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User information for pete

Real Name pete   
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Nickname peteham
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Signed On Dec 14, 2007, 18:39
Total Comments 687 (Apprentice)
User ID 45624
User comment history
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News Comments > Dragon Age: Inquisition Free Trial
11. Re: Dragon Age: Inquisition Free Trial Jul 15, 2015, 10:38 peteham
Six hours of SP may be just short of getting players over the initial hump of infinite boredom, if people are anything like me... I ended up really enjoying the game in the end, once the world, story and characters finally kicked in. But Lawd Allmighty, how I struggled for the first 6-8 hours. The combat system is just awful. I tried bumping the difficulty but it went from being dull to infuriating thanks to the party AI and the game not being built for actually using the tactical view. It's just a presentational bullet point.

And there's far too much busywork in the game. And I hated the crafting too. Awful, awful interface. And.. And.. And..

The "world" was amazing though. I'm a huge fan "zone" layouts over just huge contiguous open world. Each area looked amazing and felt really distinct. Exploring was a joy. All in all, I really want to play it again at some point.

But I'll be using a savegame hack that gives me unlimited herbs & minerals so I don't have to harvest another goddamn plant ever again. Stab
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News Comments > CIG Refutes Star Citizen Concerns
16. Re: CIG Refutes Star Citizen Concerns Jul 9, 2015, 11:10 peteham
It's interesting to see how pleased the Star Citizen forumers are at this so-called refutal. Mainly because it doesn't refute a thing. Crazy yes-men sycophantic cult mentality. Until CIG actually has something to show, this is really just a bunch of hand waving. If only I had a dime for every time I've read someone voicing some concern over the game's development only to be "shut down" by one of the hopeful army with "they've already addressed that". Addressed meaning "It's been talked about on a podcast".

The situation is under control.
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News Comments > The Escapists The Walking Dead Announced
5. Re: The Escapists The Walking Dead Announced Jul 9, 2015, 08:46 peteham
This video has been removed by the user?  
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News Comments > Cloud Imperium Opens Frankfurt Office
11. Re: Cloud Imperium Opens Frankfurt Office Jul 6, 2015, 18:59 peteham
Kosumo wrote on Jul 6, 2015, 18:05:
3D Realms will be loving this - "Thank God that people have stopped using Duke Nukem Forever as a saying for bad game management"
The DNF comparison actually seems highly appropriate: Major scope creep, over-ambitious and unchecked studio-head. Poor project management in general. And several redesigns + engine switches resulting in a game that got stuck in permanent limbo until the whole thing was bought out and salvaged into some kind of sellable thing...

Perhaps a bit early to judge Star Citizen thus. And unlike 3DR, CIG doesn't have the trickle of cash from former glories to keep the skeleton crew running for the decade required to rival DNF's development (the people buying ships can't be that stupid, surely).

I wonder how they're paying their employees? They're surely well past 200 people by now. Low-Minimum wage and promise of percentages on delivery, surely. But Germany isn't exactly a low-cost country.
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News Comments > Op Ed
79. Re: Op Ed Jul 6, 2015, 06:08 peteham
This quote from Derek's blog post really sums it all up rather nicely:
This game, as has been pitched, will never get made. Ever. There isn’t a single publisher or developer on this planet, who could build this game as pitched, let alone for anything less than $150m. The original vision which I backed in 2012? Yes, that was totally doable. This new vision? Not a chance.

Best case scenario in my view is that they cut away the absolutely INSANE amount of feature creep and try to salvage squadron 42, the project I'm sure most of us thought we were backing in the first place. But the far more likely outcome seems to be a broken mess of disparate modules. That is of course assuming we ever get to see any sort of "final" deliverable at all.
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News Comments > Op Ed
13. Re: Op Ed Jul 2, 2015, 15:36 peteham
jacobvandy wrote on Jul 2, 2015, 10:50:
I rarely took issue with driving during a mission because they pack those trips with hilarious dialogue. Sometimes I arrive at my destination sooner than they finish talking, and I wish I'd have driven slower!
This! I frequently park a block away from most waypoints just to make sure the dialogue has played out, in fact.

The drive to missions while in "free roam" can be pretty annoying at times though. Especially when you accidentally bump into something and end up in a police chase just as you were almost where you were going to start the mission; and end up running half-way across the world again.

But yeah, it's the dialogue and all the amazing detail and random stuff they pack into the world that really makes GTA. And even though you mostly do the same things it never feels repetitive in the way that Assassin's Creed or Far Cry does to me, to the point where I quickly get bored by feeling like I'm ticking boxes rather than pursuing a story or experiencing stuff.
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News Comments > XCOM2 E3 Trailer
12. Re: XCOM2 E3 Trailer Jun 26, 2015, 04:29 peteham
It should also be mentioned that they've admitted the E3 trailer/gameplay demo is slightly rigged for cinematic flair and expediency. The snake man/woman wouldn't actually get to use the grab move on the triggering turn, for instance (which would've been tremendously annoying).

