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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 914 (Graduate)
User ID 40534
User comment history
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News Comments > Crytek Going Entirely Free-to-Play
59. Re: Crytek Going Entirely Free-to-Play Jun 9, 2012, 15:45 Aero
Free-to-Play, as it tends to be implemented, could very well kill gaming for people like me. I'm happy to pay for content, and games like Rise of Flight have a good free to play model where the base product with two planes is free but you can buy additional planes. I've probably put at least $100 into that and don't feel ripped off at all. A thoroughly researched, well modeled and simulated airplane is something I don't mind paying for. They put a lot of effort into making something, and I pay them for that effort. It's perfectly natural.

Other games though, where you're paying for what amounts to changing a few variables to increase the stats on some weapon or something are not at all for me. It doesn't matter if you don't have to pay and can earn it through grinding or some other mechanism, the game will be designed around getting people to pay out a little bit at a time, to make it inconvenient not to do so.

I don't want that shit infecting my game play. I will happily pay up front, or pay a subscription, or pay for new REAL content, but I want a game that is designed primarily to entertain me, not engineered by some psychologist to manipulate me into paying out bit by bit with little promises of entertainment to come.

It will be interesting to see how bad this gets. Selling addiction can be pretty good business.
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News Comments > WatchDogs Announced
57. Re: Open World Multiplayer ? Jun 5, 2012, 20:19 Aero
jacobvandy wrote on Jun 5, 2012, 18:28:
I assumed it was just another segment of the single-player game; it wouldn't be the first time you're bouncing between several characters throughout a story campaign. You're right though, that would make for some interesting multiplayer.

That's an intersting idea. Now, what if your player model was randomly assigned and there was no way to tell an NPC from a player aside from how they acted (so good players would blend in with NPCs), and you were all sent to the same place for related but different, possibly conflicting, reasons.

There are some definite possibilities there. Who knows though.

edit: Think I quoted the wrong part of that, but you get the idea.
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News Comments > Ships Ahoy - Max Payne 3
42. Re: Ships Ahoy - Max Payne 3 Jun 3, 2012, 15:51 Aero
In the end, I think the biggest problem is that Max's controls aren't that good. Compared to other cover-and-roll third person shooters like Gears of War and such, it's kind of awkward. There's a lot of GTA-ness in there, where completing the animation is more important than fluid control, and the animations don't transition very well. Max has to stop and recover to a neutral position after every move so the next one can begin, which often leaves you standing up straight like an idiot in the middle of a hallway when your intention was to roll out of cover on one side and enter cover on the other.

I think there's a little too much emphasis on graphics there. If making the controls fluid means fudging the animations sometimes, so be it. Difficulty through awkward controls is pretty much the fundamental video game design sin.

That said, it's not all that bad, but given the polish and effort expended everywhere else, you figure they could have done a better job with the controls.
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News Comments > Ships Ahoy - Max Payne 3
28. Re: Ships Ahoy - Max Payne 3 Jun 2, 2012, 13:09 Aero
That's interesting. I actually have the opposite problem with mouse sensitivity. I had to rejigger the DPI of my mouse, and even then I have to use a setting of only 2 of 10. 1 is a little too slow, but 3 is too fast. A more finely grained setting would be useful. I do see some people complaining about mouse lag on the forums. I don't get though, so that could be a configuration thing.

You don't have to use the enter key in menus actually, the "(Esc) Back" and "(Enter) Accept" text in the bottom right corner are clickable to perform their respective functions, as are the menu options themselves. They are a little out of the way though.

Some of the keys are a little hard to get at for sure, like "G" for vault, which is too far a reach for a movement control with WASD. I had to do a little re-binding, using extra mouse buttons for things like bullet-time and using that (the shift) key for vault, etc.

It certainly took some fiddling, but I got it set up pretty well in the end.

All other points I'm in agreement with though. I haven't tried multiplayer, but I didn't really anticipate this being any good in multiplayer anyways. There's no way to implement bullet time without forcing non-bullet time people to just play in slow motion, which would definitely grow tiresome.

edit: Oh, I don't agree on the turd part. I like it.

