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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 800 (Graduate)
User ID 40534
User comment history
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News Comments > Evening Screenshots
2. No subject Mar 24, 2008, 20:16 Aero
I've yet to see an OFP2 screenshot that really looks like a screenshot. I hate these sorts of "in game renders" where it maybe is the graphics engine that actually drew the picture, but the scene is probably something specially posed for the screenshot.

They look a little photoshopped too, but that isn't necessarily the case.

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News Comments > The Graveyard Released, Demo
1. No subject Mar 21, 2008, 20:15 Aero
Excuse me while I hang myself.

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News Comments > More id on PC Gaming
18. No subject Mar 20, 2008, 10:21 Aero
I keep wondering, is it really that the PC market is shrinking or is it just that the console market is exploding? I'd actually be willing to bet that the PC market is even bigger than it was five years ago, just nowhere near how much bigger the console market has become.

I'd be happy to switch over to consoles, and I've been playing exclusively PC games since 1990, but only if the sort of games I'm interested in were developed for them. The problem is that I tend to prefer niche games and it costs too much to develop for consoles.

My favorite game right now (Evochron) was developed by one guy in his spare time. That would never happen on a console. It seems like unless you can sell a couple hundred-thousand copies minimum, there is no point in developing console games.

One of the ironic things about this is that we were having the same argument in the early nineties when the "16-bit" consoles were released and it was id with Wolf3D that showed action games could be better on the PC. It was also id, with their early support of 3D-accelerators with glQuake, that showed 3D games were better on the PC than the next generation of consoles.

Now, we've got WoW that's showing how much better PC games are for online play with MMOGs, but I ****** hate role playing games.

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News Comments > Syndicate Revival Someday?
11. No subject Mar 19, 2008, 22:46 Aero
Oh that would be very good. I have to agree though that the game would have to be significantly different were it to be released today. You could probably do pretty well keeping the same premise and just using a different presentation of effectively similar game play.

I thought Magic Carpet was great. The "magic eye" style stereoscopic graphics mode is undoubtedly the single most psychedelic videogame experience I've ever had... flying around on a magic carpet making volcanoes erupt from the ground was just the icing on the cake.

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News Comments > Sunday Consolidation
5. Re: SF2 HD Mar 16, 2008, 14:01 Aero
SF2 HD does look really good. I never could really get into the 3D fighters, but I wasted a good portion of my youth (not to mention a lot of quarters) playing SF2.

Of course, I don't own either console. Maybe I'll pick one up in a year or so when they're cheaper.

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News Comments > Why No PC Civilization Revolution
4. No subject Mar 15, 2008, 00:01 Aero
I agree, it is sort of nice to see them taking stock of the different expectations. I'd rather not have another SimCity Societies-like disappointment.

It's also terribly depressing though. Companies understands that you can release much lower quality software for a console and people will like it, and more importantly, buy it.

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News Comments > Mad Max Game Plans
12. No subject Mar 13, 2008, 17:01 Aero
I'm thinking something like an Elite/Freelancer style game but with cars in the wasteland. Give it some (near) realistic physics a la I76 and plenty of open road. Since it's all pretty much dessert, it wouldn't be too hard to generate all that landscape. I would even be willing to put up with some of the Thunderdome elements like Barter Town.

That would be so cool...

So cool!

God, that would be cool. I think if George Miller is involved, it might have a chance.


ed: Er... I meant "desert" my high school principle would be so disappointed with me.

This comment was edited on Mar 13, 17:47.
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News Comments > Mad Max Game Plans
1. ! Mar 13, 2008, 10:38 Aero

Please, please make it good.

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News Comments > S.T.A.L.K.E.R. Patches
4. No subject Mar 12, 2008, 21:00 Aero
I thought Stalker was a good game, and it had lots of nice elements, but it in the end it really did pretty much boil down to a standard shooter except that you had to spent most of your time walking from one place to another.

The thing is, these open-world type games always boil down to some single gameplay element. Everything that happens in Stalker is a vehicle for the gunplay- you wander around shooting things while looking for items that you'll use to buy bigger guns to wander around and shoot things with.

This is perfectly fine, it gives the shooting more of a sense of meaning, but the firefights themselves still have to be fun and this wasn't really Stalker's strong point. Frustratingly inaccurate weapons to begin with, sort of clunky controls, and challenging but unnatural AI dragged it down.

It just wasn't the game it was supposed to be. If they had managed to truly make it a seamless environment, and if the touted a-life feature actually made a difference, it would have been much better. Oh, and vehicles too, so I don't have to spend hours walking everywhere which ended up feeling like one of those cheap ways such as forced backtracking to make the game last longer.

Don't get me wrong though, I did like it and it was worth the money, it just could have been so much more. I'm hoping Clear Sky turns out to be the game Stalker was intended to be which was a tremendously good concept.

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News Comments > 5.56mm Full Metal Jacket Mod
19. Re: ... Mar 9, 2008, 16:10 Aero
To be honest, I think the per-poly thing in DOOM 3 was just to make 4 player death match seem more interesting.