A significant change for overwatch, if I've understood correctly, is that shots in XCOM2 are taken in sequence rather than all at once. So in the current XCOM, if you have six squad members on overwatch who all see the same enemy moving, they'll all fire on that enemy even if the first guy kills it - basically wasting five overwatch shots.
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News Comments > Evening Metaverse
4. Re: Evening Metaverse Jun 25, 2015, 19:32 peteham
Can't really see much difference from a usability standpoint. Still retains the annoying carousel layout.  
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News Comments > XCOM2 E3 Trailer
2. Re: XCOM2 E3 Trailer Jun 25, 2015, 18:19 peteham
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News Comments > Pillars of Eternity Expansion Details; Patch Plans
14. Re: Pillars of Eternity Expansion Details; Patch Plans Jun 25, 2015, 15:51 peteham
Just couldn't get into Pillars. Story didn't grab me at all, and even with modern UI improvements fixing some of my major annoyances with the infinity engine combat, it turns out I still can't stand RtwP. Disclaimer: Torment was really the only IE game I truly loved, probably because it was combat light and the combat it had was reasonably uncomplicated..

I've never really been able to properly "grok" stats in these games. What is +1 INT going to mean for my character? +1 Reflexes? Same as with the good old saving throws and THAC0, it's not intuitive/self-explanatory and you need to read the rulebook to understand how it works. Getting a proper "feel" for the dice rolls requires reading the combat log (or having played pen&paper, in the case of D&D), which zips by at astronomical speed with a party of six and twice that number of enemies taking swings. Most of the time, you'll be sifting through 90% junk lines of random swings and misses, when all you really care about is why that spell was resisted. The game seems to encourage experimentation through restarting the game with a new character/party rather than just playing, learning and tweaking as you go along, which is not something I have the patience or inclination for.

Not digging the rest mechanic either, but that's what the majority wanted I suppose. While the per-encounter skills help, walking into a heavy encounter with certain spells unavailable still means you'll usually be reloading immediately, after sticking around for a bit to see what's being thrown at you.

Backed the game high enough to get the expansion (does that mean part 1 or both here, since they split it, btw?) so I might give it yet another try when it comes out. I really wanted to like it, but just couldn't *shrug*. Glad Torment decided to go fully turn based, though it remains to be seen how it turns out.
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News Comments > New NVIDIA Drivers
4. Re: New NVIDIA Drivers Jun 22, 2015, 13:48 peteham
Yeah, in my experience, based on 99% of the times I've had significant driver issues or BSOD, at least in the Win7 and later era, it's been the early signs of hardware about to die. Especially the graphics card, which is the single most RMA'd component across all systems I've ever built by a mile (6-8 of 'em, three of those were 8800GTX.. Either a very troublesome series or I was just unlucky). By contrast I think I've only RMA'd a couple of RAM chips, a single motherboard, a couple of PSUs and never once a CPU. You go, Intel.  
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News Comments > Saturday Interviews
10. Re: Saturday Interviews Jun 6, 2015, 18:58 peteham
Simon Says wrote on Jun 6, 2015, 18:28:
Jerykk wrote on Jun 6, 2015, 17:14:
While I'm glad that the game is being designed specifically for PC, none of the reasons they gave really hold any water. You can do procedurally generated levels on consoles and current-gen consoles could easily handle the graphics shown in the screenshots. They could also have unique UI for each platform to take advantage of the different control schemes.

No, the reason why XCOM 2 is PC-exclusive is because the first one didn't sell very well on consoles. If they had, XCOM 2 would also be multiplatform.

If you had RtFA:

“To do that, we had to use all of our studio expertise … and our expertise here is PC. That's our home, and that's where we're really comfortable.”

"Focusing all of Firaxis’ efforts on the PC made logistical sense to DeAngelis, too. “Internally, with a relatively small team for the size of the game that we are, to be able to say we can focus on our platform that the studio has a pedigree for, and that X-COM: UFO Defense has a pedigree for, as PC-only... it just made a lot of sense, and that's how we wanted to dedicate our time.” XCOM 2 runs on a heavily modified version of Unreal Engine 3.5 (Firaxis’ customizations are too extensive to easily move to Unreal 4), which in some ways has been rewritten to the point of being “unrecognizable,” and it’s much simpler to make that work on one platform than three or more at once."

Yeah, but let's put it this way. If the game had outsold PC by a factor of 2 on consoles, their priorities would obviously have been different. They wouldn't make a decision that would rule out any significant portion of their projected sales. I'm as thrilled at the prospect of having a proper PC exclusive as anyone, and while I'm sure the game will be all better for it at launch, I'm pretty sure Jerykk is right.