I also think it's an excellent port, but it *IS* nevertheless still a port. The basic design of the entire series has been pretty close to console games.
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News Comments > Ships Ahoy - Max Payne 3
23. Re: Ships Ahoy - Max Payne 3 Jun 2, 2012, 11:43 Aero
I think I figured out what I don't like about the cut scenes. It's not really the frequency or length that's the problem, it's that they usually end by dropping you into the middle of a firefight. Unlike in previous games, there's no option to approach a room full of bad guys, assess the situation and come up with a plan of attack, which was kind of the fun part... like: I'm gonna dive through the door, take out the guys to the left, roll behind that table and then dive out backwards while gunning down the rest of the guys. Instead it's, "oh fuck, I'm suddenly in the middle of a room with an unknown layout and a bunch of guys shooting at me, better just dive around randomly like an idiot trying to get headshots."

Granted, that's not always the case, but it does often eliminate one aspect of the fun. I did just, however, read on a board that in the 360 version you can pause the game and pan the camera around. I haven't tried to do anything like that in the PC version, and that could be a barely adequate substitute.

All this really is nitpicking though, and I'm glad that I'm analyzing suboptimal, fairly minor, aspects of gameplay rather than glaringly obvious implementation flaws or giant design failures.

Really, I think it's pretty damn good and I'm quite enjoying it. Anyone tried "Arcade Mode" yet and know what that is? I figured I'd leave that for after the story mode, but if it's something like small levels with endless waves of badguys, that could actually be pretty cool.
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News Comments > Ships Ahoy - Max Payne 3
13. Re: Ships Ahoy - Max Payne 3 Jun 2, 2012, 00:07 Aero
So far, I think it's pretty damn good, actually. No port problems aside from the mouse sensitivity being a little wonky in menus (fine in game though). Very slick presentation and all that, which you'd expect from Rockstar.

There are indeed a lot of cut scenes. I'm not real sure what to think about that yet (and you can't really relax while they're playing because you just all off a sudden have control and have to start shooting folks) but the combat is Max Payne in the classic sense all over but with some refinements and additions, which seem to work well. I haven't been in a big enough gunfight yet and comfortable enough with the controls to really flex the bullet time and try to artfully murder a room full of bad guys John Woo style, so I haven't made a final judgment on that yet. All the pieces are in place for it though.

Graphics are impressive and the performance is silky smooth with maximum settings (except MSAA because it didn't seem to be necessary, really) on a GTX 580 and 2600K @4.4. There seem to be enough graphics options so that people with lower-end systems could probably find a good mix.

The Social Club thing isn't a big deal. It's entirely in-game, not a separate program like it was in GTA4. Seems like a very minor annoyance at worst.

Anyways, I think if you were considering buying it, you should probably pull the trigger without too much concern. Of course, I can't speak to length. Hopefully it's not just 4 hours long or something.

ed: Oh, a thought I had on the cut scenes. It's definitely not like MGS. The individual cut scenes aren't very long at all mostly, it's just that there are a lot of them. For instance, you'll arrive at a door and then a cut scene will automatically play of Max opening the door and confronting a bunch of bad guys, and then you get control and have to start shooting. When the bad guys are dead, you go to the next door, and so on. Too much of this will be constraining, and since I'm only about an hour in, it's difficult to say how much of it is exposition and tutorial and how much will continue in the rest of the game. If it continues as it is now, that would be a significant down side. Not a deal breaker for sure, just a poor choice of design. I don't like control being taken away that frequently. It pulls you out of the character, and getting inside the character is what video games can do like nothing else can.

Further Edit: After another hour or so, it's clear the cut scenes are going to continue that way. It's not terrible, but there's too many of them. Also, because they split things up, there aren't actually large levels per se. There's a cutscene, then a gunfight in a setpiece (like a bar, or a lobby etc.), then another cut scene and so on. Not really sure what I think about that, but I don't think I like it that much. That's really how most games work though, but instead of setpieces connected by hallways or something, they're connected by cutscenes.

