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User information for Zyrxil

Real Name Zyrxil   
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Nickname Zyrxil
Email Concealed by request
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Signed On Oct 25, 2001, 23:23
Total Comments 775 (Graduate)
User ID 11452
User comment history
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News Comments > Diablo Tease
5. Re: Diablo Tease Aug 14, 2013, 11:59 Zyrxil
The auction house was awful and the item generation subpar and the maps not random enough, but I thought the skill system was excellent. I thought it struck a great balance between diversity of builds and not locking you into things before you had a good feel for what abilities did. Skill Trees are not necessary.  
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News Comments > Ships Ahoy - PAYDAY 2
8. Re: Ships Ahoy - PAYDAY 2 Aug 13, 2013, 10:48 Zyrxil
Apparently you need to turn off Steam Overlay or else achievements and other things will cause crashes.  
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News Comments > GTA5 PC Confirmed?
15. Re: GTA5 PC Confirmed? Aug 13, 2013, 10:01 Zyrxil
He's his source. I also have it on good word he's also paying everyone $100 cash if he turns out to be wrong.  
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News Comments > Grand Theft Auto Online Trailer and Previews Thursday
31. Re: Grand Theft Auto Online Trailer and Previews Thursday Aug 12, 2013, 21:39 Zyrxil
Lorcin wrote on Aug 12, 2013, 20:35:
I have 0 interest in GTA V on PC simply because Rockstar's ports are garbage.

I hope you guys are right and it comes to next gen before PC because I wanna play the game, I hate the PS3 load times and know it'll be a slideshow on my PC.

GTA and Saint's Row occupy a weird space in my game collection - for the shooting I use KB+M but as I hit E to hijack a car I switch to gamepad to drive. Only games I remember using both - even borderlands I drive on KB+M but they do some weird snap to mouse steering!

From the videos, it looks like the same version of the RAGE engine as Max Payne 3, which ran quite well on PCs.
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News Comments > Grand Theft Auto Online Trailer and Previews Thursday
12. Re: Grand Theft Auto Online Trailer and Previews Thursday Aug 12, 2013, 13:22 Zyrxil
Fantaz wrote on Aug 12, 2013, 12:16:
Zyrxil wrote on Aug 12, 2013, 11:19:
5 weeks + 8 months for the PC version.

8 months? more like 2 years... we'd likely see a PS4/Xbone version before a PC version were to arrive.

Based on what? 6-8 months later has been the release window for the PC versions of GTA 3, VC, SA and 4.
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News Comments > Grand Theft Auto Online Trailer and Previews Thursday
3. Re: Grand Theft Auto Online Trailer and Previews Thursday Aug 12, 2013, 11:19 Zyrxil
5 weeks + 8 months for the PC version.  
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News Comments > Payday 2 Profitable Already; New Trailer
17. Re: Payday 2 Profitable Already; New Trailer Aug 8, 2013, 13:45 Zyrxil
Eh, I don't really understand that. You pay what the game is worth to you. I don't feel guilty about buying a game that's originally $50 at 75% off if that's the only price I'd buy it at.  
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News Comments > Payday 2 Profitable Already; New Trailer
13. Re: Payday 2 Profitable Already; New Trailer Aug 8, 2013, 11:15 Zyrxil
xXBatmanXx wrote on Aug 8, 2013, 10:56:
Couldn't ever get anyone to play the first one....not sure why everyone is excited not to play this one.....
It's not a big AAA game, so relatively small playerbase shouldn't be surprising. The first one was pretty profitable at less than a million sold. But it is fun, and the gameplay is slightly unique.
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News Comments > Payday 2 Profitable Already; New Trailer
8. Re: Payday 2 Profitable Already; New Trailer Aug 8, 2013, 10:44 Zyrxil
Yes, and since you know you don't know anything about it, you shouldn't be preaching about any lessons. The situation is completely different and nothing you said applies. It's a small developer, for which preorder numbers can actually help, and everyone who preorders gets to see the quality for themselves (and thus can cancel if they don't like where the game is going).  
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News Comments > Payday 2 Profitable Already; New Trailer
6. Re: Payday 2 Profitable Already; New Trailer Aug 8, 2013, 10:20 Zyrxil
InBlack wrote on Aug 8, 2013, 09:56:
I have no idea what this game is about (well a vague idea) as I have not followed it and the following is a commentary on pre-orders and not this game's quality (of which I have no idea):

People are still not learning from the D3 debacle. The SimCity debacle. the Aliens:CM debacle. Don't preorder games, there is no need to. What publishers are learning from this is that people will literaly buy shit in a box if the box is pretty enough. Vote for quality and buy the games that deserve your money.

Thank you.

