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User information for Bruno Beaudoin

Real Name Bruno Beaudoin   
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Nickname ItBurn
Email Concealed by request - Send Mail
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Description
Homepage http://www.blazingbitgames.com
Signed On Mar 8, 2011, 17:00
Total Comments 926 (Graduate)
User ID 56211
 
User comment history
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News Comments > Star Citizen Passes $33 Million
64. Re: Star Citizen Passes $33 Million Nov 28, 2013, 10:01 ItBurn
 
InBlack wrote on Nov 28, 2013, 09:52:
ItBurn wrote on Nov 28, 2013, 09:21:
panbient wrote on Nov 28, 2013, 09:17:
Ryan Lange wrote on Nov 27, 2013, 23:52:
It's generally understood that there is not necessarily an inverse relationship between the amount of funding available for a project and the amount of time that project takes to advance.

That's why I specified the 'original' product concept. The difference being I'm seeing them expand the scope of their project rather than adding onto the original plan. Not necessarily a bad thing, just exponentially riskier.

Here's the issue from my perspective. Anyone worth supporting in a kickstarter / crowdfunding situation needs to have a clearly defined and achievable goal. Otherwise you are literally investing in hype. That core product concept needs to be solid and focused.

A year ago RSI started a pitch for what sounded like a small, focused, space game with great potential for expanding into absolute greatness. The community heard it too and supported them beyond their expectations. How is it the game they planned to make for $2 million can't be shown even as a beta when they've gotten well over 15 times more funding? And I don't mean some module either, I mean the original product they pitched last year, the one they said only needed $2 million to be made.

For me that's a major concern. It shows that RSI chose to expand their original vision rather than building on top of a focused core. The fact that their latest stretch 'goal' is all about letting the community decide leads me to believe they've run out of ideas and either don't want (or know) how to stop the seemingly out of control funding machine.

There's probably a good reason why no one else is trying to bite off as much as this company is trying to chew.

Your argument is built on wrong information.

You are of course reffering to CR's statement that most of the funding goals were known well in advance and that the project management plan took all of that in account with regards to how the money will be allocated. In other words they were always planning to build this kind of game if they could secure the funding. Excuse me if some of us take that with a grain of salt.

Even if what CR said is taken at face value (highly improbable that he expected this kind of feedback and scope) I highly doubt that a project of this scale and magnitude can be done in the timeframe promised by Digital Anvil.

Dont get me wrong, Im sure that CR means well. He also meant well when he started on Freelancer, look what happened there. George Brussard also meant well with Duke Nukem Forever...

What do you mean by what happened to Freelancer? We got an amazing game?

Chris wanted to make Freelancer better than Freelancer was. Even though it was already great. With Star Citizen, he can actually do what he wants. The plan is to keep improving the game constantly, even after it's released. So, we won't be seeing all the features in the first release, but we'll get there. This is in no way new info. It has been stated repeatedly by Chris.
 
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News Comments > Star Citizen Passes $33 Million
62. Re: Star Citizen Passes $33 Million Nov 28, 2013, 09:28 ItBurn
 
MyRealName wrote on Nov 28, 2013, 09:25:
"Seems" is key in your statement; you're missing my point. I'm not saying space isn't exploration or only first person "trudging" is. They both are, and since the people voted that they wanted to explore first and foremost, as many forms of exploration as are possible should be included. We have done the "I'm a ship!" type of floating in black gliding up to things followed by "interacting" with them (by shooting them) for decades. It IS old, and boring, and it's time that developers step up and take the experience to the next level.

What is the point in going to new locations if you can't do anything one you get there? Who the heck wouldn't want to park their ship on a strange, unexplored planet and get out and do stuff?

Freelancer had pretty great exploration.

As for SC, they'll take cues from Freelancer and I've heard in one of the Wingman's Hangar episodes that you can discover derelict/empty ships and actually board them and find out what happened. I'm thinking fps battles with aliens or something.
 
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News Comments > Star Citizen Passes $33 Million
60. Re: Star Citizen Passes $33 Million Nov 28, 2013, 09:21 ItBurn
 
panbient wrote on Nov 28, 2013, 09:17:
Ryan Lange wrote on Nov 27, 2013, 23:52:
It's generally understood that there is not necessarily an inverse relationship between the amount of funding available for a project and the amount of time that project takes to advance.

That's why I specified the 'original' product concept. The difference being I'm seeing them expand the scope of their project rather than adding onto the original plan. Not necessarily a bad thing, just exponentially riskier.

