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Real Name Jerykk   
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Nickname Jerykk
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Signed On Apr 23, 2004, 02:42
Total Comments 14085 (Ninja)
User ID 20715
 
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News Comments > Full Watch Dogs System Specs
48. Re: Full Watch Dogs System Specs Apr 7, 2014, 12:26 Jerykk
 
Towyn wrote on Apr 7, 2014, 08:31:
jimnms wrote on Apr 7, 2014, 03:59:
Jerykk wrote on Apr 6, 2014, 20:52:
One thing I haven't seen any confirmation on is if the Steam version requires Uplay. It's not listed in the requirements like it is for other games requiring Uplay.

It will definitely require Uplay regardless of where you buy it. All of Ubisoft's first-party games require Uplay.

If you look at the Steam store page's system requirements on all of those titles it specifically says it requires a Uplay account. The store page for Watch_Dogs does not.

On a note, South Park does not require UPlay either, Ubisoft seems to finally get the hint that Steam + UPlay is not necessary and keeps UPlay off Steam games

As Creston said, South Park wasn't a first-party Ubisoft title. The lack of Uplay in the requirements for Watch_Dogs is just an oversight. I can guarantee that the game requires Uplay regardless of where you buy it.
 
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News Comments > Steam Top 10
25. Re: Steam Top 10 Apr 7, 2014, 01:58 Jerykk
 
Slashman wrote on Apr 7, 2014, 00:52:
jacobvandy wrote on Apr 6, 2014, 22:34:
Well the popularity may have been a happy accident for them, but Goat Simulator is absolutely a product of overblown social media hype, and if you missed that you've kind of been under a rock lately. Couple guys at the studio fool around for a month learning Unreal Engine and spoofing the simulator genre, and share the ludicrous result on YouTube to become a viral sensation. They get loads of people asking them to make it a full game, so they take a few months to add on to it (but also preserving many of the wacky bugs and glitches that made it so entertaining), and cash in on April Fools' Day. I'm glad it worked out for them, I guess, especially since their more serious attempts at game development have seen underwhelming success, but this is basically a PC version of Flappy Bird flash in the pan fad shit.

What exactly are you talking about? They made Sanctum and Sanctum 2. Sanctum 1 was successful enough to fund development of the sequel which has a 77 on Metacritic and was released on console as well.

A game doesn't need CoD numbers to be a success if it is profitable for the studio making it.

I think he was talking about relative success. I don't think any of the Sanctum games ever made it into the top 10, let alone number 1. I wouldn't be surprised if Goat Simulator was already more profitable than all of the Sanctum games combined. In fact, I wouldn't be surprised at all if the devs were already working on a sequel. They surely weren't expecting the game to be this successful and it would be silly to ignore that success.
 
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News Comments > Steam Top 10
22. Re: Steam Top 10 Apr 6, 2014, 23:47 Jerykk
 
sfMadMax wrote on Apr 6, 2014, 20:08:
How is Dayz still on here?

It's been in the top 5 (usually top 2) ever since it was released. Why would you be surprised that it's still there?
 
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News Comments > Full Watch Dogs System Specs
30. Re: Out of the Blue Apr 6, 2014, 23:45 Jerykk
 
Grokk wrote on Apr 6, 2014, 23:18:
I want to play this game, but I'm torn between getting it for the PC, or the PS4.
I never really liked GTA4 on the PC, and V worked fine for me on the console, but I'm primarily a PC gamer.

FPS games are a no brainer for playing on the PC, but the 3rd person stuff seems to work just as well on a console, provided that it has some sort of auto-aim.
On the other hand, maybe KB+M will work. *shrug*

If you have a good PC, the game will very likely look and run better on it than it will on PS4. Seems like a pretty easy choice to me.
 
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News Comments > Full Watch Dogs System Specs
23. Re: Full Watch Dogs System Specs Apr 6, 2014, 20:52 Jerykk
 
Dev wrote on Apr 6, 2014, 19:57:
So hey, with the $14 GMG credit (or $10 cash back), on the deluxe, or $9/$12 on the non deluxe, any opinions on if this game is worth getting?
I've not heard much about it.

The hacking stuff is definitely interesting, though the last minute 6-month delay is a major cause for concern. A game needs to be pretty damn broken for a publisher to delay it at the last second for that length of time, especially when it was supposed to be a launch title for a new generation of consoles.

Then there's the issue of how Ubisoft typically handles open-world games. That is, with an excessive amount of generic collectibles and generic, repetitious side missions. They definitely focus on quantity rather than quality and Watch_Dogs may be no different.

Will definitely be waiting for reviews.