You're learning exactly the wrong lesson. People preordered this to gain access to the beta, which is an actual beta that has devs taking feedback from the players, e.g.- changing skill trees, adding FOV option, and making animations work with high FOV.
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News Comments > F1 2013 in October
2. Re: F1 2013 in October Jul 28, 2013, 12:47 Zyrxil
How accurate are these games in terms of speed and car simulation? I remember that episode of Top Gear where they made such a big deal out of how little reaction time you had and how you had to keep the speed up so everything wouldn't lock up. Do they ramp everything down just to make it playable by normal people?  
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News Comments > Steamships Ahoy - R.I.P.D.: The Game
10. Re: Steamships Ahoy - R.I.P.D.: The Game Jul 18, 2013, 00:38 Zyrxil
I can't believe movie tie-in games are still a thing. Do these things even come close to making a profit?  
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News Comments > New Super Street Fighter 4 Characters Next Year
2. Re: New Super Street Fighter 4 Characters Next Year Jul 14, 2013, 14:12 Zyrxil
In what ways is it broken?  
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News Comments > Grand Theft Auto V Gameplay Trailer Teases "Grand Theft Auto Online"
26. Re: Grand Theft Auto V Gameplay Trailer Teases Jul 9, 2013, 11:27 Zyrxil
Holy shit, these comments went full retard hard and fast with the idea of "GTA Online" as a separate game. There's no reason they would put that in this trailer unless it's just the name of the multiplayer component to GTA V.  
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News Comments > FreeSpace IP Sold for $7500
8. Re: FreeSpace IP Sold for $7500 Jun 7, 2013, 10:29 Zyrxil
Verno wrote on Jun 7, 2013, 10:08:
Man I could have bought it for that price, that's just absurd. Shit I probably would have just to keep it out of Interplays hands, what a bunch of bullshit.

Yeah, I don't understand how this would have been allowed by the creditors. Even a goalless Kickstarter should've been able to raise $25k.
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News Comments > Arkane Prey 2 Rumor
8. Re: Arkane Prey 2 Rumor Jun 1, 2013, 13:12 Zyrxil
Some juicy drama allegations on Neogaf and how Bethesda mistreats the indie studios that develop games on contract for it, and how such shenanigans are why Arkane Studios is now owned by them:

QUOTE:[2] You guys know Bethesda owns Arkane, so they can make them do whatever they want them to do. During production of Dishonored, Bethesda started to arbitrarily reject milestones. In doing so, the then-independent-Arkane had to find ways to pay their staff since successful milestones are what feeds the bank. Knowing that Arkane wasn't making their milestones on time and potentially going to suffer internally, such as loosing staff, or ultimately shutting down, Bethesda's parent company Zenimax stepped in to help Arkane out by floating them loans during this "quality issue" period. That seemed nice of Zenimax to help out Arkane, right?

Now since Bethesda had been rejecting milestones because they didn't believe Arkane was maintaining the quality they originally promised, Arkane's also severely behind schedule because time has been spent correctly and addressing Bethesda's issues with previously rejected milestones.

Since Zenimax is also the company that's invested in Bethesda, they start telling Arkane they have serious concerns about their ability to finish the Dishonored. Even though they originally floating them loans to keep Arkane running, they now give them an ultimatum: pay back the loans or sell them the studio for some piddly amount. If Arkane doesn't do either, then Zenimax will take them court for breach of contract since they're now so far behind in the project.

Remember, it's because Zenimax's company Bethesda has been rejecting milestones that put Arkane behind in the first place.

The outcome is Arkane reluctantly sold their independence to Zenimax so they could continue the creative work they started and at the very least have public recognition for their efforts.

This is why Bethesda can tell Arkane to do whatever they want them to do now.

What would you do if you were making Prey 2 and started wondering why Bethesda was suddenly treating you differently? You'd start looking at past independent developers Bethesda has had deals with to understand if it's a developer issue or a publisher issue. When you discover Bethesda started to reject milestones at not only Arkane, but Splash Damage and inXile, you start to see a pattern. Knowing the fate of Arkane, if you were the Prey 2 developer would just sit there and see what happens or would you confront the publisher?


QUOTE:[3] Human Head has their own version of idTech. This is the only version that supports open world gameplay. Arkane on the other hand only has experience with Unreal. Because of these differences the project has to be restarted. There's no way it'll ever be what Human Head created, since Bethesda doesn't have source code for Prey 2. Even if they did, it would take them months to decipher it and I can't imagine Human Head cheerfully helping them out.

Also, it's going to cost Bethesda 10x more to have a different company do anything with Prey 2 than let Human Head finish it. The only developer they own which has the man-power and lower costs to make Prey 2 is Arkane Austin. Machine Games might have been a possible candidate but we know they're now working on Wolfenstein. Any other independent developer would either scoff at the low-ball figure Bethesda was offering or simply not have the experience to pull it off after some trial run. With Arkane, they can at least point to similar game mechanics despite being a completely different beast under the hood.