It probably does, too.

Also, if you recall, games used to advertise per-pixel hit detection. Which is better?

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News Comments > InstantAction Instant Beta
5. Re: disagree Mar 6, 2008, 23:54 Aero
Yes. I don't trust any software that must be running even while I'm not actively using it. The only reasons for that are nefarious.

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News Comments > InstantAction Instant Beta
3. Instanat Mar 6, 2008, 22:35 Aero
I'm interested to see how these web-based games turn out. I'm looking forward to the Battlefield game and a remake (sort of) of Tribes would also be most welcome.

It could work out very well for all of us. I don't mind loading a web page and looking at your advertisements while I'm selecting and loading a game if I'm getting that game for free. It sorts out all of the piracy issues and you could easily get people to "just try it."

I also like the idea of just clicking on something and quickly loading up a game to kill 20 minutes here and there.

In fact, it all sounds very good to me. I hope we don't lose the other high production-value, fancy graphics sort of games as a result, but I think I like this direction.

If the games are fun and don't require ridiculous computers, this could swing things back toward PC gaming. It may develop nicely.

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News Comments > Red Baron Returns
2. Re: Demo? Mar 6, 2008, 22:26 Aero
If it has realistic(ish) physics, meaning all of the basic principles are there- stalls and so forth, this could be a fun little game. I don't mean modern flight-sim realistic, but if it's as realistic as the original Red Baron, that would be perfect.

Red Baron along with the later Aces Over X series are easily amongst my all time favorites. Red Baron in particular though.

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News Comments > New Evochron Renegades
6. Re: Fun demo Feb 29, 2008, 13:29 Aero
It does take a bit of time to get used to the newtonian model in combat. There is lots of good advice on the game's forums and there is a strategy guide available there that gives some good advice alongside the manual.

Yes it is moddable, though I don't have much experience with this myself but I understand it's pretty easy. There is a modding-kit available on the download section of their website which exposes all of the innards. I think most all of the stuff (universe data, etc.) is stored in text files, so it's pretty easy to do. You can also stick your own models and stuff in there. I think there are a few projects underway.

Yeah, I guess I really am a fanboy.

The sandbox space-sims are my favorite all-time computer game genre, and this is really the only current one that, in my opinion, lives up to the classics. X3 is certainly very good as well (and incredibly beautiful to look at), but there is just too much micromanagement and work-like stuff that needs to be done and I feel boxed-in by the gates. All I really want is me, my spaceship, the universe, a decent payload, maybe a few wingmen, and lots of ways to make money to buy upgrades and be able to explore even further.

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News Comments > New Evochron Renegades
4. Re: Evochron Feb 29, 2008, 12:42 Aero
The tutorial section should actually teach you how to fly into a planet's atmosphere, just fly over to the planet and it should give you the information you need. Generally speaking, so long as your speed is 750 or less, you can't go wrong so long as you don't fly into the ground, which you pretty much have to be trying to do. Any faster and the friction will start to stress your frame (it'll shake around and the nose will start to glow orange), faster still (1500+) and you'll be vaporized. There are ways of angling your ship, nose up, and increasing power to your front shields where you can come in faster, but I haven't gotten it right yet. There are also little guide thingys drawn on your hud that, if you follow them, will bring you to the nearest city on the surface.

Basically, if you keep it below 750 (or so) once you hit the atmosphere you'll be fine. When you think you're getting close (the ship computer will warn you about a gravity field) decelerate to 750. Usually about 20-30 seconds later your computer will warn you that you're entering the atmosphere and it's at this point that you need to be at an appropriate speed or you'll vaporize.

How's that for an overly-wordy explanation?

Also, remember you can learn all of this stuff and sort out your controls in the tutorial section by just ignoring the instructions. The tutorial doesn't count toward your demo time-limit.

The demo itself gives you (I think) three systems, and limits you to 70 minutes of play. If you register, your character from the demo will pass over to the full version so it really gives you, effectively, the first 70 minutes of play. I've never cared for time-limited demos myself, but this one worked out okay.

It costs $25, you have to order online.

The best part, though, is the community and the support. One of the features in this patch was something I suggested a week ago, there are always discussions about new features and when people come up with good ideas, they usually end up in the game pretty quickly.

The technical support is also incredible. A couple of days ago I found a bug, posted about it in the forum. Five minutes later I had a reply from the developer, and 20 minutes later there was a patch available. And this was at midnight.

Anyways, I really dig it as you can probably tell. It's definitely an indy game, no big budget sort of stuff, but the gameplay (particularly the physics/space combat) is right on the money. The graphics, while not technically fancy, are tasetful and very well done. In a planet's atmosphere during a rain-storm or in a dense nebula, it can be really quite beautiful. It's pretty easy on the system resources compared with a lot of recent games (*cough*Crysis) and very stable (*cough*X3) as well- no futzing about with detail-levels/config files to get a decent framerates or stabliity. Works right out of the box.