One thing I haven't seen any confirmation on is if the Steam version requires Uplay. It's not listed in the requirements like it is for other games requiring Uplay.

It will definitely require Uplay regardless of where you buy it. All of Ubisoft's first-party games require Uplay.

This comment was edited on Apr 6, 2014, 21:08.
 
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News Comments > Shadow of Mordor in October
21. Re: Shadow of Mordor in October Apr 4, 2014, 12:31 Jerykk
 
InBlack wrote on Apr 4, 2014, 06:39:
Jerykk wrote on Apr 4, 2014, 05:11:
InBlack wrote on Apr 3, 2014, 05:20:
No one is pretending anything, you cant ever take something like Tolkien, or Tolstoy or Homer and call it generic. Its wrong, you are wrong. Even your analogies are wrong. Coke was the original soda drink, it still holds that title even though it spawned countless copies and derivatives.

Now you're just arguing semantics. Coke was original, yes. But that's no longer the case. As you said, there are countless copies and derivatives. When somebody says "Coke," they may not even be referring to Coca-Cola specifically. They could be referring to Pepsi or any other brand. Any value that Coke's originality may have had is now gone. Similarly, any value that LotR's originality may have had is now gone. Compared to other fantasy settings, it doesn't feel unique or interesting anymore. At least, not to me. You may still enjoy it but you can't really argue that it's still unique or innovative in today's world.

Ok fair enough, so you dislike Tolkien and find his work boring. Thats not the same as calling it generic, because it ISNT. Also you are the one that is taking things out of their historical context. Would we even have 'GENERIC' fantasy if it werent for Tolkien?

There's a key difference between "is" and "was." Tolkien's work is generic because there is now tons of fantasy fiction that's very similar to it. However, Tolkien's work was original when it came out because there wasn't much like it. I'm not saying that Tolkien's work was never unique or innovative. I'm just saying that it isn't anymore. Just like zombies or Coke or electricity or space marines or cars were once unique and exciting but ceased being so once they became common and expected. Nothing can diminish their original accomplishments but when judged by modern standards, those qualities are no longer applicable. That's all I'm saying. If this was 1954, I'd likely enjoy the LotR setting. But now, in 2014, my standards have changed and the setting doesn't hold any appeal. There are simply too many other fantasy settings that are more unique and innovative.
 
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News Comments > Shadow of Mordor in October
18. Re: Shadow of Mordor in October Apr 4, 2014, 05:11 Jerykk
 
InBlack wrote on Apr 3, 2014, 05:20:
No one is pretending anything, you cant ever take something like Tolkien, or Tolstoy or Homer and call it generic. Its wrong, you are wrong. Even your analogies are wrong. Coke was the original soda drink, it still holds that title even though it spawned countless copies and derivatives.

Now you're just arguing semantics. Coke was original, yes. But that's no longer the case. As you said, there are countless copies and derivatives. When somebody says "Coke," they may not even be referring to Coca-Cola specifically. They could be referring to Pepsi or any other brand. Any value that Coke's originality may have had is now gone. Similarly, any value that LotR's originality may have had is now gone. Compared to other fantasy settings, it doesn't feel unique or interesting anymore. At least, not to me. You may still enjoy it but you can't really argue that it's still unique or innovative in today's world.
 
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News Comments > Shadow of Mordor in October
17. Re: Shadow of Mordor in October Apr 4, 2014, 04:46 Jerykk
 
Creston wrote on Apr 3, 2014, 12:37:
Jerykk wrote on Apr 3, 2014, 04:35:
A unique and innovative work is certainly original when it is first created but after countless imitations and derivatives, it can no longer be considered unique or innovative.

What the fuck? If you create something completely new (and to be fair, Tolkien didn't really invent Fantasy, like a lot of people think, but he certainly birthed its incredible popularity explosion) and then people copy that, it causes YOUR work to be devalued? So in essence you are saying that if you create something innovative, you should try to make it poorly enough so that it spawns no imitations?

Benjamin Franklin discovered electricity, but because we now all know how to use a light switch, he's just become boring?

This is the most ridiculous argument you've ever made. Literally.

I never said that things shouldn't spawn imitations. I suggested that originality isn't eternal. Franklin's discovery of electricity is a perfect example. When it was first discovered, it was amazing. Revolutionary, even. Now? It's mundane because the novelty has worn off. Electricity has become standard and expected. Generic. Somebody else mentioned zombies. When Night of the Living Dead was released, zombies were fresh and innovative. Would you honestly argue that they are still fresh and innovative? No, because that would require you to ignore the existence of every other piece of zombie fiction. Qualities are subjective and inevitably change as standards change.