Brilliant ragdoll effect and death animations though. It's pretty satisfying to riddle an enemy with bullets. I waste a lot of ammo just to watch them wiggle around and fall down the stairs or whatever.

This comment was edited on Jun 2, 2012, 02:04.
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News Comments > Updated Max Payne 3 PC Specs & Release Date
12. Re: Updated Max Payne 3 PC Specs & Release Date May 25, 2012, 23:48 Aero
I believe both consoles have 256 megs of video memory. So 4x larger would be pretty typical for a PC.  
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News Comments > Free Radical on LucasArts and Battlefront III
7. Re: Free Radical on LucasArts and Battlefront III<br> A <a href= May 5, 2012, 17:28 Aero
It is amazing how they went from one of the best early PC game developers (starting with games having nothing to do with Lucas's IP, like Maniac Mansion, Battle of Britain, SWOTL, LOOM, Sam and Max, etc.) to one of the most reviled IP cash-in shops at almost exactly the same time the prequels were released. They *were* one of the greatest studios of all time.

I bet you there's a really interesting story to what happened at Lucasarts between about 1997 and 2000.

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News Comments > Mike Hayes Leaving SEGA
10. Re: Mike Hayes Leaving SEGA Apr 30, 2012, 21:25 Aero
Drezden wrote on Apr 30, 2012, 20:01:
Parallax Abstraction wrote on Apr 30, 2012, 17:04:
eRe4s3r wrote on Apr 30, 2012, 11:46:
Speaking of Sega... Binary Domain... worst PC port in the history of PC ports?

Is was that bad eh? That's a shame, it looked kind of neat in a ridiculous camp kind of way.

I tried the demo on steam because the game itself actually looked like it could be interesting and fun....

5 Minutes in I was cursing. WASD is how you scroll the menu, Enter is the "Start button"

You start playing and it starts walking you through the tutorial telling you what buttons to press..... still shows the Xbox buttons, Green A, Red B, etc. So you have to smash the keyboard to figure out which one corrisponds to what because hitting Escape does NOTHING (Figured out finally I had to HIT ENTER BECAUSE IT WAS START SO THAT WAS THE PAUSE BOTTON) After you finally hit "Start" there is no menu, figured out F1 was options, no option to remap keys or figure out what buttons did what.

Tore what was left of my hair out.

Uninstalled the demo.

You can actually set it up so it doesn't do that (instead it shows you weird pictogram that almost, but don't quite, correspond to actual keys), and setup that way ESC works as you'd expect and stuff, but it's still sloppy. So, I wouldn't bother going back and trying it. The mouse controls are still funky (some kind of non-linear filtering), and all the little control foibles add up to make it too frustrating for an action game.

It's kind of a shame actually, because underneath all the crap, it actually seemed like kind of a cool game. I liked the ultra-robo-violence.
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News Comments > Diablo III Open Beta Weekend
141. Re: Diablo III Open Beta Weekend Apr 21, 2012, 17:52 Aero
Yeah, I dunno... $60 for this? Ouch.

It's okay, I was enjoying it, but I'm thinking more like $40, tops. I'll probably buy it and enjoy it when it hits that price, but unless there is a *lot* more content in the remaining acts, $60 is a hard price to swallow.
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News Comments > Wargame - European Escalation Free DLC; Sale
1. Re: Wargame - European Escalation Free DLC; Sale Apr 13, 2012, 10:12 Aero
Bought this last night when I noticed the sale. Only played for about a half hour, but I'm liking what I'm seeing so far.
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News Comments > S.T.A.L.K.E.R. 2 Animations
7. Re: S.T.A.L.K.E.R. 2 Animations Apr 10, 2012, 17:03 Aero
Rattlehead wrote on Apr 10, 2012, 11:32:
Am I the only one that thought the blood sucker was giving that guy know what it's not that important.

I was actually thinking (seriously), that it would be a lot creepier looking if it had a dong. I know, I know, but think about it.
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News Comments > Ships Ahoy - Top Gun Hard Lock
7. Re: Ships Ahoy - Top Gun Hard Lock Apr 5, 2012, 14:32 Aero
Optional nickname wrote on Apr 5, 2012, 13:29:
I used to play Falcon 4, and LockOn, should I bother with this?

