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User information for Jerykk

Real Name Jerykk   
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Nickname Jerykk
Email Concealed by request
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Signed On Apr 23, 2004, 02:42
Total Comments 14141 (Ninja)
User ID 20715
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News Comments > CoD Ghost Requires 6MB of RAM
38. Re: CoD Ghost Requires 6MB of RAM Oct 24, 2013, 01:28 Jerykk
I'm fine with the memory requirement, even if it does seem excessive for a CoD game, but 40 gigs of HD space? Really? That's bigger than most MMOs. How exactly does a 4 hour shooter have that much content? Maybe every single texture in the game is 4096x4096? That's the only thing I can think of.  
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News Comments > Devolver's Blood Hint
3. Re: Devolver's Blood Hint Oct 23, 2013, 01:15 Jerykk
Shadow Warrior was surprisingly good. If they can make a Blood sequel/reboot of the same caliber, I'll definitely pick it up. Shame that the major media outlets basically ignored Shadow Warrior, though. Most of them didn't post any reviews until a week or two after launch.  
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News Comments > Thief Dropping XP System
57. Re: Thief Dropping XP System Oct 22, 2013, 04:00 Jerykk
Quinn wrote on Oct 21, 2013, 10:07:
Having issues with people somehow defending the idea of no manual jumping. It sucks as a matter of fact. No matter what excuse you make up. The major reason, that seems to be ignored indefinitely, is the fact that you can now no longer calculate a jump onto a set of boxes, for example, from a higher level up, to get a better position to either ghost past or knock out a guard.

There's no "we'll see" in this. It sucks. Period. How much the entire game will suck or not? We'll see, indeed.

You don't need to calculate a jump onto a set of boxes because the game will do it for you. As I mentioned earlier, the game uses an AC-style traversal system where the game automatically jumps for you. So, if there's a set of boxes you can jump on and you run towards it, you will automatically jump onto the set of boxes. Granted, removing the skill part of it is disappointing but you're still able to go where you want to go.

The lack of manual jumping really isn't that big of a deal if there are other systems that achieve the same results.
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News Comments > Dark Matter Ending Criticized, Explained
13. Re: Dark Matter Ending Criticized, Explained Oct 20, 2013, 17:10 Jerykk
Wallshadows wrote on Oct 20, 2013, 14:03:
Was this something that was only discovered after it went live on steam and purchasing the product or was it something the devs acknowledged prior to release or in a beta? They could have cut content elsewhere which had less of an impact on the game.

If I got roped in to this, I'd want a refund.

Edit: Not only was it hush hush until it hit Steam but it seems as though some are questioning whether or not this is the exact same copy sent to vloggers and such from some time ago with no updates.

The plot thickens?

Why would you deserve a refund? When you buy a game, there's no money-back guarantee if the game has a crappy ending. If that was the case, 90% of games would give you a refund. Also, so what if the ending sucks if the rest of the game was enjoyable? The ending comprises approximately 0.1% of the entire game.
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News Comments > On Sale
13. Re: On Sale Oct 20, 2013, 01:02 Jerykk
Scottish Martial Arts wrote on Oct 19, 2013, 18:53:
The vigors were guns by other names -- the exact opposite of the design approach that animated PSI powers in SS2. The gear was largely irrelevant, and since it was placed randomly it became more of "Pick a crappy bonus" thing than something that allowed you to build a character. The companion was just down right creepy; the extent to which they were trying to tug at the heartstrings of virgin nerds was both blatant and disturbing, particularly when it's revealed what the PC's relationship is to the companion. The setting was clever, but ultimately underutilized. The writing was largely directionless, lacked dramatic impetus and committed the greatest sin possible: telling a story that was boring. Including some throw away political allegory -- even if it's an allegorical analysis I am inclined to agree with -- doesn't make a tepid story good. The skylines were a gimic that did little to enliven gameplay, as were the tears.

