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User information for AeroMechanical

Real Name AeroMechanical   
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Nickname Aero
Email Concealed by request
ICQ None given.
Description Just some guy.
Homepage http://
Signed On Jun 16, 2007, 02:48
Total Comments 857 (Graduate)
User ID 40534
User comment history
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News Comments > Star Citizen Passes $53M
9. Re: Star Citizen Passes $53M Sep 17, 2014, 23:07 Aero
What I want to know, sooner rather than later, is how *exactly* the gameplay is going to work: not "it will have X feature, and Y feature, and Z feature...," but how it will work together technically. How will the 'zones' and different gameplay theaters be connected, if that is indeed how it is constructed, how will traveling work? How will this all be integrated to give the impression of seamlessness and what and where will those seams be? I've seen all sorts of amateur speculation, but nothing concrete. Even accepting the fact that designs and intentions change, I've heard nothing official indicating how they intend to even begin approaching the really difficult problem at hand other than vague hand-waving.

You see, so far, what we have is a bunch of run-of-the-mill (kind of even sub-standard given how long they've been in development), normal sized FPS levels in space ships rather like the "rooms" in the X series but without the connections. This is so even in the unreleased stuff they've been showing off in videos. The leap from that to a a sandbox universe is massive.

I don't doubt that they have a plan of sorts, and I don't expect them to share *all* of the details, but I have this ever growing suspicion that what's in Arena Commander really constitutes all the legitimate engine work they've done with their millions of dollars and years to work.

Don't get me wrong, I want it to succeed and paid them a standard game price up front because I'm willing to bet that much on it, but so far the whole production seems to be based on the premise of figuring things out as they go along, guided by an extremely hazy notion of what the final product will look like and how the myriad of planned features will somehow mesh. This is how freshman software engineers approach their lab work.

I admit, I don't go reading the message board every day, and maybe there are pearls of wisdom buried in there, but everything official that comes my way is blatant marketing drivel (other than maybe the Arena Commander status info, which hardly counts and is frequently worrying in its own right). Even if they just said the basic mechanics will be similar to Freelancer but larger in scope, or some other fundamental overall mechanic, that would be something I could understand and get behind.

And, to reiterate once more because (and it's sad this is necessary in even a cynical forum like Blues but where nevertheless I'm sure everyone hope it will turn out brilliant), I don't think he's a crook. I just think maybe we're seeing the Freelancer fiasco all over again, but this time without oversight. I also hate to bring up the Elite Dangerous dead hourse, because they really are significantly different projects in scope, but the way Frontier Development went about planning and communicating their decisions--that is how professionals experienced in realizing a concept and brining it to market do it. The most, and nearly only truly professional aspect of Star Citzen's development I'm seeing is coming from the marketing side. Given that Roberts' has said in the past that his true motivation and ambition since the WC days was to be a filmmaker, I worry (and the WC film, though bad in the grand scheme of things, was surprisingly good all things considered).

As I said, I want absolutely nothing more than to be surprised in the coming years, and to play the game the diehard backers have conjured up in their collective imaginations. Nevertheless, every time I see another funding goal reached or another disappointing baby step in development, and think of the hours of vacuous videos, presentations and announcements, the cynic in me gives the optimist a smug look.
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News Comments > Uncanny Valley Demo
1. Re: Uncanny Valley Demo Sep 8, 2014, 10:28 Aero
They certainly are right about death to an extent. It's when I'm repeating sections of horror-suspense games that all the seams in the mechanics become evident. It's the point at which you start seeing the game for what it is underneath, a collection of simple rules and algorithms, that I tend to lose interest.  
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News Comments > Gatherings & Competitions
2. Re: Gatherings & Competitions Sep 7, 2014, 14:26 Aero
Agreed. It's defeinitely a thing--its own thing. Maybe a thing without a name (I suppose "eSports" is good enough), but it's not a sport as in something you'd watch on ESPN.

I'd equate it to chess if we need a comparison to something else.
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News Comments > Dead Rising 3 Tomorrow; Launch Trailer Today
3. Re: Dead Rising 3 Tomorrow; Launch Trailer Today Sep 4, 2014, 21:02 Aero
I only played the second one, and I thought it was great fun, but it didn't last nearly as long as the game did. I particularly didn't like the time limit element, which felt like an artificial way to keep you from grinding up too much power too early in the game.

I probably only made it about a quarter of the way through the plot before I gave up. They have a good concept (well they did, anyways... zombied out), but screwed it up in little infuriating ways.
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News Comments > Op Ed
21. Re: Op Ed Sep 1, 2014, 19:43 Aero
yuastnav wrote on Sep 1, 2014, 19:12:
I'm still curious, what was the reason to use the CryEngine for this game? I thought that a space sim would require its own engine more than any other genre.

It's a bit of a puzzler, but the Cryengine does do some very impressive and efficient rendering. If they planned on making the first person stuff important, it would make sense as it would be easier to adapt an fps engine to a space engine rather than the other way around (see X-Rebirth) or building them both up from scratch. Were it just a space game, it would likely be easier to start from scratch. An FPS engine is a pretty specialized affair, whereas a space engine is more or less just moving static objects around.