Here's the issue from my perspective. Anyone worth supporting in a kickstarter / crowdfunding situation needs to have a clearly defined and achievable goal. Otherwise you are literally investing in hype. That core product concept needs to be solid and focused.

A year ago RSI started a pitch for what sounded like a small, focused, space game with great potential for expanding into absolute greatness. The community heard it too and supported them beyond their expectations. How is it the game they planned to make for $2 million can't be shown even as a beta when they've gotten well over 15 times more funding? And I don't mean some module either, I mean the original product they pitched last year, the one they said only needed $2 million to be made.

For me that's a major concern. It shows that RSI chose to expand their original vision rather than building on top of a focused core. The fact that their latest stretch 'goal' is all about letting the community decide leads me to believe they've run out of ideas and either don't want (or know) how to stop the seemingly out of control funding machine.

There's probably a good reason why no one else is trying to bite off as much as this company is trying to chew.

Your argument is built on wrong information.
 
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News Comments > Star Citizen Passes $33 Million
40. Re: Star Citizen Passes $33 Million Nov 27, 2013, 23:33 ItBurn
 
Cabezone wrote on Nov 27, 2013, 20:52:
Procedurally generating worlds as complicated as a AAA title like Assassin's Creed or Skyrim would need some sort of advanced AI to make work. Otherwise you're limited to very simple graphics.

I personally think that procedurally generated worlds could look just as good as hand crafted ones. With today's tech, if someone actually took time to write a good algorithm, we could come up with amazing things. We could also use procedural tech to generate things like dynamic and complex quests and even unique npcs. Daggerfall tried, and it was a major achievement for the time. Now it looks kinda dumb, but things have advanced and it's my opinion that we could make it light years better.

Torchlight 2 has some pretty amazing procedurally generated levels. It boggles the mind sometimes.

I actually made a Morrowind mod that generated random cells back in the day. All I had was the shitty scripting system and it still turned out pretty good.
 
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News Comments > Quoteworthy - Curt Schilling on Amalur
1. Re: Quoteworthy - Curt Schilling on Amalur Nov 26, 2013, 21:14 ItBurn
 
I haven't played it, but from everything I read, it seems that Amalur is basically taking mmo tropes into a single player game... no thanks. MMO gameplay exists because of the limited possibilities of massively online tech, not because it's good.  
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News Comments > Star Citizen Picks Up Another Couple $ Million
62. Re: Star Citizen Picks Up Another Couple $ Million Nov 26, 2013, 18:12 ItBurn
 
theyarecomingforyou wrote on Nov 26, 2013, 18:07:
ItBurn wrote on Nov 26, 2013, 17:20:
Sorry to burst your bubble, but Star Citizen is "everything" like Freelancer.

Squadron 42 sounds closer to what you want.
No, Freelancer was a crappy third-person casual space game with awkward cutscenes thrown in. SC goes back to the cockpit-centric style of Starlancer and Wing Commander, where you still have off-ship activities but flying is the core strength. S42 is definitely going to be interesting but I like the variety that SC is going to offer.

As I said, SC looks nothing like Freelancer.

Um... The sole fact that you're in or out of the cockpit doesn't make it a completely different game to me... But whatever. I do prefer "in cockpit"
 
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News Comments > Star Citizen Picks Up Another Couple $ Million
58. Re: Star Citizen Picks Up Another Couple $ Million Nov 26, 2013, 17:20 ItBurn
 
theyarecomingforyou wrote on Nov 26, 2013, 17:16:
Prez wrote on Nov 26, 2013, 16:26:
Chris Roberts has made one or two in his time ya know.
Exactly. Starlancer and the Wing Commander games (especially III, IV and Prophecy) defined the genre and given everything I've seen of SC it looks to be taking the right approach (i.e. nothing like Freelancer).

It's great to see a game like this receive so much support, especially given that the genre has been largely ignored by publishers. This game represents the best chance of reviving the genre, hence why it is the most successful crowdfunded game ever.

Sorry to burst your bubble, but Star Citizen is "everything" like Freelancer.

Squadron 42 sounds closer to what you want.
 
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News Comments > Star Citizen Picks Up Another Couple $ Million
53. Re: Star Citizen Picks Up Another Couple $ Million Nov 26, 2013, 16:12 ItBurn
 
Echelon Wind Warriors published by Bethesda. Anyone played that? It sure had flaws, but I loved the flight physics.  
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News Comments > Star Citizen Picks Up Another Couple $ Million
49. Re: Star Citizen Picks Up Another Couple $ Million Nov 26, 2013, 15:32 ItBurn
 
Parias wrote on Nov 26, 2013, 15:27:
ItBurn wrote on Nov 26, 2013, 15:19:
What? Freelancer is the best space sim I ever played. Especially because of the great controls and the amount of things to do. The execution was top notch and it all worked flawlessly in coop.