It was a decent enough game, and I guess it at least tried to be different in aesthetic from Call of Duty, but the gameplay nevertheless consisted of progressing through linear levels with two weapons at a time and regenerating health against about a half-dozen enemy types. In other words, the gameplay was pretty typical of a modern console shooter.

The vigors were weapons, yes. Interesting weapons that can combo together in various ways. This is a stark difference from most shooters where the weapons are just guns with slightly different rates of fire, accuracy and damage and where the most effective tactic against any enemy is to shoot them in the head.

Gear wasn't irrelevant at all. At least, not in 1999 Mode where maximizing your damage output is essential. Although they are randomly spawned, there's enough gear in the game to let you focus on a specific playstyle, even if you get some gear that doesn't fit the mold.

I didn't think Elizabeth was creepy at all. She was effectively a Disney character, same arc and all. As for the story, I thought it was interesting, if a bit convoluted and with a few logic holes here and there. Way more interesting than any story I've seen in any other shooter.

Skylines and tears were gimmicks? Maybe, but they were gimmicks that added a lot of variety to the gameplay. A lot more variety than you'd see in other shooters.

As for the two-weapon thing, you're forgetting about vigors (even though you just called them guns). So, 2 guns + 8 vigors = 10 weapons at a time. And the game didn't have regenerating health. It had regenerating shields. And in 1999 Mode, those shields (fully upgraded) are good for about two hits.

I can understand your disappointment in B:I when viewed as a spiritual successor to SS2 but to call the game "typical" or generic is pretty absurd.

This comment was edited on Oct 20, 2013, 04:31.
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News Comments > On Sale
7. Re: On Sale Oct 19, 2013, 18:40 Jerykk
Scottish Martial Arts wrote on Oct 19, 2013, 16:21:
nin wrote on Oct 19, 2013, 13:37:
Dagnamit wrote on Oct 19, 2013, 13:15:
I didn't like Bioshock 1, and picked Infinite a couple weeks ago when the price was right. I was wrong to wait. It's outstanding. Pick it up. You'll get at least 12 hours of quality gameplay. The production is of such outstanding quality that its hard to fathom. On a beefy rig with settings maxed, I consider it the current pinnacle of art/graphics. A really great experience.

I was the opposite, as I still favored the original over Inf. But yeah, looking at Inf, it's a clear example of what a AAA game should look like. Extremely beautiful...

I remember I sent this to Blue, and he ran it, but I don't remember who original did it (sorry, original author!). But you might like this, as wallpaper...

I feel the same. Bioshock 1 was a clear step down from the System Shock games, but was nevertheless quite good. Bioshock Infinite was indistinguishable from any modern linear console shooter aside from its pretentious writing. It was a decent enough game, but pretty much nothing remains from its System Shock/Ultima Underworld heritage.

What? Can you even name one other (non-Bioshock) shooter that's like B:I? The vigors, the gear, the companion, the setting, the writing, the skylines, the tears... just because a game is linear doesn't automatically make it a CoD-clone. B:I did plenty of unique and interesting things, even if it wasn't as open-ended as the previous games.

If you like shooters, B:I is definitely worth picking up. Infinitely more interesting (see what I did there) than CoD, BF, Killzone, Crysis, Halo, etc.
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News Comments > Thief Dropping XP System
54. Re: Thief Dropping XP System Oct 19, 2013, 14:52 Jerykk
Thief was never the pinnacle of emergent gameplay, though. The ability to manually jump almost never allowed you to reach areas you weren't supposed to go. While AC-style traversal requires less skill than manual jumping, Thief isn't a platformer so does it really matter? As long as you can get where you want to go, that's good enough for me. As in the previous games, the level designers ultimately decide where you can and cannot go regardless of whether jumping is contextual.

And saying you can play Thief like CoD is really going overboard. Taking out isolated guards may be simple enough but I seriously doubt you'll be able to just run and gun, especially on the highest difficulty. People made the same criticisms about Blacklist before it came out and on the highest difficulty, running and gunning in that game just doesn't work.

You also say that the game focuses on taking out guards, which really isn't true at all. In most of the demos they've shown, the player sneaks past almost every guard.

