User comment history
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| News Comments > Site Seeing - The Wall Unveiled |
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| 11. |
Re: The Wall Unveiled |
Aug 22, 2005, 13:58 |
Orogogus |
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I understand that English isn't their first language, but if you are marketing a game to an audience whose language is English, why wouldn't it make sense to hire someone who has at least 3 years of English under their belt? This company's focus is in fact the Russian territories, according to their website; they're looking for international publishers to work with them, which I guess is why they have an English page at all, but their entire library is apparently "licensed for the Russian territories".
Also, in countries that don't use English as a primary language, people who can construct sentences with flawles grammar can usually do better for themselves than to work for a game company.
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| News Comments > Microsoft Goes Digital |
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| 10. |
Re: No subject |
Aug 16, 2005, 00:05 |
Orogogus |
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Unless the games on demand are actually cheaper than the retail price or in some cases, eBay, I fail to see the point.
I don't know about the other titles, but the two Mechwarrior 4 Mek Paks could really stand to be made available for digital distribution.
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| News Comments > It Came from QuakeCon, Part 5 |
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| 33. |
Re: No subject |
Aug 15, 2005, 18:39 |
Orogogus |
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I'd just like to point out that thief 1 & 2 had pretty complicated AI in 98 (limited phyisics, sound response, patrol routes, multiple alarm levels etc..) it's just a shame that Deadly Shadows didn't do much to expand on it and instead hobbled itself to the xbox.
To be fair, Thief 2 was equally non-revolutionary, and came out in 2000, not 1998. While the AI is nice for what it does, I've never gotten the impression that Looking Glass was hoping to advance it in future installments.
This comment was edited on Aug 15, 18:40. |
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| News Comments > Quake 4 Trailer |
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| 40. |
Re: Well, that was... short. |
Aug 11, 2005, 19:55 |
Orogogus |
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here's not much more you can do other than give it a good background story and add some dialog. So either shutup or go play your MMORPGs.
Co-op would be nice...
<hope> <hope>
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| News Comments > Starship Troopers Delay & Demo Dates |
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| 1. |
Cooperative |
Aug 11, 2005, 00:15 |
Orogogus |
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So I went to their website to see if this game really does have 8 player cooperative play, as someone mentioned in a thread a few days ago. From their game overview page:
As well as the single player there's 3 co-op levels, 3 deathmatch levels and 3 team deathmatch levels. Dedicated co-op multiplayer levels to test you and your platoon. Up to 8 players can form their own squad of 'Mobile Infantry' and play together to defeat the arachnid menace? How about having a go at the Trooper vs. Trooper 'deathmatch'
http://www.starshiptroopers-game.com/games/
The singleplayer campaign is apparently 12 missions long, and I'm guessing the 3 co-op missions are basically throwaway, unlinked scenarios. So, meh. I guess it's nice that they want to put hundreds of bugs on screen, but there are console games which are going to do that soon, too.
Was Starship Troopers a huge hit in the UK? Everyone I know thought it was a turn-off-your-brain movie, it seems strange how much the website hypes the connection to the movie.
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| News Comments > Serious Sam 2 Dated - Coop Support Announced |
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| 47. |
Re: Excellent! |
Aug 9, 2005, 19:05 |
Orogogus |
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How would a FPS/RPG coop differ that much from a game like Neverwinter Nights (I've never played it though)?
System Shock 2 was a FPS/RPG, and it had co-op. I didn't like SS2, though, so I'll recuse myself from any commenting on whether I thought that worked or not.
However, the Baldur's Gate and Icewind Dale games were pure RPGs with co-op, and I thought it was a completely worthless in this case. The fun part of those games isn't controlling your little dudes in combat, and you couldn't split up effectively, so it just didn't work for me at all. This comment was edited on Aug 9, 19:07. |
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| News Comments > Serious Sam 2 Dated - Coop Support Announced |
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| 29. |
Re: Fine...I read the damn thing. |
Aug 9, 2005, 14:32 |
Orogogus |
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That excuse doesn't work as well when you consider doom 3 and halo for the xbox had coop. Can you tell me why the halo port to the pc had no coop? Figure that out and you will know why pc games have no coop anymore, it sure as hell ain't any technical reason.
