Video Game Chat Thread - Pre-Alpha Experimental Version

Are videogames for children?


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is it odd that i dont necessarily hate this redesign?
If you take a closer look at the redesign you can see the textures and mesh quality has been downgraded significantly to the point where it looks objectively worse than the PS4 version. That's where people have the biggest issue because its an objective downgrade from an inferior product.
 
If you take a closer look at the redesign you can see the textures and mesh quality has been downgraded significantly to the point where it looks objectively worse than the PS4 version. That's where people have the biggest issue because its an objective downgrade from an inferior product.
the only real issue i have with it is the hair looks a bit odd. skin textures look kinda weird too, but maybe that'll get fixed around the time this releases with the ps5
 
Here I was thinking 2020 couldn't get worse but now Minecraft Steve is in Smash Bros. :stress:
 
Here I was thinking 2020 couldn't get worse but now Minecraft Steve is in Smash Bros. :stress:
Hey the Nintendo Fandom is at least happy their time wasn't wasted unlike like the time when nintendo ruined their direct by showing them Shin megami tensei.
 
the only real issue i have with it is the hair looks a bit odd. skin textures look kinda weird too, but maybe that'll get fixed around the time this releases with the ps5

The hair is probably fine if it's smudged from moving, videogame hair is a weird hack and they might run some homebrewed temporal reconstructive AA scheme on top of that which always blurs things. Most of the big studios seem to cook up their own AA solution these days. Skin might look different because of that as well but who knows. The blur is definitely way different. Look at the backgrounds and it's easy to see that they have aggressively turned up the depth of field blurring, compare the desk on the lower left in both pictures. The fluorescent light behind him is also "bigger" because of the blurring. It looks worse in that screenshot but look at the lower right, there's three lights on a machine and that effect is better in the new screenshot.

His ear looks waaaay better though, old model ear looks ghoulish, and his skin in general seems to have some subsurface scattering applied to it
 
Back in summer 2001, I was stoked as fuck to buy Deus Ex, got it on launch day, played the hell out of it and loved every single second of it.

When Corona started, I replayed it and it held up amazingly. It is still a lot of fun, even though it's janky at times. The story is great, the atmosphere is just mesmerizing and the gameplay is fun and even the things that don't hold up as much have a certain charm to them.
I still consider it one of the best games ever made.

Well.

In 2004, after finally getting a new PC, I could get Deus Ex: Invisible War, I had been waiting forever for that game and even though there were some aspects that I knew would be weird (like all guns using one type of ammo), I was hype as fuck. Then I played it. Gave up halfway through, when I got stuck in Egypt and simply couldn't bring myself to play it any longer.
Over the past few years, I have heard that many people say that the game is fine if you play it in its own right, don't compare it too much with DE and just go with it.

Now, I restarted DE:IW, too... and I have to say, I have to go back on my words, the game is not a disappointment. It's a catastrophe. A desaster. Absolutely nothing about this game works out for me and I wonder how I played the game as long as I did back in the day.

One of the first dialogues you hear is someone telling you that Tarsus, the company you work for, is evil. There is no intrigue, no buildup, just "Yup, these guys are evil." and then the game pretends like you got a choice to stick with the terrorists or Tarsus. It's so lame. The original built up that whole "UNATCO isn't all it's cracked up to be" before it made you switch sides.
Then there's the wonky game mechanics. Everything, every single game mechanic, could be used as a poster child for the term "dumbing down".
One type of ammo for all weapons (from stun baton to rocket launcher), only one type of lockpick/multitool, only a handful of slots for gear (and all gear takes up one slot), hacking can only be done with a biomod, only one health bar... everything about this game is inferior to DE and even without the comparison, it's super lame.

Somehow, the graphics look worse in DE:IW then in DE from a modern perspective. I don't even know how they did it and screenshots do it no justice, in motion, the new game looks just terrible. The original one looks dated, but they designed their stuff a lot better... which is an issue in itself. DE has some amazing designwork, DE:IW has shit designs all over the place. From the level layout to the robot designs.

But what really gets to me is how poor the atmosphere is in DE:IW. Nothing is explained. I am some random person working for some random company and some random group of terrorists attack... and there is no indication how DE:IW ties into DE's storyline at all. So there was "the collapse", but what exactly is the WTO that is policing the city? Who is in charge, how does the world work? I'm just flabberghasted how much this game is a letdown, that's even worse on a replay 15 years later.
 