The only real concern I have about the game is the AI, which is a bit spotty if hands-on reports are accurate. Hopefully that will be resolved before the game's release.
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News Comments > NVIDIA G-SYNC Display Tech
37. Re: NVIDIA G-SYNC Display Tech Oct 19, 2013, 14:42 Jerykk
Creston wrote on Oct 19, 2013, 01:31:
Jerykk wrote on Oct 18, 2013, 23:19:
Will G-SYNC provide benefits to people already using 120+ Hz monitors?

No, because none of those monitors have the G-Sync tech in them. Want to use it? Buy a new monitor.

But is G-Sync even necessary if you have a 120 Hz monitor? I don't use V-Sync and I don't get tearing so would G-Sync even offer any advantages?
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News Comments > Evening Consolidation
11. Re: Evening Consolidation Oct 19, 2013, 04:34 Jerykk
Rivals is capped at 30 FPS, even on PC. That alone makes it worth avoiding.  
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News Comments > Thief Dropping XP System
52. Re: Thief Dropping XP System Oct 19, 2013, 01:09 Jerykk
The problem with Thief4 is not only what they've showed so far, but also the attitude of the developers.
Does it reflect from any of the interviews they've done that they actually care about the Thief mentality?
Sure it will most likely turn out a good game since it's an AAA production.
But the problem is that it's not going to be a Thief game.. since it's an AAA production and catered for the majority.
The majority weren't Thief players by todays standards, so they can't make it Thief.

If you make a new IP, go ahead I won't complain and people won't complain. I'm sure people might even say "woah, this game has a nice mix of Dishonored and Ass.Creed with a Thief vibe to it.."
But if you take the Thief name and then make the changes they've showed and write things like that people will be pissed.

I'm not sure what makes you think it won't be a Thief game. It's still a first-person stealth game that focuses on stealing stuff. You still hide in shadows and try to avoid making noise as you sneak past guards and grab loot from their belts. Will combat be more viable in the new game? Probably, but that doesn't mean you have to fight. The devs have explicitly stated that you don't have to kill anyone. If you want to play stealthy, play stealthy. Same applies to the new Focus mode. Don't like it? Don't use it. Stealth games have always been a matter of restraint. If you enjoy being stealthy, why would you play any other way?

It's just remarkably silly that people can take little things and completely blow them out of proportion. Yes, you can shoot guards in the head with an arrow. Guess what? You could do that in the previous games too. No, you can't jump anymore but if the demo is any indication, there will be plenty of contextual opportunities to get where you want to go. Yes, there's a new voice actor but he sounds pretty similar to the original VA and Garrett's character seems consistent with the original as well. Yes, there will be setpieces but they will most likely comprise maybe 1% of the entire game. Yes, melee takedowns are now a one-button affair via third-person cinematic (ala DX:HR), but this is Thief so you shouldn't be attacking anyone in the first place.

None of the changes they've made are enough to accuse the game of not being a Thief game. It's nothing like the changes made between the original R6 and the Vegas series or between SC: Chaos Theory and Conviction.

It's just dumbass game design. I'm sure it's much easier to not have jumping in your game, but if said game is about a character traversing a level without being seen, then NOT having it is fucking retarded. End of story.

Splinter Cell says otherwise. As I mentioned before, Blacklist doesn't have manual jumping but there are enough contextual actions in each level that you never really miss it. It's all a matter of level design.

EDIT: This new gameplay footage actually shows that traversal has more in common with Assassin's Creed than Splinter Cell:

Basically, you hold down a traversal button and Garrett will automatically climb, jump, mantle or vault over obstacles. It's still contextual but it seems pretty flexible and if AC is any indication, it works well enough for getting you where you want to go.

