Video Game Chat Thread - Pre-Alpha Experimental Version

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Are videogames for children?


  • Total voters
    8
  • Poll closed .
I am still contemplating it, but I will most likely buy Pragmata and play it on release which I usually don't do anymore. The demo was fun, reviews for what they are worth are also pretty positive. I have a big bone to pick with Crapcom ever since they got sucked into the demake cesspool among other things. But we got Kunitsu-Gami last year and now another new IP now, even if it is heavily influenced by modern RE. I have the slight hope that some higher ups at Capcom came to the realization that the remake train will have to stop at some point so paving the way for other games is the way to go. Maybe towards the next decade Capcom will pivot into even more new IPs and more risky games. Or at the very least re-release games from their portfolio that have been collection dust for years and decades now ( Breath of Fire ?).
 
So, I'm at a GameStop today. I want to buy an Xbox 360 game. The store clerk could not locate the 360 games in their locked drawers. Apparently management shuffled inventory around. Either way, what a waste of 15 minutes.
GameStop haven't sold DL DVD-R's, ever? ha ha ha
 
It's hitting fun notes I haven't lost sleep over since the releases of Cultist Simulator/Book of Hours.
I'm really digging it, so thank you for the recommendation.
Welcome to the 0th Reich, motherfuckers
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I am still contemplating it, but I will most likely buy Pragmata and play it on release which I usually don't do anymore. The demo was fun, reviews for what they are worth are also pretty positive. I have a big bone to pick with Crapcom ever since they got sucked into the demake cesspool among other things. But we got Kunitsu-Gami last year and now another new IP now, even if it is heavily influenced by modern RE. I have the slight hope that some higher ups at Capcom came to the realization that the remake train will have to stop at some point so paving the way for other games is the way to go. Maybe towards the next decade Capcom will pivot into even more new IPs and more risky games. Or at the very least re-release games from their portfolio that have been collection dust for years and decades now ( Breath of Fire ?).
Fair warning but the campaign is apparently only 5-6 hours long and closer to 4 with the cutscenes, up to you if $70 is a fair price tag for something like that.
 
Fair warning but the campaign is apparently only 5-6 hours long and closer to 4 with the cutscenes, up to you if $70 is a fair price tag for something like that.
Well, from what I could gather, it's at least double that, more if you are going for side content or a completionist run.
Going through NG+ is also encouraged.

Insofar I am not too concerned with the playtime. I also got the deluxe edition slightly cheaper than 70$, which is still quite expensive, but that's AAA gaming for you.

I know that my purchasing decision won't influence Capcom in the slightest, but I also don't want to be a spineless shit. I complain about AAA and everything surrounding it, and since Capcom is doing something that isn't their usual modus operandi, I'm putting my money where my mouth is and I am supporting it. I want Capcom to develop games that are not part of a fucking franchise and are maybe even unique or strange. Pragmata might sell like garbage but I rather "waste" my money buying it than to put another cent into Resident Evil.
 
Final Fantasy VII will forever be one of my favorite games.
I still need to try (and or beat) that game one day. I played the beginning of 7 remastered but that's it.

Anyway the real reason for quoting you: There's a musician, David Dockery, that has done a bunch of drumming over ff7 tracks and I absolutely love this man. So I say that to say you might like him. My favorites from his FF7 tracks might be Forested Temple or Reunion, very fun drumming on those.
Mako Reactor:

Barret's Theme:

Parochial Town:

The Nightmare's Beginning

You Can Hear the Cry of the Planet

Judgement Day:

Forested Temple:

Reunion:

One of his favorite tracks of mine is Illusion from FFX.

Anyway this post took me awhile to make because I listened to every song before putting them in the post, absolutely incredible guy, hope you enjoy some if you choose to watch/listen.
 
Is there a specific reason that it's very common in modern games for your holstered weapon to be floating a foot off your character's back or hip?

I've been noticing it a lot and oddly if I go back and play some old PS2 or PS3 games this isn't an issue and the weapons are properly positioned on the character's model.
 