Over the past few years, I have heard that many people say that the game is fine if you play it in its own right, don't compare it too much with DE and just go with it.

Now, I restarted DE:IW, too... and I have to say, I have to go back on my words, the game is not a disappointment. It's a catastrophe. A desaster. Absolutely nothing about this game works out for me and I wonder how I played the game as long as I did back in the day.

It's terrible. I played the demo that was released and felt decently optimistic, probably played it more than once even, but with the full game I stopped when I got to the warehouse filled with poison gas where you had to cross it by walking over the rafters. It was bad but most of all it was a fucking stupid section and as I understand it the player have to cross it several times before a different path opens up.
 
Just unearthed this from an old box of games:
The_Dark_Brotherhood.jpg


It somehow completely vanished from my memory. Even when actively thinking of Sonic games from the late 2000's, I could immediately recall every other one from the time, but never even had a vague feeling I was forgetting something...

Also, who the FUCK thought it was a good idea to make Sonic a shitty turn-based RPG?
 
Just unearthed this from an old box of games:
View attachment 1638884

It somehow completely vanished from my memory. Even when actively thinking of Sonic games from the late 2000's, I could immediately recall every other one from the time, but never even had a vague feeling I was forgetting something...

Also, who the FUCK thought it was a good idea to make Sonic a shitty turn-based RPG?
Paper Mario + Sonic would have been ace but this was one of the first instances of BioWare showing their true colours.


IIRC: Most of the music is so bad because it's literally a bunch of stolen midis and apparently there's a bunch of usernames still within the data.
Also the midis used call a bunch of instruments that don't exist in the game so tons of the tracks have very simple instrumentation ...not counting all the tracks where the composer actually put on a stock midi keyboard backing track and played the song with one finger.

Richard Jacques's music is good as usual and boy does it stick out like a sore thumb.
 
It's terrible. I played the demo that was released and felt decently optimistic, probably played it more than once even, but with the full game I stopped when I got to the warehouse filled with poison gas where you had to cross it by walking over the rafters. It was bad but most of all it was a fucking stupid section and as I understand it the player have to cross it several times before a different path opens up.
The game is really surprising me with how many ways it can find to fail.
One of the biggest flaws in level design in DE was, that sometimey the setup of a place wouldn't make too much sense when you really think about it. The layout for the MJ12 base behind the UNATCO headquarters was such a thing. The UNATCO Headquarters itself was really wonky. I mean, it served a logical, narrative purpose (ie: so you speak to Dr. Reyes on your way out), but entering the top secret MJ12 facility through the sickbay was really silly. And then you have the super secret base that has essentially no way to receive or deploy its assets, such as the giant robots. I would consider this a bit of a nitpick, but all it would have taken would have to be some sort of warehouse/docks facility that has a (somewhat secret) elevator to the MJ12 base. Then, it would make perfect sense, you could hide shipments and troop deployments via the regular traffic for the UNATCO HQ, so yeah... not that big of a deal overall and the leveldesign is so great in every other place, offering so many paths to so many different areas, it more than makes up for that.

DE:IW on the other hand, whoowee.
Alternative paths in IW are so lackluster and boring. You want to break into a house? Just go through the conveniently placed airduct right at the facade. It's not even locked. In the first hub, you are in the Tarsus Apartments, you go to some Hotel and some other living quarters in an apartment building. The only room with a window is the one you start in. No other room has a window in any other apartment or hotel room. Compare that to "The logistics behind MJ12 operations seem wonky". Here you have people living in concrete bunkers without even the ability to let in fresh air. What the fuck is wrong with these developers, have they never been in a regular house before?
The AI is shit too. The DE AI was notoriously bad, where you could stand right in front of someone and run around the corner and they'd go "Must be my imagination", but in IW, I shot up a place and no NPC cop even looked at me funny. The security bots didn't give a shit either. Within sight of the police, a group of thugs have set up a street blockade and they extort money from all people that pass through.