This comment was edited on Oct 19, 2013, 02:36.
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News Comments > NVIDIA G-SYNC Display Tech
28. Re: NVIDIA G-SYNC Display Tech Oct 18, 2013, 23:19 Jerykk
Will G-SYNC provide benefits to people already using 120+ Hz monitors?  
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News Comments > Arkham Games Ditch GFWL
46. Re: Arkham Games Ditch GFWL Oct 18, 2013, 12:29 Jerykk
Ladron3dfx wrote on Oct 18, 2013, 09:52:
Dear Batman Arkham Fans - Microsoft has begun the process of closing down Windows Live services over the next year

Yesterday, an Age of Empires support web page communicated that the free to play Age of Empires Online will be discontinued on July 1, 2014. We believe in Windows/PC gaming and have long-term plans to grow our support. We expect there to be transitions as we build out new investments, but we remain committed to bringing first party gaming services and games to Windows for years to come. We will share more details in the future

The GFWL service continues to operate as before, no interruptions and I know of no future interruptions. I use it almost daily and imho it works perfectly fine.

Whatever Steam users want that's perfectly fine with me. It's their choice of service and they shouldn't be burdened with an unneeded extra layer of DRM. Choice, to choose and not be forced.

Complimentary Steam activation, no thanks. Wink

That's just PR speak for "Yes, we are shutting down GFWL but please continue giving us money." If GFWL wasn't going to be shut down, publishers and developers wouldn't be removing it from their games.
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News Comments > Thief Dropping XP System
44. Re: Thief Dropping XP System Oct 18, 2013, 04:54 Jerykk
Except reaching places you're not supposed to reach isn't really part of the PC mentality. The only reason it happened more often in older games is because they didn't have nearly as much testing as new games do. When Ion Storm made Deus Ex, they never intended for players to use sticky mines to climb up walls. When Dynamix made Tribes, they never intended for players to exploit a bug in the physics system and move at incredibly high speeds. Emergent gameplay, by its very nature, exists in spite of design. The Thief games, while having large, open-ended levels, were never really known for emergent gameplay. You were still mostly limited to going where the developers allowed you to go and doing what they allowed you to do.

The lack of manual jumping does not mean that Thief will be a completely linear and guided experience. The demo they showed at E3 had multiple ways to get into the castle and plenty of opportunities for verticality. Splinter Cell: Blacklist was very much the same way. No jumping but the levels were open-ended and there were enough contextual triggers available that you never felt limited.

I think people are just way too eager to dismiss the game based on very limited knowledge of it. Wait until the game actually comes out. Or better yet, wait until you actually play it. Remember DX:HR? Remember how people were shitting all over it when they heard about the one-button takedowns, the third-person camera cuts, the cover system, the object highlighting, the merging of the skills and augmentation systems, the XP awards for specific actions, etc? In spite of those things, DX:HR ended up being a pretty damn good game. I've heard fewer specific criticisms about Thief yet people act like it's going to be the worst game ever made.
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News Comments > Arkham Games Ditch GFWL
31. Re: Arkham Games Ditch GFWL Oct 18, 2013, 04:37 Jerykk
saluk wrote on Oct 18, 2013, 03:30:
Wonderful. And I mean that sarcastically. First I lose my save because GFWL is a pain in the ass. I was about halfway through, and played through most of the game again. Now, I'm all ready to mop up the end of the game, and poof. Saves invalidated. Never playing this game again. It's overrated to begin with.

I'm all for games not using GFWL, but retroactively breaking saves in games is one of the reasons why GFWL sucked in the first place, doing it to get gfwl patched out is just not cool.

You can fix your saves with a little bit of hex editing. See instructions here:
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News Comments > Thief Dropping XP System
42. Re: Thief Dropping XP System Oct 18, 2013, 01:48 Jerykk
Fletch wrote on Oct 17, 2013, 18:28:
Jerykk wrote on Oct 17, 2013, 12:26:
I'm pretty sure the decision to remove jumping has nothing to do with consoles. Plenty of first-person console games have jumping. Hell, CoD, the epitome of consolitis, has jumping.

Nothing to do with consoles? Really? How many first-person PC games don't allow jumping? I think it was a combination of controller limitations, and the limited imaginations of designers making maps for millions of easily-confused console gamers. Hand-holding seems to be a pretty huge part of their design concept.