QUOTE:[4] A few years ago Zenimax received a large investment to acquire talent. I think it was $150 million or something. When you have a board of directors that include Jerry Bruckheimer and Donald Trump's brother as well as the original investors who want Zenimax to "acquire talent", then you're going to have members asking why Zenimax isn't making money outside of their core Bethesda studio (Scrolls and Fallout).

Since Zenimax botched Demon's Forge with inXile and Brink with Splash Damage, they had to bank on Arkane's Dishonored and Human Head's Prey 2. Arkane is what is today because of Bethesda. Dishonored is a success because of its original creators. Prey 2 is a strange IP though, since it was Bethesda's only sequel at the time and previously owned by the Radar Group. Doom 4 has had its own issues. Wolfenstein wasn't even known about when Prey 2 started having whatever happened to it.

Both Doom 4 and Wolfenstein's rights were purchased along with iD Software. There's no reverting of ownership after no use. Prey 2 on the other hand could revert back to the Radar Group if it's not used by a certain time or declared cancelled.

It could be Zenimax realized they were caught with their hand in the cookie jar with Human Head from a legal standpoint and it created some sort of stalemate. Zenimax's CEO is Robert Altman who was previously a lawyer[5] . Maybe there's some period of time they were waiting out to legally do something else with Prey 2. Or they just couldn't find a developer with the talent or time to do something with Prey 2 until now, since they obviously didn't want to work with Human Head anymore.



Also in further context a post was made which I guess should show that Bethesda had a history for not always playing nice:

QUOTE:[6] Back in 2001 Bethesda Softworks published Echelon in US - the title developed by russian developers Madia. They didn't pay a single cent from boxed sales of the game. Developers wrote an open letter in which they have honestly detailed the whole affair but Bethesda still refused to pay. Battling in american courts is an expensive and time consuming affair, so apparently they decided not to take it to the court.

Here is the letter:

Many people have recently asked us to give our explanation to the present unfavorable state of affairs around the Echelon patch. Not only journalists, but also numerous gamers have sent us hundreds of messages, asking why we do not release the long-expected patch to the game. Gamers' complaints and rebukes have been especially painful to us, as we understand that they have also suffered from the conflict. Still, we long kept silence in hopes to resolve the conflict amicably. But now the time has come to tell all the truth, as it is impossible and useless to keep silence any longer. All this is terribly disappointing to us, the authors of the game. Still we believe that our game not only brought troubles to those who bought it...We believe that many people enjoyed playing it. When - 4 years ago - we started developing the game, none of us had had an experience of making a full game of this size from the beginning to the end. We could not even imagine then how many difficulties we would be confronted with, and how long the way to the master would turn out to be. The development of Echelon took three years and a half of arduous toil in a small office with no sanitation (cockroaches, the spill tank that never worked, etc). We constantly had no money (we could afford only food then). We had to work on completely outdated computers and with only one 19200 modem for all.

As we had no experience, we often made mistakes and had to begin from the very beginning again and again. While we were developing the game, the technologies, which are the most important for the gaming industry, dramatically changed three times; and three times we had to re-make almost everything in the game. At times we gave ourselves up to total despair, and thought of closing the project-And anyway, we believed that one day we would finish the game, and we braced ourselves and got back to work.

In two years, our Russian publisher Buka signed the publishing agreement with the well-known American publisher Bethesda Softworks. According to the contract, Bethesda was to pay 250000USD in advance (this sum was divided into 5 parts, each of which was to be paid on our finishing a certain stage of development) and to carry out a good advertising campaign in the USA and Canada. The royalty, which Bethesda was to pay us were really small (7%), and we knew that Bethesda had not published any successful products in the last couple of years. But still, we believed that Bethesda would sell the game well in North America (which is one of the world largest and the most important territory for the gaming industry).

We really delayed the release of the game. It would be silly to hold it back now, as everybody knows it, and besides we have just given you the reasons of the delays. We agreed to pay all penalties specified in the contract. Moreover, Bethesda had the right to terminate the agreement at any stage of development, but they did not. They even paid two of the five 50000 USD payments they had to pay according to the agreement. Therefore, we finally completed Echelon, and Buka sent the American master CD to Bethesda. It was perhaps the only mistake, which our Russian publisher mad, but it was A RELLY BIG MISTAKE. The point is that Buka sent the master even in spite of the fact that by that moment they had not yet received the payment , which Bethesda had been to make on the receiving of the beta of Echelon, and even in spite of the fact that though the American release date had already been announced then, there was not advertising campaign at all. Still we believed that the game would be successful and many people would enjoy playing it.

