trying out all of the DS and 3DS titles I've bought. When a new game proves disappointing I go back and play something old that I know that is good, because they make me feel the same way I did when I first played them after all this time. And it doesn't matter if it's a 16 bit RPG about killing God or a PS2 RPG about killing God, or any Atlus RPG in general. -
That's like saying a movie is shit only because it uses practical effects in a day and age where CGI is commonplace. While it doesn't fit your allegory isn't 1-to-1, that happened. And in the other direction, too - there were movies that used excessive CGI when it was in it wasn't advanced enough instead of using practical effects, causing the movies to look like crap both at the time and in the long run. I'd say using CGI(/FPS locking) that might fit the era when cheaper and better practical FX exist(/unlimited FPS) is only acceptable if that technology is imperceptible in every single way, which might be very close(/500 FPS, I think I read that somewhere).
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Agreed on the first part, it's a singleplayer game with no twitch reflex requirement so bombing it with bad ratings just because it lacks a certain specification is uncalled for. I do not agree with the last sentence, though, as it makes a difference in some games and makes things look unnecessarily dated (because VR games, for instance, require 90 FPS minimum to prevent nausea). A 30 FPS lock might be enough reason to deserve bad ratings, and in general FPS and resolution locking is a practice that just shouldn't exist anymore. Of course, the affects of such restrictions are judged on a per-game basis, but in the best-case scenario they're benign and in the worst-case scenario they're hurtful. So, removing these limitations should an industry standard instead of defending them, as Ubisoft tried doing with "30 FPS is more cinematic" to defend FPS locking on PC to conform with "current-gen console experience" of Watch_Dogs.
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Heliocentrical, all of the things you've mentioned already have a clear-cut answer (the way I see it) - not having someone having the other opinion might be considered a flaw of this discussion, but it might also point to a consensus and to the fact there is no discussion, only abuse by devs. Higher FPS = game feels smoother. Twitch reflex games necessitate higher FPS. FPS lock creates a skill ceiling for genres like shmups, brawlers, fighting games. A skill ceiling most won't reach, but a skill ceiling nonetheless. That being said, it's not like there's nothing to talk about. Alyxx Thorne made a right comment about FPS consistency being important than the FPS itself, which I agree partially. There are games that run like a slideshow and I just can't enjoy them as they feel too bland, but I might do them with something else in the background. On the other hand, I remember playing Onimusha 3 on the PC (horrible, horrible port) and being annoyed to no end when FPS inconsistency made me miss a block. They both matter - but they can also be temporary. Given enough time, there'll be a computer powerful enough to be able to run them at a constant high FPS, unless (1) the engine is shit or (2) there's an imposed artificial limit to fit the PCs/consoles at the time of release. That's why I think that in the large scheme of things FPS consistency might not matter very much, although for a single experience it might be a very significant factor of the enjoyment.
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ROSS'S GAME DUNGEON: TEST DRIVE 3
Forgot_My_Account replied to Ross Scott's topic in Ross's Game Dungeon
I think I figured out why the controls are so bad - they're trying to simulate an analog controller (like a joystick or a steering wheel) using a digital input (your keyboard). I'm guessing that's because analog inputs (such as steering wheels) weren't popular when most input was digital - this isn't the Magnavox Odyssey or a Pong console, with their weird prototypes for analog sticks. I came to this theory because the framerate is low, but the polling rate for the input is the cycle rate. Meaning that the player can input multiple keystrokes, and the game can process them before showing an actual change! I started thinking about this after I saw this video: So how do you play? Only with a keyboard, unless you want to program a macro that's tied to your joystick/steering wheel input and the emulated CPU speed and converts them to really fast taps. You cannot hold the direction you're driving in - that'll cause you to break the wheel in that direction. You have to tap in rhythm to the steering. Faster taps mean harder steering. Once you start driving this way you'll get used to it and get a feel for the rhythm for each angle. The same also applies to your acceleration! How do I know this is really the case with this game? First of all, because I tested it and IT WORKS. And because the angle cursor doesn't jump back to the middle when you release the input. And because you can add and subtract from it gently with longer presses and longer pauses. And (I think) that while the game world runs at 6 FPS, the HUD's FPS is actually higher - so you can actually predict your input before they happen. And that's how you make a precise racing game in a time you the range of your input was 1 (right), 0 (mid/no input), and -1 (left)! So what was the issue with Ross's steering? When he played it at a higher FPS, the polling rate was so high every small tap was registered as a button hold and just sent the steering wheel flying in that direction. Same goes for acceleration. Also, when using a steering wheel that essentially gives the game a 0 or a 1 in the direction he is steering, he thinks he has control of the angle with it when he actually only has control of the direction, and this made him "correct" the input only after he has gone too far. To properly play this with an unmodified controller input would mean shaking it very fast between the middle and slightly to the side, which is torture and I think that the keyboard or a d-pad is a far more fitting tool for the job. So, if anybody wants to try Test Drive 3 out, be prepared for a control scheme you've never seen before, and vigorous tapping. Also, don't try OCing the emulated CPU, it'll only end badly. EDIT: Also,