Rainbow Six? Ghost Recon? Two of the most hardcore PC games ever (before Vegas and Advanced Warfighter, that is) didn't have a jump button because jumping wasn't useful to the design of the game.

Being a PC game or console game has absolutely nothing to do with the inclusion of jumping. I'm not sure why Square removed jumping from the new Thief but one definite benefit (for them) is that it's much harder for players to break the game. You can no longer reach areas you aren't supposed to go, making life much easier for the level designers and artists. You have no idea how many collision bugs pop up when players can hop all over the place.

Make no mistake, I like jumping and emergent gameplay as much as anyone, but I'm not going to immediately dismiss a game simply because it doesn't have jumping. The Hitman games don't have jumping and they are great stealth games. The latest Splinter Cell game doesn't have jumping and it's very good. A stealth game without manual jumping is still perfectly viable.
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News Comments > Anachronox on Steam
6. Re: Anachronox on Steam Oct 18, 2013, 01:40 Jerykk
It's weird that Square would sell off the Carmageddon IP but keep this one. The Carmageddon games were far more successful than Anachronox ever was. I'd love if Square would actually make a sequel to the game but I seriously doubt that's ever going to happen.  
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News Comments > Thief Dropping XP System
18. Re: Thief Dropping XP System Oct 17, 2013, 12:26 Jerykk
So I can see stupid console players trying to mantle up something and missing and alerting guards, or just hitting the jump button by accident, getting impatient after 5 minutes and saying this game sux.

Stupid consoles. Ruin everything for the rest of us.

I'm pretty sure the decision to remove jumping has nothing to do with consoles. Plenty of first-person console games have jumping. Hell, CoD, the epitome of consolitis, has jumping.
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News Comments > The Amazing Spider-Man 2 Revealed
9. Re: The Amazing Spider-Man 2 Revealed Oct 16, 2013, 04:46 Jerykk
Slashman wrote on Oct 15, 2013, 00:11:
nin wrote on Oct 14, 2013, 12:21:
El Pit wrote on Oct 14, 2013, 09:44:
The third movie was not as good as its brilliant predecessors (especially Spider-Man 2), but still better than the mess the reboot is. So it would have been worth every penny to get Raimi on board for Spidey 4 (which was already in preproduction when the producers decided to reboot it altogether).

As bad as the reboot was, I still thought 3 was the worst - I nearly walked out of the theater when the Evil Tobey Dance Number started up.

But I agree, 2 was the best. I'd go so far as to say maybe the best super hero movie, at least until Dark Knight came along.

Totally agree. They tried to cram 2.5 movies worth of stuff into one movie and on top of that, the whole Venom and Black Suit Spidey story was way out of whack.

The black suit never made Peter Parker into an evil version of himself. The problem was that it made him too much Spiderman. So much so that even when he was sleeping, it would animate his body and take him out crime fighting.

In any case, they could have used that third movie just to wrap up the Goblin story-line and I think it would have been fine without 2 additional villains. One of which, no one cared about anyway. Sandman? Really?

If I recall correctly, Raimi really liked Sandman and wanted him to be the main antagonist. The only reason Venom was in the movie was because the studio demanded it. Based on how Raimi treated each character, his bias was pretty obvious.
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News Comments > Steamships Ahoy - Solstice Arena
3. Re: Steamships Ahoy - Solstice Arena Oct 16, 2013, 04:39 Jerykk
To Zynga's credit, this isn't a flagrant ripoff of another game and it's actually pretty decent for a casual MOBA. I don't see it overthrowing LoL or DotA2 but it's better than Zynga's usual tripe.  
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News Comments > Op Ed
12. Re: Op Ed Oct 14, 2013, 16:22 Jerykk
Bulletstorm was just gears of war style console trash - lets face this. The whole game was just one giant one-off and the game mechanics were totally fucking unfinished compared to older games like UT2004.

Did you even play Bulletstorm? It played nothing like GoW and was a fresh and compelling game.
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