Echelon is our first project. We devoted three years of our lives to it, and tried very hard to make a good game. And it is natural that after the release, we did not loose interest to Echelon. Our interest even increased. We must admit that however had we tried, we were unable to fix all the bugs in the game (though they all were found after the master was sent to Bethesda) and to complete everything we had designed, because of the lack of time at the final stage of the development. Still we believed that we had created a REALLY GOOD game, a game, which many people would like and enjoy playing.

By now we have fixed a number of bugs in the game and made a few major additions to fulfill all wishes, which people who bought the game made. However, after days of permanent argument and thinking we decided not to release the patch for the American version of the game. Why? Because: We worked for three years and really expected our work to bring us some profit. We did not expect to gain millions. We sinply hoped that when we would finish the game, we would be able to at least make some presents to our friends and relatives, who helped us greatly all the time we developed the game, hoped to be able to take trips to some places with our girlfriends, goddamn, we simply hoped to be able to afford a good dentist! We also hoped that we would gain some start-up capital, which will enable us to begin a new project without getting into new debts.

None of which has happened. Why? Because: For half a year now Bethesda has been delaying the 150000USD, which they ARE TO pay according to the contract, and moreover, it even refuse to give us the reason why. We have not been paid even for the beta. According to the contract, Bethesda should send us quarterly sales reports. Bethesda started to sale the game in May. By now Bethesda has sent us only the 2nd quarter 2001 report, which gave really ridiculous figures.The 2nd quarter 2001 report we have not received. The huge ad campaign, which Bethesda promised to carry out, it has not carried out (there were a few articles in some magazines....and that was it), and everybody understand how important advertising is for a game to be a success. But still, from some source we know that by now Bethesda has sold about 50000 boxes of Echelon in North America, which means that Bethesda has already made over a million on the game. We were simply shocked by such a way of doing business, and thought it would be humiliating to continue fulfilling the requirements of such a dishonest and treacherous "partner", and to continue supporting "the partner" with new patches and add-ons. But still we believe that the Bethesda case is not typical of the American market, and soon we will be able to find a new American publisher for long and effective cooperation.

In hopes of resolving the conflict amicably, long we kept silence, and quite a number of American players of Echelon got angry with us for that. And we must admit, peoples' anger was JUST. Because the gamers could not understand, why THEY have to suffer from this conflict. Buka also had to keep silence, and still keeps it, because it IS to keep silence according to the terms of its agreement with Bethesda. And we must point to the fact that it HAS NEVER breached this agreement , though Buka's reputation is greatly suffering from it. But it is useless and just impossible for us to keep silence any longer. The things that happen to Echelon - the game was left unfinished, it is impossible to release patches, angry messages on Bethesda's forum - every single thing of it is causing us - the creators of the game - great pain. And that is why we wrote, what you have just read.

Still we believe that our game is not thus bad, we believe that many people liked it, and we believe that this is not the end of its life.

Pete Hines replied:

We at Bethesda Softworks regret the issuance by Madia Ltd. of an "Open Letter" yesterday, which presented misleading allegations about Bethesda's role as publisher of Echelon in North America.

Bethesda has no contractual obligations to Madia. Madia developed Echelon for Buka, which in turn contracted with Bethesda to publish Echelon in North America. Bethesda has been in discussions with Buka concerning a series of contractual issues, including the late delivery of the game by Madia. We do not intend to address such matters in the press.

Be assured that the Open Letter by Madia presents an unbalanced and false statement of facts concerning the game and Bethesda's actions as the game's publisher. And nothing in the discussions between Bethesda and Buka has prevented Madia from releasing an Echelon patch for fans of the game.
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News Comments > Obsidian Joins Skyforge Team
7. Re: Obsidian Joins Skyforge Team May 19, 2013, 16:40 Zyrxil
Why wouldn't it be? They're not the publisher. They do some contracted writing and world development, and whether the game thrives or fails, Obsidian still gets paid.  
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News Comments > 1666 "Suspended"
1. Re: 1666 May 15, 2013, 20:07 Zyrxil
Aka they rolled it all into Assassin's Creed IV and Desilets blew a gasket.  
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News Comments > Watch_Dogs Free-Roaming Footage
2. Re: Watch_Dogs Free-Roaming Footage May 10, 2013, 17:54 Zyrxil
Now this footage looks far less faked, and is about par for 360/PS3 graphics. The real question is how detailed the world will be. I have strong doubts that they can give a significant amount of NPCs unique histories, routines, and interactions. Probably what it'll boil down to is an event generator that will randomly create variations on maybe 20 preset events in the area around you.  
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News Comments > Ships Ahoy - Mars War Logs
3. Re: Ships Ahoy - Mars War Logs Apr 26, 2013, 09:53 Zyrxil
Wait what, it's just out? I was under the impression it was still in development, and they were just beginning their publicity campaign.  
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775 Comments. 39 pages. Viewing page 5.
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