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News Comments > Ships Ahoy - Solar Struggle
6. Re: Ships Ahoy - Solar Struggle Mar 29, 2012, 17:15 Aero
It was looking kind of interesting, but it looks like you're limited to a 2D plain which made me lose interest. It may well be a very good 2.5D shmup though, that's just not my thing.  
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News Comments > Project Cars Trailer
5. Re: Project Cars Trailer Mar 26, 2012, 23:38 Aero
Beautiful graphics, physics leave a bit to be desired, but it's improving steadily.  
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News Comments > Notch's Space Adventure Plans
18. Re: Notch's Space Adventure Plans Mar 18, 2012, 20:08 Aero
If it's a space sim, I'm interested. Probably.

I got a lot of hope riding on the next X-universe game, and I was getting pretty fed up with X3 and its kin (bland sector cubes with painted backdrops being the real kicker).

The Evochron games are decent. Good community and support. Nails most of the aspects I'd be looking for. It's just, personally, I want fancy graphics and stuff (not that Evochron is bad, just nothing special). That *is* actually pretty important for space games IMO. They need to convince you that you're really there. In the early-mid nineties, space games are what set the benchmark for PC graphics.
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News Comments > S.T.A.L.K.E.R. 2 Still Stalking
7. Re: S.T.A.L.K.E.R. 2 Still Stalking Mar 17, 2012, 01:02 Aero
I don't know anything about it, but I'd rather hoped that Stalker 2 would be the game Stalker was originally supposed to be: one big open world, vehicles (having to scavenge parts to fix them and so on), consistent wildlife and creatures. It definitely *could* be done... just maybe not by them. Don't get me wrong, the first one and the sequels were good games (when they worked, anyways), they were just a severely watered down version of the original vision, and the original vision would make for a pretty cool game.

Honestly, I'd like to see them just pick up an off-the-shelf game engine and build on that rather than rolling their own again. That didn't work out so well, and even after three iterations was still a giant buggy mess. So far as I can tell, they didn't get a lot of return on that investment.
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News Comments > Syndicate Solicits Pirates
26. Re: Syndicate Solicits Pirates Feb 25, 2012, 01:27 Aero
Mashiki Amiketo wrote on Feb 25, 2012, 01:18:
Creston wrote on Feb 25,
Creston [/quote:

Who is she? My sister? I kid, but oddly my sister is in exactly the same spot right now for Sims 3. She picked it up off origin after I warned her not to...still waiting two weeks now. I think she was swearing something about hitting them in small claims come monday if they hadn't given her the product she paid for. Luckily she lives in Quebec.

Probably be a lot easier and more effective to just repudiate the transaction on her credit card. If EA tried to object for some reason, it would be their responsibility to prove they delivered the product, which they haven't. Can't speak to Canada though, and must admit I've only ever had to do this with physical products. I'm not sure what if any difference that makes.
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News Comments > Arma 3 Alpha Release Planned
6. Re: Arma 3 Alpha Release Planned Feb 25, 2012, 01:14 Aero
Looking forward to seeing what they do. My biggest gripe with Arma/Arma2 was the overly complicated, sometimes utterly braindead, interface and controls.

It was a big step back from Flashpoint in that regard. Flashpoint had exactly the same issues, of course, but Arma/2 were a lot more complex and so it hurt a lot more. While I appreciate all the control you have over your soldier (fluid lean, rolling, all the various movement speeds), it got to be so that when playing it, I felt more like I was driving a mech than controlling a person.

A good example that annoyed me was the zoom/iron sights. Right-click once to enter a slightly zoomed mode (as with OFP) then hold down the right button to bring up the sights. Then, you gotta do all that in reverse to to get back to the standard view.

While that sounds okay in principle, and I admit that since combat happens at realistic ranges there does need to be some sort of zooming to deal with the four slightly darker-green pixels at the corner of your screen that shoots you between the eyes, it made everything feel so halting and disjointed. I imagine there are key mappings that might help (maybe separate zoom and iron sights buttons as in OFP), but it illustrates the principle.