Squad has done an impressive job of making a space sim out of the Unity engine. After seeing the results of that (particularly with some of the mods that add higher definition textures and volumetric clouds), I'd be inclined to chose that if I were making a space sim.

Anyways, there probably wasn't any obvious off-the-shelf engine to use and they'd be doing a lot of their own development either way, so Cryengine is likely as good a choice as any.
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News Comments > Star Citizen Arena Commander Trial for DragonCon Attendees
9. Re: Star Citizen Arena Commander Trial for DragonCon Attendees Sep 1, 2014, 18:21 Aero
Flatline wrote on Sep 1, 2014, 16:52:
Aero wrote on Sep 1, 2014, 15:53:
I figured it was worth the $45 to see what the deal was, and I believe however messed up the Star Citizen part turns out, that Squadron 42 will be worth it.

Have we seen *anything* substantial in Squadron 42?

No, true enough. Apparently that is part of their plan: all the arena whatsits and hanger doodads are the building blocks, but there will be no alpha or beta of S42, it will just be released when its done. The thing is, I think the scope of what they described S42 as being (ie. a linear, story-driven, Wing Commander successor), is within their capabilities and those of the Crytek engine without requiring the massive modifications and new technology development of SC. It's still a bet, to be sure, but that's one I'm willing to make. A good, old-fashioned space shooter is a pretty straightforward affair.

Granted, it could all fall apart, and the wise man would just wait until it was done and buy it then, but I figured what the hell. Ultimately, it was the racing demonstration that sold me on the risk. What I saw of the existing Arena Commander module looked like garbage, and after trying it, that is true beyond doubt. However, if you stuck those racing flight mechanics on the Arena Module, it would actually be pretty fun, if limited.... sort of like Wing Commander Arena (I think it was called, in preparation for WC3). That was worth the money then.
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News Comments > Op Ed
12. Re: Op Ed Sep 1, 2014, 16:29 Aero
There is something not quite right about them having well exceeded their funding goal, but are still accepting large sums of money from people. I won't fault someone who, way back when, said to themselves "I want this game to be made, and so I'm willing to give them $300 to do my part to help make sure that happens." We're way, way past that now.

Whether or not Roberts is a huckster or this article is trolling, the basic premise is undeniable fact: As long as people continue to throw money at it while it's still in development, the longer it is in development the more money it will make. It may not be a conflict of interest in practice, but it is certainly one in theory.

I gave Chris $45 and Dave $75. Dave has put on a much better show so far, but I'm happy to wager my $45 that Chris will deliver something worth $45 some day.
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News Comments > Star Citizen Arena Commander Trial for DragonCon Attendees
7. Re: Star Citizen Arena Commander Trial for DragonCon Attendees Sep 1, 2014, 15:53 Aero
I figured it was worth the $45 to see what the deal was, and I believe however messed up the Star Citizen part turns out, that Squadron 42 will be worth it.  
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News Comments > Star Citizen Arena Commander Trial for DragonCon Attendees
5. Re: Star Citizen Arena Commander Trial for DragonCon Attendees Sep 1, 2014, 15:11 Aero
I'm interested to give it a go with the new flight mechanics. What they have right now sucks something awful. The video they showed of the racing seems to indicate they're going the right way, though.  
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News Comments > Half-Life 2 Oculus Rift Video
29. Re: Half-Life 2 Oculus Rift Video Aug 25, 2014, 06:23 Aero
I'm a bit concerned that the advancements in display panels they will need for the next version may be too specialized (like an AMOLED curved in two dimensions, or at least curved along the vertical dimension) and may not allow for taking advantage of the massive production numbers for the phone and tablet industry. One of the great things about the Rift is that it isn't stupid expensive, so I hope things work out. It probably will work out, but the price point right now is just on the high side of perfect. Adding another couple hundred bucks to the sticker could well sink it.  
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News Comments > On Sale
1. Re: On Sale Aug 21, 2014, 19:12 Aero
$20 for Assetto Corsa is an exceptional bargain. It's a brilliant simulator and the user-made addon content is really starting to flood in.

You do really want a force feedback wheel to fully enjoy how well implemented the tire model and physics are, but I know many people who play with a gamepad and enjoy it (being a racing sim, it's probably not recommended if you plan to just use a mouse and keyboard--though people do that as well).

As of the last major update, the netcode is very good (the HUGE question mark hanging over it until that point)--generally on par with any of the other big racing sims--and it's generally just a product with a whole hell of a lot of promise.
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News Comments > Steamships Ahoy - The Golf Club
7. Re: Steamships Ahoy - The Golf Club Aug 19, 2014, 20:59 Aero
I can't say as I've played any of the most recent ones, but I thought some of the Tiger Woods PC ports were fairly good. Once they got the analog mouse controls working, it wasn't bad at all. It had some of the usual EA Sports goofiness, but the actual play mechanics were solid.

On the other hand, the most fun I've ever had playing a golf game was 4-player Mario Golf on the N64, so I'm not exactly an afficianado.