I'd argue against it being a good space "sim", because it literally was a point and click kill-kill-kill experience (complete with health potions).

You say you haven't tried Starlancer or Freespace? Try them. I won't contest that Freelancer was a fun action game (I got a lot of enjoyment out of it too), but it's a bit of a different genre from what's really a "sim".

Yeah, it's not really a sim. I may like Starlancer, but I really doubt I'd like Freespace. What I like is the open world rpg aspect of these games... A set of linear missions doesn't seem fun to me. I did like a couple of them, like X-wing. I can't remember the name of my favorite one... It was futuristic, but it all happened on a planet's surface. The physics were amazing...
 
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News Comments > Star Citizen Picks Up Another Couple $ Million
47. Re: Star Citizen Picks Up Another Couple $ Million Nov 26, 2013, 15:19 ItBurn
 
What? Freelancer is the best space sim I ever played. Especially because of the great controls and the amount of things to do. The execution was top notch and it all worked flawlessly in coop.

I haven't played Starlancer or Freespace, but one thing's for certain, Freelancer was amazing.
 
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News Comments > Star Citizen Picks Up Another Couple $ Million
31. Re: Star Citizen Picks Up Another Couple $ Million Nov 26, 2013, 13:34 ItBurn
 
The only thing surprising here is that people keep complaining about this game with the same arguments for every single extra million Star Citizen makes :p  
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News Comments > Star Citizen Crowdfunding Hits $29M
2. Re: Star Citizen Crowdfunding Hits $29M Nov 23, 2013, 12:30 ItBurn
 
Beelzebud wrote on Nov 23, 2013, 12:26:
I simply don't see how this thing is still raking in millions per week.

Me neither. I think it's some form of money laundering. The money comes from *donations*...
 
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News Comments > Fallout 4(?) "Nuclear Winter" Teased
29. Re: Fallout 4(?) Nov 22, 2013, 18:35 ItBurn
 
Creston wrote on Nov 22, 2013, 18:09:
El Pit wrote on Nov 22, 2013, 17:52:
Creston wrote on Nov 22, 2013, 13:16:
El Pit wrote on Nov 22, 2013, 12:56:
Nuclear Winter? Okay, who of you guys decided to blow up Megaton in Fallout 3? THIS IS YOUR FAULT!!!

Hey man, the dude paid me a thousand bottle caps to nuclearly obliterate all those people! A THOUSAND!

Haven't you learned anything from the war that never changes? You obliterate a whole village and a dozen villagers for 1,000 bottle caps?

You disgust me.

Because you should have asked for at least 1,500 bcaps.

I just killed the guy who paid me instead, and took his entire tower as my own. I figured that was sufficient payment.

I blew up megathon, then ended up killing everyone in the tower, and also in Rivet city, and then I got really lonely...
 
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News Comments > RAGE Free Weekend
38. Re: RAGE Free Weekend Nov 22, 2013, 11:26 ItBurn
 
Forgot about this gem: Farcry vs Rage  
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News Comments > RAGE Free Weekend
35. Re: RAGE Free Weekend Nov 22, 2013, 10:30 ItBurn
 
Rage was... boring. Enemies are bullet sponges. You can do 10 headshots on a guy and he's still living. It appears like an open-ended game, but it's just a linear corridor shooter, and I mean LINEAR! Invisible walls EVERYWHERE. Plus everything and bland and looks washed out, in a bad way. Worse texture detail I've seen since Duke Nukem 3D. I tried really hard to like it. I played 10 hours, but then gave up because it just wasn't getting any better.

All taken at max details:
Rage's amazing world textures and grass
lol
lol2
 
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News Comments > Black Mesa Goes Commercial
33. Re: Black Mesa Goes Commercial Nov 20, 2013, 16:59 ItBurn
 
Wow, so many negative comments about this "remake". It's amazing work. Incredibly faithful to the original, but just better. I wasn't aware that they shortened sections, but I can't see this as a bad thing because I found the remake kinda long already...

If I was going to tell someone to play Half-Life for the first time, this is what I'd give him. The old game just doesn't hold up to our modern sensibilities.
 