Basically, I think they need to smooth that (and things like that) out either by cutting down on the number of controls, or finding a way to make it more automatic or context sensitive. It's a difficult problem, and I don't want to see it turned into COD, but I think I do want a little more simplicity. Despite its general clunkiness, I think this sort of thing was better in OFP.

Er, so yeah. They got their work cut out for themselves. More simply put, rather than adding more detail and complexity and features, I want them to refine what's already there, which is plenty.

Squad control was okay though. Team AI more capable of some autonomous behavior would go a long way (like just moving to safety instead of standing there in the open, keenly staring in entirely the wrong direction while getting shot at).

Oh, and sort out the "Oh no.--THREE--Is down.--Move to.--CAR--at--12--o'clock. Negative. Negative. Negative. Negative. Negative."

Long rant for yucks.
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News Comments > Syndicate Solicits Pirates
13. Re: Syndicate Solicits Pirates Feb 24, 2012, 23:10 Aero
Origin is a pain in the ass. Nothing against it in principle, after all I think Steam is fine. Technically, it's rough and cumbersome. It's just a poor imitation of Steam. Valve had their eye on the ball ten years ago, and now it's paying off because they're a decade ahead of everyone else. I would, however, be uncomfortable if Steam effectively became a monopoly on online game sales, so I'm kinda conflicted there.

Anyways, that isn't why I posted. I went ahead and bought Syndicate anyways because I have a week off and wanted a new first person shooter. And you know, I think it's pretty good actually. Obviously, you need to put aside the fact that it has nothing to do with the first games other than being in the same "universe" (which is pretty slick, so far as those things go... more or less the Sprawl Trilogy).

And, like the reviews say, the plot isn't original or particularly intersting (so far anyways), nor is there a lot of depth to the environment like with, say, Deus Ex. It's just a cyberpunk action shooter. That said, it is considerably more "tactical" than your typical COD shooting gallery. Particularly on the hardest difficulties, you need to consider your environment and maneuver thoughtfully, not just cover-based whack-a-mole crap. The firefights can get pretty intense, and the enemy AI is very good for the most part.

The engine is great and has a lot of the same Starbreeze touches that made the Riddick games so good. It feels physical, like controlling a person rather than flying a floating gun. The cover mechanic works well too. There's none of that 'press a button to enter cover'stuff--if you're crouching behind a wall, and use the iron sights, you'll aim over or around the cover (exactly how it should work, IMO). Overall, the shooting mechanics feel really good--powerful and punchy.

The presentation, aside from a little overzealous application of lens flare (which you can turn off by modifying a config file), is slick too. It has impressively solid graphics and animation, and the sound works really well. The visceralness (is that a word?) of the firefights is right on the money, and has me shrinking back in my seat when I'm crouched behind a wall being raked with enemy fire.

Basically, for a shooter, it's got the mechanics worked out near perfectly.

The primary significant weaknesses are two disappointing bits of consolitis, and this is pushing towards a deal breaker. So far as I can tell, you cannot disable or adjust the default mouse smoothing, which is significant, and so is a serious flaw I hope they fix. It's a little laggy. Secondly, the FOV cannot be adjusted. I like it where it's at myself, generally preferring lower FOVs, but I suspect most PC gamers won't.

My final word, though, despite how surprised I am by how much I'm enjoying it considering it's poor reputation, is that I don't really feel that it's worth $60. It was worth it for me at the time because it happened to be just what I was looking for just when I was looking for it, but if I were weighing my options between different games I wanted, the price would be a deal-breaker. Better to wait for it to come down.

And then, of course, there is the Origin thing.

EDIT: While I was typing that, something to try occurred to me. You can disable the mouse smoothing by unchecking "enhance pointer precision" in your Windows Control Panel mouse settings.

Obviously, this is stupid and it shouldn't be this way, but it does solve the problem.

This comment was edited on Feb 24, 2012, 23:27.
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