There was a technical reason - the coop scripting in Halo was set up to take place on a single box, with no packets being sent to a second machine. This was believable, since Halo didn't support coop over system link, much less Live, even though it would have massively benefited from the feature.
Still sucked, though. It was totally the make or break feature for me, and not having it = no sale for me.
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| News Comments > Dungeon Siege II Demo |
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| 57. |
Re: No subject |
Aug 3, 2005, 20:03 |
Orogogus |
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The 3 Zork games were based on the VAX game, Dungeon, and in any case, it's part of the foundation of computer adventure games, not RPGs.
I have no idea what Adventure would be the foundation of. Super Mario Brothers / Metroid type exploration games?
Gold box games were way the hell late in SSI's RPG history; those and the Eye of the Beholder games were probably some of the very last RPGs they made.
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| News Comments > Dear Diaries |
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| 7. |
Re: No subject |
Aug 3, 2005, 12:45 |
Orogogus |
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7 player campaign co-op? I didn't see that in the interview; is there a link to a preview or interview somewhere else? All things considered, I want co-op more than I dislike the Starship Troopers movie.
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| News Comments > War World Launched, Demo |
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| 22. |
Re: Impressive engine, but boring. |
Aug 1, 2005, 00:44 |
Orogogus |
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They're not FPS games, they're TPS. And yeah, the controls and gameplay feel a lot like MechAssault, much more so than Mechwarrior or Shogo.
I thought the demo was... okay. It could be decently fun with some more objective-based games. Co-op, even.
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| News Comments > Evening Tech Bits |
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| 10. |
Re: irony |
Jul 23, 2005, 01:31 |
Orogogus |
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What are you talking about? I'm trying to guess what context the terrorist thing is about, and not really having any luck. Terrorists aren't as popular as Nazis, but it's not as if there's a shortage of games where you get to shoot them, either:
Full Spectrum Warrior SOCOM: US Navy Seals Counter-Strike Soldier of Fortune A gazillion Tom Clancy games Not quite as many bust still a fair number of Novalogic games A bunch of James Bond games (strictly speaking, anyway) I'm Going In Silent Scope SWAT 3 (oddly)
So you're saying, if I tell someone I want to play some Rainbow Six, the hate posse is going to get on my back about murder simulators or something? Because aside from one freak on these boards who can't shut up when he sees an update on America's Army, I really don't think I've seen this kind of thing.
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| News Comments > Virtual Reality Becoming a Realty? |
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| 41. |
Re: No subject |
Jun 25, 2005, 13:22 |
Orogogus |
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Orogogus: OK, now I think I see what you're saying. The problem is that moving your head is actually a very poor mechanism for controlling anything beyond general point of view. So HMD's are great for being able to "look around" intuitively in a game, but are terrible for actually controlling the game (as in flying a spaceship, or controlling an FPS). People are very used to controlling things with their hands (like a car, bicycle, or even a mouse), and hands are very naturally adept and making finely controlled movements. Your neck muscles aren't nearly as adept, as they're only used to get your head pointed in the right general direction. After that, your eyes do all the work.
Well, yeah. I think that's been hashed over in this thread. FPSes might be okay if the free reticle is reintroduced, but the #1 application should be games where sitting down and looking around is the natural mode of use. I don't want to use it to steer the spaceship, but to look around and have situational awareness come from the environment, instead of from the instruments. Focusing on FPSes as much as this company seems to be doing is a mistake, I think, but probably the selection of sim and simmish type games with POV control built-in is too small to be marketable.
(snip)
But if you're interested in controlling POV more intuitively, check out TrackIR. I hear it's quite good, and racing and flight sim enthusiasts swear by it. And it's only about $100 IIRC.