Think of it like this: When Doom came out, it had amazing graphics. Would it still be accurate to describe those very same graphics as amazing? No, that wouldn't be accurate at all because the context has changed. Compared to modern games, the graphics aren't impressive at all. Same applies to Tolkien's work. It was original when it came out. Now? Not so much. Context changes everything.

If you enjoy Tolkien's work, that's fine. But surely you recognize how generic it is when viewed in a modern context? To ignore that fact would be no different than claiming that Doom still has amazing graphics. I may have phrased my criticism too strongly, as people have obviously taken offense to it. But don't let that offense get in the way of logic. Nobody can take away the accolades that The Hobbit and LotR deserved when they were originally released. But the quality of these works must be judged by current standards and by modern standards, they are generic and uninspired. I can think of countless other fantasy settings that are far more interesting. Planescape, Divinity, Torment, Dragon Age, even Elder Scrolls. Are they all derivative of Tolkien's work to some extent? Sure. But that doesn't change the fact that they've added enough unique ideas to stand out on their own.

This comment was edited on Apr 4, 2014, 05:03.
 
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News Comments > Daylight Delayed for Scariness
11. Re: Daylight Delayed for Scariness Apr 3, 2014, 22:24 Jerykk
 
Saw some walkthrough footage of this the other day. It seems like the procedurally generated levels have made the game more tedious than scary. Lots of generic and repetitious corridors and plenty of dead-ends. It felt like you were randomly wandering around a maze and stumbling upon collectibles that would let you open a door to escape the maze.  
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News Comments > Shadow of Mordor in October
8. Re: Shadow of Mordor in October Apr 3, 2014, 04:35 Jerykk
 
You do realise that Tolkien invented Middle Earth and its inhabitants because he felt that the British lacked any legends or myths that were purely their own? (Like the Nordic Sagas for example). It is true that most fantasy is based on Tolkien's work but that only makes Tolkien original rather than generic...

Tolkien's work was original when he wrote it 70 years ago. Unfortunately, it has since become generic for the vary reason you mention: almost all fantasy fiction since then has been inspired by it. Coke was original when it was first invented too. It's no longer original now that there are so many derivatives of it. Even space marines were original when they were first invented. Not so much anymore. You can apply this to anything. Shooters, platformers, puzzle games... all unique when first introduced but no longer.

A unique and innovative work is certainly original when it is first created but after countless imitations and derivatives, it can no longer be considered unique or innovative. Works must be judged within a contemporary context. You can't pretend that every other fantasy work featuring orcs, dwarves and elves doesn't exist. If we did that then everything would be original because we'd ignore everything that came after.
 
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News Comments > Shadow of Mordor in October
5. Re: Shadow of Mordor in October Apr 3, 2014, 01:37 Jerykk
 
I think this has potential despite my dislike of LotR. The setting and lore are completely generic and uninteresting but if the gameplay is as open-ended as the previews suggest, I can overlook that.  
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News Comments > Thief Save Game Issue (Joke?)
23. Re: Thief Save Game Issue (Joke?) Apr 3, 2014, 01:35 Jerykk
 
Hoss, it is your unwavering, condescending, corporate shill-like support for this game in spite of it's obvious crapitude that completely erases, for me, any relevancy for anything thing you have to say about any PC game ever again.

I'm a shill now? Because I have a positive opinion of a game I've actually played as opposed to a negative opinion of a game I've never played? Whatever you say, hoss.

Honestly, though, if you want your opinions of games to be relevant, you need to actually play said games. Otherwise you're just parroting other people's opinions and that doesn't make for compelling arguments.
 
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News Comments > Thief Save Game Issue (Joke?)
20. Re: Thief Save Game Issue (Joke?) Apr 2, 2014, 23:23 Jerykk
 
Fletch wrote on Apr 2, 2014, 22:45:
Verno wrote on Apr 2, 2014, 09:40:
... Game itself is ok but the missed opportunities are glaring and frustrating, could have been so much better with a few changes...

Sort of my issue with most console ports and multi-platform releases... the PC version could have been so much more. Time and again, traditional PC gameplay aspects, or, the proven gameplay of previous versions of a beloved game, are either simplified to death or outright abandoned. I was hoping for Thief: TDP/WBG (with better graphics), and we got Thief Simulator 2014.

Not even sure what Thief Simulator 2014 is supposed to mean but what you're saying could be applied to any game, port or otherwise. Every game can be so much more. The original Thief games, for example, had terrible graphics. Models and textures were extremely simplistic, levels were devoid of detail, animations were clunky and unnatural. Combat was atrocious. AI wasn't all that great either. It wasn't very perceptive at all so you could walk around knocking people out with the blackjack far more easily than you can in the new Thief. None of these failings prevented the original games from being good but there was definitely room for improvement.