I hate to say it, but I think I'm a fanboy. Oh lordy.
This comment was edited on Feb 29, 13:01.
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News Comments > New Evochron Renegades
1. Evochron Feb 29, 2008, 11:23 Aero
This game kicks ass.

Of all the modern sandboxy Elite-style space-sims, this one is by far the best of giving me that "me, my spaceship and the universe," Han Solo kind of feeling.

Online co-op is a lot of fun too. I haven't gotten around to installing the patch yet, but it looks like a good set of changes.

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News Comments > Are Racing Games Dying?
31. racing. Feb 27, 2008, 19:43 Aero
I don't know many sim-racing forums that would treat the people who use driving aids with disdain (well, except maybe the LFS forums, but that doesn't really have any driving aids). Driving ads are generally accepted as a good way to learn. If you're really looking to get the most out of it, learning to drive without aids is the best way to go (just as setting the difficulty to the highest level in other games is the most rewarding/challenging).

I can certainly understand that some people just want a more casual racing experience and nobody in the sim-racing community has a problem with that, nobody worth mentioning anyways. This is the internet, there are twits of course. The reasonable people would probably encourage people to try learning to play in the full-on simulator modes, but most everyone agrees that the ideal is, rather than only offering reduced difficulty as is with the console racers, to offer variable difficulty settings.

Blimey games (the core talent from SimBin who left to start their own company), who created GTL and GTR, GTR2 are working on racing sims that will be cross platform. Nothing is known with certainty, but the general belief is that they will offer variable difficulty modes- possibly not even in the form of driving aids, but an entirely different set of physics. Hopefully this will be successful.

The only thing that I really object to is games that don't quite know their niche. The games that fall in between simulator and arcade. Pro Street would be an example of this- a game that doesn't have any over-the-top arcade action, but doesn't really have interesting physics either.

FlatOut is an excellent example. It had physics that were believable enough, it felt as though you were driving a car, without being nearly as difficult as a full on simulator while still offering crazy action.

Tastes vary of course, but if I'm driving something that purports to be a simulator like Forza or Gran Tourismo, I want it to actually simulate driving as much as possible. I don't want it to only look like I'm driving. Though not nearly as "hardcore" as the pc sims, I think Forza and GT offer realistic enough physics to be interesting, but anything less would definitely be pushing it.

Anyways, yeah. I guess I didn't really have any particular point. I like sim racing, I like arcade racers, the simulators would ideally offer adjustable physics to suit the tastes of players (after all, why not?).

And yes, I know. That was way to long for what I actually said.

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News Comments > Chris Taylor on PC Gaming
10. No subject Feb 27, 2008, 01:21 Aero
Though it isn't actually related to the article, but I was thinking about the 'exclusive' and 'not dumbed down for retards' comment. I agree with this in large part.

Really, I think the ideal situation were if console games were, um, smarted up to the level of PC games. As far as hardware goes, I would rather buy a console for $300 once ever three or so years than paying twice as much twice as often to keep up with PC games. Gaming on a fixed platform would take care of compatibility problems. If we could get what effectively amounted to PC games on a console, I think I would actually prefer that.

The trouble is you're going to have to basically buy into a monopoly if you're going to do that. All of the royalties and restrictions screw things up for smaller developers and you end up in the sort of console situation we have now where anything that isn't going to sell at least a half-million copies isn't worth developing.

If they would just legitimately open consoles up to developers and let them distribute software without ridiculous royalties or hugely expensive development kits, we would probably see some really good stuff.

What I like about PC games has nothing to do with the actual hardware, though having a keyboard and mouse would be necessary, it's the software that matters. It seems to me that almost all of the console software is mindless fluff. There's nothing wrong with that per se, but I need more engrossing games as well. Games that require a little thought.

That's what makes PC games so fantastic. One guy can make fantastic games like Evochron or Netkar Pro. They aren't going to sell millions of copies, probably much less than 10,000 even, but they can do it because all they need is a PC, some development software and a passion for what they do.

If it comes down to convincing some random investors that they will make money, the only option is to pander to the lowest common denominator.

We need open consoles. 3DO was on to the right idea, it's a shame what happened to them...

Okay. Rant over and out. Sorry.

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News Comments > Death Track: Resurrection Russian Release, Demo
3. No subject Feb 23, 2008, 12:51 Aero
I don't know about this one. The original was more like a simulator, insomuch as it could be at the time, and I doubt they would go down that route this time. It wouldn't want it to be like the hardcore simracing titles, but I would prefer something closer to a sim than to a pure arcade racer.

I suppose there's only one way to find out. The original Death Track was great, one of my favorites from the time. I still remember the "What's this racer's favorite food" copy protection questions.

This comment was edited on Feb 23, 12:52.
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News Comments > Project RedLime Revealed
1. I've got a rash... Feb 21, 2008, 09:36 Aero
Road Rash would be good. That would be very good. Unless it sucks.

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800 Comments. 40 pages. Viewing page 37.
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