This comment was edited on Jun 6, 2015, 19:03.
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News Comments > Steam Controller Video
7. Re: Steam Controller Video Jun 5, 2015, 10:29 peteham
Definitely going to pick one up when it's available. Doubt I'll be using it for FPS games any time soon, but for games like Witcher 3 that probably use the right stick just to look around with minimal precision required, the pad might be a lot nicer than a stick. Sometimes it's just nice to put the game on the TV and game from the comfy couch.  
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News Comments > XCOM 2 Announced
7. Re: XCOM 2 Announced Jun 1, 2015, 17:49 peteham
Randomized/procedural maps could be huge. Also, better actual mod support. Will be exciting to see what the community can do with that.

Can't wait to see more in-game stuff from E3, as well as more details on classes, skill trees, tech and how the new base game works. Still, the main question I need answered is: Where's the pre-order button?

(Still enjoying Long War. Still haven't finished a whole campaign. New XCOM with shorter length and fewer tortuous gameplay elements will be nice.)
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News Comments > Ship Ahoy - Magicka 2
2. Re: Ship Ahoy - Magicka 2 May 26, 2015, 20:35 peteham
This doesn't really look all that different from the first game so I think I'll hold off on the 4pack for a bit.. While the first hour of M1 co-op was probably up there in the top 5 of the most fun I've ever had in a video game, it went steeply down-hill once the initial newbie-chaos subsided and people got the hang of things. M1 may also be in the top 5 most buggy releases I've ever seen. Almost impossible to get a game going for more than 5 minutes before desync before the first patch.  
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News Comments > DOOM Reveal at E3
70. Re: DOOM Reveal at E3 May 19, 2015, 03:57 peteham
Jerykk wrote on May 18, 2015, 19:56:
There actually is a pretty meaningful difference between monsters that teleport in and monsters that are hidden by walls. In the original games, you could hear the monsters through the walls and prepare appropriately. In D3, you would enter a room and a monster would teleport in behind you, then another one would teleport in after you kill the first one, rinse and repeat for 20 hours. It reeked of lazy level design. On the scale of level design no-nos, teleporting enemies ranks higher than monster closets.
Probably also a large dose of having to deal with the constraints of GeForce2/3 class hardware, and their flaky shader feature set. I assume the teleportation-thing was at least partially a gameplay mechanic born out of the need to ensure that you were never fighting more than 2-3 enemies at any given time. Meanwhile, Doom 1/2 had you gunning down piles of demons.

I also think monster closets automatically feel more jarring once you reach a certain level of fidelity. Doom 3's levels tried to convey a sense of time and place, where machinery appeared to have function, and some story-telling via PDAs. Doom 1/2's levels were mostly just there to let you shoot stuff.
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News Comments > DOOM Reveal at E3
39. Re: DOOM Reveal at E3 May 18, 2015, 17:21 peteham
Krovven wrote on May 18, 2015, 16:18:
Lords of Destruction expansion was quite good.

It makes me laugh when people complain about monster closets when it comes to Doom 3, but none of the other previous games. Happens in all of the Doom games and at least the first Quake game. Pick up an item, flip a switch, step on a pressure plate...wall opens monsters come out. This might be right behind you, right in front of you, or around the corner so you don't know it's coming.
True about the monster closets, but then, the world had moved on and already given us Half-Life by the time Doom 3 came out. I don't think it was unfair to expect more. Quake at least had very strong multi-player, while Doom 3 was pretty much all about the single player campaign. I don't think anyone really played mp in that game.

Personally, I got the most fun out of D3 (and Resurrection of Evil) using the co-op mod. Monster closets are actually perfectly fine then. Would not have bothered with the expansion without it, as I didn't really enjoy the single player that much due to the aforementioned monster closets, and some annoying level design in places.

Speaking of expansion, wrong D3
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News Comments > DOOM Reveal at E3
37. Re: DOOM Reveal at E3 May 18, 2015, 17:20 peteham

This comment was edited on May 18, 2015, 17:32.
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News Comments > Evening Mobilization
4. Re: Evening Mobilization May 14, 2015, 08:01 peteham
Google has made sure the Android user experience for SD cards is quite awful anyway, though. A lot of apps, including the Google camera app, won't write to the SD card at all (at least not the last time I checked).. So if you're the lucky owner of an android device with undersized internal storage, like my old Sony xperia, you'll either have to use Sony's god awful camera app, or move your pictures and videos manually from time to time to free up space.

Heck, for a long while (android 4.4.x at least), regualr apps couldn't even write to the sdcard at all unless you rooted the phone. This is supposedly remedied somewhat in 5, though I wouldn't know, I'm never getting another Android device with <32GB so that I can skip the SD Card entirely.
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News Comments > Out of the Blue
3. Re: Out of the Blue May 4, 2015, 09:56 peteham
I am notorious among friends and family for hating spoilers
I'm more of a "I don't want to know, on second thought tell me everything, wait don't tell me anything! OH SCREW IT TELL ME NOW I NEED TO KNOW"-kind of guy.
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687 Comments. 35 pages. Viewing page 4.
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