Ultimately, the new Thief improves upon the originals in several ways. The environments are exponentially more detailed and dense than the larger but relatively barren environments of the previous games. Taken as a whole, the AI is improved as well, with NPCs being more perceptive and reactive to disturbances. Looting is more interesting too, with more loot that's better hidden and more challenging to obtain. The new Thief has less enemy variety but the variety that's there (namely dogs, birds and freaks) actually affects the stealth gameplay, unlike the enemies in the previous games that only had meaningful differences in combat. Traversal in the new Thief is definitely more enjoyable than the clunky movement of the previous games. Garrett feels way more agile, especially with the new swoop maneuver, and moving around is just more fun.

If they do make another Thief game, there's certainly a lot of stuff they could improve. Larger levels without any linear or scripted sections would be great. A true open world without windows and button mashing would be appreciated as well. Better writing is always nice, even if I don't find it particularly important in stealth games. Fewer bugs and more polish would be awesome. But what the latest Thief has is definitely solid and makes for a good stealth game if you genuinely enjoy sneaking around and stealing stuff.
 
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News Comments > Thief Save Game Issue (Joke?)
17. Re: Thief Save Game Issue (Joke?) Apr 2, 2014, 19:08 Jerykk
 
I will say the last 2-3 missions opened up a little bit, once or twice reminding me of the original games, but the game was such a chore to play.

What? The last 2-3 missions are the most linear in the whole game. The brothel, the architect's mansion, the baron's mansion, the bank heist and the asylum were all way more open-ended and reminiscent of the original games.

Also, not sure how the looting experience is deflated. You steal the same type of trinkets that you stole in the previous games. Namely, silver and gold jewelry and utensils found in logical places. I enjoyed searching through drawers and cabinets too. It felt more involved than simply grabbing things from on top of tables and desks. I also liked finding and opening the many hidden safes and caches. There is a ton of loot in the game and a lot of it is challenging to find.
 
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News Comments > Thief Save Game Issue (Joke?)
15. Re: Thief Save Game Issue (Joke?) Apr 2, 2014, 17:59 Jerykk
 
Man, I want what you're smoking, because you are STILL defending this game even after it was proven to be bad upon its release. It is a decent game at best, and it is certainly not a 'good stealth' game, not even close with its horrible, horrible AI. For one example, of many: If I accidently alert a guard and whack him once with my blackjack, then run off and hide, he’ll give-up after a minute or so and go back to his idle state. If I alert two or three more in the process, and then run and swoop by a guard in the next room that is sleeping, he's not even woken up/alerted from the shouting of the guards within the vicinity and that can be clearly heard from the next room. BUT, if I walk across some glass that is close to that same sleeping guard, that isn't even as loud as the sound of the yelling guards, he'll wake up. Then, if I run and hide off in a closet or another part of the area for about a minute or so, then go back to those areas, the guards are right back to their idle states like nothing ever happened. And it does not matter if you play it on easy, medium, master difficulty, etc., they’ll react the same way on any difficulty level. If it was a ‘true’ stealth game, then the AI mechanics wouldn’t be so piss poor.

Most stealth games have AI that eventually resets to its idle state if they don't find you after a certain amount of time. It's dumb, I agree, but it's not unique to Thief. As for the sleeping guard not hearing other guards, that seems like a bug. I know that when I played, there were definitely cases where a sleeping guard was awoken by other guards. But then, there were cases where the AI was kinda buggy too. However, this could be said for any stealth game. Go on Youtube for examples from any of your favorite stealth games.

No stealth AI is perfect (original Thief games included). There are always cases where AI acts stupid or buggy. The new Thief is no exception. However, as a whole, the AI in Thief is pretty solid (when playing on Master difficulty where they are much more perceptive). There are nice touches, like the AI going into alert mode if you cause too many suspicious disturbances within a short period of time. They also get suspicious if you leave containers and doors open, which is another nice touch.
 
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News Comments > Thief Save Game Issue (Joke?)
8. Re: Thief Save Game Issue (Joke?) Apr 2, 2014, 12:46 Jerykk
 
Love seeing people who have never even played the game continue to talk trash about it. While far from perfect, Thief was a good stealth game, especially if you play it as it was meant to be played (Master difficulty, no alerts, no kills/knockouts, collect all the loot). Playing that way forces you to have a better understanding of the game's mechanics and AI.

The story wasn't great but that's pretty standard for videogames. Not sure why people were so offended by this particular case when there are plenty of other games with equally bad (or worse) stories. The previous Thief games had pretty good writing but nothing exceptional. People act like their writing was up there with PST or something.