I looked at that before, and thought it seemed kind of gimmicky. It might be a superior controller, but it doesn't seem like it would necessarily improve immersion since apparently you have to keep your eyes focused on the monitor while you move your head around.
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| News Comments > Virtual Reality Becoming a Realty? |
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| 35. |
Re: No subject |
Jun 25, 2005, 08:48 |
Orogogus |
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Orogogus, you seem to be missing the point. As cool as an immersive VR experience would be (which is to say VERY), this ain't it. If you're unsure (snip)
I got that point back in the first 5 posts in this thread, but I think it as the crazy talk of lunatics who'd rather play numbers instead of games. The main barrier to immersion when I play Freespace or Mechwarrior is the fact that I'm essentially controlling my vehicle via a remote camera, and throwing more pixels and inches at the problem isn't going to help. You could throw the same numbers out to prove that TIE Fighter was a quantifiably inferior game compared to, say, Starlancer, and it would convince me not at all. It's like telling me that the sound in one game is done better than another game's, because it's louder.
Anyways, I've heard elsewhere that the 3D effect of these goggles is hard to discern, which is pretty much what I thought of stereoscopic shutter glasses, so that's too bad. I'd still like to see some flight sims, space shooters, mecha games and combat racers adapted for it, but somehow I doubt that this company has that kind of vision in mind. Oh, well.
This comment was edited on Jun 25, 08:49. |
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| News Comments > Virtual Reality Becoming a Realty? |
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| 24. |
Re: No subject |
Jun 24, 2005, 17:45 |
Orogogus |
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"with a virtual image equivalent to a 35-inch display viewed from a seven-foot distance.
Which my friends = the SUCK! Right now I'm almost 3feet from my 21" monitor. You do the math."
As I said, I think the lot of your are nuts. I don't know how you guys can look at the possibility of playing an X-Wing or a BattleMech game, and being able to look out the cockpit or side windows, and just think, "Pffft, the viewscreen is too small." Or play a combat racing game with side- and rear-mounted weapons that are actually useful since you don't need to keep reorienting your reticle.
As has been pointed out, FPS games are a terrible fit for this, but I would pay $500 in a heartbeat to play VRified versions of play TIE Fighter or Mechwarrior 2 in their original 320x200 polygon glory with no textures or gouraud shading. People who don't think this way, and keep yammering on about 10 inch monitors and whatnot must be, no offense, girls.
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| News Comments > Virtual Reality Becoming a Realty? |
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| 14. |
Re: No subject |
Jun 24, 2005, 14:00 |
Orogogus |
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I don't know if any games are designed that way anymore. Free reticle went out of style before Win95 rolled around. System Shock, Terminator, Terra Nova: Strike Force Centauri are all ancient now -- the only Windows game with a free reticle that I can think of off the top of my head is Mechwarrior 3.
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| News Comments > Virtual Reality Becoming a Realty? |
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| 9. |
Re: No subject |
Jun 24, 2005, 13:06 |
Orogogus |
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Teradactyl rocked! You would spin around, thrust your hand out and click the button, only to get knocked off by a big green canary... Awesome! As for the headaches, that's most likely because the headset was huge/heavy/bulky, but hey, it was something.
I think the headaches result from having a screen so close to your face, since the Nintendo Virtual Boy apparently had the same problem. I don't know if this is something that can be worked around.
This comment was edited on Jun 24, 13:06. |
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| News Comments > Virtual Reality Becoming a Realty? |
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| 8. |
Re: No subject |
Jun 24, 2005, 13:04 |
Orogogus |
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I think you guys are nuts. I've wanted a space combat game and a mecha game in 3D VR for more than a decade now, and people are complaining that they want gameplay to match the intro movies? That the screens aren't big enough? What the hell?
So, anyway, did anyone get to use these hands-on at E3? Do they give an actual 3D effect, or is it just like staring at a monitor from really, really close?
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626 Comments. 32 pages. Viewing page 29.
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