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News Comments > Roberts: "Star Citizen is a PC Game"
41. Re: Roberts: Nov 18, 2013, 15:05 ItBurn
 
theyarecomingforyou wrote on Nov 18, 2013, 14:52:
ItBurn wrote on Nov 18, 2013, 14:25:
What? These features don't, in any way, turn the game into a tech demo. Far cry 2 and 3 are tech demos? I had a LOT more fun with Crysis 1 than Crysis 2. Crysis 2 is a COD clone. Crysis 1 is the evolution of Farcry 1. The reason it's less fun is debatable, but I think it's because they tried to go the more serious route.
The problem with Crysis is that it had weak gameplay, a terrible narrative and was very poorly optimised. By the time people were able to play it at high settings there were games with much better gameplay, graphics and optimisation - Far Cry 2 being an obvious example. I can certainly understand why people refer to Crysis as a tech demo. Crysis 2 had a much better narrative, pace and optimisation - it was the better game, even if it went a bit too linear.

Crysis 1 is still one of the best looking games out there in my opinion, if you consider that it's open world. Compare it to any other open world shooter released to date and it looks better. I also disagree that Crysis 2 was the better game. I had more fun with the first. But whatever, that's just me.
 
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News Comments > Roberts: "Star Citizen is a PC Game"
38. Re: Roberts: Nov 18, 2013, 14:25 ItBurn
 
ForgedReality wrote on Nov 18, 2013, 14:18:
ItBurn wrote on Nov 18, 2013, 14:06:
ForgedReality wrote on Nov 18, 2013, 12:22:
JayDeath wrote on Nov 18, 2013, 12:14:
Yeah but creating a game that only super high end systems can handle won't help to sell it. Did these devs forget about the 'Crysis' debacle?

Crysis was a glorified tech demo. It wasn't much of a game. That's why it didn't sell.

But it did help drive the industry to a higher technical level. For that, we can be thankful.

Crysis a tech demo? It sure had a lot of tech, but it was a deeper game than 99% of all the games! Complexd AI, destructible buildings and trees that affect gameplay, huge open world levels, tons of customization, missions that could be solved "how you liked". The game wasn't all that fun, but it was a genuine attempt at making a deep game, not a tech demo.

All of those things you just described are exactly what adds up to a tech demo, not a game. They wanted to show what they could do in order to sell their new engine. Crysis 2 was a better attempt at a "game."

What? These features don't, in any way, turn the game into a tech demo. Far cry 2 and 3 are tech demos? I had a LOT more fun with Crysis 1 than Crysis 2. Crysis 2 is a COD clone. Crysis 1 is the evolution of Farcry 1. The reason it's less fun is debatable, but I think it's because they tried to go the more serious route.
 
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News Comments > Roberts: "Star Citizen is a PC Game"
36. Re: Roberts: Nov 18, 2013, 14:06 ItBurn
 
ForgedReality wrote on Nov 18, 2013, 12:22:
JayDeath wrote on Nov 18, 2013, 12:14:
Yeah but creating a game that only super high end systems can handle won't help to sell it. Did these devs forget about the 'Crysis' debacle?

Crysis was a glorified tech demo. It wasn't much of a game. That's why it didn't sell.

But it did help drive the industry to a higher technical level. For that, we can be thankful.

Crysis a tech demo? It sure had a lot of tech, but it was a deeper game than 99% of all the games! Complexd AI, destructible buildings and trees that affect gameplay, huge open world levels, tons of customization, missions that could be solved "how you liked". The game wasn't all that fun, but it was a genuine attempt at making a deep game, not a tech demo.
 
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News Comments > X Rebirth Launch Trailer
24. Re: X Rebirth Launch Trailer Nov 14, 2013, 18:17 ItBurn
 
Ceribaen wrote on Nov 14, 2013, 18:12:
Taskeen wrote on Nov 14, 2013, 17:41:
1badmf wrote on Nov 14, 2013, 10:13:
so this is just like, single player star citizen right? no real story, just a sandbox starmap to play around in? i tried playing one of the previous games, but then it struck me - there's no satisfaction in dominating the AI. so i just never touched it again. same reason i never play bots in fps games. even beating a dumb human is more satisfying than beating AI because there's that element of unpredictability.

Depends I played X3 with mods that made enemy AI pretty difficult. I was always wary of starting fights I knew I wouldn't win. Aligning yourself with the pirate faction, for example, made for a very difficult gameplay experience if you were really hardcore.

I also just liked exploring in the X3 games, there were over a 100 sectors to explore and see. Some had traps, ambushes, some even had derelict ships you could salvage, others just had beautiful space scenery to look at.

So like, Elder Scrolls in space?

Maybe this new game is like that, but I highly doubt it! The original games had NO real exploration. All sectors looked and played the same, they just had stations selling different goods... (I'm generalizing, but it's basically the truth)
 
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926 Comments. 47 pages. Viewing page 10.
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