In fact, many of the complaints seem nitpicky. Yes, mashing E to open windows is dumb but it becomes less of an issue over time. Once you loot an apartment, you have no reason to loot it again which means there are fewer windows to open later in the game. Also, as you learn the layout of the city, you learn the quickest and most efficient routes to get where you want to go, minimizing the number of windows you have to go through. In regards to traversal, the automated system works well enough most of the time. You quickly learn what it can and cannot do and getting where you want to go is easy. There were very few cases where it didn't do what I expected it to do. Level design was pretty good for the most part, with the bulk of the levels being open-ended and rewarding exploration (particularly the side missions). There were a few sections that were linear and scripted but these were the exceptions, not the rule.

The overblown scorn laid upon the new Thief makes me believe that pure stealth games may no longer have a place in today's market. Dishonored, Hitman: Absolution, Splinter Cell: Blacklist... all offer equally viable combat solutions and were much better received for it. Conversely, combat in Thief is an absolute last resort and not very enjoyable in and of itself. If it had more effective and enjoyable combat, I think most players would have enjoyed the game a lot more because stealth would be optional.
 
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News Comments > Star Citizen Hits $41M - Procedural Generation Plans
35. Re: Star Citizen Hits $41M - Procedural Generation Plans Mar 31, 2014, 22:51 Jerykk
 
jdreyer wrote on Mar 31, 2014, 19:47:
deqer wrote on Mar 31, 2014, 19:43:
Randomly-generated land ruins the meaningfulness of said land, thus making the game boring(like a tedious meaningless repetitiveness grind) and lessens the feeling of accomplishment.

Just like randomly generated land made Minecraft boring, and randomly generated dungeons made Diablo and Rogue Legacy boring, and randomly generated guns made Borderlands boring.

Also, I believe the landscape of the earth is pretty randomly generated.

I think what he means is that procedurally generated content, while technically unique, can often feel generic because it isn't hand-crafted. In that regard, he has a point. None of the dungeons in Diablo or Rogue Legacy felt very unique, nor did any of the guns in Borderlands feel very unique. There's a ton of variation but the differences between each variation are relatively minor.
 
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News Comments > Game Reviews
5. Re: Game Reviews Mar 31, 2014, 04:00 Jerykk
 
Hah, I like that Objective Game Reviews site. Absolutely no opinions stated, just facts. Attaching a score to that does seem a bit weird, though.  
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News Comments > On Sale
12. Re: On Sale Mar 31, 2014, 03:56 Jerykk
 
Well, that's only if you agree that sowftware can only be licensed and not owned. I don't. I pay for a copy of something and it's mine as far as I'm concerned. Just like books, CDs, DVDs, cars, furniture, etc. No one seens to have a problem going to a restaurant and paying more for resold food. So it's an entirely a matter of perspective on that front.

That's not a good analogy. The ingredients used in restaurants are sold to restaurants for that explicit purpose: to be used as ingredients to create meals. The Humble Bundle keys were never intended to be resold or for anything other than personal use. A more accurate analogy would be someone buying ingredients for super cheap and then reselling them to restaurants at higher (but still below regular) prices, cutting out the providers of said ingredients.
 
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News Comments > Carmageddon: Reincarnation Early Access
38. Re: Carmageddon: Reincarnation Early Access Mar 31, 2014, 00:44 Jerykk
 
RaZ0r! wrote on Mar 30, 2014, 19:04:
Jerykk wrote on Mar 30, 2014, 18:52:
Okay..? If Early Access helps make the game better, what exactly is the problem? Would you rather they avoid Early Access and release an inferior game?

Well in my case, the issue is they ran a Kickstarter plus Early Access. To me that's double-dipping. They not only did they meet their Kickstarter goal, they exceeded it. So why do they need Early Access now? It doesn't say anywhere on Steam that Early Access will make the game even better then was planned with their Kickstarter funds.

I'd rather see a real indie dev that really need the funds and marketing that Early Access provides in their place.

Games are expensive to make. Very few games are released within budget, letalone in a polished and truly final state. Too many games are released prematurely because the developers need to start generating revenue before the game is finished. X: Rebirth is a perfect example of this. Early Access is basically the same as releasing an unfinished game, only the game is clearly labeled as unfinished and there's a much greater chance of the game actually being finished because the developers are getting paid during development.

$625k (before taxes and other expenses) is pocket change for a videogame. Any developer, indie or otherwise, can make a better game when they have more money. Could Stainless have completed Carmageddon with only their Kickstarter funding? Probably, but it would have definitely been a lesser game. More money = better game and as a gamer, that's all I care about.
 
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