Also, that warehouse you mentioned earlier, that has to take the cake.
Some poison gas has filled that warehouse, and the WTO reacts by cordoning off the warehouse (well, technically a lift that seperates upper and lower Seattle)... and just for good measure, they deploy attack drones that shoot anyone on sight. To protect them from ... breathing in poison gas. Well, they are US cops after all, I guess.
There's a metro-station (again: taken over by thugs, and again: easily circumvented by climbing into a vent right next to the main entrance) that has a laser barricade to seal off the platforms. Not just some tripwire alarm, it's high powered lasers that take away 90% of your hitpoints when you run through. Public transportation is serious fucking business in this setting. You try to dodge the fare, your ass gets toasted.
DE was great cause the world made sense, it felt lived in and realistic. IW has attack drones that shoot on sight to prevent you from stumbling into a gas cloud and literal death rays that close down the gate to your commute. Just pray the low-income metro worker doesn't have sweaty fingers when he shuts down the lasers for you on your way to work, otherwise you might get sliced and diced like that one guy in the first Resident Evil movie.

And just for shits and giggles, I used the strength mod (tier 1) with the baton and at worst, I need two or three hits to knock someone out. The baton is strong enough to take on armed drones, even though they take little damage from physical attacks. As if the gunplay didn't suck already, melee is so utterly broken, you can just pummel everything to death in this game.

Remember these guys?
death machine.png


These guys will slap your shit faster than you can say "I dun goof'd" (And their design is fucking cool). In IW, you can just bitchslap them out of existence.

And just to bring this rant to a close: The original DE even has better physics than IW. Granted, IW has ragdoll physics and stuff tumbles around in IW, where DE only hade stuff drop down without changing shape or orientation, but everything feels like it is made of cardboard in IW. Even just very lightly bumping into something will send it flying across the room and bounce around the floor. I still remember how I played IW for the first time, literally just brushed against some fuckhuge piece of furniture and it went flying off like it was made of styrofoam. I died a little inside that day. I was impressed to see ragdoll pyhsics and being able to throw around shit and watch it roll and tumble, but when everything feels like you're throwing around inflatable toys, it just gets silly really quickly.
 
Also, who the FUCK thought it was a good idea to make Sonic a shitty turn-based RPG?
It was inevitable... Sonic was always copying Mario in one form or another (see "Sonic Shuffle" and "Sonic Drift 2"). Only thing Mario did later than Sonic was a fighting game, but I wouldn't even count SMASH as a "Mario-Specific" fighter.

It COULD have been done correctly. However, making the touch pad and stylus the entire control scheme of the battles is NOT a good idea, and classic DS touch controls do NOT transition well on newer hardware (3DS). Its just as retarded when back in the Wii days, developers were forcing players to use the stupid motion control rather than give a choice for a Pro Controller option. Playing this thing on an emulator is better because at least with a mouse as the stylus you can have more accurate touch commands and not having to worry about missing an attack most of the time.

IIRC: Most of the music is so bad because it's literally a bunch of stolen midis and apparently there's a bunch of usernames still within the data.
Also the midis used call a bunch of instruments that don't exist in the game so tons of the tracks have very simple instrumentation ...not counting all the tracks where the composer actually put on a stock midi keyboard backing track and played the song with one finger.
That explains a lot. Wonder if they got their stuff from this site.

Richard Jacques's music is good as usual and boy does it stick out like a sore thumb.
I will ALWAYS love his stuff from Sonic 3D Blast (PC/Saturn) and Sonic R. Gene Gadget/Panic Puppet especially from the former.
 
Paper Mario + Sonic would have been ace but this was one of the first instances of BioWare showing their true colours.


IIRC: Most of the music is so bad because it's literally a bunch of stolen midis and apparently there's a bunch of usernames still within the data.
Also the midis used call a bunch of instruments that don't exist in the game so tons of the tracks have very simple instrumentation ...not counting all the tracks where the composer actually put on a stock midi keyboard backing track and played the song with one finger.

Richard Jacques's music is good as usual and boy does it stick out like a sore thumb.
Pretty weird that the music was so bad, considering every other 00's Sonic game went all-out in the soundtrack department. Except maybe Unleashed because I can't remember a single track from that game, and it came out the same year.
 
Watched a stream of Diablo 2 the other day and I am now itching for this absolutely classic gem of a game, but will have to dig up my CD and hope it'll work. Any enhancements, patches or something like that, that I should be aware of?

Also, it's neither on Steam nor on GoG (only Diablo Hellfire), I guess it's on some ActiBlizz Steam-wannabe system, in which case, it can go kiss my ass.
 
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