This... I dunno. Nice idea, but from what I've heard, it seems like they haven't put enough effort into the small but vital details.
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News Comments > Star Citizen at $50 Million; New Commercial
14. Re: Star Citizen at $50 Million; New Commercial Aug 16, 2014, 14:31 Aero
I don't know if such a thing exists or not, but with so many people having given so much money, publishing a fairly detailed write up of their business plan, development strategies and progress wouldn't be asking a whole lot. It could put to rest a lot of the (as I see it) increasingly valid concerns people have about the project. Though more money can't hurt per se, I'd be interested in seeing how they're working with an unpredictably expanding budget. If I have a plan to develop a $30 million game and then my budget turns out to be $50 or $100 million, that old plan isn't good anymore and needs to be re-worked.

Presumably, and as I believe they claimed, this was all built into the original plan. So what I'd like to see is how that has worked out over the last year or whatever, and what it will look like going forward into the next year.

I don't believe for a second that it's a scam or anything other than what it's claimed to be, but from where I'm sitting it just seems kind of wobbly. I'd guess this is mostly because the news and press releases are overwhelmingly concerned with funding, features that are planned way out in the fuzzy future and superficial design decisions rather than useful information about concrete progress on the core development to date.
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News Comments > Far Cry 4 Trailers
9. Re: Far Cry 4 Trailers Aug 12, 2014, 22:46 Aero
FC3 was great fun but the plot, pacing and progression were a bit of a mess. If FC4 is the same formula, but carried out with a clearer sense of direction and better pacing of the character's progression, it ought to be very good. If they pushed it a little further with multiple factions and allies that mattered it could be brilliant, but I guess that's asking too much.

FC3 fell apart once it became more Rambo 3 and less First Blood. It was terrific while I was vulnerable and every noise in the jungle made me jump and the sound of a jeep approaching would make me scamper into a ditch and hide. I became a super soldier way too fast, though, circle strafing tigers and leveling mercenary compounds because it was easier than going around them--and the plot wasn't even halfway over. In the cutscenes I was still a pansy frat boy, yet I'd single handedly wiped out half of a small army. I would guess that people's experience of FC3 could vary significantly with how they paced their progression through the plot (you really do want to rush through it). Anyways, I hope they sort that out.
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News Comments > Capcom Working on Ultra Street Fighter IV Connectivity
4. Re: Capcom Working on Ultra Street Fighter IV Connectivity Aug 10, 2014, 12:48 Aero
I'm kind or surprised you can play a fighting game like this where low 10's of milliseconds can matter over the internet regardless of the netcode.  
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News Comments > Sunday Tech Bits
3. Re: Sunday Tech Bits Aug 10, 2014, 12:20 Aero
I wrecked a 30" Samsung monitor because it had a retarded stand clamp such that if it was loose at all, it only needed a slight upward bump to free itself and flop forward. Even the high end stuff tends toward worthless stands. Certainly if I had toddlers bumbling around the house, I'd invest in a decent wall or arm mount regardless of the stand quality.
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News Comments > DCS: Fw 190 D-9 Dora Open Beta
2. Re: DCS: Fw 190 D-9 Dora Open Beta Aug 8, 2014, 18:05 Aero
Every time a new $50 aircraft is released (particularly something comparatively simple like a WW2 era plane), it just further rubs in the fact that everything other than the aircraft themselves is lagging further behind. I can't really fault the third party stuff, of course, and I know the next-but-one DCS update is supposed to finally implement EDGE at least, but it's all getting way too samey for my tastes and wallet.

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News Comments > The Crew Closed Beta Monday
3. Re: The Crew Closed Beta Monday Jul 17, 2014, 20:20 Aero
Maybe sort of a Eurotrucker sort of thing, with a few detailed areas and generic scenery in between. That could be okay if they do it well.

I am a little curious about this in relation to their claim of "thousands of square miles" which would fall short of covering the US by many orders of magnitude.
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News Comments > Mass Effect 4 Survey
16. Re: Mass Effect 4 Survey Jul 15, 2014, 15:45 Aero
I'd be cool with more of the same refined, but with plots contained within individual games: something that is wrapped up at the end of the game without shoehorned cross-game alternate paths. They have a good universe, good core gameplay, and good writing, but that was stretched too thin across ME2 and ME3. That one gimmick, which was a cool idea, didn't pan out in practice.

I'd like to see more done with the IP though. There is still plenty to work with after the events of ME3.
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News Comments > MS Flight Simulator X for Steam This Year; "New Concepts" Coming
13. Re: MS Flight Simulator X for Steam This Year; Jul 9, 2014, 22:49 Aero
Prepar3D is already sort of becoming FSX11. It's in a bit of a licensing quagmire though insofar as FSX payware content is concerend (as I understand it, it technically works fine, but isn't permitted by the license).

It's also a little expensive. Version 2.2 can be damn pretty though. I understand it performs considerably better than FSX as well on the same hardware.
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857 Comments. 43 pages. Viewing page 6.
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