Is there a specific reason that it's very common in modern games for your holstered weapon to be floating a foot off your character's back or hip?

I've been noticing it a lot and oddly if I go back and play some old PS2 or PS3 games this isn't an issue and the weapons are properly positioned on the character's model.
Based on the games I've played this mostly seems to be an issue when the player can change the clothing/armor and body size of their character. My assumption is that they don't want the weapons to clip into the character's body/clothing/armor but they also don't want to make a bunch of different models (probably not the right term for what I mean but I know next to nothing about game development) for all the weapon and armor combinations

Something in the same vein that annoys me is when the characters are modeled with scabbards/sheaths/holsters but don't use them or they have a bare weapon hanging off their hip/back. I've recently been playing Baulder's Gate 3 and seeing my character's weapon hanging off their shoulder sans scabbard is incredibly annoying. Also the back being the default "holster" for one handed and versatile weapons is such a baffling design choice.
 
Is there a specific reason that it's very common in modern games for your holstered weapon to be floating a foot off your character's back or hip?

I've been noticing it a lot and oddly if I go back and play some old PS2 or PS3 games this isn't an issue and the weapons are properly positioned on the character's model.
Generic models, generic animations, generic rigging. Custom takes time. Easier to pull an industry standard engine and industry standard assets using industry standard mechanics and industry standard conventions.
  • Becuase industry standard means you can hire disposable techs to make your game and fire them before they start expecting stock options or a raise.
  • Which means you can hire an infinite amount of jeets to do it for cheap.
  • Which means you can pay everyone else jeet wages.
  • Which means the jeets are just gonna feed your shit into AI and wipe their asses with the output before shoving it into your source control system.
But hey, the line goes up.
 
In case anyone is interested popular mod for "7,62 High Calibre" called Hard Life started getting updates recently after several years of well no updated (updates were behind beta branch)
And currently they are doing one final check until Monday and if nothing critical comes they will push the update officialy on Tuesday
"7.62 High Calibre is a tactical action game, sequel to Brigade E5. A professional mercenary is in pursuit of a certain Russian "businessman", who stole a large amount of money from his "colleagues". Now he is hiding in a small country of Latin America to avoid an inevitable punishment."
Update will add some qol stuff and archivements.
 
they also don't want to make a bunch of different models (probably not the right term for what I mean but I know next to nothing about game development) for all the weapon and armor combinations
Rig. Attachment/accessory bone. You can't glue things directly to a skinned mesh (the model of a character that deforms for animation) because it'll be warped and your engine doesn't know exactly where that point will be at any given time (without doing some stupid shit that you shouldn't do, anyway. It is technically possible) so you need to include an extra invisible limb in the animation skeleton to indicate where the sword goes, basically.

But this is not a big deal so floating weapons are basically just laziness (or an oversight where you never told your artists that the characters could remove their cape, or whatever). It's not a big deal to include a second attachment point for when they're wearing less, or blend another "animation" that just articulates the attachment "limb" to the correct offset, for example.

In some cases maybe they don't bother because it's kind of a fudge in the first place (like, how often do they actually have a sling/scabbard there? Practically never, everyone just has a magnetic back) and there's some ugly clipping going on anyway so they don't want to think about it and they don't want you to think about it. Especially if there's a literal cape involved, or if the sword goes on top of a shield and the shield might be in-hand while the sword is still holstered so the offset would need to magically warp around which doesn't make sense either. But yeah it annoys the fuck out of me too.

Edit: oh yeah, there's also the fact that if you change the offset of the slung weapon, the character's hand won't be in the right place when they reach back to grab it. So that actually does require either a second animation or some minor IK or something, which is less trivial.
...However I'd argue that (a) that shit usually happens so fast that it wouldn't be noticable anyway, and (b) if you're going to ignore it and have jank anyway, that would be a FAR BETTER option since it's an occasional misalignment for a frame or three versus something that's staring you in the face as you run around for hours.
 
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